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Connected Living Room Market by Products (Smart/3D, LED/LCD/OLED TV, set top box, Home theater (Projector, Audio Equipment), Blu-ray player, Gaming console), by Technology (Processor, Memory, Sensor, Connectivity) & by Geography - Global Trend & F

NEW YORK, July 2, 2014 — (PRNewswire) — Reportlinker.com announces that a new market research report is available in its catalogue:

Connected Living Room Market by Products (Smart/3D, LED/LCD/OLED TV, set top box, Home theater (Projector, Audio Equipment), Blu-ray player, Gaming console), by Technology (Processor, Memory, Sensor, Connectivity) & by Geography - Global Trend & Forecast

http://www.reportlinker.com/p02116638/Connected-Living-Room-Market-by-Products-Smart/3D-LED/LCD/OLED-TV-set-top-box-Home-theater-Projector-Audio-Equipment-Blu-ray-player-Gaming-console-by-Technology-Processor-Memory-Sensor-Connectivity--by-Geography---Global-Trend--Forecast.html

The race is on to close the gap between different consumer electronics devices used in living rooms. The living room devices in the early 80s were majorly televisions. With the inventions and evolution of the consumer electronics industry, new products like the digital set-top box, digital video recorder, home theater systems, digital media players like Blu-ray players, and gaming consoles have made their entry into the living room. The transformation of the living room into a digital entertainment hub of a home has been influenced by a variety of factors. One of these major factors has been the beginning of the shift towards digitization, making the use and storage of media content very convenient and highly user friendly. Thus the analysis says that the total connected living room market is expected to cross $357.24 billion by 2020 with a single digit growth rate. Currently, the market value is approximately $197.58 billion.

The major living room devices that have been covered in this research study are TVs, set-top boxes, DVRs, home theater systems, gaming consoles, and blu-ray players. These devices have evolved to become an integral part of a typical connected living room. The development of newer and more advanced wired and wireless connectivity technologies have also contributed to growth of these devices. These technologies have made the storage, sharing and transfer of high quality media content simpler.

The major companies involved in connected living room market are Samsung Electronics Co., Ltd. (South Korea), Sony Corporation (Japan), LG Electronics Inc. (South Korea), BenQ Corporation (Taiwan), Nintendo Co., Ltd. (Japan), Comcast Corporation (U.S.), and Pioneer Corp. (Japan).

KEY TAKE-AWAYS

• The global connected living room market is estimated to grow at a modest CAGR from 2014 till 2020 and to cross $357.24 billion by the end of these five years
• Currently, televisions contribute to more than 75% of the global connected living room market. This share is expected to increase to more than 85% by the end of 2020
• Factors such as evolving technology and changing consumer behavior are affecting each type of devices. For instance, a declining trend is observed in the set-top box and Blu-ray player markets
• OLED TVs are expected to dominate the television market for the next five years and CCFL backlit LCD TVs and Plasma TVs shall witness a rapid decline in their shipments
• Porter's analysis in detail, market life cycle analysis along with technology and market roadmaps, evolution and time-lines of each type of living room devices, and their respective markets
• Detailed segmentation of connected living room market by technology and products with a focus on markets of high growth and emerging technologies
• The future of each type of related devices and technologies and industry from both - technical and market-oriented perspectives with techno-market oriented roadmaps
• Detailed pricing and cost analysis of each type of connected living room device, along with future scenarios in prices and dynamics of changes in prices
• Detailed competitive landscape with identification of the key players in each type of product market, in-depth market share analysis with individual revenue, market shares, and market share rankings
• Complete value chain, allied industry segments, and value chain analysis of the industry and their impacts on the market

1 INTRODUCTION 23

1.1 KEY TAKE-AWAYS 23
1.2 REPORT DESCRIPTION 24
1.3 MARKETS COVERED 25
1.4 COMPANIES COVERED IN THE REPORT 27
1.5 STAKEHOLDERS 28
1.6 REPORT ASSUMPTIONS 29
1.7 RESEARCH METHODOLOGY 32
1.7.1 MARKET SIZE ESTIMATION 33
1.7.2 MARKET CRACKDOWN & DATA TRIANGULATION 35
1.7.3 MARKET FORECASTING MODEL 37
1.7.4 KEY DATA POINTS TAKEN FROM SECONDARY SOURCES 38
1.7.5 KEY DATA POINTS TAKEN FROM PRIMARY SOURCES 38

2 EXECUTIVE SUMMARY 40

3 MARKET OVERVIEW 42

3.1 INTRODUCTION 43
3.2 HISTORY & EVOLUTION 44
3.2.1 DIGITIZATION OF LIVING ROOMS 44
3.2.2 EVOLUTION OF MULTIMEDIA DEVICES 45
3.3 VALUE CHAIN ANALYSIS 49
3.3.1 TELEVISION SYSTEMS VALUE CHAIN 50
3.3.1.1 Component manufacturers 50
3.3.1.2 Equipment suppliers 51
3.3.1.3 OEM vendors 51
3.3.1.4 Software services vendors 51
3.3.2 SET-TOP BOX VALUE CHAIN 52
3.3.2.1 Component manufacturers 52
3.3.2.2 OEM vendors 53
3.3.2.3 Over-The-Top content providers & TV broadcast vendors 53
3.4 KEY MARKET STATISTICS 54
3.5 MARKET DYNAMICS 55
3.5.1 MARKET DRIVERS 55
3.5.1.1 Huge government body support for digitization 56
3.5.1.2 Emergence of technologies for connectivity amongst home devices 58
3.5.1.3 Integration of user-interactive features into home infotainment 59
3.5.1.4 Advancements towards higher-resolutions driving the display market 59
3.5.2 MARKET RESTRAINTS 60
3.5.2.1 Red Ocean Strategy 60
3.5.2.2 Compatibility - critical factor in the buying decision process 62
3.5.2.3 Intellectual property rights – restricting sales 63
3.5.3 MARKET OPPORTUNITIES 63
3.5.3.1 Technology penetration into emerging markets 64
3.5.3.2 Smart homes, Intelligent & Connected homes- connected living room, a start 64
3.5.4 BURNING ISSUES 66
3.5.4.1 High technological fragmentation - Standardization of formats 66
3.5.5 WINNING IMPERATIVES 67
3.5.5.1 Convergence of product functionalities 67
3.5.6 PORTER'S ANALYSIS 68
3.5.6.1 Threat of new entrants 70
3.5.6.2 Threat of competitors 71
3.5.6.3 Bargaining power of suppliers 72
3.5.6.4 Bargaining power of buyers 73
3.5.6.5 Degree of competition 74

