Sorry for interrupting, this website uses cookies to improve your experience. We'll assume you're ok with this, but you can opt-out if you wish. Learn more
Accept and close

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.

  • tick2Online access

  • tick3Previous editions

  • tick4Multiple formats

6 Item(s)
  1. Mobile Gaming: Incl Impact of COVID-19 - US - October 2020

    • Consumer Report
    • September 2020
    • US

    “Mobile gaming is a great entry point for brands looking to reach the gaming community. The mobile gaming world brings in all types of players, from the casual tourists to highly invested, dedicated players. The audience for mobile gaming will continue to grow as COVID-19 ...

    US $4,395.00 (Excl.Tax)
    Find out more Add to cart
  2. eSports: Incl Impact of COVID-19 - US - August 2020

    • Consumer Report
    • August 2020
    • US

    “eSports still has a long way to go in the US to achieve the popularity it’s reached in other parts of the world. However, the shutdown of traditional sports during the COVID-19 lockdown accelerated the timeframe for esports to become mainstream entertainment. Balancing the ...

    US $4,395.00 (Excl.Tax)
    Find out more Add to cart
  3. Women and Gaming: Incl Impact of COVID-19 - US - July 2020

    • Consumer Report
    • July 2020
    • US

    “The stereotype of gaming as something ‘just for men’ continues to linger, but is fading as more women have joined the gaming community. With two thirds of women playing video games, gaming and non-gaming brands alike need to consider how they can reach their target female ...

    US $4,395.00 (Excl.Tax)
    Find out more Add to cart
  4. Teen and Tween Gamers: Incl Impact of COVID-19 - US - June 2020

    • Consumer Report
    • June 2020
    • US

    "With nearly every teen and tween playing video games on some device, gaming is not only an activity for kids; it's culture. COVID-19 kept many kids inside, giving them more time to dive into their digital worlds. As gaming continues to grow and become ingrained in mainstream ...

    US $4,395.00 (Excl.Tax)
    Find out more Add to cart
  5. Gaming Influencers: Why People Watch Gamers- US - April 2020

    • Consumer Report
    • April 2020
    • US

    "Nearly half of adults watch gaming content on some platform. Social networks such as YouTube and Facebook have built-in audiences that are getting introduced to gaming content, but platforms dedicated to gaming content such as Twitch and Mixer attract more hardcore gamers. ...

    US $4,395.00 (Excl.Tax)
    Find out more Add to cart
  6. 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, ...

    US $4,395.00 (Excl.Tax)
    Find out more Add to cart
6 Item(s)