Digital Home Entertainment Comprehensive Study by Type (Audio Equipment, Video Devices, Gaming Consoles, Accessories, Services), Connectivity (Wired, Wireless) Players and Region - Global Market Outlook to 2028

Digital Home Entertainment Market by XX Submarkets | Forecast Years 2023-2028 | CAGR: 7%  

  • Summary
  • Market Segments
  • Table of Content
  • List of Table & Figures
  • Players Profiled
About Digital Home Entertainment
The scope for Digital Home Entertainment Market is inclusive of both devices as well as services. Owing to increasing disposable income, and rising expenditure of individuals towards entertainment related products, the market is expected to further boom. Supporting this willingness to purchase, is the fact that the industry players are witnessing rapid technological advancement and introducing an assortment of products.

AttributesDetails
Study Period2018-2028
Base Year2022
High Growth MarketAsia Pacific
UnitValue (USD Million)
CAGR7.0%


The global market is highly competitive and consists of a limited number of providers who compete with each other. The intense competition, changing consumer spending patterns, demographic trends, and frequent changes in consumer preferences pose significant opportunities for market growth. Analyst at AMA Research estimates that Asia Pacific and United States Players will contribute the maximum growth to Global Digital Home Entertainment market throughout the forecasted period. Established and emerging Players should take a closer view at their existing organizations and reinvent traditional business and operating models to adapt to the future.

Sony Corporation (China), Neusoft Corporation (China), Panasonic Corporation (Japan), LG Electronics (South Korea), Sennheiser Electronic (Germany), Microsoft (United States), Siemens (Germany), Apple Inc. (United States), Amazon (United States) and Samsung (South Korea) are some of the key players that are part of study coverage. Additionally, the Players which are also part of the research coverage are Sonodyne (India), Huawei (China), Klipsch Group, Inc. (United States), Bose Corporation (United States) and Koninklijke Philips N.V (Netherlands).

Segmentation Overview
AMA Research has segmented the market of Global Digital Home Entertainment market by Type (Audio Equipment, Video Devices, Gaming Consoles, Accessories and Services) and Region. On the basis of Type, Video Devices are dominating the market in the year 2022 where as Services stood as second largest market share.



On the basis of geography, the market of Digital Home Entertainment has been segmented into South America (Brazil, Argentina, Rest of South America), Asia Pacific (China, Japan, India, Australia, Rest of Asia-Pacific), Europe (Germany, France, Italy, United Kingdom, Netherlands, Rest of Europe), MEA (Middle East, Africa), North America (United States, Canada, Mexico). Asia Pacific region held largest market share in the year 2022. United States, on the other hand, stood as the second largest market due to the presence of key companies in the region and high technological advancement. If we see Market by Connectivity, the sub-segment i.e. Wired will boost the Digital Home Entertainment market. Additionally, the rising demand from SMEs and various industry verticals gives enough cushion to market growth.

Influencing Trend:
Rapid Adoption of Seamless Integration and Automation within Households and Driven by Technological Advancements as well as Boost in Streaming Services

Market Growth Drivers:
Growing Expenditure towards Consumer Products and Increasing Availability of Disposable Income among the Population, Specially in Developing Countries

Challenges:
Aggressive Competition among Market Players, Leading to Price Flexibility and Consumers being Highly Influenced by Current Trends, May Witness Drastic Variation in Purchasing

Restraints:
Higher Adoption of Mobile Platforms

Opportunities:
Diversification of Existing Market Players towards Software Development for Gaming Consoles and Growing Attention Towards Incorporation of Augmented and Virtual Reality

Market Leaders and their expansionary development strategies
In October 2020, Lightbox OOH Video Network, a leading digital out-of-home media company,has acquired by Cattri, a leading out-of-home technology company. in this acquisition significant growth capital which will be used to strengthen its position as a national video advertising network through product enhancements, technology, and expansion.
July 2023, Sony is excited to introduce the HT-AX7 – a portable theatre system that offers a new way to enjoy entertainment in spatial and room-filling sound, anywhere throughout your home. By simply placing the three speakers around you, you can enjoy a captivating audio experience not only in your living room but also in bedrooms, balconies, or any other space you desire.


