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Online Gaming and Casinos - UK - July 2006
Leisure: UK Price: £995 / $1990 / €1495
Contents
Introduction and Abbreviations
Summary of Key Report Findings
Market Factors
Market Size and Segmentation
Marketing, Advertising and Promotion
The Supply Structure
The Consumer
The Consumer – Detailed Demographics
The Future
Forecast
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About this report

By comparison to the rest of the UK gambling market, the online gaming sector is still in its infancy: while man has been betting on horse for centuries he has been betting online for barely a decade. In 2005 and 2006, however, the online sector has grown into something of a child prodigy, attracting the public, media and investor spotlight as the explosion of interest in online gaming in general, and poker in particular, has caused turnover to soar and led to a succession of high-profile, high-value floatation on the London Stock Exchange.

Despite the industry itself considering 2005 as marking the beginning of the next phase in the development of remote gambling, the youth and pace of growth of the industry continues to make it difficult to measure and particularly to regulate. With an estimated 2,300 gaming websites now accessible online, one spokesman for the Government’s Department for Culture, Media and Sport (DCMS) likened the expansion of the remote gambling sector to “a Wild West gold rush”. The Klondike period, however, may now be drawing to a close as a regulatory structure to legalise the basing of online gaming operations in the UK begins to take shape and the market enters another stage along the road to maturity, in which increasing mergers and acquisitions activity is expected to see more currently independent sites aggregated under the umbrella brands of the industry’s major players.

This report assesses the current state of the market, analyses consumer usage of and attitudes towards online gaming and offers some indication of likely future trends. This is the first occasion on which Mintel has examined this sector.

If you want more details about this particular report, please contact the Mintel information team on  +1 312-932-0400 in the U.S.,  +44 028-90-241-849 in Northern Ireland,  +353 048-90-241-849 in the Republic of Ireland or  +44 (0)20-7606-6000 in the UK and the rest of the world, or email info@mintel.com.
Key words and phrases within this report

Internet; Ladbrokes; PartyGaming; Games of chance; Coral; Betfair; Empire; Baccarat; Financial Times; Morrisons; Somerfield; Virgin Mobile; Vodafone; Waitrose; Casino; Paddy; PartyPoker; Poker; Cards; Gambling Act; Gambling Commission; Europe; Sainsbury’s; Asda; Daily Express; Marks & Spencer; Tesco; British; Knowledge and gambling groups; William-; Gaming Corporation; Media; Sponsorship; London Stock Exchange; Problem gambling; Blue Square; ukbetting; Keno; Susceptible Gamblers; Sportingbet; Blackjack; Solitaire; Cautious Gamblers; Taxation; Technological development; InterCasino; William Hill; Craps; Yukon; PokerStars; The law; Paradise Poker; TEAMtalk; Dominoes; Internet-based; Roulette; Texas Hold ’Em; Gambling Averse; Spreadex; GMI; Gibraltar; Mobile phone penetration; Security; Gaming; Canasta; Chess; Hearts; Minesweeper; Consumer research; PDI; Population trends; White labelling; Affiliate marketing; Casino-on-Net; European; Holdings; Rank; Other games of skill; Knowledge of selected games, by gender, age and employment, marital and socio-economic status, January 2006; Knowledge of selected games, by newspaper and supermarket preference, January 2006; Knowledge of selected games, by personality trait, January 2006; Knowledge of selected games, by type of home Internet connection and level of usage, television reception and viewing habits, and mobile phone network, January 2006; Would be prepared to play for money; Hill; Online gaming target groups; Senate; Act; Britain; China; GamCare; ONS; Peter Dean; Secretary; State; DCMS; Gaming Act; Manchester United’s; Mansion; UK-focused; Bet Direct
Contents

