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Leisure Time Market Research

Mintel's leisure time market research reports take the stress out of staying on top of one of the world's fastest-moving consumer sectors. From sport to cinema, gambling to gardening, our world-leading research and analysis gives you detailed data on all market segments and unrivalled insight into consumer's leisure choices - today and tomorrow. It's time well spent.

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6 Item(s)
  1. Dedicated Console Gaming - US - February 2020

    • Consumer Report
    • February 2020
    • US

    "2020 is a transition year between console generations, capped off by the releases of the PS5 and Xbox Series X at the end of the year. A volatile market will see huge interest from a dedicated console gaming audience looking for an upgraded (but still familiar) gaming ...

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  2. PC Gaming: Desktops and Laptops - US - January 2020

    • Consumer Report
    • January 2020
    • US

    "From older casual gamers playing simple card games on their home computers to younger gamers investing in dedicated gaming hardware, the PC gaming audience encompasses a vast array of interests. A lack of brand loyalty, coupled with a desire to optimize the gaming experience, ...

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  3. Gaming Trends: 2020 - US - December, 2019

    • Consumer Report
    • December 2019
    • US

    "Global gaming revenue estimated to reach $152.1 billion by the end of 2019, representing 66% growth from 2015. While only representing a fraction of the market, the US gaming market is growing in tandem with global expectations. In 2019, the US even gained some share on the ...

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  4. Mobile Gaming - UK - October 2019

    • Consumer Report
    • October 2019
    • UK

    “The mobile games sector is an already established powerhouse, which will continue to see robust growth through to 2024. Technological infrastructure advancements will provide the platform for the development, distribution and consumption of mobile games, growing a diverse ...

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  5. Attitudes Toward Gaming - US - March 2019

    • Consumer Report
    • March 2019
    • US

    "The prominence of gaming in pop culture cannot be dismissed or ignored. Gaming is competing with music, TV, and movies in the media landscape – and among a substantial audience, it’s winning. Video game streamers, eSports, and competitive mobile gaming have all changed what ...

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  6. Attitudes Toward Gaming - Canada - February 2019

    • Consumer Report
    • February 2019
    • Canada

    "Video games represent an exciting part of the technology industry. Not only are they fun to play, but they have evolved exponentially in both technological capabilities as well as market appeal. Today, the majority of Canadian adults are playing video games – whether it’s on a ...

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6 Item(s)