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Market Research Report

Gaming in the Interactive World - US - July 2009

Published by Mintel International Group Ltd, Contact us : +1-860-674-8796
Published 2009/07 Content info  
Product code MT96322
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Description TOC

Table of Contents

  • Scope and Themes
  • What you need to know
  • Definition
  • Data sources
  • Sales data
  • Consumer survey data
  • Advertising creative
  • Abbreviations and terms
  • Abbreviations
  • Terms
  • Executive Summary
  • Hardware launches drive sales cycle
  • New competition from the web and multifunction devices
  • Software to fuel near-term sales
  • Dedicated stores, web play key roles in sales and marketing
  • Uncertain economy, aging population could retard sales
  • PS3 not living up to competing seventh-generation consoles
  • Gaming is for the young
  • Purchase model prevails
  • Gaming as a new way to socialize
  • Market Size and Forecast
  • Key points
  • Launches drive sales
    • Figure 2: Total U.S. sales and forecast of gaming hardware and software, at current prices, 2004-12
    • Figure 3: Total U.S. sales and forecast of gaming hardware and software, at inflation-adjusted prices, 2004-12
  • Competitive Context
  • Online games
    • Figure 4: Online entertainment usage, by age, February 2009
    • Figure 5: Online, MMORPG, and social networking game usage, by key demographics, March 2008
  • PCs move from work to play
    • Figure 6: Use of video games on home PCs vs. consoles, by key demographics, April 2007-June 2008
  • Gaming on the go
    • Figure 7: Ownership of handheld gaming devices and game play on MP3 players and cell phones, by age and HH income, October 2007-December 2008
    • Figure 8: Flight control iPhone game, image
  • Segment Performance
  • Key points
  • Software to drive near-term revenues
    • Figure 9: U.S. sales of gaming products at current prices, by segment, 2006 and 2008
  • Segment Performance--Gaming Hardware
  • Key points
  • Proprietary model drives prices
    • Figure 10: Pricing as of launch for major gaming consoles, 2000-06
  • New functions could help drive sales
  • Hardware sales and forecast
    • Figure 11: U.S. sales and forecast of gaming hardware, at current prices, 2004-12
    • Figure 12: Total U.S. sales and forecast of gaming hardware, at inflation-adjusted prices, 2004-12
  • New risks for portables
  • Segment Performance--Gaming Software
  • Key points
  • Software sales roughly track console launches
    • Figure 13: Top 10 console games, by U.S. sales, 2008
    • Figure 14: Rockstar Games' Grand Theft Auto IV image
  • Secondary market, competing platforms could dampen sales
  • Software sales and forecast
    • Figure 15: U.S. sales and forecast of gaming software, at current prices, 2004-12
    • Figure 16: Total U.S. sales and forecast of gaming software, at inflation-adjusted prices, 2004-13
  • Growing the audience for gaming
    • Figure 17: Video games played, by genre, by age, October 2007-December 2008
  • Retail Channels
  • Gaming benefits from relatively broad distribution
    • Figure 18: Channels through which video games are purchased, 2008
  • Secondary market plays an important role
  • Downloads take hold
  • Market Drivers
  • The recession
    • Figure 19: U.S. unemployment, October 2008-June 2009
    • Figure 20: Disposable personal income and personal consumption, October 2009-May 2009
  • Households with children
    • Figure 21: Gaming hardware ownership, by children in household, October 2007-December 2008
  • Empowered consumers seek control over content
    • Figure 22: Desire for video content storage and recall, by age, November 2008
  • An aging U.S. population
    • Figure 23: Population, by age, 2004-14
  • Health and safety concerns
  • Leading Companies
  • Key points
  • Three players compete for hardware dominance
    • Figure 24: Gaming console ownership, by brand, October 2007-December 2008
  • Software a wider but narrowing field
  • Brand Qualities
  • Electronic Arts
  • Microsoft
  • Nintendo
  • Sony Electronics
  • Innovation and Innovators
  • Project Natal
  • Spore
  • WildTangent
  • Advertising and Promotion
  • Traditional advertising
    • Figure 25: Advertising spending, by leading gaming brands, 2007 and 2008
    • Figure 26: Advertising spending, by leading gaming software and retailer brands, 2007 and 2008
  • In-store promotions and bundled/special-edition products