4 CONNECTED LIVING ROOM MARKET, BY PRODUCT 75

4.1 INTRODUCTION 76
4.2 SMARTPHONES 78
4.3 TABLETS 80
4.4 LAPTOPS 83
4.5 TV SYSTEMS 85
4.5.1 TV SYSTEMS MARKET BY DISPLAY TECHNOLOGY 86
4.5.1.1 CRT TV 90
4.5.1.2 LED TV 90
4.5.1.3 LCD TV 93
4.5.1.4 Plasma TV 97
4.5.1.5 OLED TV 99
4.5.2 TV SYSTEMS MARKET BY GEOGRAPHY 102
4.5.3 TV SYSTEMS MARKET BY FEATURES 106
4.5.3.1 Smart TV 106
4.5.3.1.1 Smart TV Market By Geography 109
4.5.3.2 3D TV 110
4.5.3.2.1 3D TV Market By Geography 112
4.6 SET-TOP BOXES 113
4.6.1 SET-TOP BOX MARKET BY TYPES 114
4.6.1.1 Cable STBs 114
4.6.1.2 SATELLITE STBs 115
4.6.1.3 IPTV STBs 115
4.6.1.4 DTT STBs 115
4.6.2 SET-TOP BOX MARKET BY RESOLUTION 116
4.6.2.1 Standard definition 116
4.6.2.2 High definition 117
4.6.3 SET-TOP BOX MARKET BY GEOGRAPHY 118
4.7 MEDIA STREAMING PLAYERS 119
4.7.1 DVD PLAYERS 119
4.7.1.1 DVD player market by geography 121
4.7.2 BLU-RAY PLAYERS 122
4.7.2.1 Blu-ray player market by geography 123
4.8 HOME THEATER SYSTEMS 124
4.8.1 HOME THEATER SYSTEM MARKET OVERVIEW 125
4.8.2 HOME THEATER PROJECTORS 126
4.8.2.1 HT Projectors Market By Resolution 127
4.8.2.1.1 720p HT projector 128
4.8.2.1.2 1080p HT projector 128
4.8.2.1.3 4k HT projector 129
4.8.2.2 HT Projector Market By Geography 132
4.8.3 HOME THEATER AUDIO SYSTEMS 133
4.8.3.1 Audio systems market by output channels 134
4.8.3.1.1 5.1 channels system 134
4.8.3.1.2 7.1 channels system 134
4.8.3.1.3 9.1 channels system 135
4.8.3.2 Audio systems market by geography 138
4.9 GAMING CONSOLES 140
4.9.1 GAMING CONSOLES MARKET BY GEOGRAPHY 141
4.9.2 GAMING CONSOLES MARKET BY GENERATION 142
4.9.2.1 7th generation gaming consoles 144
4.9.2.2 8th generation gaming consoles 147

5 CONNECTED LIVING ROOM MARKET BY TECHNOLOGY 151

5.1 INTRODUCTION 152
5.2 CLR TECHNOLOGY MARKET OVERVIEW 152
5.3 CHIPSETS FOR WIRELESS CONNECTIVITY 154
5.4 PROCESSORS 157
5.4.1 GENERIC DIGITAL SIGNAL PROCESSOR (DSP) 158
5.4.2 MICROCONTROLLER UNIT (MCU) 159
5.5 MEMORY IC 160
5.5.1 DRAM 162
5.5.2 FLASH NAND 163
5.6 SENSORS 164
5.6.1 IMAGE SENSORS 166
5.6.2 ACCELEROMETERS 167
5.6.3 MAGNETIC SENSORS 168
5.7 LED DRIVER IC 169

