Showing posts with label Media. Show all posts
Showing posts with label Media. Show all posts

Wednesday, September 18, 2019

Wireless In-Flight Entertainment (W-IFE) Market Growth Information Analysis Report by 2025


19th September 2019 – Global Wireless In-Flight Entertainment (W-IFE) Market is anticipated to reach USD 3.53 billion by 2025. Inflight entertainment (IFE) refers to entertainment accessible to aircraft passengers during a flight. Wireless IFE systems comprise entertainment in the form of video games, video, and audio. Small LED TVs also help in raising individual entertainment that is connected to seat back panel. In order to get access to this facility, the consumer must possess a Wi-Fi enabled device. To enrich the travel experience, the airlines sector is enhancing the on-board connectivity via wireless in-flight entertainment.

The factors that propel the growth of the Wireless In-Flight Entertainment (W-IFE) industry include the enhancing passenger experience, increasing demand for inflight connectivity, major source of additional income for airlines through inflight entertainment, technology development, and fierce competition among airlines. On the other hand, the factors that may hamper the growth of the market including high costs of IFE systems. Wireless In-Flight Entertainment (W-IFE) Market is anticipated to grow at a significant CAGR in the upcoming period as the scope, product types, and its applications are increasing across the globe.

Wireless In-Flight Entertainment (W-IFE) industry may be explored by Aircraft type, filament type, Hardware, Technology, and geography. The market could be based on Aircraft Type as Wide-Body, Regional Jet, Narrow-Body. The “Narrow-Body” sector led the Wireless In-Flight Entertainment (W-IFE) Market in 2016 and is anticipated to maintain its dominance by 2025 owing to rising acceptance of W-IFE systems.


Wireless In-Flight Entertainment (W-IFE) may be analyzed by Filament Type as Line Fit and Retrofit. The “Retrofit” segment led the market and is anticipated to maintain its dominance by 2025.Wireless In-Flight Entertainment (W-IFE) may be analyzed by Hardware as Modems, WAPs, Antennas, and Others. The “Modems” segment led the Wireless In-Flight Entertainment (W-IFE) industry in 2016 and is anticipated to maintain its dominance by 2025 due to the development of next-generation Airborne Network (AN) systems and Airborne Internet (AI).Wireless In-Flight Entertainment (W-IFE) may be analyzed by Technology as L-Band, ATG, Ka-Band, and Ku-Band.

North America held the major share of the Wireless In-Flight Entertainment (W-IFE) Market and will continue to lead in the forthcoming period. The factors that could be attributed to the growth include increasing expenditure on air travel.

Some of the key players that fuel the growth of the Wireless In-Flight Entertainment (W-IFE) industry comprise BAE Systems PLC, Gogo, Inc., Rockwell Collins, Inc., Panasonic Avionics Corporation, Thales Group SA, SITAOnAir, Lufthansa Systems GmBH, Zodiac Aerospace, Bluebox Avionics Limited, and Inflight Dublin, Ltd. The leading companies are taking up partnerships, mergers and acquisitions, and joint ventures in order to boost the inorganic growth of the industry.

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Tuesday, August 6, 2019

Movies and Entertainment Market Applications, Types and Market Analysis to 2025


6th August 2019 – The global movies and entertainment market was valued at 80.98 billion in 2016 and is anticipated to continue with the winning streak in the forecast period. Rising popularity of 3D movies enable virtual reality for audience. Video streaming services, digitization and showcasing filtered content are likely to contribute to the market growth in the forecast period. Upgradation in technological infrastructure for digitization of cable services is likely to open new ventures for movies and entertainment market.

However, overseas trade barriers, non-English speaking communities, unevenness of monetization, and money rotation in certain markets coupled with piracy rackets and black economy are likely to hinder the growth for movies and entertainment market in the forecast period upto 2025.

Movies and entertainment market at an international level is expected to gain a wider attention due to government flexibilities and consumers’ demand for authentic content. United Kingdom being the topmost and robust market for movies and entertainment industry accounts for a major share and being an English speaking country leverages international trade practices. India and China stand second and third in the global market scenario due to significant potential in local markets, rise in FDI, rise in middle-class consumers for daily soaps and TV serials. Also, the market is flourishing due to rise in innovative mode of channels.


Music industry also witnesses rise of several opportunities but encounters the threats of piracy in the major geographical markets. Music sector being a highly volatile market enables the market players to look for innovative techniques to monetize the opportunities. In comparison with music, publishing industry witnesses a boom in major geographical markets owing to digitization and growth in number of e-readers. Tablets, smartphones, and laptops are still paving the way for new market entrants.

Geographical segmentation for market includes North America, Latin America, Europe, Asia-Pacific, Middle East and Africa. North American market is sub-divided into two hubs, namely, the Los Angeles Community and the New York City with respective regional hubs. In addition, media, entertainment, communications and high-tech industries are blending to create new hubs.

U.S. regions enjoy the most lucrative market positon owing to enhanced production infrastructure, filming incentives, and small clusters involved in film production. Subsequently, consumers’ access to media and entertainment via video and music content is likely to augment the market in the forecast period.

Asia-Pacific’s market is expected to gain a leading market position owing to rise in entertainment industry offering content streaming services. Other factors such as proliferation of devices and subscription to filtered content are expected to contribute to the market growth. Augmented and virtual reality is trending in APAC’s movies and entertainment market not only in M&E but is also expanding in the other sectors too. Rise in number of stage artists, film artists, film creators, and business executives is fueling the market growth in APAC sector.

The key players in the movies and entertainment market include CBS Corporation and CBS Broadcasting Inc., Sony Corporation, Disney, Time Warner, 21st Century Fox, Viacom Inc., Comcast (NBCUNIVERSAL MEDIA, LLC. & DreamWorks Animation LLC.
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