Product Code: MRFR/SEM/6572-CR
Webcam Market Research Report Forecast till 2032
Market Overview
Webcam Market CAGR of 6.3% during the forecast period. A webcam is a camcorder that connection points with a PC and can take pictures or record accounts that may be moved live over the web. Since they are as frequently as conceivable flexible and sensible, webcams are by and large used for perception, live imparting, and video visit. Webcams consistently record video at a packaging speed of 30 edges each second or huger, with an objective of 640x480 or higher. Webcams are related with a PC. A couple of webcams similarly come outfitted with mouthpieces, engaging clients to get sound and video. The item working system and processor being utilized by the PC on a very basic level impact the helpfulness of a webcam. Additional limits available on webcams integrate development acknowledgment, picture reporting, automation, and custom coding.
The Covid pandemic has compelled various associations and informational establishments to move their errands on the web. This has provoked a flood well known for video conferencing and electronic learning stages across the globe. Webcams are essential for these applications, allowing clients to see and hear each other dynamically. For example, various associations at present use video conferencing to meet with clients and partners. This will enable them to remain related and helpful, regardless, when they can't meet up close and personal. Schools, colleges, and educating foundations moreover use web learning stages to convey student outlines. Similarly, edtech associations that give online courses to different streams have emerged.
Market Segmentation
Based on product, the Webcam Market is divided into USB, Wireless. Based on Technology, the Market is bifurcated into Analog, Digital. Based on the Distribution Channel, the Webcam Market segmentation includes Brick & Mortar, E-Commerce. Based on the End-User, the Webcam Market segmentation includes Security & Surveillance, Entertainment, Videoconference, Live Events, Visual Marketing & Others.
Regional Insights
As far as revenue, North America held the biggest portion of 37.3% in the Webcam market in 2022 and is supposed to keep up with its predominance during the figure time frame. North America is the biggest market for Webcams, trailed by Europe and Asia-Pacific. The developing interest for web-based web based, far off correspondences, video conferencing as well as remote work plans. The market is portrayed by an expansive scope of contributions for various makers, taking special care of both expert and individual necessities. Central participants like Microsoft, Logitech, and Razer have ruled the market by growing top notch webcams that deal further developed video as well as sound abilities. Coronavirus further expanded the interest as virtual communication become vital. Organizations, schools, and people went to webcams for remaining associated.
Asia-Pacific is supposed to be the second biggest market representing 29.4 % of complete offer. Asia Pacific webcam market has gone through critical development, powered by the region's innovative progression, developing web availability, as need might arise. The market has seen expanded request due to factors for example virtual instruction, remote work, online substance creation as well as rising prevalence of video conferencing. Conspicuous brands like Microsoft, AverMedia, and Logitech have laid out areas of strength for a presence, offering an expansive scope of webcams that satisfy different necessities.
