The global in-flight entertainment market is forecast to reach USD 26.09 Billion by 2029 from USD 19.16 Billion in 2022, at a CAGR of 5.83%. The need for reduced operational costs, rising preference for BYOD services, and the introduction of new aircraft are the major drivers for the growth of this market. The report segments the in-flight entertainment market on the basis of product, system, aircraft type, fit type, and geography. On the basis of product, the market is segmented into audio and video products, games & applications, and connectivity & other products. The audio and video products segment is estimated to account for the largest share of the in-flight entertainment market in 2022. The study provides an overview of the in-flight entertainment market across different regions such as North America, Europe, Asia Pacific (APAC), Middle East & Africa (MEA), and Latin America. It also analyzes trends and dynamics that are expected to impact the growth of the market during the forecast period.
The current state of the In-Flight Entertainment market:
The current In-Flight Entertainment (IFE) market is very exciting with new offerings and capabilities being introduced by the major players. The IFE market is currently estimated to be worth $8.1B and is forecast to grow at a CAGR of 6.6% to reach $10.9B by 2029.
One of the biggest trends in the IFE market is the move towards streaming content directly to passengers' personal devices such as smartphones and tablets. This shift is being driven by advances in technology, as well as passengers' desire for more control over their entertainment options while flying.
Major airlines are investing heavily in developing their own streaming platforms and content libraries. United Airlines has launched its United app, which offers free streaming of TV shows, movies, and music to passengers' personal devices. American Airlines has also launched a similar platform called AA Entertainment.
Other airlines are partnering with existing streaming providers such as Netflix and Amazon Prime Video to offer passengers access to those services while flying. Delta Air Lines has partnered with both Netflix and Amazon Prime Video, while JetBlue offers free streaming of Amazon Prime Video content on its Fly-Fi platform.
IFE providers are also offering new capabilities such as virtual reality (VR) and augmented reality (AR). These cutting-edge technologies provide a more immersive experience for passengers and can be used for both entertainment and educational purposes. Virgin Atlantic is one airline that is exploring the use of VR for passenger entertainment, while Qant
The different types of In-Flight Entertainment Market
There are many different types of in-flight entertainment (IFE), from personal video systems and seatback screens to inflight internet and live TV. Some airlines offer a wide range of IFE options, while others focus on a few key features.
One of the most popular types of IFE is inflight movies. Many airlines offer an extensive library of movies, TV shows, and other video content that passengers can watch on their personal screens. Some airlines also offer inflight movie channels that passengers can watch on seatback screens.
Inflight internet is another popular type of IFE. Many airlines now offer passengers the ability to surf the web, check email, and even stream video during their flights. Inflight internet can be accessed via personal devices or seatback screens.
Live TV is another type of IFE that is becoming more popular with airlines. Passengers can now watch live news, sports, and other programming during their flights. Live TV is typically available on seatback screens or personal devices.
Airlines are always looking for new ways to improve the IFE experience for passengers. New technologies and services are constantly being developed and introduced, so there is always something new to try when it comes to in-flight entertainment.
The future of In-Flight Entertainment Market
There is no doubt that in-flight entertainment (IFE) is a vital part of the airline experience, with passengers often choosing their carrier based on the quality of the IFE offering.
The future of IFE looks set to be even more engaging, personalized and interactive, with a greater focus on content streaming and downloading, rather than traditional methods such as seatback screens.
Airlines are increasingly turning to broadband connectivity to provide an enhanced IFE experience for their passengers. This not only allows for a greater variety of content to be offered but also enables passengers to access the Internet and stream content directly to their personal devices.
In-flight entertainment systems are also becoming more sophisticated, with many now offering features such as high-definition touchscreens, noise-canceling headphones and personal device charging. Some airlines are even experimenting with virtual reality headsets, which could provide a truly immersive experience for passengers in the future.
As IFE becomes more advanced and tailored to individual preferences, it is likely that we will see even more airlines offering this service as a way to differentiate themselves from their competitors.
How to choose the right In-Flight Entertainment for your needs
There are a few things to consider when choosing in-flight entertainment for your needs. First, consider what type of traveler you are. If you're a business traveler, you'll likely want to choose an entertainment system that allows you to stay connected to work. If you're a leisure traveler, you may want to choose an entertainment system that allows you to relax and enjoy your flight.
Next, consider the size of the screen. If you're traveling with children, you'll want to make sure the screen is large enough for them to see. If you're traveling alone, a smaller screen may be just fine.
Finally, consider the price. In-flight entertainment systems can range in price from very affordable to quite expensive. Choose the system that fits your budget and your needs.
Covid-19 Impact on North America In-Flight Entertainment Market:
As the COVID-19 pandemic continues its effect around the world, many defense and aerospace companies are facing its impact during this time around the world. For instance, commercial aviation companies in the U.S., France, Germany, and Canada are facing disruption in the production process and reduced demand as workforces stay at home, passengers stop traveling, and delay in the delivery of new aircraft. Analysts expect a drop from 3,000 to 4,000 aircraft during the pandemic period. On the defense side, contractors operating in the sector are in a better position, hence the impact of the pandemic is likely low in the short to mid-term. However, low demand due to budget constraints affects production as in aircraft manufacturing.
