【レポートの概要(一部)】
Table of Contents
1 INTRODUCTION
1.1 KEY TAKE-AWAYS
1.2 REPORT DESCRIPTION
1.3 MARKETS COVERED
1.4 COMPANIES COVERED IN THE REPORT
1.5 STAKEHOLDERS
1.6 REPORT ASSUMPTIONS
1.7 RESEARCH METHODOLOGY
1.7.1 MARKET SIZE ESTIMATION
1.7.2 MARKET CRACKDOWN & DATA TRIANGULATION
1.7.3 MARKET FORECASTING MODEL
1.7.4 KEY DATA POINTS TAKEN FROM SECONDARY SOURCES
1.7.5 KEY DATA POINTS TAKEN FROM PRIMARY SOURCES
2 EXECUTIVE SUMMARY
3 MARKET OVERVIEW
3.1 INTRODUCTION
3.2 HISTORY & EVOLUTION
3.2.1 DIGITIZATION OF LIVING ROOMS
3.2.2 EVOLUTION OF MULTIMEDIA DEVICES
3.3 VALUE CHAIN ANALYSIS
3.3.1 TELEVISION SYSTEMS VALUE CHAIN
3.3.1.1 Component manufacturers
3.3.1.2 Equipment suppliers
3.3.1.3 OEM vendors
3.3.1.4 Software services vendors
3.3.2 SET-TOP BOX VALUE CHAIN
3.3.2.1 Component manufacturers
3.3.2.2 OEM vendors
3.3.2.3 Over-The-Top content providers & TV broadcast vendors
3.4 KEY MARKET STATISTICS
3.5 MARKET DYNAMICS
3.5.1 MARKET DRIVERS
3.5.1.1 Huge government body support for digitization
3.5.1.2 Emergence of technologies for connectivity amongst home devices
3.5.1.3 Integration of user-interactive features into home infotainment
3.5.1.4 Advancements towards higher-resolutions driving the display market
3.5.2 MARKET RESTRAINTS
3.5.2.1 Red Ocean Strategy
3.5.2.2 Compatibility – critical factor in the buying decision process
3.5.2.3 Intellectual property rights – restricting sales
3.5.3 MARKET OPPORTUNITIES
3.5.3.1 Technology penetration into emerging markets
3.5.3.2 Smart homes, Intelligent & Connected homes- connected living room, a start
3.5.4 BURNING ISSUES
3.5.4.1 High technological fragmentation – Standardization of formats
3.5.5 WINNING IMPERATIVES
3.5.5.1 Convergence of product functionalities
3.5.6 PORTER’S ANALYSIS
3.5.6.1 Threat of new entrants
3.5.6.2 Threat of competitors
3.5.6.3 Bargaining power of suppliers
3.5.6.4 Bargaining power of buyers
3.5.6.5 Degree of competition
4 CONNECTED LIVING ROOM MARKET, BY PRODUCT
4.1 INTRODUCTION
4.2 SMARTPHONES
4.3 TABLETS
4.4 LAPTOPS
4.5 TV SYSTEMS
4.5.1 TV SYSTEMS MARKET BY DISPLAY TECHNOLOGY
4.5.1.1 CRT TV
4.5.1.2 LED TV
4.5.1.3 LCD TV
4.5.1.4 Plasma TV
4.5.1.5 OLED TV
4.5.2 TV SYSTEMS MARKET BY GEOGRAPHY
4.5.3 TV SYSTEMS MARKET BY FEATURES
4.5.3.1 Smart TV
4.5.3.1.1 Smart TV Market By Geography
4.5.3.2 3D TV
4.5.3.2.1 3D TV Market By Geography
4.6 SET-TOP BOXES
4.6.1 SET-TOP BOX MARKET BY TYPES
4.6.1.1 Cable STBs
4.6.1.2 SATELLITE STBs
4.6.1.3 IPTV STBs
4.6.1.4 DTT STBs
4.6.2 SET-TOP BOX MARKET BY RESOLUTION
4.6.2.1 Standard definition
4.6.2.2 High definition
4.6.3 SET-TOP BOX MARKET BY GEOGRAPHY
4.7 MEDIA STREAMING PLAYERS
4.7.1 DVD PLAYERS
4.7.1.1 DVD player market by geography
4.7.2 BLU-RAY PLAYERS
4.7.2.1 Blu-ray player market by geography
4.8 HOME THEATER SYSTEMS
4.8.1 HOME THEATER SYSTEM MARKET OVERVIEW
4.8.2 HOME THEATER PROJECTORS
4.8.2.1 HT Projectors Market By Resolution
4.8.2.1.1 720p HT projector
4.8.2.1.2 1080p HT projector
4.8.2.1.3 4k HT projector
4.8.2.2 HT Projector Market By Geography
4.8.3 HOME THEATER AUDIO SYSTEMS
4.8.3.1 Audio systems market by output channels
4.8.3.1.1 5.1 channels system
