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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 21 of 37
  1. Marketing to Sports Fans - US - August 2015

    • Consumer Report
    • August 2015
    • US

    "Technology has impacted sports by changing the way fans follow their favorite teams and as digital marketing takes precedence. Modern fans expect to be targeted online and will increasingly expect leagues to offer a seamless experience across various devices and platforms."

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  2. Attitudes toward Gaming - US - June 2015

    • Consumer Report
    • June 2015
    • US

    The major challenge for many gaming brands moving forward will be in meeting the diverse needs of their target audiences and maintaining engagement among new and even more diverse generations of gamers.

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  3. Mobile Phones - US - February 2015

    • Consumer Report
    • February 2015
    • US

    “Mobile phone brands will face a mounting pressure to lower prices in light of greater competition globally and approaching smartphone market saturation in the US.”

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  4. Digital and Print Magazines - US - December 2014

    • Consumer Report
    • December 2014
    • US

    “Digital editions of magazines have not taken hold to the extent that magazine marketers may have hoped for at the outset of the launch of the iPad. While digital replications of the print format will gain steam looking forward, the discrepancy between hopes for digital and ...

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  5. Mobile Gaming - US - October 2013

    • Consumer Report
    • October 2013
    • US

    “The mobile gaming sector is new, widespread, and growing. Non-traditional demographics have taken to mobile gaming. App store listings and gaining good reviews at app stores are critical, and game makers exploring the optimum way to monetize of their product must keep in mind ...

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  6. Social Networking - US - June 2013

    • Consumer Report
    • June 2013
    • US

    “The bridge to greater efficacy in social network ads and the road to greater ad sales for networks are intertwined around a single segmentation that rises above industry verticals—how the networker feels about brand interactions on ‘her’ page or feed in general.”

    – Billy ...

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  7. Console Gaming - US - October 2012

    • Consumer Report
    • October 2012
    • US

    “Console gaming is at a crossroads. The first of the next-generation consoles, the Wii U, enters a very different marketplace this November than the Wii did when it was first introduced in November 2006. Gamers not only can play console and PC games, they can play games on ...

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  8. Mobile Gaming - US - June 2012

    • Consumer Report
    • June 2012
    • US

    Between 2006 and 2011, revenue from mobile phone and tablet games increased 95% to reach $990 million and it could hit $2.6 billion by 2016. Growth is driven by dramatic sales (not yet peaked) of smartphones and tablets, the creation of games like Angry Birds or Draw Something ...

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  9. Social Networking - US - May 2012

    • Consumer Report
    • May 2012
    • US

    Global sales of ads on Facebook alone grew 69% in 2011, reaching $1.7 billion in the U.S., and are expected to reach $3.7 billion in 2012. The leading network also reported 37% growth in ad sales in the first quarter of 2012, based on its increasing membership and innovations ...

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  10. Social Network Gaming - US - November 2011

    • Consumer Report
    • November 2011
    • US

    Based on Mintel’s consumer research about one in five adults played online games in the 30 days prior to their interviews in 2011, and according to Nielsen, an estimated 10% of time spent online is devoted to playing games—proof that online gaming is a source of entertainment ...

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No. of reports 21 of 37