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Market Research Report

Video Game Console Systems - US - July 2006

Published by Mintel International Group Ltd, Contact us : +1-860-674-8796
Published 2006/07 Content info  
Product code MT44149
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Description TOC

Table of Contents

  • Introduction and Abbreviations
  • Introduction
  • Date of last report
  • Definition
  • Abbreviations and terms
  • Abbreviations
  • Terms
  • Executive Summary
  • Sales slow in transition to next-generation consoles
  • Holiday period is critical
  • Next-generation consoles arrive
  • Product innovation
  • Minorities, teens, and higher-income households drive market
  • Big names dominate the market
  • Adspend to increase in 2006
  • Traditional retail distribution prevails; online distribution lurks for software
  • Consumers own multiple platforms and use them for multiple purposes
  • Future is in the hands of next-generation consoles and games
  • Two years of growth ahead
  • Market Drivers
  • New consoles drive sales
  • Game sales slow when consumers wait for new consoles
  • Internet subscription services expand product desirability
  • New games expand gaming to non-core consumers
  • Launch and holiday periods are critical
  • Used games/rentals
    • Figure 1: Top video game rentals for week ended 4/23/06
  • Synergies between games, movies, and sports drive game sales
  • Community-based media outlets promote interest in gaming
  • In spite of increasing competition for leisure time, time spent gaming is rising
    • Figure 2: Hours per person per year using consumer media--U.S., 1998-2008
  • Demographic influences
  • Household income
    • Figure 3: Video game penetration and average amount spent on video games, by household income, January-September 2005
    • Figure 4: Distribution of households, by income, 1999 and 2005
  • Age
    • Figure 5: Video game penetration, by age, January-September 2005
    • Figure 6: U.S. population, by age, 2000-10
    • Figure 7: Total number of gamers in the U.S., by age, 2005 and 2010
  • Race
    • Figure 8: Video game penetration, by race/ethnicity, January-September 2005
    • Figure 9: U.S. population, by race/ethnicity, 2000 and 2010
    • Figure 10: Total number of gamers in the U.S., by race/ethnicity, 2005 and 2010
  • Market Size and Trends
    • Figure 11: Total U.S. retail sales of new video game consoles, games and in-game advertising, at current and constant prices, 2002-05
    • Figure 12: Graph: U.S. retail sales of new video game consoles, games and in-game advertising, at current and constant prices*, 2002-05
  • Market Segmentation
  • Overview
    • Figure 13: Video game consoles and games and in-game advertising revenue, segmented by type, 2003 and 2005
    • Figure 14: Video game consoles and games and in-game advertising revenue, 2005
  • Console games
    • Figure 15: Sales of console game software, at current and constant prices, 2002-05
    • Figure 16: Top-selling console games, by units sold, 2005
  • Console hardware
    • Figure 17: Sales of console hardware, at current and constant prices, 2002-05
  • In-game advertising
    • Figure 18: Revenue from in-game advertising, at current and constant prices, 2002-05
  • Supply Structure
  • Overview
  • Console hardware
    • Figure 19: Manufacturer unit sales of game consoles in the U.S., 2003 and 2005
    • Figure 20: Graph: Share of console sales, 2003 and 2005
  • Console game software
    • Figure 21: U.S. market share of games, by publisher for current-generation consoles--life-to-March 2005*
  • Company profiles--console manufacturers
  • Microsoft Corporation
  • Nintendo of America
  • Sony Computer Entertainment America, Inc.
  • Company profiles--software developers and publishers
  • Activision
  • Electronic Arts
  • LucasArts Entertainment Company
  • Take-Two Interactive
  • THQ, Inc.
  • Advertising and Promotion
  • Introduction
    • Figure 22: Advertising expenditures for selected video game brands, 2003-05*
    • Figure 23: Graph: Advertising expenditures for selected video game brands, 2003 and 2005*
  • Companies and brands
  • Microsoft
    • Figure 24: Television Spot "Jump Rope" for Xbox 360, 2005
    • Figure 25: Television Spot "FunBox" for Xbox game titles, 2005
  • Sony
  • Nintendo
    • Figure 26: Television Spot "Sonic Riders" for Nintendo GameCube, 200?
  • Electronic Arts
  • Take-Two
  • Retail Distribution
  • Introduction
    • Figure 27: Retail channel preferences for console hardware and game purchases, June 2006
    • Figure 28: Retail outlet used for most recent console or game purchase, June 2006
    • Figure 29: Graph: Retail outlet used for most recent console or game purchase, June 2006
  • Retailer profiles
  • Wal-Mart
  • Best Buy
  • GameStop
  • Target
  • eBay
  • Amazon
  • The Consumer
  • Introduction
  • Summary
  • Adults
  • Video console penetration
