Movie studios and game publishers spend heavily on advertising, yet lessons from other industries may not carry over to entertainment. A title's advertising response, or elasticity, is the percent rise in its sales or revenue when its advertising rises by 1%. Imagine your team is setting the advertising budget for a film or game launch and deciding how to judge the campaign. What response should the plan assume, and which weeks should decide whether the campaign worked?
Movie and video-game sales respond to advertising far more strongly than sales in other industries, and more strongly over a title's full run than in its launch week.
Data chart
Average percent change in sales, revenue or, for movies, screen counts for 1% more advertising. Both other-industry lines are unadjusted averages.
Before adjustment, the response for movies and video games is about three times other industries' averages. Plan with the adjusted figure.
Entertainment averages pool 290 estimates from 59 studies, data 1960-2017, covering sales, revenue and movie screen counts. The adjusted mean corrects for missing screen or platform counts, missing competition and the assumption that every extra advertising dollar works equally hard. Sethuraman and colleagues (2011) report the unadjusted cross-industry mean of 0.12%; Henningsen and colleagues (2011) report 0.09%. Neither cross-industry average shares the entertainment correction basis.
Data chart
Extra percent rise in sales, revenue or screens for each 1% more advertising, compared with launch week.
Judging a campaign on launch week alone understates its advertising response in sales, revenue and screens.
Differences between advertising responses in Table 2's weighted model of 289 estimates from 59 studies of movies and video games, including sales, revenue and movie screen counts. Launch week is the comparison category, not an estimated zero response. Exact differences are +0.190 for later periods and +0.207 for the whole run; displayed percentages express extra outcome response per 1% more advertising.
Key takeaway
Customers respond far more strongly to advertising for movies and video games than for other products.
The studies cover movies and, less often, video games, with data from 1960 to 2017, and they measure sales, revenue and screen counts, not profit. The estimates show how strongly sales respond to advertising, not whether a bigger budget pays for itself.
Source
Schöndeling, A., Burmester, A., Edeling, A., Marchand, A., & Clement, M. (2023). Marvelous advertising returns? A meta-analysis of advertising elasticities in the entertainment industry. Journal of the Academy of Marketing Science, 51, 1019–1045. https://doi.org/10.1007/s11747-022-00916-0.
https://doi.org/10.1007/s11747-022-00916-0
Exact values behind the rounded figures: advertising elasticity +0.190 higher for later weeks and +0.207 higher for the whole run than for launch week; -0.171 for budgets spanning both before and after launch compared with pre-launch-only advertising; -0.177 for data from 2006 onward compared with earlier data.