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Market Research Report

Video Games - US - July 2008

Published by Mintel International Group Ltd, Contact us : +1-860-674-8796
Published 2008/07 Content info  
Product code MT71460
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Description TOC

Table of Contents

  • Scope and Themes
  • What you need to know
  • Definition
  • Data sources
  • Consumer survey data
  • Abbreviations and terms
  • Abbreviations
  • Terms
  • Executive Summary
  • Key themes and findings
  • Video game sales are hot despite troubles in PC gaming
  • Industry is highly competitive, innovation driven
  • Wal-Mart, Game Stop are the preferred retailers
  • A handful of companies dominate video game sales
  • PR, and community based marketing and promotion
  • Highlights from the consumer research
  • Market Size and Forecast
  • Key points
  • Console games are expensive, inspiring new business models
  • U.S. sales
    • Figure 6: Total U.S. sales and forecast of video games at current prices, 2002-12
    • Figure 7: Total U.S. sales and forecast of video games, at inflation adjusted prices, 2002-12
  • Competitive Context
  • Game software revenue surpasses music and movies and is growing faster
    • Figure 8: U.S. sales of video games, music & movies, 2005 and 2007
  • Competition from gaming and non-gaming leisure pursuits
    • Figure 9: Favorite leisure activities, by gender, March 2007
    • Figure 10: Favorite leisure activities of male adults and teens, March 2007
    • Figure 11: Favorite leisure activities of female adults and teens, March 2007
  • Competition for share of spending
    • Figure 12: Products teens spend allowance on, by gender, 2005 and 2007
  • Free PC gaming
    • Figure 13: Gaming platforms used, and types of game played, by age, May 2008
  • Segment Performance
  • Key points
  • Game segments complementary, yet new consoles steal focus
  • Online and wireless options broader and more prevalent
  • Free gaming business models help curtail PC gaming growth
  • Segment growth and change in share 2005-07
  • Video games sales, by segment
    • Figure 14: U.S. sales and forecast sales of video games, at current prices, by segment, 2002-12
    • Figure 15: U.S. sales of video games, share and growth by segment, 2006 and 2008
  • Segment Performance--Console Games
  • Key points
  • Console game sales are cyclical and hit driven
  • Handheld games sales are strong
  • Console game sales
    • Figure 16: U.S. sales and forecast sales of console and handheld games, 2002-12
    • Figure 17: U.S. unit sales of console and handheld games, share and growth by segment, 2005 and 2007
  • Segment Performance--PC Games
  • Key points
  • PC gamers have alternatives to packaged software
  • PC game sales
    • Figure 18: U.S. sales and forecast sales of PC games, 2002-12
  • Segment Performance--Online Games
  • Key points
  • Online capabilities
    • Figure 19: Internet service, and presence of a personal computer, 2003-07
  • Many different business models
  • A star is born
  • Online game sales
    • Figure 20: U.S. sales and forecast sales of online games, 2002-12
  • Segment Performance--Mobile Phone Games
  • Key points
  • Growth is substantial, but barriers loom
  • One in four teens and one in six adults plays mobile games
  • Wireless game sales and subscribers
    • Figure 21: U.S. sales and forecast sales of wireless games, 2002-12
    • Figure 22: U.S. wireless game subscribers, 2002-12
  • Retail Channels
  • Key points
  • Video game buyers shop in person
  • Potential of downloadable games has not yet been reached
  • Online downloading for casual games more established
    • Figure 23: Purchase methods for buying video games, May 2008
  • Market Drivers
  • New consoles drive sales
    • Figure 24: U.S. sales of video game consoles and software (excluding handhelds), 2005-07
  • Franchises keep delivering
    • Figure 25: Selected worldwide best selling console games, by franchise and generation
  • Holiday sales
    • Figure 26: U.S. console (including handheld) software sales in 2007, by month
  • WOM central to sales
