Reports: 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.
20 years ago, labels targeted fandom. Will it work the second time around?
Flipping the script Game IP transmedia needs to evolve
Unintended consequences – the year ahead for streaming
Are we reaching peak fandom?
There is no Pirates of the Caribbean 6: How long is the internet going to work?
How economic volatility will impact US labels’ fandom monetisation push
IMS Business Report 2025
Fandom reciprocity: Why sustaining a community requires give and take
Everyone wants to monetise fandom – but we must fix fan data first
From games to social media: What the Switch 2 Direct says about Nintendo
Is it too soon to be talking about podcast superfans?
85% of Rocket League players do NOT count electronic music as a favourite music genre – own goal or opportunity?
Pixels to playlists Music preferences and behaviours of gamers
The music industry’s weakest link: Getting from A to B
Live and direct: lessons for streamers from the appeal of online radio
Live orchestras and game-specific songs: Death Stranding is a masterclass in harmonising games and music
Global Recorded Music Revenues Reach $36.2 Billion in 2024 Amid Slower Growth
Scenes 2.0 | MIDiA’s updated entertainment playbook