6 CONNECTED LIVING ROOM MARKET BY GEOGRAPHY 170

6.1 INTRODUCTION 171
6.2 NORTH AMERICA 174
6.2.1 SMARTPHONE 175
6.2.2 TABLETS 176
6.2.3 LAPTOPS 177
6.2.4 TELEVISION SYSTEMS 178
6.2.5 SET-TOP BOX MARKET 182
6.2.6 DVD PLAYER MARKET 183
6.2.7 BLU-RAY PLAYER MARKET 184
6.2.8 HT PROJECTOR MARKET 185
6.2.9 AUDIO SYSTEMS MARKET 186
6.2.10 GAMING CONSOLES' MARKET 187
6.3 EUROPE 189
6.3.1 SMARTPHONES 191
6.3.2 TABLETS 192
6.3.3 LAPTOPS 192
6.3.4 TELEVISION SYSTEMS 193
6.3.5 SET-TOP BOX MARKET 196
6.3.6 DVD PLAYER MARKET 198
6.3.7 BLU-RAY PLAYER MARKET 199
6.3.8 HT PROJECTOR MARKET 200
6.3.9 AUDIO SYSTEMS MARKET 201
6.3.10 GAMING CONSOLES MARKET 202
6.4 APAC 205
6.4.1 SMARTPHONES 207
6.4.2 TABLETS 207
6.4.3 LAPTOPS 208
6.4.4 TELEVISION SYSTEMS 209
6.4.5 SET-TOP BOX MARKET 213
6.4.6 DVD PLAYER MARKET 214
6.4.7 BLU-RAY PLAYER MARKET 215
6.4.8 HT PROJECTOR MARKET 216
6.4.9 AUDIO SYSTEMS MARKET 217
6.4.10 GAMING CONSOLES MARKET 218
6.5 ROW 221
6.5.1 SMARTPHONES 223
6.5.2 TABLETS 224
6.5.3 LAPTOPS 225
6.5.4 TELEVISION SYSTEMS 226
6.5.5 SET-TOP BOX MARKET 230
6.5.6 DVD PLAYER MARKET 231
6.5.7 BLU-RAY PLAYER MARKET 232
6.5.8 HT PROJECTOR MARKET 233
6.5.9 AUDIO SYSTEMS' MARKET 234
6.5.10 GAMING CONSOLES MARKET 235

7 COMPETITIVE LANDSCAPE 238

7.1 OVERVIEW 239
7.2 MARKET SHARE ANALYSIS 239
7.2.1 SMARTPHONE: MARKET SHARE ANALYSIS 239
7.2.2 TELEVISION SYSTEMS: MARKET SHARE ANALYSIS 240
7.2.3 SET-TOP BOX: MARKET SHARE ANALYSIS 241
7.2.4 GAMING CONSOLES: MARKET SHARE ANALYSIS 242
7.3 COMPETITIVE SITUATION AND TRENDS 243
7.3.1 NEW PRODUCT DEVELOPMENTS & ANNOUNCEMENTS 243
7.3.2 AGREEMENTS, PARTNERSHIPS, INVESTMENTS, JOINT VENTURES & COLLABORATIONS 248
7.3.3 MERGERS & ACQUISITIONS 251
7.3.4 AWARDS & RECOGNITIONS 252

8 COMPANY PROFILES 254 (Overview, Products and Services, Financials, Strategy & Development)*

8.1 BENQ CORPORATION 254
8.2 ECHOSTAR CORPORATION 260
8.3 KONINKLIJKE PHILIPS N.V. 268
8.4 LG ELECTRONICS 275
8.5 MOTOROLA MOBILITY HOLDINGS. INC. 283
8.6 NINTENDO CO., LTD 287
8.7 PACE PLC 294
8.8 PANASONIC CORPORATION 299
8.9 SAMSUNG ELECTRONICS 306
8.10 SONY CORPORATION 315
8.11 TECHNICOLOR SA 323
8.12 TIVO, INC. 328
*Details on Overview, Products and Services, Financials, Strategy & Development might not be Captured in case of Unlisted Companies.