    • Figure 27: Information sources for games, by gender, May 2008
    • Figure 28: Social gaming, by gender, May 2008
  • Used games/rentals
  • Community-based outlets promote interest
    • Figure 29: Attitudes to game marketing, by gender, May 2008
    • Figure 30: Impact of marketing/branding and association with game tournaments, May 2008
    • Figure 31: Impact of marketing/branding and association with game tournaments, by presence of children, May 2008
  • Free gaming as a driver for future sales
    • Figure 32: Gaming platforms used, and types of game played, by age, May 2008
  • Battle of the bulge and fitness
  • Leading Companies
  • Overview
  • Online gaming
  • Console gaming--exclusive platform vs. cross-platform
  • A few companies account for the majority of revenues/unit sales
  • Mergers
  • Unit sales by company for console and handheld games
    • Figure 33: Sales of console games (including handheld games) by publisher, 2006 and 2007
    • Figure 34: Leading U.S. console titles for Wii, XBox 360 and PS3 by publisher/title (totals), to date, June 2008
  • Handheld games
    • Figure 35: Leading (selected) U.S. handheld titles for DS, PSP and GBA, by publisher/title (totals), to date, June 2008
  • PC games
  • Online gaming
  • Leading MMOGs
    • Figure 36: Leading MMOGs Worldwide, by number of subscribers and by publisher/title, 2007/08
  • Casual games
  • Wireless games
    • Figure 37: Verizon Wireless top mobile games introduced in 2007
  • Brand Qualities
  • Nintendo
  • Electronic Arts (EA)
  • Activision
  • Microsoft
  • Blizzard Entertainment
  • Innovation and Innovators
  • Nintendo
  • Electronic Arts
  • Activision/Guitar Hero III
  • Sony/Konami
  • Jagex/Runescape
  • Casual games sector
  • Advertising and Promotion
  • Overview
  • Advertising themes
  • Ads with game clips predominate
    • Figure 38: Lego Indiana Jones: The Original Adventures television ad, 2008
    • Figure 39: Final Fantasy VII: Crisis Core television ad, 2008
    • Figure 40: The Sims 2 Expansion Pack television ad, 2008
  • Some ads are akin to movie trailers
    • Figure 41: Grand Theft Auto 4 television ad, 2008
    • Figure 42: Metal Gear Solid 4 television ad, 2008
    • Figure 43: Call of Duty 4 television ad, 2008
  • Humor and dramatizations help convey the gaming experience
    • Figure 44: Battlefield: Bad Company television ad, 2008
    • Figure 45: World of warcraft television ad, 2007
    • Figure 46: Madden NFL ' 08 television ad, 2007
    • Figure 47: Guitar hero television ad, 2008
  • Wii promotes its controller
    • Figure 48: Big brain academy Wii degree television ad, 2007
    • Figure 49: Harry Potter & the Order of the Phoenix Wii television ad, 2007
    • Figure 50: MarioKart Wii television ad, 2008
    • Figure 51: Nintendo Brain age 2 television ad, 2007
  • Usage
  • Four in ten adults play, only two in ten buy
  • Playing
    • Figure 52: Adults and teens who own or play video games, key demographics, January-November 2007
  • Nearly all teen boys play video games
    • Figure 53: Teens who play video games, key demographics, May 2006-June 2007
  • Buying
    • Figure 54: Incidence of adults purchasing video games, by age, January-November 2007
    • Figure 55: Incidence of adults purchasing video games, by presence of children, January-November 2007
  • Buying for others
  • Kids drive sales
  • Women' s gaming nights
    • Figure 56: Last video game purchase bought for whom, by gender, January-November 2007
  • 18-24s most likely to buy for themselves
    • Figure 57: Last video game purchase bought for whom, by age, January-November 2007
  • Incidence of buying for children holds, even for households without children
    • Figure 58: Last video game purchase bought for whom, by presence of children, January-November 2007
  • Genre Preferences
  • Genre preference vary dramatically by gender and age
    • Figure 59: Type of games played, by gender, January-November 2007
    • Figure 60: Type of games played, by age, January-November 2007
  • Teen girls keen on arcade/classic, racing, strategy, and puzzle games
