Convenience consumers, on the other hand, may opt to read a book, or listen to music. Video game use is also increasing, and for young male consumers ages 12-24, was the preferred form of entertainment in 2007, but was not so popular in older groups, or females (Mintel: Jul. 2008). Nonetheless, sales in the video game industry have been high ever since 2008, when market reached $21.8 billion, and has wavered around $20 billion since then (Terdiman, 2009). However, due to technology convergence, the increased use of video games has actually served to increase online video rentals because of consoles’ compatibility with Netflix’s online rentals and put them straight onto the television.