Key Target Audience
Potential Investors, Market Players, Government Agencies, Regulatory Agencies, Institutions and Research Organizations

About Approach
To evaluate and validate the market size various sources including primary and secondary analysis is utilized. AMA Research follows regulatory standards such as NAICS/SIC/ICB/TRCB, to have a better understanding of the market. The market study is conducted on basis of more than 200 companies dealing in the market regional as well as global areas with the purpose to understand the companies positioning regarding the market value, volume, and their market share for regional as well as global.

Further to bring relevance specific to any niche market we set and apply a number of criteria like Geographic Footprints, Regional Segments of Revenue, Operational Centres, etc. The next step is to finalize a team (In-House + Data Agencies) who then starts collecting C & D level executives and profiles, Industry experts, Opinion leaders, etc., and work towards appointment generation.

The primary research is performed by taking the interviews of executives of various companies dealing in the market as well as using the survey reports, research institute, and latest research reports. Meanwhile, the analyst team keeps preparing a set of questionnaires, and after getting the appointee list; the target audience is then tapped and segregated with various mediums and channels that are feasible for making connections that including email communication, telephonic, skype, LinkedIn Group & InMail, Community Forums, Community Forums, open Survey, SurveyMonkey, etc.

Report Objectives / Segmentation Covered

By Type
  • Audio Equipment
  • Video Devices
  • Gaming Consoles
  • Accessories
  • Services
By Connectivity
  • Wired
  • Wireless