APPENDIX 331
KEY SECONDARY SOURCES 331


LIST OF TABLES

TABLE 1 CONNECTED LIVING ROOM MARKET, MAJOR COMPANIES 27
TABLE 2 GENERAL ASSUMPTIONS, TERMINOLOGY & APPLICATION KEY NOTES 29
TABLE 3 CONNECTED LIVING ROOM DEVICES MARKET SIZE, BY PRODUCT, 2013–2020 ($BILLION) 41
TABLE 4 TIME-LINE: SHIFT TO DIGITALIZATION, BY COUNTRIES 57
TABLE 5 PORTER'S ANALYSIS: RANGE 68
TABLE 6 INDEX TABLE FOR IMPACT ANALYSIS 69
TABLE 7 GLOBAL CONNECTED LIVING ROOM MARKET SIZE, BY PRODUCT,
2013–2020 ($BILLION) 77
TABLE 8 GLOBAL CONNECTED LIVING ROOM MARKET OVERVIEW FROM SMARTPHONE, 2013-2020 78
TABLE 9 GLOBAL CONNECTED LIVING ROOM MARKET SIZE FROM SMARTPHONES, BY GEOGRAPHY, 2013-2020, ($BILLION) 79
TABLE 10 GLOBAL CONNECTED LIVING ROOM MARKET SIZE FROM SMARTPHONES, BY GEOGRAPHY, 2013-2020 (MILLION UNITS) 80
TABLE 11 GLOBAL CONNECTED LIVING ROOM MARKET OVERVIEW FROM TABLETS, 2013-2020 81
TABLE 12 GLOBAL CONNECTED LIVING ROOM MARKET SIZE FROM TABLETS,
BY GEOGRAPHY, 2013-2020 ($BILLION) 81
TABLE 13 GLOBAL CONNECTED LIVING ROOM MARKET SIZE FROM TABLETS,
BY GEOGRAPHY, 2013-2020 (MILLION UNITS) 82
TABLE 14 GLOBAL CONNECTED LIVING ROOM MARKET OVERVIEW FROM LAPTOPS, 2013-2020 83
TABLE 15 GLOBAL CONNECTED LIVING ROOM MARKET SIZE FROM LAPTOPS,
BY GEOGRAPHY, 2013-2020 ($BILLION) 84
TABLE 16 GLOBAL CONNECTED LIVING ROOM MARKET SIZE FROM LAPTOPS,
BY GEOGRAPHY, 2013-2020 (MILLION UNITS) 85
TABLE 17 GLOBAL CONNECTED LIVING ROOM MARKET OVERVIEW FROM TV SYSTEMS, 2013–2020 86
TABLE 18 GLOBAL CONNECTED LIVING ROOM MARKET SIZE FROM TV SYSTEMS, BY TYPE, 2013–2020 ($BILLION) 87
TABLE 19 GLOBAL CONNECTED LIVING ROOM MARKET SIZE FROM TV SYSTEMS, BY TYPE, 2013–2020 (MILLION UNITS) 88
TABLE 20 CONNECTED LIVING ROOM MARKET SIZE FROM LED TV SYSTEMS,
BY GEOGRAPHY, 2013–2020 ($BILLION) 91
TABLE 21 CONNECTED LIVING ROOM MARKET SIZE FROM LED TV SYSTEMS,
BY GEOGRAPHY, 2013–2020 (MILLION UNITS) 92
TABLE 22 CONNECTED LIVING ROOM MARKET SIZE FROM LCD TV SYSTEMS,
BY GEOGRAPHY, 2013–2020 ($MILLION) 94
TABLE 23 CONNECTED LIVING ROOM MARKET SIZE FROM LCD TV SYSTEMS,
BY GEOGRAPHY, 2013–2020 (MILLION UNITS) 95
TABLE 24 CONNECTED LIVING ROOM MARKET SIZE FROM PLASMA TV SYSTEMS, BY GEOGRAPHY, 2013–2020 ($BILLION) 97
TABLE 25 CONNECTED LIVING ROOM MARKET SIZE FROM PLASMA TV SYSTEMS, BY GEOGRAPHY, 2013–2020 (MILLION UNITS) 98
TABLE 26 CONNECTED LIVING ROOM MARKET SIZE FROM OLED TV SYSTEMS,
BY GEOGRAPHY, 2013–2020 ($BILLION) 100
TABLE 27 CONNECTED LIVING ROOM MARKET SIZE FROM OLED TV SYSTEMS,
BY GEOGRAPHY, 2013–2020 (MILLION UNITS) 101
TABLE 28 GLOBAL CONNECTED LIVING ROOM MARKET SIZE FROM TV SYSTEMS, BY GEOGRAPHY, 2013–2020 ($BILLION) 103
TABLE 29 GLOBAL CONNECTED LIVING ROOM MARKET SIZE FROM TV SYSTEMS, BY GEOGRAPHY, 2013–2020 (MILLION UNITS) 104
TABLE 30 GLOBAL CONNECTED LIVING ROOM MARKET OVERVIEW FROM SMART TV, 2013–2020 107
TABLE 31 CONNECTED LIVING ROOM MARKET SIZE FROM SMART TV,
BY GEOGRAPHY, 2013–2020 (MILLION UNITS) 109
TABLE 32 GLOBAL CONNECTED LIVING ROOM MARKET OVERVIEW FROM 3D TV, 2013–2020 110
TABLE 33 CONNECTED LIVING ROOM MARKET SIZE FROM 3D TV,
BY GEOGRAPHY, 2013–2020 (MILLION UNITS) 112
