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Home Entertainment Devices Market by Product Type (Audio Equipment, Video Devices, and Gaming Consoles), Geography (North America, Europe, Asia-Pacific, and LAMEA) - Global Opportunity Analysis and Industry Forecast, 2014-2022

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Pages: 204
Dec 2016 | 5060 Views
 
Author's : Nikhil Dasyam & Swapnil Shende
Tables: 45
Charts: 64
 

Home Entertainment Devices Market Overview:

Home Entertainment Devices Market was valued at $176,098 million, and is expected to reach $294,969 by 2022 years, supported by a CAGR of 6.9%. Home entertainment devices include products and systems used in domestic or personal context. The home entertainment market includes several consumer electronic products such as television sets, video players & recorders, audio equipment, and gaming devices. Over the past few years, there is a significant rise in consumer investments in entertainment products mainly due to the increase in disposable income and development of innovative entertainment solutions from manufacturers.

The market growth for entertainment products witnesses substantial growth due to increase in digitization of electronic goods, rapid innovations in existing products, decline in prices of entertainment products, and increase in tech-savvy urban population in developing countries. However, the market growth for these products is mitigated by increase in consumer shift toward mobile platforms and consumer apprehensions due to adverse effects on health from audio equipment and wireless devices.

The major players profiled in the report are Sony Corporation, Apple Inc., Panasonic Corporation, LG Electronics Inc., Samsung, Bose Corporation, Sennheiser Electronic GmbH & Co. KG, Microsoft, Koninklijke Philips N.V., and Mitsubishi Electric Corporation.

Segment Overview:

The global home entertainment devices market is segmented based on product type, connectivity, and geography. Based on the product type, the market is divided into audio devices, video devices, and gaming consoles. The audio devices market includes home theatre in-a-box (HTiB), audio systems, home radios, sound bars, and headphones. The video devices segment comprises televisions, Blue-ray & DVD players, projectors, DVRs, and streaming devices. In the year 2015, the video devices segment dominated the market accounting for $157,707 million. The video devices division was majorly dominated by the television segment. The market growth for televisions is supported by growth in customer demand for smart TVs. Smart TVs presently make up only small portion of overall sales, the adoption of these devices is expected to grow with increase in customer demand for web-based content.

Based on the mode of connectivity, the market was segmented into wireless and wired devices. Wireless devices can refer to a setup that simply has a set of wireless surround sound speakers to a system that incorporates wireless home networking. They also have inbuilt LAN devices that allow users to access the Internet and provide the benefits of networking in a cable-free environment. The market by connectivity was dominated by wired devices segment, and accounted for $131,573 million in 2015. Wireless devices are expected to grow at a faster CAGR of 9.8% and reach $104,078 million by 2022. The market for wireless devices is driven by advancements in Internet, TV, and other application technologies.

By geography, the market is analyzed across four regions, namely, North America, Europe, Asia-Pacific, and LAMEA along with their prominent countries. Asia-Pacific was the most dominant geographical market for home entertainment devices in 2015. This region is largely driven by the growth in disposable income and tech-savvy urban population from major countries such as China and India. Asia-Pacific is estimated to grow at a CAGR of 7.9%.

Home Entertainment Devices Market Segmentation

Home entertainment devices market segmentation

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Top Impacting Factors for Global Home Entertainment Devices Market

Top Impacting Factors for Global Home Entertainment Devices Market

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Rise in disposable income:

Entertainment products are considered to be luxury goods, which differ from necessary products for daily usage of consumers. The performance of home entertainment equipment industry is directly tied to growth in per capital disposable income. Over the last decade, the disposable personal income has increased by 4% year-on-year and is expected to further grow worldwide during the forecast period. This increase in disposable income is expected to affect the market positively by rendering individuals to spend more on luxurious products.

Development of connected innovative products:

The integration of information technology with innovation has revolutionized entertainment products. The smart products are made available by vast improvements in processing power and device miniaturization. Developments of smart connected products provide expanded opportunities for new functionality, greater reliability, high product utilization, and capabilities, which exceed the boundaries of traditional products. Over the past few years, there is a significant consumer shift toward these smart and connected products with the expansion of digital technology and wireless network connectivity. This change in consumer preference is expected to impact the market positively.

