Overview
ERA produces the following reports and information for its members, all of which can be accessed through our website.
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- Yearbook
- Weekly dashboards
- Research reports
- Information and fact
sheets
Should you wish to purchase the yearbook or obtain any of the
fact sheets listed please contact the ERA office - admin@eraltd.org
Our yearbook is available at a cost of £50
Yearbook Introduction
Booming digital revenues outstripped the decline in
entertainment's most problematic physical formats in 2010, blunting
the effects of what could have been a disastrous year and resulting
in a decline in overall market value of 4%.
ERA estimates that the total value of the entertainment
retailing market in 2010 was £5.3bn, including for the first time
digital revenues for video and videogames, courtesy of IHS Screen
Digest.
Volume figures - for which no equivalent digital data is
available - were down across the three markets of video, games and
music by just over 40m units or 8.7% to 427.3m units.
This means the UK's 26m households each bought an average of 16
albums, videos or videogames in 2010 compared with 18 in 2009.
Inevitably the verdict on 2010 varies dramatically according to
the product mix of the particular retailer concerned.
Those able to take full advantage of entertainment's three most
buoyant markets - Xbox 360 and PS3 videogames, digital and Bluray
would have seen a 22% increase in business.
Those on the other hand fully exposed to entertainment's three
worst performing formats - software for the Nintendo platforms,
physical albums and DVDs - would have suffered a decline in sales
of 13.6%.
In 2010 as never before the outlook for entertainment retailers
was dependent on the degree to which they were able to adjust their
product mix to make the most of the new and avoid more established
formats.
Inevitably many established physical retailers feel locked out
of the digital market, hence the increased activity in those
physical formats which can still demonstrate growth.
In terms of share of sales, despite a torrid year for DVD -
particularly catalogue DVD - video increased its share of the
overall entertainment market to 41% by value. Videogames held
steady at around 36%. But music fell to a new low of 22.5%
Digital formats
ERA's market figures this year include data from IHS Screen
Digest on the value of digital revenues in the video and videogame
sectors. What is striking is that quietly, far below the radar
which has focused on music's digital future, both video and
videogames have built substantial digital revenues.
Not only do videogames's digital revenues of £411m last year far
outstrip those of video and music put together, the aggregated
digital share of the entertainment retail market is now in excess
of 14%. And inevitably it is set to grow.
Physical formats
More problematic is what to do with some of entertainment's
ailing physical formats. The physical album market and the DVD
market together shrank by almost £300m in 2010 alone, split almost
50/50.
A key factor will be the quality of content from suppliers. In the
case of albums, 2010 is generally acknowledged as having been a
poor year for new talent. A sudden upturn in new mainstream music -
and at the time of writing Adele is offering just that - might just
be enough to slow the decline. In DVD, with sales of catalogue
titles suffering extreme pressure, retailers are essentially
reliant on Hollywood generating a strong of record-breaking
blockbusters to drive volume.
There's more optimism in the games market where the launch of the
new Nintendo 3DS portable console is the boost the Nintendo marque
- the main contributor to falling sales in 2010 - really needs.
Defining the market
The structural changes in the entertainment business wrought by
technology pose issues not just for retail buyers, but for market
analysts too.
Teasing out the trends in entertainment becomes ever more difficult
as the very definition of what it means to be an entertainment
retailer also changes.
For the purposes of this year's figures we have included only those
download revenues which are most akin to physical retailing, ie
download-to-own models.