DUBLIN--(BUSINESS WIRE)--Research and Markets (http://www.researchandmarkets.com/research/4ghflv/home) has announced the addition of the "Home Entertainment (Computing & Gaming) Market Report 2014" report to their offering.
In this Market Report, the authors examine the section of the home entertainment market concerned with computing and gaming. The former includes activities carried out on personal computers (i.e. desktops, computers, laptops and tablets) in the home for entertainment purposes, while the latter includes video games played on both static and handheld games consoles. The authors have a number of other titles that focus on the value of the market for home entertainment, including Brown Goods, Computer Hardware, Computer Software and Video Gaming.
Therefore, this report is not so preoccupied with the size of the market in terms of consumer purchases; rather, it aims along with its sister publication Home Entertainment (Audiovisual) to take into account consumer behaviour and the way consumers use devices in their homes.
One of the biggest influences on the computing and gaming sector of the home entertainment market of late has been the increase in the penetration of Internet connections among households. The speed of connections has also been increasing year-on-year over the past few years, with the Government pledging to increase the speed of these connections with infrastructure investment. Faster and more widespread Internet access has meant that consumers are able to access online films, music and games easier and faster than ever before, which has had a major influence on the way many spend their leisure time.
Alongside the growth in Internet connections, the rise in the penetration of smartphones and tablet computers has had a major influence on the market. These highly portable devices have started to supplant traditional PCs, including desktops and laptops, as the medium on which consumers perform everyday computing and computing-related entertainment activities. So-called casual gaming, usually in the form of applications (apps) downloaded to a mobile device such as a smartphone or tablet, has also begun to threaten the traditional video games market by drawing consumers' focus and thus the share of leisure time spent on games consoles.
Despite this, over one in ten adults in Great Britain spent 35 hours a week or more using personal computers in the year to December 2012, while one in 50 adults spent over 20 hours a week playing on games consoles. This shows that both activities have remained popular despite threats from other sectors of the market.
The home entertainment market in the UK is a dynamic market subject to rapid change. This is partly due to the nature of the underlying technology that makes up the market, which is ever-evolving into new forms and formats to improve the convenience and overall home entertainment experience of those who use it. Going forward, digital distribution platforms will form an increasingly important part of the market as the speed and reliability of Internet connections increases and consumers begin to lead ever more online lives, including in terms of their purchasing choices.
Tablet computers and smartphones will continue their rapid rise to prominence, pushing up casual gaming and demand for entertainment software for such devices, while sharing content between devices over a home network is also likely to feature as part of consumers' overall online worlds.
- Activision Blizzard UK Ltd
- Apple Retail UK Ltd
- BlackBerry UK Ltd
- Electronic Arts Ltd
- Google Ireland Ltd
- Konami Digital Entertainment GmbH
- Microsoft Ltd
- Nintendo of Europe GmbH
- SEGA Europe Ltd
- Sony Computer Entertainment Europe Ltd
- Square Enix Ltd
- Take-Two GB Ltd
- Ubisoft Ltd
For more information visit http://www.researchandmarkets.com/research/4ghflv/home
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