Decrease in prices of entertainment products:

Decrease in prices of home entertainment products has a positive impact on the growth of the market. Despite the efforts of major players in the market to introduce innovative products, the prices for these devices have collapsed and then stagnated at a low level for several years. The decrease in price trend was due to competition from countries with low manufacturing costs. Major players in the market witness increase in pressure with respect to their profit margins. To sustain completion of products from low cost manufacturing regions, key market players are continuously developing innovative offerings and as the technology gets more advanced, the prices drop and products get better.

Consumer shift to alternate platforms:

The rise in penetration of smart phones significantly impacts the market for televisions and gaming consoles. Over the past few years, mobiles have become the first screen of choice for customers. Customers spend more time on mobile devices than watching their TVs. The increase in penetration of mobile TV also has a negative impact on the television market. The gaming console industry faces numerous challenges from PC gaming, mobile gaming, and other alternative gaming platforms. The popularity of smartphones and tablets has negatively impacted the gaming market with increase in number of consumers preferring these devices over traditional gaming consoles.

Key Benefits

  • The study provides an in-depth analysis of the global home entertainment devices market, with current trends and future estimations to elucidate the imminent investment pockets.

  • The report provides information regarding key drivers, restraints, and opportunities with a detailed impact analysis.

  • Porters Five Forces Model illustrates competitiveness of the market by analyzing various parameters such as threat of new entrants, threat of substitutes, and strength of the buyers and suppliers operating in the market.

  • The value chain analysis signifies the key intermediaries involved and elaborates their roles and value additions at every stage.

  • The quantitative analysis of the market from 2014 to 2022 is provided to elaborate the market potential.

Home Entertainment Devices Market Segmentation:

By Product Type

  • Audio equipment

    • Home theatre in-a-box (HTiB)

    • Audio systems

    • Home radios

    • Sound bars

    • Headphones

    • Others

  • Video devices

    • Televisions

    • DVD & Blue Ray players

    • Projectors

    • Digital video recorders (DVR)

    • Streaming devices

  • Gaming consoles

By Connectivity

  • Wired devices

  • Wireless devices

By Geography

  • North America

    • U.S.

    • Canada

    • Mexico

  • Europe

    • Germany

    • UK

    • France

    • Italy

    • Rest of Europe

  • Asia-Pacific

    • China

    • Japan

    • South Korea

    • India

    • Rest of Asia-Pacific

  • LAMEA

    • Latin America

    • Middle East

    • Africa

Key companies profiled in the report

  • Sony Corporation

  • Apple Inc.

  • Panasonic Corporation

  • LG Electronics Inc.

  • Samsung

  • Bose Corporation

  • Sennheiser Electronic GmbH & Co. KG

  • Microsoft Corporation

  • Koninklijke Philips N.V

  • Mitsubishi Electric Corporation

Other companies mentioned in the report

  • The Home Theater Company

  • ACCUSTIC ARTS Audio GmbH

  • Accent Speaker Technology, Ltd.

  • BenQ

  • ATON

  • Artison

  • Ayre Acoustics, Inc.

  • Martin Logan

  • Ars Aures Audio

 

Chapter: 1 INTRODUCTION

1.1. REPORT DESCRIPTION
1.2. KEY BENEFITS
1.3. KEY MARKET SEGMENTS
1.4. RESEARCH METHODOLOGY

1.4.1. Secondary research
1.4.2. Primary research
1.4.3. Analyst tools and models

Chapter: 2 EXECUTIVE SUMMARY

2.1. CXO PERSPECTIVE

Chapter: 3 MARKET OVERVIEW

3.1. MARKET DEFINITION AND SCOPE
3.2. KEY FINDINGS

3.2.1. Top investment pockets
3.2.2. Top impacting factors
3.2.3. Top winning strategies

3.3. PORTERS FIVE FORCES ANALYSIS

3.3.1. Presence of large of number of suppliers and low switching costs leads to low bargaining power of suppliers
3.3.2. High bargaining power of buyers due to presence of large number of suppliers and low switching cost
3.3.3. Moderate threat of substitutes due to rising preference of consumers towards portable devices
3.3.4. Presence of large number of companies in the market and low profit margins increases the competition in the market
3.3.5. Low threat of new entrants due to presence of established firms and high capital expenditures

