Research: Entertainment Spending Remains ‘Reasonably Stable’
The overall spending outlook for entertainment for the remainder of 2009 is “reasonably stable,” according to the NPD Group. Two-thirds (66%) of consumers reported that they planned to spend the same...
View ArticlePackaged Media Accounts For 90% Of Videogame Biz: NPD
Packaged media still rules over the videogame market, but gamers’ adoption of digital distribution platforms continues to climb, according to NPD. Nine in 10 paid console videogame acquisitions in the...
View ArticleResearch: Daily Media Usage Soars Among Kids And Teens
Kids and teenagers aged 8-18 devote an average of seven hours and 38 minutes to using entertainment media in a typical day, and more than 53 hours a week, according to the Kaiser Family Foundation. The...
View ArticleIFPI: Music Companies License 400 Digital, Mobile Services Worldwide
More than a quarter of all recorded music industry revenues worldwide are now coming from digital channels, as music companies license music in partnership with ISPs and mobile operators, subscription...
View ArticleBlu-ray Beginning To Gain On DVD Player Market: In-Stat
High-volume shipments of Blu-ray players, most of which feature network connectivity, are finally making inroads into the broader disc player and recorder market, reports In-Stat. By 2013, Blu-ray...
View ArticleHouseholds That Watch More Online Video Also Rent More DVDs: Research
Despite the growing amount of video available online, less than 8 percent of U.S. broadband households are considering canceling their pay-TV services in favor of online video, according to research...
View ArticleSurvey: Apple iPad Hoopla Fails To Convince Buyers
According to tech shopper site Retrevo, 48% of consumers had heard rumors of the iPad one week before its Jan. 27 unveiling. At the time, 61% said they would not be interested in buying such a product....
View ArticleResearch: TV Shipments Posted Modest Growth In 2009
Global TV shipments in 2009 exceeded analysts’ recession-minded expectations, growing by 2% as consumers snapped up discounted products. Overall shipments grew to 211 million units, according to...
View ArticleCapgemini/In-Stat Tackle Digital Entertainment ‘Dilemmas’ In White Paper
The evolving entertainment ecosystem poses five "dilemmas" for content companies and service providers: • How to dramatically improve how content is created and managed using a “lean” approach; • How...
View ArticleResearch: Teens Willing To Spend On Digital Game Content
Via research firm Piper Jaffray’s new “Taking Stock With Teens” report: Teens represent 35 percent of videogame players, and videogames represent 8 percent of teen budgets. Piper Jaffray says while its...
View ArticleNPD: Gamers Spending More Time With Consoles And PC Systems
U.S. gamers ages 2 and older spend 13 hours per week playing games, up from 12.3 hours in 2009, according to new research from NPD. Time spent playing console games is up 9 percent year-over-year,...
View ArticleFour In Ten iPhone Buyers Are Business Users, Says AT&T
Ron Spears, chief of AT&T’s Business Solutions unit, told an investor conference yesterday that enterprise customers make up a full 40 percent of current iPhone sales. As All Things D notes, the...
View ArticleResearch: Blu-ray Won’t Fully Offset DVD Decline Abroad
Following what it calls “disappointing hardware and software sales in key international territories in 2009,” Screen Digest says it expects Blu-ray to come up short in offsetting DVD spending declines....
View ArticleResearch: Discs Still Trump Downloads Among Gamers, Thanks To Used Market
Sixty-four percent of console owners prefer to purchase physical copies of videogames over digital ones, according to a new survey from Ipsos MediaCT. The strength of the used game market continues to...
View ArticleBroadast TV Viewing Online Doubles; 10% Watch Daily
The number of people who watch broadcast TV programming on the Internet has doubled in the last year, according to a new survey by management consultancy Altman Vilandrie & Company and market...
View ArticleSocial Games Tap New Markets; 56.8 Million In U.S. Have Played
One fifth of the U.S. population ages 6 and older — some 56.8 million consumers — has played a game on a social network in the past three months, according to NPD. More than one third of social network...
View ArticleTime Spent Watching Live Streaming Video Surges, Says comScore
The amount of time that American audiences spend watching live video streams from sites such as Justin.tv and Ustream has grown 648% year-over-year to more than 1.4 billion minutes, according to...
View ArticleResearch Firm: Despite ‘Moderate’ Growth in Digital Game Distribution,...
Eight in 10 gamers (80%) do not purchase games digitally; but the 20% that do purchase more games at retail than their non-downloading counterparts, according to research firm Interpret. Gamers that...
View ArticleResearch: Blu-ray Households Stand at 17%
Blu-ray penetration has doubled since July 2008, with 17% of all U.S. households owning at least one Blu-ray device in July 2010, according to research firm Centris. Using the most recent household...
View ArticleResearch: Mobile Data Use Among U.S. Teens Jumps Fourfold
To date, mobile data consumption among American teens (ages 13-17) has not reached levels of activity seen among young adults, according to Nielsen. However, it is sharply on the rise, with average...
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