Audience Insight

The coming sports monetisation revolution

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Tim Mulligan
Despite recent sports rights hikes (driven by tech major interventions, such as Amazon’s NFL Thursday Night Football 2021 rights agreement), sports as a broadcast asset is under increased scrutiny. An ageing audience, combined with its decreasing relative importance in home entertainment, means that live sports must work harder to justify its hefty price tag in the TV streaming era.
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How Taylor Swift has ushered in an era of direct distribution for media fusion

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Tim Mulligan
Cinematic releases of music concerts are nothing new, with the likes of the Beatles Help! film of 1965 ushering in a new era of mass participation for global fanbases beyond the concert arena. When Covid shut down the live music scene in 2020-2021, there was a brief flurry of interest in delivering virtual concerts for fans seeking a proxy for the live experience that went on hiatus.
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Does culture become a commodity, or do commodities become culture?

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Hanna Kahlert
More than three fourths of audiences believe that the music they listen to reflects who they are. This rises to more than four fifths of people aged 25-44. Music listening is also incredibly personal –roughly a third of people listen to playlists they curate themselves when exercising, hanging out with friends, working or studying, or just when they are out and about.
min read
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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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