Video Games - US - July 2008
Video Games - US - July 2008

As sequels to popular games continue to succeed, gaming has also taken on a whole new look. The Nintendo Wii has enticed gamers off the couch to play virtual tennis and golf with its motion-sensor controller, and Activision's Guitar Hero has transformed gamers into rock stars. Online gaming revenue has increased thanks to subscriptions to the blockbuster MMOG World of Warcraft, online services for each console platform, and an ...

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Overview

Overview

This report provides in-depth analysis and insight supported by a range of data. At the same time, introductory and top-level content is provided to give you an overview of the issues covered.

Scope and Themes
Executive Summary
Insights and Opportunities
Fast Forward Trends

Market

Market

Mintel provides a range of market information, frequently through the category level, including market size and forecasting, complete with market drivers that illustrate the forces that shape a category or market.

Market Size and Forecast
Competitive Context
Segment Performance
Segment Performance—Console Games
Segment Performance—PC Games
Segment Performance—Online Games
Segment Performance—Mobile Phone Games
Retail Channels
Market Drivers

Consumer

Consumer

Mintel's proprietary consumer research provides our analysts with the attitudinal and behavioral data used to provide valuable insight to topical issues.

Usage
Race and Ethnicity
Custom Consumer Groups
Cluster Analysis—Casual Gamers, Middle Gamers, Hardcore Gamers

Brand/Company

Brand/Company

Mintel provides overviews of the top brands and manufacturers, and uses consumer research to explore attitudes and reactions to brands, as well as insight into what will resonate with consumers.

Leading Companies
Brand Qualities
Innovation and Innovators
Advertising and Promotion

Data

Data

Reports provide appendices of data to support the research and insight produced. Our tables of data are easily manipulated and downloadable to support your research needs and covers factors from consumer attitudes to market forecasts.

Appendix: Type of Games Played
Appendix: When Games are Purchased
Appendix: Additional Teen Consumer Tables
Appendix: Genre Preferences Among Adults
Appendix: Timing for Buying a New Video Game
Appendix: Average Spend of Households with Children
Appendix: Video Games Compared to Other Forms of Entertainment for Kids, by Race/Ethnicity
Appendix: Adult Incidence and Frequency of Usage by Platform
Appendix: Future Video Gaming Interests
Appendix: Personal Consumption versus Buying for Others
Appendix: Sources of Information by Presence of Children
Appendix: Time of Purchase, by Race/Ethnicity
Appendix: Trade Associations

Other

Genre Preferences
Volume and Value of Purchasing
Spending on video games
Usage Among Children
Teens and Video Games
Marketing to Teens
Attitudes Among Adults
Encouraging Non-gamers to join the Fun
Interest in ‘Exergaming’