DUBLIN--(BUSINESS WIRE)--The "Global Connected Living Room Market Analysis & Trends - Industry Forecast to 2027" report has been added to ResearchAndMarkets.com's offering.
On the basis of the Technology, the market is divided into common language runtime (CLR) technology, light-emitting diode (LED) driver IC, chipsets for wireless connectivity, sensors, memory IC, and processors. The Sensors are sub-classified into accelerometers, image sensors, and magnetic sensors. The Memory Ic is further segmented into flash and, and dram. The Processors are further sub-segmented into microcontroller unit (MCU), and generic digital signal processor (DSP).
On the contrary to the Application, the market is bifurcated into gaming, video streaming, and audio streaming.
This industry report analyses the market estimates and forecasts of all the given segments on global as well as regional levels presented in the research scope. The study provides historical market data for 2016, 2017 revenue estimations are presented for 2018 and forecasts from 2019 till 2027.
Report Highlights:
- The report provides a detailed analysis of current and future market trends to identify the investment opportunities
- Market forecasts till 2027, using estimated market values as the base numbers
- Key market trends across the business segments, Regions and Countries
- Key developments and strategies observed in the market
- Market Dynamics such as Drivers, Restraints, Opportunities and other trends
- In-depth company profiles of key players and upcoming prominent players
- Growth prospects among the emerging nations through 2027
- Market opportunities and recommendations for new investments
Key Topics Covered:
1 Market Outline
1.1 Research Methodology
1.1.1 Research Approach & Sources
1.2 Market Trends
1.3 Regulatory Factors
1.4 Product Analysis
1.5 Technology Analysis
1.6 Application Analysis
1.7 Strategic Benchmarking
1.8 Opportunity Analysis
2 Executive Summary
3 Market Overview
3.1 Current Trends
3.1.1 Rising Preference for Second Screen Devices and the Subsequent
3.1.2 Growing Popularity of Online Media Streaming
3.1.3 Recent Technological Developments in the Internet of Things (IoT) Enable Various Devices to Exchange Data among Multiple Devices
3.1.4 Growth Opportunities/Investment Opportunities
3.2 Drivers
3.3 Constraints
3.4 Industry Attractiveness
3.4.1 Bargaining power of suppliers
3.4.2 Bargaining power of buyers
3.4.3 Threat of substitutes
3.4.4 Threat of new entrants
3.4.5 Competitive rivalry
4 Connected Living Room Market, By Product
4.1 Consumers Computing
4.2 Smart Speakers
4.3 Security Systems
4.4 Smart Plugs
4.5 PC/Laptop
4.6 Smartphones
4.7 Tablets
4.8 Television Systems
4.8.1 3d Television
4.8.2 Cathode Ray Tube (CRT) Television
4.8.3 Light-Emitting Diode (LED) Television
4.8.4 Liquid-Crystal Display (LCD) Television
4.8.5 Organic Light-Emitting Diode (OLED) Television
4.8.6 Plasma Television
4.8.7 Smart Television
4.9 Media Streaming Players
4.9.1 Digital Versatile Disc (DVD) Players
4.9.2 Blu-Ray Players
4.10 Home Theater Systems
4.10.1 Projectors
4.10.1.1 720p HT Projector
4.10.1.2 1080p HT Projector
4.10.1.3 4k HT Projector
4.10.2 Home Theater Audio Systems
4.11 Gaming Consoles
4.11.1 8th Generation Gaming Consoles
4.11.2 7th Generation Gaming Consoles
4.12 Set-Top Boxes
4.12.1 Standard Definition
4.12.2 Satellite STBS
4.12.3 Internet Protocol television (IPTV) STBS
4.12.4 High Definition
4.12.5 Digital Terrestrial Television (DTTV or DTT) STBS
4.12.6 Cable STBS
4.13 Other Products
5 Connected Living Room Market, By Component
5.1 Thermostats
5.2 Data Storage System
5.3 Communication Devices
5.4 Sensors
5.5 Cameras
5.6 Other Components
6 Connected Living Room Market, By Technology
6.1 Common Language Runtime (CLR) Technology
6.2 Light-Emitting Diode (LED) Driver Ic
6.3 Chipsets For Wireless Connectivity
6.4 Sensors
6.4.1 Accelerometers
6.4.2 Image Sensors
6.4.3 Magnetic Sensors
6.5 Memory Ic
6.5.1 Flash Nand
6.5.2 Dram
6.6 Processors
6.6.1 Microcontroller Unit (MCU)
6.6.2 Generic Digital Signal Processor (DSP)
7 Connected Living Room Market, By Application
7.1 Gaming
7.2 Video Streaming
7.3 Audio Streaming
8 Connected Living Room Market, By Geography
8.1 North America
8.1.1 US
8.1.2 Canada
8.1.3 Mexico
8.2 Europe
8.2.1 France
8.2.2 Germany
8.2.3 Italy
8.2.4 Spain
8.2.5 UK
8.2.6 Rest of Europe
8.3 Asia Pacific
8.3.1 China
8.3.2 Japan
8.3.3 India
8.3.4 Australia
8.3.5 New Zealand
8.3.6 Rest of Asia Pacific
8.4 Middle East
8.4.1 Saudi Arabia
8.4.2 UAE
8.4.3 Rest of Middle East
8.5 Latin America
8.5.1 Argentina
8.5.2 Brazil
8.5.3 Rest of Latin America
8.6 Rest of the World (RoW)
8.6.1 South Africa
8.6.2 Others
9 Key Player Activities
9.1 Mergers & Acquisitions
9.2 Partnerships, Joint Venture's, Collaborations and Agreements
9.3 Product Launch & Expansions
9.4 Other Activities
10 Leading Companies
10.1 TIVO, Inc.
10.2 Technicolor SA
10.3 Sony Corporation
10.4 Samsung Electronics
10.5 Panasonic Corporation
10.6 Pace PLC
10.7 Nintendo Co., Ltd
10.8 Motorola Mobility Holdings. Inc.
10.9 LG Electronics
10.10 Koninklijke Philips N.V.
10.11 Echostar Corporation
10.12 Benq Corporation
10.13 Hitachi, Ltd.
10.14 Toshiba Corporation
10.15 Netflix Inc.
10.16 Comcast Corporation
10.17 Seimens AG
10.18 Eaton Corporation
10.19 Rockwell Automation Inc.
10.20 Pioneer Corporation
10.21 Schneider Electric SE
10.22 General Electric
10.23 Emerson Electric Co.
10.24 Littelfuse Inc
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