Connected Living Room Market by Products (Smart/3D, LED/LCD/OLED TV, set top box, Home theater (Projector, Audio Equipment), Blu-ray player, Gaming console), by Technology (Processor, Memory, Sensor, Connectivity) & by Geography - Global Trend & F

NEW YORK, July 2, 2014 — (PRNewswire) — Reportlinker.com announces that a new market research report is available in its catalogue:

Connected Living Room Market by Products (Smart/3D, LED/LCD/OLED TV, set top box, Home theater (Projector, Audio Equipment), Blu-ray player, Gaming console), by Technology (Processor, Memory, Sensor, Connectivity) & by Geography - Global Trend & Forecast

http://www.reportlinker.com/p02116638/Connected-Living-Room-Market-by-Products-Smart/3D-LED/LCD/OLED-TV-set-top-box-Home-theater-Projector-Audio-Equipment-Blu-ray-player-Gaming-console-by-Technology-Processor-Memory-Sensor-Connectivity--by-Geography---Global-Trend--Forecast.html

The race is on to close the gap between different consumer electronics devices used in living rooms. The living room devices in the early 80s were majorly televisions. With the inventions and evolution of the consumer electronics industry, new products like the digital set-top box, digital video recorder, home theater systems, digital media players like Blu-ray players, and gaming consoles have made their entry into the living room. The transformation of the living room into a digital entertainment hub of a home has been influenced by a variety of factors. One of these major factors has been the beginning of the shift towards digitization, making the use and storage of media content very convenient and highly user friendly. Thus the analysis says that the total connected living room market is expected to cross $357.24 billion by 2020 with a single digit growth rate. Currently, the market value is approximately $197.58 billion.

The major living room devices that have been covered in this research study are TVs, set-top boxes, DVRs, home theater systems, gaming consoles, and blu-ray players. These devices have evolved to become an integral part of a typical connected living room. The development of newer and more advanced wired and wireless connectivity technologies have also contributed to growth of these devices. These technologies have made the storage, sharing and transfer of high quality media content simpler.

The major companies involved in connected living room market are Samsung Electronics Co., Ltd. (South Korea), Sony Corporation (Japan), LG Electronics Inc. (South Korea), BenQ Corporation (Taiwan), Nintendo Co., Ltd. (Japan), Comcast Corporation (U.S.), and Pioneer Corp. (Japan).

KEY TAKE-AWAYS

• The global connected living room market is estimated to grow at a modest CAGR from 2014 till 2020 and to cross $357.24 billion by the end of these five years
• Currently, televisions contribute to more than 75% of the global connected living room market. This share is expected to increase to more than 85% by the end of 2020
• Factors such as evolving technology and changing consumer behavior are affecting each type of devices. For instance, a declining trend is observed in the set-top box and Blu-ray player markets
• OLED 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 and market roadmaps, evolution and time-lines of each type of living room devices, and their respective markets
• Detailed segmentation of connected living room market by technology and products with a focus on markets of high growth and emerging technologies
• The future of each type of related devices and technologies and industry from both - technical and market-oriented perspectives with techno-market oriented roadmaps
• Detailed pricing and cost analysis of each type of connected 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, and value chain analysis of the industry and their impacts on the market

1 INTRODUCTION 23

1.1 KEY TAKE-AWAYS 23
1.2 REPORT DESCRIPTION 24
1.3 MARKETS COVERED 25
1.4 COMPANIES COVERED IN THE REPORT 27
1.5 STAKEHOLDERS 28
1.6 REPORT ASSUMPTIONS 29
1.7 RESEARCH METHODOLOGY 32
1.7.1 MARKET SIZE ESTIMATION 33
1.7.2 MARKET CRACKDOWN & DATA TRIANGULATION 35
1.7.3 MARKET FORECASTING MODEL 37
1.7.4 KEY DATA POINTS TAKEN FROM SECONDARY SOURCES 38
1.7.5 KEY DATA POINTS TAKEN FROM PRIMARY SOURCES 38

