The relatively low secondhand penetration for entertainment is due to the shift toward digital consumption, with streaming services and cloud gaming reducing the demand for physical media. 56.8% of secondhand entertainment shoppers have purchased via physical shops, driven by the excitement of seeking out scarce items instore as well as the low prices available.
Scope
- The primary motivation for purchasing secondhand entertainment items is saving money, with 71.6% of consumers driven by desire to find bargains
- Physical shops are the primary avenue for purchasing secondhand entertainment goods, with 56.8% of consumers purchasing via this channel
Reasons to Buy
- Understand consumer sentiments and future considerations in the UK secondhand entertainment market
Table of Contents
- Executive summary
- Secondhand entertainment
- Consumer penetration
- Proportion secondhand items purchased
- Category penetration
- Consumer drivers
- Channel usage
- Future purchasing
- Methodology & contacts
- Proportion of secondhand entertainment items purchased
- How consumers expect their spend on secondhand entertainment items to change %, 2024
- How consumers expect their spend on secondhand entertainment to change (%)
- Secondhand Entertainment Penetration
- Proportion of secondhand entertainment products purchased, by generation group (%)
- Categories purchased by entertainment shoppers
- Secondhand Entertainment Consumer Drivers
- Secondhand Entertainment Channels Purchased From
- Secondhand Entertainment Future Purchase Consideration
- How consumers expect their spend on secondhand entertainment items to change %, 2024