    • Figure 61: Type of games played by teens, by gender and age, May 2006-June 2007
  • Volume and Value of Purchasing
  • Adults buy twice as many games as they rent
    • Figure 62: Number of games per capita bought or rented, adults by gender, January-November 2007
  • Grandpa and me gaming nights
    • Figure 63: Number of games per capita bought or rented, teens and adults by age, January-November 2007
  • Boys 12-14 buy and rent more than any other age group,
    • Figure 64: Number of games per capita bought or rented, teens by gender and age, May 2006-June 2007
  • Spending on video games
  • One in five adults bought a game in the past 12 months
    • Figure 65: Per capita spending on video games, by gender, January-November 2007
  • 25-44s spend the most
    • Figure 66: Per capita spending on video games, by age, January-November 2007
  • Usage Among Children
  • Boys are a committed customer group; girls may be underserved
    • Figure 67: Video games in relation to other entertainment, children by age and gender, January-November 2007
  • Boy and girl players play online games at about equal frequency
    • Figure 68: Frequency of online gaming by kids, by age and gender, January-November 2007
  • Boys spend their allowance on games
    • Figure 69: Choices for allowance spending by kids, by age and gender, January-November 2007
  • Teens and Video Games
  • Teen boys buy/receive twice as many games as teen girls
    • Figure 70: Average number of games bought and received by teens, by gender, April 2008
  • Teen boys spend 12 hours per week gaming
    • Figure 71: Average hours spent playing video games per week, teens by gender, April 2008
  • Teen platforms played
    • Figure 72: Game platforms owned or played by teens, by gender, May 2006-June 2007
  • Interests differ by gender
    • Figure 73: Gaming platforms used, and types of game played, teens by gender, April 2008
  • Marketing to Teens
  • Teen boys give WOM a voice
    • Figure 74: Teen attitudes toward new games and info sources about new games, by gender, April 2008
    • Figure 75: Teen attitudes toward new games and info sources about new games, by age, April 2008
  • Teens keen on variety
    • Figure 76: Teen attitudes to games, by gender, April 2008
  • Attitudes Among Adults
  • Half of men the primary gamer in the household
    • Figure 77: Adults' attitudes toward video games, by gender, May 2008
  • Fun for the whole family
    • Figure 78: Parenting and gaming, by gender, May 2008
  • Encouraging Non-gamers to join the Fun
    • Figure 79: What would motivate non-players to play video games, by age, May 2008
    • Figure 80: What would motivate non-players to play video games, by household income, May 2008
  • Interest in ' Exergaming'
    • Figure 81: Interest in ' exergaming' , by gender, May 2008
  • Race and Ethnicity
  • Key points
  • Usage
    • Figure 82: Participation in video gaming, by race/ethnicity, January-November 2007
    • Figure 83: Gaming platforms used, and types of game played, by race/ethnicity, May 2008
    • Figure 84: Game related activities, by race/ethnicity, May 2008
    • Figure 85: Game platforms owned or played, by race/ethnicity, January-November 2007
  • Genre preference
    • Figure 86: Type of games played, by gender, January-November 2007
  • Buying and renting games
    • Figure 87: Number of games bought or rented per capita, by race/ethnicity, January-November 2007
  • Spending
    • Figure 88: Spending on video games, by race/ethnicity, January-November 2007
  • Kids
    • Figure 89: Frequency of online gaming by kids, by race/ethnicity, January-November 2007
    • Figure 90: Choices for allowance spending by kids, by race/ethnicity, January-November 2007
  • Information sources
    • Figure 91: Information sources for games, by race/ethnicity, May 2008
  • Attitudes and motivations
    • Figure 92: Attitudes to new games, by race/ethnicity, May 2008
  • Converting the non-gamer
    • Figure 93: What would motivate non-players to play video games, by race/ethnicity, May 2008
  • Interest in ' exergaming'
    • Figure 94: Interest in ' exergaming' , by race/ethncity, May 2008
