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Entertainment Industry Economics: A Guide for Financial Analysis PDF Free Download

Entertainment Industry Economics: A Guide for Financial Analysis PDF free Download. Think more deeply and widely.

HAROLD L. VOGEL
ENTERTAINMENT
INDUSTRY
ECONOMICS
ENTERTAINMENT
INDUSTRY ECONOMICS
TENTH EDITION
A Guide for Financial Analysis
VOGEL
Entertainment Industry Economics
A Guide for Financial Analysis, Tenth Edition
Already among the most important sectors of the U.S. economy, the enter-
tainment and media industries are continuing to grow worldwide. Fully
updated, the tenth edition of Entertainment Industry Economics is the
denitive reference on the economics of lm, music, television, advertising,
broadcasting, cable, casinos, publishing, arts and culture, performing arts,
toys and games, sports, and theme parks. Its synthesis of a vast amount of
data provides an up-to-date guide to the economics, nancing, accounting,
production, marketing, and history of these sectors in the United States and
countries across the globe. This edition offers new material on streaming
services, the relationship between demographics and entertainment spend-
ing, electromagnetic spectrum for broadcasters, and music industry sales as
related to GDP. Financial analysts and investors, economists, industry
executives, accountants, lawyers, regulators, and journalists, as well as
students preparing to join these professions will benet from this compre-
hensive source.
Harold (Hal) L. Vogel, PhD, CFA, was the senior entertainment and media
analyst at Merrill Lynch & Co., Inc. and has taught at the Columbia Business
School in New York and the Cass Business School in London. His books
include Travel Industry Economics: A Guide for Financial Analysis, 3rd
edition (2016) and Financial Market Bubbles and Crashes: Features,
Causes, and Effects, 2nd edition (2018).
Entertainment
Industry
Economics
A Guide for Financial Analysis
TENTH EDITION
Harold L. Vogel
University Printing House, Cambridge CB2 8BS, United Kingdom
One Liberty Plaza, 20th Floor, New York, NY 10006, USA
477 Williamstown Road, Port Melbourne, VIC 3207, Australia
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Cambridge University Press is part of the University of Cambridge.
It furthers the Universitys mission by disseminating knowledge in the pursuit of
education, learning, and research at the highest international levels of excellence.
www.cambridge.org
Information on this title: www.cambridge.org/9781108493086
DOI: 10.1017/9781108675499
© Cambridge University Press 2020
This publication is in copyright. Subject to statutory exception
and to the provisions of relevant collective licensing agreements,
no reproduction of any part may take place without the written
permission of Cambridge University Press.
First published 1986
Second edition 1990
Third edition 1994
Fourth edition 1998
Fifth edition 2001
Sixth edition 2004
Seventh edition 2007
Eighth edition 2011
Ninth edition 2015
Tenth edition 2020
First published 2020
Printed in the United Kingdom by TJ International Ltd, Padstow Cornwall
A catalogue record for this publication is available from the British Library.
ISBN 978-1-108-49308-6 Hardback
Cambridge University Press has no responsibility for the persistence or accuracy of
URLs for external or third-party internet websites referred to in this publication
and does not guarantee that any content on such websites is, or will remain,
accurate or appropriate.
TO MY DEAR FATHER
WHO WOULD HAVE BEEN SO PROUD
Contents
Preface page xix
Part I Introduction 1
Chapter 1 Economic Perspectives 3
1.1 Time Concepts 3
Leisure and Work 3
Recreation and Entertainment 4
Time 5
Expansion of Leisure Time 5
1.2 Supply and Demand Factors 9
Productivity 9
Demand for Leisure 11
Expected Utility Comparisons 13
Demographics and Debts 14
Barriers to Entry 17
vii
1.3 Primary Principles 18
Marginal Matters 18
Price Discrimination 21
Public-Good Characteristics 23
1.4 Personal-Consumption Expenditure Relationships 23
1.5 Price Effects 27
1.6 Industry Structures and Segments 29
Structures 29
Segments 30
1.7 Valuation Variables 35
Discounted Cash Flows 35
Comparison Methods 37
Options 38
1.8 Concluding Remarks 38
Notes 39
Further Reading 46
Chapter 2 Basic Elements 48
2.1 Psychological Roots 48
2.2 Rules of the Road 49
Laws of the Media 49
Network Features 52
2.3 Legal Layers and Limitations 54
Layers 54
Limitations and Concentration Issues 55
2.4 The Internet 56
Agent of Change 56
Big Data and AI (Articial Intelligence) 61
Long-Tail Effects 62
2.5 Advertising 64
Functionality 66
Economic and Business Aspects 67
2.6 Accounting and Valuation 70
Accounting 70
Valuation 70
2.7 Concluding Remarks 71
viii Contents
Notes 71
Further Reading 83
Part II Media-Dependent Entertainment 87
Chapter 3 Movie Macroeconomics 89
3.1 Flickering Images 90
3.2 May the Forces Be with You 92
Evolutionary Elements 92
Technology 92
Capital 95
Pecking Orders 96
Exhibition 96
Production and Distribution 97
3.3 Ups and Downs 99
Admission Cycles 99
Prices and Elasticities 100
Production Starts and Capital 102
Releases and Inventories 104
Market-Share Factors 110
Collateral Factors 110
Exchange-Rate Effects 110
Trade Effects 111
Financial Aggregates 113
3.4 Markets Primary and Secondary 113
3.5 Assets 117
Film Libraries 117
Technology 117
Utilization Rates 119
Interest and Ination Rates 119
Collections and Contracts 121
Library Transfers 121
Real Estate 124
3.6 Concluding Remarks 124
Notes 124
Further Reading 132
Chapter 4 Making and Marketing Movies 134
4.1 Properties Tangible and Intangible 134
Contents ix
4.2 Financial Foundations 136
Common-Stock Offerings 137
Combination Deals 137
Limited Partnerships and Tax Shelters 138
Bank Loans 141
Private Equity and Hedge Funds 142
4.3 Production Preliminaries 143
The Big Picture 143
Labor Unions and Guilds 146
4.4 Marketing Matters 147
Distributors and Exhibitors 147
Sequencing 147
DistributorExhibitor Contracts 148
Release Strategies, Bidding, and Other Related Practices 152
Exhibition Industry Characteristics:
(a) Capacity and Competition 154
(b) Rentals Percentage 156
Video, Output Deals, and Merchandising 159
Video 159
Output Deals 161
Merchandising 162
Marketing Costs 162
4.5 Economic Aspects 163
Protability Synopsis 163
Theoretical Foundation 164
4.6 Concluding Remarks 168
Notes 169
Further Reading 198
Chapter 5 Financial Accounting in Movies and Television 205
5.1 Dollars and Sense 205
Contract Clout 205
Orchestrating the Numbers 206
5.2 Corporate Overview 207
Revenue-Recognition Factors 207
Inventories 208
Amortization of Inventory 209
Unamortized Residuals 210
Interest Expense and Other Costs 212
Calculation Controversies 212
Statement of Position 002214
xContents
5.3 Big-Picture Accounting 217
Financial Overview 217
Participation Deals 223
Pickups 223
Coproduction-Distribution 223
Talent Participations and Breakeven 224
ProducersParticipations and Cross-Collateralizations 228
Video Participations 229
DistributorExhibitor Computations 229
Distributor Deals and Expenses 231
Studio Overhead and Other Production Costs 234
Budgets High and Low 235
5.4 Television-Programming Accounting 240
Feature Licensing 240
Program Production and Distribution 241
Development and Financing Processes 241
Syndication Agreements 244
Costs of Production 246
Costs and Problems of Distribution 247
Timing Troubles 248
5.5 Weakest Links 251
Exhibitors: The Beginning and the End 251
DistributorProducer Problems 252
5.6 Concluding Remarks 253
Notes 254
Further Reading 279
Chapter 6 Music 281
6.1 Feeling Groovy 281
6.2 Size and Structure 284
Economic Interplay 284
The American Scene 284
The Global Scene 289
Composing, Publishing, and Managing 290
Royalty Streams 291
Performances 291
Mechanical Royalties 292
Synchronization Fees 293
Copyright 293
Guilds and Unions 294
Concerts and Theaters 294
Contents xi
6.3 Making and Marketing Recordings 295
Deal-Makers Delight 295
Production Agreements 295
Talent Deals 297
Production Costs 298
Marketing Costs 298
Distribution and Pricing 299
Structure 299
Pricing 301
6.4 Financial Accounting and Valuation 301
ArtistsPerspective 301
Company Perspective 305
Valuation Aspects 307
6.5 Concluding Remarks 309
Notes 309
Further Reading 325
Chapter 7 Broadcasting 328
7.1 Going on the Air 328
Technology and History 328
Basic Operations and Spectrum 331
Basic Operations 331
Spectrum 335
Regulation 337
Organizational Patterns and Priorities 337
Networks and Afliates 337
Ratings and Audiences 340
Inventories 342
Independent and Public Broadcasting Stations 343
7.2 Economic Characteristics 344
Macroeconomic Relationships 344
Microeconomic Considerations 346
7.3 Financial-Performance Characteristics 347
Variable Cost Elements 347
Financial-Accounting Practices 349
7.4 Valuing Broadcast Properties 351
7.5 Concluding Remarks 353
Notes 355
Further Reading 367
xii Contents
Chapter 8 Cable 372
8.1 From Faint Signals 372
Pay Services Evolve 373
8.2 Cable Industry Structure 374
Operational Aspects 374
Franchising 378
Revenue Relationships 380
8.3 Financial Characteristics 383
Capital Concerns 383
Accounting Conventions 385
8.4 Development Directions 387
Pay-Per-View 387
Cables Competition 388
DBS/DTH and Other (MMDS, SMATV, and STV) 388
Telephone Companies 389
8.5 Valuing Cable-System Properties 390
8.6 Concluding Remarks 392
Notes 393
Further Reading 401
Chapter 9 Publishing 405
9.1 Gutenbergs Gift 405
First Words 405
Operating Characteristics 406
9.2 Segment Specics 408
Books 408
Educational and Professional 409
Trade 410
Periodicals 413
Newspapers 413
Magazines and Other Periodicals 416
9.3 Accounting and Valuation 418
Accounting 418
Valuation 419
9.4 Concluding Remarks 419
Notes 420
Further Reading 423
Contents xiii
Chapter 10 Toys and Games 428
10.1 Not Just for Kids 428
Financial Flavors 429
Building Blocks 432
10.2 Chips Ahoy! 433
Pong: Pre and Après 434
10.3 Structural Statements 436
Game Evolution 436
Prot Dynamics 438
Coin-Op 439
10.4 Concluding Remarks 440
Notes 441
Further Reading 449
Part III Live Entertainment 453
Chapter 11 Gaming and Wagering 455
11.1 From Ancient History 455
At First 455
Gaming in America 456
Preliminaries 456
The Nevada Experience 459
Enter New Jersey 460
Horse Racing 461
Lotteries 462
Other Wagering Segments 462
Asias Jackpot 464
11.2 Money Talks 466
Macroeconomic Matters 467
Funding Functions 468
Regulation 469
Financial Performance and Valuation 471
11.3 Underlying Prot Principles and Terminology 472
Principles 472
Terminology and Performance Standards 474
11.4 Casino Management and Accounting Policies 477
Marketing Matters 477
Cash and Credit 478
Procedural Paradigms 480
xiv Contents
11.5 Gambling and Economics 481
11.6 Concluding Remarks 484
Notes 484
Further Reading 492
Chapter 12 Sports 497
12.1 Spice Is Nice 497
Early Innings 497
Media Connections 499
Wagering Connections 502
12.2 Operating Characteristics 503
Revenue Sources and Divisions 503
Labor Issues 504
12.3 Tax Accounting and Valuation 506
Tax Issues 506
Historical Development 506
Current Treatments 508
Asset Valuation Factors 509
12.4 Sports Economics 509
12.5 Concluding Remarks 513
Notes 513
Further Reading 525
Chapter 13 Performing Arts and Culture 533
13.1 Audiences and Offerings 534
Commercial Theater 535
On and Off Broadway 535
Circus 539
Orchestras 540
Opera 541
Dance 541
13.2 Funding Sources and the Economic Dilemma 541
13.3 The Plays the Thing 544
Production Financing and Participations 544
Operational Characteristics 546
13.4 Art Markets and Museums 548
Art Markets 548
Museums 550
Contents xv
13.5 Economist Echoes 550
Organizational Features 551
Elasticities 551
Price Discrimination 552
Externalities 552
About Cultural Economics 553
13.6 Concluding Remarks 553
Notes 555
Further Reading 564
Chapter 14 Amusement/Theme Parks 571
14.1 Flower Power 571
Gardens and Groves 571
Modern Times 572
14.2 Financial Operating Characteristics 576
14.3 Economic Sensitivities 579
14.4 Valuing Theme Park Properties 580
14.5 Concluding Remarks 581
Notes 582
Further Reading 583
Part IV Roundup 587
Chapter 15 Performance and Policy 589
15.1 Common Elements 589
15.2 Public Policy Issues 592
15.3 Guidelines for Evaluation 593
15.4 Final Remarks 597
Appendix A: Sources of Information 598
Appendix B: Major Games of Chance 600
B.1 Blackjack 600
B.2 Craps 601
B.3 Roulette 602
xvi Contents
B.4 Baccarat 602
B.5 Slots 603
Notes 604
Appendix C: Supplementary Data 606
Glossary 612
References 636
Index 703
Contents xvii
Preface
en·ter·tain·ment an activity that is diverting, amusing, or pleasing and that agreeably
occupies the viewers time and attention;
in·dus·try a specic branch of a craft, art, business, or trade that involves a division of
labor and that requires signicant investment capital and employs many people in
organizations with similar technological and organizational structures used to provide
goods and services that are largely substitutable;
ec·o·nom·ics a social science that studies how wealth is created, distributed, used, and
consumed and that considers costs and returns.
Each year, Americans cumulatively spend at least 175 billion hours and
more than $350 billion on legal forms of entertainment. And globally, total
annual spending is approaching one trillion dollars. So we might begin by
asking: What is entertainment, why is there so much interest in it, and what
do its many forms have in common?
At the most fundamental level, anything that stimulates, encourages, or
otherwise generates a condition of pleasurable diversion could be called
entertainment. The French word divertissement perhaps best captures this
essence.
