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Digital Home Entertainment

Published by: BCC Research

Published: Mar. 1, 2006 - 178 Pages


Table of Contents


INTRODUCTION

THE DIGITAL HOME ENTERTAINMENT REVOLUTION

STUDY GOALS AND OBJECTIVES

INTENDED AUDIENCE

SCOPE AND FORMAT

METHODOLOGY AND INFORMATION SOURCES

ANALYST CREDENTIALS

RELATED BCC RESEARCH

BCC ONLINE SERVICES

DISCLAIMER




EXECUTIVE SUMMARY




OVERVIEW OF DIGITAL HOME ENTERTAINMENT

WHAT IS DIGITAL HOME ENTERTAINMENT?


DEFINITIONS


Digital Entertainment

Home Entertainment

Enabling Technologies



WHERE IS DIGITAL HOME ENTERTAINMENT HEADED IN THE NEXT FIVE YEARS?


BRIEF HISTORY OF DIGITAL HOME ENTERTAINMENT

DEVELOPMENTS THAT WILL SHAPE FUTURE OF DIGITAL ENTERTAINMENT


DIGITAL HOME ENTERTAINMENT DEVICES AND ENABLING TECHNOLOGIES


TYPES OF DIGITAL HOME ENTERTAINMENT DEVICES


Overview


Gateways

Hubs/Nodes

Output Devices

Networking Devices

Miscellaneous Devices and Supplies


Gateway Devices


Broadcast Receivers


Digital Television (DTV) Receivers

Components of a Digital TV Broadcast Receiver

Set-Top Boxes vs. Integrated Receivers

Mobile Digital TV

Digital Radio Receivers

Satellite DR

Terrestrial DR


Cable/DSL Receivers


Digital Cable Receivers

Cable Modems

DSL Modem

Internet Protocol TV


Mobile Telephones


Music

Video

Multimedia Phones



Hub/Node Devices


Media Servers and Other Home Entertainment Computers

Digital Video Recorders

Digital Video and Audio Components


Digital Amplifiers


Personal Audio and Video Players

Digital Cameras and Camcorders

Video Game Consoles and Players


Video Game Consoles

Handheld Video Game Players



Digital Output Devices


Video Output Devices


Televisions/TV Monitors

Microdisplays


Audio Output Devices


Digital Speakers

Digital Headphones



Networking Devices


Wired Networks


Ethernet Networks

Powerline Networks


Wireless Networks


Other Devices and Consumables


Removable Recording Media


Digital Magnetic Tape

Optical Media

Speed Ratings

Data Longevity


Batteries

Wearable Personal Electronics



ENABLING TECHNOLOGIES


Overview


Integrated Circuits

Data Storage Devices and Media

Display Materials

MEMS

Miscellaneous Enabling Technologies


Integrated Circuits


CPUs


Multi- Core Processors


Digital TV Receiver Chips


Improved Front End Performance

Increasing Integration

Mobile Receivers


Graphics Processors

Image Sensors


CCDs

CMOS Image Sensors

Direct Image Sensors

Performance


Gaming Chips


Xbox360 Chip

Nintendo Revolution Chip ("Broadway")

Sony PlayStation 3 Chip ("Cell")



Storage Technologies


Magnetic Storage


General Description and Operation

Hard Disk Drives

Read/Write Heads

Magnetic Storage Disk

Miniature Hard Disk Drives (HDDs)

New Recording Technologies

Other Innovations


Digital Tape Drives


Tape Heads

Magnetic Recording Tape



Flash (Solid State) Memory Devices


General Description and Operation


Secure Digital (SD)/MultiMedia (MMC) cards.

