Audience Trends
Different Generational Demographics:
Streaming services have transformed the way people consume media practically overnight, accelerating the transformation of stories into content. All these trends have been exacerbated by Covid-19, which has kept people locked indoors and glued to their screens. Since the decline of the studio system in the 1950s to the introduction of home video technology, film studios have been navigating challenges and seizing opportunities for seemingly their entire history.
Gen Z - also called Zoomers - (born roughly between 1997-2012) seemingly defy the generations that came before them and demand new and novel experiences. Film and Tv is no exception. In a survey, Gen Z listed watching movies and TV as their 5th favourite form of in-home entertainment, the first generation with the category not listed in the top spot. Topping the list was video games, followed by listening to music, web surfing, and social media engagement.
- Will studios stop catering content to younger audiences?
- Will they rather invest more heavily in non-cinematic forms of entertainment?
While Gen Z may enjoy watching movies and TV at home less than older generations, they may be more likely to go see movies in the theaters. A 2019 study found that 75% of Zoomers reported seeing at least one movie a month, the highest percentage of any generation by nearly ten percent. After the pandemic 60% of Zoomers said they planned to return to theaters as soon as possible once the lockdowns had ended.
- Gen Z's proclivity for going to the movies may be a simple result of age, as young people have always flocked to theaters. It may also be a result of the generation's willingness to pay for "experiences" rather than just products
- Most of these trends show a fair representation of my personal media consumption. However, one of my top favourite form of in-home entertainment would probably be music, movies and TV, social media, with web surfing, and video games coming last.
- I also go to the movies fairly frequently, but this is also likely due to the whole experience of it.
- Media companies are taking advantage of the fact that younger generations are using media and technology significantly more frequently and catering their media products to specifically target these younger audiences, e.g. gaming.
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