3.4. VALUE CHAIN ANALYSIS
3.5. MARKET SHARE ANALYSIS, 2015 (%)
3.6. MARKET DYNAMICS

3.6.1. Drivers

3.6.1.1. Increasing product bundling by vendors
3.6.1.2. Increasing demand from customers for connected products
3.6.1.3. Growing disposable income
3.6.1.4. Decreasing prices of entertainment products

3.6.2. Restraints

3.6.2.1. Consumer shift towards mobile platforms
3.6.2.2. Adverse Effect of audio equipment and Wi-Fi equipment
3.6.2.3. Growing energy consumption

3.6.3. Opportunities

3.6.3.1. Increasing techno-savvy urban population
3.6.3.2. Increasing demand for streaming content

Chapter: 4 GLOBAL HOME ENTERTAINMENT DEVICES MARKET, BY DEVICE TYPE

4.1. OVERVIEW

4.1.1. Market segment and forecast

4.2. AUDIO EQUIPMENT

4.2.1. Key market trends
4.2.2. Key drivers and opportunities
4.2.3. Market size and forecast

4.2.3.1 Home theatre in-a-box (HTiB)
4.2.3.2 Audio systems
4.2.3.3 Home radios
4.2.3.4 Sound bars
4.2.3.5 Headphones
4.2.3.6 Others

4.3. VIDEO DEVICES

4.3.1. Key market trends
4.3.2. Key drivers and opportunities
4.3.3. Market size and forecast

4.3.3.1. Television
4.3.3.2. DVD & Blue ray players
4.3.3.3. Projectors
4.3.3.4. Digital video recorders (DVR)
4.3.3.5. Streaming devices

4.4. GAMING CONSOLES

4.4.1. Key market trends
4.4.2. Key drivers and opportunities
4.4.3. Market size and forecast

Chapter: 5 GLOBAL HOME ENTERTAINMENT DEVICES MARKET, BY MODE OF CONNECTIVITY

5.1. OVERVIEW

5.1.1. Market size and forecast

5.2. WIRED DEVICES

5.2.1. Key trends
5.2.2. Key growth factors and opportunities
5.2.3. Market size and forecast

5.3. WIRELESS DEVICES

5.3.1. Key trends
5.3.2. Key growth factors and opportunities
5.3.3. Market size and forecast

Chapter: 6 GLOBAL HOME ENTERTAINMENT DEVICES MARKET, BY GEOGRAPHY

6.1. OVERVIEW
6.2. NORTH AMERICA

6.2.1. Key market trends
6.2.2. Key growth factors and opportunities
6.2.3. Market size and forecast

6.2.3.1. U.S.
6.2.3.2. Canada
6.2.3.3. Mexico

6.3. EUROPE

6.3.1. Key market trends
6.3.2. Key growth factors and opportunities
6.3.3. Market size and forecast

6.3.3.1. Germany
6.3.3.2. UK
6.3.3.3. France
6.3.3.4. Italy
6.3.3.5. Rest of Europe

6.4. ASIA-PACIFIC

6.4.1. Key trends
6.4.2. Key growth factors and opportunities
6.4.3. Market size and forecast

6.4.3.1. China
6.4.3.2. Japan
6.4.3.3. South Korea
6.4.3.4. India
6.4.3.5. Rest of APAC

6.5. LAMEA

6.5.1. Key trends
6.5.2. Key growth factors and opportunities
6.5.3. Market size and forecast

6.5.3.1. Latin America
6.5.3.2. Middle East
6.5.3.3. Africa

Chapter: 7 COMPANY PROFILES

7.1. SONY CORPORATION

7.1.1. Overview
7.1.2. Operating business segments
7.1.3. Business performance
7.1.4. Key strategic moves and developments

