Global (United States, European Union and China) Home Entertainment Market Research Report 2019-2025
Table of Contents
1 Report Overview
- 1.1 Study Scope
- 1.2 Major Manufacturers Covered in This Report
- 1.3 Market Segment by Type
- 1.3.1 Global Home Entertainment Market Size Growth Rate by Type (2019-2025)
- 1.3.2 Audio Equipment
- 1.3.3 Video Devices
- 1.3.4 Gaming Consoles
- 1.4 Market Segment by Application
- 1.4.1 Global Home Entertainment Market Share by Application (2019-2025)
- 1.4.2 Online Retail
- 1.4.3 Offline Retail
- 1.5 Study Objectives
- 1.6 Years Considered
2 Global Growth Trends
- 2.1 Global Home Entertainment Market Size
- 2.1.1 Global Home Entertainment Revenue 2014-2025
- 2.1.2 Global Home Entertainment Sales 2014-2025
- 2.2 Home Entertainment Growth Rate by Regions
- 2.2.1 Global Home Entertainment Sales by Regions 2014-2019
- 2.2.2 Global Home Entertainment Revenue by Regions 2014-2019
- 2.3 Industry Trends
- 2.3.1 Market Top Trends
- 2.3.2 Market Drivers
3 Market Share by Manufacturers
- 3.1 Home Entertainment Sales by Manufacturers
- 3.1.1 Home Entertainment Sales by Manufacturers 2014-2019
- 3.1.2 Home Entertainment Sales Market Share by Manufacturers 2014-2019
- 3.2 Revenue by Manufacturers
- 3.2.1 Home Entertainment Revenue by Manufacturers (2014-2019)
- 3.2.2 Home Entertainment Revenue Share by Manufacturers (2014-2019)
- 3.2.3 Global Home Entertainment Market Concentration Ratio (CR5 and HHI)
- 3.3 Home Entertainment Price by Manufacturers
- 3.4 Key Manufacturers Home Entertainment Plants/Factories Distribution and Area Served
- 3.5 Date of Key Manufacturers Enter into Home Entertainment Market
- 3.6 Key Manufacturers Home Entertainment Product Offered
- 3.7 Mergers & Acquisitions, Expansion Plans
4 Market Size by Type
- 4.1 Sales and Revenue for Each Type
- 4.1.1 Audio Equipment Sales and Revenue (2014-2019)
- 4.1.2 Video Devices Sales and Revenue (2014-2019)
- 4.1.3 Gaming Consoles Sales and Revenue (2014-2019)
- 4.2 Global Home Entertainment Sales Market Share by Type
- 4.3 Global Home Entertainment Revenue Market Share by Type
- 4.4 Home Entertainment Price by Type
5 Market Size by Application
- 5.1 Overview
- 5.2 Global Home Entertainment Sales by Application
6 United States
- 6.1 United States Home Entertainment Breakdown Data by Company
- 6.2 United States Home Entertainment Breakdown Data by Type
- 6.3 United States Home Entertainment Breakdown Data by Application
7 European Union
- 7.1 European Union Home Entertainment Breakdown Data by Company
- 7.2 European Union Home Entertainment Breakdown Data by Type
- 7.3 European Union Home Entertainment Breakdown Data by Application
8 China
- 8.1 China Home Entertainment Breakdown Data by Company
- 8.2 China Home Entertainment Breakdown Data by Type
- 8.3 China Home Entertainment Breakdown Data by Application
9 Rest of World
- 9.1 Rest of World Home Entertainment Breakdown Data by Company
- 9.2 Rest of World Home Entertainment Breakdown Data by Type
- 9.3 Rest of World Home Entertainment Breakdown Data by Application
- 9.4 Rest of World Home Entertainment Breakdown Data by Countries
- 9.4.1 Rest of World Home Entertainment Sales by Countries
- 9.4.2 Rest of World Home Entertainment Revenue by Countries
- 9.4.3 Japan
- 9.4.4 Korea
- 9.4.5 India
- 9.4.6 Southeast Asia
10 Company Profiles
- 10.1 Sony Corporation
- 10.1.1 Sony Corporation Company Details
- 10.1.2 Company Description and Business Overview
- 10.1.3 Sales, Revenue and Market Share of Home Entertainment
- 10.1.4 Home Entertainment Product Introduction
- 10.1.5 Sony Corporation Recent Development
- 10.2 Apple
- 10.2.1 Apple Company Details
- 10.2.2 Company Description and Business Overview
- 10.2.3 Sales, Revenue and Market Share of Home Entertainment
- 10.2.4 Home Entertainment Product Introduction
- 10.2.5 Apple Recent Development
- 10.3 Panasonic Corporation
