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.

Latent potential
Japan music consumer user profile

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

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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.
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Radio WAUs
Blurring broadcast lines

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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.
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Pre-empting video piracy in the streaming TV era

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Tim Mulligan
Video piracy had been downgraded as a significant disruptive risk in the era of subscription video on demand (SVOD) and free ad-supported streaming TV (FAST). While peer-to-peer (P2P) file-sharing piracy is a declining niche activity at 7% penetration, streaming piracy is has slightly increased to 10% as the cost-of living crisis and recessionary fears increase the use case for piracy among digital entertainment consumers.
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Podcasts and gamers
How audio can propel the gaming universe

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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.
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