Major Players
Canon Inc, Cisco Systems Inc, D-Link systems Inc, Koninklijke Philips N.V, Lenovo, Logitech, Microsoft, Razer Inc, Sony Corporation, Xiaomi, Creative Technology Limited, Ausdom, Intel Corporation, Quantum Hi Tech, Among these, Cisco Systems Inc, Canon Inc, Phillips, Logitech, and Others.
TABLE OF CONTENTS
1 EXECUTIVE SUMMARY 17
- 1.1.1 GLOBAL WEBCAM MARKET, BY PRODUCT 19
- 1.1.2 GLOBAL WEBCAM MARKET, BY TECHNOLOGY 20
- 1.1.3 GLOBAL WEBCAM MARKET, BY DISTRIBUTION CHANNEL 21
- 1.1.4 GLOBAL WEBCAM MARKET, BY END-USER 22
2 MARKET INTRODUCTION 23
- 2.1 DEFINITION 23
- 2.2 SCOPE OF THE STUDY 23
- 2.3 RESEARCH OBJECTIVE 23
- 2.4 MARKET STRUCTURE 24
3 RESEARCH METHODOLOGY 25
- 3.1 RESEARCH PROCESS 25
- 3.2 PRIMARY RESEARCH 26
- 3.3 SECONDARY RESEARCH 27
- 3.4 MARKET SIZE ESTIMATION 28
- 3.5 FORECAST MODEL 29
- 3.6 LIST OF ASSUMPTIONS 30
4 MARKET DYNAMICS 31
- 4.1 INTRODUCTION 31
- 4.2 DRIVERS 32
- 4.2.1 INCREASING ADOPTION OF VIDEO CONFERENCING AND ONLINE LEARNING 32
- 4.2.2 GROWING POPULARITY OF LIVE STREAMING AND GAMING 32
- 4.2.3 DRIVER IMPACT ANALYSIS 32
- 4.3 RESTRAINT 33
- 4.3.1 COMPETITION FROM SMARTPHONES 33
- 4.3.2 RESTRAINT IMPACT ANALYSIS 33
- 4.4 OPPORTUNITY 33
- 4.4.1 ADVANCEMENTS IN WEBCAM TECHNOLOGY 33
- 4.5 COVID-19 IMPACT ON THE CONSUMER ELECTRONICS INDUSTRY 34
- 4.5.1 IMPACT ON THE GLOBAL WEBCAM MARKET 34
- 4.5.1.1 IMPACT ON SUPPLY CHAIN OF THE GLOBAL WEBCAM MARKET 34
- 4.5.1.2 PRICE VARIATION OF KEY RAW MATERIAL 34
- 4.5.1.2.1 IMPACT ON IMPORT/EXPORT 35
- 4.6 IMPACT ON MARKET DEMAND 35
- 4.6.1 IMPACT DUE TO RESTRICTION/LOCKDOWNS 35
- 4.6.2 IMPACT ON PRICING 35
5 MARKET FACTOR ANALYSIS 36
- 5.1 PORTER'S FIVE FORCES MODEL 36
- 5.1.1 THREAT OF NEW ENTRANTS 37
- 5.1.2 BARGAINING POWER OF SUPPLIERS 37
- 5.1.3 THREAT OF SUBSTITUTES 37
- 5.1.4 BARGAINING POWER OF BUYERS 37
- 5.1.5 INTENSITY OF RIVALRY 37
- 5.2 SUPPLY CHAIN ANALYSIS 38
- 5.2.1 DESIGN & DEVELOPMENT 38
- 5.2.2 RAW MATERIAL/COMPONENT SUPPLY 38
- 5.2.3 MANUFACTURE 39
- 5.2.4 DISTRIBUTION/SUPPLY 39
- 5.2.5 END USER 39
6 GLOBAL WEBCAM MARKET, BY PRODUCT 40
- 6.1 OVERVIEW 40
- 6.2 USB 41
- 6.3 WIRELESS 41
7 GLOBAL WEBCAM MARKET, BY TECHNOLOGY 42
- 7.1 OVERVIEW 42
- 7.2 ANALOG 43
- 7.3 DIGITAL 43
8 GLOBAL WEBCAM MARKET, BY DISTRIBUTION CHANNEL 44
- 8.1 OVERVIEW 44
- 8.2 BRICK & MORTAR 45
- 8.3 E- COMMERCE 45
9 GLOBAL WEBCAM MARKET, BY END-USER 46
- 9.1 OVERVIEW 46
- 9.2 SECURITY & SURVEILLANCE 48
- 9.3 ENTERTAINMENT 48
- 9.4 VIDEOCONFERENCE 48
- 9.5 LIVE EVENTS 49
- 9.6 VISUAL MARKETING 49
10 GLOBAL WEBCAM MARKET, BY REGION 50
- 10.1 OVERVIEW 50
- 10.2 NORTH AMERICA 52
- 10.2.1 US 54
- 10.2.2 CANADA 55
- 10.2.3 MEXICO 57
- 10.3 EUROPE 59
- 10.3.1 GERMANY 61
- 10.3.2 FRANCE 62
- 10.3.3 UK 63
- 10.3.4 ITALY 65
- 10.3.5 SPAIN 66
- 10.3.6 REST OF EUROPE 67
- 10.4 ASIA-PACIFIC 69
- 10.4.1 CHINA 71
- 10.4.2 JAPAN 72
- 10.4.3 INDIA 73
- 10.4.4 AUSTRALIA 74
- 10.4.5 SOUTH KOREA 75
- 10.4.6 REST OF ASIA-PACIFIC 77
- 10.5 MIDDLE EAST & AFRICA 79
- 10.5.1 UAE 81
- 10.5.2 SAUDI ARABIA 82
- 10.5.3 REST OF MIDDLE EAST & AFRICA 84
- 10.6 SOUTH AMERICA 86