Compact Flash (CF) Cards

Smart Media (SM) Cards

xD-Picture Card

Memory Stick (MS)


Performance


Optical Drives


General Description and Operation

Read/Write Heads

Optical Media


Optical Disks

CD-R and DVD-R

CD-RW and DVD-RW

MiniDisc

Blu-Ray

HD-DVD


High-End Video Cards


Video/Audio Output Technologies


Video Display Technologies


Medium and Large Format Displays

Cathode Ray Tube (CRT) Displays

Projection Displays

Plasma Displays

Liquid Crystal Displays (LCD)

Organic Light Emitting Diode (OLED) Displays

Field Emission Displays (FED)

Surface-conduction Electron-emitter Displays (SED)

Electroluminescent Displays (ELD)


Microdisplays


Image Generation Technologies

Projection/Magnification Technologies

Positioning Technologies



MEMS


Digital Light Processors

Hard Disk Read/Write Head Tracking Mechanisms

Image Stabilization Systems

Game Controller Interface


Networking/Connectivity Technologies


Wired Networks


Ethernet

Powerline


Wireless Networks


802.11b ("Wifi")

802.11g

Ultra-Wideband (UWB)



Other Technologies


Batteries and Fuel Cells


Improved Lithium Ion Batteries

Micro-Fuel Cells


Conductive Textiles






PATENT ANALYSIS

PATENTS/PATENT APPLICATIONS BY TYPE OF PRODUCT/ TECHNOLOGY




GLOBAL CONSUMER MARKET FOR HOME ENTERTAINMENT DEVICES AND SUPPLIES, 2004-2010

SUMMARY

DIGITAL ENTERTAINMENT MARKET BY DEVICE SEGMENT


GATEWAYS


Broadcast Receivers

Digital Television Receivers

Digital Radio Receivers

Cable/DSL Receivers

Multimedia Cellular Handsets


HUBS/NODES


Media Servers and Other Home Entertainment Computers

Digital Video Recorders

Digital Audio and Video Components

Portable Digital Media Devices

Digital Cameras

Video Game Players


OUTPUT DEVICES


Video Displays


Large format displays

Medium format displays

Microdisplays

Total

Large Format Displays

Medium Format Displays

Microdisplays


Audio Output Devices


NETWORKING EQUIPMENT


Wired Networks

Wireless Networks


ACCESSORIES AND SUPPLIES


Data Storage


Data Storage Devices


Hard Drives

Internal Hard Drives

Portable Hard Drives

Microdrives


Optical Drives

Flash Memory Readers

Digital Audio Tape (DAT) Drives


Removable Media


Flash Memory

Optical Disks

Digital Tape


Batteries

Wearable Personal Electronics





GLOBAL OEM MARKET FOR DIGITAL HOME ENTERTAINMENT ENABLING TECHNOLOGIES, 2004-2010

SUMMARY

MARKET BY TECHNOLOGY SEGMENT


INTEGRATED CIRCUITS

MEMS


Image Stabilization Systems

Video Game Controllers

Read/Write Heads

Digital Light Processors


MEMORY DEVICES AND MEDIA

DISPLAY MATERIALS


Large Format TVs

Medium Format Displays

Small Displays


Cell Phone Displays

Digital Camera Displays

Microdisplays






VENDOR PROFILES

AGILENT TECHNOLOGIES

ALTAIR NANOTECHNOLOGIES, INC

APPLIED NANOTECH, INC.

ATI TECHNOLOGIES, INC.

BRILLIAN CORP.

BROADCOM CORP.

BUFFALO TECHNOLOGIES

CAMBRIDGE DISPLAY TECHNOLOGIES

CANON KABUSHIKI KAISHA

CINEMA ELECTRIC, INC.

CORNICE, INC.

COVION ORGANIC SEMICONDUCTORS GMBH

D-LINK CORP.

E.I. DU PONT DE NEMOURS AND COMPANY

EASTMAN KODAK CO.

EMAGIN

FREESCALE SEMICONDUCTOR, INC.

GENERAL ATOMICS

HAMAMATSU PHOTONICS K.K.

HEWLETT PACKARD

HITACHI GLOBAL STORAGE TECHNOLOGIES

IDETEC, INC.

