封面
市場調查報告書
商品編碼
1505050

無線機上娛樂市場、佔有率、規模、趨勢、行業分析報告:依產品類型、依安裝類型、依飛機類型、依硬體、依技術、依地區:依細分市場預測,2024-2032年

Wireless In-flight Entertainment Market Share, Size, Trends & Industry Analysis Report By Product Type; By Fitment Type; By Aircraft Type; By Hardware; By Technology; By Regions: Segment Forecast, 2024 - 2032

出版日期: | 出版商: Polaris Market Research | 英文 116 Pages | 商品交期: 最快1-2個工作天內

價格
簡介目錄

根據 Polaris Market 發布的一項新研究,到2032年,全球無線機上娛樂市場預計將達到 72.8655 億美元。無線機上娛樂市場的成長主要是由已開發經濟體和新興經濟體不斷成長的 BYOD 趨勢所推動的。此外,人們越來越傾向於在機上使用自己的設備,這也促進了市場的成長。無線機上娛樂系統提供的服務可以透過航空公司提供的攜帶式媒體介面設備以及乘客的個人設備輕鬆存取。

無線機上娛樂市場依機種分為窄體機和寬體機。窄體飛機在無線機上娛樂市場中佔據主導地位,預計在預測期內將繼續佔據主導地位。此細分市場的成長是由於短程航線對窄體飛機的需求增加。此外,由於全球航空公司升級其支線飛機上的無線機上娛樂系統,支線噴射機市場預計將在預測期內高速成長。

市場進一步細分為產品、配件、硬體和技術。此產品細分進一步分為嵌入式 IFE、攜帶式 IFE、架空 IFE 和無線 IFE。安裝環節分為直線安裝和改造安裝。無線機上娛樂改裝市場預計將成為2017年至2026年預測期內成長最快的部分。這一成長是由航空公司日益採用改裝無線機上娛樂系統所推動的。

由於人們對航空旅行的高消費能力,導致對更好的乘客體驗的需求不斷增加,北美在無線機上娛樂市場處於領先地位。由多個新興經濟體組成的亞太地區,由於航空旅行增加,居民消費能力增強,航空業正面臨顯著成長。亞太地區航空業的競爭也非常激烈,航空公司大力投資提供最新技術來改善乘客體驗。主要行業參與者包括 Gogo Inc.、Bluebox Avionics Ltd.、Inflight Dublin, Ltd.、Panasonic Corporation、Lufthansa Systems GmbH、SITA OnAir、Rockwell Collins Inc.、Thales Group SA、Zodiac Aerospace SA 和 BAE Systems PLC。

目錄

第1章 概述與範圍

  • 研究目標和範圍
  • 調查假設
  • 調查方法
    • 主要資料來源
    • 輔助資料來源
  • 要點
  • 利害關係人

第2章 執行概述

第3章 無線機上娛樂市場洞察

  • 無線機上娛樂 - 業界概覽
  • 無線機上娛樂 - 生態系統分析
  • 無線機上娛樂市場動態
    • 無線機上娛樂 - 市場力量
      • 無線機上娛樂市場驅動因素分析
      • 無線機上娛樂市場限制因素/問題分析
      • 無線機上娛樂市場機會分析
    • 產業分析-波特五力
      • 供應商的議價能力
      • 買方的議價能力
      • 替代品的威脅
      • 新進入的威脅
      • 競爭水準
    • 2017年無線機上娛樂市場 PEST 分析
    • 價值鏈分析
    • 無線機上娛樂產業的趨勢
    • 競爭排名分析

第4章 無線機上娛樂市場規模及產品類型預測

  • 主要調查結果
  • 嵌入式 IFE
    • 2017-2026年全球市場估算與預測
  • 攜帶式 IFE
    • 2017-2026年全球市場估算與預測
  • 架空 IFE
    • 2017-2026年全球市場估算與預測
  • 無線機載娛樂系統
    • 2017-2026年全球市場估算與預測