- 10.3.1 Panasonic Corporation Company Details
- 10.3.2 Company Description and Business Overview
- 10.3.3 Sales, Revenue and Market Share of Home Entertainment
- 10.3.4 Home Entertainment Product Introduction
- 10.3.5 Panasonic Corporation Recent Development
- 10.4 LG Electronics
- 10.4.1 LG Electronics Company Details
- 10.4.2 Company Description and Business Overview
- 10.4.3 Sales, Revenue and Market Share of Home Entertainment
- 10.4.4 Home Entertainment Product Introduction
- 10.4.5 LG Electronics Recent Development
- 10.5 Samsung
- 10.5.1 Samsung Company Details
- 10.5.2 Company Description and Business Overview
- 10.5.3 Sales, Revenue and Market Share of Home Entertainment
- 10.5.4 Home Entertainment Product Introduction
- 10.5.5 Samsung Recent Development
- 10.6 Bose Corporation
- 10.6.1 Bose Corporation Company Details
- 10.6.2 Company Description and Business Overview
- 10.6.3 Sales, Revenue and Market Share of Home Entertainment
- 10.6.4 Home Entertainment Product Introduction
- 10.6.5 Bose Corporation Recent Development
- 10.7 Sennheiser Electronic
- 10.7.1 Sennheiser Electronic Company Details
- 10.7.2 Company Description and Business Overview
- 10.7.3 Sales, Revenue and Market Share of Home Entertainment
- 10.7.4 Home Entertainment Product Introduction
- 10.7.5 Sennheiser Electronic Recent Development
- 10.8 Microsoft Corporation
- 10.8.1 Microsoft Corporation Company Details
- 10.8.2 Company Description and Business Overview
- 10.8.3 Sales, Revenue and Market Share of Home Entertainment
- 10.8.4 Home Entertainment Product Introduction
- 10.8.5 Microsoft Corporation Recent Development
- 10.9 Koninklijke Philips
- 10.9.1 Koninklijke Philips Company Details
- 10.9.2 Company Description and Business Overview
- 10.9.3 Sales, Revenue and Market Share of Home Entertainment
- 10.9.4 Home Entertainment Product Introduction
- 10.9.5 Koninklijke Philips Recent Development
- 10.10 Mitsubishi Electric Corporation
- 10.10.1 Mitsubishi Electric Corporation Company Details
- 10.10.2 Company Description and Business Overview
- 10.10.3 Sales, Revenue and Market Share of Home Entertainment
- 10.10.4 Home Entertainment Product Introduction
- 10.10.5 Mitsubishi Electric Corporation Recent Development
11 Value Chain and Sales Channels Analysis
- 11.1 Value Chain Analysis
- 11.2 Sales Channels Analysis
- 11.2.1 Home Entertainment Sales Channels
- 11.2.2 Home Entertainment Distributors
- 11.3 Home Entertainment Customers
12 Market Forecast
- 12.1 Global Home Entertainment Sales and Revenue Forecast 2019-2025
- 12.2 Global Home Entertainment Sales Forecast by Type
- 12.3 Global Home Entertainment Sales Forecast by Application
- 12.4 Home Entertainment Forecast by Regions
- 12.4.1 Global Home Entertainment Sales Forecast by Regions 2019-2025
- 12.4.2 Global Home Entertainment Revenue Forecast by Regions 2019-2025
- 12.5 United States Market Forecast
- 12.6 European Union Market Forecast
- 12.7 China Market Forecast
- 12.8 Rest of World
- 12.8.1 Japan
- 12.8.2 Korea
- 12.8.3 India
13 Research Findings and Conclusion
14 Appendix
- 14.1 Research Methodology
- 14.1.1 Methodology/Research Approach
- 14.1.1.1 Research Programs/Design
- 14.1.1.2 Market Size Estimation
- 14.1.1.3 Market Breakdown and Data Triangulation
- 14.1.2 Data Source
- 14.1.2.1 Secondary Sources
- 14.1.2.2 Primary Sources
- 14.1.1 Methodology/Research Approach
- 14.2 Author Details
Home entertainment, both as service and devices, is growing at a steady rate. Viewers can access digital video contents through a number of platforms such as YouTube and Netflix. Contents on these platforms are available either for free or on a subscription basis. Home entertainment devices allow users to play movies and TV shows on other electronic devices. Users can enhance, integrate, and manage the media streaming for live or on-demand content.
