In-Flight Entertainment Market Research Report by Component (Connectivity, Content, and Hardware), Technology, System, Service Type, Platform, Region - Cumulative Impact of COVID-19, Russia Ukraine Conflict, and High Inflation - Global Forecast 2023-2030
The Global In-Flight Entertainment Market size was estimated at USD 6,217.55 million in 2022 and expected to reach USD 6,737.97 million in 2023, projecting growth at a CAGR of 8.50% to reach USD 11,947.62 million by 2030.
Cumulative Impact of COVID-19:
COVID-19 is an unprecedented global public health emergency that affected almost every industry, and the long-term impacts are projected to reflect on the growth of various end-use industries during the forecast period. This ongoing research amplifies the research framework to ensure the inclusion of underlying COVID-19 issues and potential paths forward. The report delivers insights on COVID-19, considering the changes in consumer behavior and demand, purchasing patterns, re-routing of the supply chain, dynamics of current market forces, and the significant interventions of governments. The dedicated section in the report uncovers a detailed analysis of the impact of COVID-19 and its subsequent variant outbreaks on demand, supply, price, and vendor uptake and provides recommendations for sustainable outcomes. The updated study provides insights, analysis, estimations, and forecasts, considering the COVID-19 impact on the Global In-Flight Entertainment Market.
Cumulative Impact of Russia-Ukraine Conflict:
We continuously monitor and update reports considering unceasing political and economic uncertainty due to the Russia-Ukraine Conflict. Negative impacts are globally foreseen, especially across Eastern Europe, European Union, Eastern & Central Asia, and the United States. This contention has severely affected people’s lives and livelihoods and represents far-reaching disruptions in trade dynamics. The potential effects of ongoing war and uncertainty in Eastern Europe are expected to have an adverse impact on Ukraine and reverberate harsh long-term effects on Russia. The report uncovers the implications for demand-supply balances, pressure on pricing variants, impact on import/export and trading, and short-term recommendations to the Global In-Flight Entertainment Market considering the current update on the conflict and its global responses.
Cumulative Impact of High Inflation:
The high inflation in developed economies globally has resulted in an overall price surge over the past two years. The cumulatively eroding overall purchasing power is expected to impact developing economies significantly and is considered helpful in numerous ways. The report uncovers the effect of high inflation on the long-term performance of the global economy and provides details on fiscal policies measuring and reducing its short-term impacts on demand/supply, cash flow, and currency exchange. The Global In-Flight Entertainment Market report delivers the high inflation expectation considering the related impact from cost-push and demand-pull inflation.
The report provides market sizing and forecasts across 7 major currencies - USD, EUR, JPY, GBP, AUD, CAD, and CHF; multiple currency support helps organization leaders to make better decisions. In this report, the years 2018 and 2021 are considered as historical years, 2022 as the base year, 2023 as the estimated year, and years from 2024 to 2030 are considered as the forecast period.
Market Segmentation & Coverage:
The report on the Global In-Flight Entertainment Market identifies key attributes about the customer to define the potential market and identify different needs across the industry. Understanding the potential customer group’s economies and geographies can help gain business acumen for better strategic decision-making. Our market coverage across different industry verticals reveals the hidden truth about the players’ strategies in different verticals and helps the organization decide target audience. This report gives you the composite view of sub-markets coupled with comprehensive industry coverage and provides you with the right way of accounting factors such as norms & regulations, culture, to make right coverage strategy for your market plan. This research report categorizes the Global In-Flight Entertainment Market in order to forecast the revenues and analyze the trends in each of the following sub-markets:
Based on Component, the market is studied across Connectivity, Content, and Hardware.
Based on Technology, the market is studied across Air-to-Ground Technology and Satellite Technology.
Based on System, the market is studied across Centralized Self-Organizing Network, Distributed Self-Organizing Network, and Hybrid Self-Organizing Network.
Based on Service Type, the market is studied across Data Connectivity, Flight Tracker, and Video Display Systems.
Based on Platform, the market is studied across Business Jets, Narrow-Body Aircraft, and Wide-Body Aircraft.
