Reports: Entertainment

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.

Cultural movements
A new take on mainstream for the fragmentation era

Cover image for Cultural movements
Mark Mulligan and Tatiana Cirisano
Entertainment has become nichified, mainstream has become smaller, and audiences have fragmented. While this has been crucial to the rise of the long tail and the creator economy, there is a need for a new, fragmentation-era successor to mainstream. Building upon MIDiA’s work on scenes, in this report we make the case for cultural movements, the ...
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Audio’s entertainment value
Examining audio listeners’ cross-entertainment lives

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Rutger Rosenborg
Typically, the marketing team for a games company or TV show would not be thinking of audiobooks and podcast listeners as a key consumer segment to address. Yet, podcast and audiobook listeners are digitally sophisticated and spend more time and money than the consumer average on most forms of entertainment – including games, music, and video.
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Closing the background gap
Focused versus background audio listening

Cover image for Closing the background gap
Kriss Thakrar, Tatiana Cirisano and Annie Langston
The rise of attention inflation means that consumers are maximising their limited time by multitasking between various formats, spurring a rise in background consumption. This creates a “new” space for platforms to compete for consumers’ time. Among entertainment formats, audio is best placed to conquer background listening, but music streami...
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Gamer brand fandom
Assessing partnership suitability between games and entertainment brands

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Karol Severin
Entertainment partnerships in games are booming, with games companies being approached with opportunities from all directions. This increased level of opportunity puts pressure on the available time and resources to properly evaluate each proposal. Simultaneously, the continuous influx of opportunities, coupled with ongoing games release deadlines,...
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