IFIRE TECHNOLOGY CORP.

I-O DISPLAY SYSTEMS, LLC

KOMAG, INC.

MATSUSHITA ELECTRIC INDUSTRIAL CO., LTD.

MEMOREX PRODUCTS, INC.

MEMORY-TECH CORP.

MICROEMISSIVE DISPLAYS LTD.

MICROSOFT CORP.

MICROTUNE, INC.

MITSUBISHI CHEMICAL CORP.

NANOGRAM CORP.

NESS DISPLAY CO, LTD.

NETGEAR, INC.

NTERA LTD.

RICOH COMPANY, LTD.

RITDISPLAY CORP.

RITEK CORP.

SAMSUNG ELECTRONICS CO. LTD.

SEAGATE TECHNOLOGY

SED INC.

SOFTSWITCH LTD.

SONY CORP.

STMICROELECTRONICS

TDK CORP.

TEXAS INSTRUMENTS INC.

TOSHIBA CORP.

UNIVERSAL DISPLAY CORP.

WESTERN DIGITAL CORP.

ZORAN CORP.




LIST OF TABLES

Summary Table: GLOBAL DIGITAL HOME ENTERTAINMENT MARKET, THROUGH 2010 ($ BILLIONS)

Table 1 OPTICAL MEDIA DATA STORAGE CAPACITIES

Table 2 INTEGRATED CIRCUIT TECHNOLOGY ENABLERS FOR DIGITAL HOME ENTERTAINMENT APPLICATIONS

Table 3 FLASH MEMORY DEVICE PERFORMANCE PARAMETERS

Table 4 GLOBAL DIGITAL HOME ENTERTAINMENT MARKET, THROUGH 2010 ($ BILLIONS)

Table 5 GLOBAL MARKET FOR HOME ENTERTAINMENT GATEWAYS, THROUGH 2010 ($ MILLIONS)

Table 6 GLOBAL SALES OF DIGITAL BROADCAST RECEIVERS, THROUGH 2010 ($ MILLIONS)

Table 7 GLOBAL SALES OF DIGITAL BROADCAST TV SET-TOP BOXES, THROUGH 2010 (MILLIONS)

Table 8 GLOBAL SALES OF PORTABLE, TABLETOP, AND COMPONENT DIGITAL RADIO RECEIVERS, THROUGH 2010 (MILLION UNITS/$ MILLIONS)

Table 9 GLOBAL SALES OF DIGITAL CABLE SET-TOP BOXES AND DSL MODEMS, THROUGH 2010

Table 10 GLOBAL SALES OF MULTIMEDIA-ENABLED MOBILE PHONE HANDSETS, THROUGH 2010 (MILLIONS)

Table 11 GLOBAL MARKET FOR HOME ENTERTAINMENT HUBS/NODES, THROUGH 2010 ($ BILLIONS)

Table 12 GLOBAL SALES OF MEDIA SERVERS AND HOME ENTERTAINMENT PCS, THROUGH 2010 (MILLIONS)

Table 13 GLOBAL DVR SALES, THROUGH 2010 (MILLIONS)

Table 14 GLOBAL SALES DIGITAL HOME AUDIO AND VIDEO COMPONENTS, THROUGH 2010 (MILLIONS)

Table 15 GLOBAL SALES OF PORTABLE DIGITAL MEDIA DEVICES, 2004-2010 (MILLIONS)

Table 16 GLOBAL PROJECTED CONSUMER SALES OF DIGITAL STILL AND VIDEO CAMERAS, THROUGH 2010 (MILLION UNITS AND $ BILLIONS)

Table 17 PROJECTED GLOBAL MARKET FOR VIDEO GAME PLAYERS, THROUGH 2010 ($ BILLIONS)

Table 18 GLOBAL MARKET FOR DIGITAL HOME ENTERTAINMENT OUTPUT DEVICES, THROUGH 2010 ($ BILLIONS)

