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.

UK media consumption Q4 2024
A mature market with niche growth prospects

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Laura Fisher
This report presents MIDiA consumer entertainment data across media, music, audio, and games. Key data and insights: Time spent and weekly active users (by format and platform)for streaming music, podcasts, social media, games consoles and more. All data refers to the UK only (n = 1,000) except for ‘all-country average’ referring to the weighted average of all nine countries surveyed.
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Cultural movements
A new take on mainstream for the fragmentation era

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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 cultural pyramid, and how entertainment audiences operate in the fragmentation era.
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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

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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 streaming is more easily relegated to the background than podcasts.
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Attention recession impacts on D2C growth

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Richard Broadhurst
Weekly active user (WAU) penetration for the top streaming services is now slowing with quarter-on-quarter growth effectively flat for the leading subscription video on demand (SVOD) services. Peak attention is now clearly here for video. The looming attention recession, which is already impacting the wider digital entertainment landscape, will exacerbate the greater underlying disengagement trends such as cancelling subscriptions that are starting to impact on video.
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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, make it hard for games companies to step back and apply macro frameworks for partner assessment and prioritisation effectively.
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