2 EXECUTIVE SUMMARY 40

3 MARKET OVERVIEW 42

3.1 INTRODUCTION 43
3.2 HISTORY & EVOLUTION 44
3.2.1 DIGITIZATION OF LIVING ROOMS 44
3.2.2 EVOLUTION OF MULTIMEDIA DEVICES 45
3.3 VALUE CHAIN ANALYSIS 49
3.3.1 TELEVISION SYSTEMS VALUE CHAIN 50
3.3.1.1 Component manufacturers 50
3.3.1.2 Equipment suppliers 51
3.3.1.3 OEM vendors 51
3.3.1.4 Software services vendors 51
3.3.2 SET-TOP BOX VALUE CHAIN 52
3.3.2.1 Component manufacturers 52
3.3.2.2 OEM vendors 53
3.3.2.3 Over-The-Top content providers & TV broadcast vendors 53
3.4 KEY MARKET STATISTICS 54
3.5 MARKET DYNAMICS 55
3.5.1 MARKET DRIVERS 55
3.5.1.1 Huge government body support for digitization 56
3.5.1.2 Emergence of technologies for connectivity amongst home devices 58
3.5.1.3 Integration of user-interactive features into home infotainment 59
3.5.1.4 Advancements towards higher-resolutions driving the display market 59
3.5.2 MARKET RESTRAINTS 60
3.5.2.1 Red Ocean Strategy 60
3.5.2.2 Compatibility - critical factor in the buying decision process 62
3.5.2.3 Intellectual property rights – restricting sales 63
3.5.3 MARKET OPPORTUNITIES 63
3.5.3.1 Technology penetration into emerging markets 64
3.5.3.2 Smart homes, Intelligent & Connected homes- connected living room, a start 64
3.5.4 BURNING ISSUES 66
3.5.4.1 High technological fragmentation - Standardization of formats 66
3.5.5 WINNING IMPERATIVES 67
3.5.5.1 Convergence of product functionalities 67
3.5.6 PORTER'S ANALYSIS 68
3.5.6.1 Threat of new entrants 70
3.5.6.2 Threat of competitors 71
3.5.6.3 Bargaining power of suppliers 72
3.5.6.4 Bargaining power of buyers 73
3.5.6.5 Degree of competition 74

4 CONNECTED LIVING ROOM MARKET, BY PRODUCT 75

4.1 INTRODUCTION 76
4.2 SMARTPHONES 78
4.3 TABLETS 80
4.4 LAPTOPS 83
4.5 TV SYSTEMS 85
4.5.1 TV SYSTEMS MARKET BY DISPLAY TECHNOLOGY 86
4.5.1.1 CRT TV 90
4.5.1.2 LED TV 90
4.5.1.3 LCD TV 93
4.5.1.4 Plasma TV 97
4.5.1.5 OLED TV 99
4.5.2 TV SYSTEMS MARKET BY GEOGRAPHY 102
4.5.3 TV SYSTEMS MARKET BY FEATURES 106
4.5.3.1 Smart TV 106
4.5.3.1.1 Smart TV Market By Geography 109
4.5.3.2 3D TV 110
4.5.3.2.1 3D TV Market By Geography 112
4.6 SET-TOP BOXES 113
4.6.1 SET-TOP BOX MARKET BY TYPES 114
4.6.1.1 Cable STBs 114
4.6.1.2 SATELLITE STBs 115
4.6.1.3 IPTV STBs 115
4.6.1.4 DTT STBs 115
4.6.2 SET-TOP BOX MARKET BY RESOLUTION 116
4.6.2.1 Standard definition 116
4.6.2.2 High definition 117
4.6.3 SET-TOP BOX MARKET BY GEOGRAPHY 118
4.7 MEDIA STREAMING PLAYERS 119
4.7.1 DVD PLAYERS 119
4.7.1.1 DVD player market by geography 121
4.7.2 BLU-RAY PLAYERS 122
4.7.2.1 Blu-ray player market by geography 123
4.8 HOME THEATER SYSTEMS 124
4.8.1 HOME THEATER SYSTEM MARKET OVERVIEW 125
4.8.2 HOME THEATER PROJECTORS 126
4.8.2.1 HT Projectors Market By Resolution 127
4.8.2.1.1 720p HT projector 128
4.8.2.1.2 1080p HT projector 128
4.8.2.1.3 4k HT projector 129
4.8.2.2 HT Projector Market By Geography 132
4.8.3 HOME THEATER AUDIO SYSTEMS 133
4.8.3.1 Audio systems market by output channels 134
4.8.3.1.1 5.1 channels system 134
4.8.3.1.2 7.1 channels system 134
4.8.3.1.3 9.1 channels system 135
4.8.3.2 Audio systems market by geography 138
4.9 GAMING CONSOLES 140
4.9.1 GAMING CONSOLES MARKET BY GEOGRAPHY 141
4.9.2 GAMING CONSOLES MARKET BY GENERATION 142
4.9.2.1 7th generation gaming consoles 144
4.9.2.2 8th generation gaming consoles 147

5 CONNECTED LIVING ROOM MARKET BY TECHNOLOGY 151

5.1 INTRODUCTION 152
5.2 CLR TECHNOLOGY MARKET OVERVIEW 152
5.3 CHIPSETS FOR WIRELESS CONNECTIVITY 154
5.4 PROCESSORS 157
5.4.1 GENERIC DIGITAL SIGNAL PROCESSOR (DSP) 158
5.4.2 MICROCONTROLLER UNIT (MCU) 159
5.5 MEMORY IC 160
5.5.1 DRAM 162
5.5.2 FLASH NAND 163
5.6 SENSORS 164
5.6.1 IMAGE SENSORS 166
5.6.2 ACCELEROMETERS 167
5.6.3 MAGNETIC SENSORS 168
5.7 LED DRIVER IC 169

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