Reports

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.

Profiling Steam users
A valuable gamer niche

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Karol Severin
For two decades now, Steam has been one of the go-to digital game distributors, particularly for computer gamers and developers. Yet, its weekly active audience does not quite reflect a fully representative sample of computer gamers. Rather, Steam’s weekly active users (WAUs) are a specific niche of gamers, characterised by their demographics, genre preferences and wider gamer behaviours.
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Bridging the creator gap
Monetising social video’s micro-communities

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Samuel Griffin and Ben Woods
The pandemic-induced boom in content creation has saturated social video platforms at a time when creators are battling a downturn in digital advertising revenues. These dual pressures of less exposure and dwindling financial returns have put pressure on mid-tier creators; the community that derives all their creator income from advertising, subscriptions, and donations, but have subscale audience to superstar creators.
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Recorded music market 2022
Reality bites

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Mark Mulligan
Following a spectacular year of growth in 2021, global recorded music revenue growth slowed significantly in 2022, due to the combined impact of global economic headwinds and growth slowdown in mature streaming markets. Context, though, is everything – not many industries can deliver solid growth while the global economy is in turmoil, ad markets are falling, and many emerging tech sectors are in crisis.
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Digital advertising reception of gamers, Q4 2022

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Karol Severin
This report presents a Q4 2022 snapshot of gamers’ reception to various types of digital advertisements. It covers: Display / banner advertisements Video advertisements Video advertisements in mobile games Audio advertisements Advertisements that are relevant to the consumer Advertisements in services that consumers already pay for Gamer segments included are: By gamer platform (Mobile, PC, Console) By games genre fans (FPS, RPG, Action / Adventure, Platformer, Open world, Sandbox, Puzzle, Simulator, Strategy, MOBA, Survival, and sports games) By games service subscriber (Apple Arcade, EA Play / Pro, NintendoSwitch Online, Xbox Game Pass, Xbox Live, PlayStation Now, PlayStation Plus,Ubisoft+) The data in this report is from MIDiA Research’s Q4 2022 consumer survey.
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Year of change
Themes that will shape entertainment in 2023

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Mark Mulligan, Tim Mulligan, Karol Severin, Hanna Kahlert, Kriss Thakrar, Ashleigh Millar, Tatiana Cirisano, Annie Langston, Perry Gresham, Samuel Griffin, Ben Woods and Srishti Das
This report deep dives into the themes identified in MIDiA’s 2023 predictions report. These themes will drive innovation in the digital entertainment landscape in 2023 across music, video, games, audio, cultural trends, and the creator economy. Expect 2023 to be a of period significant disruption and innovation forced upon the digital entertainment industry, as nearly two decades of uninterrupted growth makes way for consumer-led disruption that is driven by a reduction in discretionary spending, attention, and willingness to make do with tired old formats.
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Tipping point
How in-game spending will eat the games world

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Karol Severin
Though parts of the games industry still stigmatise in-game purchases, the business model is a fundamental part of a successful and sustainable growth formula for games companies. The current macroeconomic climate will only catalyse their importance. Diving into the nuances of in-game spenders’ behaviours and attitudes unlockssignificant growth and conversion optimisation opportunities for games companiesthat are already in pursuit of this business model.
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Reintroducing scarcity
How entertainment can find value amid the growing digital clutter

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Hanna Kahlert
Games, sports, music, video, audio, and social content all compete not only for consumers’ attention (and money), but also their fandom. However, the oversaturation of content is devaluing entertainment itself, by overly commodifying it. Entertainment businesses and content providers will need to rethink how to generate better value for audiences, especially if they want to make true fans of those audiences – especially in an environment of recession (both in the global economy and consumer attention).
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Themes

Verticals