TABLE 34 GLOBAL CONNECTED LIVING ROOM MARKET OVERIVEW FROM SET-TOP BOX, 2013–2020 114
TABLE 35 CONNECTED LIVING ROOM MARKET SIZE FROM SET-TOP BOX,
BY TYPES, 2013–2020 (MILLION UNITS) 116
TABLE 36 CONNECTED LIVING ROOM MARKET SIZE FROM SET-TOP BOX,
BY RESOLUTION, 2013–2020 (MILLION UNITS) 117
TABLE 37 CONNECTED LIVING ROOM MARKET SIZE FROM SET-TOP BOX,
BY GEOGRAPHY, 2013–2020 (MILLION UNITS) 118
TABLE 38 GLOBAL CONNECTED LIVING ROOM MARKET OVERVIEW FROM MEDIA STREAMING PLAYERS, 2013-2020 119
TABLE 39 GLOBAL CONNECTED LIVING ROOM MARKET OVERVIEW FROM DVD PLAYER, 2013–2020 120
TABLE 40 CONNECTED LIVING ROOM MARKET SIZE FROM DVD PLAYER,
BY GEOGRAPHY, 2013–2020 (MILLION UNITS) 121
TABLE 41 GLOBAL CONNECTED LIVING ROOM MARKET OVERVIEW FROM BLU-RAY PLAYER, 2013–2020 122
TABLE 42 CONNECTED LIVING ROOM MARKET SIZE FROM BLU-RAY PLAYER,
BY GEOGRAPHY, 2013–2020 (MILLION UNITS) 123
TABLE 43 GLOBAL CONNECTED LIVING ROOM MARKET OVERVIEW FROM HOME THEATER SYSTEMS, 2013–2020 125
TABLE 44 GLOBAL CONNECTED LIVING ROOM MARKET OVERVIEW FROM HT PROJECTORS, 2013–2020 127
TABLE 45 HT PROJECTOR RESOLUTION, TECHNICAL INFORMATION 128
TABLE 46 CONNECTED LIVING ROOM MARKET SIZE FROM HT PROJECTOR,
BY RESOLUTION, 2013–2020 ($BILLION) 129
TABLE 47 CONNECTED LIVING ROOM MARKET SIZE FROM HT PROJECTOR,
BY RESOLUTION, 2013–2020 (1,000 UNITS) 130
TABLE 48 CONNECTED LIVING ROOM MARKET SIZE FROM HT PROJECTOR,
BY GEOGRAPHY, 2013–2020 ($BILLION) 132
TABLE 49 CONNECTED LIVING ROOM MARKET SIZE FROM HT PROJECTOR,
BY GEOGRAPHY, 2013–2020 (1,000 UNITS) 133
TABLE 50 GLOBAL CONNECTED LIVING ROOM MARKET OVERVIEW FROM AUDIO SYSTEMS, 2013–2020 134
TABLE 51 CONNECTED LIVING ROOM MARKET SIZE FROM AUDIO SYSTEM,
BY OUTPUT CHANNELS, 2013–2020 ($BILLION) 135
TABLE 52 CONNECTED LIVING ROOM MARKET SIZE FROM AUDIO SYSTEMS,
BY OUTPUT CHANNELS, 2013–2020 (MILLION UNITS) 136
TABLE 53 CONNECTED LIVING ROOM MARKET SIZE FROM AUDIO SYSTEMS,
BY GEOGRAPHY, 2013–2020 ($BILLION) 138
TABLE 54 CONNECTED LIVING ROOM MARKET SIZE FROM AUDIO SYSTEMS,
BY GEOGRAPHY, 2013–2020 (MILLION UNITS) 139
TABLE 55 GLOBAL CONNECTED LIVING ROOM MARKET OVERVIEW FROM GAMING CONSOLES, 2013–2020 140
TABLE 56 CONNECTED LIVING ROOM MARKET SIZE FROM GAMING CONSOLES, BY GEOGRAPHY, 2013–2020 ($BILLION) 141
TABLE 57 CONNECTED LIVING ROOM MARKET SIZE FROM GAMING CONSOLES, BY GENERATION, 2013–2020 ($BILLION) 142
TABLE 58 CONNECTED LIVING ROOM MARKET SIZE FROM GAMING CONSOLES, BY GENERATION, 2013–2020 (MILLION UNITS) 143
TABLE 59 CONNECTED LIVING ROOM MARKET SIZE FROM 7TH GENERATION GAMING CONSOLES, BY DEVICES, 2013–2020 ($MILLION) 144
TABLE 60 CONNECTED LIVING ROOM MARKET SIZE FROM 7TH GENERATION GAMING CONSOLES, BY DEVICE, 2013–2020 (MILLION UNITS) 145
TABLE 61 CONNECTED LIVING ROOM MARKET SIZE FROM 7TH GENERATION GAMING CONSOLES, BY GEOGRAPHY, 2013–2020 ($MILLION) 146
TABLE 62 CONNECTED LIVING ROOM MARKET SIZE FROM 8TH GENERATION GAMING CONSOLES, BY DEVICES, 2013–2020 ($BILLION) 147
TABLE 63 CONNECTED LIVING ROOM MARKET SIZE FROM 8TH GENERATION GAMING CONSOLES, BY DEVICE, 2013–2020 (MILLION UNITS) 148
TABLE 64 CONNECTED LIVING ROOM MARKET SIZE FROM 8TH GENERATION GAMING CONSOLES, BY GEOGRAPHY, 2013–2020 ($BILLION) 149
