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Published by: Mintel International Group Ltd.
Published: Nov. 1, 2006 - 111 Pages
Table of Contents
- ISSUES IN THE MARKET
- Definition
- Abbreviations
- MARKET IN BRIEF
- A market in transition...
- ...but one that has huge potential
- Convergence being seen across all three platforms...
- ...with analogue switch-off and cheap Freeview boxes driving iTV take-up
- Broadband at the heart of PC-based developments
- Consoles, too, are increasingly connected
- INTERNAL MARKET ENVIRONMENT
- Rapid increase in broadband take-up
- Figure 1: Internet access, October 2003-May 2006
- Security and digital rights a major issue
- Film and video downloads the latest challenge
- Fighting back against piracy
- Legal issues also need to be resolved
- Tumbling ad revenues force broadcasters to take a new approach
- Channel 4 experimenting with interactive channels
- Interactivity can add value to conventional advertising
- New technologies undermine current advertising model
- Leading the market forward
- Figure 2: Type of home visual entertainment buyer, April 2006
- Media exposure - chicken or egg?
- BROADER MARKET ENVIRONMENT
- The Baby Boomers start to find a few grey hairs
- Figure 3: Trends in the age structure of the UK population, by gender, 2001-11
- ‘Everyone is middle class now’
- Figure 4: Forecast adult population trends, by socio-economic group, 2001-11
- Smaller households, and fewer children
- Figure 5: GB households, by type of household and family, 1971-2005
- Empty nests should translate to more leisure time
- Figure 6: Forecast adult population trends, by lifestage, 2001-11
- Greater incomes should boost the market
- Figure 7: Trends in personal disposable income and consumer expenditure, 2001-11
- COMPETITIVE CONTEXT
- Out-of-home leisure activities tempt consumers away from the TV...
- Figure 8: Regular leisure activities undertaken in free time, April 2006
- ...while mobile devices take interactive media out of the home
- Mobile television now a reality...
- ...with manufacturers agreeing to common standards
- Threat or opportunity?
- STRENGTHS AND WEAKNESSES IN THE MARKET
- IHIM - REACHING THE MAINSTREAM, AND CONVERTING THE WARY
- Strengths
- Weaknesses
- Strengths
- Weaknesses
- PLATFORM STRENGTHS AND WEAKNESSES
- iTV - capitalising on familiarity
- Strengths:
- Weaknesses:
- PCs/the Internet - flexibility and power
- Strengths:
- Weaknesses:
- Next-gen consoles - the best of both worlds?
- Strengths:
- Weaknesses:
- MARKET BACKGROUND
- Triple-play operators proliferate...
- ...while ntl becomes the UK’s first quadruple-play operation
- Huge growth in the number of multichannel households
- Figure 9: UK multichannel TV households, by platform, 2001-06
- Figure 10: UK multichannel TV penetration, by platform, 2001-06
- Personal computer sales
- Figure 11: Consumer expenditure on computers and peripherals, at current and constant prices, 2000-05
- Two approaches to TV content via the Internet...
- ...offering two very different user experiences
- Gaming hits the mainstream
- Figure 12: Sales of video game hardware/software, 2001-11
- PS2 currently dominates the market...
- Figure 13: Games consoles have in home, September 2006
- ...but the next-gen consoles are attracting plenty of interest
- Figure 14: Games consoles planning to purchase in near future, September 2006
- MARKET SIZE AND FORECAST
- 2006: Ownership and Interactive use
- Figure 15: Population estimates of interactive media ownership and usage by Internet users in 2006 29 Forecasting 2011 ownership levels
- Getting interactive
- Figure 16: Population forecast of interactive media ownership and usage by Internet users in 2011
- FORECAST METHODOLOGY: ESTIMATING CONVERSION RATES
- i) Digital TV
- Figure 17: Likelihood of non-interactive digital TV viewers using interactive services by 2011
- ii) Consoles
- Figure 18: Likelihood of non-interactive games console owners using interactive services by 2011
- INTERACTIVE TV TAKES ON THE INTERNET
- Capabilities vary widely
- Two thirds of digital TV subscribers go interactive
- Figure 19: Interactive activities consumers have done through their TV in the last 12 months, September 2006
- Reaching the youth market
- Only one in five users press red frequently
- Figure 20: Frequency of using interactive TV services, September 2006
- INTERACTIVE TV TAKES ON THE INTERNET - DETAILED DEMOGRAPHICS
- Figure 21: Most popular interactive activites consumers have done through their TV, by demographic sub-group, September 2006
- Figure 22: Less popular interactive activites consumers have done through their TV, by demographic sub-group, September 2006
- Figure 23: Frequency of using interactive TV services, by demographic sub-group, September 2006
- PCS - THE ORIGINAL IHIM
- Acceptance of the Internet continues to grow
- Figure 24: Selected websites actually purchased from in the last three months, 2002-06
- The PC’s versatility makes itself felt
- Figure 25: Interactive activities consumers have done through the Internet in the last 12 months, September 2006
- Online media move to the next generation...
