
|
Digital Entertainment Meets Social Media
Three pillars of the entertainment industry—music, movies and video games—are all facing disruptive changes prompting them to explore opportunities in digital distribution, digital marketing and social media.
The Digital Entertainment Meets Social Media report analyzes the usage and economic trends that are fundamentally altering the ways consumers spend their leisure time—and money.
The music industry was knocked off balance by the emergence of the MP3 in the late 1990s and has not recovered. Hollywood’s two core businesses, box-office receipts and DVD sales/rentals, have stopped growing. And while sales of video game consoles and software titles remain strong, the industry’s future is shifting to digital distribution and ad-supported models.
With these dynamics in play, all three industries are adopting new business models centered on digital content and distribution—and social media is a key link in the chain.

Key questions the “Digital Entertainment Meets Social Media” report answers:
- How will social media play out in the music, movie and video game industries?
- What factors are driving—or holding back—these industries?
- How will digital music formats fare in the next five years?
- How much will film studios spend on online advertising by 2013?
- How much growth will take place in video game advertising?
- And many others…
A Next-Generation Report:
The Digital Entertainment Meets Social Media report aggregates the latest data from marketing and communications researchers with eMarketer analysis to provide the information you need to make timely, well-informed business decisions.
Note: This report is available only to Total Access subscribers. For information on how to subscribe, click 'Available with Subscription' link below.
Three pillars of the entertainment industry—music, movies and video games—are all facing disruptive changes prompting them to explore opportunities in digital distribution, digital marketing and social media.
Executive Summary
Key eMarketer Numbers-Digital Entertainment Key Questions The eMarketer View Music US Recorded Music Spending
US Recorded Music Spending, by Segment, 2008-2013 (billions and % of total)
US Recorded Music Spending Growth, by Segment, 2008-2013 (% change)
US Digital Music Sales, by Format, 2005-2008 (millions) Digital Music Services
Best Paid Digital Music Service According to US Online Music Downloaders*, Summer 2006-Summer 2008 (% of respondents) Social Media in Music Marketing
Top 20 Facebook Pages, Ranked by Facebook Users* Worldwide, May 13, 2009
US Teen Internet Users Who Download or Listen to Music via Social Networks, 2007 & 2008 (% of respondents) Movies Digital Movie Services
US Movie and TV Program Download Sales, 2007 & 2008 (millions and % change)
US Consumer Spending on Movies and Video, by Format, 2008 (% of total)
US Internet Users Who Have Downloaded a Digital Video* File, December 2007 & September 2008 (% of respondents)
Types of Media Streamed by US Internet Users, September-October 2008 (% of respondents)
Types of Online Video Content Viewed by US Active* Online Video Viewers, August 2008 (% of respondents) Social Media in Movie Marketing Online Ad Spending by Film Studios
US Online Advertising Spending by MPAA-Member Studios and Their Subsidiaries, 2008-2013 (millions, % change and % of total) Video Games
US Video Game Industry Revenues, 2007, 2008 & 2013 (billions) In-Game Advertising
US In-Game Advertising Spending, by Segment, 2008-2013 (millions)
US Display Advertising Metrics for Online Gaming Sites, November 2007 & November 2008
Change in Impression of Brand Among US Free Online Gamers Who Have Noticed Advertiser-Sponsored Games, by Age, 2008 (% of respondents in each group)
US* Gamers Who Click** on In-Game Advertising, by Frequency, November 2007-January 2008 (% of respondents) Online and Casual Gaming
Top 10 US Online Gaming Sites, Ranked by Unique Visitors, December 2007 & December 2008 (thousands and % change)
US Online Gamers, by Gender, 2008 (% of respondents)
US Female Internet Users Who Visited Online Gaming Sites, by Age, August 2007 & August 2008 (thousands of unique visitors and % change) Social Gaming
Top 25 Apple App Store Applications, Ranked by Penetration of US App Store Users, February 2009
Top 20 Mobile Application Categories Downloaded by US iPhone Owners, Q1 2009 (% of respondents) Case Studies ‘Terminator Salvation’ Using Twitter-Based Game Role of Video Games in Energizing Music Sales Microsoft + Netflix: Streaming Movies Through Xbox Live Heavy Metal Documentary Anvil Using Twitter Conclusions Music Movies Video Games Endnotes 103346
US Digital Music Sales, by Format, 2005-2008 (millions) 103969
Key eMarketer Numbers-Digital Entertainment 103970 | 103983
US Recorded Music Spending, by Segment, 2008-2013 (billions and % of total)
US Recorded Music Spending Growth, by Segment, 2008-2013 (% change) 103973
US Online Advertising Spending by MPAA-Member Studios and Their Subsidiaries, 2008-2013 (millions, % change and % of total) 103975
US In-Game Advertising Spending, by Segment, 2008-2013 (millions) Related Information and Links Related Links Contact Report Contributors
Three pillars of the entertainment industry—music, movies and video games—are all facing disruptive changes prompting them to explore opportunities in digital distribution, digital marketing and social media.
AccuStream iMedia Research Compete comScore Inc. comScore Media Metrix eMarketer Entertainment Software Association (ESA) Facebook Forrester Consulting GfK Roper Consulting IBISWorld Ipsos Media Ipsos MediaCT MTV Networks RealGames Recording Industry Association of America (RIAA) The NPD Group Veoh Networks, Inc.
|
Available with Subscription
|
Available with Subscription
|