TABLE 65 CONNECTED LIVING ROOM MARKET SIZE FROM 8TH GENERATION GAMING CONSOLES, BY GEOGRAPHY, 2013-2020 (MILLION UNITS) 150
TABLE 66 SEMICONDUCTOR COMPONENT MARKET SIZE FROM CLR DEVICES, 2013–2020 ($BILLION) 153
TABLE 67 SEMICONDUCTOR COMPONENT MARKET SIZE FOR CLR DEVICES,
2013–2020 (BILLION UNITS) 154
TABLE 68 WIRELESS CHIPSETS MARKET OVERVIEW FOR CLR DEVICES,
2013–2020 155
TABLE 69 WIRELESS CHIPSETS FOR CLR DEVICES MARKET SIZE, BY TYPE,
2013-2020 ($BILLION) 156
TABLE 70 WIRELESS CHIPSETS FOR CLR DEVICES MARKET SIZE, BY TYPE,
2013-2020 (BILLION UNITS) 156
TABLE 71 CLR PROCESSORS MARKET SIZE, BY TYPE, 2013-2020 ($BILLION) 157
TABLE 72 CLR PROCESSORS MARKET SIZE, BY TYPES,
2013-2020 (BILLION UNITS) 158
TABLE 73 DSP MARKET SIZE FROM CLR DEVICES, 2013–2020 159
TABLE 74 MCU MARKET SIZE FOR CLR DEVICES, 2013–2020 159
TABLE 75 MEMORY IC MARKET SIZE FROM CLR DEVICES, 2013–2020 ($BILLION) 160
TABLE 76 MEMORY IC MARKET SIZE FROM CLR DEVICES,
2013–2020 (BILLION UNITS) 161
TABLE 77 DRAM MARKET FOR CLR DEVICES, 2013–2020 162
TABLE 78 FLASH NAND MARKET FOR CLR DEVICES, 2013–2020 163
TABLE 79 SENSORS MARKET SIZE FOR CLR DEVICES, 2013–2020 ($BILLION) 164
TABLE 80 SENSORS MARKET SIZE FOR CLR DEVICES,
2013–2020 (BILLION UNITS) 165
TABLE 81 IMAGE SENSOR MARKET FOR CLR DEVICES, 2013–2020 166
TABLE 82 ACCELEROMETER MARKET FOR CLR DEVICES, 2013–2020 167
TABLE 83 MAGNETIC SENSOR MARKET FOR CLR DEVICES, 2013–2020 168
TABLE 84 LED DRIVER IC MARKET FOR CLR DEVICES, 2013–2020 169
TABLE 85 GLOBAL CLR MARKET SIZE, BY GEOGRAPHY,
2013-2020 (BILLION UNITS) 172
TABLE 86 NORTH AMERICA: CLR DEVICE MARKET SIZE, 2013–2020 ($BILLION) 174
TABLE 87 NORTH AMERICA: SMARTPHONE MARKET SIZE, 2013-2020 175
TABLE 88 NORTH AMERICA: TABLET MARKET OVERVIEW, 2013-2020 176
TABLE 89 NORTH AMERICA: LAPTOP MARKET OVERVIEW, 2013-2020 177
TABLE 90 NORTH AMERICA: TELEVISION SYSTEMS MARKET SIZE, BY TYPE,
2013–2020 ($BILLION) 178
TABLE 91 NORTH AMERICA: TELEVISION SYSTEMS MARKET SIZE, BY TYPE,
2013–2020 (MILLION UNITS) 179
TABLE 92 NORTH AMERICA: TELEVISION SYSTEMS MARKET SIZE, BY FEATURE, 2013–2020 (MILLION UNITS) 180
TABLE 93 NORTH AMERICA: SET-TOP BOX MARKET OVERVIEW, 2013–2020 182
TABLE 94 NORTH AMERICA: DVD PLAYER MARKET OVERVIEW, 2013–2020 183
TABLE 95 NORTH AMERICA: BLU-RAY PLAYER MARKET OVERVIEW, 2013–2020 184
TABLE 96 NORTH AMERICA: HT PROJECTOR MARKET OVERVIEW, 2013–2020 185
TABLE 97 NORTH AMERICA: AUDIO SYSTEMS MARKET OVERVIEW, 2013–2020 186
TABLE 98 NORTH AMERICA: GAMING CONSOLES' MARKET OVERVIEW, 2013–2020 187
TABLE 99 NORTH AMERICA: 7TH GENERATION GAMING CONSOLES' MARKET OVERVIEW, 2013–2020 188
TABLE 100 NORTH AMERICA: 8TH GENERATION GAMING CONSOLES' MARKET OVERVIEW, 2013–2020 188
TABLE 101 EUROPE: CLR DEVICE MARKET SIZE, 2013-2020 ($BILLION) 189
TABLE 102 EUROPE: CLR DEVICE MARKET SIZE, 2013–2020 (MILLION UNITS) 190
TABLE 103 EUROPE: SMARTPHONE MARKET OVERVIEW, 2013-2020 191
TABLE 104 EUROPE: TABLETS MARKET OVERVIEW, 2013-2020 192
TABLE 105 EUROPE: LAPTOPS MARKET OVERVIEW, 2013-2020 192
TABLE 106 EUROPE: TELEVISION SYSTEMS MARKET SIZE, BY TYPE,
2013–2020 ($BILLION) 193