7.2. APPLE INC.

7.2.1. Company overview
7.2.2. Operating business segments
7.2.3. Business performance
7.2.4. Key strategic moves and developments

7.3. PANASONIC CORPORATION

7.3.1. Company overview
7.3.2. Operating business segments
7.3.3. Business performance
7.3.4. Key strategic moves and developments

7.4. LG ELECTRONIC, INC.

7.4.1. Company overview
7.4.2. Operating business segments
7.4.3. Business performance
7.4.4. Key strategic moves and developments

7.5. SAMSUNG ELECTRONICS CO., LTD.

7.5.1. Company overview
7.5.2. Operating business segments
7.5.3. Business performance
7.5.4. Key strategic moves and developments

7.6. BOSE CORPORATION

7.6.1. Company overview
7.6.2. Operating business segments
7.6.3. Key strategic moves and developments

7.7. SENNHEISER ELECTRONIC GMBH & CO. KG

7.7.1. Company overview
7.7.2. Operating business segments
7.7.3. Business performance
7.7.4. Key strategic moves and developments

7.8. MICROSOFT CORPORATION

7.8.1. Company overview
7.8.2. Operating business segments
7.8.3. Business performance
7.8.4. Key strategic moves and developments

7.9. KONINKLIJKE PHILIPS N.V

7.9.1. Company overview
7.9.2. Operating business segments
7.9.3. Business performance
7.9.4. Key strategic moves and developments