But entertainment can be much more than mere diversion. It is something
that is universally interesting and appealing because, when it does what it is
intended to do, it moves you emotionally. As the Latin root verb tenare
suggests, it grabs you: It touches your soul. And it provides experiences that
you could or would not otherwise have had.
Although life is full of constraints and disciplines, responsibilities and
chores, and a host of things disagreeable, entertainment, in contrast,
encompasses activities that people enjoy and look forward to doing,
xix
hearing, or seeing. This is the basis of the demand for or the consumption
of entertainment products and services; this is the primary attribute shared
by the many distinct topics from cinema to sports, from theme parks to
theater that are discussed in the pages that follow.
Entertainment the cause is thus obversely dened through its effect:
a satised and happy psychological state. Yet, somehow, it matters not
whether the effect is achieved through active or passive means. Playing
the piano can be just as pleasurable as playing the stereo.
Entertainment indeed means so many different things to so many people
that a manageable analysis requires that sharper boundaries be drawn. Such
boundaries are here established by classifying entertainment activities into
industry segments; that is, enterprises or organizations of signicant size that
have similar technological structures of production and that produce or
supply goods, services, or sources of income that are largely substitutable.
Classication along those lines facilitates contiguous discussion of
entertainment software, as we might more generically label lms,
recordings, and video games, and of hardware the physical
appurtenances and equipment on or in which the softwares instruction
sets are executed. Such classication also allows us to trace more easily
the effects of technological developments in this eld.
So accustomed are we now to continuous improvements in the
performance of entertainment hardware and software that we have trouble
remembering that early in the twentieth century moving pictures and music
recordings were novelties, radio was regarded as a modern-day miracle, and
television was a laboratory curiosity. Simple transistors and lasers had yet to
be invented and electronic computers and Earth-orbiting communications
satellites were still in the realm of science ction.
These fruits of applied technology have nevertheless spawned new art
forms and vistas of human expression and have brought to millions of people
around the world, virtually at the ick of a switch, a much more varied and
higher-quality mix of entertainment than had ever before been imagined
feasible.
Little or none of this, however, has happened because of ars gratia artis
(art for arts sake) in itself a noble but ineffectual stimulus for
technological development. Rather, it is economic forces prot motives,
if you will that are always behind the scenes, regulating the ows and rates
of implementation. Those are the forces that shape the relative popularity
and growth patterns of competing, usually interdependent, entertainment
activities and products. And those are the forces that ultimately make
available to the masses what was previously affordable only to upper
income classes. As Cowen (1998, p. 2) writes, economic forces have had
stronger effect on culture than is commonly believed.
It is therefore surprising to nd that most serious examinations of the
economics of entertainment are desultory and scattered among various
pamphlets, trade publications and journals, stockbrokersreports, and
xx Preface
incidental chapters in books on other topics. The widely available popular
magazines and newspapers, biographies, histories, websites and technical
manuals do not generally provide in-depth treatments of the subject.
This book, then, is a direct outgrowth of my search for a single
comprehensive source. It attempts to present information in a style
accessible and interesting to general readers. As such, it should prove to be
a handy reference for executives, nancial analysts and investors, agents and
legal advisors, accountants, economists, and journalists. The approach is
holistic; executives and analysts in any one sector increasingly need to also
understand how related and adjacent sectors operate.
Entertainment Industry Economics will, however, most likely be used as
a text for graduate or advanced undergraduate students in applied media
economics and management/administration courses in lm and television,
music, communications, publishing, sports, performing arts, and hotel-
casino operations. Instructors should nd it easy to design one-semester
courses focused on one or two areas. A minimal grasp of what entertainment
and media economics is all about would require that most students read at
least the rst sections of Chapters 1 and 2and, at the end of the course, the
rst section of Chapter 15.
Yet many different modules can readily be assembled and tailored.
Among the most popular would be concentrations on lm, television, and
music (Chapters 2 through 8); gaming and sports (Chapters 7,8,11, and 12);
arts and popular culture (Chapters 6,7,9,10, and 13); or entertainment
merchandising and marketing (Chapters 2,7,9,10, and 14).
The topics covered in the book have been chosen on the basis of industry
size measured in terms of consumer spending and employment, length of time
in existence as a distinct subset, and availability of reliable data. In a larger
sense, however, topics have been selected with the aim of providing no more
and no less than would be required by a compleatentertainment and media
industry investor. The perspectives are thus inevitably those of an investment
analyst, portfolio manager, and economist. Although this decision-oriented
background leads naturally to an approach that is more practical and factual
than highly theoretical, it nevertheless assumes some familiarity, supported by
the appended glossary, with the language of economics and nance.
This tenth edition has been further revised and updated and differs from its
predecessors through inclusion of additional material on the impact of
streaming services on all segments, how spending on media and
entertainment is related to demographics and is affected by changes in
social mood characteristics (socionomics), music sales as related to
country GDP, extended coverage of the economics of leisure, art markets
and museums, and a new section on electromagnetic spectrum auctions for
radio and television broadcasts. This edition also indicates in boldface type
which of the end-of-chapter further reading items can conveniently form the
basis for case studies and class discussions.
Preface xxi
I am especially grateful to Elizabeth Maguire, former editor at Cambridge
University Press, for her early interest and condence in this project. Thanks
are also owed to Cambridges Rhona Johnson, who worked on the rst
edition, to Scott Parris, former longtime Cambridge economics editor, for
the third through eighth, to Karen Maloney for the ninth and tenth, and to
expert copyeditor Alison Tickner for the tenth.
I am further indebted to those writers who earlier cut a path through the
statistical forests and made the task of exposition easier than it otherwise
would have been. Particularly noteworthy are the books of John Owen on
demand for leisure, Paul Baumgarten and Donald Farber on the contractual
aspects of lmmaking (rst edition; and second with Mark Fleischer), David
Leedy on movie industry accounting, David Baskerville and Sidney Shemel
and M. William Krasilovsky and Donald Passman on the music business,
John Scarne and Bill Friedman on the gaming eld, Gerald W. Scully and
Andrew Zimbalist on sports, William Baumol and William Bowen on the
performing arts, and Robert Prechter, Jr. on how changes in social moods
(i.e., socionomics) drive fads, fashions, and crazes and thereby inuence
whats popular (or not) in all entertainment products and services. Extensive
lm industry commentaries and data collections by A. D. Murphy of Variety
(and later, The Hollywood Reporter and the University of Southern
California) were important additional sources.
My thanks also extend to the following present and former senior industry
executives who generously took time from their busy schedules to review and to
advise on sections of the rst edition draft. They and their company afliations at
that time were Michael L. Bagnall (The Walt Disney Company), Jeffrey
Barbakow (Merrill Lynch), J. Garrett Blowers (CBS Inc.), Erroll M. Cook
(Arthur Young & Co.), Michael E. Garstin (Orion Pictures Corp.), Kenneth
F. Gorman (Viacom), Harold M. Haas (MCA, Inc.), Howard J. Klein (Caesars
New Jersey), Donald B. Romans (Bally Mfg.), and James R. Wolford (The Walt
Disney Company). Greatly appreciated, too, was the comprehensive critique
provided by my sister, Gloria. Acknowledgments for help on data are also owed
to Arthur Gruen, Arnold W. Messer (Columbia Pictures Entertainment) and
Angela B. Gerken (Viacom). Gratitude for improvements and updates of tenth
edition music gures and advertising estimates is also respectively owed to
Jonathan Handel and to Brian Wieser of Pivotal Research (and now of
GroupM).
Although every possible precaution against error has been taken, for any
mistakes that may inadvertently remain the responsibility is mine alone.
Ive been greatly pleased by the success of the previous editions and, as
before, my hopes and expectations are that this work will provide valuable
insights and a thoroughly enjoyable adventure.
Now ...on with the show.
Harold L. Vogel
New York City
January 2020
xxii Preface
Part I
Introduction
1
Economic Perspectives
To everything there is a season, and a time to every purpose
under the heaven. Ecclesiastes
Extending this famous verse, we can also say that there is a time for work and
a time for play. There is a time for leisure.
An important distinction, however, needs to be made between the precise
concept of a time for leisure and the semantically different and much fuzzier
notion of leisure time, the initial topic. In the course of exploring this subject,
the fundamental economic forces that affect and motivate spending on all
forms of entertainment goods and services will be revealed. The
perspectives provided by this approach will enable us to see how
entertainment is dened and how it ts into the larger economic picture.
1.1 Time Concepts
Leisure and Work
Philosophers and sociologists have long wrestled with the problem of
dening leisure the English word derived from the Latin licere, which
means to be permittedor to be free.Leisure has, in fact, usually been
3
described in terms of its sociological and psychological (state-of-mind)
characteristics.
1
And closely tied into this is the more recent notion that
playis a fundamental aspect of life.
2
The classical attitude was epitomized in the work of Aristotle, for whom
the term leisure implied both availability of time and absence of the
necessity of being occupied. According to Aristotle, that very absence is
what leads to a life of contemplation and true happiness yet only for an elite
few, who do not have to provide for their own daily needs. Veblen (1899)
similarly saw leisure as a symbol of social class (and status emulation as
a driver of demand). To him, however, it was associated not with a life of
contemplation but with the idle rich,who identied themselves through its
possession and its use.
Leisure has more recently been conceptualized either as a form of activity
engaged in by people in their free time or, preferably, as time free from any
sense of obligation or compulsion.
3
The term leisure is now broadly used to
characterize time not spent at work (where there is an obligation to
perform).
4
Naturally, in so dening leisure by what it is not, metaphysical
issues remain largely unresolved. There is a question of how to categorize
work-related time such as that consumed in preparation for, and in transit to
and from, the workplace. And sometimes the distinctions between one
persons vocation and anothers avocation are difcult to draw: People
have been known to workpretty hard at their hobbies.
Although such problems of denition appear quite often, they fortunately
do not affect analysis of the underlying economic structures and issues.
Recreation and Entertainment
In stark contrast to the impressions of Aristotle or Veblen, today we rarely, if
ever, think of leisure as contemplation or as something to be enjoyed only by
the privileged. Instead, freetime is used for doing things and going places,
and the emphasis on activity corresponds more closely to the notion of
recreation refreshment of strength or spirit after toil than to the views
of the classicists.
The availability of time is, of course, a precondition for recreation, which can
be taken literally as meaning re-creation of body and soul. But because active re-
creation can be achieved in many different ways by playing tennis or by going
shing, for example it encompasses aspects of both physical and mental well-
being. Hence, recreation may or may not contain signicant elements of
amusement and diversion or occupy the attention agreeably. For instance,
amateurs training to run a marathon might arguably be involved in a form of
recreation. But if so, the entertainment aspect would be rather minimal.
As noted in the Preface, however, entertainment is dened as that which
produces a pleasurable and satisfying experience. The concept of entertainment
is thus subordinate to that of recreation: It is more specically dened through its
direct and primarily psychological and emotional effects.
4 PART I INTRODUCTION
Time
Most people have some hours left over –“free time,so to speak after
subtracting the hours and minutes needed for subsistence (mainly eating and
sleeping), for work, and for related activities. But this remaining time has
a cost in terms of alternative opportunities forgone.
Because time is needed to use or to consume goods and services, as well as
to produce them, economists have attempted to develop theories that treat it
as a commodity with varying qualitative and quantitative cost features.
However, as Sharp (1981) notes in his comprehensive book, economists
have been only partially successful in this attempt:
Although time is commonly described as a scarce resource in economic literature, it is still
often treated rather differently from the more familiar inputs of labor and materials and
outputs of goods and services. The problems of its allocation have not yet been fully or
consistently integrated into economic analysis. (p. 210)
Investigations into the economics of time, including those of Becker (1965)
and DeSerpa (1971), have suggested that the demand for leisure is affected
in a complicated way by the consumption-cost of time. For instance,
according to Becker (1965; see also Ghez and Becker 1975):
The two determinants of the importance of forgone earnings are the amount of time used per
dollar of goods and the cost per unit of time. Reading a book, getting a haircut, or
commuting use more time per dollar of goods than eating dinner, frequenting a nightclub,
or sending children to private summer camps. Other things being equal, forgone earnings
would be more important for the former set of commodities than the latter.
The importance of forgone earnings would be determined solely by time intensity only if
the cost of time were the same for all commodities. Presumably, however, it varies
considerably among commodities and at different periods. For example, the cost of time
is often less on weekends and in the evenings. (Becker 1965, p. 503)
From this it can be seen that the cost of time and the consumption-time
intensity of goods and services e.g., commitment, is usually higher for
reading a book than for reading a newspaper are signicant factors in
selecting from among entertainment alternatives. Time is what remains
scarce when all else becomes abundant.
5
Time indeed is money.
Expansion of Leisure Time
Most of us are not commonly subject to sharp changes in our availability of
leisure time (except on retirement or loss of job). Nevertheless, there is
a fairly widespread impression that leisure time has been trending steadily
higher ever since the Industrial Revolution of more than a century ago. Yet
the evidence on this is mixed. Figure 1.1 shows that in the United States the
largest increases in leisure time workweek reductions for agricultural and
nonagricultural industries were achieved prior to 1940 and had already been
reected in rising interest in entertainment as early as the 1920s.
6
Economic Perspectives 5
But more recently, the lengths of average workweeks, adjusted for
increases in holidays and vacations have scarcely changed for the
manufacturing sector and have also stopped declining in the services
sector (Table 1.1 and Figure 1.2). By comparison, average hours worked in
other major countries, as illustrated in Figure 1.3, have declined markedly
since 1970.
Although this suggests that there has been little, if any, expansion of
leisure time in the United States, what has apparently happened instead
is that work schedules now provide greater diversity. As noted by
Smith (1986),A larger percentage of people worked under 35 hours
or over 49 hours a week in 1985 than in 1973, yet the mean and
median hours (38.4 and 40.4, respectively, in 1985) remained virtually
unchanged.
7
If ndings from public-opinion surveys on Americans and the arts
are to be believed, the number of hours available for leisure may
actually at best be holding steady.
8
But occasionally the view that
Americans are actually working more hours than previously has been
expressed.
9
Average weekly hours Average weekly hours
75
70
65
60
55
50
45
40
35
0
1850 ’60 ’70 ’80 ’90 1900 ’10 ’20 ’30 ’40 ’41 ’42 ’43 ’44 ’45 ’46 ’47 ’48 ’49 ’50 ’51 ’52 ’53 ’54 ’55 1956
0
35
40
45
50
55
60
65
70
75
Agriculture
ALL
INDUSTRIES
Nonagriculture
Figure 1.1. Estimated average weekly hours for all persons employed in agricultural
and nonagricultural industries, 18501940 (ten-year intervals) and 194156 (annual
averages for all employed persons, including the self-employed and unpaid family
workers).
