Annual Industry Report

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EMA’s 2016 D2 Report: Discs & Digital – The Business of Home Entertainment Retailing is now available. The annual publication provides an overview of the home video and video game industries from 2015 through the first quarter of 2016. Data includes sell-through and rental revenue from physical and digital formats, an overview of devices used to access entertainment content, retailing trends, consumer behavior and projections for growth and change over the next five years.

The Report highlights that for filmed entertainment 51% of spending is on physical discs while 48% is for digital formats. For video game content 27% of consumer spending is for physical discs, 42% for digital content and 31% for mobile games.

Other findings include:

  • 53% of US households have TVs connected to the Internet.
  • The top reason why consumers use over-the-top (OTT) services is it gives the control to watch anytime they want.
  • 2.8 million US households have a 4K Ultra HDTV
  • 51% of US households own a dedicated game console

The Report aggregates data from leading industry analysts in the home video and video game markets. Some of the organizations and companies contributing data to the Report include: Consumer Electronics Association, comScore, DEG: The Digital Entertainment Group, Deloitte, GfK Entertainment, EEDAR, Home Media Magazine, IHS Technology, Frank N. Magid Associates, The Nielsen Company, The NPD Group, Parks Associates Screen Engine, and SuperData.

The report is free and sent to EMA members.

Non-members may purchase the Report for $125.00.

The Report is available in print and PDF formats.

Copyright 2017, Entertainment Merchants Association
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