TABLE 107 EUROPE: TELEVISION SYSTEMS MARKET SIZE, BY TYPE,
2013–2020 (MILLION UNITS) 194
TABLE 108 EUROPE: TELEVISION SYSTEMS MARKET SIZE, BY FEATURES,
2013–2020 (MILLION UNITS) 195
TABLE 109 EUROPE: SET-TOP BOX MARKET OVERVIEW, 2013–2020 197
TABLE 110 EUROPE: DVD PLAYER MARKET OVERVIEW, 2013–2020 198
TABLE 111 EUROPE: BLU-RAY PLAYER MARKET OVERVIEW, 2013–2020 199
TABLE 112 EUROPE: HT PROJECTOR MARKET OVERVIEW, 2013–2020 200
TABLE 113 EUROPE: AUDIO SYSTEMS' MARKET OVERVIEW, 2013–2020 201
TABLE 114 EUROPE: GAMING CONSOLES' MARKET OVERVIEW, 2013–2020 202
TABLE 115 EUROPE: 7TH GENERATION GAMING CONSOLES' MARKET OVERVIEW, 2013–2020 203
TABLE 116 EUROPE: 8TH GENERATION GAMING CONSOLES' MARKET OVERVIEW, 2013–2020 204
TABLE 117 APAC: CLR DEVICE MARKET SIZE, 2013–2020 ($BILLION) 205
TABLE 118 APAC: SMARTPHONES MARKET OVERVIEW, 2013-2020 207
TABLE 119 APAC: TABLETS MARKET OVERVIEW, 2013-2020 207
TABLE 120 APAC: LAPTOPS MARKET OVERVIEW, 2013-2020 208
TABLE 121 APAC: TELEVISION SYSTEMS MARKET SIZE, BY TYPE,
2013-2020 ($BILLION) 209
TABLE 122 APAC: TELEVISION SYSTEMS MARKET SIZE, BY TYPE,
2013–2020 (MILLION UNITS) 210
TABLE 123 APAC: TELEVISION SYSTEMS MARKET SIZE, BY FEATURE,
2013–2020 (MILLION UNITS) 211
TABLE 124 APAC: SET-TOP BOX MARKET OVERVIEW, 2013–2020 213
TABLE 125 APAC: DVD PLAYER MARKET OVERVIEW, 2013–2020 214
TABLE 126 APAC: BLU-RAY PLAYER MARKET OVERVIEW, 2013–2020 215
TABLE 127 APAC: HT PROJECTOR MARKET OVERVIEW, 2013–2020 216
TABLE 128 APAC: AUDIO SYSTEMS MARKET OVERVIEW, 2013–2020 217
TABLE 129 APAC: GAMING CONSOLES MARKET OVERVIEW, 2013–2020 218
TABLE 130 APAC: 7TH GENERATION GAMING CONSOLES MARKET OVERVIEW, 2013–2020 219
TABLE 131 APAC: 8TH GENERATION GAMING CONSOLES MARKET OVERVIEW, 2013–2020 220
TABLE 132 ROW: CLR DEVICE MARKET SIZE, 2013–2020 ($BILLION) 221
TABLE 133 ROW: SMARTPHONE MARKET OVERVIEW, 2013-2020 223
TABLE 134 ROW: TABLETS MARKET OVERVIEW, 2013-2020 224
TABLE 135 ROW: LAPTOPS MARKET OVERVIEW, 2013-2020 225
TABLE 136 ROW: TELEVISION SYSTEMS MARKET SIZE, BY TYPE,
2013–2020 ($BILLION) 226
TABLE 137 ROW: TELEVISION SYSTEMS MARKET SIZE, BY TYPES,
2013–2020 (MILLION UNITS) 227
TABLE 138 ROW: TELEVISION SYSTEMS MARKET SIZE, BY FEATURES,
2013–2020 (MILLION UNITS) 228
TABLE 139 ROW: SET-TOP BOX MARKET OVERVIEW, 2013–2020 230
TABLE 140 ROW: DVD PLAYER MARKET OVERVIEW, 2013–2020 231
TABLE 141 ROW: BLU-RAY PLAYER MARKET OVERVIEW, 2013–2020 232
TABLE 142 ROW: HT PROJECTOR MARKET OVERVIEW, 2013–2020 233
TABLE 143 ROW: AUDIO SYSTEMS MARKET OVERVIEW, 2013–2020 234
TABLE 144 ROW: GAMING CONSOLES MARKET OVERVIEW, 2013–2020 235
TABLE 145 ROW: 7TH GENERATION GAMING CONSOLES MARKET OVERVIEW, 2013–2020 236
TABLE 146 ROW: 8TH GENERATION GAMING CONSOLES MARKET OVERVIEW, 2013–2020 236
TABLE 147 CLR MARKET: NEW PRODUCT DEVELOPMENTS & PRODUCT LAUNCHES, 2011 – 2014 243
TABLE 148 AGREEMENTS, PARTNERSHIPS, INVESTMENTS, JOINT VENTURES, & COLLABORATIONS, 2011 – 2014 248
TABLE 149 CLR MARKET: MERGERS & ACQUISITIONS, 2011 251
TABLE 150 CLR MARKET: AWARDS & RECOGNITIONS, 2013-2014 252
TABLE 151 BENQ CORPORATION: COMPANY SNAPSHOT 255
TABLE 152 MOTOROLA MOBILITY: COMPANY SNAPSHOT 284