By Regions
  • South America
    • Brazil
    • Argentina
    • Rest of South America
  • Asia Pacific
    • China
    • Japan
    • India
    • Australia
    • Rest of Asia-Pacific
  • Europe
    • Germany
    • France
    • Italy
    • United Kingdom
    • Netherlands
    • Rest of Europe
  • MEA
    • Middle East
    • Africa
  • North America
    • United States
    • Canada
    • Mexico
  • 1. Market Overview
    • 1.1. Introduction
    • 1.2. Scope/Objective of the Study
      • 1.2.1. Research Objective
  • 2. Executive Summary
    • 2.1. Introduction
  • 3. Market Dynamics
    • 3.1. Introduction
    • 3.2. Market Drivers
      • 3.2.1. Growing Expenditure towards Consumer Products
      • 3.2.2. Increasing Availability of Disposable Income among the Population, Specially in Developing Countries
    • 3.3. Market Challenges
      • 3.3.1. Aggressive Competition among Market Players, Leading to Price Flexibility
      • 3.3.2. Consumers being Highly Influenced by Current Trends, May Witness Drastic Variation in Purchasing
    • 3.4. Market Trends
      • 3.4.1. Rapid Adoption of Seamless Integration and Automation within Households
      • 3.4.2. Driven by Technological Advancements as well as Boost in Streaming Services
  • 4. Market Factor Analysis
    • 4.1. Porters Five Forces
    • 4.2. Supply/Value Chain
    • 4.3. PESTEL analysis
    • 4.4. Market Entropy
    • 4.5. Patent/Trademark Analysis
  • 5. Global Digital Home Entertainment, by Type, Connectivity and Region (value and price ) (2017-2022)
    • 5.1. Introduction
    • 5.2. Global Digital Home Entertainment (Value)
      • 5.2.1. Global Digital Home Entertainment by: Type (Value)
        • 5.2.1.1. Audio Equipment
        • 5.2.1.2. Video Devices
        • 5.2.1.3. Gaming Consoles
        • 5.2.1.4. Accessories
        • 5.2.1.5. Services
      • 5.2.2. Global Digital Home Entertainment by: Connectivity (Value)
        • 5.2.2.1. Wired
        • 5.2.2.2. Wireless
      • 5.2.3. Global Digital Home Entertainment Region
        • 5.2.3.1. South America
          • 5.2.3.1.1. Brazil
          • 5.2.3.1.2. Argentina
          • 5.2.3.1.3. Rest of South America
        • 5.2.3.2. Asia Pacific
          • 5.2.3.2.1. China
          • 5.2.3.2.2. Japan
          • 5.2.3.2.3. India
          • 5.2.3.2.4. Australia
          • 5.2.3.2.5. Rest of Asia-Pacific
        • 5.2.3.3. Europe
          • 5.2.3.3.1. Germany
          • 5.2.3.3.2. France
          • 5.2.3.3.3. Italy
          • 5.2.3.3.4. United Kingdom
          • 5.2.3.3.5. Netherlands
          • 5.2.3.3.6. Rest of Europe
        • 5.2.3.4. MEA
          • 5.2.3.4.1. Middle East
          • 5.2.3.4.2. Africa
        • 5.2.3.5. North America
          • 5.2.3.5.1. United States
          • 5.2.3.5.2. Canada
          • 5.2.3.5.3. Mexico
    • 5.3. Global Digital Home Entertainment (Price)
      • 5.3.1. Global Digital Home Entertainment by: Type (Price)
  • 6. Digital Home Entertainment: Manufacturers/Players Analysis
    • 6.1. Competitive Landscape
      • 6.1.1. Market Share Analysis
        • 6.1.1.1. Top 3
        • 6.1.1.2. Top 5
    • 6.2. Peer Group Analysis (2022)
    • 6.3. BCG Matrix
    • 6.4. Company Profile
      • 6.4.1. Sony Corporation (China)
        • 6.4.1.1. Business Overview
        • 6.4.1.2. Products/Services Offerings
        • 6.4.1.3. Financial Analysis
        • 6.4.1.4. SWOT Analysis
      • 6.4.2. Neusoft Corporation (China)
        • 6.4.2.1. Business Overview
        • 6.4.2.2. Products/Services Offerings
        • 6.4.2.3. Financial Analysis
        • 6.4.2.4. SWOT Analysis
      • 6.4.3. Panasonic Corporation (Japan)
        • 6.4.3.1. Business Overview
        • 6.4.3.2. Products/Services Offerings
        • 6.4.3.3. Financial Analysis
        • 6.4.3.4. SWOT Analysis
      • 6.4.4. LG Electronics (South Korea)
        • 6.4.4.1. Business Overview
        • 6.4.4.2. Products/Services Offerings
        • 6.4.4.3. Financial Analysis
        • 6.4.4.4. SWOT Analysis
