Reports: Entertainment and Fandom

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.

2024 audio consumer profile
Habits, platforms, and personas

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Laura Fisher
This report presents MIDiA’s audio consumer survey data with a view to understand the global audio consumer.This report is a compilation of the most recent MIDiA audio data. Key data in this report: Platforms that podcast monthly listeners use to access their podcasts, Q4 2024, global Podcast monthly listeners main ways of discovering podcasts, Q3 2024, global Total number of audio subscriptions paid for per consumer, Q4 2024, global Average weekly hours spent listening to audiobooks vs.
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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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MIDiA’s 2025 predictions
It’s social’s stage now

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Mark Mulligan, Karol Severin, Hanna Kahlert, Tatiana Cirisano, Ben Woods, Rutger Rosenborg, Rhys Elliott and Olivia Jones
The creator economy reshaped entertainment in the first half of the 2020s and social wasthe big winner, now positioned at the centre of the entertainment economy. In 2025 wewill see the second-order effects begin to play out, set against the backdrop of attentionsaturation, content commodification, and increased focus on profit.
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