The
report, based on the extensive research study of the global digital living room
market and the related industries, is aimed at identifying the entire market of
the digital living room devices specifically Television systems, Gaming
Consoles, Home theater systems, and Blu-ray players. The report covers the
overall market and sub-segment markets through extensively detailed
classifications, in terms of – revenue, ASPs, and shipments.
The
total digital
living room market is expected to cross $200 billion by 2018 with a single
digit growth rate. Currently, the market value is approximately $180 billion.
As
the name suggests, Digital Living Room is a concept where network-based devices
are used for infotainment purposes. The digital living room concept enables one
to share music, photos, and videos among various consumer devices such as
computers, set-top boxes, TV systems, smartphones, home theater systems, gaming
consoles, and other multimedia devices.
The
report deals with the total digital living room devices market; it includes
primary digital living room devices such as Televisions, Set-top Boxes, and
Home Theater Systems as well as secondary devices like Digital Media Receivers,
DVD players, Blu-Ray players, Digital Video Recorders, and Gaming Consoles. Few
of the above mentioned devices have been further divided into respective
sub-segments. For example, television sets market is divided into various
micro-markets like Smart TV and 3D TV (by features) and LED TV, LCD TV, OLED
TV, and Plasma TV (by display technologies).
Besides,
the report focuses on the in-depth segmentation of Set top boxes (STB). Two
different approaches are used to segment the total STB market. First, the
segmentation of STB market by technology, which covers the micro-segments such
as Standard Definition (SD) and High Definition (HD) types and, second, by
various application types such as Cable STB, Satellite STB, IP STB, and
Hybrid/DTT STB. Other devices mentioned above are also segmented according to
their respective sub-segments.
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The
technology segmentation of the market includes analysis of the various
components such as processors, memory ICs, wireless chipsets (connectivity and
content sharing purposes), and sensors used in the digital living room devices.
This
report analyzes the findings by considering the market dynamics that shape up
this market. These dynamics are categorized under three headers; drivers, restraints,
and opportunities. The market estimation and forecasting have been done using
market dynamics. The report also gives detailed profiles of various companies
currently active in the digital living room market. All the other details of
the key players in the entire value chain such as key product launches,
technologies, industry partners, financials, and growth strategies are
discussed in the extensive company profiles section. In addition to the company
profiles, a competitive landscape of the current market is stated for each of
the digital living room device markets, with revenue, market shares, and market
share rankings of the current key players.
The
Digital Living Room devices market is also mapped against geography. The market
by geography is segmented by various economic regions such as North America,
Europe, APAC, and ROW. The regional market has been further broken down by
country, which gives a detailed insight of regional profit pockets and
potential emerging markets. Apart from the market segmentation, the report also
includes critical market data showing the price trend analysis, Porter’s five
force analysis, and value chain analysis.
KEY
TAKE-AWAYS
- The global digital living room market is estimated to grow at a modest CAGR from 2013 till 2018 and to cross $200 billion by the end of these five years.
- Currently, televisions contribute to more than 75% of the global digital living room market. This share is expected to increase to more than 85% by the end of 2018.
- The factors such as evolving technology and changing consumer behavior are affecting each type of digital living room devices. For instance, a declining trend is observed in the set-top box and Blu-ray player markets.