      • 6.4.5. Sennheiser Electronic (Germany)
        • 6.4.5.1. Business Overview
        • 6.4.5.2. Products/Services Offerings
        • 6.4.5.3. Financial Analysis
        • 6.4.5.4. SWOT Analysis
      • 6.4.6. Microsoft (United States)
        • 6.4.6.1. Business Overview
        • 6.4.6.2. Products/Services Offerings
        • 6.4.6.3. Financial Analysis
        • 6.4.6.4. SWOT Analysis
      • 6.4.7. Siemens (Germany)
        • 6.4.7.1. Business Overview
        • 6.4.7.2. Products/Services Offerings
        • 6.4.7.3. Financial Analysis
        • 6.4.7.4. SWOT Analysis
      • 6.4.8. Apple Inc. (United States)
        • 6.4.8.1. Business Overview
        • 6.4.8.2. Products/Services Offerings
        • 6.4.8.3. Financial Analysis
        • 6.4.8.4. SWOT Analysis
      • 6.4.9. Amazon (United States)
        • 6.4.9.1. Business Overview
        • 6.4.9.2. Products/Services Offerings
        • 6.4.9.3. Financial Analysis
        • 6.4.9.4. SWOT Analysis
      • 6.4.10. Samsung (South Korea)
        • 6.4.10.1. Business Overview
        • 6.4.10.2. Products/Services Offerings
        • 6.4.10.3. Financial Analysis
        • 6.4.10.4. SWOT Analysis
  • 7. Global Digital Home Entertainment Sale, by Type, Connectivity and Region (value and price ) (2023-2028)
    • 7.1. Introduction
    • 7.2. Global Digital Home Entertainment (Value)
      • 7.2.1. Global Digital Home Entertainment by: Type (Value)
        • 7.2.1.1. Audio Equipment
        • 7.2.1.2. Video Devices
        • 7.2.1.3. Gaming Consoles
        • 7.2.1.4. Accessories
        • 7.2.1.5. Services
      • 7.2.2. Global Digital Home Entertainment by: Connectivity (Value)
        • 7.2.2.1. Wired
        • 7.2.2.2. Wireless
      • 7.2.3. Global Digital Home Entertainment Region
        • 7.2.3.1. South America
          • 7.2.3.1.1. Brazil
          • 7.2.3.1.2. Argentina
          • 7.2.3.1.3. Rest of South America
        • 7.2.3.2. Asia Pacific
          • 7.2.3.2.1. China
          • 7.2.3.2.2. Japan
          • 7.2.3.2.3. India
          • 7.2.3.2.4. Australia
          • 7.2.3.2.5. Rest of Asia-Pacific
        • 7.2.3.3. Europe
          • 7.2.3.3.1. Germany
          • 7.2.3.3.2. France
          • 7.2.3.3.3. Italy
          • 7.2.3.3.4. United Kingdom
          • 7.2.3.3.5. Netherlands
          • 7.2.3.3.6. Rest of Europe
        • 7.2.3.4. MEA
          • 7.2.3.4.1. Middle East
          • 7.2.3.4.2. Africa
        • 7.2.3.5. North America
          • 7.2.3.5.1. United States
          • 7.2.3.5.2. Canada
          • 7.2.3.5.3. Mexico
    • 7.3. Global Digital Home Entertainment (Price)
      • 7.3.1. Global Digital Home Entertainment by: Type (Price)
  • 8. Appendix
    • 8.1. Acronyms
  • 9. Methodology and Data Source
    • 9.1. Methodology/Research Approach
      • 9.1.1. Research Programs/Design
      • 9.1.2. Market Size Estimation
      • 9.1.3. Market Breakdown and Data Triangulation
    • 9.2. Data Source
      • 9.2.1. Secondary Sources
      • 9.2.2. Primary Sources
    • 9.3. Disclaimer
List of Tables
  • Table 1. Digital Home Entertainment: by Type(USD Million)
  • Table 2. Digital Home Entertainment Audio Equipment , by Region USD Million (2017-2022)
  • Table 3. Digital Home Entertainment Video Devices , by Region USD Million (2017-2022)
  • Table 4. Digital Home Entertainment Gaming Consoles , by Region USD Million (2017-2022)
  • Table 5. Digital Home Entertainment Accessories , by Region USD Million (2017-2022)
  • Table 6. Digital Home Entertainment Services , by Region USD Million (2017-2022)
  • Table 7. Digital Home Entertainment: by Connectivity(USD Million)
  • Table 8. Digital Home Entertainment Wired , by Region USD Million (2017-2022)
  • Table 9. Digital Home Entertainment Wireless , by Region USD Million (2017-2022)
  • Table 10. South America Digital Home Entertainment, by Country USD Million (2017-2022)
  • Table 11. South America Digital Home Entertainment, by Type USD Million (2017-2022)