Report Includes
An overview of the global North America In-Flight Entertainment market, and related technologies and developments. Analyses of global market trends, with historical data from 2018, 2019, and 2020 estimates and projections of CAGRs through 2029. It also includes breakdowns of the overall North America In-Flight Entertainment market along with various segments, and by geographic region. Analysis of the stakeholder value chain in the North America In-Flight Entertainment market and comprehensive profiles of leading companies in the industry
Report Scope
The report forecasts the size of the North America In-Flight Entertainment market for components from 2022 through 2029
The Executive Summary provides a snapshot of key findings of the report. The introduction chapter includes research scope, market segmentation, research methodology, and definitions and assumptions. It involves extreme rigorous scientific methods, tools and techniques to estimate the market size. Exhaustive secondary research is being carried out to collect information related to the market, the parent market, and the peer market. Primary research is undertaken to validate the assumptions, findings, and sizing with the industry experts professionals across the value chain of the market. Both top-down and bottom-up approaches are employed to estimate the complete market size.
The chapter on market dynamics includes market drivers, restraints, and opportunities which helps familiarise with market potential and upcoming opportunities. The chapter on key insights includes emerging trends from major countries, the latest technological advancement, regulatory landscape, SWOT analysis, and porters five forces analysis. This chapter provides detailed insights into the market, which derives the market trends, changing phase of investments, scope of profit potential, and helps to take appropriate business decisions. The chapter on competitive analysis includes profiling of leading companies in the global market to map the leading companies and their focus of interest in the market.
After deriving the market size from the market size estimation process, the total market has been split into several segments and sub-segments. To complete the overall market engineering process and arrive at the exact statistics for all segments and sub-segments, the data triangulation and market breakdown procedures is being used. The data triangulation is carried out by studying various factors and trends from demand and supply perspectives.
Segmentation Analysis:
The North America In-Flight Entertainment market is segmented on the basis of By Type, By Class, By Aircraft Type, By End-User, and By Region.
Global North America In-Flight Entertainment Market Competitive Analysis:
Key players in the Global North America In-Flight Entertainment market are Panasonic Avionics Corporation, Gogo Inc., Thales Group, Global Eagle Entertainment Inc., and Honeywell International Inc among other players.
*All our reports are customizable as per customer requirements
This study forecasts revenue and volume growth at global, regional, and country levels from 2018 to 2029. The Global North America In-Flight Entertainment market is distributed on the basis of the below-mentioned segments:
Global North America- In-Flight Entertainment market, By Type:
IFE Hardware
Portable IFE System
Non-Portable IFE System
IFE Connectivity
Wired Connectivity
Wireless Connectivity
IFE Content
Global North America In-Flight Entertainment market, By Class:
First Class
Business Class
Premium Economy
Economy Class
Global North America In-Flight Entertainment market, By Aircraft Type:
Narrow Body Aircraft
Wide-Body Aircraft
Business Jets
Regional Aircraft
Global North America In-Flight Entertainment market, By End-User:
OEM
Aftermarkets
Global North America In-Flight Entertainment market, By Region:
- North America
- US
- Canada
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 North America In-Flight Entertainment Market Analysis (USD Billion), Insights and Forecast, 2016-2027
- 5.1. Key Findings / Summary
- 5.2. Market Analysis, Insights and Forecast – By Segment 1
- 5.2.1. Sub-Segment 1
- 5.2.2. Sub-Segment 2
- 5.3. Market Analysis, Insights and Forecast – By Segment 2
- 5.3.1. Sub-Segment 1
- 5.3.2. Sub-Segment 2
- 5.3.3. Sub-Segment 3
- 5.3.4. Others
- 5.4. Market Analysis, Insights and Forecast – By Segment 3
- 5.4.1. Sub-Segment 1
- 5.4.2. Sub-Segment 2
- 5.4.3. Sub-Segment 3
- 5.4.4. Others
- 5.5. Market Analysis, Insights and Forecast – By Region
- 5.5.1. North America
- 5.5.2. Latin America
- 5.5.3. Europe
- 5.5.4. Asia Pacific
- 5.5.5. Middle East and Africa
6. North America North America In-Flight Entertainment Market Analysis (USD Billion), Insights and Forecast, 2016-2027
- 6.1. Key Findings / Summary
- 6.2. Market Analysis, Insights and Forecast – By Segment 1
- 6.2.1. Sub-Segment 1
- 6.2.2. Sub-Segment 2
- 6.3. Market Analysis, Insights and Forecast – By Segment 2
- 6.3.1. Sub-Segment 1
- 6.3.2. Sub-Segment 2
- 6.3.3. Sub-Segment 3
- 6.3.4. Others
- 6.4. Market Analysis, Insights and Forecast – By Segment 3
- 6.4.1. Sub-Segment 1
- 6.4.2. Sub-Segment 2
- 6.4.3. Sub-Segment 3
- 6.4.4. Others
- 6.5. Market Analysis, Insights and Forecast – By Country
- 6.5.1. U.S.
