Global In-flight Entertainment Market Research Report – Forecast to 2023

Over the past decade, the airline industry has been tremendously influenced by copious changes in technology.

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General

Geography Covered
Global
Publisher:
Market Research Future
Publication Date
5-Apr-2018
Pages
100
Language
  • English
Format
License

Over the past decade, the airline industry has been tremendously influenced by copious changes in technology. Airline technology now cannot only transport travelers from one destination to another, but can also provide an entertaining travel experience, tailored to meet the requirements of the passengers.
In recent years, there has been an increase in the use of personal devices for availing in-flight entertainment service, and according to IATA Global Passenger Survey, nearly half of North Asian passengers prefer to use their own devices for viewing digital content rather than the embedded equipment. When comparing with the seatback in-flight entertainment display systems, personal devices are considered more beneficial by both passengers and airlines.
In-flight entertainment refers to entertainment that is targeted at potential consumers, onboard an aircraft, to enhance their flying experience. It entails entertainment in the form of movies, e-books, videos, games, and others. With technological advancements in the satellite as well as air-to-ground network, onboard connectivity is gaining significance in aircraft, and nowadays it has become a necessity rather than a luxury. Increase in the number of aircraft and passenger traffic are some of the macro factors driving the in-flight entertainment market. The global in-flight entertainment market is estimated to witness a CAGR of 13.07% during the forecast period, 2017-2023.

Regional Analysis
In 2016, the market was led by North America with 32.99% share, followed by Europe and Asia Pacific with shares of 28.71% and 24.90%, respectively. The Asia Pacific region has become a lucrative region for the firms that provide in-flight entertainment services, due to the significant domestic air traffic in countries such as India and China. North America is the leading region in the in-flight entertainment market. The sheer existence of major in-flight entertainment companies, such as Global Eagle, Panasonic Avionics Corporation, and Gogo, combined with the availability of sophisticated technologies to deliver in-flight solutions through various platforms, enables this region to be a promising market.. Moreover, it is expected that approximately 10,000 aircraft would be in service in the region by 2035, which would create additional opportunities for the major in-flight entertainment companies, along with the emerging companies in the region. Therefore, it is estimated that the in-flight entertainment market in North America would witness a CAGR of 13.05%, during the forecast period.

Key Players
The key players of in-flight entertainment market are FDS Avionics Corp. (U.S.), Global Eagle Entertainment Inc. (U.S.), Gogo Inc. (U.S.), Honeywell International Inc. (U.S.), Inmarsat Plc (U.K), Lufthansa Systems (Germany), Panasonic Avionics Corporation (U.S.), Rockwell Collins, Inc. (U.S.) SITAONAIR (Switzerland), Thales Group (France), Viasat Inc. (U.S.), and Zodiac Aerospace (France). In 2016, Panasonic Avionics Corporation accounted for nearly 45% of the global market.

Objective of the Global In-flight Entertainment Market Research Report – Forecast to 2023

• To provide insights into factors influencing and affecting the market growth
• To provide historical and forecast revenue of the market segments as well as sub-segments with respect to regional markets and their key countries
• To provide historical and forecast revenue of the market segments based on platform, product type, technology, service type, and region.
• To provide strategic profiling of key players in the market, comprehensively analyzing their market share, core competencies, and drawing a competitive landscape for the market

Target Audience
• In-flight entertainment integrated solution providers
• Hardware providers
• Software providers
• Aircraft manufacturers
• Airlines

Key Findings
• The in-flight entertainment market, in this report, has been segmented on the basis of platform into three types, namely narrow-body aircraft, wide-body aircraft, and business jets. Narrow-body aircraft market is projected to register the highest CAGR of 13.43% during the forecast period.
• The global in-flight entertainment market has be segmented, by product type, into hardware and connectivity & communication. The connectivity & communication segment is projected to register the highest CAGR of 13.85% during the forecast period.
• The in-flight entertainment market in this report has been segmented on the basis of service into four types, namely video display systems, data connectivity, flight tracker, and others. The data connectivity segment market is projected to register the highest CAGR of 13.35% during the forecast period. .
• North America dominates the global in-flight entertainment market with 32.99% of share in 2016. It is expected to register a CAGR of 13.05% during the forecast period. It is expected to reach a market size of USD 2,555.9 million by 2023.