7.10. MITSUBISHI ELECTRIC CORPORATION

7.10.1. Company overview
7.10.2. Operating business segments
7.10.3. Business performance

LIST OF TABLES

TABLE 1 GLOBAL HOME ENTERATINMENT DEVICES MARKET REVENUE, BY TYPE, 2014-2022 ($MILLION)
TABLE 2 GLOBAL HOME ENTERTAINMENT AUDIO DEVICES MARKET, BY PRODUCT, 2014-2022 ($MILLION)
TABLE 3 GLOBAL HOME ENTERTAINMENT AUDIO DEVICES MARKET, BY REGION, 2014-2022 ($MILLION)
TABLE 4 GLOBAL HOME THEATRE IN-A-BOX MARKET, BY REGION, 2014-2022 ($MILLION)
TABLE 5 GLOBAL AUDIO SYSTEMS MARKET, BY REGION, 2014-2022 ($MILLION)
TABLE 6 GLOBAL HOME RADIOS MARKET, BY REGION, 2014-2022 ($MILLION)
TABLE 7 GLOBAL SOUND BARS MARKET, BY REGION, 2014-2022 ($MILLION)
TABLE 8 GLOBAL HEADPHONES MARKET, BY REGION, 2014-2022 ($MILLION)
TABLE 9 GLOBAL OTHER AUDIO EQUIPMENT MARKET, BY REGION, 2014-2022 ($MILLION)
TABLE 10 GLOBAL HOME ENTERTAINMENT VIDEO DEVICES MARKET, BY PRODUCT, 2014-2022 ($MILLION)
TABLE 11 GLOBAL HOME ENTERTAINMENT VIDEO DEVICES MARKET, BY REGION, 2014-2022 ($MILLION)
TABLE 12 GLOBAL TELEVISION MARKET, BY REGION, 2014-2022 ($MILLION)
TABLE 13 GLOBAL DVD & BLUE-RAY PLAYERS MARKET, BY REGION, 2014-2022 ($MILLION)
TABLE 14 GLOBAL HOME ENTERTAINMENT PROJECTORS MARKET, BY REGION, 2014-2022 ($MILLION)
TABLE 15 GLOBAL DVR MARKET, BY REGION, 2014-2022 ($MILLION)
TABLE 16 GLOBAL STREAMING DEVICES MARKET, BY REGION, 2014-2022 ($MILLION)
TABLE 17 GLOBAL GAMING CONSOLES MARKET, BY REGION, 2014-2022 ($MILLION)
TABLE 18 HOME ENTERTAINMENT DEVICES MARKET, BY CONNECTIVITY, 2014-2022 ($MILLION)
TABLE 19 WIRED SYSTEM DEVICES MARKET, BY GEOGRAPHY, 2014-2022 ($MILLION)
TABLE 20 WIRELESS SYSTEM DEVICES MARKET, BY GEOGRAPHY, 2014-2022 ($MILLION)
TABLE 21 GLOBAL HOME ENTERTAINMENT DEVICES MARKET, BY REGION, 2014-2022 ($MILLION)
TABLE 22 NORTH AMERICA HOME ENTERTAINMENT DEVICES MARKET, BY COUNTRY, 2014-2022 ($MILLION)
TABLE 23 EUROPE HOME ENTERTAINMENT DEVICES MARKET, BY COUNTRY, 2014-2022 ($MILLION)
TABLE 24 ASIA-PACIFIC HOME ENTERTAINMENT DEVICES MARKET, BY COUNTRY, 2014-2022 ($MILLION)
TABLE 25 LAMEA HOME ENTERTAINMENT DEVICES MARKET, BY REGION, 2014-2022 ($MILLION)
TABLE 26 SONY CORPORATION: COMPANY SNAPSHOT
TABLE 27 SONY CORPORATION: OPERATING SEGMENTS
TABLE 28 APPLE INC.: COMPANY SNAPSHOT
TABLE 29 APPLE INC.: OPERATING SEGMENTS
TABLE 30 PANASONIC CORPORATION: COMPANY SNAPSHOT
TABLE 31 PANASONIC CORPORATION.: OPERATING SEGMENTS
TABLE 32 LG ELECTRONIC, INC.: COMPANY SNAPSHOT
TABLE 33 LG ELECTRONIC, INC.: OPERATING SEGMENTS
TABLE 34 SAMSUNG ELECTRONICS CO., LTD.: COMPANY SNAPSHOT
TABLE 35 SAMSUNG ELECTRONICS CO., LTD.: OPERATING SEGMENTS
TABLE 36 BOSE CORPORATION: COMPANY SNAPSHOT
TABLE 37 BOSE CORPORATION: OPERATING SEGMENTS
TABLE 38 SENNHEISER ELECTRONIC GMBH & CO. KG: COMPANY SNAPSHOT
TABLE 39 SENNHEISER ELECTRONIC GMBH & CO. KG: OPERATING SEGMENTS
TABLE 40 MICROSOFT CORPORATION: COMPANY SNAPSHOT
TABLE 41 MICROSOFT CORPORATION: OPERATING SEGMENTS
TABLE 42 KONINKLIJKE PHILIPS N.V: COMPANY SNAPSHOT
TABLE 43 KONINKLIJKE PHILIPS N.V: OPERATING SEGMENTS
TABLE 44 MITSUBISHI ELECTRIC CORP.: COMPANY SNAPSHOT
TABLE 45 MITSUBISHI ELECTRIC CORP.: OPERATING SEGMENTS