    • Figure 30: Video game console ownership, by selected demographics, January-September 2005
    • Figure 31: Married couples cohorts
  • Platform ownership trends and preferences
    • Figure 32: Selected video game console ownership, 2002-05
    • Figure 33: Types of video game consoles owned, by age, January-September 2005
  • Purchase plans for next-generation offerings
  • Primary gamer
    • Figure 34: Primary gamer, by gender, June 2006
  • Genre of games preferred
    • Figure 35: Game genre preferences, by age, January-September 2005
  • Game purchases
    • Figure 36: Number of games purchased per year, demographic profile, January-September 2005
    • Figure 37: Graph: Incidence of console ownership and software purchase rate, by age, January-September 2005
    • Figure 38: Number of games purchased in last year, by console platform, June 2006
  • Trusted sources for learning about new games
    • Figure 39: Influencers of the buying decision, by age, June 2006
    • Figure 40: Influencers of the buying decision, by relationship to the gaming console, June 2006
    • Figure 41: Influencers of the buying decision, by household income, June 2006
  • Uses and desires for game consoles
    • Figure 42: Current and future uses of the video console, June 2006
  • Gamer beliefs and behaviors
    • Figure 43: Perceptions of product scope and diversity, by age, June 2006
    • Figure 44: Buying behavior, by age, June 2006
    • Figure 45: Attitudes toward games and consoles, by age, June 2006
    • Figure 46: Attitudes and awareness of in-game advertising and related marketing offerings, by age, June 2006
  • Teens
  • Video game usage
    • Figure 47: Teen video game usage, by selected demographics, January-September 2005
  • Platform experience
    • Figure 48: Platform experience and location of game play, June 2006
  • Genre of games preferred
    • Figure 49: Game genre preferences, by gender and age, January-September 2005
  • Hours played
    • Figure 50: Hours played by teens, by gender and age, January-September 2005
  • Number of games purchased
    • Figure 51: Number of games purchased in last year by teens, by selected demographics, June 2006
  • How game machines are/could be used
    • Figure 52: Teen current and future uses of the video console, June 2006
  • Teen opinions and behaviors
    • Figure 53: Teen game beliefs and behaviors, by gender, June 2006
  • Sources of game recommendations
    • Figure 54: Sources of information about new games, by gender, June 2006
  • Game perceptions
    • Figure 55: Teen gaming perceptions, by gender, June 2006
  • Interest in next-generation products
    • Figure 56: Teen purchase intent for next-generation products, by gender, June 2006
  • Kids
    • Figure 57: Genre preferences of kids, by gender, January-September 2005
  • Race/ethnicity
  • Video game ownership
    • Figure 58: Video game console ownership, by race/ethnicity, January-September 2005
    • Figure 59: Types of video game consoles owned, by race/ethnicity, January-September 2005
    • Figure 60: Types of video game consoles owned, by race/ethnicity, January-September 2005
  • Genre of games preferred
    • Figure 61: Game genre preferences, by race/ethnicity, January-September 2005
  • Purchase frequency
  • Sources for learning about new games
    • Figure 62: Influencers of the buying decision, by race/ethnicity, June 2006
  • How consoles are used
    • Figure 63: Current and future uses of the video console, by race/ethnicity, June 2006
  • Gaming opinions
    • Figure 64: Perceptions of product scope and diversity, by race/ethnicity, June 2006
    • Figure 65: Buying behavior, by race/ethnicity, June 2006
    • Figure 66: Attitudes toward games and consoles, by race/ethnicity, June 2006
    • Figure 67: Attitudes and awareness of in-game advertising and related marketing offerings, by race/ethnicity, June 2006
  • Hours played by teens and kids, by race/ethnicity
  • Future and Forecast
  • Future trends
  • Industry strength depends on smoothness of transition
  • Higher prices for consoles and games could constrain unit sales
    • Figure 68: Next-generation console and games launch prices, 2006
  • Here comes Microsoft
  • Game consoles are not just for gaming anymore
  • In-game advertising will reach the console
  • Online gaming services become a greater part of console gaming
  • Lower-priced, shorter-format games
  • Market forecast
  • Video game consoles, games, and in-game advertising
    • Figure 69: Forecast of total U.S. sales of video game consoles, games, and in-game advertising, at current and constant prices, 2005-07
    • Figure 70: Forecast of total U.S. sales of video game consoles, games, and in-game advertising, at current prices 2005-07
  • Forecast factors
  • Appendix: Trade Associations
  • Appendix: Simmons Cohorts
    • Figure 71: Married couples cohorts
    • Figure 72: Single women cohorts
    • Figure 73: Single men cohorts
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