- 10.6.1 BRAZIL 88
- 10.6.2 ARGENTINA 89
- 10.6.3 REST OF SOUTH AMERICA 90
11 COMPETITIVE LANDSCAPE 92
- 11.1 COMPETITIVE BENCHMARKING 93
- 11.2 VENDOR SHARE ANALYSIS 94
- 11.3 RECENT DEVELOPMENTS 94
- 11.3.1 COLLABORATION/ PARTNERSHIP/AGREEMENTS/CONTRACT 94
- 11.3.2 PRODUCT LAUNCH/PRODUCT EXPANSION/SITE EXPANSION/PRODUCT DEVELOPMENT 95
- 11.3.3 ACQUISITION 96
12 COMPANY PROFILES 97
- 12.1 CANON, INC. 97
- 12.1.1 COMPANY OVERVIEW 97
- 12.1.2 FINANCIAL OVERVIEW 98
- 12.1.3 PRODUCTS OFFERED 99
- 12.1.4 KEY DEVELOPMENTS 99
- 12.1.5 SWOT ANALYSIS 100
- 12.1.6 KEY STRATEGIES 100
- 12.2 CISCO SYSTEMS, INC. 101
- 12.2.1 COMPANY OVERVIEW 101
- 12.2.2 FINANCIAL OVERVIEW 101
- 12.2.3 PRODUCTS OFFERED 103
- 12.2.4 KEY DEVELOPMENTS 103
- 12.2.5 SWOT ANALYSIS 104
- 12.2.6 KEY STRATEGIES 104
- 12.3 D-LINK SYSTEMS, INC. 105
- 12.3.1 COMPANY OVERVIEW 105
- 12.3.2 FINANCIAL OVERVIEW 105
- 12.3.3 PRODUCTS OFFERED 106
- 12.3.4 KEY DEVELOPMENTS 106
- 12.3.5 SWOT ANALYSIS 106
- 12.3.6 KEY STRATEGIES 106
- 12.4 KONINKLIJKE PHILIPS N.V. 108
- 12.4.1 COMPANY OVERVIEW 108
- 12.4.2 FINANCIAL OVERVIEW 108
- 12.4.3 PRODUCTS OFFERED 109
- 12.4.4 KEY DEVELOPMENTS 109
- 12.4.5 SWOT ANALYSIS 109
- 12.4.6 KEY STRATEGIES 109
- 12.5 LENOVO 110
- 12.5.1 COMPANY OVERVIEW 110
- 12.5.2 FINANCIAL OVERVIEW 110
- 12.5.3 PRODUCTS/SERVICES/SOLUTIONS OFFERED 111
- 12.5.4 KEY DEVELOPMENTS 111
- 12.5.5 SWOT ANALYSIS 111
- 12.5.6 KEY STRATEGIES 111
- 12.6 LOGITECH 112
- 12.6.1 COMPANY OVERVIEW 112
- 12.6.2 FINANCIAL OVERVIEW 113
- 12.6.3 PRODUCTS/SERVICES/SOLUTIONS OFFERED 114
- 12.6.4 KEY DEVELOPMENTS 114
- 12.6.5 SWOT ANALYSIS 115
- 12.6.6 KEY STRATEGIES 115
- 12.7 MICROSOFT 116
- 12.7.1 COMPANY OVERVIEW 116
- 12.7.2 FINANCIAL OVERVIEW 117
- 12.7.3 PRODUCTS/SERVICES/SOLUTIONS OFFERED 117
- 12.7.4 KEY DEVELOPMENTS 118
- 12.7.5 SWOT ANALYSIS 118
- 12.7.6 KEY STRATEGIES 118
- 12.8 RAZER INC. 119
- 12.8.1 COMPANY OVERVIEW 119
- 12.8.2 FINANCIAL OVERVIEW 119
- 12.8.3 PRODUCTS/SERVICES/SOLUTIONS OFFERED 119
- 12.8.4 KEY DEVELOPMENTS 119
- 12.8.5 SWOT ANALYSIS 120
- 12.8.6 KEY STRATEGIES 120
- 12.9 SONY CORPORATION 121
- 12.9.1 COMPANY OVERVIEW 121
- 12.9.2 FINANCIAL OVERVIEW 122
- 12.9.3 PRODUCTS OFFERED 123
- 12.9.4 KEY DEVELOPMENTS 123
- 12.9.5 SWOT ANALYSIS 123
- 12.9.6 KEY STRATEGIES 124
- 12.10 XIAOMI 125
- 12.10.1 COMPANY OVERVIEW 125
- 12.10.2 FINANCIAL OVERVIEW 125
- 12.10.3 KEY DEVELOPMENTS 126
- 12.10.4 SWOT ANALYSIS 126
- 12.10.5 KEY STRATEGIES 127
- 12.11 CREATIVE TECHNOLOGY LIMITED 128
- 12.11.1 COMPANY OVERVIEW 128
- 12.11.2 FINANCIAL OVERVIEW 128
- 12.11.3 PRODUCTS OFFERED 129
- 12.11.4 KEY DEVELOPMENTS 129
- 12.11.5 SWOT ANALYSIS 130
- 12.11.6 KEY STRATEGIES 130
- 12.12 AUSDOM 131
- 12.12.1 COMPANY OVERVIEW 131
- 12.12.2 FINANCIAL OVERVIEW 131
- 12.12.3 PRODUCTS OFFERED 131
- 12.12.4 KEY DEVELOPMENTS 132
- 12.12.5 SWOT ANALYSIS 132
- 12.12.6 KEY STRATEGIES 132
- 12.13 INTEL CORPORATION 133
- 12.13.1 COMPANY OVERVIEW 133
- 12.13.2 FINANCIAL OVERVIEW 134
- 12.13.3 PRODUCTS/SERVICES/SOLUTIONS OFFERED 135
- 12.13.4 KEY DEVELOPMENTS 135
- 12.13.5 SWOT ANALYSIS 136
- 12.13.6 KEY STRATEGIES 136
- 12.14 QUANTUM HI TECH 137
- 12.14.1 COMPANY OVERVIEW 137
- 12.14.2 FINANCIAL OVERVIEW 137
- 12.14.3 PRODUCTS OFFERED 137
- 12.14.4 KEY DEVELOPMENTS 139
- 12.14.5 SWOT ANALYSIS 139
- 12.14.6 KEY STRATEGIES 139