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In-home Interactive Media - UK

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

Abstract

The 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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