The regional analysis also includes -
• North America
o U.S.
o Canada
o Mexico
• Europe
o France
o U.K
o Germany
o Spain
o Italy
o Rest of Europe
• Asia Pacific
o China
o India
o Japan
o Australia
o South Korea
o Rest of Asia Pacific
• Middle East & Africa
o UAE
o Saudi Arabia
o Rest of the Middle East & Africa
• South America
o Brazil
o Rest of South America

1 Report Prologue
2 Market Introduction
2.1 Definition
2.2 The Scope of the Study
2.3 List of Assumptions
2.4 Market Structure
2.5 Key Takeaways
2.6 Key Buying Criteria
3 Research Methodology
3.1 Research Process
3.2 Primary Research
3.3 Secondary Research
3.4 Market Size Estimation
3.5 Forecast Model
4 Market Dynamics
4.1 Introduction
4.2 Drivers
4.2.1 Increase in passenger traffic and subsequent demand for new aircraft
4.2.2 Rising uptake of in-flight entertainment and connectivity systems by airlines
4.3 Restraints
4.3.1 Cyber security threats
4.3.2 Costs associated with IFEC implementation
4.4 Opportunities
4.4.1 Advancements in connectivity solutions
4.4.2 Emerging BYOD concept
5 Market Factor Analysis
5.1 Porter’s Five Forces Model
5.1.1 Threat of New Entrants
5.1.2 Bargaining Power of Suppliers
5.1.3 Bargaining Power of Buyers
5.1.4 Threat of Substitutes
5.1.5 Intensity of Rivalry
5.2 Supply Chain
6 Global In-Flight Entertainment Market, By Platform
6.1 Overview
6.1.1 Narrow-Body Aircraft
6.1.2 Wide-Body Aircraft
6.1.3 Business Jets
7 Global In-Flight Entertainment Market, By Product Type
7.1 Overview
7.1.1 Hardware
7.1.2 Connectivity & Communication
7.1.2.1 Wired
7.1.2.2 Wireless
7.1.2.2.1 Antenna
7.1.2.2.2 Wireless LAN Controller
7.1.2.2.3 Wireless Access Point
7.1.2.2.4 Wireless Hotspot Gateway
7.1.2.2.5 Others
8 In-Flight Entertainment Market, By Technology
8.1 Overview
8.1.1 Air-to-ground technology
8.1.2 Satellite technology
9 Global In-Flight Entertainment Market, By Service Type
9.1 Overview
9.1.1 Video Display Systems
9.1.2 Data Connectivity
9.1.3 Flight Tracker
9.1.4 Others
10 Global In-Flight Entertainment Market, By Region
10.1 Overview
10.2 North America
10.2.1 North America: In-flight Entertainment Market PESTL Analysis, By Region
10.2.2 U.S.
10.2.2.1 U.S. by Platform
10.2.2.2 U.S. by Product Type
10.2.2.3 U.S. by Service Type
10.2.3 Canada
10.2.3.1 Canada by Platform
10.2.3.2 Canada by Product Type
10.2.3.3 Canada by Service Type
10.2.4 Mexico
10.2.4.1 Mexico by Platform
10.2.4.2 Mexico by Product Type
10.2.4.3 Mexico by Service Type
10.3 Europe
10.3.1 Europe: In-Flight Entertainment Market PESTL Analysis, By Region
10.3.2 France
10.3.2.1 France by Platform
10.3.2.2 France by Product Type
10.3.2.3 France by Service Type
10.3.3 U.K
10.3.3.1 U.K by Platform
10.3.3.2 U.K by Product Type
10.3.3.3 U.K by Service Type
10.3.4 Germany
10.3.4.1 Germany by Platform
10.3.4.2 Germany by Product Type
10.3.4.3 Germany by Service Type
10.3.5 Spain
10.3.5.1 Spain by Platform
10.3.5.2 Spain by Product Type
10.3.5.3 Spain by Service Type
10.3.6 Italy
10.3.6.1 Italy by Platform
10.3.6.2 Italy by Product Type
10.3.6.3 Italy by Service Type
10.3.7 Rest of Europe
10.3.7.1 Rest of Europe by Platform
10.3.7.2 Rest of Europe by Product Type
10.3.7.3 Rest of Europe by Service Type
10.4 Asia Pacific
10.4.1 Asia Pacific: In-Flight Entertainment Market PESTL Analysis, By Region
10.4.2 China
10.4.2.1 China by Platform
10.4.2.2 China by Product Type
10.4.2.3 China by Service Type
10.4.3 India
10.4.3.1 India by Platform
10.4.3.1 India by Product Type
10.4.3.2 India by Service Type
10.4.4 Japan
10.4.4.1 Japan by Platform
