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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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10 Item(s)
  1. 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)
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  2. 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)
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  3. 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)
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  4. Esports and Gaming - Canada - March 2020

    • Consumer Report
    • March 2020
    • Canada

    "The video game industry has evolved over the decades from a niche subculture to a mainstream hobby. Along the way, some consumers started to seek out ways to watch others play – whether in official esports tournaments or more casual live streams. And many of these viewers also ...

    US $4,395.00 (Excl.Tax)
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  5. 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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  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, ...

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  7. 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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  8. 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 ...

    US $2,610.66 (Excl.Tax)
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  9. 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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  10. 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 ...

    US $4,395.00 (Excl.Tax)
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10 Item(s)