  • Appendix: Type of Games Played
    • Figure 115: Gaming platforms used, and types of game played, by gender, May 2008
    • Figure 116: Gaming platforms used, and types of game played, by household income, May 2008
    • Figure 117: Gaming platforms used, and types of game played, by presence of children, May 2008
  • Interest in ' exergaming'
    • Figure 118: Interest in ' exergaming' by household income, May 2008
    • Figure 119: Interest in ' exergaming' by presence of children, May 2008
  • Appendix: When Games are Purchased
  • Key points
    • Figure 120: When do you buy a new game, January-November 2007
    • Figure 121: When do you buy a new game, adults and teens by age, January-November 2007
  • When teens purchase games
    • Figure 122: When do you buy a new game, by teen age and gender, May 2006-June 2007
  • Buy/acquire/rent
    • Figure 123: Gaming bought/acquired/rented by platform, May 2008
  • Appendix: Additional Teen Consumer Tables
  • Usage
    • Figure 124: Game platforms owned or played by teens, by age & gender, May 2006-June 2007
  • Teens--Hours spent playing video games by platform
    • Figure 125: Hours spent playing video games by teens, by type and gender, May 2006-June 2007
    • Figure 126: Hours spent playing video games by type, by age and gender, May 2006-June 2007
  • Games played online
    • Figure 127: Usage of video games played on the internet by teens, by age and gender, May 2006-June 2007
  • Teen leisure activities
    • Figure 128: Leisure activities of teens, by age and gender, January-November 2007
  • Teen attitudes and information sources for new games
    • Figure 129: Attitudes and information sources for new games, by age, April 2008
  • Appendix: Genre Preferences Among Adults
  • Genre preferences--adults
    • Figure 130: Type of games played, by gender, January-November 2007
    • Figure 131: Type of games played, by gender, January-November 2007
  • Appendix: Timing for Buying a New Video Game
    • Figure 132: When do you buy a new game, by household income, January-November 2007
    • Figure 133: When do you buy a new game, by presence of children, January-November 2007
  • Appendix: Average Spend of Households with Children
    • Figure 134: Spending on video games, by presence of children, January-November 2007
  • Appendix: Video Games Compared to Other Forms of Entertainment for Kids, by Race/Ethnicity
    • Figure 135: Kids attitudes to video games, and in relation to other entertainment, by race/ethnicity, January-November 2007
  • Appendix: Adult Incidence and Frequency of Usage by Platform
    • Figure 136: Average times game played by adults, by platform and gender, January-November 2007
  • Usage of video games by platform
    • Figure 137: Own or play, by platform by gender, January-November 2007
    • Figure 138: Own or play, by platform, by age, January-November 2007
    • Figure 139: Own or play, by platfom, by race/ethnicity, January-November 2007
    • Figure 140: Own or play, by platform, by household income, January-November 2007
    • Figure 141: Own or play, by platform, by presence of children, January-November 2007
  • Appendix: Future Video Gaming Interests
    • Figure 142: Future gaming interest, by race/ethnicity, May 2008
    • Figure 143: Future gaming interest, by household income, May 2008
  • Appendix: Personal Consumption versus Buying for Others
    • Figure 144: Games bought/acquired/rented/gifts, by gender, May 2008
    • Figure 145: Games bought/acquired/rented/gifts, by age, May 2008
    • Figure 146: Games bought/acquired/rented/gifts, by household income, May 2008
    • Figure 147: Games bought/acquired/rented/gifts, by presence of children, May 2008
    • Figure 148: Games bought/acquired/rented/gifts, by race/ethnicity, May 2008
  • Appendix: Sources of Information by Presence of Children
    • Figure 149: Information sources for games, by presence of children, May 2008
  • Appendix: Time of Purchase, by Race/Ethnicity
    • Figure 150: When do you buy a new game, by race/ethnicity, January-November 2007
  • Appendix: Trade Associations
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