In-flight Entertainment Market Overview
In-flight entertainment (IFE) refers to the entertainment available to aircraft passengers during a flight. The global In-flight Entertainment market is projected to rise at a rapid pace due to a huge demand for amusement devices for long-distance flights to make time-consuming journeys pleasurable and comfortable. Additionally, today's aircraft carriers provide excellent audio and video capabilities to keep passengers entertained. The demand for in-flight entertainment services may be influenced by changing consumer patterns and technical advancements. New airliners with cutting-edge infrastructure and cutting-edge in-flight entertainment systems are expected to boost industry growth. Further, advertisement businesses may also use in-flight entertainment to raise brand recognition through photos and television advertising.
On the contrary, factors such as data privacy and security issues and expensive installation and deployment cost of connectivity hardware and technologies are expected to restrain the growth of the market.
Report Metric | Details |
Market size available for years | 2023–2030 |
Base year considered | 2023 |
Forecast period | 2024–2030 |
Forecast unit | Value (USD Million) |
Segments covered | Component, Fit, Application, and Region |
Regions covered | North America (the U.S. and Canada), Europe (UK, Germany, France, Italy, Spain, Russia, Rest of Europe), Asia-Pacific (China, India, Japan, Australia, South East Asia, Rest of Asia Pacific), Latin America and the Middle East and Africa (Brazil, Saudi Arabia, UAE, Rest of LAMEA) |
Companies covered | Thales Group, Rockwell Collins, Inc., Gogo LLC, Honeywell International, Inc., Zodiac Aerospace, Global Eagle Entertainment, ViaSat, Inc., Panasonic Avionics Corporation, FDS Avionics Corp. |
Covid-19 Impact on In-flight Entertainment Market
Like many other industries, COVID-19 badly knocked the electronic and semiconductor industries. This unprecedented event has impacted nearly 230 countries in just a few weeks, resulting in the forced shutdown of manufacturing and transportation activities within and across the countries. This has directly affected the overall sector's growth. It is estimated that COVID-19 to leave more than USD 30 billion impacts on the electronics and semiconductor industry. The sector is majorly affected due to transport restrictions on major electronics and semiconductor raw material providers. However, the emerging need for semiconductors in several industries will offer rapid market recovery over the future period.
In-flight Entertainment Market Segment Overview
Based on Component, In-flight Entertainment Hardware is one of the largest segments in the global in-flight entertainment market. This segment is expected to grow at a significant rate during the forecast period. The hardware segment of the market consists primarily of the tangible components of IFEC systems, such as displays, switch panels, and other components. It includes both portable and non-portable hardware, such as dockable seat display units, removable storage units, and embedded seatback units, seat electronic boxes, and so on.
Additionally, because of the advancement of networking and communication technologies, as well as ongoing investment in innovation, in-flight entertainment in developed countries could set the mark for a massive expansion in the near future. Furthermore, the demand for in-flight entertainment services is likely to rise as the number of passengers flying increases. Additionally, the increasing rate of upgrading old aircraft systems, as well as rising air traffic, may augur well for market expansion.
In-flight Entertainment Market, By Component
· In-flight Entertainment Hardware
· Communication System
· Connectivity System
· Support Services
In-flight Entertainment Market, By Fit
· Line Fit
· Retrofit
In-flight Entertainment Market, By Application
· Moving Map System
· Audio System
· Video System
· In-flight Games
· Network Connectivity
In-flight Entertainment Regional Overview
Region-wise, North America is anticipated to dominate the market during the forecast period owing to the presence of major in-flight entertainment companies such as Global Eagle, Panasonic Avionics Corporation, and Gogo combined with the availability of sophisticated technologies to deliver in-flight solutions through several platform results in the dominance of this region. Similarly, Europe is the second-largest market owing to the upsurge in several aircraft deliveries along with air passenger traffic in countries, such as Germany, France, and Spain. As well, Asia-Pacific region is the fastest-growing region in the in-flight entertainment market.
In-flight Entertainment Market, By Geography
· North America (US & Canada)
· Europe (UK, Germany, France, Italy, Spain, Russia & Rest of Europe)
· Asia-Pacific (Japan, China, India, Australia, & South Korea, & Rest of Asia-Pacific)
· LAMEA (Brazil, Saudi Arabia, UAE & Rest of LAMEA)
In-flight Entertainment Market, Key Players
· Thales Group
· Rockwell Collins, Inc.
· Gogo LLC
· Honeywell International, Inc.
· Zodiac Aerospace
· Global Eagle Entertainment
· ViaSat, Inc.
· Panasonic Avionics Corporation
· FDS Avionics Corp.
