Young Adult Leisure Trends - US - November 2009
Young Adult Leisure Trends - US - November 2009

Consumers 18-34 might be considered the core of the leisure market. The young adult demographic, with more leisure time and fewer familial responsibilities, are often opinion leaders and trendsetters who determine the success or failure of new entertainment options. This is particularly true when game-changing technologies are concerned.

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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
Inspire Insights
Background Factors

Consumer

Consumer

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

Household Expenditures
Recorded Entertainment
Video Games
Dining Out
Sports and Exercise
Disruptive Innovations
Leisure Time Available
Leisure Time and Hobbies
Attitudes toward Television and the Internet
Attitudes toward Friends and Family
Online Activities
Ownership of Leisure Equipment
Entertaining Guests
Cluster Analysis

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.

Television Advertising

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: CES Definition for Entertainment Expenses
Appendix: Trade Associations