LIST OF FIGURES

FIGURE 1 CONNECTED LIVING ROOM MARKET SCOPE 25
FIGURE 2 MARKET ANALYSIS, CLASSIFICATION AND LANDSCAPE 26
FIGURE 3 MARKET RESEARCH METHODOLOGY 33
FIGURE 4 MARKET SIZE ESTIMATION 34
FIGURE 5 MARKET CRACKDOWN & DATA TRIANGULATION 36
FIGURE 6 MARKET FORECASTING MODEL 37
FIGURE 7 TELEVISION SYSTEMS TECHNOLOGY ROADMAP 45
FIGURE 8 BLU-RAY PLAYERS TECHNOLOGY ROADMAP 47
FIGURE 9 GAMING CONSOLES TIMELINE 48
FIGURE 10 HOME THEATER SYSTEMS TECHNOLOGY ROADMAP 49
FIGURE 11 COMPLETE VALUE CHAIN FOR TELEVISION SYSTEMS 50
FIGURE 12 COMPLETE VALUE CHAIN FOR SET-TOP BOXES 52
FIGURE 13 CONNECTED LIVING ROOM DEVICES MARKET SIZE, BY GEOGRAPHY, 2013–2020 ($BILLION) 54
FIGURE 14 IMPACT ANALYSIS OF DRIVERS 56
FIGURE 15 IMPACT ANALYSIS OF RESTRAINTS 60
FIGURE 16 COMPARISON: LIFE-CYCLE OF STAND ALONE DVR AND
INTEGRATED DVR 61
FIGURE 17 IMPACT ANALYSIS OF OPPORTUNITIES 63
FIGURE 18 CLR MARKET: PORTER'S FIVE FORCES ANALYSIS 69
FIGURE 19 CLR MARKET: THREAT OF NEW ENTRANTS 70
FIGURE 20 CLR MARKET: THREAT OF COMPETITORS 71
FIGURE 21 CLR MARKET: BARGAINING POWER OF SUPPLIERS 72
FIGURE 22 CLR MARKET: BARGAINING POWER OF BUYERS 73
FIGURE 23 CLR MARKET: DEGREE OF COMPETITION 74
FIGURE 24 CLR MARKET SEGMENTATION BY PRODUCT 76
FIGURE 25 GLOBAL CONNECTED LIVING ROOM MARKET SIZE PERCENTAGE SHARE FROM TV SYSTEMS, BY TYPE, (2013–2020) 89
FIGURE 26 CONNECTED LIVING ROOM MARKET SIZE TREND FROM LED TV SYSTEM, BY GEOGRAPHY, 2013–2020 93
FIGURE 27 CONNECTED LIVING ROOM MARKET SIZE TREND FROM LCD TV SYSTEM, BY GEOGRAPHY, 2013–2020 96
FIGURE 28 CONNECTED LIVING ROOM MARKET SIZE TREND FROM PLASMA TV SYSTEM, BY GEOGRAPHY, 2013–2020 99
FIGURE 29 CONNECTED LIVING ROOM MARKET SIZE TREND FROM OLED TV SYSTEM, BY GEOGRAPHY, 2013-2020 102
FIGURE 30 GLOBAL CONNECTED LIVING ROOM MARKET SIZE TREND FROM TV,
BY GEOGRAPHY, 2013–2020 105
FIGURE 31 PENETRATION OF SMART TV'S IN THE TOTAL TV SYSTEM MARKET, 2013–2020 108
FIGURE 32 PENETRATION OF 3D TVS IN THE TOTAL MARKET, 2013–2020 111
FIGURE 33 PERCENT MARKET SHARE OF BLU-RAY PLAYERS, BY GEOGRAPHY, 2013–2020 124
FIGURE 34 CONNECTED LIVING ROOM MARKET SHARE FROM HOME THEATRE SYSTEM, BY GEOGRAPHY, 2013–2020 126
FIGURE 35 PERCENT SPLIT OF HT PROJECTOR MARKET, BY RESOLUTION,
2013–2020 130
FIGURE 36 PENETRATION OF HT PROJECTORS IN HOME THEATRE SYSTEM MARKET, 2013–2020 131
FIGURE 37 PERCENT SPLIT OF AUDIO SYSTEMS MARKET, BY OUTPUT CHANNELS, 2013–2020 137
FIGURE 38 GAMING CONSOLES PERCENT SHARE, BY GEOGRAPHY, 2013–2020 143
FIGURE 39 SEGMENTATION OF CLR MARKET, BY SEMICONDUCTOR COMPONENTS 152
FIGURE 40 GLOBAL CLR MARKET SIZE, BY GEOGRAPHY, 2013-2020 ($BILLION) 171
FIGURE 41 GLOBAL CLR MARKET SHIPMENT AND ASP BY GEOGRAPHY, 2013-2020 173
FIGURE 42 SHARE OF CLR DEVICES IN NORTH AMERICA, 2013–2020 (%) 175
FIGURE 43 NORTH AMERICA: PENETRATION OF SMART TV AND 3D TV, 2013–2020 181
FIGURE 44 EUROPE: PENETRATION RATE OF SMART TV AND 3D TV SYSTEMS, 2013–2020 (%) 196
FIGURE 45 SHARE OF CLR DEVICES IN APAC, 2013 & 2020 (%) 206
FIGURE 46 APAC: PENETRATION RATE OF SMART TV AND 3D TV SYSTEMS,
2013–2020 212
FIGURE 47 PERCENT SHARE OF CLR DEVICES IN ROW, 2013–2020 222
FIGURE 48 ROW: PENETRATION RATE OF SMART TV AND 3D TV SYSTEMS,
2013–2020 229
FIGURE 49 SMARTPHONES: MARKET SHARE OF TOP PLAYERS, 2013 (%) 239
FIGURE 50 TELEVISION SYSTEMS: MARKET SHARE OF TOP PLAYERS, 2013 (%) 240
FIGURE 51 SET-TOP BOX: MARKET SHARE OF TOP PLAYERS, 2013 (%) 241
FIGURE 52 GAMING CONSOLES: MARKET SHARE OF TOP PLAYERS, 2013 (%) 242
FIGURE 53 BENQ CORPORATION: PRODUCTS & SERVICES 255
FIGURE 54 ECHOSTAR CORPORATION: COMPANY SNAPSHOT 261
FIGURE 55 ECHOSTAR CORPORATION: PRODUCTS & SERVICES 262
FIGURE 56 ECHOSTAR CORPORATION: SWOT ANALYSIS 265
FIGURE 57 KONINKLIJKE PHILIPS N.V.: COMPANY SNAPSHOT 269
FIGURE 58 KONINKLIJKE PHILIPS N.V.: PRODUCTS & SERVICES 270
FIGURE 59 KONINKLIJKE PHILIPS N.V.: SWOT ANALYSIS 273
FIGURE 60 LG ELECTRONICS: COMPANY SNAPSHOT 276
FIGURE 61 LG ELECTRONICS: PRODUCTS & SERVICES 277
FIGURE 62 LG ELECTRONICS: SWOT ANALYSIS 281
FIGURE 63 NINTENDO CO., LTD.: COMPANY SNAPSHOT 288
FIGURE 64 NINTENDO CO., LTD.: SWOT ANALYSIS 292
FIGURE 65 PACE PLC: COMPANY SNAPSHOT 295
FIGURE 66 PACE PLC: PRODUCTS & SERVICES 296
FIGURE 67 PANASONIC CORPORATION: COMPANY SNAPSHOT 300
FIGURE 68 PANASONIC CORPORATION: PRODUCTS & SERVICES 301
FIGURE 69 PANASONIC CORPORATION: SWOT ANALYSIS 304
FIGURE 70 SAMSUNG ELECTRONICS: COMPANY SNAPSHOT 307
FIGURE 71 SAMSUNG ELECTRONICS: PRODUCTS & SERVICES 308
FIGURE 72 SAMSUNG ELECTRONICS: SWOT ANALYSIS 313
FIGURE 73 SONY CORPORATION: COMPANY SNAPSHOT 316
FIGURE 74 SONY CORPORATION: PRODUCTS & SERVICES 317
FIGURE 75 SONY CORPORATION: SWOT ANALYSIS 321
FIGURE 76 TECHICOLOR SA: COMPANY SNAPSHOT 324
FIGURE 77 TECHNOCOLOR SA: PRODUCT & SERVICES 325
FIGURE 78 TIVO, INC.: COMPANY SNAPSHOT 328

To order this report: Connected Living Room Market by Products (Smart/3D, LED/LCD/OLED TV, set top box, Home theater (Projector, Audio Equipment), Blu-ray player, Gaming console), by Technology (Processor, Memory, Sensor, Connectivity) & by Geography - Global Trend & Forecast
http://www.reportlinker.com/p02116638/Connected-Living-Room-Market-by-Products-Smart/3D-LED/LCD/OLED-TV-set-top-box-Home-theater-Projector-Audio-Equipment-Blu-ray-player-Gaming-console-by-Technology-Processor-Memory-Sensor-Connectivity--by-Geography---Global-Trend--Forecast.html

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