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Consumer Electronics Devices

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Q2 2014

Quantified Consumer

Connected Gaming Consoles

Connected Gaming Consoles analyzes the role of gaming consoles as a platform for online video and other types of non-gaming content. It features an overview of gaming console adoption and the penetration rate of specific products. It assesses the extent to which consumers are using gaming consoles to access online content relative to alternatives like smart TVs and streaming media devices. It also has an in-depth investigation of digital media use on gaming consoles with data broken out by specific products. Particular attention is given to balance between gaming and non-gaming use of each platform.

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Connected Gaming Consoles

About the Research

Previous Research

The Reinvention of Gaming Consoles (Q2/14)

Digital Lifestyles: U.S. (2nd Edition) (Q2/14)

360 View: CE Adoption & Trends (Q2/14)

Streaming CE and Content Purchasing Habits (Q1/14)

Consumer Segmentation: The Big CE Spenders (Q3/13)

Key Findings

Recommendations

Gaming Console Market Overview

The Role of the Gaming Console in Broadband HHs (Q1/14)

Gaming Console Ownership and Usage (2009-2014)

Gaming Console Ownership by Age and Children in Home (Q1/14)

Gaming Console Ownership and Usage by Brand (Q1/14)

Annual Gaming Console Purchases (2007 - 2013)

Average Selling Price of Gaming Consoles (2008 - 2013)

Gaming Console: Top Five Brands Purchased in Year (2010 - 2013)

Total Number of Gaming Console Types Owned (Q1/14)

Ownership of Current vs. Previous Generation Console (Q1/14)

Ownership of Both PlayStation 4 and Xbox One Consoles (Q1/14)

Top 3 Purchase Considerations: Brand (Q1/14)

Gaming Console Connection Rates

Active Internet Connection by Device (Q1/14)

% of Broadband HH Connecting CE Devices to Internet (2010 - 2014)

Percentage with Internet Connected Gaming Console by Type of Console (Q1/14)

Total Number of Connected CE Devices In Use (Q1/14)

Most Frequently Used Connected CE Device (Q1/14)

Most Commonly Used Connected CE Devices (Q1/14)

Online Content Use and Expenditure

Avg. Hours Spent Accessing Online Content from Gaming Console (Q1/14)

Avg. Hours Spent Accessing Online Content from Gaming Console by Age and Children in the Home (Q1/14)

Avg. Hours Spent Accessing Online Content by Connected CE Device (Q1/14)

Average Number of Hours Spent Accessing Online Content (Q1/14)

Online Video Content Accessed on Connected Game Consoles (Q1/14)

Monthly Expenditure Using Connected Gaming Consoles to Access Media Content (Q1/14)

Adoption of Xbox Live Gold (Q1/14)

Adoption of PlayStation Plus (Q1/14)

Average Monthly Content Expenditure for Most Used Device (Q1/14)

Video Content Watched on Most Used Connected CE Device (Q1/14)

Using Voice or Gesture Commands via XBox One (Q1/14)

Location of Most Used Connected CE Device (Q1/14)

Exclusive Use of Consoles for Gaming or Non-Gaming Purposes (Q1/14)

Children in Home: Exclusive Use of Consoles for Gaming or Non-Gaming Purposes by Age (Q1/14)

No Children in Home: Exclusive Use of Consoles for Gaming or Non-Gaming Purposes by Age (Q1/14)

Avg. Hours Spent Accessing Online Content by Exclusive Use of Consoles for Gaming or Non-Gaming Purposes (Q1/14)

Console Comparisons

Most Used Connected CE Device in Household by Type of Console (Q1/14)

Reason for Using Console as Most Used Connected CE Device by Type of Console (Q1/14)

Percentage of Time Using Console for Gaming by Type of Console (Q1/14)

Avg. Hours Spent Accessing Online Content by Type of Console (Q1/14)

Avg. Hours Spent Accessing Online Content by Type of Gaming Console (Q1/14)

Video Content Watched by Type of Console (Q1/14)

Monthly Expenditure to Access Online Content by Type of Console (Q1/14)

Avg. Times Buying Games in Last 12 Months by Type of Console (Q1/14)

Household Location of Gaming Console by Type of Console (Q1/14)

Additional Research from Parks Associates

Published by Parks Associates
© July 2014 Parks Associates

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Printed in the United States of America.

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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