- LED backlit LCD TVs are expected to dominate the television market for the next five years and CCFL backlit LCD TVs and Plasma TVs shall witness a rapid decline in their shipments
- Porter’s analysis in detail, market life cycle analysis along with technology & market roadmaps, evolution & time-lines of each type of living room devices, and their respective markets
- Detailed segmentation of global digital living room market by technology and products with a focus on markets of high growth and emerging technologies
- The future of each type of digital living room device and technologies & industry from both – technical and market-oriented perspectives with techno-market oriented roadmaps
- Detailed pricing & cost analysis of each type of digital living room device, along with future scenarios in prices and dynamics of changes in prices
- Detailed competitive landscape with identification of the key players in each type of product market, in-depth market share analysis with individual revenue, market shares, and market share rankings
- Complete value chain, allied industry segments & value chain analysis of the global digital living room devices industry and their impacts on the market
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Table
Of Contents
1
Introduction
1.1 Key Take Aways
1.2 Analyst Insights
1.3 Report Description
1.4 Markets Covered
1.5 Stakeholders
1.6 Report Assumptions
1.7 Research Methodology
1.7.1 Market Size
1.7.2 Market Crackdown & Data Triangulation
1.7.3 Market Forecasting Model
1.7.4 Key Data Points Taken from Secondary Sources
1.7.5 Key Data Points Taken from Primary Sources
1.7.6 Key Companies of Primary Research
1.1 Key Take Aways
1.2 Analyst Insights
1.3 Report Description
1.4 Markets Covered
1.5 Stakeholders
1.6 Report Assumptions
1.7 Research Methodology
1.7.1 Market Size
1.7.2 Market Crackdown & Data Triangulation
1.7.3 Market Forecasting Model
1.7.4 Key Data Points Taken from Secondary Sources
1.7.5 Key Data Points Taken from Primary Sources
1.7.6 Key Companies of Primary Research
2
Executive Summary
3
Market Overview
3.1 Introduction
3.2 History & Evolution
3.2.1 Digitalization Of Living Room
3.2.2 Evolution of Multimedia Devices
3.3 Industry Segments and Value Chain
3.3.1 Equipment Suppliers
3.3.2 Component Manufacturers
3.3.3 Over-the-top content vendors
3.3.4 OEM Vendors
3.4 Market Statistics
3.5 Market Dynamics
3.5.1 Drivers
3.5.2 Restraints
3.5.3 Opportunities
3.6 Burning Issues
3.7 Winning Imperatives
3.8 Pricing and Cost Analysis
3.9 Porter’s Analysis
3.9.1 Threat from New Entrants
3.9.2 Threat from Substitutes
3.9.3 Bargaining Power of Suppliers
3.9.4 Bargaining Power of Customers
3.9.5 Degree of Competition
3.1 Introduction
3.2 History & Evolution
3.2.1 Digitalization Of Living Room
3.2.2 Evolution of Multimedia Devices
3.3 Industry Segments and Value Chain
3.3.1 Equipment Suppliers
3.3.2 Component Manufacturers
3.3.3 Over-the-top content vendors
3.3.4 OEM Vendors
3.4 Market Statistics
3.5 Market Dynamics
3.5.1 Drivers
3.5.2 Restraints
3.5.3 Opportunities
3.6 Burning Issues
3.7 Winning Imperatives
3.8 Pricing and Cost Analysis
3.9 Porter’s Analysis
3.9.1 Threat from New Entrants
3.9.2 Threat from Substitutes
3.9.3 Bargaining Power of Suppliers
3.9.4 Bargaining Power of Customers
3.9.5 Degree of Competition
4
Market by Technology
4.1 Introduction
4.2 Processor market for DLR devices
4.3 DLR Chipsets for wireless connectivity
4.4 Home Audio ICs market
4.5 Memory IC market for DLR devices
4.6 Sensors market for DLR devices
4.1 Introduction
4.2 Processor market for DLR devices
4.3 DLR Chipsets for wireless connectivity
4.4 Home Audio ICs market
4.5 Memory IC market for DLR devices
4.6 Sensors market for DLR devices
5
Market by Products
5.1 TV systems
5.1.1 TV market by display technology
5.1.1.1 CRT TV
5.1.1.2 Plasma TV
5.1.1.3 LCD TV
5.1.1.4 LED TV
5.1.1.5 OLED TV
5.1.2 TV market by functionality
5.1.2.1 3D TV
5.1.2.2 Smart TV
5.1.3 TV systems segmentation by geography
5.2 Blu-ray Players
5.2.1 Blu-ray segmentation by geography
5.3 Set Top Boxes
5.3.1 Set-top box segmentation by features