Based on Region, the market is studied across Americas, Asia-Pacific, and Europe, Middle East & Africa. The Americas is further studied across Argentina, Brazil, Canada, Mexico, and United States. The United States is further studied across California, Florida, Illinois, New York, Ohio, Pennsylvania, and Texas. The Asia-Pacific is further studied across Australia, China, India, Indonesia, Japan, Malaysia, Philippines, Singapore, South Korea, Taiwan, Thailand, and Vietnam. The Europe, Middle East & Africa is further studied across Denmark, Egypt, Finland, France, Germany, Israel, Italy, Netherlands, Nigeria, Norway, Poland, Qatar, Russia, Saudi Arabia, South Africa, Spain, Sweden, Switzerland, Turkey, United Arab Emirates, and United Kingdom.
FPNV Positioning Matrix:
The FPNV Positioning Matrix evaluates and categorizes vendors in the Global In-Flight Entertainment Market. based on Business Strategy (Business Growth, Industry Coverage, Financial Viability, and Channel Support) and Product Satisfaction (Value for Money, Ease of Use, Product Features, and Customer Support) and placed into four quadrants (F: Forefront, P: Pathfinder, N: Niche, and V: Vital). The Global In-Flight Entertainment Market FPNV Positioning Matrix representation/visualization further aids businesses in better decision-making and understanding the competitive landscape.
Market Share Analysis:
The Market Share Analysis offers the analysis of vendors considering their contribution to the overall market, providing the idea of revenue generation into the overall market compared to other vendors in the space. This provides insights on vendors performance in terms of revenue generation and customer base compared to others. The Global In-Flight Entertainment Market Share Analysis offers an idea of the size and competitiveness of the vendors for the base year. The outcome reveals the market characteristics in terms of accumulation, fragmentation, dominance, and amalgamation traits.
The Competitive Scenario provides an outlook analysis of the various strategies for business growth adopted by the vendors. The news in this section covers valuable insights at various stages while keeping up with the business and engaging stakeholders in the economic debate. The Global In-Flight Entertainment Market Competitive Scenario represents press releases or news of the companies categorized into Merger & Acquisition, Agreement, Collaboration, & Partnership, New Product Launch & Enhancement, Investment & Funding, and Award, Recognition, & Expansion. All the news collected helps vendors understand the gaps in the marketplace and competitor’s strengths and weaknesses, providing insights to enhance products and services.
Company Usability Profiles:
The report profoundly explores the recent significant developments by the leading vendors and innovation profiles in the Global In-Flight Entertainment Market, including Air India Ltd., Anuvu Operations LLC, Astronics Corporation, Digecor, Inc., Gogo LLC, Honeywell International Inc., Iridium Communications Inc., Kymeta Corporation, Lufthansa Systems GmbH & Co. KG, Panasonic Avionics Corporation, Rockwell Collins, Inc. by Raytheon Technologies Corporation, Safran S.A., SITA, Thales Group, and Viasat, Inc..
The report provides insights on the following pointers:
1. Market Penetration: Provides comprehensive information on the market offered by the key players
2. Market Development: Provides in-depth information about lucrative emerging markets and analyzes penetration across mature segments of the markets
3. Market Diversification: Provides detailed information about new product launches, untapped geographies, recent developments, and investments
4. Market Trends: Provides comprehensive understanding of the Cumulative Impact of COVID-19, the Russia-Ukraine Conflict, and the High Inflation
5. Competitive Assessment & Intelligence: Provides an exhaustive assessment of market shares, strategies, products, certification, regulatory approvals, patent landscape, and manufacturing capabilities of the leading players
6. Product Development & Innovation: Provides intelligent insights on future technologies, R&D activities, and breakthrough product developments
The report answers questions such as:
1. What is the market size and forecast of the Global In-Flight Entertainment Market?
2. What are the inhibiting factors and impact of COVID-19 shaping the Global In-Flight Entertainment Market during the forecast period?
3. Which are the products/segments/applications/areas to invest in over the forecast period in the Global In-Flight Entertainment Market?
4. What is the competitive strategic window for opportunities in the Global In-Flight Entertainment Market?
5. What are the technology trends and regulatory frameworks in the Global In-Flight Entertainment Market?
6. What is the market share of the leading vendors in the Global In-Flight Entertainment Market?
7. What modes and strategic moves are considered suitable for entering the Global In-Flight Entertainment Market?