Reports: Business Strategy

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.

O mercado brasileiro de música
Rumo ao estrelato

Cover image for O mercado brasileiro de música
Leo Morel and Tatiana Cirisano
Grande parte da população do Brasil adotou o streaming como formato de consumo musical. Atualmente, ele é o principal formato de consumo do país, correspondente a 82% de sua receita de música gravada. Isto, atrelada a forte conexão dos brasileiros com a música, está contribuindo para expandir as fronteiras da música local, com o funk brasileiro e artistas como Anitta se tornando conhecidos globalmente.
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The state of music AI
The consumer opportunity lies in modification, not generation

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Tatiana Cirisano and Hanna Kahlert
MIDiA previously predicted that generative artificial intelligence (gen AI) would accelerate music’s “Instagram moment”, where consumers could create and remix music as easily and often as they post photos and videos on social media. However, just because everyone can do these things does not mean everyone will want to.
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Gamers
A cross-entertainment summary

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Karol Severin
This report presents the key figures, behaviors, and preferences of gamers across entertainment. Graphics in this report show selected gamer segments, compared to relevant consumer segments across entertainment as appropriate. An accompanying Excel file provides country-by-country figures and data for 60+ additional gamer segments, including by games genre fandom, by games title, and by various gamer specific behaviors (e.
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Gamers' time
Where it is and how to get it

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Karol Severin
With the attention economy saturated, there is next to no incremental entertainment time up for grabs. This comes precisely at a time when more games depend on growing time spent. As games are only the fifth most consumed entertainment activity among PC and console gamers, the path for games to meaningfully grow time spent is to absorb consumers’ time spent on other entertainment formats.
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