Frequently Asked Questions (FAQ) :
Q1. What are the driving factors for the In-flight Entertainment market?
Huge demand for amusement devices for long-distance flights to make time-consuming journeys pleasurable and comfortable, the number of passengers flying increases, the increasing rate of upgrading old aircraft systems, as well as rising air traffic are some key factors that boost the growth of the In-flight Entertainment market.
Q2. What are the restraining factors for the In-flight Entertainment market?
Data privacy and security issues and expensive installation and deployment cost of connectivity hardware and technologies are some of the factors that hindering the growth of the market
Q3. Which Segments are covered in the In-flight Entertainment market report?
Component, Fit, Application, and Region, these segments are covered in the In-flight Entertainment market report.
Q4. Which segment is projected to hold the largest share in the In-flight Entertainment Market?
The In-flight Entertainment Hardware segment is projected to hold the largest share in the In-flight Entertainment Market.
Q5. Which are the prominent players in the In-flight Entertainment Market?
Thales Group, Rockwell Collins, Inc., Gogo LLC, Honeywell International, Inc., Zodiac Aerospace, Global Eagle Entertainment, ViaSat, Inc., Panasonic Avionics Corporation, FDS Avionics Corp. are some key players in the In-flight Entertainment Market.
1. Introduction
- 1.1. Research Scope
- 1.2. Market Segmentation
- 1.3. Research Methodology
- 1.4. Definitions and Assumptions
2. Executive Summary
3. Market Dynamics
- 3.1. Market Drivers
- 3.2. Market Restraints
- 3.3. Market Opportunities
4. Key Insights
- 4.1. Key Emerging Trends – For Major Countries
- 4.2. Latest Technological Advancement
- 4.3. Regulatory Landscape
- 4.4. Industry SWOT Analysis
- 4.5. Porters Five Forces Analysis
5. Global In-flight Entertainment Market Analysis (USD Billion), Insights and Forecast, 2020-2027
- 5.1. Key Findings / Summary
- 5.2. Market Analysis, Insights and Forecast – By Component
- 5.2.1. In-flight Entertainment Hardware
- 5.2.2. Communication System
- 5.2.3. Connectivity System
- 5.2.4. Support Services
- 5.3. Market Analysis, Insights and Forecast – By Fit
- 5.3.1. Line Fit
- 5.3.2. Retrofit
- 5.4. Market Analysis, Insights and Forecast – By Application
- 5.4.1. Moving Map System
- 5.4.2. Audio System
- 5.4.3. Video System
- 5.4.4. In-flight Games
- 5.4.5. Network Connectivity
- 5.5. Market Analysis, Insights and Forecast – By Region
- 5.5.1. North America
- 5.5.2. Europe
- 5.5.3. Asia Pacific
- 5.5.4. Latin America, Middle East and Africa
6. North America In-flight Entertainment Market Analysis (USD Billion), Insights and Forecast, 2020-2027
- 6.1. Key Findings / Summary
- 6.2. Market Analysis, Insights and Forecast – By Component
- 6.2.1. In-flight Entertainment Hardware
- 6.2.2. Communication System
- 6.2.3. Connectivity System
- 6.2.4. Support Services
- 6.3. Market Analysis, Insights and Forecast – By Fit
- 6.3.1. Line Fit
- 6.3.2. Retrofit
- 6.4. Market Analysis, Insights and Forecast – By Application
- 6.4.1. Moving Map System
- 6.4.2. Audio System
- 6.4.3. Video System
- 6.4.4. In-flight Games
- 6.4.5. Network Connectivity
- 6.5. Market Analysis, Insights and Forecast – By Country
- 6.5.1. U.S.
