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Q3 2008

Industry Report

Connected Consoles: Gaming, Media, and Beyond

This report profiles new capabilities of connected game consoles; analyzes new services and business models including online multiplayer gaming, virtual worlds, dynamic in-game advertising, and digital delivery of games and videos; forecasts sales and revenue growth and market share; and examines the impact of game consoles on other industries such as Internet video, connected home, service providers, and content industry.

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The Bottom Line

1.0 Seventh-Generation Game Consoles: an Overview

1.1 A Brief Introduction to Current-Gen Consoles

1.2 Worldwide Hardware Unit Sales

1.3 Competitive Dynamics: a SWOT Analysis

2.0   Connected Consoles: Gaming Capabilities

2.1 Growth of Connected Game Consoles

2.2 Online Multiplayer Gaming

2.3 Digital Distribution: Casual Games and Downloadable Content

2.4 Virtual Worlds and Avatars

2.5 Game Advertising

3.0   Connected Consoles and the Digital Home

3.1 Video, TV, and Connectivity Features

3.1.1    An Overview of Non-Gaming Features

3.1.2    Digital Distribution: Movies and TV Shows

On-Demand Video: Xbox 360 and PS3

PS3 and Blu-Ray

Xbox 360 and Netflix

Wii: Internet Channels

3.1.3    Partnership with TV Service Providers

3.1.4    Competing On-Demand Video Solutions

Over-the-Top Offerings

3.2 Opportunities and Threats for Service Providers

3.3 Usage of Connectivity and Multimedia Features: Consumer Insights

4.0   Market Forecasts

4.1 Global Forecasts of Game Console Sales

4.2 Forecasts of Content and Service Revenues

5.0   Implications and Recommendations

5.1 For the Digital Home Industry

5.2 For Game Console Manufacturers

Resource Book

1.0   Game Console Adoption

1.1 Growth in Console Adoption

1.2 Household Ownership of Different Types of Consoles and Active Usage

1.3 Demographics of Console Owners

1.4 Purchase Intention

1.5 Important Game Console Features

2.0   Console Gaming Behavior

2.1 Active Usage of Game Consoles

2.2 Time and Money Spent on Console Gaming

2.3 Console Game Genres

2.4 Console Connection Rate

2.5 Adoption of Online Gaming Services

2.6 Demographics of Online Console Gamers

2.7 Important Online Gaming Features

2.8 Usage of Game Console Multimedia Features

3.0   Notes on Methodology

A Comparison of Different Xbox 360 SKUs
Sales of Current-Generation Game Consoles (2005-2008)
Comparing Sales of Wii to Combined Sales of PS3 and Xbox 360
Purchase Intentions for Different Game Consoles
Price Willing to Pay for Current-Generation Game Consoles: Buy vs. Lease
Important Console Features by Console Ownership
SWOT Analysis: Current-Generation Game Consoles
Growth of Xbox Live Registered User Accounts
Global Forecasts of Connected Game Console Households
Comparison of Xbox Live and PlayStation Network Multiplayer Features
Detailed Breakdown of Xbox Live Revenue Sources
Casual Games and Downloadable Game Content Offerings
Global Forecast of Console Digital Download Revenue (Full Game Downloads and Downloadable Content)
Participation in Virtual Worlds among Connected Console HHs
Purchasing of Virtual Items among Connected Xbox 360 and PS3 Households
Global Forecast of Micro-transaction/Item-Sales Revenue for Xbox 360 and PS3
Console In-Game Advertising: Key Players
Global Forecast of Console Dynamic In-Game Advertising Revenue
Perceived Intrusiveness of Different DIGA Approaches (Among Connected Xbox 360 and PS3 Households)
Video, TV, and Connectivity: Current-Gen Game Consoles
On-Demand Video Offerings from Xbox 360 and PlayStation 3
Type of Videos Watched on Xbox Live
Global Forecast of Digital Video Revenue: Xbox 360 and PS3
Usage of PlayStation 3 for Watching Blu Ray Movies and Playing Games
Millions of Subscribers: Netflix and Blockbuster Online Rental Services
Growth of Mega TV Subscribers
Set-Top Boxes with Internet Video Services
