The Entertainment Merchants Association (EMA) announced that it has published the 2016 edition of its annual Discs & Digital report.
For more information visit: www.entmerch.org
Unedited press release follows:
EMA’s 2016 D2: Disc to Digital Annual Report on the Home Entertainment Industry Now Available
The Report provides an overview of the $42 billion home entertainment industry and more closely examines the changing face of retail, the growth in delivery options, the expansion of original content, and the latest consumer viewing and spending trends.
Some highlights:
• Today’s technology allows consumers to access their home entertainment when they want and where they want. A variety of devices are making it easier to access content on a variety of screens with 53% of US households having TVs connected to the Internet.
• While the TV remains the most popular screen for viewing content, 50% of tablet owners report watching longform content on their devices. Trailing Millennials (ages 14-25) view over half their movie on TV content on devices other than the television.
• In 2015, discs continued to capture the majority of consumer spending for filmed entertainment. The industry saw substantial growth in electronic sell-through and subscription video-on-demand spending.
• Video game spending grew 5% in 2015 with the majority of growth coming from digital and mobile games. In terms of hardware, 51% of US households own a dedicated game console.
The Report, prepared by the Entertainment Merchants Association (EMA), aggregates data from leading industry analysts in the home video and video game markets. Some of the companies contributing data to the Report include: Consumer Electronics Association, comScore, DEG: The Digital Entertainment Group, Deloitte, EEDAR, Frank N. Magid Associates, GfK Entertainment, Home Media Magazine, IHS Technology, The Nielsen Company, The NPD Group, Screen Engine, and SuperData.
The report also features a Q & A with EMA President & CEO, Mark Fisher. When asked about the recent developments in home entertainment, he focused on the variety of devices for viewing content, the volume of programming and the enhanced viewing experiences with the development of Ultra HD and VR. “As a result, each of us is having very different, and very personalized, home entertainment experiences,” said Fisher.