10.4.4.2 Japan by Product Type
10.4.4.3 Japan by Service Type
10.4.5 Australia
10.4.5.1 Australia by Platform
10.4.5.2 Australia by Product Type
10.4.5.3 Australia by Service Type
10.4.6 South Korea
10.4.6.1 South Korea by Platform
10.4.6.2 South Korea by Product Type
10.4.6.3 South Korea by Service Type
10.4.7 Rest of Asia Pacific
10.4.7.1 Rest of Asia Pacific by Platform
10.4.7.2 Rest of Asia Pacific by Product Type
10.4.7.3 Rest of Asia Pacific by Service Type
10.5 Middle East & Africa
10.5.1 Middle East & Africa: In-Flight Entertainment Market PESTL Analysis, By Region
10.5.2 UAE
10.5.2.1 UAE by Platform
10.5.2.2 UAE by Product Type
10.5.2.3 UAE by Service Type
10.5.3 Saudi Arabia
10.5.3.1 Saudi Arabia by Platform
10.5.3.2 Saudi Arabia by Product Type
10.5.3.3 Saudi Arabia by Service Type
10.5.4 Rest of the Middle East & Africa
10.5.4.1 Rest of the Middle East & Africa by Platform
10.5.4.2 Rest of the Middle East & Africa by Product Type
10.5.4.3 Rest of the Middle East & Africa by Service Type
10.6 South America
10.6.1 South America: In-Flight Entertainment Market PESTL Analysis, By Region
10.6.2 Brazil
10.6.2.1 Brazil by Platform
10.6.2.2 Brazil by Product Type
10.6.2.3 Brazil by Service Type
10.6.3 Rest of South America
10.6.3.1 Rest of South America by Platform
10.6.3.2 Rest of South America by Product Type
10.6.3.3 Rest of South America by Service Type
11 Competitive Landscape
11.1 Competitive Scenario
11.2 Market Share Analysis
11.3 Mergers & Acquisitions
12 Company Profiles
12.1 FDS Avionics Corp.
12.1.1 Company Overview
12.1.2 Financial Overview
12.1.3 Product Offerings
12.1.4 Key Developments
12.1.5 Strategy
12.1.6 SWOT Analysis
12.2 Global Eagle Entertainment Inc.
12.2.1 Company Overview
12.2.2 Financial Overview
12.2.3 Product Offerings
12.2.4 Key Developments
12.2.5 Strategy
12.2.6 SWOT Analysis
12.3 Gogo Inc.
12.3.1 Company Overview
12.3.2 Financial Overview
12.3.3 Product Offerings
12.3.4 Key Developments
12.3.5 Strategy
12.3.6 SWOT Analysis
12.4 Honeywell International Inc.
12.4.1 Company Overview
12.4.2 Financial Overview
12.4.3 Product Offerings
12.4.4 Key Developments
12.4.5 Strategy
12.4.6 SWOT Analysis
12.5 Inmarsat Plc
12.5.1 Company Overview
12.5.2 Financial Overview
12.5.3 Product Offerings
12.5.4 Key Developments
12.5.5 Strategy
12.5.6 SWOT Analysis
12.6 Lufthansa Systems
12.6.1 Company Overview
12.6.2 Financial Overview
12.6.3 Product Offerings
12.6.4 Key Developments
12.6.5 Strategy
12.6.6 SWOT Analysis
12.7 Panasonic Avionics Corporation
12.7.1 Company Overview
12.7.2 Financial Overview
12.7.3 Product Offerings
12.7.4 Key Developments
12.7.5 Strategy
12.7.6 SWOT Analysis
12.8 Rockwell Collins
12.8.1 Company Overview
12.8.2 Financial Overview
12.8.3 Product Offerings
12.8.4 Key Developments
12.8.5 Strategy
12.8.6 SWOT Analysis
12.9 SITAONAIR
12.9.1 Company Overview
12.9.2 Financial Overview
12.9.3 Product Offerings
12.9.4 Key Developments
12.9.5 Strategy
12.9.6 SWOT Analysis
12.1 Thales Group
12.10.1 Company Overview
12.10.2 Financial Overview
12.10.3 Product Offerings
12.10.4 Key Developments
12.10.5 Strategy
12.10.6 SWOT Analysis
12.11 Viasat Inc.
12.11.1 Company Overview
12.11.2 Financial Overview
12.11.3 Product Offerings
12.11.4 Key Developments
12.11.5 Strategy
12.11.6 SWOT Analysis
12.12 Zodiac Aerospace
12.12.1 Company Overview
12.12.2 Financial Overview
12.12.3 Product Offerings
12.12.4 Key Developments
12.12.5 Strategy
12.12.6 SWOT Analysis
13 Conclusion
14 Appendix
14.1 References

 

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