Reports: YouTube

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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2024 audio consumer profile
Habits, platforms, and personas

Cover image for 2024 audio consumer profile
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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The audio creator opportunity
Audio creator behaviours and monetisation potential

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Rutger Rosenborg
Historically, YouTubers and TikTok influencers have received the lion’s share of mainstream attention as a creator class – but audio creators are increasingly active on the same digital platforms and operating within the same formats. As a result, the audio creator has become a jack of all trades, moving between copyediting, audio editing, and video editing.
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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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Global South rising
Streaming audiences in China, Turkey, and South Africa

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Tatiana Cirisano
It is increasingly clear that the future of the global music streaming business relies heavily on the Global South markets, which include Latin America, Asia Pacific, and the Rest of World. Most subscription growth is coming from these regions, which will collectively dominate the global music subscriber base by 2031, according to MIDiA’s global music forecasts.
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MIDiA Research 2024-2031 global social forecasts
New frontiers and strong growth ahead

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Hanna Kahlert and Mark Qi
More than ever, social platforms are the de facto way that consumers interact not only with entertainment but with the internet itself. As internet access expands in emerging markets and social platforms continue to eat up digital entertainment consumption in developed ones, further growth is inevitable because the market has: The ability to grow user numbers The ability to grow time spent by those users The ability to make more money from that time spent, both from ads and increasingly from new subscription offerings Social as it was in the 2000s and 2010s has matured.
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Not all social entertainment behaviour is created equal
Audience deep dive

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Hanna Kahlert
Social is an integral part of entertainment consumption This report presents key data and insights about the advanced overlaps between social behaviour (both on digital platforms and in real life) and entertainment consumption. It looks at data from nine markets, featuring segments of social platform users and the audiences of different forms of entertainment, as well as fandom behaviours and monetisation opportunities.
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