  • Table 12. South America Digital Home Entertainment, by Connectivity USD Million (2017-2022)
  • Table 13. Brazil Digital Home Entertainment, by Type USD Million (2017-2022)
  • Table 14. Brazil Digital Home Entertainment, by Connectivity USD Million (2017-2022)
  • Table 15. Argentina Digital Home Entertainment, by Type USD Million (2017-2022)
  • Table 16. Argentina Digital Home Entertainment, by Connectivity USD Million (2017-2022)
  • Table 17. Rest of South America Digital Home Entertainment, by Type USD Million (2017-2022)
  • Table 18. Rest of South America Digital Home Entertainment, by Connectivity USD Million (2017-2022)
  • Table 19. Asia Pacific Digital Home Entertainment, by Country USD Million (2017-2022)
  • Table 20. Asia Pacific Digital Home Entertainment, by Type USD Million (2017-2022)
  • Table 21. Asia Pacific Digital Home Entertainment, by Connectivity USD Million (2017-2022)
  • Table 22. China Digital Home Entertainment, by Type USD Million (2017-2022)
  • Table 23. China Digital Home Entertainment, by Connectivity USD Million (2017-2022)
  • Table 24. Japan Digital Home Entertainment, by Type USD Million (2017-2022)
  • Table 25. Japan Digital Home Entertainment, by Connectivity USD Million (2017-2022)
  • Table 26. India Digital Home Entertainment, by Type USD Million (2017-2022)
  • Table 27. India Digital Home Entertainment, by Connectivity USD Million (2017-2022)
  • Table 28. Australia Digital Home Entertainment, by Type USD Million (2017-2022)
  • Table 29. Australia Digital Home Entertainment, by Connectivity USD Million (2017-2022)
  • Table 30. Rest of Asia-Pacific Digital Home Entertainment, by Type USD Million (2017-2022)
  • Table 31. Rest of Asia-Pacific Digital Home Entertainment, by Connectivity USD Million (2017-2022)
  • Table 32. Europe Digital Home Entertainment, by Country USD Million (2017-2022)
  • Table 33. Europe Digital Home Entertainment, by Type USD Million (2017-2022)
  • Table 34. Europe Digital Home Entertainment, by Connectivity USD Million (2017-2022)
  • Table 35. Germany Digital Home Entertainment, by Type USD Million (2017-2022)
  • Table 36. Germany Digital Home Entertainment, by Connectivity USD Million (2017-2022)
  • Table 37. France Digital Home Entertainment, by Type USD Million (2017-2022)
  • Table 38. France Digital Home Entertainment, by Connectivity USD Million (2017-2022)
  • Table 39. Italy Digital Home Entertainment, by Type USD Million (2017-2022)
  • Table 40. Italy Digital Home Entertainment, by Connectivity USD Million (2017-2022)
  • Table 41. United Kingdom Digital Home Entertainment, by Type USD Million (2017-2022)
  • Table 42. United Kingdom Digital Home Entertainment, by Connectivity USD Million (2017-2022)
  • Table 43. Netherlands Digital Home Entertainment, by Type USD Million (2017-2022)
  • Table 44. Netherlands Digital Home Entertainment, by Connectivity USD Million (2017-2022)
  • Table 45. Rest of Europe Digital Home Entertainment, by Type USD Million (2017-2022)
  • Table 46. Rest of Europe Digital Home Entertainment, by Connectivity USD Million (2017-2022)
  • Table 47. MEA Digital Home Entertainment, by Country USD Million (2017-2022)
  • Table 48. MEA Digital Home Entertainment, by Type USD Million (2017-2022)
  • Table 49. MEA Digital Home Entertainment, by Connectivity USD Million (2017-2022)
  • Table 50. Middle East Digital Home Entertainment, by Type USD Million (2017-2022)
  • Table 51. Middle East Digital Home Entertainment, by Connectivity USD Million (2017-2022)
  • Table 52. Africa Digital Home Entertainment, by Type USD Million (2017-2022)
  • Table 53. Africa Digital Home Entertainment, by Connectivity USD Million (2017-2022)
  • Table 54. North America Digital Home Entertainment, by Country USD Million (2017-2022)
  • Table 55. North America Digital Home Entertainment, by Type USD Million (2017-2022)
  • Table 56. North America Digital Home Entertainment, by Connectivity USD Million (2017-2022)