CE Platforms Supporting Internet Video
Video-On-Demand Strategies from Major Service Providers
Interest in a Game Console Leasing Service from a Broadband Service Provider
Devices Connected to a Game Console
Multimedia Usage of Game Consoles
Forecast of Units Sold by Region: Current-Generation Game Consoles
Forecast of Units Sold by Type: Current-Generation Game Consoles
Percentage of Units Sold: Current-Generation Game Consoles
Annual Revenue by Type: Current-Generation Game Consoles
Annual Revenue Forecast by Region: Current-Generation Game Consoles
Global Forecast of Connected Console Revenue: Content and Services by Console (2007-2013)
Global Forecast of Connected Console Revenue: Content and Service by Business Model (2007-2013)
Household Adoption of Game Consoles and Portable Game Players (2006-2008)
Growth of Console Households (2006-2008)
Growth of Households with Multiple Game Consoles
Next-Generation Game Console Breakdown (Q1/08)
Game Console Owners: Age and Gender (Q1/08)
Game Console Owners: Household Structure (Q1/08)
Demographics of Game Console Owners: Age & Gender (Q1/08)
Demographics of Game Console Owners: Income, Education, and Children at Home (Q1/08)
Demographics of Xbox 360 Owners (Q1/08)
Demographics of PlayStation 3 Owners (Q1/08)
Demographics of Nintendo Wii Owners (Q1/08)
Nintendo Wii Expanding the Market
Current-Gen Console Players by Gender
Purchase Intention for Current-Generation Game Consoles
Price Willing to Pay for Current-Generation Consoles: Buy vs. Lease
Game Console Intenders by Age
Game Console Intenders by Gender
Important Game Console Features: Among Game Console Owners and Intenders (1 of 2)
Important Game Console Features: Among Game Console Owners and Intenders (2 of 2)
Important Console Features by Console Ownership
Top Five Desirable Game Console Features among Game Console Intenders
Monthly Usage of Game Consoles among Households with Multiple Game Consoles
Active Usage of Game Consoles by Type of Consoles Owned
Monthly Expenditure on Purchasing Console Games by Game Console Ownership
Top Five Favorite Game Genres among Owners of Different Game Consoles
Growth of Households with Internet Connected Game Consoles
Broadband Connection Rate by Type of Game Consoles
Usage and Paying Adoption of Online Console Gaming Services
Usage of Xbox Live Services: Gold vs. Silver
Reasons for Not Subscribing to Xbox Live Gold
Adoption of Connected Console and Online Console Gaming among Current-Gen Console Households
Usage of Console Internet Connectivity and Adoption of Online Console Gaming by Age
Usage of Console Internet Connectivity and Adoption of Online Console Gaming by Gender
Usage of Console Internet Connectivity and Adoption of Online Console Gaming by Game Segments
Online Console Gaming by Game Console Ownership
Paying Adoption of Online Console Gaming Services by Age
Paying Adoption of Online Console Gaming Services by Gender
Interest in Downloading Console Games by Age and Gender
Importance of Different Online Gaming Features among Online Console Gamers
CE Devices Connected to a Game Console
Gaming and Multimedia Usage of Game Consoles
Usage of Multimedia and Connectivity Features on Game Consoles: Q3 2007 vs. Q3 2008
Gaming and Multimedia Usage of Game Consoles by Age
Gaming and Multimedia Usage of Game Consoles by Gender
Familiarity with Over-the-Top Video Options
Over-the-Top Video Usage
Using Xbox Live for Video Downloads/Streaming
Type of Videos Watched on Xbox Live
Monthly Expenditure on Xbox Live Video

© August 2008 Parks Associates
All rights reserved.  No part of this book may be reproduced, in any form or by any means, without permission in writing from the publisher.

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Disclaimer
Parks Associates has made every reasonable effort to ensure that all information in this report is correct.  We assume no responsibility for any inadvertent errors.

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