Skip to main content

U.S. Consumer Home Video Spending

Consumers spent $24 billion buying and renting DVD and VHS titles in 2004, more than twice as much as they did buying tickets at movie theater box offices, according to the Video Software Dealers Association's (VSDA) 2005 Annual Report. The major studios generated $21 billion from home video in 2004, representing 47 percent of their combined worldwide film revenues. Estimates of consumer spending on used DVDs and videocassettes for 2004 ranged from $658 million to $2 billion. The VSDA said that 73 percent of U.S. households had the capacity to view a DVD by the end of 2004, while VCR penetration declined for the first time during the period. The group also said that 2004 video game rentals totaled $700 million, adding that 53 percent of all games rented were rated "E" (Everyone). Mass merchants had a 50 percent market share of sell-through consumer spending on home video. The top three rental chains (Blockbuster, Hollywood, and Movie Gallery) collected more than 50 percent of consumer dollars spent on video rental transactions. Video-on-demand was available in approximately 22 million U.S. households. Digital video recorders were in fewer than 7 million U.S. households.

Popular posts from this blog

On-Device AI Transforms Consumer Tech

The past decade has witnessed an explosion in Artificial Intelligence (AI) use cases. From facial recognition software to virtual assistants, AI is rapidly reshaping our digital world. However, most of this AI processing power has resided in the public cloud, requiring a broadband internet connection and raising concerns about personal data privacy. This deployment model is about to evolve. The future of AI is the ability to function directly on our devices, according to the latest worldwide market study by ABI Research. On-Device AI Market Development The research predicts a significant growth in AI chipset shipments, reaching over 1.3 billion units by 2030.  This surge signifies a critical shift towards on-device AI, empowering smartphones, PCs, tablets, and other gadgets with the ability to process AI tasks locally. This transition is driven by two key factors. Firstly, smartphone and PC vendors are prioritizing the development of chipsets specifically designed for on-device AI, par