  • Table 57. United States Digital Home Entertainment, by Type USD Million (2017-2022)
  • Table 58. United States Digital Home Entertainment, by Connectivity USD Million (2017-2022)
  • Table 59. Canada Digital Home Entertainment, by Type USD Million (2017-2022)
  • Table 60. Canada Digital Home Entertainment, by Connectivity USD Million (2017-2022)
  • Table 61. Mexico Digital Home Entertainment, by Type USD Million (2017-2022)
  • Table 62. Mexico Digital Home Entertainment, by Connectivity USD Million (2017-2022)
  • Table 63. Digital Home Entertainment: by Type(USD/Units)
  • Table 64. Company Basic Information, Sales Area and Its Competitors
  • Table 65. Company Basic Information, Sales Area and Its Competitors
  • Table 66. Company Basic Information, Sales Area and Its Competitors
  • Table 67. Company Basic Information, Sales Area and Its Competitors
  • Table 68. Company Basic Information, Sales Area and Its Competitors
  • Table 69. Company Basic Information, Sales Area and Its Competitors
  • Table 70. Company Basic Information, Sales Area and Its Competitors
  • Table 71. Company Basic Information, Sales Area and Its Competitors
  • Table 72. Company Basic Information, Sales Area and Its Competitors
  • Table 73. Company Basic Information, Sales Area and Its Competitors
  • Table 74. Digital Home Entertainment: by Type(USD Million)
  • Table 75. Digital Home Entertainment Audio Equipment , by Region USD Million (2023-2028)
  • Table 76. Digital Home Entertainment Video Devices , by Region USD Million (2023-2028)
  • Table 77. Digital Home Entertainment Gaming Consoles , by Region USD Million (2023-2028)
  • Table 78. Digital Home Entertainment Accessories , by Region USD Million (2023-2028)
  • Table 79. Digital Home Entertainment Services , by Region USD Million (2023-2028)
  • Table 80. Digital Home Entertainment: by Connectivity(USD Million)
  • Table 81. Digital Home Entertainment Wired , by Region USD Million (2023-2028)
  • Table 82. Digital Home Entertainment Wireless , by Region USD Million (2023-2028)
  • Table 83. South America Digital Home Entertainment, by Country USD Million (2023-2028)
  • Table 84. South America Digital Home Entertainment, by Type USD Million (2023-2028)
  • Table 85. South America Digital Home Entertainment, by Connectivity USD Million (2023-2028)
  • Table 86. Brazil Digital Home Entertainment, by Type USD Million (2023-2028)
  • Table 87. Brazil Digital Home Entertainment, by Connectivity USD Million (2023-2028)
  • Table 88. Argentina Digital Home Entertainment, by Type USD Million (2023-2028)
  • Table 89. Argentina Digital Home Entertainment, by Connectivity USD Million (2023-2028)
  • Table 90. Rest of South America Digital Home Entertainment, by Type USD Million (2023-2028)
  • Table 91. Rest of South America Digital Home Entertainment, by Connectivity USD Million (2023-2028)
  • Table 92. Asia Pacific Digital Home Entertainment, by Country USD Million (2023-2028)
  • Table 93. Asia Pacific Digital Home Entertainment, by Type USD Million (2023-2028)
  • Table 94. Asia Pacific Digital Home Entertainment, by Connectivity USD Million (2023-2028)
  • Table 95. China Digital Home Entertainment, by Type USD Million (2023-2028)
  • Table 96. China Digital Home Entertainment, by Connectivity USD Million (2023-2028)
  • Table 97. Japan Digital Home Entertainment, by Type USD Million (2023-2028)
  • Table 98. Japan Digital Home Entertainment, by Connectivity USD Million (2023-2028)
  • Table 99. India Digital Home Entertainment, by Type USD Million (2023-2028)
  • Table 100. India Digital Home Entertainment, by Connectivity USD Million (2023-2028)
  • Table 101. Australia Digital Home Entertainment, by Type USD Million (2023-2028)
  • Table 102. Australia Digital Home Entertainment, by Connectivity USD Million (2023-2028)
  • Table 103. Rest of Asia-Pacific Digital Home Entertainment, by Type USD Million (2023-2028)