Table 19 GLOBAL MARKET FOR HOME ENTERTAINMENT VIDEO OUTPUT DEVICES BY TYPE OF DEVICE, THROUGH 2010 ($ BILLIONS)

Table 20 GLOBAL SALES OF LARGE FORMAT (40 INCHES AND OVER) TELEVISIONS, THROUGH 2010 (MILLIONS OF TV SETS)

Table 21 GLOBAL PROJECTED SALES OF LARGE-FORMAT TV SETS, THROUGH 2010 (MILLION UNITS AND $ BILLIONS)

Table 22 GLOBAL PROJECTED SALES OF MEDIUM FORMAT DIGITAL TV SETS, THROUGH 2010

Table 23 GLOBAL CONSUMER MARKET FOR HEAD-MOUNTED PERSONAL VIDEO DISPLAYS, THROUGH 2010 (MILLION UNITS AND $ BILLIONS)

Table 24 GLOBAL PROJECTED SALES OF DIGITAL LOUDSPEAKERS, THROUGH 2010 (MILLION UNITS AND $ MILLIONS)

Table 25 GLOBAL MARKET FOR HOME ENTERTAINMENT NETWORKING EQUIPMENT AND INSTALLATION SERVICES, THROUGH 2010 (MILLION UNITS/$ MILLIONS)

Table 26 GLOBAL PROJECTED SALES OF WIRED HOME ENTERTAINMENT NETWORKING EQUIPMENT, THROUGH 2010 ($ BILLIONS)

Table 27 GLOBAL SALES OF WIRELESS HOME ENTERTAINMENT NETWORKING EQUIPMENT, THROUGH 2010 ($ BILLIONS)

Table 28 GLOBAL SALES OF OTHER DIGITAL HOME ENTERTAINMENT ACCESSORIES AND SUPPLIES, THROUGH 2010

Table 29 GLOBAL MARKET FOR HOME ENTERTAINMENT- ORIENTED DATA STORAGE DEVICES, THROUGH 2010 ($ BILLIONS)

Table 30 GLOBAL CONSUMER MARKET FOR HOME ENTERTAINMENT RELATED HARD DRIVES, THROUGH 2010 ($ BILLIONS)

Table 31 GLOBAL CONSUMER SALES OF INTERNAL HARD DRIVES FOR HOME ENTERTAINMENT PURPOSES, THROUGH 2010 (MILLION UNITS/$ BILLIONS)

Table 32 GLOBAL PROJECTED SALES OF PORTABLE HARD DRIVES FOR HOME ENTERTAINMENT APPLICATIONS, THROUGH 2010($ BILLIONS)

Table 33 GLOBAL PROJECTED CONSUMER SALES OF REMOVABLE MICRODRIVES FOR HOME ENTERTAINMENT APPLICATIONS, THROUGH 2010 ($ BILLIONS)

Table 34 GLOBAL PROJECTED CONSUMER SALES OF OPTICAL DRIVES FOR HOME ENTERTAINMENT APPLICATIONS, THROUGH 2010 ($ BILLIONS)

Table 35 GLOBAL CONSUMER SALES OF FLASH MEMORY READERS, THROUGH 2010 (MILLION UNITS/$ BILLIONS)

Table 36 GLOBAL UNIT SALES OF DIGITAL CAMERAS AND CELL PHONE CAMERAS, THROUGH 2010 (MILLION UNITS SOLD)

Table 37 GLOBAL PROJECTED SALES OF FLASH MEMORY, THROUGH 2010 ($ BILLIONS)

Table 38 GLOBAL SALES OF REMOVABLE OPTICAL MEDIA FOR HOME ENTERTAINMENT APPLICATIONS, THROUGH 2010 (MILLION UNITS/$ BILLIONS)

