全球家庭娱乐市场 – 2031 年行业趋势和预测

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全球家庭娱乐市场 – 2031 年行业趋势和预测

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  • Apr 2024
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  • 350 页面
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Global Home Entertainment Market

市场规模(十亿美元)

CAGR :  % Diagram

Diagram Forecast Period
2024 –2031
Diagram Market Size (Base Year)
USD 287.52 Billion
Diagram Market Size (Forecast Year)
USD 400.50 Billion
Diagram CAGR
%
Diagram Major Markets Players
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>全球家庭娱乐市场,按产品类型(音频设备、视频设备和游戏机)、连接性(有线和无线)、分销渠道(线下和线上)划分——行业趋势和预测到 2031 年。

家庭娱乐市场

家庭娱乐市场分析和规模

在家庭娱乐市场,技术进步彻底改变了休闲体验。从沉浸式虚拟现实系统到超高清电视,消费者可以享受各种各样的娱乐选择。这种动态格局促进了竞争,推动了创新和价格承受能力。最终,它丰富了消费者体验,为家庭休闲活动提供了无与伦比的便利和质量。

例如,谷歌旗下的Nest智能家居部门发布了一款新型智能恒温器Nest Thermostat,售价较低,为129.99美元,有别于之前的Nest Learning Thermostat和Nest Thermostat E等型号。该简化版价格实惠,比Nest E便宜40美元,比第三代Nest Learning Thermostat便宜120美元,并且可以立即预订。

Data Bridge Market Research 分析称,2023 年全球家庭娱乐市场规模价值 2875.2 亿美元,预计到 2031 年将达到 4005.0 亿美元,2024 年至 2031 年预测期内的复合年增长率为 4.23%。除了市场价值、增长率、细分市场、地理覆盖范围、市场参与者和市场情景等市场洞察外,Data Bridge Market Research 团队策划的市场报告还包括深入的专家分析、进出口分析、定价分析、生产消费分析和消费者行为。

家庭娱乐市场范围和细分

报告指标

细节

预测期

2024 至 2031 年

基准年

2023

历史岁月

2022(可定制为 2016 - 2021)

定量单位

收入(单位:十亿美元)、销量(单位:台)、定价(美元)

涵盖的领域

产品类型(音频设备、视频设备和游戏机)、连接性(有线和无线)、分销渠道(线下和线上)

覆盖国家

美国、加拿大、墨西哥、德国、瑞典、波兰、丹麦、意大利、英国、法国、西班牙、荷兰、比利时、瑞士、土耳其、俄罗斯、欧洲其他地区、日本、中国、印度、韩国、新西兰、越南、澳大利亚、新加坡、马来西亚、泰国、印度尼西亚、菲律宾、亚太其他地区、巴西、阿根廷、南美洲其他地区、阿联酋、沙特阿拉伯、阿曼、卡塔尔、科威特、南非、中东和非洲其他地区

涵盖的市场参与者

SAMSUNG (South Korea), SONY INDIA (Japan), L.G. Electronics (South Korea), Google LLC (U.S.), Panasonic Corporation (Japan), SHARP CORPORATION (U.S.), Koninklijke Philips N.V. (Netherlands), Hitachi Ltd. (Japan), TCL (China), Skyworth Group Limited (China), Haier Group (Hong Kong), TOSHIBA CORPORATION (Japan), Videocon Industries Limited (Mumbai), Grande Holdings Company Limited (Hong Kong), Xiaomi (China), Hisense International (China), VIZIO, Inc. (U.S.), INSIGNIA SYSTEMS (U.S.), and Apple Inc (U.S.)

Market Opportunities

  • High-Speed Internet and Connectivity
  • Growing Streaming Services

Market Definition

Home entertainment encompasses a range of activities and devices designed to provide leisure and amusement within the comfort of one's residence. This can include watching movies, playing video games, listening to music, or engaging in other recreational pursuits. With technological advancements, home entertainment systems offer immersive experiences that rival those found in traditional entertainment venues.

Home Entertainment Market Dynamics

Drivers

  • Rapidly Evolving Smart Home Integration

Voice-activated assistants, smart speakers, and home automation systems elevate convenience, enabling users to effortlessly control and personalize their audiovisual experiences. This integration revolutionizes home entertainment, delivering a modern, immersive environment tailored to individual preferences. Market growth is driven by smart home integration, seamlessly merging entertainment systems with advanced technology to enhance accessibility and enjoyment for consumers.

