Table of Contents
Executive Summary
-
- The market
-
- Figure 1: Forecast value of video game and console sales, 2009-19
- Market factors
- Streaming services likely to make their play over 2015
- Despite competing markets, console gaming remains strong
- Steam machines could change the market
- Companies, brands and innovation
-
- Figure 2: Share of UK static console unit sales, 2013
- Figure 3: Share of handheld console unit sales, UK, 2013
- The consumer
- Types of gamer
-
- Figure 4: Gamer types, September 2014
- Console, peripheral and service ownership
-
- Figure 5: Static console ownership, September 2014
- Figure 6: Portable console ownership, September 2014
-
- Figure 7: Ownership of select peripherals, September 2014
-
- Figure 8: Take-up of premium Sony and Microsoft services, September 2014
- Interest in all-you-can-play services
-
- Figure 9: Interest in all-you-can-play services, September 2014
- Figure 10: Reasons consumers are interested in all you can play services, September 2014
-
- Figure 11: Reasons consumers aren’t interested in all you can play subscription services, September 2014
- Reasons consumers do not own new generation consoles
-
- Figure 12: Reasons consumers have not yet purchased an Xbox One, PlayStation 4 or Wii U, September 2014
- What we think
Issues and Insights
-
- Can Nintendo boost Wii U sales?
- The facts
- The implications
- Will Steam Machines materially change the market?
- The facts
- The implications
Trend Application
-
- Trend: Nouveau Poor
- Trend: Why Buy
- Mintel Futures: East Meets West
Market Drivers
-
- Key points
- Streaming software comes closer to the fore
- Superfast take-up remains steady
-
- Figure 13: Superfast broadband connections in the UK, Q1 2011 – Q1 2014
- Console gaming revenue almost twice mobile and PC combined
-
- Figure 14: PC gaming, console gaming and mobile gaming market sizes, UK, 2008-2014
- Steam Machine blurs the line between computers and consoles
Who’s Innovating?
-
- Key points
- Horror game sets difficulty by heart-rate
- JRPG teaches Japanese whilst users play
- Project Morpheus brings VR to console
- EA Access introduces Netflix-style gaming
Market Size and Forecast
-
- Key points
- New console releases will lead to strong growth
-
- Figure 15: Value sales of video games and consoles, 2009-19
- Figure 16: Value sales of consoles, 2009-19
- Figure 17: Value sales of video games, 2009 - 2019
- Forecasts
-
- Figure 18: Forecast value of video game and console sales, 2009-19
- Figure 19: Forecast value of console sales, 2009-19
- Figure 20: Forecast value of video game sales, 2009-19
Market Share and Segmentation
-
- Key points
- Xbox One and PlayStation 4 on strong growth trajectories
-
- Figure 21: Static console unit sales, UK, 2011 – 2013
- Nintendo dominates on handheld
-
- Figure 22: Share of static console unit sales, UK, 2013
- Figure 23: Handheld console unit sales, UK, 2011 - 2013
-
- Figure 24: Share of handheld console unit sales, UK, 2013
- Big releases can drastically change success
-
- Figure 25: Publishers of the top 100 selling console games in the UK, 2012 and 2013
-
- Figure 26: Top ten publishers of top 100 selling UK games by unit sales, by share of unit sales, 2013
- Figure 27: Top ten publishers of top 100 selling UK games by unit sales, share of number of published titles, 2013
Companies and Products
-
- Activision Blizzard, Inc.
- Background
- Financial performance and strategy
-
- Figure 28: Activision Blizzard financial data, 2011-13
- Electronic Arts Inc
- Background
- Financial performance and strategy
-
- Figure 29: EA financial data, 2011/12-13/14
- Microsoft Corporation
- Background
- Financial performance and strategy
-
- Figure 30: Financial performance of Microsoft Corporation, 2010/11 and 2011/12
- Nintendo Co., Ltd
- Background
- Financial performance and strategy
-
- Figure 31: Financial performance of Nintendo Co., Ltd., 2010/11-13/14
- Figure 32: Nintendo worldwide hardware and software sales breakdown, 2012/13 and 2014/15
- Figure 33: Nintendo worldwide revenue by territory, 212/013 and 2014/15
- Sony Corporation
- Background
- Financial performance and strategy
-
- Figure 34: Financial performance of Sony Corporation, 2011/12-13/14
- Ubisoft Entertainment SA
- Background
- Financial performance and strategy
-
- Figure 35: Financial performance of Ubisoft Entertainment, 2013-14
- Figure 36: Ubisoft Entertainment revenue breakdown, by territory*, 2013 - 2014
- Figure 37: Ubisoft revenue breakdown, by platform, 2013 - 2014
Brand Communication & Promotion
-
- Key points
- Adspend from top 10 makes up 66% of total market spend
-
- Figure 38: Video game adspend in the UK for profiled companies plus Take-Two Interactive, 2010-13*
The Consumer – Types of Gamers
-
- Key points
- Non-gamers marginally increase year on year
-
- Figure 39: Gamer types, September 2014
- Men remain more dedicated gamers
-
- Figure 40: Gamer types, by gender, September 2014
- Youth are more hardcore gamers
-
- Figure 41: Gamer types, by age, September 2014
-
- Figure 42: Gamer types, by male age groups vs all respondents (male and female), September 2014
-
- Figure 43: Gamer types, by female age groups vs all respondents (male and female), September 2014
The Consumer – Console, Peripheral and Service Ownership
-
- Key points
- Original Wii still the most widely-owned console
-
- Figure 44: Static console ownership, September 2014
-
- Figure 45: Intention to buy a new generation console within the next six months, September 2014
- Very little interest in handheld consoles
-
- Figure 46: Portable console ownership, September 2014
- New generation console owners mostly hardcore
-
- Figure 47: Console ownership, by gamer type, September 2014
- Mandatory sales push up Kinect for Xbox One attachment rate
-
- Figure 48: Ownership of select peripherals, September 2014
- Paid-for multiplayer access does the same for Xbox Live Gold
-
- Figure 49: Take-up of premium Sony and Microsoft services, September 2014
-
- Figure 50: Take-up of premium Sony and Microsoft services by gamer type, September 2014
-
- Figure 51: Purchase of digital service memberships by console ownership, September 2014
The Consumer – Interest in All-You-Can-Play Services
-
- Key points
- Almost half of gamers interested in all-you-can-play
-
- Figure 52: Interest in all-you-can-play services, September 2014
- Range of games is biggest draw for many
-
- Figure 53: Reasons consumers are interested in all you can play services, September 2014
- Half don’t play frequently enough for persistent payments
-
- Figure 54: Reasons consumers aren’t interested in all you can play subscription services, September 2014
- Hardcore gamers most likely to want to own their games
The Consumer – Reasons Consumers Do Not Own New Generation Consoles
-
- Key points
- Cost preventing majority of non-owners
-
- Figure 55: Reasons consumers have not yet purchased an Xbox One, PlayStation 4 or Wii U, September 2014
-
- Figure 56: Retail Price Index and wage growth regular pay, January 2009 – August 2014
- Younger consumers waiting for the end of current generation support
- Game bundles important to 35-44s and parents
-
- Figure 57: Consumers who will wait until a new generation console is bundled with games they are interested in, by presence and age of children in the household, September 2014
- Older women happiest with current smartphone games
- Lapsed gamers much more concerned with new game collections
-
- Figure 58: Gamers who haven’t yet bought another console as they don’t wish to start a new game collection, by gamer type, September 2014
Back to top