  • Online marketing
  • Licensing partnerships
  • Television advertising
  • Apple iPod touch
    • Figure 27: Apple iPod touch television ad, 2009
  • Nintendo DS
    • Figure 28: Nintendo DS television ad, 2008
  • Nintendo Wii Fit
    • Figure 29: Nintendo Wii Fit television ad, 2008
  • Sony PlayStation 3
    • Figure 30: Sony PlayStation 3 television ad, 2008
  • Ownership
  • Age more relevant than income in determining usage
    • Figure 31: Trended ownership/usage of video game consoles and handheld devices, by key demographics, January 2006-October 2006 and October 2007-December 2008
  • Gaming nearly universal among 9-14s
    • Figure 32: Ownership/usage of video games--kids/teens, by age and age/gender, January 2006-October 2006 and October 2007-December 2008
    • Figure 33: Ownership of handheld gaming devices--kids/teens, by age and age/gender, October 2007-December 2008
  • PS2 still the most commonly owned console
    • Figure 34: Top 10 consoles/portables owned--adults, by gender, October 2007-December 2008
  • PS2 dominates amongst 18-24s
    • Figure 35: Top 10 consoles/portables owned or played, by age, October 2007-December 2008
  • Wii the only console for which penetration increases with household income
    • Figure 36: Top 10 consoles/portables owned or played, by HH income, October 2007-December 2008
  • Kids take gaming to go
    • Figure 37: Top 10 consoles/portables owned or played--kids, by age and age/gender, October 2007-December 2008
  • Interest in handhelds declines amongst teens
    • Figure 38: Top 10 consoles/portables owned/played--teens, by age and age/gender, October 2007-December 2008
  • Purchase Behavior
  • Average annual spend on video games--$63
    • Figure 39: Mean annual spend on video games, by gender, age, and HH income, March 2009
  • Only two games purchased per year on average
    • Figure 40: Frequency of video game purchase/rental, by gender, age and HH income, October 2007-December 2008
  • Borrowing and rental rare amongst younger kids
    • Figure 41: Kids' attitudes towards purchasing/renting games, by age and age/gender, October 2007-December 2008
    • Figure 42: Teen attitudes towards purchasing/renting games, by age and age/gender, October 2007-December 2008
  • Women more likely to buy games as gifts than for themselves
    • Figure 43: Buying to play vs. gift purchases, by gender, age and HH income, March 2009
  • Timing of purchase
    • Figure 44: Timing of new game purchases--adults, by age, October 2007-December 20008
  • Teens buy early but not on day of release
    • Figure 45: Timing of new game purchases--teens, by age and gender/age, October 2007-December 20008
  • Usage Patterns
  • Xbox 360 owners most engaged
  • Men play nearly twice as many hours as women
    • Figure 46: Hours of game play--adults, by gender, October 2007-December 2008
  • 25-34 year olds spend most time gaming
    • Figure 47: Hours of game play--adults, by age, October 2007-December 2008
  • Highest-income households spend less time gaming
    • Figure 48: Hours of game play--adults, by HH income, October 2007-December 2008
  • Boys aged 9-11 the true gaming champions
    • Figure 49: Hours of game play--kids, by age and age/gender, October 2007-December 2008
  • Children graduate from simpler platforms to more complex ones
  • Games too solitary for teen girls
    • Figure 50: Hours of game play--teens, by age and age/gender, October 2007-December 2008
  • Games as Social Media
  • Console gaming typically more social than PC gaming
    • Figure 51: Who adults play games with, by platform, March 2009
  • Men seeking to connect via gaming
    • Figure 52: Attitudes towards gaming with others, by gender, March 2009
  • The younger the gamer, the more social the gamer
    • Figure 53: Attitudes towards gaming with others, by age, March 2009
  • Social games for high-income households
    • Figure 54: Attitudes towards gaming with others, by HH income, March 2009
  • Kids play alone or with peers--not with older/younger kids
    • Figure 55: Who kids play games with, by age and gender/age, October 2007-December 2008
  • It' s a family affair, and especially so for women
    • Figure 56: Level of game play and social game play, by gender, March 2009
  • 18-34 year olds most likely to game as a social activity
    • Figure 57: Level of game play and social game play, by age, March 2009
  • Avatars and Micro-transactions
  • Women virtually neck and neck with men