Source: Zeisel (1958).
6 PART I INTRODUCTION
Aguiar and Hurst (2007) argue the opposite. And as shown in Table 1.2,
McGrattan and Rogerson (2004) found that since World War II, the number
of weekly hours of market work in the United States has remained roughly
constant, even though there have been dramatic shifts in various subgroups.
Robinson (1989, p. 34) also measured free time by age categories and
found that most gains in free time have occurred between 1965 and 1975
[but] since then, the amount of free time people have has remained fairly
stable.By adjusting for age categories, the case for an increase in total
leisure hours available becomes much more persuasive.
10
Table 1.1. Average weekly hours at work, 19482018,
a
and
median weekly hours at work for selected years
Average hours at work Median hours at work
Year Unadjusted Adjusted
b
Year Hours
1948 42.7 41.6 1975 43.1
1956 43.0 41.8 1980 46.9
1962 43.1 41.7 1987 46.8
1969 43.5 42.0 1995 50.6
1975 42.2 40.9 2004 50.0
1986 42.8 2018 43.5
a
Nonstudent men in nonagricultural industries.
b
Adjusted for growth in vacations and holidays.
Sources:Owen (1976,1988), and Harris (1995),https://theharrispoll.com
for median hours at work and preliminary estimate for 2018.
31
34
37
40
43
65 75 85 95 05 15
Weekly hours
Services
Manufacturing
Figure 1.2. Average weekly hours worked in manufacturing and service industries
19652018.
Source: U.S. Department of Commerce.
Economic Perspectives 7
In addition, Roberts and Rupert (1995) found that total hours of annual
work have not changed by much but that the composition of labor has shifted
from home work to market work, with nearly all the difference attributable to
changes in the total hours worked by women. A similar conclusion as to
average annual hours worked was also reported by Rones, Ilg, and Gardner
(1997).
11
Yet, according to Jacobs and Gerson (1998, p. 457), even though
the average work week has not changed dramatically in the U.S. over the last
several decades, a growing group of Americans are clearly and strongly
Table 1.2. Aggregate weekly hours worked per person (+15),
19502000
Aver. weekly hours worked Employment-to-
population ratio (%)
Year Per person Per worker
1950 22.34 42.40 52.69
1960 21.55 40.24 53.55
1970 21.15 38.83 54.47
1980 22.07 39.01 56.59
1990 23.86 39.74 60.04
2000 23.94 40.46 59.17
% change: 19502000 7.18 4.56 12.30
Source: McGrattan and Rogerson (2004), based on U.S. Dept. of Commerce,
Bureau of the Census.
1,300
1,550
1,800
2,050
2,300
70 80 90 00 10
Germany
Japan
France
U.S.
U.K.
Figure 1.3. Average annual hours worked by persons employed (U.K. series changed after
2010), 19702018.
Source: OECD Employment Outlook.
8 PART I INTRODUCTION
pressed for time.And this fully reects the income-time paradox wherein
the young and elderly have lots of time but relatively little income available
as compared to the middle-aged, who have income but no time.
In all, it seems safe to say that for most middle-aged and middle-income
Americans and recently for Europeans too leisure time is probably not
expanding noticeably.
12
The comprehensive compilation of research by Ramey
and Francis (2009) indeed suggests that per capita leisure and average annual
lifetime leisure increased by only four or ve hours per week during the last
100 years ... leisure has increased by 10 percent since 1900.
Still, whatever the actual rate of expansion or contraction may be, there
has been a natural evolution toward repackaging the time set aside for leisure
into longer holiday weekends and extra vacation days rather than in reducing
the minutes worked each and every week.
13
Particularly for those in the higher-income categories conspicuous
consumers, as Veblen would say the result is that personal-consumption
expenditures (PCEs) for leisure activities are likely to be intense, frenzied,
and compressed instead of evenly metered throughout the year. Moreover,
with some adjustment for cultural differences, the same pattern is likely to be
seen wherever large middle-class populations emerge.
Estimated apportionment of leisure hours among various activities in
2018 are indicated in Table 1.3.
14
The contrast to apportionment in 2005
is stark, even though that was not so very long ago. For instance, total
television in that year accounted for 50.1% of leisure hours spent, total
radio was 30.5%, newspapers were 3.9%, and magazines 6.5%. Of
course, since then online services have grown at the expense of these
older media.
Table 1.4 shows how Americans on average allocate leisure time of
around ve hours a day.
1.2 Supply and Demand Factors
Productivity
Ultimately, more leisure time availability is not a function of government
decrees, labor union activism, or factory owner altruism. It is a function of
the rising trend in output per person-hour in brief, the rising productivity of
the economy. Quite simply, technological advances embodied in new capital
equipment, in the training of a more skilled labor pool, and in the
development of economies of scale allow more goods and services to be
produced in less time or by fewer workers. Long-term growth in leisure-
related industries thus depends on the rate of technological innovation
throughout the economy.
Information concerning trends in productivity and other aspects of
economic activity is provided by the National Income and Product
Accounting (NIPA) data from the U.S. Bureau of Labor Statistics. From
Economic Perspectives 9
Table 1.4. Leisure time on an average day, 2018
a
Minutes % of total
Watching TV 167 55.8
Socializing and communicating 41 13.7
Playing computer games 25 8.4
Reading 19 6.4
Sports, exercise, recreation 18 6.0
Relaxing and thinking 17 5.7
Other leisure activities 12 4.0
Total 299 100.0
a
Includes all persons age 15+ and all days of the week.
Source data: U.S. Bureau of Labor Statistics, www.bls.gov/tus/
charts/leisure.htm
Table 1.3. Estimated hours per adult per year using media, 2018
Medium Hours per person year % of total time
Television
1
1,380 31.7
Network afliates 452 10.4
Independent stations 3 0.1
Basic cable programs 868 19.9
Pay-cable programs 57 1.3
Radio
2
685 15.7
Home 205 4.7
Out of home 480 11.0
Internet
3
1,758 40.4
Newspapers
4
64 1.5
Recorded music
5
159 3.7
Magazines
6
52 1.2
Leisure books
7
71 1.6
Movies: theaters 9 0.2
Home video
8
17 0.4
Spectator sports 17 0.4
Video games: home 134 3.1
Cultural events 6 0.1
Total 4,352 100.0
Hours per adult per week 83.7
Hours per adult per day 11.9
1
Does not include over-the-top viewing, part of the Internet category.
2
Includes satellite radio but not online listening, which is captured in the Internet category.
3
Includes mobile access.
4
Includes free dailies but not online reading, part of the Internet category.
5
Includes licensed digital music.
6
Does not include online reading, part of the Internet category.
7
Includes electronic and audio books.
8
Does not include OTT viewing, part of the Internet category.
Source: Wilkofsky Gruen Associates.
10 PART I INTRODUCTION
these sources it can be seen (Figure 1.4) that overall productivity between
1979 and 1990 rose at an average annual rate of approximately 1.5%, then
jumped to a rate of 2.7% between 2000 and 2007 before falling back to a rate
of 1.3% between 2007 and 2018.
This suggests that the potential for leisure-time and travel-related activity
expansion rose steadily in the last quarter of the twentieth century and into
the early 2000s. Meanwhile, the gap between European and U.S. labor
productivity narrowed into the early 1990s.
15
Since then, productivity
increases in the U.S. and other already developed countries have
diminished but are still rising from a relatively low base in emerging
markets (EMs). The potential for growth of leisure-time and spending on
entertainment, media, and travel is thus relatively much higher in EM
countries.
Demand for Leisure
All of us can choose either to fully use free time for recreational purposes
(dened here and in NIPA data as being inclusive of entertainment activities)
or to use some of this time to generate additional income. How we allocate
time between the conicting desires for more leisure or more income then
becomes a subject that economists investigate with standard analytical tools.
In effect, economists can treat demand for leisure as if it were, say, demand
for gold, for wheat, or for housing. And they often estimate and depict the
schedules of supply and demand with curves of the type shown in Figure 1.5.
In simplied form it can be seen that, as the price of a unit rises, the supply
of it will normally increase and the demand for it will decrease so that over
time and in an openly competitive market an approximate equilibrium at the
intersection of the curves will be reached (though in reality, such equilibrium
1.0
1.3
1.5
1.8
2.0
2.3
2.5
2.8
3.0
2.8
1.2
2.2
2.7
1.3
1947–73 1973–79 1979–90 1990–00 2000–07 2007–18
% change
1.5
Figure 1.4. Average annual percent change in nonfarm business productivity in the United
States, 19472018, selected periods.
Source: U.S. Department of Labor and St. Louis Federal Reserve Bank FRED, available at:
stlouisfed.org.
Economic Perspectives 11
is ctional). This is the narrative that primarily applies to tangible
manufactured assets and agricultural produce.
16
As such, however, it doesnt necessarily apply to software and other types
of intellectual properties (IPs) that include movies, music recordings, books,
and services of all types. Production of the rst item might cost upwards of
$100 million, but then for each additional unit the cost at the margin is close
to zero and the prot margin per unit is high.
17
Consumers typically tend to substitute less expensive close-equivalent
goods and services for more expensive ones and the total amounts they can
spend their budgets are limited or constrained by income. Owen (1970)
extensively studied the effects of such substitutions and changes in income
as related to demand for leisure and observed:
An increase in property income will, if we assume leisure is a superior good, reduce hours
of work. A higher wage rate also brings higher income which, in itself, may incline the
individual to increase his leisure. But at the same time the higher wage rate makes leisure
time more expensive in terms of forgone goods and services, so that the individual may
decide instead to purchase less leisure. The net effect will depend then on the relative
strengths of the income and price elasticities ...It would seem that for the average worker
the income effect of a rise in the wage rate is in fact stronger than the substitution effect.
(p. 18)
In other words, as wage rates continue to rise up to point A in
Figure 1.6, people will choose to work more hours to increase their
income (income effect). But they eventually will begin to favor more
leisure over more income (substitution effect, between points A and B),
resulting in a backward-bending labor-supply curve.
18
And the net (of
taxes) hourly wage thus becomes the opportunity cost of an hour of
leisure!
0
1
2
3
4
5
6
123456789101112
Price (P) per unit
Quantity (Q) of units per time
P
Q
$ 7
Demand
Supply
Figure 1.5. Supply and demand schedules.
12 PART I INTRODUCTION
Although renowned economists, including Adam Smith, Alfred Marshall,
Frank Knight, A. C. Pigou, and Lionel Robbins, have substantially differed
in their assessments of the net effect of wage-rate changes on the demand for
leisure, it is clear that leisure does have a price, and changes in its price will
affect the demand for it(Owen 1970, p. 19). Results from a Bureau of Labor
Statistics survey of some 60,000 households in 1986 indeed suggest that
about two-thirds of those surveyed do not want to work fewer hours if it
means earning less money.
19
As Owen (1970) has demonstrated, estimation of the demand for leisure
requires consideration of many complex issues, including the nature of
working conditions,the effects of increasing worker fatigue on production
rates as work hours lengthen, the greater availability of educational
opportunities that affect the desirability of certain kinds of work,
government taxation and spending policies, and market unemployment
rates.
20
Expected Utility Comparisons
Individuals differ in terms of emotional gratication derived from
consumption of different goods and services. It is thus difcult to measure
and compare the degrees of satisfaction derived from, say, eating dinner as
opposed to buying a new car. To facilitate comparability, economists have
adapted an old philosophical but vague concept known as utility (which is
essentially pleasure).
21
Utility is not a measure of usefulness or need but
a measure of the desirability of a commodity from the psychological
viewpoint of the consumer.
22
It is often the consumption characteristics
and qualities associated with goods rather than the possession of goods
themselves that matters most.
23
Wage
rate
Hours worked
B
A
Figure 1.6. Backward-bending labor-supply curve.
Economic Perspectives 13
Rational individuals try to maximize utility in other words, make
decisions that provide them with the most satisfaction. But they are
hampered in this regard because decisions are normally made under
conditions of uncertainty, with incomplete information, and therefore with
the risk of an undesired outcome. People thus tend implicitly to include
a probabilistic component in their decision-making processes and they end
up maximizing expected utility rather than utility itself.
The notion of expected utility is especially well applied to thinking about
demand for entertainment goods and services and the experiencesprovided.
It explains, for example, why people may be attracted to gambling or why they
are sometimes willing to pay scalpers enormous premiums for theater or
sports tickets. Its application also sheds light on how various entertainment
activities compete for the limited time and funds of consumers.
To illustrate, assume for a moment that the cost of an activity per unit of
time is somewhat representative of its expected utility. If the admission price
of a two-hour movie is $12, and if the purchase of video-game software for
$25 provides six hours of play before the onset of boredom, then the cost
per minute for the movie is 10 cents whereas that for the game is 6.9 cents.
Now, obviously, no one decides to see a movie or buy a game on the basis of
explicit comparisons of cost per minute. For an individual many qualitative
(nonmonetary) factors, especially fashions and fads, may affect the perception
of an items expected utility. However, in the aggregate and over time, such
implicit comparisons do have a signicant cumulative inuence on relative
demand for entertainment (and other) products and services.
Demographics and Debts
Over the longer term, the demand for leisure goods and services can also be
signicantly affected by changes in the relative growth of different age
cohorts. Teenagers tend to be important purchasers of recorded music;
people under the age of 30 are the most avid moviegoers. Accordingly,
a large increase in births after World War II created, in the 1960s and
1970s, a market highly receptive to movie and music products. As this
postwar generation matures past its years of family formation and into
years of peak earnings power and then retirement, spending may be
naturally expected to shift collectively to areas such as casinos, cultural
events, and tourism and travel and away from areas that are usually of the
greatest interest to people in their teens or early twenties.
The expansive demographic shifts most important to entertainment industry
prospects in the United States include (1) a projected increase in the number of
5- to 17-year-olds by 4.7 million from 2010 to 2020 and another 4.8 million
from 2020 to 2030, and (2) a major expansion of the population over age 65
(Table 1.5). By 2030, the 65+ group will account for an estimated 19.3% of the
population, as compared to 12.4% in 2000.