For instance, in February 2021, Aspinity unveiled its Acoustic Event Detection Kit (EVK1) designed for battery-operated smart home devices that constantly monitor for acoustic triggers like window glass breaks. This kit showcases the company's analogML core, an analog machine learning processor, optimizing system power efficiency by recognizing targeted acoustic events before data digitization.

  • Growing Content Creation and Distribution

The rise of original content on streaming platforms and traditional media has captivated consumers, driving interest in various media home entertainment channels. Exclusive shows, movies, documentaries, and live events entice subscribers, fueling competition among content creators and distributors. This proliferation of unique content drives the market, reshaping how audiences engage with entertainment in their own homes.

Opportunities

  • High-Speed Internet and Connectivity

The proliferation of high-speed internet and reliable connectivity allows seamless home entertainment experiences. With broadband infrastructure enhancements and the expansion of 5G networks, streaming content, online gaming, and accessing digital media become more accessible and enjoyable. This creates significant opportunities for growth and innovation within the home entertainment market.

  • Increasing Usage of Streaming Services

Streaming platforms like Netflix, Amazon Prime Video, Disney+, and Hulu, with their convenience, affordability, and extensive content libraries, meet diverse consumer preferences, fueling rising demand for digital entertainment experiences. This proliferation fosters competition and innovation in the industry, presenting ample opportunities for at-home entertainment consumption.

For instance, according to the New York State Energy Research and Development Authority (NYSERDA), integrating smart technologies and real-time energy management systems can yield cost reductions averaging 15%. Furthermore, it enhances the bottom line by fostering an ecosystem that effectively mitigates energy waste, providing substantial financial benefits while promoting sustainability and efficiency.

Restraints/Challenges

  • Piracy and Copyright Infringement

Piracy poses a significant challenge to the home entertainment market, resulting in revenue loss and devaluation of intellectual property. Unauthorized distribution of content undermines profitability and discourages investment in new productions. Efforts to combat piracy are essential to safeguarding the industry's economic viability and preserving the value of creative works.

  • Fragmentation of Streaming Service

The surge in streaming services has fragmented the market, overwhelming consumers with numerous subscription choices. This abundance often leads to subscription fatigue and increases the likelihood of piracy as users seek alternative, cost-effective solutions. Managing this fragmentation challenges providers striving to maintain user engagement and revenue streams in a competitive landscape.

This market report provides details of new recent developments, trade regulations, import-export analysis, production analysis, value chain optimization, market share, impact of domestic and localized market players, analyses opportunities in terms of emerging revenue pockets, changes in market regulations, strategic market growth analysis, market size, category market growths, application niches and dominance, product approvals, product launches, geographic expansions, technological innovations in the market. To gain more info on the market contact Data Bridge Market Research for an Analyst Brief, our team will help you take an informed market decision to achieve market growth.

Recent Developments

  • In August 2021, ABB India launched ISI-certified Millenium and Zenit switches, offering control and functionality in smart buildings. These switches, suitable for residences and commercial facilities, facilitate an easy transition to eco-friendly lighting solutions, compatible with modern smart home automation systems for enhanced comfort
  • 2021 年 8 月,施耐德电气在 2021 年 CEDIA 博览会上推出了 Square DTM X 和 XD 系列链接布线设备。这些设备可实现家庭照明自动化、提供离散电源控制并提供插头级能源使用数据。它们具有易于安装和智能家居连接等功能,旨在优化能源效率
  • 2021 年 4 月,三星推出了 Neo QLED 电视系列,承诺以逼真的画质和几乎无边框的 Infinity One 设计带来影院般的观看体验。这些电视的尺寸从 50 英寸到 85 英寸不等,采用 Neo Quantum 处理器,具有卓越的升级功能,可确保令人印象深刻的 4K 和 8K 输出
  • 2021 年 3 月,艾默生与 Ameren Missouri 合作,为 Ameren Missouri 客户提供 Sensi 智能恒温器。客户通过即时折扣和参与高峰时段节省计划获得恒温器,除销售税外无需支付任何费用。这项先进技术允许通过智能手机远程控制恒温器,从而大幅节省账单

家庭娱乐市场范围

家庭娱乐市场根据产品类型、连接性和分销渠道进行细分。这些细分市场之间的增长情况将帮助您分析行业中增长缓慢的细分市场,并为用户提供有价值的市场概览和市场洞察,帮助他们做出战略决策,确定核心市场应用。