第5章 無線機上娛樂市場規模及預測:依設備類型

  • 主要調查結果
  • 直線擬合
    • 2017-2026年全球市場估算與預測
  • 裝修
    • 2017-2026年全球市場估算與預測

第6章 無線機上娛樂市場規模及預測:依機型

  • 主要調查結果
  • 窄體
    • 2017-2026年全球市場估算與預測
  • 寬體
    • 2017-2026年全球市場估算與預測

第7章 無線機上娛樂市場規模及預測:依硬體

  • 主要調查結果
  • 機載娛樂系統
    • 2017-2026年全球市場估算與預測
  • 顯示單元
    • 2017-2026年全球市場估算與預測
  • 數據機
    • 2017-2026年全球市場估算與預測
  • WAP
    • 2017-2026年全球市場估算與預測
  • 其他
    • 2017-2026年全球市場估算與預測

第8章 無線機上娛樂市場規模及預測:依技術

  • 主要調查結果
  • Ka樂隊
    • 2017-2026年全球市場估算與預測
  • Ku波段
    • 2017-2026年全球市場估算與預測
  • L波段
    • 2017-2026年全球市場估算與預測
  • 反坦克飛彈
    • 2017-2026年全球市場估算與預測

第9章 無線機上娛樂市場規模及預測:依區域

  • 主要調查結果
  • 北美
    • 美國
    • 加拿大
  • 歐洲
    • 德國
    • 英國
    • 法國
  • 亞太地區
    • 中國
    • 日本
  • 拉丁美洲
  • 中東、非洲

第10章 公司簡介

  • Thales Group S.A.
  • Panasonic Corporation
  • Inflight Dublin, Ltd
  • Rockwell Collins Inc.
  • Lufthansa Systems GmbH
  • GoGo, Inc.
  • Bluebox Avionics Ltd
  • SITA OnAir
  • Zodiac Aerospace SA
  • BAE Systems PLC
簡介目錄
Product Code: PM2160

According to a new study published by Polaris Market, the global wireless in-flight entertainment market is anticipated to reach USD 7286.55 million by 2032. The market growth of wireless in-flight entertainment market is highly propelled by the increasing trend of BYOD among people in both developed and developing economies. Also, rising preference of people to use their own devices onboard has also complemented the market growth. The services offered by the wireless in-flight entertainment systems are easily accessible on the passengers' personal devices as well as portable media interface devices provided by the airline.

The market for wireless inflight is segmented on the basis of aircraft into narrow-body, and wide-body. The narrow-body aircraft is expected to dominate the market for wireless in-flight entertainment market and is anticipated to continue its dominance during the projected period. The growth of this segment is due to the increasing demand for narrow-body aircrafts for short-distance routes. Furthermore, the regional jet segment is expected to grow at a high pace during the projected period as airlines globally are upgrading their regional jet fleets with wireless in-flight entertainment systems.

Moreover, the market is also segmented into product, fitment, hardware, and technology. The product segment is further divided into embedded IFE, portable IFE, overhead IFE, and wireless IFE. The fitment segment is categorized into linefit and retrofit. The retrofit market of wireless in-flight entertainment is anticipated to be the fastest growing segment during the projected period of 2017-2026. This growth is attributed to the increasing adoption of retrofit wireless in-flight entertainment systems by the airlines, as it benefit the airlines to reduce overall flight weight and increases profit margin along with providing improved passenger experience.

North America is the leading the market for wireless in-flight entertainment owing to high spending capacity of people for air travels resulting in their increased demand for better passenger experience. The Asia Pacific region, which comprises of several developing economies, is facing a tremendous growth in its airline industry due to increased spending capability of the population resulting in increased air travel. Also, the airline industry in Asia Pacific is highly competitive thus, airline companies are investing significantly to provide updated technology for enhancement of passenger experience. Major industry players include Gogo Inc., Bluebox Avionics Ltd, Inflight Dublin, Ltd, Panasonic Corporation, Lufthansa Systems GmbH, SITA OnAir, Rockwell Collins Inc., Thales Group S.A., Zodiac Aerospace SA, and BAE Systems PLC.