LIST OF FIGURES

FIGURE 1. GLOBAL HOME ENTERATINMENT MARKET, MARKET SEGMENTS
FIGURE 2. TOP INVESTMENT POCKETS OF HOME ENTERATINMENT MARKET
FIGURE 3. TOP IMPACTING FACTORS OF HOME ENTERATINMENT MARKET
FIGURE 4. TOP WINNING STRATEGIES (%), 2013-2016
FIGURE 5. TOP WINNING STRATEGIES, BY COMPANY (%), 2013-2016 51
FIGURE 6. PORTER’S FIVE FORCES ANALYSIS
FIGURE 7. VALUE CHAIN ANALYSIS OF HOME ENTERATINMENT MARKET
FIGURE 8. MARKET SHARE ANALYSIS, 2015 (%)
FIGURE 9. DISPOSABLE PERSONAL INCOME ($BILLION)
FIGURE 10. PRICE TREND OF ENTERTAINMENT DEVICES
FIGURE 11. NUMBER OF SMARTPHONES SOLD BY LEADING VENDORS (2014-2015)
FIGURE 12. COMPARATIVE MARKET SHARE ANALYSIS OF GLOBAL HOME ENTERTAINMENT AUDIO EQUIPMENT MARKET BY PRODUCT, 2015 & 2022 (%)
FIGURE 13. HOME ENTERTAINMENT AUDIO DEVICES MARKET SHARE BY GEOGRAPHY, 2014-2022 (%)
FIGURE 14. HOME THEATRE IN-A-BOX MARKET SHARE BY GEOGRAPHY, 2014-2022 (%)
FIGURE 15. AUDIO SYSTEMS MARKET SHARE BY GEOGRAPHY, 2014-2022 (%)
FIGURE 16. HOME RADIOS MARKET SHARE BY GEOGRAPHY, 2014-2022 (%)
FIGURE 17. SOUND BARS MARKET SHARE BY GEOGRAPHY, 2014-2022 (%)
FIGURE 18. HEADPHONES MARKET SHARE BY GEOGRAPHY, 2014-2022 (%)
FIGURE 19. OTHER AUDIO EQUIPMENT MARKET SHARE BY GEOGRAPHY, 2014-2022 (%)
FIGURE 20. COMPARATIVE MARKET SHARE ANALYSIS OF GLOBAL HOME ENTERTAINMENT VIDEO DEVICES MARKET, BY TYPE, 2014 & 2022 (%)
FIGURE 21. HOME ENTERTAINMENT VIDEO DEVICES MARKET SHARE BY GEOGRAPHY, 2014-2022 (%)
FIGURE 22. TELEVISION MARKET SHARE BY GEOGRAPHY, 2014-2022 (%)
FIGURE 23. DVD & BLUE-RAY PLAYERS MARKET SHARE BY GEOGRAPHY, 2014-2022 (%)
FIGURE 24. HOME ENTERTAINMENT PROJECTORS MARKET SHARE BY GEOGRAPHY, 2015 & 2022 (%)
FIGURE 25. DVR MARKET SHARE BY GEOGRAPHY, 2015 & 2022 (%)
FIGURE 26. STREAMING DEVICES MARKET SHARE BY GEOGRAPHY, 2014-2022 (%)
FIGURE 27. COMPARATIVE REGIONAL MARKET SHARE ANALYSIS OF GLOBAL GAMING CONSOLES MARKET, 2014 & 2022 (%)
FIGURE 28. GAMING CONSOLES MARKET SHARE BY GEOGRAPHY, 2015 & 2022 (%)
FIGURE 29. COMPARATIVE MARKET SHARE OF HOME ENTERATINMENT MARKET, BY CONNECTIVITY, 2015 & 2022 (%)
FIGURE 30. COMPARATIVE MARKET SHARE OF WIRED SYSTEM DEVICES MARKET, 2015 & 2022 (%)
FIGURE 31. WIRED DEVICES MARKET SHARE BY GEOGRAPHY, 2014-2022 (%)
FIGURE 32. COMPARATIVE MARKET SHARE OF WIRED DEVICES, 2015 & 2022 (%)
FIGURE 33. WIRELESS DEVICES MARKET SHARE BY GEOGRAPHY, 2014-2022 (%)
FIGURE 34. HOME ENTERATINMENT MARKET BY GEOGRAPHY, 2015 (%)
FIGURE 35. COMPARATIVE MARKET SHARE ANALYSIS OF NORTH AMERICA HOME ENTERTAINMENT MARKET, BY PRODUCT TYPE, 2014 & 2022 (%)
FIGURE 36. U.S.: HOME ENTERATINMENT MARKET, 2014-2022 ($MILLION)
FIGURE 37. CANADA: HOME ENTERATINMENT MARKET, 2014-2022 ($MILLION)
FIGURE 38. MEXICO: HOME ENTERATINMENT MARKET, 2014-2022 ($MILLION)
FIGURE 39. COMPARATIVE MARKET SHARE ANALYSIS OF EUROPE HOME ENTERTAINMENT MARKET, BY PRODUCT TYPE, 2014 & 2022 (%)
FIGURE 40. GERMANY: HOME ENTERATINMENT MARKET, 2014-2022 ($MILLION)