14 PART I INTRODUCTION
A signicant change from the years between 2010 and 2020 to the decade
of 2020 to 2030 is that the number of people in the 4564 group will not be
increasing in proportion to the number of people in the 2544 group. This is
of particular importance given that those in the younger category spend
much of their income when they enter the labor force and form households,
whereas those in the older category are already established and thus more
likely to be in a savings mode, perhaps to nance college educations for their
children or to prepare for retirement, when earnings are lower. The ratio of
people in the younger group to those in the older group in effect, the
spenders versus the savers is illustrated in Figure 1.7.
Although it depends on the specic industry component to be analyzed,
proper interpretation of long-term changes in population characteristics may
also require that consideration be given to several additional factors, which
include dependency ratios, fertility rates, number of rst births, number of
families with two earners, and trends in labor force participation rates for
women, which had climbed steadily from 45% in 1975 to around 60% by
2005.
24
Elements of consumer debt (see Figure 14.3), weighted by the
Table 1.5. U.S. population by age bracket, components of change, and trends
by life stage, 19702030
Components of population change forecasts
Percentage distribution Change (millions)
Age 2000 2010 2020 2030 20002010 20102020 20202030
Under 5 6.8 6.8 6.7 6.5 1.9 1.7 1.3
517 18.8 17.4 17.2 17.0 1.0 4.7 4.8
1834 23.8 23.4 22.5 21.7 5.4 4.3 4.2
3565 38.1 39.4 37.5 35.5 14.7 5.8 4.5
65+ 12.4 13.0 16.1 19.3 5.1 14.6 17.3
Total
a
100.0 100.0 100.0 100.0 28.1 31.1 32.1
Population trends by life stage (millions)
Life stage 2000 2010 2020 2030
013 56.2 58.2 63.6 68.0
1424 43.4 47.7 48.9 53.9
2534 39.8 41.8 46.1 47.0
3544 45.1 41.3 43.7 48.2
4554 38.0 44.7 41.4 44.0
5564 24.4 36.3 43.0 40.3
65+ 35.1 40.2 54.8 72.1
Total
a
282.0 310.2 341.5 373.5
a
Totals might not be exact due to rounding.
Source: www.census.gov.
Economic Perspectives 15
aforementioned demographic factors, probably explain why, according to
the Louis Harris surveys previously cited (Table 1.1), leisure hours per week
might vary so much. Still, a rising median age (as in the U.S. and other
developed countries) will generally tend to abate pressures on time
availability.
As can be seen from Figure 1.8, aggregate spending on entertainment is
concentrated in the middle-age groups, which are the ages when income
usually peaks, even though free time may be relatively scarce. This is known
0.6
1.0
1.4
1.8
2.2
51 71 91 11
Ratio
Ages 20 to 34 versus 45 to 59
Figure 1.7. Ratio of spenders to savers, 19502030.
0
800
1,600
2,400
3,200
4,000
4,800
under
25
25–34 35–44 45–54 55–64 65–74 75+
$
Figure 1.8. Average annual expenditures on entertainment per person by age category, 2017.
Source: U.S. Department of Commerce survey.
16 PART I INTRODUCTION
as the leisure paradox, wherein young people usually have more time and
less income than the middle-aged, who are in the prime of their career and
family-raising years and have the income but not the time.
The most important underlying conditions for media and
entertainment sector growth will everywhere (i.e., globally) always
include an increase in the number of middle class-income consumers,
a large percentage of population under the age of 35, and a non-
authoritarian political environment and culture that allows for freedom
of expression and accepts diversity of ideas. Figure 1.9 is representative
of the importance of a young population as an inuence on media and
entertainment spending growth.
Barriers to Entry
The supply of entertainment products and services offered would also
depend on how readily prospective new businesses can overcome barriers
to entry (i.e., competitive advantages) and thereby contest the market.
Barriers to entry which can be structural (economies of scale), strategic
(price reductions), or institutional (tariffs and licenses) restrict supply and
0
2
4
6
8
10
12
14
30 40 50 60 70 80%
% population under 35
Projected CAGR (%) M & E spending
%
Israel
Indonesia
China Egypt
Nigeria
Kenya
Ireland
U.K.
U.S.
Mexico
Germany
Canada
France
Japan
India
Spain
Australia
Italy
Brazil
apan
Figure 1.9. Youngsters drive spending. Percentage of population under age of 35 versus
projected compound annual growth rate, 20152020, of spending on media and
entertainment, selected countries.
Data courtesy of PwC, PwC Global Entertainment and Media Outlook: 20162020,pwc
.com/outlook.
Economic Perspectives 17
t mainly into the following categories, listed in order of importance to the
entertainment industries:
Capital
Know-how
Regulations
25
Price competition.
To compete effectively, large corporations must of necessity invest considerable
time and capital to acquire technical knowledge and experience. But the same
goes for individual artists seeking to develop commercially desirable products
in the form of plays, books, lms, or songs. Government regulations such as
those applying to the broadcasting, cable, and casino businesses often present
additional hurdles for potential new entrants to surmount. Furthermore, in most
industries, established rms ordinarily have some ability to protect their
positions through price competition.
1.3 Primary Principles
Marginal Matters
Microeconomics provides a descriptive framework in which to analyze the
effects of incremental changes in the quantities of goods and services
supplied or demanded over time. A standard diagram of this type,
displayed in Figure 1.10, shows an idealized version of a rm that
maximizes its prots by pricing its products at the point where marginal
revenue (MR) the extra revenue gained by selling an additional unit
equals marginal cost (MC), the cost of supplying an extra unit. Here, the
average cost (AC), which includes both xed and variable components, rst
declines and is then pulled up by rising marginal cost. Prot for the rm is
represented by the shaded rectangle (price [p] times quantity [q] minus
cost [c] times quantity [q]).
Given that popular entertainment products feature one-of-a-kind talent
(e.g., Elvis or Sinatra recordings) or brand-name products and services (e.g.,
Apple or Disney), the so-called competitive-monopolistic model of
Figure 1.10a, in which many rms produce slightly differentiated products,
is not far-fetched. The objectives for such prot-maximizing rms are to both
rightward-shift and also steepen the demand schedule idealized by line
D. A shift to the right represents an increase in demand at each given price.
Meanwhile, a schedule of demand that perhaps through promotional and
marketing becomes more vertical (i.e., quantity demanded becomes less
responsive to a change in price and becomes more price-inelastic)
enables a rm to reap a potentially large proportionate increase in prots
as long as marginal costs are held relatively at (Figure 1.10b). In all, the
more substitutes that are available, the greater is the price elasticity of
demand.
18 PART I INTRODUCTION
D
MR
P
Q
MC
p
c
q
AC
D
MR
P
Q
MC
p
c
q
AC
P
Q
p1
p2
q2q1
A
C
D
B
(a)
(b)
(c)
Figure 1.10. (a) Marginal costs and revenues, normal setting, (b) Demand becomes more
inelastic and right-shifted, and (c) Consumerssurplus under price discrimination.
Economic Perspectives 19
Look, for example, at what happens when a movie is made. The initial
capital investment in production and marketing is risked without knowing
how many units (including theater tickets, video sales and rentals, and
television viewings) will ultimately be demanded. The possibilities range
from practically zero to practically innite.
Whatever the ultimate demand turns out to be, however, the costs of
production and marketing, which are large compared with other, later
costs, are mostly borne upfront. Come what may, the costs here are sunk
(i.e., the money is already spent and is likely unrecoverable), whereas in
many other manufacturing processes, the costs of raw materials and labor
embedded in each unit produced (variable and marginal) may be relatively
high and continuous over time.
In entertainment, the cost of producing an incremental unit (e.g., an extra
movie print, DVD, or download) is normally miniscule as compared with the
sunk costs, which should by this stage be irrelevant for the purpose of
making ongoing strategic decisions. It may thus, accordingly, be sensible
for a distributor to take a chance on spending a little more on marketing and
promotion in an attempt to shift the demand schedule into a more price-
inelastic and rightward position. Such inelastic demand is characteristic of
products and services that
are considered to be necessities
have few substitutes
are a small part of the budget
are consumed over a relatively brief time, or are not used often.
Economists use estimates of elasticity (i.e., responsiveness) to indicate the
expected percentage change in demand if there is a 1% change up or
down in price or income (or some other factor). In the case of price, this can
be stated as
εp¼%change in quantity demanded
%change in unit price
All other things being equal, quantity demanded would normally be
expected to rise with increases in income and decline with increases in
price.
26
For example, if quantity demanded declined 8% when price rose
4%, the price elasticity of demand would be 2.0. In theory, cross-elasticities
of demand between goods and services that are close substitutes (a new Star
Trek lm versus a new Star Wars lm), or complements to each other (movie
admissions and sales of popcorn), might also be estimated. Such notions of
elasticity suggest that it makes sense for rms to rst increase the price
markup on goods with the most inelastic demand (known as the Ramsey, or
inverse elasticity pricing, rule).
In sum, when elasticity is greater than 1, price increases lead to decreases
in revenue and vice versa. When elasticity is less than 1 (inelastic), increases
20 PART I INTRODUCTION
in price lead to increases in revenues. And when elasticity equals 1, changes
in price lead to no changes in revenues.
Elasticity: When prices are raised, revenues are ...
>1 Lower
<1 Higher
=1 No change
Similarly, elasticity with respect to income can be estimated for goods and
services classiable as luxuries, necessities, or inferiors.
27
With luxuries,
quantity demanded grows faster as income rises, and the income elasticity is
greater than 1.0. For necessities, quantity demanded increases as income
rises, but more slowly than income (elasticity 0.0 to 1.0). And for inferior
goods, income elasticity is negative, with quantity demanded falling as
income rises. By these measures, most entertainment products and services
are either necessities or luxuries for most people most of the time (but with
classication subject to change over the course of an economic or
individuals life-stage cycle).
That demand grows more slowly than income for needs (e.g., food,
shelter, clothing) and more quickly for wants (e.g., entertainment, travel,
recreation experiences) has been seen in most societies and nations.
Figure 1.11 is based on per capita data from 116 countries and compares
income elasticity estimates for a need category such as clothing to those for
a want category such as recreation. From this it can be seen in the upper
panel that needs demand grows at about the same pace as income, but that
wants demand tends to rise at a higher rate than income: As countries
become wealthier, people tend to spend proportionately more of their
income on wants rather than needs.
28
Price Discrimination
If, moreover, a market for, say, airline or theater seats (see Chapter 13) can be
segmented into rst and economy classes, prots can be further enhanced by
capturing what is known in economics as the consumerssurplus the price
difference between what consumers actually pay and what they would be
willing to pay. Such a price discrimination model extracts, without adding
much to costs, the additional revenues shown in the darkened rectangular
area of Figure 1.10c. The conditions that enable discrimination include
existence of monopoly power to regulate prices,
ability to segregate consumers with different elasticities of demand, and
inability of original buyers to resell the goods or services.
Such dynamic pricing or yield management strategies, as they are known,
are commonly implemented in many different industries and may be
benecial to some consumers: For example, movie theaters may offer
Economic Perspectives 21
$3
$3
$12
$12
$47
$47
$160
$188
Income
$750
$750
$3,000
$3,000
$12,000
$12,000
$48,000
$48,000
Consumption (needs)
Income
$3
$12
$47
$188
$750
$3,000
$12,000
$48,000
Consumption (wants)
$3 $12 $47 $181 $750 $3,000 $12,000 $48,000
Figure 1.11. Needs (clothing) versus wants (recreation): income elasticity estimates in 116
countries, 2006.
Source: Cox and Alm (2007). Federal Reserve Bank of Dallas.
22 PART I INTRODUCTION
senior-citizen or matinee discounts that might not otherwise be available.
And travelers willing to pay more for an airline ticket might be indirectly
helping to reduce (i.e., subsidize) prices for those who are less willing. The
extent to which subsidization of this type occurs will typically depend both
on the industry-specic pricing conventions that have evolved over several
business cycles and on the current intensity of competition in each consumer
category.
Entertainment and media companies are especially able to
advantageously apply price discrimination tactics by turning the
introduction of important products and services into events.Releases of
some new books, music tracks, lms, game software, and openings of
casinos, theme park attractions, sporting events, and television shows are
typically eventizedas a means of tapping into the willingness of some
consumers and advertisers to pay premium prices.
To this end, economists have categorized discrimination into three types
(degrees):
1. Each customer/viewer/consumer is offered a different price based on
presumed willingness to pay.
2. Variations of products and bundles of features are offered at different
prices.
3. Different market and customer segments are charged different prices for
a specic product.
Public-Good Characteristics
Public (nonrival) goods are those that can be enjoyed by more than one person
without reducing the amount available to any other person; providing the good
to everyone else is costless. In addition, once the good exists, it is generally
impossible to exclude anyone from enjoying the benets, even if a person
refuses to pay for the privilege. Such nonpayers are therefore free riders.In
entertainment it is not unusual to nd near-public-good characteristics: The
marginal cost of adding one viewer to a television network program or of
allowing an extra visitor into a theme park is not measurable. Spending on
national defense or on programs to reduce air pollution is of this type. Public
goods are thus non-rivalrous and non-excludable, whereas merit goods or
services are provided by political decisions based on interpretations of need
rather than ability or willingness to pay.
1.4 Personal-Consumption Expenditure Relationships
Recreational goods and services are those used or consumed during leisure
time. As a result, there is a close relationship between demand for leisure and
demand for recreational products and services.
Economic Perspectives 23
As may be inferred from Table 1.6, NIPA data classify spending on
recreation as a subset of total personal-consumption expenditures (PCEs).
This table is particularly important because it allows comparison of the
amount of leisure-related spending to the amounts of spending for shelter,
transportation, food, clothing, national defense, and other items.
29
For
example, percentages of all PCEs allocated to selected major categories in
2018 were:
Medical care 16.9%
Housing 18.3
Transportation 3.2
All recreation 6.8
Food (excluding alcoholic beverages) 7.2
Clothing 2.8
As may be seen in Figure 1.12, spending on entertainment services has
trended gradually higher as a percentage of all PCEs, whereas percentages
spent on clothing and food have declined.
That spending on total recreational goods and services responds to
prevalent economic forces with a degree of predictability can be seen in
Figure 1.13.
