Video games, music and podcasts take priority over streaming movies and TV – The Streamable

Interpretation study, Holistic Entertainment 2021: the complete consumer, suggests that consumers, especially younger ones, spend less time streaming TV and movies and spend the majority of their time playing video games or listening to music and podcasts.

The study finds that the average weekly time spent in entertainment has increased by about five hours over the past three years. However, although television and movie viewing hours have increased, this increase has been eclipsed by other forms of entertainment.

A study by Hub Entertainment Research confirms this with data showing that young people in 2021 spent an average of 110 minutes in their console gaming session. In 2019, the average session for weekly console gamers was only around 90 minutes.

Interpret Vice President Brett Sappington said: “Overall, the time consumers spend on entertainment is becoming more diverse… Movies and TV shows continue to account for the largest share of entertainment time, but more and more entertainment time. other activities encroach quickly. Young consumers, in particular, see games, short video, and live streaming as valid, if not preferable, alternatives to premium video content. The industry must continue to push the boundaries of entertainment in order to engage with consumers and stay relevant over time. “

Report results:

  • Listening to cable and broadcast networks fell by about one hour per week over the three-year period. However, hours spent on streaming services made up for this drop.
  • Music, games and podcasts have become a priority for consumers. Specifically, mobile gaming, which has grown in the United States by two overtime hours per week in 2021 since 2019.
  • Playing physical media as well as attending live events has fallen in entertainment share.

Interpret’s consortium research study examines consumer entertainment habits and spending over time. This study is based on online surveys of 9,000 U.S. consumers from 2019 to 2021.

It measures entertainment consumption on different types of media and activities, such as TV and movies, online activities, digital entertainment, physical media, exercise and outdoor activities, participation in events, social media, among others. The study also examines the differences in consumption between pay TV subscribers, OTT subscribers, gamers, as well as age groups like Digital Natives, Millennials, and Boomers.

We are seeing more and more streaming services reaching out to the masses as gaming becomes a more popular pastime. Netflix, for example, has focused its efforts on games, which will potentially open more doors for them in the future. And HBO followed suit.

There are even some mobile app companies that want to provide a more engaging delivery medium. Snax, created by Marmelapp, offers consumers a mix of cinematic content and interactive games.

While streaming services are far from being threatened by video games, music, or podcasts, they should start to consider ways to stand out and grab the attention of younger people.


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John C. Dent