Table 39 GLOBAL SALES OF DIGITAL TAPE FOR HOME ENTERTAINMENT APPLICATIONS, THROUGH 2010 ($ BILLIONS)

Table 40 GLOBAL SALES OF ADVANCED BATTERIES FOR PORTABLE ENTERTAINMENT DEVICES, THROUGH 2010 ($ BILLIONS)

Table 41 GLOBAL MARKET FOR WEARABLE PERSONAL ELECTRONICS, THROUGH 2010 ($ MILLIONS)

Table 42 GLOBAL OEM MARKET FOR DIGITAL HOME ENTERTAINMENT ENABLING TECHNOLOGIES, THROUGH 2010 ($ BILLIONS)

Table 43 GLOBAL SALES OF INTEGRATED CIRCUITS FOR HOME ENTERTAINMENT DEVICES, THROUGH 2010 ($ BILLIONS)

Table 44 GLOBAL MARKET FOR MEMS TECHNOLOGIES USED IN DIGITAL HOME ENTERTAINMENT DEVICES, THROUGH 2010 ($ MILLIONS)

Table 45 GLOBAL DIGITAL CAMERA SALES, THROUGH 2010 (MILLION CAMERAS)

Table 46 GLOBAL MARKET FOR MEMS DIGITAL CAMERA IMAGE STABILIZATION SYSTEMS, THROUGH 2010 (MILLIONS)

Table 47 GLOBAL SALES OF VIDEO GAMING DEVICES, THROUGH 2010 (MILLION UNITS)

Table 48 GLOBAL MARKET FOR MEMS ACCELEROMETERS IN HANDHELD GAMING DEVICES, THROUGH 2010 (MILLIONS)

Table 49 GLOBAL MARKET FOR MEMS ACCELEROMETERS IN HARD DISK READ/WRITE HEADS FOR HOME ENTERTAINMENT APPLICATIONS, THROUGH 2010 (MILLIONS)

Table 50 GLOBAL DLP TV SALES, THROUGH 2010 (MILLION UNITS)

Table 51 GLOBAL MARKET FOR DLPS IN HOME ENTERTAINMENT APPLICATIONS, THROUGH 2010 (MILLIONS)

Table 52 GLOBAL OEM MARKET FOR MEMORY DEVICES AND MEDIA USED IN HOME ENTERTAINMENT APPLICATIONS, THROUGH 2010 (MILLION UNITS/$ BILLIONS)

Table 53 GLOBAL MARKET FOR DISPLAY TECHNOLOGIES USED IN DIGITAL HOME ENTERTAINMENT DEVICES, THROUGH 2010 ($ MILLIONS)

Table 54 GLOBAL OEM MARKET FOR DISPLAY MATERIALS USED IN LARGE-FORMAT DIGITAL TV SETS, THROUGH 2010 ($ BILLIONS)

Table 55 GLOBAL OEM MARKET FOR DISPLAY MATERIALS USED IN MEDIUM-FORMAT DIGITAL TV SETS, THROUGH 2010 (MILLION UNITS AND $ BILLIONS)

Table 56 GLOBAL OEM MARKET FOR DISPLAY MATERIALS USED IN SMALL DIGITAL DISPLAYS, THROUGH 2010 ($ BILLIONS)

Table 57 GLOBAL SALES OF MULTIMEDIA-ENABLED MOBILE PHONE HANDSETS BY DISPLAY TYPE, THROUGH 2010 (MILLION UNITS)

Table 58 GLOBAL OEM DISPLAY MATERIALS USED IN MULTIMEDIA-ENABLED CELL PHONE HANDSETS, THROUGH 2010

Table 59 GLOBAL SALES OF DIGITAL STILL AND VIDEO CAMERAS BY DISPLAY TYPE, THROUGH 2010 (MILLION UNITS)