Table of Contents

1. Overview and Scope

  • 1.1. Research goal & scope
  • 1.2. Research assumptions
  • 1.3. Research Methodology
    • 1.3.1. Primary data sources
    • 1.3.2. Secondary data sources
  • 1.4. Key take-aways
  • 1.5. Stakeholders

2. Executive Summary

  • 2.1. Market Definition
  • 2.2. Market Segmentation

3. Wireless In-flight Entertainment Market Insights

  • 3.1. Wireless In-flight Entertainment - Industry snapshot
  • 3.2. Wireless In-flight Entertainment - Ecosystem analysis
  • 3.3. Wireless In-flight Entertainment market dynamics
    • 3.3.1. Wireless In-flight Entertainment - Market Forces
      • 3.3.1.1. Wireless In-flight Entertainment Market driver analysis
      • 3.3.1.2. Wireless In-flight Entertainment Market restraint/challenges analysis
      • 3.3.1.3. Wireless In-flight Entertainment Market opportunity analysis
    • 3.3.2. Industry analysis - Porter's five force
      • 3.3.2.1. Bargaining power of supplier
      • 3.3.2.2. Bargaining power of buyer
      • 3.3.2.3. Threat of substitute
      • 3.3.2.4. Threat of new entrant
      • 3.3.2.5. Degree of competition
    • 3.3.3. Wireless In-flight Entertainment market PEST analysis, 2017
    • 3.3.4. Value Chain Analysis
    • 3.3.5. Wireless In-flight Entertainment Industry trends
    • 3.3.6. Competitive Ranking Analysis

4. Wireless In-flight Entertainment Market Size and Forecast by Product Type

  • 4.1. Key findings
  • 4.2. Embedded IFE
    • 4.2.1. Global market estimates and forecasts, 2017 - 2026
  • 4.3. Portable IFE
    • 4.3.1. Global market estimates and forecasts, 2017 - 2026
  • 4.4. Overhead IFE
    • 4.4.1. Global market estimates and forecasts, 2017 - 2026
  • 4.5. Wireless IFE
    • 4.5.1. Global market estimates and forecasts, 2017 - 2026

5. Wireless In-flight Entertainment Market Size and Forecast by Fitment Type

  • 5.1. Key findings
  • 5.2. Linefit
    • 5.2.1. Global market estimates and forecasts, 2017 - 2026
  • 5.3. Retrofit
    • 5.3.1. Global market estimates and forecasts, 2017 - 2026

6. Wireless In-flight Entertainment Market Size and Forecast by Aircraft Type

  • 6.1. Key findings
  • 6.2. Narrow-Body
    • 6.2.1. Global market estimates and forecasts, 2017 - 2026
  • 6.3. Wide-Body
    • 6.3.1. Global market estimates and forecasts, 2017 - 2026

7. Wireless In-flight Entertainment Market Size and Forecast by Hardware

  • 7.1. Key findings
  • 7.2. IFE Systems
    • 7.2.1. Global market estimates and forecasts, 2017 - 2026
  • 7.3. Display Units
    • 7.3.1. Global market estimates and forecasts, 2017 - 2026
  • 7.4. Modems
    • 7.4.1. Global market estimates and forecasts, 2017 - 2026
  • 7.5. WAPs
    • 7.5.1. Global market estimates and forecasts, 2017 - 2026
  • 7.6. Others
    • 7.6.1. Global market estimates and forecasts, 2017 - 2026

8. Wireless In-flight Entertainment Market Size and Forecast by Technology

  • 8.1. Key findings
  • 8.2. Ka-Band
    • 8.2.1. Global market estimates and forecasts, 2017 - 2026
  • 8.3. Ku-Band
    • 8.3.1. Global market estimates and forecasts, 2017 - 2026
  • 8.4. L-Band
    • 8.4.1. Global market estimates and forecasts, 2017 - 2026
  • 8.5. ATG
    • 8.5.1. Global market estimates and forecasts, 2017 - 2026