    • Figure 58: Gaming avatar usage and virtual gaming purchases, by gender, March 2009
  • Youngest adults most keen on avatars and virtual purchases
    • Figure 59: Gaming avatar usage and virtual gaming purchases, by age, March 2009
  • Genres Played
  • Action/adventure still number one
    • Figure 60: Game genres played--adults, by gender, October 2007-December 2008
  • Cards, casino games a good bet for seniors
    • Figure 61: Game genres played--adults, by age, October 2007-December 2008
  • Action/adventure tops with kids
    • Figure 62: Game genres played--kids, by age and age/gender, October 2007-December 2008
  • Interest in most genres declines among older teens
    • Figure 63: Game genres played--teens, by age and age/gender, October 2007-December 2008
  • Gaming and the Web
  • Incidence of game play connected to the web--adults and kids/teens
    • Figure 64: Incidence of game play while connected to the web--adults, by gender, age and HH income, October 2007-December 2008
  • Kids and teens more likely to play games connected to the web
    • Figure 65: Incidence of game play while connected to the web--kids/teens, by age and gender/age, October 2007-December 2008
  • Online console gaming behavior
    • Figure 66: Online console gaming behavior, by gender, March 2009
  • Youngest adults most keen on web activities
    • Figure 67: Online console gaming behavior, by age, March 2009
  • Attitudes and Motivations
  • Self-perception as "hardcore" vs. "casual" gamers
    • Figure 68: Perceived game skill level, by age, March 2009
  • Women want self-improvement, men like advertising
    • Figure 69: Attitudes toward newer elements of gaming, by gender, March 2009
  • Improving dexterity and brain fitness popular across age groups
    • Figure 70: Attitudes toward newer elements of gaming, by age, March 2009
  • Gaming and Viral Marketing
  • Men more invested in viral marketing
    • Figure 71: Additional attitudes towards gaming--the impact of friends, by gender, March 2009
  • 18-24s keen on spreading the word
    • Figure 72: Additional attitudes towards gaming--the impact of friends, by age, March 2009
  • Impact of Race/Hispanic Origin
  • Ownership and usage
    • Figure 73: Gaming on handheld gaming devices, MP3 players and cell phones, by race/Hispanic origin, March 2009
  • Asians most keen on Wii
    • Figure 74: Top 10 gaming consoles/portables owned or played--adults, by race/Hispanic origin, October 2007-December 2008
  • Blacks spend twice as much as Asians on games
    • Figure 75: Mean spend on video games, by race/Hispanic origin, March 2009
  • Blacks and Hispanics buy and rent more games
    • Figure 76: Frequency of video game purchase/rental, by race/Hispanic origin, October 2007-December 2008
  • UGC
  • One in four give thumbs up to UGC gaming
    • Figure 77: Attitudes towards user-generated content in games, by gender, March 2009
  • One in three 18-34s like UGC gaming
    • Figure 78: Attitudes towards user-generated content in games, by age, March 2009
  • Appendix: Survey Results for Online Teens
    • Figure 95: Dedicated gaming device ownership among teens, by age and gender, March 2009
    • Figure 96: Gaming as a social activity among teens, by age and gender, March 2009
    • Figure 97: Avatars and micro-transactions among teens, by age and gender, March 2009
    • Figure 98: PC gaming among teens, by age and gender, March 2009
    • Figure 99: Dedicated gaming handheld vs. cell phone gaming among teens, by age and gender, March 2009
    • Figure 100: PC vs. console game play in the past month among teens, by age and gender, March 2009
    • Figure 101: Purchasing habits and word of mouth marketing among teens, by age and gender, March 2009
    • Figure 102: Interest in UGC gaming, among teens, by age and gender, March 2009
  • Appendix: Other Useful Consumer Tables
  • Gaming and types of games played
    • Figure 103: Incidence of handheld and cell phone gaming, by age and HH income, March 2009
    • Figure 104: Game genres played--adults, by HH income, October 2007-December 2008
  • Genre preferences by race/Hispanic origin
    • Figure 105: Game genres played--adults, by race/Hispanic origin, October 2007-December 2008
  • Asians more likely to play video games
    • Figure 106: Ownership/usage of video games, by race/Hispanic origin, October 2007-December 2008
  • Appendix: Trade Associations
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