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SUMMARY
The video and computer games market continues to grow despite a lack of recent hardware releases and a perceived crisis in UK software development. In consoles, Sony maintained their apparent unassailable position as number one while Microsoft stole a march over Nintendo. Since Mintel last analysed this market (September 2002), the emergence of online network games has seen PC gaming reach a new broader audience, with women taking an equal, if not prominent, share of the casual gaming market. This report looks at the present state of the UK video game market and all of the factors that have an impact on it. The consumer research carried out for the report analyses ownership by product, as well as, unique to this report, views on the future of the market, providing the industry with insights into consumers' intentions. Mintel's exclusive research offers business driving insight into market factors, technology, market sizes and segmentation, distribution and the consumer. Major topics discussed in depth include: - The video game industry's product cycle,
- Forecasted growth for the market.
- Game consoles penetration rates and the popularity of online gaming
- The growing importance of console functionality as purchase driver
- The impact on the market of the launch of Microsoft's X-box 2 ahead of Sony's PS3.
TABLE OF CONTENTS
Introduction and Abbreviations- Definitions
- Consumer research
- ACORN
- Abbreviations
Summary of Key Report Findings- Another year relying on software
- Broadband and networking
- Market size
- Pressure grows on high street retailers
- Consumer ownership
- Consumer intentions
- An exciting future
Market Factors- PDI and consumer expenditure
- Figure 1: PDI and consumer expenditure, at current and constant prices, 1999-2009
- Population trends
- Figure 2: Trends in the age structure of the UK population, by gender, 1999-2009
- Number and size of households
- Figure 3: Number of UK households, 1999-2009
- Censorship, controversy and all that jazz
- Magazine sales
- Figure 4: Top video games magazines, by circulation, 2001 and 2004
Technology- PC ownership
- Figure 5: Consumer expenditure on home computers, 1998-2003
- Figure 6: Segmentation of the home computer market, by volume and value, at current prices, 1998-2003
- Internet penetration
- Figure 7: British Internet penetration, by gender, age, socio-economic group, region and working status, 2001-04
- Internet leisure activities
- Figure 8: Types of activity undertaken on the Internet in the last three months, 2003 and 2004
- Broadband
- Mobile phones
- Figure 9: Features of mobile phones, 2003
Market Size- Figure 10: Sales of video game hardware/software, and PC game software, 1999-2004
- Figure 11: Video game market value, at current and constant prices, 1999-2004
Market Segmentation- Figure 12: Segmentation of the video and computer games market in the UK, by value, 1999-2004
- Figure 13: Video and computer games market in the UK, by major segment, by value, 1999-2004
- Consoles
- Software
- Other products/services
- Retro plug and play
- Mobile/online gaming
The Supply Structure- Microsoft
- Xbox 2
- Xbox Live
- Financial performance
- Future
- Nintendo
- Revolution
- Company performance
- Future
- Sony
- PSP
- Company performance
- Figure 14: Sony Corp sales, by business segment, 2003/04
- PlayStation Online
- Future
- Other companies
- NG phones
- Nokia
- The Phantom
- Zodiac 2
- Gizmondo
- Developments in software
Distribution- The GAME Group
- Figure 15: GAME Group, key financial data, 1999/2000-2003/04
- Gamestation Ltd
- Figure 16: Gamestation Ltd, key financial data, 1999/2000-2002/03
- Electrical/other retailers
- Retail price comparison
- Figure 17: Comparison of selected video games products, at selected online retailers, as at 1 September 2004
The Consumer- Figure 18: Video games machines owned/played, by household, July 2004
- Console, PC and online gamers
- Figure 19: Console, PC and online gamers, by gender, age and socio-economic group, July 2004
- Figure 20: Console, PC and online gamers, by region and ACORN categories, July 2004
- Figure 21: Console, PC and online gamers, by marital and working status and number of children in household, July 2004
- Figure 22: Console, PC and online gamers, by detailed lifestage groups, July 2004
- Figure 23: Console, PC and online gamers, by media usage, weekly Internet usage, supermarket usage and commercial TV viewing, July 2004
- Cross-ownership/participation of video and PC games
- Figure 24: Cross-ownership/participation of video and PC games, July 2004
The Consumer: Ownership and Playing of Video and PC Hardware - Detailed Demographics- Figure 25: Ownership and playing of video and PC hardware, by gender, age and socio-economic group, July 2004
- Figure 26: Ownership and playing of video and PC hardware, by region and ACORN categories, July 2004
- Figure 27: Ownership and playing of video and PC hardware, by marital and working status and number of children in household, July 2004
- Figure 28: Ownership and playing of video and PC hardware, by detailed lifestage groups, July 2004
- Figure 29: Ownership and playing of video and PC hardware, by media usage, weekly Internet usage, supermarket usage and commercial TV viewing, July 2004
The Future- The economic and demographic future
- Falling console prices and high-profile games
- Revenues to be boosted by growth in online games
- Hardware launches to propel the market
- Supplyside problems remain
- Specialist retailers coming under further pressure
- Forecast sales
Forecast- Figure 30: Forecast of the video games market, by hardware and software, 2004-09
- Factors incorporated
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