30
Figure 1.14 illustrates that PCEs for recreation as a percentage
of total disposable personal income (DPI) had held steady in a band of
Table 1.6. PCEs for recreation in current dollars, selected categories,
19902018
a
Product or service by function 1990 2005 2018
Total recreation expenditures (goods + services)
a
227.3 633.9 957.8
Percent of total PCEs 5.4 6.7 6.8
Amusement parks, campgrounds, etc. 19.2 33.6 65.8
Gambling (casino, track, lotteries) 23.7 72.9 142.6
Newspapers + periodicals 21.6 36.1 47.8
Books (edu + rec) 16.2 36.8 32.7
Cable TV + satellite services 18.0 54.6 96.0
Spectator amusements, total 14.4 43.7 78.8
Motion picture theaters 5.1 9.7 15.7
Spectator sports
b
4.8 15.7 27.6
a
In billions of dollars, except percentages. Represents market value of purchases of goods
and services by individuals and nonprot institutions. See Historical Statistics, Colonial
Times to 1970, series H 878893, for gures issued prior to 1981 revisions.
b
Includes professional and amateur events and racetracks.
Sources: U.S. Bureau of Economic Analysis, The National Income and Product Accounts
(NIPA) of the United States, 19291976; and Survey of Current Business, July issues.
24 PART I INTRODUCTION
roughly 5.0% to 6.5% for most of the 80 years beginning in 1929. New
heights can only be achieved as a result of a relatively lengthy business cycle
expansion, increased consumer borrowing ratios, demographic and
household formation inuences, and the proliferation of leisure-related
goods and services utilizing new technologies.
Measurement of real (adjusted for ination) per capita spending on total
recreation and on recreation services provides yet another long-term view of
how Americans have allocated their leisure-related dollars. Although the
services subsegment excludes spending on durable products such as
television sets, it includes movies, cable TV, sports, theater, commercial
-
5
10
15
20
80 85 90 95 00 05 10 15
Entertainment services
Medical services
%
All recreation
Food
Clothing
Figure 1.12. Trends in percentage of total personal consumption expenditures in selected
categories, 19802018.
3
5
6
8
9
29 49 69 89 09
%
Figure 1.13. PCE for recreation as percentage of disposable income, 19292018.
Economic Perspectives 25
participant amusements, lotteries, and pari-mutuel betting. The percentage
of recreation services spending is now above 40% of the total spent for all
recreation (Figure 1.14), and a steeper uptrend in real per capita PCEs on
total recreation and on recreation services beginning around 1960 is
suggested by Figure 1.15.
31
This apparent shift toward services, which is also being seen in other
economically advanced nations, is a reection of relative market saturation
for durables, relative price-change patterns, and changes in consumer
preferences that follow from the development of new goods and services.
25
30
35
40
45
50
59 69 79 89 99 09
%
Figure 1.14. PCE on recreation services as percentage of total PCE on recreation,
19592018.
0
400
800
1,200
29 49 69 89 09
$1,600
Total
Services
Figure 1.15. Real per-capita spending on total recreation and on recreation services,
19292018.
26 PART I INTRODUCTION
As such, even small percentage shifts of spending may represent billions of
dollars owing into or out of entertainment businesses. And for many rms,
the direction of these ows may make the difference between prosperous
growth or struggle and decay.
Because various entertainment sectors differ in responses to changing
conditions, extreme across-the-board external shocks such as the globally
devasting coronavirus pandemic of early 2020 and also the degree of
recession resistance or cyclicity of the entertainment industry relative to
that of the economy at large are not well depicted by such time series.
32
For example, broadcasting revenues depend on advertising expenditures,
whichinturnrelatetototalcorporateprots. Yet, movie and game
segments might occasionally move opposite to macroeconomic trends
and, to effectively study these business cycle relationships, less
aggregated data must therefore be used. Measures of what is known as
the gross national product (GNP), or of the more recent standard of gross
domestic product (GDP), can thus provide only a starting point for further
investigations.
33
In addition, nancial analysts of entertainment and media industries ought
to recognize that prices of energy-sources have the potential to greatly affect
overall personal-consumption expenditures and to signicantly alter sector
growth patterns.
34
Thats because a price decline of $10 a barrel corresponds
roughly to a 0.25 percentage point gain in GDP growth over the
following year.
If the world cannot indeed continue to produce the low-cost energy that
has enabled consumers everywhere to spend an increasing part of their
incomes on leisure, entertainment, and travel pursuits, growth of spending
for these categories is likely to be severely constrained and/or diminished.
Patterns of oil production and consumption for the world and for the
U.S. are shown in Figures 1.16 and 1.17, respectively. The data suggest
that world production might be leveling in the range of 36 to 40 billion
barrels a year and that prices, particularly since the late 1990s, have been
trending higher but with unpredictably volatile movements over the short
run.
35
1.5 Price Effects
Prices are largely dependent on supply and demand factors related to
particular goods or services. But economic policies and strategies
implemented by governments and their central banks, which have the power
to create or extinguish money and credit, often also have an important
inuence on whether overall prices are moving upward (ination) or
downward (deation). Although notable episodes of ination and deation
have occurred in many nations at many times in history, the tendency and
preference is normally to allow prices to rise gradually (i.e., creep higher). As
a result of compounding, though, even small annual increments in the
Economic Perspectives 27
wholesale (producer or PPI) and consumer price (CPI) indexes will over time
signicantly erode the purchasing power of a countryscurrency,both
internally and externally.
As a result, a dollar today reported as an average ticket price is not the
same as one of yesterday or of ten years ago. In fact, in the United States,
0
25
50
75
100
8
16
24
32
40
70 80 90 00 10
Billions bbl/year
World consumption
Real price/bbl
$ price
Figure 1.16. World crude oil consumption, billions of barrels per year, production closely
tracks consumption, and real price per barrel in 2012 dollars, 19702018.
Sources:International Energy Annual, U.S. Energy Information Administration and
www.eia.gov.
0
2
4
6
8
50 60 70 80 90 00 10
Billions bbl/year
U.S. consumption
U.S. production
Figure 1.17. Crude oil production and consumption in the United States, billions of barrels/
year, 19502018.
Source: Annual Energy Review, U.S. Department of Energy; International Energy Annual,
U.S. Energy Information Administration and www.eia.gov.
28 PART I INTRODUCTION
todays dollar has the purchasing power of and is equivalent to perhaps only
two or three cents of 100 years ago. And prices that are rising merely at
a compound rate of around 3% a year will approximately double in a little
more than 20 years.
36
It is therefore important to be aware of such price
effects when comparing data that are generated relatively far apart in time
and to be careful when interpreting numbers that are stated as being record-
setting.Indexes of this kind are also criticized as being misleading because
they are frequently revised (in data and methodology) and poorly capture
changes in quality and technology (i.e., so-called hedonic factors).
37
Price trends as reported by the U.S. Bureau of Labor Statistics using the
CPI and GDP deator series appear in Figure 1.18. The main take-away
from the heavy dark line (CPI-U) is that overall prices have more than tripled
since 1980 (from around 82 to 250 in 2018). But it is also clear that
admission prices for entertainment events have risen even faster than the
CPI-U.
1.6 Industry Structures and Segments
Structures
Microeconomic theory suggests that industries can be categorized according
to how rms make price and output decisions in response to prevailing
market conditions. In perfect competition, all rms make identical
products, and each rm is so small in relation to total industry output that
its operations have a negligible effect on price or on quantity supplied. At the
other idealized extreme is monopoly, in which there are no close substitutes
for the single rms output, the rm sets prices, and there are barriers that
0
100
200
300
400
70 80 90 00 10
CPI – U
GDP deflator
CPI – admissions
Index
Figure 1.18. General price ination indexes, CPI all items, admissions (movies, concerts,
sporting events), 1984 = 100, and GDP deator (2012 = 100), 19702018.
Economic Perspectives 29
prevent potential competitors from entering. A natural monopoly, moreover,
occurs when it is impossible for potential competitors to contesta market
because high xed or sunk entry costs cannot be recouped (as prices
converge to equal marginal costs and the monopolists economies of scale
are large). Utility providers such as those distributing electricity, water, and
cable television programming are typical examples.
In the real world, the structure of most industries cannot be characterized
as being perfectly competitive or as monopolistic but as somewhere in
between. One of those in-between structures is monopolistic competition,
in which there are many sellers of somewhat differentiated products and in
which some control of pricing and competition through advertising is seen.
An oligopoly structure is similar, except that in oligopolies there are only
a few sellers of products that are close substitutes and pricing decisions may
affect the pricing and output decisions of other rms in the industry.
Although the distinction between monopolistic competition and oligopoly
is often blurred, it is clear that when rms must take a rivals reaction to
changes of price into account, the structure is oligopolistic. In media and
entertainment, industry segments fall generally into the following somewhat
overlapping structural categories:
Monopoly Oligopoly Monopolistic competition
Cable TV Movies Books
Newspapers Recorded music Magazines
Professional sports teams Network TV Radio stations
Casinos Toys and games
Theme parks Performing arts
Internet service and social media
networks
Video game producers/distributors
These categories can then be further analyzed in terms of the degree
to which there is a concentration of power among rival rms.
38
A measure that is sensitive to both differences in the number of rms
in an industry and differences in relative market shares the
HerndahlHirschman Index is frequently used by economists to
measure the concentration of markets.
39
Segments
The relative economic importance of various industry segments is illustrated
in Figure 1.19(ae), the trendlines of which provide long-range
macroeconomic perspectives on entertainment industry growth patterns.
These patterns then translate into short-run nancial operating
performance, as revealed by Table 1.7 and in which revenues, pretax
30 PART I INTRODUCTION
operating incomes, assets, and cash ows (essentially earnings before taxes,
interest, depreciation, and amortization) for a selected sample of major
public companies are presented. This sample includes an estimated 80% of
the transactions volume in entertainment-related industries and provides
a means of comparing efciencies in various segments.
Cash ow is particularly important because it can be used to service debt,
acquire assets, or pay dividends. In representing the difference between cash
receipts from the sale of goods and services and cash outlays required in their
production of the same, operating cash ow is usually understood to be
Table 1.7. Entertainment and media industry composite sample, 20142018
Compound annual growth rates (%): 20142018
Industry segment
No. companies
in sample Revenues
Operating
income Assets
Operating
cash ow
Broadcasting
(television & radio)
21 3.2 6.1 1.5 5.7
Cable (video
subscription services)
19 8.4 6.8 6.8 3.2
Filmed entertainment 8 5.1 5.3 4.0 4.9
Gaming (casinos) 15 1.0 3.2 5.8 2.6
Internet 4 22.3 25.7 22.4 24.2
Music recorded) 6 15.1 37.4 7.5 36.7
Publishing (books,
mags, newspapers)
17 1.7 1.1 2.7 1.5
Theatrical exhibition 5 0.9 2.9 2.3 0.3
Theme parks 6 6.6 11.3 6.0 10.5
Toys 10 5.3 3.2 7.5 26.9
Total 111
Total composite
Pretax return (%) on
Revenues Assets Revenues
b
Operating
income
b
Assets
b
Operating
cash ow
b
2018 24.7 13.8 746 184 1,336 269
2017 28.3 14.7 679 192 1,304 241
2016 29.3 14.6 594 174 1,191 234
2015 29.2 15.3 539 157 1,030 203
2014 30.3 15.9 516 156 985 196
CARG
a
4.9 3.4 9.7 4.2 7.9 8.3
a
Compound annual growth rate (%). Excluding Internet, growth would be much lower.
b
In $ billions.
Source: Company reports.
Economic Perspectives 31
0
9
18
27
(b)
36
29 49 69 89 09
%
Newspapers
and periodicals
Recreational
books
0
15
30
45
60
29 49 69 89 09
%
Cable
Movies
(a)
0
3
5
8
10
29 49 69 89 09
%
Live entertainment ex-sports
Music incl. streaming
(c)
Figure 1.19. PCEs of selected entertainment categories as percentages of total PCE on
recreation, 19292018 (cont.).
32 PART I INTRODUCTION
operating income (i.e., earnings) before deductions for interest, taxes,
depreciation, and amortization (EBITDA). More recently and alternatively,
operating income before depreciation and amortization (OIBDA) has been
similarly applied.
40
Although it has lost some analytical favor, cash ow (EBITDA) so dened
has customarily been used as the basis for valuing all kinds of media and
entertainment properties because the distortional effects of differing tax and
nancial structure considerations are stripped away. A business property can
thus be more easily evaluated from the standpoint of what it might be worth
to potential buyers.
41
Also, a trend of declining EBIT margins (i.e., EBIT/
revenues) always suggests that companies are nding it more difcult to
convert revenues into free cash a situation that if sustained leads ultimately
to lower share valuations.
0
6
12
18
24
29 49 69 89 09
%
Spectator sports
Amusement/
theme parks
(e)
Figure 1.19. (cont.)
0
5
10
15
20
25
29 49 69 89 09
%
Pari-mutuels
Casinos
Lotteries
(d)
Economic Perspectives 33
More immediately, it can be seen further that sampled entertainment
industries generated revenues (on the wholesale level) of about
$750 billion in 2018 and that annual growth between 2014 and 2018
averaged approximately 9.7% (largely led by Internet companies). In this,
PCEs for casinos, cable, and theme parks have long been far larger than for
movies. Over the same span, which included a continuing rebound from
a long and deep recession, operating income rose at a compound rate of
4.2%, with total assets rising by 7.9%.
A thorough analysis of the composites shown in Table 1.7 would
nevertheless further require consideration of many features of the business
environment, including interest rates, antitrust policy attitudes, the trend of
dollar exchange rates, and relative pricing power. This last factor is suggested
by Figure 1.20, which compares the rise of the Consumer Price Index for two
important entertainment segments (and also airfares) against the average of all
items for all urban consumers (CPI-U). From this, it can be seen that cable
television service prices have been rising at well above average rates.
Although economists also examine various segments through the use of
what are known as inputoutput (I/O) tables, such tables are more robustly
employed in the analysis of industrial products and commodities and in
travel and tourism (through use of Tourism Satellite Accounts) than they are
in entertainment and media services. A typical I/O table in entertainment, for
example, would indicate how much the advertising industry depends on
spending by entertainment companies.
42
Finally, an indexed comparison of the percentage of personal-
consumption expenditures going to different segments reveals the effects
of changes in technology and in spending preferences. Three such trends are
reected in Figure 1.21, which illustrates the indexed percentages of total
PCEs going to movie admissions, spectator sports, and live entertainment
90
190
290
390
490
83 88 93 98 03 08 13 18
CPI
U
Cable
Tickets*
Airfares
Figure 1.20. Cable service and ticket price indexes compared to CPI (1983 = 100), 1983
2018. *Ticket admissions to movies, theaters, and concerts. Annual average airfares in U.S.
