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.

Fandom drivers
From fan psychology to NFT demand

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Mark Mulligan, Karol Severin, Srishti Das and Tatiana Cirisano
Fandom is entertainment’s growth currency, yet it remains both under-valued and poorly understood. While other entertainment currencies can be accurately measured (number of streams, number of sales, number of views, etc.) it is only the effects of fandom that can be quantified (number of likes / shares, merchandise sales, etc.
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Gamer consumer deep dive Q3 2021

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Karol Severin
This report presents a deep dive into gamers across five areas: Gamer segments Console owners Services and apps Games behaviours Entertainment behaviours Including more than fifty slides of data and analysis, as well as detailed Excel files, the topics covered include: mobile gamers, console gamers, computer gamers, Xbox, PlayStation, Nintendo, Discord, YouTube, Twitch, Stadia, Arcade, games videos, gamer overlaps, gamer demographics, games genres, games titles, in-games spending, NFTs, cross-entertainment behaviours, and much more.
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Attention economy
After the lockdown boom

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Mark Mulligan
The pandemic-triggered change in everyday life resulted in a boom in entertainment consumption, which, in turn, saw growth in emerging formats as well as a temporary rebound for traditional formats. As the world starts to ease back into pre-pandemic routines, much of this newly found entertainment time will go – but the declines will not be evenly felt, with the emergence of clear winners and losers in the post-boom attention economy.
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Beyond broadcast
How digital natives will reboot sports content monetisation

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Srishti Das
Global broadcast deals are being renegotiated in the context of expiring rights, evolving digitally native, younger audience engagement and increased competition for attention. With only 6% of 16-19-year-olds watching live sport across OTT platforms and linear TV, Gen Z is slowly finding new ways to engage with sports through social media highlights and fantasy sports.
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Video Consumer Snapshot Q2 2021
US, Canada, Australia, UK, Germany, France, Sweden, South Korea, Brazil

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Tim Mulligan
This slide deck presents consumer demand for video subscription services and streaming consumption, with detail for streaming services and video consumption preferences. The data in this deck is pulled from MIDiA’s Q2 2021 Consumer Survey that was fielded in US, UK, Australia, Canada, Germany, France, Sweden, South Korea and Brazil.
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Smart home
Smart devices are winning the battle for the future of TV

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Tim Mulligan
The unbundling of TV consumption is catalysing the smart home, with media streamers and smart TVs driving adoption and engagement. The smart home entertainment ecosystem will expand due to smart devices (smart TVs and smart speakers), as they are building on traditional consumption habits and engagement of key segments to act as smart home ecosystem ambassadors.
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The four key cultural trends transforming digital entertainment in 2021 and beyond

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Hanna Kahlert
The effect of streaming on entertainment is not new, but as we move into the era of mainstream vaccinations, the shifts in streaming-driven consumer behaviour over the last year and a half will drive fundamental changes. From the rise of virtual events to the fall of the box office opening weekend, underpinned by the swift commodification of content pushing consumers towards lean-in behaviours, this is the post-pandemic new normal.
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Sci-fi video fan consumer snapshot, Q2 2021
US, Canada, Australia, UK, Germany, France, Sweden, South Korea, Brazil

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Tim Mulligan
This slide deck presents sci-fi video fan consumer demand covering video services, live TV viewing, binge viewing, device viewing, YouTube consumption, and leading video services by WAU penetration. The accompanying dataset includes the demographic breakdown for each segment by age (16-19, 20-24, 25-34, 35-44, 45-54, 55+), by distribution (absolute numbers of consumers), and by penetration (percentage of engagement for each activity).
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