Table of Content


1 INTRODUCTION
1.1 Study Assumptions and Market Definition
1.2 Scope of the Study


2 RESEARCH METHODOLOGY


3 EXECUTIVE SUMMARY


4 MARKET DYNAMICS
4.1 Market Overview
4.2 Market Drivers
4.2.1 Growing Gaming Industry Across the Globe
4.2.2 Rising Demand for Advanced and Innovative Displays
4.3 Market Restraints
4.3.1 Use of Smartphones and Tables as a substitute to PCs
4.4 Value Chain/Supply Chain Analysis
4.5 Industry Attractiveness - Porter’s Five Forces Analysis
4.5.1 Threat of New Entrants
4.5.2 Bargaining Power of Buyers
4.5.3 Bargaining Power of Suppliers
4.5.4 Threat of Substitute Products
4.5.5 Intensity of Competitive Rivalry
4.6 Assessment of Impact of COVID-19 on the Market


5 MARKET SEGMENTATION
5.1 By Resolution
5.1.1 1366x768
5.1.2 1920x1080
5.1.3 1536x864
5.1.4 1440x900
5.1.5 1280x720
5.1.6 Other Resolutions
5.2 By Application
5.2.1 Consumer and Commercial
5.2.2 Gaming
5.3 By Geography
5.3.1 North America
5.3.1.1 United States
5.3.1.2 Canada
5.3.2 Europe
5.3.2.1 Germany
5.3.2.2 United Kingdom
5.3.2.3 France
5.3.2.4 Rest of Europe
5.3.3 Asia-Pacific
5.3.3.1 India
5.3.3.2 China
5.3.3.3 Japan
5.3.3.4 Rest of Asia-Pacific
5.3.4 Latin America
5.3.4.1 Brazil
5.3.4.2 Argentina
5.3.4.3 Mexico
5.3.4.4 Rest of Latin America
5.3.5 Middle East
5.3.5.1 United Arab Emirates
5.3.5.2 Saudi Arabia
5.3.5.3 Rest of Middle East


6 COMPETITIVE LANDSCAPE
6.1 Company Profiles
6.1.1 Dell Technologies Inc.
6.1.2 HP Inc.
6.1.3 Samsung Group
6.1.4 Lenovo Group Limited
6.1.5 Acer Inc.
6.1.6 TPV Technology Limited
6.1.7 Intelligent Imaging Innovations
6.1.8 LG Electronics Inc.
6.1.9 Apple Inc.
6.1.10 AsusTek Computer Inc.
6.1.11 BenQ Corporation
6.1.12 Hewlett-Packard Development Company LP
6.1.13 ViewSonic Corporation Inc.


7 INVESTMENT ANALYSIS


8 MARKET OPPORTUNITIES AND FUTURE TRENDS