Introduction and Abbreviations

Definition

Consumer research

GMI

Abbreviations

Summary of Key Report Findings

Market surges past £600 million mark…

…led by a strong hand from poker

Internet penetration the key market driver…

…soon to be joined by mobile phone usage

Key demographic: young, male, affluent

Taxation issues limit the appeal of the Gambling Act

Capitalising on advertising

Consolidation to follow flotation

Roulette and blackjack most popular games to play for money

Free play proves popular…

…as a means of calming fears of overspending

High levels of growth odds on to continue

US legislation set to shake up the industry

Market Factors

Economic factors

Figure 1: Trends in personal disposable income and consumer expenditure, 2001-11

Demographic factors

Population trends
Figure 2: Trends in the age structure of the UK population, by gender, 2001-11

Socio-economic trends

Figure 3: Forecast adult population trends, by socio-economic group, 2001-11

Legislation and regulation

White labelling
Advertising controls
Taxation

Internet penetration

Figure 4: British Internet usage profile, by gender, socio-economic group, age and working status, January 2006
Figure 5: Types of activity undertaken on the Internet in the last three months, 2003-06

Mobile phone penetration

Figure 6: Mobile phone and PC usage, 2002-06

Technological development

Security

Problem gambling

Market Size and Segmentation

Figure 7: UK online gaming market expenditure, 2001-06
Figure 8: UK online gaming market expenditure, by sector, 2001-05

Marketing, Advertising and Promotion

The law

Sponsorship

Affiliate marketing

Cross promotion

Player retention

Media

The Supply Structure

32Red plc

Figure 9: 32Red plc, key financial results, 2004-05
Figure 10: 32Red plc, key performance indicators, 2004-05
Figure 11: 32Red plc, net gaming win, by geographical market, 2004-05

888 Holdings plc

Figure 12: 888 Holdings plc, key financial results, 2004-05
Figure 13: 888 Holdings plc, key performance indicators, 2004-05

Empire Online

Figure 14: Empire Online, key financial results, 2004-05

Gaming Corporation plc

Figure 15: Gaming Corporation plc, key financial results, 2004-05

Overseas Internet Gaming Entertainment (OIGE) NV

PartyGaming plc

Figure 16: PartyGaming plc, key financial data, 2002-05
Figure 17: PartyGaming plc, key performance indicators, 2002-05

The Rank Group plc

Figure 18: Blue Square (Rank Group), key financial results, 2004-05
Figure 19: Blue Square active membership, 2003-05

Rational Enterprises

Sportingbet

Figure 20: Sportingbet plc, key financial data, by geographical market, 2004-05
Figure 21: Sportingbet plc, key financial data, by product, 2004-05

ukbetting

Figure 22: ukbetting plc, key financial results, by sector, 2004-05
Figure 23: ukbetting plc, key financial results, by geographic market, 2004-05

Conventional bookmakers

Figure 24: William Hill plc, key financial results by business, 2004-05
Figure 25: Hilton plc betting and Gaming Division (Ladbrokes), key financial results by business, 2004-05

The Consumer

Figure 26: Games people know how to play and games they are prepared to play for money, January 2006

The number of games people know how to play

Figure 27: Levels of knowledge of individual games, by total number of games consumers know how to play, January 2006
Figure 28: Distribution of individual game knowledge, by total number of games understood, January 2006

The number of games people are prepared to play for money

Figure 29: Number of games people are prepared to play for money, January 2006
Figure 30: Distribution of willingness to play for money, by total number of games prepared to play for money, January 2006

Knowledge and gambling groups

Cards
Figure 31: Knowledge of and willingness to gamble on card games, January 2006
Games of chance
Figure 32: Knowledge of and willingness to gamble on games of chance, January 2006
Other games of skill
Figure 33: Knowledge of and willingness to gamble on other games of skill, January 2006

Demographic analysis of card, chance and skill game knowledge and gambling groups