9. Wireless In-flight Entertainment Market Size and Forecast by Regions

  • 9.1. Key findings
  • 9.2. North America
    • 9.2.1. Wireless in-Flight Entertainment market By Product Type (USD Million), 2017 - 2026
    • 9.2.2. Wireless In-flight Entertainment Market By Fitment Type (USD Million), 2017 - 2026
    • 9.2.3. Wireless In-flight Entertainment Market By aicraft type (USD Million), 2017 - 2026
    • 9.2.4. Wireless In-flight Entertainment Market By Hardware (USD Million), 2017 - 2026
    • 9.2.5. Wireless In-flight Entertainment market By Technology (USD Million), 2017 - 2026
    • 9.2.6. U.S.
      • 9.2.6.1. Wireless in-Flight Entertainment market By Product Type (USD Million), 2017 - 2026
      • 9.2.6.2. Wireless In-flight Entertainment Market By Fitment Type (USD Million), 2017 - 2026
      • 9.2.6.3. Wireless In-flight Entertainment Market By aicraft type (USD Million), 2017 - 2026
      • 9.2.6.4. Wireless In-flight Entertainment Market By Hardware (USD Million), 2017 - 2026
      • 9.2.6.5. Wireless In-flight Entertainment market By Technology (USD Million), 2017 - 2026
    • 9.2.7. Canada
      • 9.2.7.1. Wireless in-Flight Entertainment market By Product Type (USD Million), 2017 - 2026
      • 9.2.7.2. Wireless In-flight Entertainment Market By Fitment Type (USD Million), 2017 - 2026
      • 9.2.7.3. Wireless In-flight Entertainment Market By aicraft type (USD Million), 2017 - 2026
      • 9.2.7.4. Wireless In-flight Entertainment Market By Hardware (USD Million), 2017 - 2026
      • 9.2.7.5. Wireless In-flight Entertainment market By Technology (USD Million), 2017 - 2026
  • 9.3. Europe
    • 9.3.1. Wireless in-Flight Entertainment market By Product Type (USD Million), 2017 - 2026
    • 9.3.2. Wireless In-flight Entertainment Market By Fitment Type (USD Million), 2017 - 2026
    • 9.3.3. Wireless In-flight Entertainment Market By aicraft type (USD Million), 2017 - 2026
    • 9.3.4. Wireless In-flight Entertainment Market By Hardware (USD Million), 2017 - 2026
    • 9.3.5. Wireless In-flight Entertainment market By Technology (USD Million), 2017 - 2026
    • 9.3.6. Germany
      • 9.3.6.1. Wireless in-Flight Entertainment market By Product Type (USD Million), 2017 - 2026
      • 9.3.6.2. Wireless In-flight Entertainment Market By Fitment Type (USD Million), 2017 - 2026
      • 9.3.6.3. Wireless In-flight Entertainment Market By aicraft type (USD Million), 2017 - 2026
      • 9.3.6.4. Wireless In-flight Entertainment Market By Hardware (USD Million), 2017 - 2026
      • 9.3.6.5. Wireless In-flight Entertainment market By Technology (USD Million), 2017 - 2026
    • 9.3.7. U.K.
      • 9.3.7.1. Wireless in-Flight Entertainment market By Product Type (USD Million), 2017 - 2026
      • 9.3.7.2. Wireless In-flight Entertainment Market By Fitment Type (USD Million), 2017 - 2026
      • 9.3.7.3. Wireless In-flight Entertainment Market By aicraft type (USD Million), 2017 - 2026
      • 9.3.7.4. Wireless In-flight Entertainment Market By Hardware (USD Million), 2017 - 2026
      • 9.3.7.5. Wireless In-flight Entertainment market By Technology (USD Million), 2017 - 2026
    • 9.3.8. France
      • 9.3.8.1. Wireless in-Flight Entertainment market By Product Type (USD Million), 2017 - 2026
      • 9.3.8.2. Wireless In-flight Entertainment Market By Fitment Type (USD Million), 2017 - 2026
      • 9.3.8.3. Wireless In-flight Entertainment Market By aicraft type (USD Million), 2017 - 2026
      • 9.3.8.4. Wireless In-flight Entertainment Market By Hardware (USD Million), 2017 - 2026
      • 9.3.8.5. Wireless In-flight Entertainment market By Technology (USD Million), 2017 - 2026
  • 9.4. Asia Pacific
    • 9.4.1. Wireless in-Flight Entertainment market By Product Type (USD Million), 2017 - 2026
    • 9.4.2. Wireless In-flight Entertainment Market By Fitment Type (USD Million), 2017 - 2026
    • 9.4.3. Wireless In-flight Entertainment Market By aicraft type (USD Million), 2017 - 2026
    • 9.4.4. Wireless In-flight Entertainment Market By Hardware (USD Million), 2017 - 2026
    • 9.4.5. Wireless In-flight Entertainment market By Technology (USD Million), 2017 - 2026
    • 9.4.6. China
      • 9.4.6.1. Wireless in-Flight Entertainment market By Product Type (USD Million), 2017 - 2026
      • 9.4.6.2. Wireless In-flight Entertainment Market By Fitment Type (USD Million), 2017 - 2026
      • 9.4.6.3. Wireless In-flight Entertainment Market By aicraft type (USD Million), 2017 - 2026
      • 9.4.6.4. Wireless In-flight Entertainment Market By Hardware (USD Million), 2017 - 2026
      • 9.4.6.5. Wireless In-flight Entertainment market By Technology (USD Million), 2017 - 2026
    • 9.4.7. Japan
      • 9.4.7.1. Wireless in-Flight Entertainment market By Product Type (USD Million), 2017 - 2026
      • 9.4.7.2. Wireless In-flight Entertainment Market By Fitment Type (USD Million), 2017 - 2026
      • 9.4.7.3. Wireless In-flight Entertainment Market By aicraft type (USD Million), 2017 - 2026
      • 9.4.7.4. Wireless In-flight Entertainment Market By Hardware (USD Million), 2017 - 2026
      • 9.4.7.5. Wireless In-flight Entertainment market By Technology (USD Million), 2017 - 2026
  • 9.5. Latin America
    • 9.5.1. Wireless in-Flight Entertainment market By Product Type (USD Million), 2017 - 2026
    • 9.5.2. Wireless In-flight Entertainment Market By Fitment Type (USD Million), 2017 - 2026
    • 9.5.3. Wireless In-flight Entertainment Market By aicraft type (USD Million), 2017 - 2026
    • 9.5.4. Wireless In-flight Entertainment Market By Hardware (USD Million), 2017 - 2026
    • 9.5.5. Wireless In-flight Entertainment market By Technology (USD Million), 2017 - 2026
  • 9.6. Middle East and Africa
    • 9.6.1. Wireless in-Flight Entertainment market By Product Type (USD Million), 2017 - 2026
    • 9.6.2. Wireless In-flight Entertainment Market By Fitment Type (USD Million), 2017 - 2026
    • 9.6.3. Wireless In-flight Entertainment Market By aicraft type (USD Million), 2017 - 2026
    • 9.6.4. Wireless In-flight Entertainment Market By Hardware (USD Million), 2017 - 2026
    • 9.6.5. Wireless In-flight Entertainment market By Technology (USD Million), 2017 - 2026

