Table of Contents
- Issues in the Market
- Main issues
- Definition
- Abbreviations
- Market in Brief
- Video games surge into the mainstream
- The Wii leads the way, with the PS3 heading off the 360
- The DS well ahead of the PSP mainly thanks to Dr Kawashima
- The rise of ' exergames' ...
- ...and the countdown crowd
- Wii will, Wii will rock you!
- Video games holding up the high street
- Shifting company performances
- Nearly all kids loves games...
- ...and most adults too
- 2009, the year of the PS3?
- Internal Market Environment
- Key points
- The Byron Report to lord it over the industry?
- Promoting peace in video games
- Piracy and second-hand sales
- PC Gaming Alliance (PCGA)
- Medical benefits of video games
- Intrinsic benefits of games
- The Wii Fit phenomenon
- Broader Market Environment
- Key points
- A rare recession-proof sector
- Figure 1: Trends in personal disposable income and consumer expenditure,
2003-13
- Age and lifestage structure of the population
- Figure 2: Trends in the age structure of the UK population, by gender,
2003-13
- The ever-increasing gift market
- Lifestage trends no longer a barrier
- Figure 3: Forecast adult population trends, by lifestage, 2003-13
- Falling prices helping increased penetration
- Figure 4: Forecast adult population trends, by socio-economic group,
2003-13
- Broadband expansion
- Figure 5: British internet penetration at home, work, place of study or
elsewhere, 2001-07
- What are people doing online?
- Figure 6: Types of activity undertaken on the internet in the past three
months, 2003-07
- Competitive Context
- Key points
- Figure 7: Consumer expenditure on selected leisure goods and activities,
2002-07
- Strengths and Weaknesses in the Market
- Strengths
- Weaknesses
- Market Size and Forecast
- Key points
- Total sales of video game hardware and software
- Figure 8: Sales of video game hardware/software, 2003-13
- 2003-05: Pre Wii and PS3
- 2006-08: Recession-proof sector
- 2009-13: Rise of new machines?
- Segment Performance
- Key points
- Sales split by hardware and software
- Figure 9: Hardware and software sales, at current prices, 2003-13
- Figure 10: The relationship between hardware and software sales, 2003-13
- Market Share
- Key points
- Installed hardware base
- Figure 11: Hardware installed base, by volume, by platform, 2005 and 2008
- Masterbrands' share
- Figure 12: Usage of Sony, Nintendo and Microsoft video game brands,
April 2008
- Figure 13: Brand momentum of Sony, Nintendo and Microsoft, April 2008
- Companies and Products
- Key points
- Overview
- Nintendo
- Sony
- Microsoft
- Future analysis
- Software publishers
- Activision Blizzard
- Codemasters
- EA
- Infogrames Entertainment
- SCi Entertainment Group (SEG)
- Take-Two
- THQ
- Ubisoft
- Kids and Video Games
- The ubiquity of games
- Figure 25: 7-19-year-olds' ownership and usage of computer/video and
handheld game consoles (including online gaming), 2007
- Popular genres
- A significant number buy their own games
- Figure 26: Who buys most of the games for 7-19-year-olds, 2007
- Number of games bought and frequency of play
- Figure 27: Number of games bought and frequency of play, by
7-19-year-olds, 2007
- The impact of advertising on kids
- Figure 28: Video game advertising awareness among 7-19-year-olds, 2007
- Type of Adult Gamer
- Figure 29: Classification of video gamers, 2006 & 2008
- Is there a gender gap?
- All about the green?
- Potential among the middle agers
- Static Console Ownership
- Figure 30: Static console ownership, May 2008
- Distinguishing serious gamers by static console hardware
- Figure 31: Type of gamer, by static console ownership, May 2008
- Handheld Console Ownership
- Figure 32: Handheld console ownership, May 2008
- Distinguishing serious gamers by handheld console hardware
- Figure 33: Type of gamer, by handheld console ownership, May 2008
- PC Gamers
- Figure 34: PC ownership, May 2008
- PC usage among kids
- Figure 35: 7-19-year-olds' use of computers, 2007
- PC and Handheld Gaming Attitudes
- Figure 36: PC and handheld gaming attitudes, May 2008
- Has the tide turned for PC gaming?
- General attitudes by console ownership
- Figure 37: PC and handheld gaming attitudes, by type of gamer, May 2008
- Game Genres
- Figure 38: Favourite video game genres, May 2008
- Favourite genre by static console ownership
- Figure 39: First choice video game genres, by static console ownership,
May 2008
- Favourite genre by handheld console ownership
- Figure 40: First choice video game genres, by handheld console
ownership, May 2008
- Video Game Target Groups
- Gaming Gurus
- New Gamers
- PC Preference
- Apathetic Players
- Target groups by demographic analysis
- Figure 47: Video game target groups, by demographic sub-group, May 2008
- PS3 and Xbox360 more likely to attract Gaming Gurus
- Figure 48: Video game target groups, by ownership of hardware, May 2008
- Video gaming target groups by consoles owned
- Figure 49: Video game target groups, by console ownership, May 2008
- Video gaming target groups by favourite genres
- Figure 50: Video game target groups, by favourite genres, May 2008
- Multi-console ownership
- Figure 51: Number of static consoles owned or in household, by brand,
May 2008
- Figure 52: Number of handheld consoles owned or in household, by brand,
May 2008
- The breakthrough of the Nintendo brand
- Figure 53: Brand ownership of video game platforms, May 2008
- Appendix - Type of Adult Gamer
- Classification of video gamers by demographic analysis
- Figure 54: Classification of video gamers, by demographic sub-group, May
2008
- Appendix -- PC Gamers
- Figure 55: PC ownership, by demographic sub-group, May 2008
- Appendix -- PC and Handheld Gaming Attitudes
- Figure 56: Most popular PC and handheld gaming attitudes, by demographic
sub-group, May 2008
- Figure 57: Next most popular PC and handheld gaming attitudes, by
demographic sub-group, May 2008
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