- ...and broadband opens up new possibilities
- The younger generation make the most of the opportunities
- PCS - THE ORIGINAL IHIM: DETAILED DEMOGRAPHICS
- Figure 26: Most popular interactive activites consumers have done through the Internet in the last 12 months, by demographic sub-group, September 2006
- Figure 27: Less popular interactive activites consumers have done through the Internet in the last 12 months, by demographic sub-group, September 2006
- GAMES CONSOLES - A THIRD WAY
- Consoles: more than just a games machine...
- ...with convergence becoming a reality
- Broadband becoming integral to the gaming experience
- Figure 28: Seventh-generation consoles; online and media capabilities as at October 2006
- The ideal all-in-one interactive media centre?
- Gaming still the key focus
- Online gaming already making an impact...
- Figure 29: Interactive activities done through games console, September 2006
- ...as is downloadable content
- Convergence, again, the trend...
- ...for Microsoft, as well as Sony
- GAMES CONSOLES - A THIRD WAY: DETAILED DEMOGRAPHICS
- Figure 30: Interactive activities done through games console, by demographic sub-group, September 2006
- CASE STUDIES
- XBOX LIVE
- Original Xbox led the way...
- ...but the Xbox 360 took the concept to a new level
- Xbox 360 users demonstrate an appetite for online content...
- ...with implications that go well beyond the gaming market
- Video downloads go live
- BT VISION
- Capitalising on BT’s broadband network
- Partnerships help build a library of content...
- ...with content seen as crucial in the battle against existing players
- A soft launch, with full rollout delayed until 2007
- The Murdoch empire takes note - and issues a challenge
- SKY SPORTS INTERACTIVE
- Open...paved the way for an interactive offering
- Sky Sports gave iTV a ‘killer app’
- SkyBet - ‘it matters more when there’s revenue to be earned’
- THE CONSUMER - HOW MUCH, AND HOW OFTEN?
- BSkyB customers use a wider range of iTV features
- Figure 31: Selected activites consumers have done through their TV, by provider, September 2006
- Information drives iTV usage
- Figure 32: Interactive activites consumers have done through their TV in the last 12 months, by frequency of using interactive TV services, September 2006
- Adapting to an online life
- Figure 33: Interactive activites consumers have done through the Internet in the last 12 months, by Internet use, September 2006
- Films download market looks the toughest nut to crack
- More than a fifth of Xbox 360 owners have paid to download games...
- Figure 34: Interactive activities done through games console, by games console have in home, September 2006
- ...while next-gen buyers could transform the market
- Figure 35: Interactive activities would do through games console if possible, September 2006
- Freeview users keen to browse
- Figure 36: Most popular interactive activities would do through games console if possible, by demographic sub-group, September 2006
- Women may be tempted by non-gaming offer
- Figure 37: Less popular interactive activities would do through games console if possible, by demographic sub-group, September 2006
- Prospective Wii gamers look the most enthusiastic
- Figure 38: Interactive activities would do through games console if possible, by games consoles planning to purchase in near future, September 2006
- Clear potential for the non-gaming offer
- THE CONSUMER - HOW INTERACTIVE ARE THEY?
- iTV usage confined to a few activities
- Figure 39: Number of interactive activities done through TV in the last 12 months, September 2006
- Younger users like to explore
- Figure 40: Number of interactive activities done through TV in the last 12 months, by demographic sub-group, September 2006
- The cautious just look for basic information
- Figure 41: Interactive activities done through TV in the last 12 months, by number of activities done, September 2006
- Most now rely on the Internet for many tasks
- Figure 42: Number of interactive activities done through the Internet in the last 12 months, September 2006
- Figure 43: Number of interactive activities done through the Internet in the last 12 months, by demographic sub-group, September 2006
- Film and TV downloading restricted to the most advanced users
- Figure 44: Interactive activities done through the Internet in the last 12 months, by number of activities done, September 2006
- Affinity for technology spreads across all platforms
- Figure 45: Number of interactive activities done through Internet in the last 12 months, by number of activities done through digital television, September 2006
- APPENDIX
- Figure 46: Games consoles have in home, by demographic sub-group, September 2006
- Figure 47: Games consoles planning to purchase in near future, by demographic sub-group, September 2006
- Figure 48: Frequency of playing games console, by demographic sub-group, September 2006
- APPENDIX: RESEARCH METHODOLOGY
AbstractThe in-home interactive media market is one that changes by the month, with new entrants, new strategies and new technologies emerging at such a rate that mainstream consumers can struggle to keep up.
This report examines the market, concentrating on the three key platforms - the Internet, digital television, and videogame consoles and, while still having some reservations, it highlights just how well consumers are keeping up with the changes, juggling Internet connections, ‘red buttons’ and, increasingly, Internet-enabled games consoles. It also reveals a significant minority who are keen to replace the plethora of black boxes sitting underneath their television with a single, all-in-one device.
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