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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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No. of reports 11 of 37
  1. Digital Trends (Hardware) - US - September 2018

    • Consumer Report
    • September 2018
    • US

    "In the modern tech market, efficient devices are expected and consumers are increasingly looking for connection between devices to contribute to a cohesive experience. Hesitation toward new, unproven technology has hindered growth in emerging categories, but advancements in ...

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  2. Attitudes toward Gaming - US - June 2018

    • Consumer Report
    • June 2018
    • US

    "While video games may serve the simple purpose of casual entertainment for most, a smaller share of dedicated gamers care a great deal about what they play. The casual nature of mobile gaming can appeal to a wider net of people, but console and computer gamers will drive ...

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  3. Social Media Trends - US - April 2018

    • Consumer Report
    • April 2018
    • US

    This Report covers trends in social media, inclusive of which services carry the greatest engagement with users and the types of content shared and consumed, including influencer marketing, ads, and coupons. Other topics explored in the Report include the use of social media ...

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  4. Black Consumers' Content Consumption and Sharing - US - January 2018

    • Consumer Report
    • January 2018
    • US

    "In spite of factors that could limit entertainment options, Black consumers make video content a priority in their leisure time. Although there is interest in sharing thoughts and experiences, consumption of content seems to be a preference over creation. Live TV is a ...

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  5. Digital Advertising - US - August 2017

    • Consumer Report
    • August 2017
    • US

    "Propelled by growth in mobile and social, digital ad sales in total increased by more than 20% annually from 2014-17, but rapid growth in mobile and social is stunting other opportunities, particularly considering that desktop remains the primary platform for browsing and ...

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  6. Teen and Tween Gaming - US - June 2017

    • Consumer Report
    • June 2017
    • US

    “An overwhelming majority of teens and tweens aged 10-17 have played video games in the last three months. A majority of them are not beholden to any one gaming device or genre of video game. While girls are significantly more likely to enjoy games typically found on mobile ...

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  7. Gaming Consoles - US - September 2016

    • Consumer Report
    • September 2016
    • US

    "The console hardware market has not seen growth in total unit sales for several years. However, this represents an evolution of the market – one that places great emphasis on software and services sales. Brands are increasingly challenged to raise the long-term value of their ...

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  8. Attitudes Toward Gaming - US - June 2016

    • Consumer Report
    • June 2016
    • US

    The video game market is benefitting from a growing audience, but this also means that consumers are placing new pressures and demands on the video game industry. While many gamers don’t have the time to play as much as they would like, they still like to be competitive and are ...

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  9. Mobile Apps - US - October 2015

    • Consumer Report
    • October 2015
    • US

    "Mobile applications are becoming an increasingly critical part of consumers’ lives, but the market faces challenges in the form of consumer engagement and monetization. There is more pressure than ever to build intuitive apps that offer seamless experiences across devices and ...

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  10. Gaming Consoles - US - September 2015

    • Consumer Report
    • September 2015
    • US

    "Content has always been important for video game consoles, as exclusive titles have long defined the legacies of brands like Nintendo. As consoles become increasingly more connected, multifunctional devices, the hardware is increasingly defined by the software and services it ...

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No. of reports 11 of 37