the-infoshop.com - The vertical markets research portal
View CartView Cart
Global Information, Inc.
US: +1-860-674-8796
EU: +32-2-535-7543
SG: +65-6223-2436
  Home | Category | Publishers | Custom Research | E-mail Alert | About Us | Contact Us | Site Map |
 

* View All Categories
View Conferences
Japanese Korean Chinese

Market Research Report

Gaming in the Interactive World - UK - August 2009

Published by Mintel International Group Ltd, Contact us : +1-860-674-8796
Published 2009/08 Content info  
Product code MT99113
Price From  US $ 3000 Order/Price list
US $ 3000 Hard Copy
US $ 3000 PDF by E-mail (Site License)
US $ 4500 PDF by E-mail (2 Site License)
Delivery Time
PDF by E-Mail
Approx. 1-2 business days
Hard Copy/CD-ROM
Approx. 3-4 business days
If you need expedited delivery, please call us.
Description TOC
  • Issues in the Market
  • Definitions
  • Abbreviations
  • Market in Brief
  • Greater access to technology
  • Ease of use is just as important as ' free'
  • Consoles will continue to make gains
  • Impact of the recession and the need to connect
  • The future: Everything online?
  • Internal Market Environment
  • Key points
  • More online gaming options than ever
    • Figure 1: Selected device ownership summary, July 2009
  • Average broadband speeds on the rise
    • Figure 2: Broadband penetration and connection speeds, 2007 and 2008
  • Rising PC ownership
    • Figure 3: Trends in PC ownership, 2002-08
  • Increasing interest in staying at home
    • Figure 4: Weekday leisure activities compared to a year ago, February 2009
  • Broader Market Environment
  • Key points
  • Stagnating personal disposable incomes
    • Figure 5: Trends in personal disposable income and consumer expenditure, 2004-14
  • An ageing population
    • Figure 6: Trends in the age structure of the UK population, by gender, 2004-14
  • Smaller households: encouraging console owners online?
    • Figure 7: UK household sizes, 2004-14
  • Competitive Context
  • Key points
  • TV, reading and listening to music more popular
    • Figure 8: Spending a lot of time at home watching TV, reading, listening to music, playing video/computer games and doing other games and hobbies, by gender, April 2009
  • Popularity of online video increased
    • Figure 9: Usage of on-demand channels via the home PC, 2008 and 2009
  • Low levels of technological expertise
    • Figure 10: Awareness of new technology currently available in the marketplace, 2008 and 2009
  • Broadband penetration does not favour the old
    • Figure 11: UK broadband penetration, by gender and age, April 2009
  • Internet insecurity
    • Figure 12: Experience of computer-based security threats, and the impact it has had on web usage behaviours, April 2009
  • Strengths and Weaknesses
  • Strengths
  • Weaknesses
  • Market Size and Share
  • Key points
  • How many people play games via the web?
    • Figure 13: Penetration of UK visitors to online gaming sites, 2008 and 2009
  • Leading online gaming destinations
    • Figure 14: Total number of unique UK internet visitors to the top 15 online gaming destinations, 2008 and 2009
  • Companies and Products
    • Figure 15: Leading companies involved in the online gaming sector and their brands, August 2009
  • Blizzard Entertainment
  • Microsoft Xbox LIVE
  • Sony Online Entertainment
  • PlayStation Network (PSN)
  • Electronic Arts (EA)
  • Yahoo! Games
  • Where Do People Play Online?
  • Key points
  • Cost and ease of use play a big factor
    • Figure 16: How games have been played online, April 2009
  • Portable online gaming still to reach full potential
  • Older web users present a challenge
    • Figure 17: How games have been played online, by age, April 2009
  • Children and relationship status play a big factor
    • Figure 18: How games have been played online, by presence of children in the household, April 2009
  • Online Gaming Motivations
  • Key points
  • Making use of dead time
    • Figure 19: Motivating factors to play games online, April 2009
  • Free browser-based games the biggest boredom beater
    • Figure 20: Type of online games played, by gaming motivations, April 2009
  • No compromise in the recession?
  • Appendix -- Where Do People Play Online?
    • Figure 27: All online gamers' playing habits, by demographics, April 2009
    • Figure 28: Regular online gamers' playing habits, by demographics, April 2009
    • Figure 29: Occasional online gamers' playing habits, by demographics, April 2009
  • Appendix -- Online Gaming Motivations
    • Figure 30: Most popular motivating factors to play games online, by demographics, April 2009
    • Figure 31: Next most popular motivating factors to play games online, by demographics, April 2009
    • Figure 32: Other motivating factors to play games online, by demographics, April 2009
Related Report
Back to Top
Please inform me when related publications are released
InfoWatch

US: 1-860-674-8796 EU: 32-2-535-7543 SG: 65-6223-2436
The vertical markets research portal
© 2009, the-infoshop.com by Global Information, Inc. All rights reserved.