Users of Google Chrome are young and heavy users of the internet. By attracting this demographic they are best placed to topple Internet Explorer from top spot in the browser wars

We recently showed that Internet Explorer’s UK market share is being eroded by the recent EU enforced browser ballot . Mozilla Firefox and Google Chrome are the main beneficiaries as they continue to increase their share of the internet browser market, but where exactly is this growth coming from? We have used the GfK browser data to understand who exactly is using the different browsers and what this all means.

GfK Technology data shows that 36% of Google Chrome users are aged 16-24. The young and their openness to alternatives has always been a stronghold for Mozilla Firefox, but with only 30% of their users aged 16-24 it seems that Google Chrome is increasingly becoming the trendy alternative to Internet Explorer. Having said that, Internet Explorer still leads the market with 56% of UK internet users, but this share is falling and will continue to do so with the introduction of the browser ballot. Most worryingly for Internet Explorer is the fact that those who spend longest on the internet fall into the youngest age groups; Google Chromes largest market. 16-24 year olds are most likely to have grown up with the internet and 70% of them spend 20 or more hours on the internet each week. In comparison, 57% of 35-44 year olds (Internet Explorer’s largest market) spend 20 or more hours on the internet each week. The once dominant browser is losing share to both Google Chrome and Mozilla Firefox in the areas where it would least want to; those that are young and those who use the internet the most.

Google Chrome continues to grow since its release in 2008. It may only have a 10% market share at the moment but its users are more likely to be online than any Mozilla Firefox or Internet Explorer user (72% of Google Chrome users spend 20 or more hours online per week). Google Chrome will only enhance Google’s ambition to get everybody online using all things Google.

For a full demographic breakdown of the internet browser usage click here

How we collect the data

Each month GfK NOP conduct a UK based online survey among UK adults aged 16 and over. The sample is representative of UK adults who use the internet ten hours or more per month. It is important to note that we do not ask a question about which browser the respondent uses, instead, our servers determine the respondent’s browser used to complete the survey. This data is therefore more robust than stated survey data as it is based on actual usage.

Monthly sample size; March 2010 (n=1226)

  • Share/Bookmark

Since Windows introduced a browser ballot at the start of March, GfK Technology research shows that Internet Explorer has lost market share in the UK. Google Chrome and Mozilla Firefox have been the main beneficiaries of this new EU enforced regulation.


It was inevitable that Internet Explorer would lose some of its market share when its users were offered alternative browsers at the start of March. The EU thought it was essential that consumers should be offered a choice of browser, to stimulate competition in the browser market.

Early data suggests that when faced with an option, UK consumers have opted for an alternative browser. As we approach the end of March we can see that since the beginning of the month Internet Explorer’s market share in the UK has dropped 5%, with Google Chrome and Firefox each gaining an additional 3% market share.

We will continue to track the developments of internet browser usage over the course of the year so check back for more data and analysis over the next few months. If you’re interested, GfK Technology has been tracking consumer usage of internet browsers since the start of 2009 and we have created a shared Google document with our latest data here

How we collect the data

Each month GfK NOP conduct a UK based online survey among UK adults aged 16 and over. The sample is representative of UK adults who use the internet ten hours or more per month. It is important to note that we do not ask the question directly, instead, our servers determine the respondent’s browser used to complete the survey. This data is therefore more robust than stated survey data as it is based on actual usage.

Monthly sample sizes were as follows; February (n=1231) and March (n=1226)

  • Share/Bookmark

Availability of games still the biggest driver of hardware choice amongst gamers, but how is this going to change in today’s digital world?

With console manufacturers increasingly shouting about accessories such as motion sensors, blu-ray drives, huge storage capacity for media and a variety of online options for their new hardware, it’s important to reflect on the key reason why consumers buy consoles in the first place.

A recent survey by GfK Technology indicated that the list of games they can access is still by far the biggest driver when deciding which console to purchase next – 73% cited the range of games as the most important feature in influencing their next console choice.*

With this in mind, we thought we’d take a quick look into the software side of video games and try to predict how things will develop in the short term. Having asked a series of dedicated gamers, here are our three favourite ideas:


1. Trading of digital games

A platform where gamers are able to buy, sell and trade digital games.  With digital games becoming more freely available (research by NPD shows that 20% of games are purchased digitally by online gamers)  through the likes of PlayStation or Xbox’s online store, but the price of games increasing, it seems inevitable that gamers are going to look for ways to share titles between them (similar to the large second-hand market in gaming stores across the land).   This may not seem like an appealing idea for software developers, but if it can happen in a tightly regulated environment with the software developers heavily involved, they can look to take a small percentage of any trade that takes place. This would mean the revenue from any games could be continually renewed, with the added benefit that it keeps the market fresh for gamers.

2. User generated games/ open marketplace

As an extension, a trading platform for games, could also be used for developers (be they small independent companies or a lone programmer in his bedroom) to develop and sell a wide array of new titles. Apple has already proved the success of a similar model with their App store. Such an approach would ensure that all niche gaming interests are catered for and developers can compete to come up with more innovative titles. The result? Gamers get access to the wide, continually updating range of games that they desire, while the owner of any such platform could again be rewarded from a small percentage of any sale.

3. Innovative gaming

Of course, the most important aspect must continue to be the quality of the games themselves. As Heavy Rain has so spectacularly shown, games can be designed with a specific target audience or interest group in mind, offering up a more ‘sophisticated’ experience, worlds apart from the instant thrills of a first person shooter.

And for developers, the inherent risk in developing such ‘different’ gaming propositions as Heavy Rain is, well, perhaps not such a risk any more. GfK’s study has shown that approximately 70% of UK households now have access to some sort of gaming platform; offering software houses a huge potential gaming audience from the dad on his interactive murder mystery movie title, the mum on the Wii-fit board, the teenage son on the first person shooter and the pre-school daughter with her first pet simulator.

Let’s hope that games such as Heavy Rain receive the success they deserve and that from a gamer’s perspective the game trading platforms and third party marketplace emerge as feasible business models. I know that I for one would encourage any developments in these areas.


*That list of drivers to purchase:

Most important features in influencing purchase decision when come to buy a new games console

  • Range of games available   - 73%
  • Brand of console manufacturer – 31%
  • Hard drive/storage for media such as films and music – 29%
  • Motion sensor accessories (e.g. accessories that recognise movement and allow you to control games with your body) – 27%
  • HD video playback/ Blu-ray player – 23%
  • Ability to download games directly to your console – 23%
  • An ability to play games online with others in different parts of the world – 22%
  • An easy web browsing service – 18%
  • Access to video on demand services over the internet (similar to BBC iPlayer) – 14%
  • Compatibility with 3D video content – 9%
  • Access to your favourite social networking services – 9%
  • Access to movie rental / download services – 9%

Research Info

*1000 online interviews were conducted by GfK NOP among a UK representative sample of internet users. The fieldwork was conducted between 15th – 19th February 2010

  • Share/Bookmark