Report Code: CMI54205

Published Date: August 2024

Pages: 320+

Category: Technology

Reports Description

As per the current market research conducted by the CMI Team, the global In-Flight Entertainment and Connectivity Market is expected to record a CAGR of 7.8% from 2024 to 2033. In 2024, the market size is projected to reach a valuation of USD 6,275.6 Million. By 2033, the valuation is anticipated to reach USD 12,337.4 Million.

The In-Flight Entertainment and Connectivity (IFEC) market encompasses the provision of entertainment, communication, and connectivity services to passengers during air travel. It includes a wide range of solutions such as seatback screens, wireless streaming, internet access, and onboard content libraries. IFEC systems enhance the passenger experience by offering movies, TV shows, music, games, and digital publications.

Moreover, they enable passengers to stay connected with the outside world through email, social media, and web browsing. Advancements in technology, such as high-speed broadband connectivity and personalized content delivery, continue to drive innovation and growth in the IFEC market.

In-Flight Entertainment and Connectivity Market – Significant Growth Factors

The In-Flight Entertainment and Connectivity Market presents significant growth opportunities due to several factors:

  • Technological Advancements: Continuous innovations in communication and entertainment technologies drive the development of advanced IFEC systems, including high-speed Wi-Fi, wireless streaming, and immersive content experiences, enhancing the passenger travel experience.
  • Increasing Air Travel Demand: The growing number of air travelers globally fuels the demand for IFEC solutions as airlines seek to differentiate their services and attract passengers by offering enhanced entertainment and connectivity options.
  • Regulatory Support and Connectivity Demand: Regulatory bodies’ increasing acceptance of in-flight connectivity and relaxation of restrictions encourage airlines to invest in IFEC systems to meet passenger expectations for seamless connectivity throughout their journey.
  • Airline Competitive Strategies: Airlines use IFEC as a competitive differentiator to attract passengers and build brand loyalty. Investing in advanced IFEC systems helps airlines stay ahead of competitors by offering superior onboard entertainment and communication services.
  • Personalized Content and Services: Tailoring IFEC offerings to individual passenger preferences presents an opportunity for airlines and IFEC providers to enhance the passenger experience and increase engagement through personalized content recommendations, targeted advertising, and customized service options.
  • Monetization and Ancillary Revenue: IFEC systems offer opportunities for airlines to generate additional revenue through advertising, sponsored content, in-flight shopping, and premium service subscriptions. By leveraging IFEC platforms, airlines can diversify revenue streams and offset the costs of implementing and maintaining IFEC systems.

In-Flight Entertainment and Connectivity Market – Mergers and Acquisitions

The In-Flight Entertainment and Connectivity Market has seen several mergers and acquisitions in recent years, with companies seeking to expand their market presence and leverage synergies to improve their product offerings and profitability. Some notable examples of mergers and acquisitions in the In-Flight Entertainment and Connectivity Market include:

  • In 2023, Safran Passenger Innovations (SPI) unveiled RAVE Ultra Plus, its latest In-Flight Entertainment System, featuring Mini LED technology for the upcoming RAVE 4K Ultra High-Definition display generation. Powered by RAVE OS, an Open Software Platform, and integrated with Cloud technologies from Amazon Web Services (AWS) for enhanced functionality and flexibility.
  • In 2021, Viasat, Inc. secured a deal with JetBlue to deliver in-flight connectivity (IFC) for its new Airbus A220-300 and A321 Long Range (LR) aircraft, expanding its customer base and reinforcing its position in the market.

These mergers and acquisitions helped companies expand their product offerings, improve their market presence, and capitalize on growth opportunities in the In-Flight Entertainment and Connectivity Market. The trend is expected to continue as companies seek to gain a competitive edge in the market.

COMPARATIVE ANALYSIS OF THE RELATED MARKET

In-Flight Entertainment and Connectivity Market Commercial Aircraft Seat Actuation Market Commercial Aircraft In-seat Power System Market
CAGR 7.8% (Approx) CAGR 2.8% (Approx) CAGR 3.8% (Approx)
USD 12,337.4 Million by 2033 USD 555.6 Million by 2033 USD 268.8 Million by 2033

In-Flight Entertainment and Connectivity Market – Significant Threats

The In-Flight Entertainment and Connectivity Market faces several significant threats that could impact its growth and profitability in the future. Some of these threats include:

  • Technological Challenges: Rapid advancements in technology pose a threat to IFEC providers, as outdated systems may struggle to keep pace with evolving passenger expectations and industry standards, leading to potential obsolescence and loss of market share.
  • Saturation of Content: The availability of abundant entertainment options, both onboard and off-board, presents a challenge for IFEC providers to differentiate their offerings and attract passengers, potentially leading to reduced demand and revenue.
  • Security and Data Privacy Risks: IFEC systems are vulnerable to cybersecurity threats and data breaches, posing risks to passenger privacy and safety. Incidents of hacking or unauthorized access to onboard systems can undermine passenger trust and confidence in IFEC services.
  • Regulatory Constraints: Stringent regulations and compliance requirements imposed by aviation authorities may hinder the deployment and operation of IFEC systems, delaying implementation timelines and increasing costs for airlines and IFEC providers.
  • Competitive Landscape: Intense competition among IFEC providers and emerging players in the market may lead to price wars, margin pressures, and consolidation, posing challenges for smaller companies to compete effectively and sustain profitability amidst larger competitors.

