Reports: Audience Insight

Browse all of our reports, featuring our analysts' expert insights and analysis of audience segmentation, emerging trends and technologies, value chains, market shares, predictions and more – backed by our proprietary survey data and bespoke models & forecasts. Become a subscriber to get new ones every month, or just pick one to get started.

Latent potential
Japan music consumer user profile

Cover image for Latent potential
Mark Mulligan and Tatiana Cirisano
This report presents MIDiA consumer data for key music behaviours of Japan’s consumers. The data covered includes streaming app usage, social app usage, key audio formats (radio, streaming, and podcasts), fandom / identity, and artist content. All data is from our Q1 2023 survey, fielded in US, Canada, Mexico, Australia, Japan, Sweden, France, Germany, and UK.
Read more …

How you play matters
Profiling solo, team, and couch players

Cover image for How you play matters
Karol Severin
This report presents MIDiA’s consumer survey data, zooming in on players of specific gamer types. Data includes age, gender, income, time spent across entertainment, money spent on and inside games, as well as games genre preferences. QUESTION ASKED: Which of the following types of gameplay do you like the most? (select up to three) ANSWER OPTIONS INCLUDED: S olo vs computer, solo vs other solo players, small team (max 4) vs other small teams online, large teams (more than 4) vs other large teams online, in a team vs computer (co-op / PvE), with someone physically present in the room, and against someone in the room.
Read more …

Radio WAUs
Blurring broadcast lines

Cover image for Radio WAUs
Annie Langston
The radio industry has traditionally thought in terms of monthly audiences and reach rather than engagement. It is time for the radio industry to start thinking in terms of weekly engagement so that it can better benchmark itself against the wider picture of digital entertainment It is time for radio to think in terms of weekly active users (WAUs) As radio consumption steadily declines over time, it is imperative to understand the current userbases Globally, radio WAUs skew older, making the transition into digital platforms such as podcasting more challenging.
Read more …

Not all social entertainment behaviour is created equal
Audience deep dive

Cover image for Not all social entertainment behaviour is created equal
Hanna Kahlert
Social is an integral part of entertainment consumption This report presents key data and insights about the advanced overlaps between social behaviour (both on digital platforms and in real life) and entertainment consumption. It looks at data from nine markets, featuring segments of social platform users and the audiences of different forms of entertainment, as well as fandom behaviours and monetisation opportunities.
Read more …

Podcasts and gamers
How audio can propel the gaming universe

Cover image for Podcasts and gamers
Annie Langston and Kazia Rothwell
The rise of games-inspired content is taking entertainment by storm. This illustrates the power of not only games content itself, but the fandoms that keep it alive, revealing an audience for other entertainment formats to tap into. As games aficionados over-index for a variety of podcasting behaviours, podcasts are an opportunity for games companies to turn many of the adverse effects of attention inflation into opportunities to drive fandom, engagement, and revenue along the way.
Read more …

Profiling Steam users
A valuable gamer niche

Cover image for Profiling Steam users
Karol Severin
For two decades now, Steam has been one of the go-to digital game distributors, particularly for computer gamers and developers. Yet, its weekly active audience does not quite reflect a fully representative sample of computer gamers. Rather, Steam’s weekly active users (WAUs) are a specific niche of gamers, characterised by their demographics, genre preferences and wider gamer behaviours.
Read more …

Digital advertising reception of gamers, Q4 2022

Cover image for Digital advertising reception of gamers, Q4 2022
Karol Severin
This report presents a Q4 2022 snapshot of gamers’ reception to various types of digital advertisements. It covers: Display / banner advertisements Video advertisements Video advertisements in mobile games Audio advertisements Advertisements that are relevant to the consumer Advertisements in services that consumers already pay for Gamer segments included are: By gamer platform (Mobile, PC, Console) By games genre fans (FPS, RPG, Action / Adventure, Platformer, Open world, Sandbox, Puzzle, Simulator, Strategy, MOBA, Survival, and sports games) By games service subscriber (Apple Arcade, EA Play / Pro, NintendoSwitch Online, Xbox Game Pass, Xbox Live, PlayStation Now, PlayStation Plus,Ubisoft+) The data in this report is from MIDiA Research’s Q4 2022 consumer survey.
Read more …

Video consumer monetisation snapshot Q3 2022
US, Canada, Australia, UK, Germany, France, Sweden, South Korea, and Brazil

Cover image for Video consumer monetisation snapshot Q3 2022
Tim Mulligan
This slide deck presents consumer demand for video subscription services, transactional video consumption, and advertising responsiveness. The data is pulled from MIDiA’s Q3 2022 consumer survey, fielded in the US, UK, Australia, Canada, Germany, France, Sweden, South Korea, and Brazil.
Read more …

Tipping point
How in-game spending will eat the games world

Cover image for Tipping point
Karol Severin
Though parts of the games industry still stigmatise in-game purchases, the business model is a fundamental part of a successful and sustainable growth formula for games companies. The current macroeconomic climate will only catalyse their importance. Diving into the nuances of in-game spenders’ behaviours and attitudes unlockssignificant growth and conversion optimisation opportunities for games companiesthat are already in pursuit of this business model.
Read more …

Themes

Verticals