4.8.3.1.2 7.1 channels system
4.8.3.1.3 9.1 channels system
4.8.3.2 Audio systems market by geography
4.9 GAMING CONSOLES
4.9.1 GAMING CONSOLES MARKET BY GEOGRAPHY
4.9.2 GAMING CONSOLES MARKET BY GENERATION
4.9.2.1 7th generation gaming consoles
4.9.2.2 8th generation gaming consoles
5 CONNECTED LIVING ROOM MARKET BY TECHNOLOGY
5.1 INTRODUCTION
5.2 CLR TECHNOLOGY MARKET OVERVIEW
5.3 CHIPSETS FOR WIRELESS CONNECTIVITY
5.4 PROCESSORS
5.4.1 GENERIC DIGITAL SIGNAL PROCESSOR (DSP)
5.4.2 MICROCONTROLLER UNIT (MCU)
5.5 MEMORY IC
5.5.1 DRAM
5.5.2 FLASH NAND
5.6 SENSORS
5.6.1 IMAGE SENSORS
5.6.2 ACCELEROMETERS
5.6.3 MAGNETIC SENSORS
5.7 LED DRIVER IC
6 CONNECTED LIVING ROOM MARKET BY GEOGRAPHY
6.1 INTRODUCTION
6.2 NORTH AMERICA
6.2.1 SMARTPHONE
6.2.2 TABLETS
6.2.3 LAPTOPS
6.2.4 TELEVISION SYSTEMS
6.2.5 SET-TOP BOX MARKET
6.2.6 DVD PLAYER MARKET
6.2.7 BLU-RAY PLAYER MARKET
6.2.8 HT PROJECTOR MARKET
6.2.9 AUDIO SYSTEMS MARKET
6.2.10 GAMING CONSOLES’ MARKET
6.3 EUROPE
6.3.1 SMARTPHONES
6.3.2 TABLETS
6.3.3 LAPTOPS
6.3.4 TELEVISION SYSTEMS
6.3.5 SET-TOP BOX MARKET
6.3.6 DVD PLAYER MARKET
6.3.7 BLU-RAY PLAYER MARKET
6.3.8 HT PROJECTOR MARKET
6.3.9 AUDIO SYSTEMS MARKET
6.3.10 GAMING CONSOLES MARKET
6.4 APAC
6.4.1 SMARTPHONES
6.4.2 TABLETS
6.4.3 LAPTOPS
6.4.4 TELEVISION SYSTEMS
6.4.5 SET-TOP BOX MARKET
6.4.6 DVD PLAYER MARKET
6.4.7 BLU-RAY PLAYER MARKET
6.4.8 HT PROJECTOR MARKET
6.4.9 AUDIO SYSTEMS MARKET
6.4.10 GAMING CONSOLES MARKET
6.5 ROW
6.5.1 SMARTPHONES
6.5.2 TABLETS
6.5.3 LAPTOPS
6.5.4 TELEVISION SYSTEMS
6.5.5 SET-TOP BOX MARKET
6.5.6 DVD PLAYER MARKET
6.5.7 BLU-RAY PLAYER MARKET
6.5.8 HT PROJECTOR MARKET
6.5.9 AUDIO SYSTEMS’ MARKET
6.5.10 GAMING CONSOLES MARKET
7 COMPETITIVE LANDSCAPE
7.1 OVERVIEW
7.2 MARKET SHARE ANALYSIS
7.2.1 SMARTPHONE: MARKET SHARE ANALYSIS
7.2.2 TELEVISION SYSTEMS: MARKET SHARE ANALYSIS
7.2.3 SET-TOP BOX: MARKET SHARE ANALYSIS
7.2.4 GAMING CONSOLES: MARKET SHARE ANALYSIS
7.3 COMPETITIVE SITUATION AND TRENDS
7.3.1 NEW PRODUCT DEVELOPMENTS & ANNOUNCEMENTS
7.3.2 AGREEMENTS, PARTNERSHIPS, INVESTMENTS, JOINT VENTURES & COLLABORATIONS
7.3.3 MERGERS & ACQUISITIONS
7.3.4 AWARDS & RECOGNITIONS
8 COMPANY PROFILES
(Overview, Products and Services, Financials, Strategy & Development)*
8.1 BENQ CORPORATION
8.2 ECHOSTAR CORPORATION
8.3 KONINKLIJKE PHILIPS N.V.
8.4 LG ELECTRONICS
8.5 MOTOROLA MOBILITY HOLDINGS. INC.
8.6 NINTENDO CO., LTD
8.7 PACE PLC
8.8 PANASONIC CORPORATION
8.9 SAMSUNG ELECTRONICS
8.1 SONY CORPORATION
8.11 TECHNICOLOR SA
8.12 TIVO, INC.
*Details on Overview, Products and Services, Financials, Strategy & Development might not be Captured in case of Unlisted Companies.
APPENDIX
KEY SECONDARY SOURCES
【レポート販売概要】
■ タイトル:リビングルーム・ネットワーク化のグローバル市場動向(2013 – 2020)■ 英文:Connected Living Room Market by Products (Smart/3D, LED/LCD/OLED TV, set top box, Home theater (Projector, Audio Equipment), Blu-ray player, Gaming console), by Technology (Processor, Memory, Sensor, Connectivity) & by Geography - Global Trend & Forecast to 2013 - 2020
■ 発行日:2014年3月
■ 調査会社:MarketsandMarkets
■ 商品コード:Markets-SE-2332
■ 調査対象地域:グローバル
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