Category-Wise Insights

By Component:

  • Hardware: Hardware components in the In-Flight Entertainment and Connectivity (IFEC) market include seatback screens, overhead screens, servers, wireless access points, and connectivity equipment. Trends include the adoption of high-definition displays, lightweight and energy-efficient designs, integration with personal electronic devices, and the development of modular systems to accommodate future upgrades and enhancements.
  • Connectivity: Connectivity solutions in the IFEC market encompass satellite-based, air-to-ground, and hybrid systems for providing internet access to passengers during flight. Trends include the deployment of high-speed broadband connections, advancements in antenna and satellite technology for seamless coverage, integration with 5G networks, and the development of innovative pricing models to balance passenger demand with operational costs.
  • Content: Content services in the IFEC market involve the provision of movies, TV shows, music, games, and digital publications to passengers. Trends include the expansion of content libraries with diverse and curated selections, partnerships with content providers and streaming platforms, the integration of personalized recommendation algorithms, and the introduction of interactive and immersive entertainment experiences, such as virtual reality (VR) and augmented reality (AR) applications.

By Aircraft Type

  • Narrow-Body Aircraft (NBA): Narrow-body aircraft, typically used for short to medium-haul flights, feature compact cabins and are equipped with IFEC systems offering essential entertainment and connectivity options. Trends include the adoption of lightweight and space-saving IFEC solutions, enhanced connectivity for productivity, and the integration of touchless technology and mobile device compatibility to cater to the preferences of passengers on shorter routes.
  • Wide-Body Aircraft (WBA): Wide-body aircraft, favored for long-haul flights, feature spacious cabins and advanced IFEC systems offering a wide range of entertainment and connectivity options. Trends include the deployment of high-definition seatback screens, premium content libraries, immersive audiovisual experiences, and advanced connectivity solutions such as satellite-based Wi-Fi to meet the demands of passengers on extended journeys seeking enhanced entertainment and productivity options.
  • Very Large Aircraft (VLA): Very large aircraft, such as the Airbus A380 and Boeing 747, feature expansive cabins accommodating a large number of passengers and are equipped with sophisticated IFEC systems offering premium entertainment and connectivity options. Trends include the integration of luxury amenities, personalized service options, and advanced connectivity solutions such as high-speed satellite internet to cater to the discerning preferences of passengers traveling on ultra-long-haul routes.

By Offering

  • In-flight Entertainment (IFE): In-flight Entertainment (IFE) refers to the entertainment options provided to passengers during air travel, including movies, TV shows, music, games, and digital publications. Trends in the IFE segment include the transition from seatback screens to wireless streaming, the integration of personalized content recommendations, and the adoption of immersive entertainment experiences such as virtual reality (VR) and augmented reality (AR).
  • In-flight Connectivity (IFC): In-flight Connectivity (IFC) enables passengers to access the internet and stay connected with the outside world during their flight. Trends in the IFC segment include the deployment of high-speed broadband connectivity, the expansion of coverage through satellite-based systems, the introduction of tiered pricing models for internet access, and the integration of IFEC systems with passenger mobile devices for seamless connectivity throughout the journey.

By End Users

  • Airlines: Airlines are the primary end users of In-Flight Entertainment and Connectivity (IFEC) solutions, employing them to enhance the passenger experience and differentiate their services. Trends include the adoption of high-speed Wi-Fi, wireless streaming, and personalized content delivery to meet passenger demands for seamless connectivity and entertainment options. Airlines also focus on ancillary revenue opportunities through targeted advertising, sponsored content, and in-flight shopping to maximize profitability.
  • Aircraft OEMs: Aircraft Original Equipment Manufacturers (OEMs) integrate IFEC systems into aircraft during the manufacturing process. Trends include the development of lightweight and space-efficient IFEC hardware solutions to minimize aircraft weight and maximize cabin space utilization. OEMs also collaborate with IFEC providers to offer customizable and scalable solutions that meet airline specifications and passenger expectations for connectivity and entertainment options.

Report Scope

Feature of the Report Details
Market Size in 2024 USD 6,275.6 Million
Projected Market Size in 2033 USD 12,337.4 Million
Market Size in 2023 USD 5,821.5 Million
CAGR Growth Rate 7.8% CAGR
Base Year 2023
Forecast Period 2024-2033
Key Segment By Component, Aircraft Type, Offering and Region
Report Coverage Revenue Estimation and Forecast, Company Profile, Competitive Landscape, Growth Factors and Recent Trends
Regional Scope North America, Europe, Asia Pacific, Middle East & Africa, and South & Central America
Buying Options Request tailored purchasing options to fulfil your requirements for research.