Source: Bureau of Labor Statistics.
34 PART I INTRODUCTION
(including legitimate theater, opera, and entertainments of nonprot
institutions, i.e., performing arts). Interestingly, since around 1980, live
entertainment, with a boost from relatively rapidly rising prices, had until
recently gained in comparison with the percentage spent on spectator sports.
Meanwhile, though, the percentage of PCE spending for movie tickets has
fallen sharply now that technology has provided many other diversions and/
or alternative means of seeing lms (e.g., on DVDs, satellite or cable
television hookups, or Internet downloads and streams).
1.7 Valuation Variables
Important as it is to understand the economic perspectives, it is ultimately the
role of the nancial analyst to condense this information into an asset
valuation estimate. The key question for investors is whether the market is
correctly pricing the assets of an industry or of a company. In attempting to
arrive at an answer, analysts nd that valuation of assets often involves as
much art as it does science.
Valuation methods fall into three main categories of approaches, using
discounted cash ows, comparison methods, and option-pricing models.
Sometimes all three approaches are suitable and the results are judged. At
other times, the characteristics of the asset to be valued are such that only one
approach is used. In most cases, however, the central concept is discounted
cash ow, which takes account of both the time value of money and risk.
Discounted Cash Flows
Given that the primary assets of media and entertainment companies are
most often intangible and are embodied in the form of intellectual property
0.0
0.5
1.0
1.5
2.0
2.5
3.0
29 49 69 89 09
Index
Movies
Live ent.
Sports
Figure 1.21. Indexed personal consumption expenditures on spectator sports, live entertainment,
and movie theater admissions as a percentage of total PCEs (1929 = 1.0), 19292018.
Economic Perspectives 35
AM radio popularizedAM radio popularized
Telephone introducedTelephone introduced
Edison develops phonographEdison develops phonograph
Edison perfects motion picturesEdison perfects motion pictures
Slot machines introducedSlot machines introduced
First automobilesFirst automobiles
Motion Picture “Trust” formedMotion Picture “Trust” formed
Air-conditioning developedAir-conditioning developed
191019101890189018701870 19301930 19501950 19701970 19901990
Five-day workweek introduced at FordFive-day workweek introduced at Ford
First TV demonstratedFirst TV demonstrated
Nevada gaming legalizedNevada gaming legalized
FM radio inventedFM radio invented
Telecommunications regulated, FCC formedTelecommunications regulated, FCC formed
Fair Labor Standards ActFair Labor Standards Act
Regular TV program service beginsRegular TV program service begins
Sony Corp. foundedSony Corp. founded
ENIAC computer developedENIAC computer developed
First 33 1/3 rpm recordingsFirst 33 1/3 rpm recordings
First CATV systemFirst CATV system
Paramount Consent DegreeParamount Consent Degree
Transistors perfectedTransistors perfected
FCC chooses RCA TV color technologyFCC chooses RCA TV color technology
Disneyland opensDisneyland opens
Interstate Highway ActInterstate Highway Act
First orbiting satellite (Sputnik) launched by SovietsFirst orbiting satellite (Sputnik) launched by Soviets
Nefflix goes globalNefflix goes global
Fairchild ships first integrated circuitsFairchild ships first integrated circuits
Sports Broadcasting ActSports Broadcasting Act
Lasers perfectedLasers perfected
FM radio popularizedFM radio popularized
Intel Corp. foundedIntel Corp. founded
Disney World opensDisney World opens
First microprocessorsFirst microprocessors
HBO begins satellite program distributionHBO begins satellite program distribution
Microsoft Corp. foundedMicrosoft Corp. founded
First home video gamesFirst home video games
Atlantic City legalizes casinosAtlantic City legalizes casinos
First VCRsFirst VCRs
CNN, MTV beginCNN, MTV begin
First compact discsFirst compact discs
Time inc. buys Warner CommunicationsTime inc. buys Warner Communications
Mirage opens in Las VegasMirage opens in Las Vegas
Sony buys Columbia PicturesSony buys Columbia Pictures
News Corp. distributes global TVNews Corp. distributes global TV
Matsushita buys MCAMatsushita buys MCA
Fin-syn rules endedFin-syn rules ended
Internet popularizedInternet popularized
Telecom deregulationTelecom deregulation
Digital TV Standards AgreementDigital TV Standards Agreement
Digital Video Discs popularizedDigital Video Discs popularized
AOL buys Time Warner for $168 billionAOL buys Time Warner for $168 billion
Vivendi buys Seagram/Universal for $35 billionVivendi buys Seagram/Universal for $35 billion
Terrorists attack U.S.Terrorists attack U.S.
GE/NBC buys UniversalGE/NBC buys Universal
First Apple iPods and iTunesFirst Apple iPods and iTunes
Blu-Ray DVDs win, Netflix, RedboxBlu-Ray DVDs win, Netflix, Redbox
Recession hurts advertising & gamingRecession hurts advertising & gaming
Comcast buys NBCUComcast buys NBCU
20102010
Spectrum auctionSpectrum auction
AT&T buys Time WarnerAT&T buys Time Warner
Disney buys Fox assetsDisney buys Fox assets
Streaming wars startStreaming wars start
CORONAVIRUSCORONAVIRUS
20302030
Entertainment moves to “cloud”Entertainment moves to “cloud”
20102010
Figure 1.22. Entertainment industry milestones, 18702018.
rights, it makes sense to base valuations on the expected prots that the
control of such rights might reasonably be expected to convey over time.
Although it is not a awless measure, estimated cash ow (or perhaps
EBITDA) discounted back to a present value will usually well-reect such
prot potential as long as the proper discount rate is ascribed: Cash ow to
equity (i.e., after interest expenses and principal payments) must use a cost
of equity capital discount rate, whereas cash ow to the rm (i.e., prior to
interest expenses and principal payments) would use a weighted average
cost of capital (WACC) discount rate.
Essentially, the discounted cash ow approach takes the value of any asset
as the net present value (NPV) of the sum of expected future cash ows as
represented by the following formula:
NPV ¼X
n
t¼1
CFt=ð1þrÞt
where ris the risk-adjusted required rate of return (tied to current interest rates),
CF
t
is the projected cash ow in period t,andnis the number of future periods
over which the cash stream is to be received.
To illustrate this most simply, assume that the required rate of return is
9%, that the projected cash ows of a television program in each of the next
three years are $3 million, $2 million, and $1 million, and that the program
has no value beyond the third year. The NPVof the program would then be
3/(1.0 + 0.09) + 2/(1.0 + 0.09)
2
+ 1/(1.0 + 0.09)
3
= 2.75 + 1.683 + 0.7722 =
$5.205 million.
Comparison Methods
Valuations can also be made by comparing various nancial ratios and
characteristics of one company or industry to another. These comparisons
will frequently include current price multiples of cash ows and estimates of
earnings, shareholdersequity, and revenue growth relative to those of
similar properties. One of the best yardsticks for comparing global
companies that report with different accounting standards is a ratio of
enterprise value (EV) to EBITDA. Enterprise value, subject to adjustment
for preferred shares and other off-balance-sheet items, equals total common
shares outstanding times share price (i.e., equity capitalization) plus debt
minus cash.
Of course, a ratio of price to cash ow, earnings, revenues, or some other
nancial feature should but opportunistically may not already inherently
reect the estimated discounted cash ow and/or salvage (terminal) values
of an asset or class of assets. If cable systems are thus being traded at prices
that suggest multiples of ten times next years projected cash ow, it is likely
that most other systems with similar characteristics will also be priced at
a multiple near ten.
Economic Perspectives 37
In valuations of entertainment and media assets, this comparative-
multiple approach is the one most often used, even though it might not
fully capture what economists call externalities those factors that would
make a media property especially valuable to a specic buyer. Prestige,
potential for political or moral inuence, and access to certain markets are
externalities that ordinarily affect media transaction prices.
Options
For assets that have option-like characteristics or that are traded
infrequently, neither the discounted cash ow nor the price and ratio
comparison approach can be readily applied. Instead, option-pricing
models (e.g., the BlackScholes model) that use contingent claim
valuation estimates (of assets that pay off only under certain contingencies
and assumed probability distributions) are usually employed. Specialized
option contracts are regularly used in many entertainment and media
segments (see Chapter 13).
With the possible exception of start-up Internet shares in the late 1990s,
however, this approach has not normally been used in entertainment industry
practice unless the asset to be valued is an option contract (e.g., a warrant,
call, or put) or is a contract for marketing or distribution rights or for some
form of intellectual property right (e.g., a patent).
43
1.8 Concluding Remarks
This chapter has sketched the economic landscape in which all entertainment
industries operate. It has indicated how hours at work, productivity trends,
expected utility functions, demographics, and other factors can affect the
amounts of time and money we spend on leisure-related goods and services.
It has also provided benchmarks against which the relative growth rates and
sizes of different industry segments or composites can be measured. For
example, as a percentage of disposable income, U.S. PCEs for recreation
encompassing spending on entertainment as well as other leisure-time
pursuits rst rose to well over 6% in the 1980s.
In all, entertainment is big business: At the wholesale level, it is now
generating annual revenues exceeding $700 billion. Moreover, as measured
in dollar value terms, entertainment has consistently been one of the largest
net export categories (at least $20 billion in 2019) for the United States.
44
Entertainment in all its forms has also always provided otherwise
unavailable experiences to consumers and participants. Unlike many
consumer products and services which are intermediaries demanded as
a means to reach another end (e.g., an airplane trip to visit customers)
entertainment is directly desired and consumed for the experiences and
enjoyment that it inherently provides. As such, entertainment provides
38 PART I INTRODUCTION
unique value as it reects the interests and motivations, career trajectories,
language, and political discourses of society at large.
45
Technological innovation has obviously played an important role. It
underlies the growth of productivity and thus of the relative supply of
leisure time. Just as signicantly, technological advances as tracked in
Figure 1.22, have changed the way in which we think of entertainment
products. Such products whether movies, music, TV shows, video games,
or words must now be regarded as composite bits of informationthat can
be produced, processed, and distributed as series of digits; coded bursts of
zeros and ones that can represent sounds, pictures, and texts. Already, this has
greatly altered the entertainment industrys economic landscape and propelled
sequential movement through time from the vaudeville of the 1880s, to lms,
then radio, broadcast TV, cable networks, and now, streaming.
The past, then, is not a prologue especially in a eld where creative
people are constantly nding new ways to turn a prot. The wide-ranging
economic perspectives discussed in this chapter, however, provide
a common background for all that follows.
Notes
1. Kraus (1978, p. 38) and Neulinger (1981, pp. 1733) have noted this. Similarly, the
concept of play has been studied under the disciplines of sociology and psychology. The
Dutch anthropologist Johan Huizinga in his book Homo Ludens (Man the Player, 1955)
advanced the notion that play might be its own end. Huizinga (1955, p. 8) notes that the rst
main characteristic of play is that it is free, it is freedom. A second characteristic ...is that
play is not ordinaryor reallife.It also demands order, casts a spell over us, and contains
elements of tension and solution, such as in gambling. In brief, play is a form of instinctive
behavior unregulated by conscious thought. See also Henig (2008).
Torkildsen (1999, p. 93) makes further distinctions between play, recreation, and leisure.
Play activity is freely chosen and indulged in for its own sake and for the satisfaction it
brings in the doing: it exhibits childlike characteristics of spontaneity, self-expression and
a creation of its own special meaning ... Recreation, unlike play, appears to need to be
justied ... It carries greater social responsibilities than leisure ... Re-creation is another
meaning. In its purest sense, it is characterized by an inner-consuming experience of oneness
that leads to revival ... Leisure is perceived in different ways time, activity, experience,
state of being, a way of life, and so on ...It can encompass play and recreation activity.Here,
recreation, play, and leisure concepts form partially overlapping circles centered on pleasure.
See also Roberts (1995) and Balestrino (2011) on economics of leisure.
2. In Henig (2008), former psychiatrist and president of the National Institute for Play
Stuart Brown is quoted as saying that there are dangerous long-term consequences of play
deprivation,and that play is as fundamental as any other aspect of life, including sleep
and dreams.
3. De Grazia (1962, p. 13) notes that it is obvious that time on ones hands is not enough
to make leisure,and free time accompanied by fear and anxiety is not leisure. Aristotles
concept of leisure and work and the connections to culture are more deeply discussed in
Pieper (2009). See also De Grazia (1962, p. 19), Henig (2008),Rojek (2010), and Surdam
(2015).
Economic Perspectives 39
4. Kaplan (1960) denes leisure as a composite that includes creation of pleasant
expectations and recollections, requires minimal social-role obligations, involves
a psychological perception of free, and is often characterized by play.
5. Gilder (2018, p. 47). See also Hamermesh (2019).
6. Klein (2001, pp. 11819) writes that by the early 1920s, college football and tennis had
become popular, that [M]ore and more Americans wanted to play and to be entertained,
and that there was a hunger for amusement and diversion.
7. As Smith (1986, p. 8) has further noted, such surveys indicate that for full-time, day-
shift plant workers, the average workweek decreased by 0.8 hour between 1973 and 1985
but that over the same period, the schedule of full-time ofce workers in the private sector
rose by 0.2 hour, with the result that the workweek of these two large groups converged
markedly.Hedges and Taylor (1980) show that hours for full-time service workers
declined faster than for white-collar and blue-collar employees between 1968 and 1979.
And the Bureau of Labor Statistics estimated that the percentage of nonagricultural salaried
jobs in which the workweek exceeded 49 hours rose to 18.5% in 1993 as compared with
14.2% in 1973. Through World War I Americans regularly worked six days a week, and it
was not until after passage of the Fair Labor Standards Act in 1938 that overtime pay and
a 40-hour workweek became the norm.
8. A Louis Harris nationwide survey found that the estimated hours available for leisure
had been steadily decreasing from 26.2 hours per week in 1973 to 16.6 hours per week in
1987. Since 1989 this has stabilized at around 20 hours. Harris argues that an apparent
combination of economic necessities and choices by women who want to work has
increased the number of families in which both husbands and wives hold jobs. See Gibbs
(1989).