  • Table 104. Rest of Asia-Pacific Digital Home Entertainment, by Connectivity USD Million (2023-2028)
  • Table 105. Europe Digital Home Entertainment, by Country USD Million (2023-2028)
  • Table 106. Europe Digital Home Entertainment, by Type USD Million (2023-2028)
  • Table 107. Europe Digital Home Entertainment, by Connectivity USD Million (2023-2028)
  • Table 108. Germany Digital Home Entertainment, by Type USD Million (2023-2028)
  • Table 109. Germany Digital Home Entertainment, by Connectivity USD Million (2023-2028)
  • Table 110. France Digital Home Entertainment, by Type USD Million (2023-2028)
  • Table 111. France Digital Home Entertainment, by Connectivity USD Million (2023-2028)
  • Table 112. Italy Digital Home Entertainment, by Type USD Million (2023-2028)
  • Table 113. Italy Digital Home Entertainment, by Connectivity USD Million (2023-2028)
  • Table 114. United Kingdom Digital Home Entertainment, by Type USD Million (2023-2028)
  • Table 115. United Kingdom Digital Home Entertainment, by Connectivity USD Million (2023-2028)
  • Table 116. Netherlands Digital Home Entertainment, by Type USD Million (2023-2028)
  • Table 117. Netherlands Digital Home Entertainment, by Connectivity USD Million (2023-2028)
  • Table 118. Rest of Europe Digital Home Entertainment, by Type USD Million (2023-2028)
  • Table 119. Rest of Europe Digital Home Entertainment, by Connectivity USD Million (2023-2028)
  • Table 120. MEA Digital Home Entertainment, by Country USD Million (2023-2028)
  • Table 121. MEA Digital Home Entertainment, by Type USD Million (2023-2028)
  • Table 122. MEA Digital Home Entertainment, by Connectivity USD Million (2023-2028)
  • Table 123. Middle East Digital Home Entertainment, by Type USD Million (2023-2028)
  • Table 124. Middle East Digital Home Entertainment, by Connectivity USD Million (2023-2028)
  • Table 125. Africa Digital Home Entertainment, by Type USD Million (2023-2028)
  • Table 126. Africa Digital Home Entertainment, by Connectivity USD Million (2023-2028)
  • Table 127. North America Digital Home Entertainment, by Country USD Million (2023-2028)
  • Table 128. North America Digital Home Entertainment, by Type USD Million (2023-2028)
  • Table 129. North America Digital Home Entertainment, by Connectivity USD Million (2023-2028)
  • Table 130. United States Digital Home Entertainment, by Type USD Million (2023-2028)
  • Table 131. United States Digital Home Entertainment, by Connectivity USD Million (2023-2028)
  • Table 132. Canada Digital Home Entertainment, by Type USD Million (2023-2028)
  • Table 133. Canada Digital Home Entertainment, by Connectivity USD Million (2023-2028)
  • Table 134. Mexico Digital Home Entertainment, by Type USD Million (2023-2028)
  • Table 135. Mexico Digital Home Entertainment, by Connectivity USD Million (2023-2028)
  • Table 136. Digital Home Entertainment: by Type(USD/Units)
  • Table 137. Research Programs/Design for This Report
  • Table 138. Key Data Information from Secondary Sources
  • Table 139. Key Data Information from Primary Sources
List of Figures
  • Figure 1. Porters Five Forces
  • Figure 2. Supply/Value Chain
  • Figure 3. PESTEL analysis
  • Figure 4. Global Digital Home Entertainment: by Type USD Million (2017-2022)
  • Figure 5. Global Digital Home Entertainment: by Connectivity USD Million (2017-2022)
  • Figure 6. South America Digital Home Entertainment Share (%), by Country
  • Figure 7. Asia Pacific Digital Home Entertainment Share (%), by Country
  • Figure 8. Europe Digital Home Entertainment Share (%), by Country
  • Figure 9. MEA Digital Home Entertainment Share (%), by Country
  • Figure 10. North America Digital Home Entertainment Share (%), by Country
  • Figure 11. Global Digital Home Entertainment: by Type USD/Units (2017-2022)
  • Figure 12. Global Digital Home Entertainment share by Players 2022 (%)
  • Figure 13. Global Digital Home Entertainment share by Players (Top 3) 2022(%)
