In-Room Entertainment Market worth $200 Billion - Global Forecast by 2018

Tuesday 9 April 2013, Amsterdam

In-Room Entertainment Market worth $200 Billion - Global Forecast by 2018
According to a new market research report, the total digital living room market is expected to cross $200 billion by 2018 growing at a single digit rate from 2013 to 2018.

The reports contains analysis of various market dynamics such as drivers, restraints, and opportunities. Along with the market dynamics, report also gives an insight to the various market parameters such as; price trends, market share analysis, value chain analysis, and the recent market activity by the leading players for sustainability. Market activity includes mergers, acquisitions, new product developments, collaborations, joint ventures and partnerships by the players in the market.

As the name suggests, the global digital living room market, by devices, by technology, and by geography covers all the major devices/technologies used in a generic living room. These devices are classified under two broad segments: primary devices and secondary devices. Primary devices include television systems, set-top boxes, and Blu-ray player; whereas secondary devices include gaming consoles, home theater projectors, and home audio systems.

The technology segmentation of the market includes analysis of the various components such as processors, memory ICs, wireless chipsets (for connectivity and content sharing purposes), and sensors used in the digital living room devices.

The report gives an in-depth analysis of each segment, by giving both: qualitative and quantitative (volume and value) data. Along with the volume and value trends, the report also focuses on the expected ASP trends.

One of the objectives of the research study was to analyze the anomalies in the market trends for each of the product type. For example; the report gives a detailed insight of the weakening market situation of set-top boxes and blu-ray players. One the other hand, an expected growth trend in the OLED market is also given in the report. Also, the report accurately forecasts the growth of the expected 8th generation gaming consoles.

Apart from the market segmentation, report also includes the critical market data showing the price trend analysis for the digital living room devices, Porter’s five force analysis, value chain with detailed process flow diagram, and market dynamics such as drivers, restraints, and opportunities.

Stakeholders :
  • Raw material & manufacturing equipment suppliers
  • Semiconductor Component Vendors
  • Content developers
  • Advertising agencies
  • Pay TV/Broadband and Cable Operators
  • Original Device Manufacturers (ODMs)
  • Original Equipment Manufacturers (OEMs) (end-user application or electronic product manufacturers)
  • ODM and OEM technology solution providers
  • Distributors and Retailers
  • Research organizations
  • Technology Standards Organizations, Forums, Alliances and Associations
Global In-Room Entertainment Market, By Products (Smart/3D/LED/LCD/OLED Tvs, Set-Top Box, Home Theater Systems (Projectors, Audio Equipment), Blu-Ray, Gaming Console); By Technology (Processor, Memory, Sensors, Connectivity); and By Geography

Global In-Room Entertainment Market, By Products (Smart/3D/LED/LCD/OLED Tvs, Set-Top Box, Home Theater Systems (Projectors, Audio Equipment), Blu-Ray, Gaming Console); By Technology (Processor, Memory, Sensors, Connectivity); and By Geography

Publish date : February 2013
Report code : ASDR-58478
Pages : 250

ASDReports.com contact: S. Koomen

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