- 6.5.2. Canada
7. Latin America North America In-Flight Entertainment Market Analysis (USD Billion), Insights and Forecast, 2016-2027
- 7.1. Key Findings / Summary
- 7.2. Market Analysis, Insights and Forecast – By Segment 1
- 7.2.1. Sub-Segment 1
- 7.2.2. Sub-Segment 2
- 7.3. Market Analysis, Insights and Forecast – By Segment 2
- 7.3.1. Sub-Segment 1
- 7.3.2. Sub-Segment 2
- 7.3.3. Sub-Segment 3
- 7.3.4. Others
- 7.4. Market Analysis, Insights and Forecast – By Segment 3
- 7.4.1. Sub-Segment 1
- 7.4.2. Sub-Segment 2
- 7.4.3. Sub-Segment 3
- 7.4.4. Others
- 7.5. Insights and Forecast – By Country
- 7.5.1. Brazil
- 7.5.2. Mexico
- 7.5.3. Rest of Latin America
8. Europe North America In-Flight Entertainment Market Analysis (USD Billion), Insights and Forecast, 2016-2027
- 8.1. Key Findings / Summary
- 8.2. Market Analysis, Insights and Forecast – By Segment 1
- 8.2.1. Sub-Segment 1
- 8.2.2. Sub-Segment 2
- 8.3. Market Analysis, Insights and Forecast – By Segment 2
- 8.3.1. Sub-Segment 1
- 8.3.2. Sub-Segment 2
- 8.3.3. Sub-Segment 3
- 8.3.4. Others
- 8.4. Market Analysis, Insights and Forecast – By Segment 3
- 8.4.1. Sub-Segment 1
- 8.4.2. Sub-Segment 2
- 8.4.3. Sub-Segment 3
- 8.4.4. Others
- 8.5. Market Analysis, Insights and Forecast – By Country
- 8.5.1. UK
- 8.5.2. Germany
- 8.5.3. France
- 8.5.4. Italy
- 8.5.5. Spain
- 8.5.6. Russia
- 8.5.7. Rest of Europe
9. Asia Pacific North America In-Flight Entertainment Market Analysis (USD Billion), Insights and Forecast, 2016-2027
- 9.1. Key Findings / Summary
- 9.2. Market Analysis, Insights and Forecast – By Segment 1
- 9.2.1. Sub-Segment 1
- 9.2.2. Sub-Segment 2
- 9.3. Market Analysis, Insights and Forecast – By Segment 2
- 9.3.1. Sub-Segment 1
- 9.3.2. Sub-Segment 2
- 9.3.3. Sub-Segment 3
- 9.3.4. Others
- 9.4. Market Analysis, Insights and Forecast – By Segment 3
- 9.4.1. Sub-Segment 1
- 9.4.2. Sub-Segment 2
- 9.4.3. Sub-Segment 3
- 9.4.4. Others
- 9.5. Market Analysis, Insights and Forecast – By Country
- 9.5.1. China
- 9.5.2. India
- 9.5.3. Japan
- 9.5.4. Australia
- 9.5.5. South East Asia
- 9.5.6. Rest of Asia Pacific
10. Middle East & Africa North America In-Flight Entertainment Market Analysis (USD Billion), Insights and Forecast, 2016-2027
- 10.1. Key Findings / Summary
- 10.2. Market Analysis, Insights and Forecast – By Segment 1
- 10.2.1. Sub-Segment 1
- 10.2.2. Sub-Segment 2
- 10.3. Market Analysis, Insights and Forecast – By Segment 2
- 10.3.1. Sub-Segment 1
- 10.3.2. Sub-Segment 2
- 10.3.3. Sub-Segment 3
- 10.3.4. Others
- 10.4. Market Analysis, Insights and Forecast – By Segment 3
- 10.4.1. Sub-Segment 1
- 10.4.2. Sub-Segment 2
- 10.4.3. Sub-Segment 3
- 10.4.4. Others
- 10.5. Market Analysis, Insights and Forecast – By Country
- 10.5.1. GCC
- 10.5.2. South Africa
- 10.5.3. Rest of Middle East & Africa
11. Competitive Analysis
- 11.1. Company Market Share Analysis, 2018
- 11.2. Key Industry Developments
- 11.3. Company Profile
- 11.3.1. Company 1
- 11.3.1.1. Business Overview
- 11.3.1.2. Segment 1 & Service Offering
- 11.3.1.3. Overall Revenue
- 11.3.1.4. Geographic Presence
- 11.3.1.5. Recent Development
- 11.3.2. Company 2
- 11.3.3. Company 3
- 11.3.4. Company 4
- 11.3.5. Company 5
- 11.3.6. Company 6
- 11.3.7. Company 7
- 11.3.8. Company 8
- 11.3.9. Company 9
- 11.3.10. Company 10
- 11.3.11. Company 11
- 11.3.12. Company 12
- 11.3.1. Company 1
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