Notes on Media Spending, Streaming, and the Short Head Long Tail Model

Overview: Entertainment Spending and the Size of the Media Business

  • One way to gauge how big the media business is: look at how people spend their money on entertainment.
  • Bureau of Labor Statistics data: on average, Americans spend about 0.050.05 of each earned dollar on entertainment per year.
  • This translates to roughly $3000\$3000 per year per average American household on entertainment.
  • Wealth effect: richer people spend a higher percentage of income on entertainment than poorer people.

Income Level and Entertainment Spending

  • Spending as a share of income varies by education level:
    • Less than a high school diploma: about 0.040.04 (4%).
    • College degree: about 0.060.06 (6%).
  • Interpretation: with more money for expenses, there is more money available to spend on entertainment.
  • Poverty context: Roughly 14% of Americans live below the poverty level, but about 98% own a television.

Access to Entertainment

  • Almost everybody in America has access to entertainment (high TV ownership).
  • Contrast: in foreign countries with real poverty, access to entertainment can be much more limited.
  • The 5% share of income on entertainment doesn’t change, but the allocation of that spending does change over time.

Spending Allocation: What Changes, Not the 5%

  • The portion of income spent on entertainment stays roughly around the same level (~0.050.05), but what the money is spent on changes.
  • Decline in physical media spending:
    • Spending on CDs and DVDs has dropped significantly.
    • People spend less on physical music and more on streaming or video games.
  • Substitution effects within entertainment: streaming devices and streaming services replace some physical purchases; if there aren’t compelling video games, money may shift to going to the movies.
  • Net effect: a small percentage reallocation rather than a large change in the overall share of income spent on entertainment.

Streaming and the Recording Industry

  • The video and audio industries hope to make up for the decline in physical sales through streaming.
  • The American recorded sound industry now derives more than 0.400.40 (i.e., 40%) of its revenue from streaming services.
  • This streaming share rose from 00 in 02/2008, illustrating rapid growth in streaming as a revenue source.

Real-World Example: Blockbuster and Northport

  • A site in Northport that used to host a Blockbuster video store; Blockbuster once had about 9,0009{,}000 stores across the United States.
  • Blockbuster’s demise illustrates the decline of physical video rental outlets.
  • Despite the decline of Blockbuster, people are watching more video than ever, indicating a shift to new distribution methods (e.g., streaming).
  • The rise of the internet has created a new way to think about how media products are sold and distributed.

Short Head - Long Tail Model

  • We term the contemporary distribution model the short head long tail model.
  • Short head: the few products consumed by millions of people (e.g., the top 10 television shows, the top 5 songs).
  • Long tail: many more products that collectively reach a sizable audience, though individually consumed by fewer people.
  • Note: a test tip references this model as a framework for understanding how media products are sold.
  • The transcript ends mid-explanation, but the intended point is the contrast between a small number of blockbuster items and a long tail of niche items.

Implications and Connections

  • Economic implications: streaming becomes a major revenue stream; decline of physical retail outlets.
  • Market structure: distribution and accessibility shaped by the internet, leading to reallocation of consumer spending within entertainment.
  • Social implications: broad access to entertainment in the U.S. despite poverty levels; implies different market dynamics in other countries.
  • Foundational principle: consumer spending patterns serve as a proxy for the size and shape of the media market; substitution effects drive industry evolution.
  • Real-world context: the shift from brick-and-mortar stores to digital distribution reflects a broader transition in media industries.

Test Tip

  • Remember to consider the figure describing the short head vs long tail distribution: it highlights that the short head comprises a small number of products with outsized consumption (e.g., top shows, top songs), while the long tail includes many other products with smaller individual audiences.
  • Also recall the streaming share milestones as evidence of changing consumption patterns: growth from 0% in 2008022008{-}02 to over 40% of revenue from streaming in more recent times.