产品类型

 连接

  • 有线
  • 无线的

 分销渠道

  • 离线
  • 在线的

家庭娱乐市场区域分析/洞察

对家庭娱乐市场进行了分析,并按上述产品类型、连接性和分销渠道提供了市场规模洞察和趋势。

家庭娱乐市场报告涉及的国家包括美国、加拿大、墨西哥、德国、瑞典、波兰、丹麦、意大利、英国、法国、西班牙、荷兰、比利时、瑞士、土耳其、俄罗斯、欧洲其他地区、日本、中国、印度、韩国、新西兰、越南、澳大利亚、新加坡、马来西亚、泰国、印度尼西亚、菲律宾、亚太其他地区、巴西、阿根廷、南美洲其他地区、阿联酋、沙特阿拉伯、阿曼、卡塔尔、科威特、南非、中东和非洲其他地区。

受新技术采用率高和大型公司进驻的推动,北美有望主导市场。该地区精通技术的人口推动了对设备的需求,促进了增长。这一趋势凸显了北美在塑造全球家庭娱乐未来方面的关键作用。

亚太地区有望见证家庭娱乐市场的大幅增长。印度和中国等新兴国家提供丰富的原材料和高性价比的劳动力,推动了这一市场的发展。随着人们对娱乐的兴趣日益浓厚,该地区将为家庭娱乐行业创造一个繁荣的环境。

报告的国家部分还提供了影响市场当前和未来趋势的各个市场影响因素和市场监管变化。下游和上游价值链分析、技术趋势和波特五力分析、案例研究等数据点是用于预测各个国家市场情景的一些指标。此外,在提供国家数据的预测分析时,还考虑了全球品牌的存在和可用性以及它们因来自本地和国内品牌的大量或稀缺竞争而面临的挑战、国内关税和贸易路线的影响。

竞争格局和家庭娱乐市场份额分析

市场竞争格局按竞争对手提供详细信息。详细信息包括公司概况、公司财务状况、产生的收入、市场潜力、研发投资、新市场计划、全球影响力、生产基地和设施、生产能力、公司优势和劣势、产品发布、产品宽度和广度、应用主导地位。以上提供的数据点仅与公司对市场的关注有关。

家庭娱乐市场的一些主要参与者包括:

  • 三星(韩国)
  •  索尼印度(日本)
  •  LG 电子 (韩国)
  •  Google LLC(美国)
  •  松下公司(日本)
  •  夏普公司(美国)
  •  Koninklijke Philips NV(荷兰)
  •  日立有限公司(日本)
  •  TCL(中国)
  •  创维集团有限公司 (中国)
  •  海尔集团(香港)
  •  东芝公司(日本)
  •  Videocon Industries Limited(孟买)
  •  格兰德集团有限公司 (香港)
  •  小米 (中国)
  •  海信国际(中国)
  • VIZIO, Inc.(美国)
  • INSIGNIA SYSTEMS(美国)
  •  苹果公司 (美国)


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研究方法

Data collection and base year analysis are done using data collection modules with large sample sizes. The stage includes obtaining market information or related data through various sources and strategies. It includes examining and planning all the data acquired from the past in advance. It likewise envelops the examination of information inconsistencies seen across different information sources. The market data is analysed and estimated using market statistical and coherent models. Also, market share analysis and key trend analysis are the major success factors in the market report. To know more, please request an analyst call or drop down your inquiry.

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Frequently Asked Questions

The home entertainment market size will be worth USD 400.50 billion by 2031.
The growth rate of the home entertainment market is 4.23%.
Rapidly evolving smart home integration & growing content creation and distribution are the growth drivers of the home entertainment market.
Product type, connectivity, and distribution channel are the factors on which the home entertainment market research is based.
Major companies in the home entertainment market are SAMSUNG (South Korea), SONY INDIA (Japan), L.G. Electronics (South Korea), Google LLC (U.S.), Panasonic Corporation (Japan), SHARP CORPORATION (U.S.), Koninklijke Philips N.V. (Netherlands), Hitachi Ltd. (Japan), TCL (China), Skyworth Group Limited (China), Haier Group (Hong Kong), TOSHIBA CORPORATION (Japan), Videocon Industries Limited (Mumbai), Grande Holdings Company Limited (Hong Kong), Xiaomi (China), Hisense International (China), VIZIO, Inc. (U.S.), INSIGNIA SYSTEMS (U.S.), and Apple Inc (U.S.).