PriceWaterhouseCoopers just published their research study; Global Entertainment and Media Outlook: 2007-2011. They have a section on recorded music and a publicly available summary.
In the past I have quoted research projections when they support my position. Recently, however, I have come to realize that market projections are just inherently unreliable and of little value in making business decisions.
Case in point regarding this study: ArsTechnica reports that PWC predicts video game spending will surpass spending on recorded music in the US as early as this year. Perhaps this will happen, but I am concerned about the information the analysts are using to make their projections.
In their video game spending projection, the PWC analysts include spending on advertising in video games. According to ArsTechnica:
PwC sees in-game advertising as a prime area for growth. While in-game
advertising generated $80 million in 2006, the firm estimates that it could grow
as high as $950 million in 2011. PwC's Marcel Fenez noted, however, that the
$950 million estimate could in fact be a conservative one and that growth in the
area could produce even larger revenues in the future due to the changing
audience of the gaming industry.
In their
recorded music summary, at least, the PWC analysts make no mention of advertising supported music. This is a huge gap in their analysis. A sophisticated examination of the economics of advertising supported music would show that this medium, with its high-value, high-volume advertising, has the potential to dwarf in-game advertising.
An analyst can only analyze what they know.
Clayton Christensen, HBS Professor and author of
The Innovator's Dilemma put it this way: "
Markets that do not exist cannot be analyzed. Not only are the market applications for disruptive technologies unknown at the time of their development, they are unknowable." For now, this describes the market for advertising supported music.