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Digital sales break £1bn barrier | Digital sales break £1bn barrier |
(about 7 hours later) | |
More than £1bn was spent on downloaded films, music and games in 2012, the highest annual total. | More than £1bn was spent on downloaded films, music and games in 2012, the highest annual total. |
Sales increased 11.4% from 2011, meaning that a quarter of the entertainment market is now digital. | Sales increased 11.4% from 2011, meaning that a quarter of the entertainment market is now digital. |
But figures released later by entertainment retailers will also show a big drop in physical sales - more bad news for high street shops. | But figures released later by entertainment retailers will also show a big drop in physical sales - more bad news for high street shops. |
Sales of CDs, DVDs, Blu-ray and video games fell by 17.6% in 2011 although they still make up most of the market. | Sales of CDs, DVDs, Blu-ray and video games fell by 17.6% in 2011 although they still make up most of the market. |
Kim Bayley, director general of the Entertainment Retailers Association (ERA), which will release the figures, said that breaking the £1bn barrier was an "incredible achievement" for retailers. | Kim Bayley, director general of the Entertainment Retailers Association (ERA), which will release the figures, said that breaking the £1bn barrier was an "incredible achievement" for retailers. |
"This reflects their huge investment in new and innovative services - which means you can buy music, video and games literally at any time of the day and wherever you are. | "This reflects their huge investment in new and innovative services - which means you can buy music, video and games literally at any time of the day and wherever you are. |
"At the same time I suspect that many people will be surprised to learn just how resilient the physical business still is - with three-quarters of entertainment sales still on disc. | "At the same time I suspect that many people will be surprised to learn just how resilient the physical business still is - with three-quarters of entertainment sales still on disc. |
"Downloads offer convenience and portability, but people still seem to value the quality and tangibility of a physical product." | "Downloads offer convenience and portability, but people still seem to value the quality and tangibility of a physical product." |
More than half of the digital sales went on video games, which grew 8% to £552m. | More than half of the digital sales went on video games, which grew 8% to £552m. |
Films and music had a smaller share of the digital market but sharper growth - downloaded films up by 20% and music by 15%. | |
BBC technology correspondent Rory Cellan-Jones said: "The entertainment industry has been struggling to adapt to the digital age. | BBC technology correspondent Rory Cellan-Jones said: "The entertainment industry has been struggling to adapt to the digital age. |
"And while consumers are now paying for downloads, that's not making up for the rapid fall in high street sales." | "And while consumers are now paying for downloads, that's not making up for the rapid fall in high street sales." |
Sales of video games in shops were particularly badly hit, with retailers blaming a lack of compelling new titles, he added. | Sales of video games in shops were particularly badly hit, with retailers blaming a lack of compelling new titles, he added. |