9. Schor (1991, p. 29) wrote that between 1969 and 1987, the average employed person
is now on the job an additional 163 hours, or the equivalent of an extra month a year and
that hours have risen across a wide spectrum of Americans and in all income categories.
These estimated changes in hours worked appear strikingly high, however. Although the
analysis could have been correct in catching the direction of change, it might have
mistakenly estimated its magnitude. Schors book is so politically imbued with an
anticapitalist theme that the methodology and the objectivity of its ndings are suspect.
See also Robinson and Godbey (1997), and Kimmel (2008). Effects on work hours during
the 20079 recession are discussed in Kroll (2011).
10. Robinson (1989, p. 35) found, for example, that people aged 51 to 64 have gained the
most free time since 1965, mainly because they are working less. Among people in this age
group, the proportion of men opting for early retirement increased considerably between
1965 and 1985.Robinson and Godbey (1997) suggest that Americans, in the aggregate,
have more time for leisure because of broad trends toward younger retirements and smaller
families. Except for parents of young children, or those with more than four children under
18, everyone else, they say, has gained at least one hour per week since 1965. Hamermesh
(2019) provides time-spending details.
11. Roberts and Rupert (1995) state that the presumption of declining leisure is a fallacy,
Previous studies purporting to have uncovered such a fact have not adequately
disentangled time spent in home production-activities ... from time spent enjoying
leisure activities. [W]hile hours of market work and home work have remained fairly
constant for men since the mid-1970s, market hours have been rising and home
production hours have been declining for women ... Possible reasons include an increase
in market versus nonmarket productivity or labor-saving technological advancements in the
home.
40 PART I INTRODUCTION
Rones, Ilg, and Gardner (1997) concluded that, between 1976 and 1993, after removing
the effect of the shifting age distribution, average weekly hours for men showed virtually no
change (edging up from 41.0 to 41.2 hours), and the average workweek for women
increased by only a single hour [but] ... a growing proportion of workers are putting in
very long workweeks ... This increase is pervasive across occupations, and the long
workweek itself seems to be associated with high earnings and certain types of
occupations.See Owen (1976,1988), Kirkland (2000), and Shelley (2005). The U.S.
Federal Government approved funding in December 2000 for an American Time Use
Survey of Activity.
12. Divergence of results in studying hours of work may be caused by differences in how
government data are used. For example, such data generally are based on hours paid rather
than hours worked. This means that a worker on paid vacation would be counted as
working, even though he or she was not. Also, hours per job rather than hours per worker
are used. The shift in work-hour trends in Europe is a function of competition from low-
wage countries and is discussed in Landler (2004) and Prescott (2004), in which it is found
that marginal tax rates account for differences in the relative labor supplied as measured by
hours worked per person aged 1564 in the taxed market sector.
13. Rybczynski (1991a,b) provides a detailed history of the evolution of the weekend,
and Spring (1993) provides a study of the popularity of spare-time activities classied
by day of the week. Television viewing, consuming one-third of free time on weekdays and
one-fourth on weekends, leads the list by far on every day of the week. Veal (2007) provides
a broad survey of the economics of leisure, and Cameron (2011) collects studies on the
economics of leisure. A history of leisure time, spending preferences, and elasticities for
18901940 appear in Bakker (2011).
14. Studies comparing time allocation in different countries can be found in Juster and
Stafford (1991), where, for example, it can be seen that both men and women allocate more
time to leisure in the United States than in Japan or Sweden. Bell and Freeman (2000),
however, explain that the differences in hours worked in different countries are related less
to cultural values than to a greater diversity of wages, the effects of number of hours worked
on future compensation, and less job security in the United States than elsewhere. They nd
that an American working 2,000 hours per year who increases that by 10%, to 2,200 hours,
can generally expect a 1% increase in future wages.
15. The apparently reduced rate of improvement between 1973 and 1990 can be attributed
to many different factors, especially including unexpected sharp cost increases for energy
and capital (interest rates) costs. McTague (2005) covers the economic effects from off-the-
books transactions.
16. In most mathematical presentations, the independent variable or the causeof
change is presented along the horizontal x-axis and the dependent variable on the vertical
y-axis. Economists, however, have generally found it more convenient to depict prices (the
independent variable) and quantities by switching the axes. Thus, prices are usually seen on
the vertical axis and quantities on the horizontal one. Werner (2005, p. 326) notes that the
variable that produces the equilibrium in this model is price. However, to achieve this
outcome, perfect information is required. If there is imperfect information, there is no
guarantee that equilibrium will ever be obtained. It would be pure chance if demand equaled
supply.
17. See Haskel and Westlake (2018).
18. In Linder (1970), standard indifference-curve/budget-line analysis is used to show
how the supply of labor is a function of income and substitution effects. The standard
consumersutility function is V=f(Q,T
c
), where Qis the number of units of consumption
Economic Perspectives 41
goods and T
c
is the number of hours devoted to consumption purposes. Two constraints are
Q=pT
w
and T=T
w
+T
c
, where pis a productivity index measuring the number of
consumption goods earned per hour of work (T
w
) and Tis the total number of hours
available per time period.
To maximize utility, Vnow takes the Lagrange multiplier function
L¼fðQ;TcÞþλ½QpðTTcÞ;
which is then differentiated with respect to Q,T
c
, and the multiplier λ.
19. See Trost (1986) and Monthly Labor Review, 11, November 1986, U.S. Department of
Commerce, Bureau of Labor Statistics.
20. Owens (1970) study of these issues leads to a model supporting the hypothesis of
a backward-bending labor-supply curve and suggesting that demand for leisure activity has
positive income and negative price elasticities consistent with economic theory.
21. Utility can often be visualized in the form of a mathematical curve or function. For
instance, the utility a person derives from the purchase of good xmight vary with the square
root of the amount of x(i.e., U(x) = square root of x). Also see Section 11.5 and Levy and
Sarnat (1972).
22. The quotation is from Barrett (1974, p. 79). Taking this a step further, one nds that
a marginal rate of substitution (MRS) between good xand good ycan then be presented in
the form of indifference curves that are a ratio of the marginal utility (MU) of xto the
marginal utility of y, and along which utility is constant. The underlying assumption is that
of diminishing marginal utility, which means that the curves never intersect and are
negatively sloped and generally convex to the origin.
23. See Van Boven and Gilovich (2003).Lancaster (1966,1971) developed the
consumption characteristics approach. Scitovsky (1976) wrote on the psychology of
happiness and satisfaction. Travel, like entertainment, is based on desire for experiences.
A 2016 study commissioned by Booking.com and appearing in HNN Newswire,
November 29, 2016, questioned people from 17 countries and found among other things
that 77% of people book a holiday to cheer themselves up.
24. A dependency ratio is the number of people who are net consumers (children and
senior citizens) divided by the number of net producers; see, for example, Burton and Toth
(1974) and Gladwell (2006b).
25. Regulation is often deemed politically necessary to offset alleged imperfections in the
market economy. At times, for example, there have been movements to contain monopoly
power, to control excessive competition, to provide public goods, and to regulate
externalities.
26. Elasticities are also often taken at a point and expressed in the calculus as
εp¼ðp=qÞðdq=dpÞ, where qis a measure of quantity of units demanded and pis
price per unit. Historical comparisons studied by Costa (1997) show that from 1888 to
1991 expenditure elasticities have fallen from around two to around one currently. The
decline is attributed to rising incomes, falling prices of recreation, and investment in public
recreational goods.
27. A fourth classication, merit goods, is also sometimes used to describe spending on
culture, arts, and education. This is not accepted by all economists, however. The concept
originated with public nance pioneer Richard Musgrave. The term positional goodsis
also sometimes used to describe, say, works of art. McAndrew (2010, pp. 1718) explains
that such goods are rare and unique enough to be socially distinguished, and an ability to
purchase them generally depends on ones relative rather than absolute economic condition.
42 PART I INTRODUCTION
Works of art are positional goods in the sense that their supply cannot be augmented in the
same manner as other goods.There are also Giffen goodsin which people consume
more as the price rises. For such goods, the income effect is stronger than the substitution
effect. See also Towse (2010, p. 35).
28. Cox and Alm (2007) show that as incomes rise, elasticities generally tend to rise for
services, medicine and health care, education, and communications and transportation.
These relationships are consistent with the notion of utility maximization and are often
expressed in what are known as Engel curves which show how the quantity demanded of
a good or service changes as the consumers income level changes. However, estimates
typically have low explanatory power.
The study of wants and needs is also closely related to and in keeping with psychologist
Abraham Maslows 1943 hierarchy of needs, often shown as a pyramid, with self-
actualization at the top, followed by esteem, love/belonging, safety, and physiological at
the base. See Maslow (1943,1954).
29. The table, however, does not do justice to the cable TV casino, and Internet spending
categories, which have been among the largest and fastest-growing segments.
30. Both Figure 1.14 and Supplementary Table S1.1 are based on NIPA data series.
31. The entertainment services series as a percentage of total recreation spending has
demonstrated considerable volatility since 1929. This series hit a peak of nearly 50% in the
early 1940s, when there were relatively few consumer durables available. Then, for a dozen
or so years ending in the late 1970s, the percentage was conned to a fairly narrow band of
33% to 36%. Costa (1997) shows that in the late 1880s less than 2% of household
expenditures went for recreation and around 75% of income for food, shelter, and
clothing. By 1991, recreation spending was more than 6% of budgets.
32. On recession sensitivity, see Gao, Kim, and Zhang (2013).
33. GNP measures output belonging to U.S. citizens and corporations wherever that
output is created, whereas GDP measures the value of all goods and services produced in
a country no matter whether that output belongs to natives or foreigners. In actuality, in the
United States, the differences between the values of the two series have been slight.
Revisions in GDP accounting methods are made every few years, and those that
appeared in 2013 are most important to the entertainment and media segments. A series
of articles by Soloveichik (2013ae) available at: bea.gov/papers/working_papers.htm
relate how intellectual property products (IPP), including movies, television shows, music,
books, and artwork, are now treated as capital assets that, like other capital assets, are
affected by changes in productivity and depreciate over time. A change to treatment of
copyrighted material as an investment activity, in effect a switch from expensing to
capitalizing, likely changes short-term estimates of GDP growth, as Soloveichik and
Wasshausen (2013) explain.
Critics of National Income Accounting, for example Cobb, Halstead, and Rowe (1995),
argue that GDP measurements allow activities in the household and volunteer sectors to go
entirely unreckoned and are grossly misleading. As they put it, GDP does not distinguish
between costs and benets, between productive and destructive activities, or between
sustainable and unsustainable ones. The nations central measure of well-being works
like a calculating machine that adds but cannot subtract ... The GDP treats leisure time
and time with family the way it treats air and water: as having no value at all(pp. 647).
See also Uichitelle (2006) and Zencey (2009), who says that the basic problem is that gross
domestic product measures activity, not benet.Stiglitz, Sen, and Fitoussi (2010) discuss
additional problems in viewing economic activity through GDP metrics.
Economic Perspectives 43
34. As of 2015, cloud computing on which many smartphone apps, social networks,
mass multiplayer games, and other Internet-based services depend already consumes
around 3% of all the electricity generated. See Glanz (2012).
35. The United States absorbs around 20% of world production (China a bit more in
2017), of which approximately two-thirds of consumption goes to fuel cars, trucks, and
planes. See Schwartz (2008) for historical perspectives. Hubberts Peak and the projected
end-of-oil period are discussed in Deffeyes (2005),Campbell (2004),Goodstein (2004),
Maxwell (2004), and Gold and Davis (2007), in which it is suggested that the peak global
production ceiling is probably around 100 million barrels a day. Maass (2005),Simmons
(2005),Bryce (2008),King (2008), and Strauss (2011) discuss potential shortfalls. Corsi
and Smith (2005),Mills (2008),Mills (2017),Radetzki (2010),Luskin and Warren (2015),
Lynch (2015), and Aguilera and Radetzki (2016) suggest that there will be no shortages.
See Mann (2013) on fracking and methane hydrate and Epstein (2014), who makes a stong
case for the use of fossil fuels. See also Vogel (2016, p. 42) and Helman (2013).
36. A handy shortcut is known as the rule of 72,which allows approximation of the
time it takes for an amount to double. Thus, a compound rate of growth of 3% divided into
72 suggests that the initial amount would double in 24 periods.
37. Price indexes come in several versions; CPI-U for all items and urban consumers,
CPI-W for wage earners, and a GDP deator series. The GDP deator series does not
generally rise as fast as those measuring CPIs. An illustration of hedonic effects is that
a desktop computer of 1980 was primitive compared with those of today, yet it cost a lot
more in ination-adjusted terms.
38. Dennis and DeFleur (2010, pp. 1214, 89) present a concise denition of mass media
based on the early work of political scientist and communications theorist Harold
D. Lasswell, who concluded that mass media provides surveillance of the environment,
correlates various parts of society, and transmits the social heritage from one generation to
another.
39. The HerndahlHirschman Index (HHI) used by the Department of Justice in
determining whether proposed mergers ought to be permitted is calculated as the sum
of the squared market shares of competitors in the relevant product and geographic markets
HHI ¼X
n
i¼1
S2
i;
where Sis the market share of the ith rm in the industry and nequals the number of rms in
the industry. Generally, near-monopolies would have an HHI approaching 10,000, modest
concentration would fall between 1,000 and 1,800, and low concentration would be under
1,000.
The Gini coefcient or index, originated by sociologist Corrado Gini in 1912 to measure
income inequality, is also used to express concentration in markets. When everyone has the
same income or share, the coefcient is zero. And when there is maximal inequality, the
coefcient is one (or 100%). On a graph, using income distribution, the cumulative share of
people from lowest to highest incomes goes from left to right on the x-axis and the
cumulative share of income earned appears on the y-axis. A 45-degree straight line
indicates perfect equality. See also Noam (2009).
Such concentration measures are probably not as useful and precise as when
applied in many other industries because entertainment and media companies tend
toward a frenemiesbusiness model in which companies will often cooperate with
44 PART I INTRODUCTION
each other even while they compete vigorously. For example, Twenty-First Century
Fox has its own network that competes for ratings against the ABC broadcast
network, even though ABC uses the Fox-produced Modern Family to compete for
ratings dominance. Similarly, Fox produced ItsAboutUs, which had been a ratings
winner for NBC.