5.3.1.1 SD set-top box
5.3.1.2 HD set-top box
5.3.2 Set-top box segmentation by type
5.3.2.1 Cable Set top boxes
5.3.2.2 Satellite Set top boxes
5.3.2.3 IPTV Set-top boxes
5.3.2.4 DTT Set-top boxes
5.3.3 Set-top box segmentation by geography
5.4 Home Theater Projectors
5.4.1 HT projector segmentation by resolution
5.4.1.1 720p projector
5.4.1.2 1080p projector
5.4.1.3 4k projector
5.4.2 HT projector segmentation by geography
5.5 Audio systems
5.5.1 Audio systems by number of channels
5.5.1.1 5.1 channel system
5.5.1.2 7.1 channel system
5.5.1.3 9.1 channel system
5.5.2 Audio system market by geography
5.6 Gaming Consoles
5.6.1 7th generation
5.6.2 8th generation
5.6.3 Gaming consoles segmentation by geography
5.1 TV systems
5.1.1 TV market by display technology
5.1.1.1 CRT TV
5.1.1.2 Plasma TV
5.1.1.3 LCD TV
5.1.1.4 LED TV
5.1.1.5 OLED TV
5.1.2 TV market by functionality
5.1.2.1 3D TV
5.1.2.2 Smart TV
5.1.3 TV systems segmentation by geography
5.2 Blu-ray Players
5.2.1 Blu-ray segmentation by geography
5.3 Set Top Boxes
5.3.1 Set-top box segmentation by features
5.3.1.1 SD set-top box
5.3.1.2 HD set-top box
5.3.2 Set-top box segmentation by type
5.3.2.1 Cable Set top boxes
5.3.2.2 Satellite Set top boxes
5.3.2.3 IPTV Set-top boxes
5.3.2.4 DTT Set-top boxes
5.3.3 Set-top box segmentation by geography
5.4 Home Theater Projectors
5.4.1 HT projector segmentation by resolution
5.4.1.1 720p projector
5.4.1.2 1080p projector
5.4.1.3 4k projector
5.4.2 HT projector segmentation by geography
5.5 Audio systems
5.5.1 Audio systems by number of channels
5.5.1.1 5.1 channel system
5.5.1.2 7.1 channel system
5.5.1.3 9.1 channel system
5.5.2 Audio system market by geography
5.6 Gaming Consoles
5.6.1 7th generation
5.6.2 8th generation
5.6.3 Gaming consoles segmentation by geography
6
Market by Geography
6.1 North America
6.1.1 Television systems
6.1.2 Set-top box
6.1.3 Blu-ray player
6.1.4 Home theater projector
6.1.5 Audio system
6.1.6 Gaming consoles
6.2 Europe
6.2.1 Television systems
6.2.2 Set-top box
6.2.3 Blu-ray player
6.2.4 Home theater projector
6.2.5 Audio system
6.2.6 Gaming consoles
6.3 APAC
6.3.1 Television systems
6.3.2 Set-top box
6.3.3 Blu-ray player
6.3.4 Home theater projector
6.3.5 Audio system
6.3.6 Gaming consoles
6.4 ROW
6.4.1 Television systems
6.4.2 Set-top box
6.4.3 Blu-ray player
6.4.4 Home theater projector
6.4.5 Audio system
6.4.6 Gaming consoles
6.1 North America
6.1.1 Television systems
6.1.2 Set-top box
6.1.3 Blu-ray player
6.1.4 Home theater projector
6.1.5 Audio system
6.1.6 Gaming consoles
6.2 Europe
6.2.1 Television systems
6.2.2 Set-top box
6.2.3 Blu-ray player
6.2.4 Home theater projector
6.2.5 Audio system
6.2.6 Gaming consoles
6.3 APAC
6.3.1 Television systems
6.3.2 Set-top box
6.3.3 Blu-ray player
6.3.4 Home theater projector
6.3.5 Audio system
6.3.6 Gaming consoles
6.4 ROW
6.4.1 Television systems
6.4.2 Set-top box
6.4.3 Blu-ray player
6.4.4 Home theater projector
6.4.5 Audio system
6.4.6 Gaming consoles
7
Competitive Landscape
7.1 Overview
7.2 Market Key Players
7.3 Market Share Analysis
7.4 Competitive Situation and Trends
7.4.1 New Product Developments & Announcements
7.4.2 Agreements, Partnerships, Joint Ventures and Collaborations
7.4.3 Mergers and Acquisitions
7.1 Overview
7.2 Market Key Players
7.3 Market Share Analysis
7.4 Competitive Situation and Trends
7.4.1 New Product Developments & Announcements
7.4.2 Agreements, Partnerships, Joint Ventures and Collaborations
7.4.3 Mergers and Acquisitions
8
Company Profiles
8.1 Benq
8.2 Cisco
8.3 Comcast
8.4 Echostar
8.5 Epson
8.6 Jvc
8.7 Lg
8.8 Microsoft
8.9 Mitsubishi
8.10 Motorola
8.11 Nintendo
8.12 Pace
8.13 Panasonic
8.14 Philips
8.15 Pioneer
8.16 Samsung
8.17 Sharp
8.18 Sony
8.19 Technicolor
8.20 Tivo
8.21 Yamaha
8.1 Benq
8.2 Cisco
8.3 Comcast
8.4 Echostar
8.5 Epson
8.6 Jvc
8.7 Lg
8.8 Microsoft
8.9 Mitsubishi
8.10 Motorola
8.11 Nintendo
8.12 Pace
8.13 Panasonic
8.14 Philips
8.15 Pioneer
8.16 Samsung
8.17 Sharp
8.18 Sony
8.19 Technicolor
8.20 Tivo
8.21 Yamaha
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