Table 60 OEM MARKET FOR DISPLAY MATERIALS USED IN DIGITAL CAMERAS, THROUGH 2010*

Table 61 GLOBAL OEM MARKET FOR MICRODISPLAYS USED IN DIGITAL HOME ENTERTAINMENT DEVICES, THROUGH 2010




LIST OF FIGURES

Summary Figure: GLOBAL DIGITAL HOME ENTERTAINMENT MARKET, 2004-2010 ($ BILLIONS)

Figure 1 U.S. PATENTS ISSUED SINCE 1976 AND PATENT APPLICATIONS PENDING RELATING TO HOME ENTERTAINMENT (%)

Figure 2 GLOBAL DIGITAL HOME ENTERTAINMENT MARKET, 2004-2010 ($)

Figure 3 GLOBAL DIGITAL HOME ENTERTAINMENT DEVICE MARKET SEGMENTS, 2004 AND 2010 (%)

Figure 4 GLOBAL HOME ENTERTAINMENT GATEWAY DEVICE MARKET SEGMENTS, 2004 AND 2010 (%)

Figure 5 GLOBAL PROJECTED SALES OF ALL TYPES OF DIGITAL RADIOS, 2004-2010 (MILLION UNITS)

Figure 6 GLOBAL CABLE AND DSL RECEIVER MARKET (PERCENT OF TOTAL SALES)

Figure 7 GLOBAL SALES TRENDS OF MOBILE PHONE HANDSETS, 2004-2010 (MILLION UNITS)

Figure 8 GLOBAL HOME ENTERTAINMENT HUB/NODE MARKET, 2004 AND 2010 (%)

Figure 9 GLOBAL SALES OF MEDIA-CENTRIC COMPUTERS, 2004 (PERCENT OF TOTAL SALES)

Figure 10 GLOBAL SALES OF MEDIA-CENTRIC PCS AS A PERCENTAGE OF TOTAL CONSUMER PC SALES, 2004 AND 2010 (PERCENT OF TOTAL UNITS SOLD)

Figure 11 GLOBAL HOME DIGITAL AUDIO AND VIDEO COMPONENT SALES, 2004 (PERCENT OF TOTAL SALES)

Figure 12 GLOBAL SALES OF DVD PLAYERS VS. PLAYER/RECORDERS, 2004 (PERCENT OF TOTAL)

Figure 13 GLOBAL PERSONAL DIGITAL MEDIA PLAYERS SALES, 2004 (PERCENT OF TOTAL SALES)

Figure 14 GLOBAL CONSUMER SALES OF DIGITAL STILL AND VIDEO CAMERAS, 2004 (PERCENT OF TOTAL)

Figure 15 CONSUMER DIGITAL CAMERAS USING CCDS VS. CMOS, 2004 (PERCENTAGE OF DIGITAL CAMERAS SOLD)

Figure 16 GLOBAL SALES OF VIDEO GAME PLAYERS, 2004 (UNITS AND DOLLAR SALES)

Figure 17 GLOBAL VIDEO GAME CONSOLE SALES, 2002-2008 (MILLION UNITS SOLD)

Figure 18 GLOBAL SALES OF LARGE FORMAT TVS, BY DISPLAY TYPE, 2004

Figure 19 GLOBAL SALES TRENDS OF LARGE TELEVISIONS (40-INCHES AND OVER), 2004-2010 (MILLIONS OF TV SETS)

Figure 20 GLOBAL HOME ENTERTAINMENT NETWORKING MARKET SHARE, 2004 AND 2010 (%)

Figure 21 GLOBAL HOME NETWORKING EQUIPMENT MARKET TRENDS, 2004-010 ($ BILLIONS)

Figure 22 GLOBAL FLASH MEMORY PRODUCT MARKET SHARES, 2004 (PERCENT OF TOTAL DOLLAR SALES)

Figure 23 GLOBAL DIGITAL CAMERA AND CELL PHONE CAMERA SALES, 2004-2010 (MILLION UNITS SOLD)

