封面
市场调查报告书
商品编码
1505050

无线机上娱乐市场、占有率、规模、趋势、行业分析报告:依产品类型、依安装类型、依飞机类型、依硬体、依技术、依地区:依细分市场预测,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个工作天内

价格
简介目录

根据 Polaris Market 发布的一项新研究,到2032年,全球无线机上娱乐市场预计将达到 72.8655 亿美元。无线机上娱乐市场的成长主要是由已开发经济体和新兴经济体不断成长的 BYOD 趋势所推动的。此外,人们越来越倾向于在机上使用自己的设备,这也促进了市场的成长。无线机上娱乐系统提供的服务可以透过航空公司提供的携带式媒体介面设备以及乘客的个人设备轻鬆存取。

无线机上娱乐市场依机种分为窄体机和宽体机。窄体飞机在无线机上娱乐市场中占据主导地位,预计在预测期内将继续占据主导地位。此细分市场的成长是由于短程航线对窄体飞机的需求增加。此外,由于全球航空公司升级其支线飞机上的无线机上娱乐系统,支线喷射机市场预计将在预测期内高速成长。

市场进一步细分为产品、配件、硬体和技术。此产品细分进一步分为嵌入式 IFE、携带式 IFE、架空 IFE 和无线 IFE。安装环节分为直线安装和改造安装。无线机上娱乐改装市场预计将成为2017年至2026年预测期内成长最快的部分。这一成长是由航空公司日益采用改装无线机上娱乐系统所推动的。

由于人们对航空旅行的高消费能力,导致对更好的乘客体验的需求不断增加,北美在无线机上娱乐市场处于领先地位。由多个新兴经济体组成的亚太地区,由于航空旅行增加,居民消费能力增强,航空业正面临显着成长。亚太地区航空业的竞争也非常激烈,航空公司大力投资提供最新技术来改善乘客体验。主要行业参与者包括 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。

目录

第1章 概述与范围

  • 研究目标和范围
  • 调查假设
  • 调查方法
    • 主要资料来源
    • 辅助资料来源
  • 要点
  • 利害关係人

第2章 执行概述

第3章 无线机上娱乐市场洞察

  • 无线机上娱乐 - 业界概览
  • 无线机上娱乐 - 生态系统分析
  • 无线机上娱乐市场动态
    • 无线机上娱乐 - 市场力量
      • 无线机上娱乐市场驱动因素分析
      • 无线机上娱乐市场限制因素/问题分析
      • 无线机上娱乐市场机会分析
    • 产业分析-波特五力
      • 供应商的议价能力
      • 买方的议价能力
      • 替代品的威胁
      • 新进入的威胁
      • 竞争水准
    • 2017年无线机上娱乐市场 PEST 分析
    • 价值链分析
    • 无线机上娱乐产业的趋势
    • 竞争排名分析

第4章 无线机上娱乐市场规模及产品类型预测

  • 主要调查结果
  • 嵌入式 IFE
    • 2017-2026年全球市场估算与预测
  • 携带式 IFE
    • 2017-2026年全球市场估算与预测
  • 架空 IFE
    • 2017-2026年全球市场估算与预测
  • 无线机载娱乐系统
    • 2017-2026年全球市场估算与预测

第5章 无线机上娱乐市场规模及预测:依设备类型

  • 主要调查结果
  • 直线拟合
    • 2017-2026年全球市场估算与预测
  • 装修
    • 2017-2026年全球市场估算与预测

第6章 无线机上娱乐市场规模及预测:依机型

  • 主要调查结果
  • 窄体
    • 2017-2026年全球市场估算与预测
  • 宽体
    • 2017-2026年全球市场估算与预测

第7章 无线机上娱乐市场规模及预测:依硬体

  • 主要调查结果
  • 机载娱乐系统
    • 2017-2026年全球市场估算与预测
  • 显示单元
    • 2017-2026年全球市场估算与预测
  • 数据机
    • 2017-2026年全球市场估算与预测
  • WAP
    • 2017-2026年全球市场估算与预测
  • 其他
    • 2017-2026年全球市场估算与预测

第8章 无线机上娱乐市场规模及预测:依技术

  • 主要调查结果
  • Ka乐队
    • 2017-2026年全球市场估算与预测
  • Ku波段
    • 2017-2026年全球市场估算与预测
  • L波段
    • 2017-2026年全球市场估算与预测
  • 反坦克飞弹
    • 2017-2026年全球市场估算与预测

第9章 无线机上娱乐市场规模及预测:依区域

  • 主要调查结果
  • 北美
    • 美国
    • 加拿大
  • 欧洲
    • 德国
    • 英国
    • 法国
  • 亚太地区
    • 中国
    • 日本
  • 拉丁美洲
  • 中东、非洲

第10章 公司简介

  • 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
简介目录
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