Figure 34: Demographic analysis of card, chance and skill game knowledge and gambling groups, by gender, age and employment, marital and socio-economic status, January 2006
Figure 35: Demographic analysis of card, chance and skill game knowledge and gambling groups, by region, age of children in household and household income, January 2006
Figure 36: Demographic analysis of card, chance and skill game knowledge and gambling groups, by type of home Internet connection and level of usage, television reception and viewing habits, and mobile phone network, January 2006
Figure 37: Demographic analysis of card, chance and skill game knowledge and gambling groups, by newspaper and supermarket preference, January 2006
Figure 38: Demographic analysis of card, chance and skill game knowledge and gambling groups, by personality trait, January 2006

The Consumer – Detailed Demographics

Know how to play

Figure 39: Knowledge of selected games, by gender, age and employment, marital and socio-economic status, January 2006
Figure 40: Knowledge of selected games, by region, age of children in household and household income, January 2006
Figure 41: Knowledge of selected games, by type of home Internet connection and level of usage, television reception and viewing habits, and mobile phone network, January 2006
Figure 42: Knowledge of selected games, by newspaper and supermarket preference, January 2006
Figure 43: Knowledge of selected games, by personality trait, January 2006
Figure 44: Knowledge of selected games, by gender, age and employment, marital and socio-economic status, January 2006
Figure 45: Knowledge of selected games, by region, age of children in household and household income, January 2006
Figure 46: Knowledge of selected games, by type of home Internet connection and level of usage, television reception and viewing habits, and mobile phone network, January 2006
Figure 47: Knowledge of selected games, by newspaper and supermarket preference, January 2006
Figure 48: Knowledge of selected games, by personality trait, January 2006
Figure 49: Knowledge of selected games, by gender, age and employment, marital and socio-economic status, January 2006
Figure 50: Knowledge of selected games, by region, age of children in household and household income, January 2006
Figure 51: Knowledge of selected games, by type of home Internet connection and level of usage, television reception and viewing habits, and mobile phone network, January 2006
Figure 52: Knowledge of selected games, by newspaper and supermarket preference, January 2006
Figure 53: Knowledge of selected games, by personality trait, January 2006

Would be prepared to play for money

Figure 54: Games prepared to play for money, by gender, age and employment, marital and socio-economic status, January 2006
Figure 55: Games prepared to play for money, by region, age of children in household and household income, January 2006
Figure 56: Games prepared to play for money, by type of home Internet connection and level of usage, television reception and viewing habits, and mobile phone network, January 2006
Figure 57: Games prepared to play for money, by newspaper and supermarket preference, January 2006
Figure 58: Games prepared to play for money, by personality trait, January 2006
Figure 59: Other games prepared to play for money, by gender, age and employment, marital and socio-economic status, January 2006
Figure 60: Other games prepared to play for money, by region, age of children in household and household income, January 2006
Figure 61: Other games prepared to play for money, by type of home Internet connection and level of usage, television reception and viewing habits, and mobile phone network, January 2006
Figure 62: Other games prepared to play for money, by newspaper and supermarket preference, January 2006
Figure 63: Other games prepared to play for money, by personality trait, January 2006

Number that would be prepared to play for money

Figure 64: Number of games prepared to play for money, by gender, age and socio-economic, employment and marital status, January 2006
Figure 65: Number of games prepared to play for money, by region, age of children in household and household income, January 2006
Figure 66: Number of games prepared to play for money, by type of home Internet connection and level of usage, television reception and viewing habits, and mobile phone network, January 2006
Figure 67: Number of games prepared to play for money, by newspaper and supermarket preference, January 2006
Figure 68: Number of games prepared to play for money, by personality trait, January 2006

The Future

Economic, demographic and technological outlook generally positive

Social acceptance of gambling a further boon

Need for regulation to catch up

Operators to stay offshore

M-gaming: opportunities and tests

M&A activity to increase

Possibilities in skill gaming…

…with bingo becoming an increasingly popular portfolio addition

Forecast

Figure 106: Forecast for the total online game and casino market, 2006-11
Figure 107: Forecast for the online games and casino market, by segment, 2006-11

Gender divides on gaming sites?

The poker phenomenon

Factors incorporated