COVID-19 Entertainment and Leisure Industry Impact Assessment
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The 20,000 Foot View: The spread of and the responses of industry and governments alike, is unprecedented. It is, however, the restrictions on movement of people along with the response of consumers and investors that is causing the biggest disruption and will have the most impact on entertainment businesses. In this report MIDiA explores the potential near- and mid-term impact of on entertainment businesses, from production through commercial to audience consumption.
Key Insights
- There are phases of impact on leisure entertainment: business as usual; leisure cocooning; revival; recurrence
- The cessation TV and film production, and some degree music production, will a gap in the media supply chain in the mid-term
- Media companies be less impacted in the than the creative talent they many of whom have unpredictable profiles
- Cinemas may a longer-term decline with audiences accustomed to watching new movies home that are now skipping release
- TV sports deals face the risk of if shut-downs persist
- More artists livestream concerts, creating an opportunity Facebook, Tencent and YouTube – this will not be a replacement for concerts
- Ad spend likely to be hit in short to medium term with advertisers no longer able to their products and services to
- Working from and not going out will the available entertainment time for by
- Both traditional and video streaming companies will increased consumption but will face challenge of a slowdown in shows to air
- Music streaming benefit from the increased available but if a recession transpires, rates may fall by
- Games consumption already booming, and gamers will the increased available time with gaming
- Radio companies benefit from increased demand for but will feel the impact reduced commuting
- News providers facing growing demand but will to sustain audience momentum when shock fatigue inevitably kicks in
- TV and studios could command premium prices their already-filmed content as the moves from abundance to scarcity
Companies and brands mentioned in this report: Activision, AEG, A+E Networks, Alphabet, Amazon, Amazon Music, AMC, AMC Networks, Apple, Apple TV+, the Boston Marathon, Bundesliga, CBS, the CW, Deezer, Disney, Disney+, Dude Perfect, EA, the English Premier League, Euro 2020, Facebook, Fox, Hype House, Instagram, International Olympic Committee, ITV, La Liga, Landr, Live Nation, Major League Baseball, Major League Soccer, the Masters, National Basketball Association, the National Hockey League, Netflix, Nintendo, NBCUniversal, Netflix, Odeon, Pandora, Patreon, Peacock, Pluto TV, Regal, Rugby Union Six Nations, Serie A, Sony, Splice, Spotify, the Television Group, Tencent, TikTok, Vue, ViacomCBS, Warner Bros, Warner Max, YouTube