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In-flight Entertainment (IFE) Market, Global Outlook and Forecast 2023-2029

In-flight Entertainment (IFE) Market, Global Outlook and Forecast 2023-2029

  • Published on : 17 March 2023
  • Pages :67
  • Report Code:SMR-7605323

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Report overview

In-flight entertainment (IFE) refers to the entertainment available to aircraft passengers during a flight. Design issues for IFE include system safety, cost efficiency, software reliability, hardware maintenance, and user compatibility.
This report aims to provide a comprehensive presentation of the global market for In-flight Entertainment (IFE), with both quantitative and qualitative analysis, to help readers develop business/growth strategies, assess the market competitive situation, analyze their position in the current marketplace, and make informed business decisions regarding In-flight Entertainment (IFE). This report contains market size and forecasts of In-flight Entertainment (IFE) in global, including the following market information:
Global In-flight Entertainment (IFE) Market Revenue, 2018-2023, 2024-2029, ($ millions)
Global top five companies in 2022 (%)
The global In-flight Entertainment (IFE) market was valued at US$ 6325.9 million in 2022 and is projected to reach US$ 14810 million by 2029, at a CAGR of 12.9% during the forecast period. The influence of COVID-19 and the Russia-Ukraine War were considered while estimating market sizes.
Leading manufacturers in the industry are Gogo LLC, Global Eagle Entertainment, Inc. and Thales Group, with revenue of 14.78%, 12.97% and 11.32% respectively. By region, North America has the highest share of income, at 29.92 percent.
We surveyed the In-flight Entertainment (IFE) companies, and industry experts on this industry, involving the revenue, demand, product type, recent developments and plans, industry trends, drivers, challenges, obstacles, and potential risks.
Total Market by Segment:
Global In-flight Entertainment (IFE) Market, by Type, 2018-2023, 2024-2029 ($ millions)
Global In-flight Entertainment (IFE) Market Segment Percentages, by Type, 2022 (%)
IFE Hardware
IFE Connectivity and Communication
IFE Content
Global In-flight Entertainment (IFE) Market, by Application, 2018-2023, 2024-2029 ($ millions)
Global In-flight Entertainment (IFE) Market Segment Percentages, by Application, 2022 (%)
Narrow Body Aircraft
Wide Body Aircraft
Others
Global In-flight Entertainment (IFE) Market, By Region and Country, 2018-2023, 2024-2029 ($ Millions)
Global In-flight Entertainment (IFE) Market Segment Percentages, By Region and Country, 2022 (%)
North America
US
Canada
Mexico
Europe
Germany
France
U.K.
Italy
Russia
Nordic Countries
Benelux
Rest of Europe
Asia
China
Japan
South Korea
Southeast Asia
India
Rest of Asia
South America
Brazil
Argentina
Rest of South America
Middle East & Africa
Turkey
Israel
Saudi Arabia
UAE
Rest of Middle East & Africa
Competitor Analysis
The report also provides analysis of leading market participants including:
Key companies In-flight Entertainment (IFE) revenues in global market, 2018-2023 (estimated), ($ millions)
Key companies In-flight Entertainment (IFE) revenues share in global market, 2022 (%)
Further, the report presents profiles of competitors in the market, key players include:
Gogo LLC
Global Eagle Entertainment, Inc.
Thales Group
Zodiac Aerospace
Honeywell International
Panasonic Avionics Corporation
Viasat Inc.
Rockwell Collins
Lufthansa Systems GmbH & Co. Kg
SITAONAIR
Outline of Major Chapters:
Chapter 1: Introduces the definition of In-flight Entertainment (IFE), market overview.
Chapter 2: Global In-flight Entertainment (IFE) market size in revenue.
Chapter 3: Detailed analysis of In-flight Entertainment (IFE) company competitive landscape, revenue and market share, latest development plan, merger, and acquisition information, etc.
Chapter 4: Provides the analysis of various market segments by type, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different market segments.
Chapter 5: Provides the analysis of various market segments by application, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different downstream markets.
Chapter 6: Sales of In-flight Entertainment (IFE) in regional level and country level. It provides a quantitative analysis of the market size and development potential of each region and its main countries and introduces the market development, future development prospects, market space of each country in the world.
Chapter 7: Provides profiles of key players, introducing the basic situation of the main companies in the market in detail, including product sales, revenue, price, gross margin, product introduction, recent development, etc.
Chapter 8: The main points and conclusions of the report.