40. OIBDA eliminates the uneven effect across company business segments of noncash
depreciation of tangible assets and amortization of certain intangible assets that are
recognized in business combinations. The limitation of this measure, however, is that it
does not reect periodic costs of certain capitalized tangible and intangible assets used in
generating revenues. OIBDA also does not reect the diminution in value of goodwill and
intangible assets or gains and losses on asset sales. In contrast, free cash ow (FCF) is
dened as cash from operations less cash provided by discontinued operations, capital
expenditures and product development costs, principal payments on capital leases,
dividends paid, and partnership distributions, if any.
41. Enthusiasm for the use of EBITDA as an important metric of comparison has waned
in light of the accounting scandals of the early 2000s. Increasingly, investors appear to favor
measures of free cash ow and net earnings, especially now that the rules for writing down
goodwill have been changed (see Chapter 5), and given that EBITDA does not indicate the
detrimental effects of high and rising debt obligations on balance sheets and rising interest
expenses on net earnings. More emphasis is also being placed on return on invested capital
(ROIC), dened as EBIT(1 tax rate)/[(Debt + Equity) (Cash + Equivalents)]. See Benoit
(2016).
42. I/O accounts show how industries interact; specically, they show how industries
provide input to, and use output from, each other to produce gross domestic product (GDP).
These accounts provide detailed information on the ows of the goods and services that
make up the production process of industries. I/O accounts are presented in a set of tables:
Use, Make, Direct Requirements, and Total Requirements. The Use table shows the inputs
to industry production and the commodities that are consumed by nal users. The Make
table shows the commodities that are produced by each industry.
43. See also Lev (2001) for a discussion of measurement and valuation of intangibles.
44. The Annual Survey of the Information Sector (NAICS 51) that is released by the U.S.
Census Bureau shows (in Table 3.0.2) that for 2007, software publishers exported $18.8 billion,
andthemotionpictureandsoundrecordingindustriesexported$14.8billion.Importswere
unlikely to be anywhere close to these amounts. As noted by the U.S. Department of Commerce
(1993, p. 20), net exports (using country-based rather than rm-based measurements) of motion
picture and television programming amounted to $2.122 billion in 1991. Also, according to the
OECD Services, Statistics on International Transactions Table A-21, net U.S. lm and
television exports in 1994 were $2.48 billion as compared with $195 million in 1980. See
also Bernstein (1990), who discusses the implications of global acceptance of American
entertainment products and services, Variet y, January 9, 1991, and the U.S. Census Bureau
FT 900 reports available at: www.census.gov/foreign-trade/Press-Release
/current_press_release/ft900.pdf. Estimates based on different data and not netted against
imports appear in Copyright Industries in the U.S. Economy, The 2016 Report, prepared by
Stephen E. Siwek Economists Incorporated (Washington, DC) for the International Intellectual
Property Alliance (www.iipa.com). This report indicates that in 2015, sales and exports of
motion pictures, TV, video, music, books, software, periodicals, and newspaper amounted to
$177 billion.
45. Hennig-Thurau and Houston (2019, chap. 2) cover these aspects in greater detail.
Economic Perspectives 45
Further Reading
Aeppel, T. (2015). U.S. Productivity: Missing or in Hiding?Wall Street Journal, July 17.
Aguiar, M., Hurst, E., and Karababounis, L. (2013). Time Use during the Great
Recession,American Economic Review, 103(5)(August).
Alexander, A., Owers, J., Carveth, R., et al., eds. (2004). Media Economics: Theory and
Practice, 3rd ed. Mahwah, NJ: Lawrence Erlbaum Associates.
Aron, C. S. (1999). Working at Play: A History of Vacations in the United States. New York:
Oxford University Press.
Athavaley, A. (2007). Vacation Deation: Breaks Get Shorter,Wall Street Journal,
August 15.
Cunningham, H. (2014). Time, Work and Leisure Life Changes Since 1700. Manchester
University Press.
Cutler, B. (1990). Where Does the Free Time Go?American Demographics, 12(11)
(November).
——— (1983) The Determinants of Working Hours,OECD Employment Outlook,
September.
Epstein, G. (1995). Myth: Americans Are Working More. Fact: More Women Are
Working,Barrons, April 3.
Filer, R. K., Hamermesh, D. S., and Rees, A. E. (1996). The Economics of Work and Play,
6th ed. New York: HarperCollins.
Gabriel, T. (1995). A Generations Heritage: After the Boom, a Boomlet,New York
Times, February 12.
Gray, M. B. (1992). Consumer Spending on Durables and Services in the 1980s,Monthly
Labor Review, 115(5)(May).
Harrington, S., ed. (2017). Entertainment Values: How Do We Assess Entertainment and
Why Does It Matter? New York: Palgrave Macmillan.
Hedges, J. N. (1980). The Workweek in 1979: Fewer but Longer Workdays,Monthly
Labor Review, 103(8)(August).
Hunnicutt, B. K. (1988). Work without End: Abandoning Shorter Hours for the Right to
Work. Philadelphia: Temple University Press.
Jablonski, M., Kunze, K., and Otto, P. (1990). Hours at Work: A New Base for BLS
Productivity Statistics,Monthly Labor Review, 113(2)(February).
Kirkland, K. (2000). On the Decline in Average Weekly Hours Worked,Monthly Labor
Review, 123(7)(July).
Malabre, A. L., Jr., and Clark, L. H., Jr. (1992). Productivity Statistics for the Service
Sector May Understate Gains,Wall Street Journal, August 12.
Marano, H. E. (1999). The Power of Play,Psychology Today, 32(4)(August).
Meyersohn, R., and Larrabee, E. (1958). A Comprehensive Bibliography on Leisure,
19001958,in Mass Leisure. Glencoe, IL: Simon & Schuster (Free Press). Also in
American Journal of Sociology, 62(6)(May 1957).
Moore, G. H., and Hedges, J. N. (1971). Trends in Labor and Leisure,Monthly Labor
Review, 94(2)(February).
Oi, W. (1971). A Disneyland Dilemma: Two-Part Tariffs for a Mickey Mouse Monopoly,
Quarterly Journal of Economics, 85(February).
Owen, J. D. (1971). The Demand for Leisure,Journal of Political Economy, 79(1)
(January/February).
46 PART I INTRODUCTION
Pollak, R. A., and Wachter, M. L. (1975). The Relevance of the Household Production
Function and Its Implications for the Allocation of Time,Journal of Political Economy,
83(2).
Prescott, E. C. (2004). Why Do Americans Work so Much More Than Europeans?
Quarterly Review, 28(1)(July). Federal Reserve Bank of Minneapolis.
Reilly, R. F., and Schweihs, R. P. (1999). Valuing Intangible Assets. New York: McGraw-
Hill.
Rhoads, C. (2002). Short Work Hours Undercut Europe in Economic Drive,Wall Street
Journal, August 8.
Robbins, L. (1930). On the Elasticity of Income in Terms of Effort,Economica,10
(June).
Robinson, J. P., Martin, S., Glorieux, I., and Minnen, J. (2011). The Overestimated
Workweek Revisited,Monthly Labor Review, 134(6)(June).
Toossi, M. (2012). Labor Force Projections to 2020: A More Slowly Growing Workforce,
Monthly Labor Review, 135(1)(January).
Tribe, J. (2011). The Economics of Recreation, Leisure and Tourism. Oxford: Elsevier
(Butterworth-Heinemann).
Economic Perspectives 47
2
Basic Elements
Listen to the technology and nd out what it is telling you.
Carver Mead, chip design pioneer
All entertainment and media industries operate within a framework of
commonly shared elements. All sectors are conditioned by the same
underlying rules, are affected by changes in distribution technologies at
approximately the same time and, because of the nature of the products and
services offered, are often both buyers and sellers of advertising. The
relevance of these basic and usually invisible aspects common to every
entertainment and media business sector is explained in this chapter.
2.1 Psychological Roots
What does entertainment do for us? What has driven our need for it even in
ancient civilizations where musicians, dancers, and acrobats performed (China
and Egypt) and chariot races were staged (Rome)? These basic questions are at
the heart of the economics of entertainment because the answers have an
important bearing on the quantities and qualities of demand and supply for
all types of related products and services. Those who study the psychology of
entertainment are now just beginning to provide answers to these questions. In
what is known as the objectivist approach it is suggested that at the most
48
elemental level entertainment and media provide people with at least three
psychological benets (or payoffs, in the lingo of economics).
1
1. A sense of competence, that an emotional and intellectual challenge has
been successfully met. That is, you got the joke, followed the plotline,
understood the lyrics, carried the tune, scored high on the video game,
and so on.
2. A feeling of autonomy Hey, you did this on your own too (you think,
even though your selections were probably highly inuenced by others
and are not independent of cultural or social preferences as driven by
changes in social moods).
2
3. A sense of relatedness, in that you identied with the characters or story
in a novel, and with the movie star, author, TV personality, singer, or
composer even though he or she does not know who you are. There is an
illusion of intimacy in these parasocial relationships.
A potentially important fourth psychological feature is the tension between
consumersdesire for new experiences, but also feelings of anxiety about
experiences that are too new. Hit products and services may thus be
characterized as being surprises grounded in the familiar.
3
Entertainment is thus an intrinsically motivated response sought for its
own sake and for experiences that are expected to be positive and
psychologically satisfying. Demand for it is also often impulsive. But most
importantly, entertainment enables the viewer, the reader, the listener, and
the gamer to enter a special zone of temporality in which passage of time is
not recognized or registered.
4
As such, perhaps its most salient feature one that is the most monetizable in
an Internet-based world in which content is often provided free of charge is its
ability to hold your attention.
5
If something does not hold your attention or
somehow otherwise emotionally connect with you, its not entertaining.
6
The
imagination of the audience is always an integral part of such engagements.
2.2 Rules of the Road
Laws of the Media
Media pioneer Marshall McLuhan (1964, p. 305) early on noted that the
content of any medium is always another medium.In other words, each
medium, whether it be books, music, lm, toys, games, or theater, borrows
from the others, and they are interdependent: The content of the movie may
be based on the novel, or the novel may inspire the television series or the
song. The Lion King animated lm, for example, led to the introduction of
a childrens game; the Transformers line of toys and the cellphone app Angry
Birds led to theatrical features of the same names; and the video games
Mortal Kombat,Tomb Raider, and Call of Duty ended up being made into
movies. South Park began as an animated television series that spawned
Basic Elements 49
a video game. Chicago went from a play to a Broadway musical to an award-
winning lm. Going in the other direction, the lm Pretty Woman went to
Broadway. And DisneysPirates of the Caribbean began as a theme park
attraction before becoming a movie franchise.
The idea that content can be presented in many different forms, however,
provides the basis of only one of McLuhans four immutable lawsof
media (McLuhan and McLuhan 1988, p. viii), which may be directly
veried by observation and applied to every product of human effort.
1. Extension: Every technology extends or amplies some organ or faculty
of the user. For example, the wheel (e.g., in the form of a bicycle or a car)
is an extension of the foot. Media amplify or enhance aspects of social
culture.
2. Closure: When one area of experience is heightened or intensied,
another is diminished or numbed. For instance, its possible to read
a book and listen to music at the same time, but neither the reading nor
the listening experience can then be at maximum intensity. Or, in another
meaning, in watching a lm or television show, the viewers attention to
dialog and sound or vice versa will be overpowered by extremely bright
colors or graphic images.
7
In the same way, new media create obsoles-
cence or push older media out of prominence.
3. Reversal: Every form, pushed to the limits of its potential, reverses its
characteristics for instance, the network (Internet) is a computer and
the computer has become part of the network.
8
Advertising used to be
placed into content but now, increasingly, it is contextually related con-
tent that is placed in advertising. You used to goto the movies, but now
technology enables movies to go to you!
4. Retrieval: The content of any medium is retrieved from an older medium
or previous medium (e.g., the book spawns the movie, which begets the
play, the record album, and the video game, or vice versa).
9
In addition to these, however, there appears to be a fth lawof media that
McLuhan might have missed (or that could arguably be taken as a corollary
of retrieval). It is also derived by observation and can be stated as follows:
5. Entropy/Fragmentation: Every successful form, soon after introduction,
rapidly fragments into many slightly different subsidiary niches. This is
readily seen in the proliferation of magazine titles, cable channels, books,
television shows, video games, popular music, and movie genres.
10
The fragmentation also divides into high-volume low-cost and low-
volume high-cost business models, with time-decay patterns normally
following one of the three idealized paths shown in Figure 2.1.
11
Major
hits, like rockets, peak early, high, and fast, and are exemplied by a Harry
Potter book, lm, or theme park attraction, Adeles25 album, and the Star
Wars: The Force Awakens movie. Introduction of the TV series, Seinfeld,
would fall more into the gradualist category as it wasnt immediately popular
50 PART I INTRODUCTION
and took a while to catch on with audiences. The vast majority of new books,
plays, recordings, websites, TV series, and games are, however, fortunate to
be even characterized by the minors curve: They are only briey and barely
visible and notable.
Fragmentation and proliferation are seen in all media and every time a new
form is successfully developed. This process is akin to biological cell division
and proceeds until the economic energy of the sector is exhausted and risks of
nancial failure rise to intolerable levels.
12
The comparably described concept
in the physical sciences, commonly called entropy, also applies. Media entropy,
as in physics and communications theory, increases via fragmentation as the
inevitable near-copies of successful story lines and formats reduce the ability of
all to do work (i.e., create economic value) in the future.
13
A corollary to this
may be presented as the sixth law.
6. Herding/Synchronicity: There also appears to be a deep-seated need for
people to follow what other people do and to then do whatever that is at
the same time. Such herding and synchronicity impulses, resulting in
fads, are seen widely in nature, are linked to our brain circuitry, and apply
to all entertainment and media sectors.
14
Fragmentation also leads to the further observation that the success of media
and entertainment products and services (like many others) can be ranked
(scaled) according to an exponential or power law that has mathematical
characteristics similar to those that are used to rank the strengths of
earthquakes, the sizes of cities, or percentage changes in stock prices. The
essence here can be distilled into the notion that for movies, books, recordings,
television shows, toys and games, cable channel viewers, Internet site
visitations, actorssalaries, and virtually anything else in the eld, only a few
items or categories will typically account for the majority of economic and
transactional activities. Such power-law relationships (illustrated in Figure 4.8)
are closely related to the seventh law of media.
Sales/units/ratings/share
Time
Fast hits
Gradualists
Minors
Figure 2.1. Idealized time-decay patterns for hits, gradualists, and fortunate others.
Basic Elements 51