Figure 24 GLOBAL REMOVABLE OPTICAL MEDIA MARKET SHARES, 2004 (PERCENT OF TOTAL UNIT SALES)

Figure 25 GLOBAL CONSUMPTION OF INTEGRATED CIRCUITS USED IN DIGITAL HOME ENTERTAINMENT DEVICES, 2004-2010 ($ BILLIONS)

Figure 26 GLOBAL UNIT SALES OF DIGITAL CAMERAS, 2004-2010 (MILLION UNITS)

Figure 27 GLOBAL TRENDS IN SALES OF VIDEO GAMING DEVICES, 2004-2010 (MILLION DEVICES)

Figure 28 GLOBAL SALES OF DLP TELEVISIONS, 2004-2010 (MILLION UNITS)

Abstract

REPORT HIGHLIGHTS
  • BCC estimates the total size of the digital home entertainment market at $129 billion in 2004, rising to $166 billion in 2005 and $411 billion by 2010, an AAGR of nearly 20% over the next five years.
  • BCC segments the market for digital home entertainment devices into gateways (e.g., digital TV receivers, cable and satellite boxes), hubs and nodes (media PCs, digital audio and video players), output devices (digital TVs and loudspeakers) and networking devices. Hubs and nodes are the largest device segment, accounting for 56% of total device sales in 2004 and 55% in 2010.
  • Output devices such as digital TVs accounted for 16% of total digital home entertainment devices in 2004, a percentage that is expected to rise to more than 27% by 2010. Gateway devices are expected to increase their market share slightly between 2004 and 2010, i.e., from 25% to 26%. Networking devices consistently account for between 2% to 3% of the market.
INTRODUCTION

The movements from analog to digital, and from modem to broadband access have combined with the development of powerful chips, new storage and output technologies, and the emergence of new platforms and standards to drive a revolution in home entertainment. PCs can now merge with other home entertainment devices. Content created or stored on one type of entertainment device can be accessed via any other device. Films and TV programs can be shown on any screen in the house without wires trailing across floors. The entire household’s music can be stored on one device, but available wherever there are speakers in the house. Entertainment is available on demand, anytime/anyplace.

This timely BCC Research report addresses the global market for devices that are purchased by individual consumers for the downloading, creation, storage and playback of digital video, audio and multimedia entertainment content for their personal use in the home. In addition to the consumer market for digital home entertainment devices, the study quantifies the OEM market for key enabling technologies used in digital home entertainment equipment, including chipsets, MEMS data storage, and display devices.

This comprehensive study will be invaluable to executives in the electronics industry, entrepreneurs, investors, venture capitalists and other readers with a need to know where the market for home entertainment-related devices is headed in the next five years.

SCOPE OF STUDY

This analysis:
  • Identifies the home entertainment devices and technologies with the greatest commercial potential in the near- to mid-term (2004-2010)
  • Analyzes recent sales trends and quantifies current sales of each device and technology
  • Identifies and evaluates the impact of economic, business, demographic, technological, legal/regulatory and other factors that will drive the future market for each device and technology
  • Forecasts future sales of each device and technology in value and, where possible, unit terms through 2010.
METHODOLOGY AND INFORMATION SOURCES

The findings and conclusions of this report are based on information gathered from industry sources, including manufacturers of home entertainment equipment and technology suppliers such as chip and memory manufacturers. Interview data were combined with information gathered through an extensive review of secondary sources such as trade publications, trade associations, company literature, and on-line databases to produce the projections contained in this report.

The base-year for analysis and projection is 2004. At the time this report was written, i.e., early 2006, data for 2005 were not yet universally available. With 2004 as a baseline, market projections were developed for 2005-2010. These projections are based on a combination of a consensus among the primary contacts combined with our understanding of the key market drivers and their impact from a historical and analytical perspective. The analytical methodologies used to generate the market estimates are described in detail in the section on Detailed Market Projections.

All dollar projections presented in this report are in 2004 constant dollars.

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