  • Figure 14. Global Digital Home Entertainment share by Players (Top 5) 2022(%)
  • Figure 15. BCG Matrix for key Companies
  • Figure 16. Sony Corporation (China) Revenue, Net Income and Gross profit
  • Figure 17. Sony Corporation (China) Revenue: by Geography 2022
  • Figure 18. Neusoft Corporation (China) Revenue, Net Income and Gross profit
  • Figure 19. Neusoft Corporation (China) Revenue: by Geography 2022
  • Figure 20. Panasonic Corporation (Japan) Revenue, Net Income and Gross profit
  • Figure 21. Panasonic Corporation (Japan) Revenue: by Geography 2022
  • Figure 22. LG Electronics (South Korea) Revenue, Net Income and Gross profit
  • Figure 23. LG Electronics (South Korea) Revenue: by Geography 2022
  • Figure 24. Sennheiser Electronic (Germany) Revenue, Net Income and Gross profit
  • Figure 25. Sennheiser Electronic (Germany) Revenue: by Geography 2022
  • Figure 26. Microsoft (United States) Revenue, Net Income and Gross profit
  • Figure 27. Microsoft (United States) Revenue: by Geography 2022
  • Figure 28. Siemens (Germany) Revenue, Net Income and Gross profit
  • Figure 29. Siemens (Germany) Revenue: by Geography 2022
  • Figure 30. Apple Inc. (United States) Revenue, Net Income and Gross profit
  • Figure 31. Apple Inc. (United States) Revenue: by Geography 2022
  • Figure 32. Amazon (United States) Revenue, Net Income and Gross profit
  • Figure 33. Amazon (United States) Revenue: by Geography 2022
  • Figure 34. Samsung (South Korea) Revenue, Net Income and Gross profit
  • Figure 35. Samsung (South Korea) Revenue: by Geography 2022
  • Figure 36. Global Digital Home Entertainment: by Type USD Million (2023-2028)
  • Figure 37. Global Digital Home Entertainment: by Connectivity USD Million (2023-2028)
  • Figure 38. South America Digital Home Entertainment Share (%), by Country
  • Figure 39. Asia Pacific Digital Home Entertainment Share (%), by Country
  • Figure 40. Europe Digital Home Entertainment Share (%), by Country
  • Figure 41. MEA Digital Home Entertainment Share (%), by Country
  • Figure 42. North America Digital Home Entertainment Share (%), by Country
  • Figure 43. Global Digital Home Entertainment: by Type USD/Units (2023-2028)
List of companies from research coverage that are profiled in the study
  • Sony Corporation (China)
  • Neusoft Corporation (China)
  • Panasonic Corporation (Japan)
  • LG Electronics (South Korea)
  • Sennheiser Electronic (Germany)
  • Microsoft (United States)
  • Siemens (Germany)
  • Apple Inc. (United States)
  • Amazon (United States)
  • Samsung (South Korea)
Additional players considered in the study are as follows:
Sonodyne (India) , Huawei (China) , Klipsch Group, Inc. (United States) , Bose Corporation (United States) , Koninklijke Philips N.V (Netherlands)
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Key Highlights of Report


Dec 2023 211 Pages 68 Tables Base Year: 2022 Coverage: 15+ Companies; 18 Countries

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Frequently Asked Questions (FAQ):

The standard version of the report profiles players such as Sony Corporation (China), Neusoft Corporation (China), Panasonic Corporation (Japan), LG Electronics (South Korea), Sennheiser Electronic (Germany), Microsoft (United States), Siemens (Germany), Apple Inc. (United States), Amazon (United States) and Samsung (South Korea) etc.
The Study can be customized subject to feasibility and data availability. Please connect with our sales representative for further information.
"Rapid Adoption of Seamless Integration and Automation within Households " is seen as one of major influencing trends for Digital Home Entertainment Market during projected period 2022-2028.
The Digital Home Entertainment market study includes a random mix of players, including both market leaders and some top growing emerging players. Connect with our sales executive to get a complete company list in our research coverage.

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