Currenrly, people live modern lifestyles with higher standard of living due to increased disposable income. Also, the use of machines at home or at workplaces makes life of people easier. Home entertainment devices have become one of the important parts of today’s lifestyle of individuals. A home entertainment device is a set of video and audio components which provides the similar exciting experience of watching a movie inside a cinema theater in the comfort of one’s own living room. The demand for innovative, smart, connected, and quality devices at home has become a trend due to rising standard of living and changing lifestyles. This factor has great impact on the home entertainment devices market. Various types of home entertainment devices are available in the market with a range of features. The smart connected entertainment devices are popular in urban homes. The market includes a number of consumer electronic products such as television sets, audio equipment, video players & recorders, and gaming devices. A home entertainment system should have good audio output coming from the speakers. Some consumers buy additional audio equipment such as subwoofers and other audio devices for better experience.
North America, South America (SA),and Middle East & Africa (MEA). Asia Pacific region provides substantial growth opportunities for the growth of the home entertainment devices market over the next few years due to changing lifestyle of people in emerging economies.
In 2019, the market size of Home Entertainment is xx million US$ and it will reach xx million US$ in 2025, growing at a CAGR of xx% from 2019; while in China, the market size is valued at xx million US$ and will increase to xx million US$ in 2025, with a CAGR of xx% during forecast period.
In this report, 2018 has been considered as the base year and 2019 to 2025 as the forecast period to estimate the market size for Home Entertainment.
This report studies the global market size of Home Entertainment, especially focuses on the key regions like United States, European Union, China, and other regions (Japan, Korea, India and Southeast Asia).
This study presents the Home Entertainment sales volume, revenue, market share and growth rate for each key company, and also covers the breakdown data (sales, revenue and market share) by regions, type and applications. history breakdown data from 2014 to 2019, and forecast to 2025.
For top companies in United States, European Union and China, this report investigates and analyzes the production, value, price, market share and growth rate for the top manufacturers, key data from 2014 to 2019.
In global market, the following companies are covered:
Sony Corporation
Apple
Panasonic Corporation
LG Electronics
Samsung
Bose Corporation
Sennheiser Electronic
Microsoft Corporation
Koninklijke Philips
Mitsubishi Electric Corporation
Market Segment by Product Type
Audio Equipment
Video Devices
Gaming Consoles
Market Segment by Application
Online Retail
Offline Retail
Key Regions split in this report: breakdown data for each region.
United States
China
European Union
Rest of World (Japan, Korea, India and Southeast Asia)
The study objectives are:
To analyze and research the Home Entertainment status and future forecast in United States, European Union and China, involving sales, value (revenue), growth rate (CAGR), market share, historical and forecast.
To present the key Home Entertainment manufacturers, presenting the sales, revenue, market share, and recent development for key players.
To split the breakdown data by regions, type, companies and applications
To analyze the global and key regions market potential and advantage, opportunity and challenge, restraints and risks.
To identify significant trends, drivers, influence factors in global and regions
To analyze competitive developments such as expansions, agreements, new product launches, and acquisitions in the market
In this study, the years considered to estimate the market size of Home Entertainment are as follows:
History Year: 2014-2018
Base Year: 2018
Estimated Year: 2019
Forecast Year 2019 to 2025