- 6.5.2. Canada
7. Europe In-flight Entertainment Market Analysis (USD Billion), Insights and Forecast, 2020-2027
- 7.1. Key Findings / Summary
- 7.2. Market Analysis, Insights and Forecast – By Component
- 7.2.1. In-flight Entertainment Hardware
- 7.2.2. Communication System
- 7.2.3. Connectivity System
- 7.2.4. Support Services
- 7.3. Market Analysis, Insights and Forecast – By Fit
- 7.3.1. Line Fit
- 7.3.2. Retrofit
- 7.4. Market Analysis, Insights and Forecast – By Application
- 7.4.1. Moving Map System
- 7.4.2. Audio System
- 7.4.3. Video System
- 7.4.4. In-flight Games
- 7.4.5. Network Connectivity
- 7.5. Market Analysis, Insights and Forecast – By Country
- 7.5.1. UK
- 7.5.2. Germany
- 7.5.3. France
- 7.5.4. Italy
- 7.5.5. Spain
- 7.5.6. Russia
- 7.5.7. Rest of Europe
8. Asia Pacific In-flight Entertainment Market Analysis (USD Billion), Insights and Forecast, 2020-2027
- 8.1. Key Findings / Summary
- 8.2. Market Analysis, Insights and Forecast – By Component
- 8.2.1. In-flight Entertainment Hardware
- 8.2.2. Communication System
- 8.2.3. Connectivity System
- 8.2.4. Support Services
- 8.3. Market Analysis, Insights and Forecast – By Fit
- 8.3.1. Line Fit
- 8.3.2. Retrofit
- 8.4. Market Analysis, Insights and Forecast – By Application
- 8.4.1. Moving Map System
- 8.4.2. Audio System
- 8.4.3. Video System
- 8.4.4. In-flight Games
- 8.4.5. Network Connectivity
- 8.5. Market Analysis, Insights and Forecast – By Country
- 8.5.1. China
- 8.5.2. India
- 8.5.3. Japan
- 8.5.4. Australia
- 8.5.5. South East Asia
- 8.5.6. Rest of Asia Pacific
9. Latin America, Middle East and Africa In-flight Entertainment Market Analysis (USD Billion), Insights and Forecast, 2020-2027
- 9.1. Key Findings / Summary
- 9.2. Market Analysis, Insights and Forecast – By Component
- 9.2.1. In-flight Entertainment Hardware
- 9.2.2. Communication System
- 9.2.3. Connectivity System
- 9.2.4. Support Services
- 9.3. Market Analysis, Insights and Forecast – By Fit
- 9.3.1. Line Fit
- 9.3.2. Retrofit
- 9.4. Market Analysis, Insights and Forecast – By Application
- 9.4.1. Moving Map System
- 9.4.2. Audio System
- 9.4.3. Video System
- 9.4.4. In-flight Games
- 9.4.5. Network Connectivity
- 9.5. Market Analysis, Insights and Forecast – By Country
- 9.5.1. Brazil
- 9.5.2. Saudi Arabia
- 9.5.3. UAE
- 9.5.4. Rest of LAMEA
10. Competitive Analysis
- 10.1. Company Market Share Analysis, 2018
- 10.2. Key Industry Developments
- 10.3. Company Profile
- 10.4. Thales Group
- 10.4.1. Business Overview
- 10.4.2. Segment 1 & Service Offering
- 10.4.3. Overall Revenue
- 10.4.4. Geographic Presence
- 10.4.5. Recent Development
- 10.5. Rockwell Collins, Inc.
- 10.6. Gogo LLC
- 10.7. Honeywell International, Inc.
- 10.8. Zodiac Aerospace
- 10.9. Global Eagle Entertainment
- 10.10. ViaSat, Inc.
- 10.11. Panasonic Avionics Corporation
Data Library Research are conducted by industry experts who offer insight on industry structure, market segmentations technology assessment and competitive landscape (CL), and penetration, as well as on emerging trends. Their analysis is based on primary interviews (~ 80%) and secondary research (~ 20%) as well as years of professional expertise in their respective industries. Adding to this, by analysing historical trends and current market positions, our analysts predict where the market will be headed for the next five years. Furthermore, the varying trends of segment & categories geographically presented are also studied and the estimated based on the primary & secondary research.
In this particular report from the supply side Data Library Research has conducted primary surveys (interviews) with the key level executives (VP, CEO’s, Marketing Director, Business Development Manager and SOFT) of the companies that active & prominent as well as the midsized organization
FIGURE 1: DLR RESEARH PROCESSPrimary Research
Extensive primary research was conducted to gain a deeper insight of the market and industry performance. The analysis is based on both primary and secondary research as well as years of professional expertise in the respective industries.
In addition to analysing current and historical trends, our analysts predict where the market is headed over the next five years.
It varies by segment for these categories geographically presented in the list of market tables. Speaking about this particular report we have conducted primary surveys (interviews) with the key level executives (VP, CEO’s, Marketing Director, Business Development Manager and many more) of the major players active in the market.
Secondary ResearchSecondary research was mainly used to collect and identify information useful for the extensive, technical, market-oriented, and Friend’s study of the Global Extra Neutral Alcohol. It was also used to obtain key information about major players, market classification and segmentation according to the industry trends, geographical markets, and developments related to the market and technology perspectives. For this study, analysts have gathered information from various credible sources, such as annual reports, sec filings, journals, white papers, SOFT presentations, and company web sites.
Market Size EstimationBoth, top-down and bottom-up approaches were used to estimate and validate the size of the Global market and to estimate the size of various other dependent submarkets in the overall Extra Neutral Alcohol. The key players in the market were identified through secondary research and their market contributions in the respective geographies were determined through primary and secondary research.
Forecast Model