10. Company Profiles

  • 10.1. Thales Group S.A.
    • 10.1.1. Overview
    • 10.1.2. Financials
    • 10.1.3. Product Benchmarking
    • 10.1.4. Recent Developments
  • 10.2. Panasonic Corporation
    • 10.2.1. Overview
    • 10.2.2. Financials
    • 10.2.3. Product Benchmarking
    • 10.2.4. Recent Developments
  • 10.3. Inflight Dublin, Ltd
    • 10.3.1. Overview
    • 10.3.2. Financials
    • 10.3.3. Product Benchmarking
    • 10.3.4. Recent Developments
  • 10.4. Rockwell Collins Inc.
    • 10.4.1. Overview
    • 10.4.2. Financials
    • 10.4.3. Product Benchmarking
    • 10.4.4. Recent Developments
  • 10.5. Lufthansa Systems GmbH
    • 10.5.1. Overview
    • 10.5.2. Financials
    • 10.5.3. Product Benchmarking
    • 10.5.4. Recent Developments
  • 10.6. GoGo, Inc.
    • 10.6.1. Overview
    • 10.6.2. Financials
    • 10.6.3. Product Benchmarking
    • 10.6.4. Recent Developments
  • 10.7. Bluebox Avionics Ltd
    • 10.7.1. Overview
    • 10.7.2. Financials
    • 10.7.3. Product Benchmarking
    • 10.7.4. Recent Developments
  • 10.8. SITA OnAir
    • 10.8.1. Overview
    • 10.8.2. Financials
    • 10.8.3. Product Benchmarking
    • 10.8.4. Recent Developments
  • 10.9. Zodiac Aerospace SA
    • 10.9.1. Overview
    • 10.9.2. Financials
    • 10.9.3. Product Benchmarking
    • 10.9.4. Recent Developments
  • 10.10. BAE Systems PLC
    • 10.10.1. Overview
    • 10.10.2. Financials
    • 10.10.3. Product Benchmarking
    • 10.10.4. Recent Developments