FIGURE 41. U.K.: HOME ENTERATINMENT MARKET, 2014-2022 ($MILLION)
FIGURE 42. FRANCE: HOME ENTERATINMENT MARKET, 2014-2022 ($MILLION)
FIGURE 43. ITALY: HOME ENTERATINMENT MARKET, 2014-2022 ($MILLION)
FIGURE 44. REST OF EUROPE: HOME ENTERATINMENT MARKET, 2014-2022 ($MILLION)
FIGURE 45. COMPARATIVE MARKET SHARE ANALYSIS OF ASIA-PACIFIC HOME ENTERTAINMENT MARKET, BY PRODUCT TYPE, 2014 & 2022 (%)
FIGURE 46. CHINA: HOME ENTERATINMENT MARKET, 2014-2022 ($MILLION)
FIGURE 47. JAPAN: HOME ENTERATINMENT MARKET, 2014-2022 ($MILLION)
FIGURE 48. SOUTH KOREA: HOME ENTERATINMENT MARKET, 2014-2022 ($MILLION)
FIGURE 49. INDIA: HOME ENTERATINMENT MARKET, 2014-2022 ($MILLION)
FIGURE 50. REST OF ASIA-PACIFIC: HOME ENTERATINMENT MARKET, 2014-2022 ($MILLION)
FIGURE 51. COMPARATIVE MARKET SHARE ANALYSIS OF LAMEA HOME ENTERTAINMENT MARKET, BY PRODUCT TYPE, 2014 & 2022 (%)
FIGURE 52. LATIN AMERICA: HOME ENTERATINMENT MARKET, 2014-2022 ($MILLION)
FIGURE 53. MIDDLE EAST: HOME ENTERATINMENT MARKET, 2014-2022 ($MILLION)
FIGURE 54. AFRICA: HOME ENTERATINMENT MARKET, 2014-2022 ($MILLION)
FIGURE 55. SONY CORPORATION: COMPANY SNAPSHOT
FIGURE 56. APPLE INC.: COMPANY SNAPSHOT
FIGURE 57. PANASONIC CORPORATION: COMPANY SNAPSHOT
FIGURE 58. LG ELECTRONICS, INC.: COMPANY SNAPSHOT
FIGURE 59. SAMSUNG ELECTRONICS CO. LTD.: COMPANY SNAPSHOT
FIGURE 60. BOSE CORPORATION: COMPANY SNAPSHOT
FIGURE 61. SENNHEISER ELECTRONIC GMBH & CO.KG: COMPANY SNAPSHOT
FIGURE 62. MICROSOFT CORPORATION: COMPANY SNAPSHOT
FIGURE 63. KONINKLIJKE PHILIPS N.V.: COMPANY SNAPSHOT
FIGURE 64. MITSUBISHI ELECTRIC CORP.: COMPANY SNAPSHOT

 

The global home entertainment devices market is estimated to witness significant growth from 2016 to 2022. The market growth for these products is driven by the rise in disposable incomes in developing regions of Asia-Pacific and LAMEA, and due to replacement of old products with new technologically enhanced products in the developed regions of North America and Europe. The market growth for home entertainment systems is boosted by the development of new and connected products.

Companies operating in the market launch new products and services, which increase the convergence between the current devices and the rising Internet-of-Things. There is high competition among key market players which force them to bring continuous innovation in their products, and because of this intense competition there is a significant decrease in prices of products. Over the last few years, the market for home entertainment devices is largely impacted, owing to the shift from analog to digital platform and modem to broadband access. The emergence of these enhanced technological products is combined with the development of power chips, new storage, and output technologies which has led to revolution in home entertainment.

 

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