In-Flight Entertainment and Connectivity Market – Regional Analysis

The In-Flight Entertainment and Connectivity Market is segmented into various regions, including North America, Europe, Asia-Pacific, and LAMEA. Here is a brief overview of each region:

  • North America: North America leads in IFEC adoption, with trends focusing on high-speed connectivity and personalized content delivery. Airlines prioritize seamless Wi-Fi connectivity and streaming services to meet passenger demands for in-flight entertainment. Additionally, there’s a growing emphasis on cybersecurity measures to address concerns over data privacy and ensure secure IFEC systems.
  • Europe: In Europe, IFEC trends include the integration of sustainable technologies and environmental initiatives. Airlines and IFEC providers focus on reducing carbon emissions by optimizing IFEC hardware efficiency and implementing eco-friendly content delivery solutions. Moreover, there’s a trend towards multilingual content offerings to cater to the diverse passenger demographics across European countries.
  • Asia-Pacific: The Asia-Pacific region sees rapid IFEC market growth driven by the expansion of low-cost carriers and increasing air travel demand. Trends include the adoption of innovative payment solutions for in-flight purchases and partnerships with local content providers to offer region-specific entertainment options. Additionally, there’s a focus on implementing advanced connectivity solutions to support the growing number of smartphone-dependent passengers.
  • LAMEA (Latin America, Middle East, and Africa): In LAMEA, IFEC trends revolve around cultural and regional preferences, with airlines offering localized content and language options. There’s a growing demand for Arabic, Spanish, and Portuguese content to cater to passengers from diverse linguistic backgrounds. Additionally, airlines focus on partnerships with regional content providers and government initiatives to promote tourism through immersive in-flight entertainment experiences.

Competitive Landscape – In-Flight Entertainment and Connectivity Market

The In-Flight Entertainment and Connectivity Market is highly competitive, with a large number of players operating globally. Some of the key players in the market include:

  • Panasonic Avionics Corporation
  • Thales Group
  • Gogo Inc.
  • Inmarsat plc
  • Global Eagle Entertainment Inc.
  • Viasat Inc.
  • Collins Aerospace (a Raytheon Technologies company)
  • Lufthansa Systems GmbH & Co. KG
  • Rockwell Collins Inc.
  • Honeywell International Inc.
  • Zodiac Inflight Innovations
  • Bluebox Aviation Systems Ltd.
  • digEcor (now part of Burrana)
  • Burrana Inc.
  • Immfly S.L.
  • Others

These companies operate in the market through various strategies such as product innovation, mergers and acquisitions, and partnerships.

New players like Immfly S.L. and Burrana Inc. have entered the IFEC market with innovative solutions such as wireless streaming platforms and immersive content experiences. These companies differentiate themselves by offering customizable and scalable IFEC solutions tailored to meet the evolving needs of airlines and passengers.

However, key players like Panasonic Avionics Corporation and Thales Group dominate the market with their extensive product portfolios, global reach, and established relationships with major airlines. These dominant players leverage their expertise and resources to continually innovate and maintain market leadership through strategic partnerships and technological advancements.

The In-Flight Entertainment and Connectivity Market is segmented as follows:

By Component

  • Hardware
    • Non-portable
    • Portable
  • Connectivity
    • Wired
    • Wireless
  • Content
    • Stored
    • Streamed

By Aircraft Type

  • Narrow-Body Aircraft (NBA)
  • Wide-Body Aircraft (WBA)
  • Very Large Aircraft (VLA)

By Offering

  • In-flight Entertainment (IFE)
  • In-flight Connectivity (IFC)

By End-user

  • Airlines
  • Aircraft OEMs

Regional Coverage:

North America

  • U.S.
  • Canada
  • Mexico
  • Rest of North America

Europe

  • Germany
  • France
  • U.K.
  • Russia
  • Italy
  • Spain
  • Netherlands
  • Rest of Europe

Asia Pacific

  • China
  • Japan
  • India
  • New Zealand
  • Australia
  • South Korea
  • Taiwan
  • Rest of Asia Pacific

The Middle East & Africa

  • Saudi Arabia
  • UAE
  • Egypt
  • Kuwait
  • South Africa
  • Rest of the Middle East & Africa

Latin America

  • Brazil
  • Argentina
  • Rest of Latin America

Table of Contents

  • Chapter 1. Preface
    • 1.1 Report Description and Scope
    • 1.2 Research scope
    • 1.3 Research methodology
      • 1.3.1 Market Research Type
      • 1.3.2 Market Research Methodology
  • Chapter 2. Executive Summary
    • 2.1 Global In-Flight Entertainment and Connectivity Market, (2024 – 2033) (USD Million)
    • 2.2 Global In-Flight Entertainment and Connectivity Market: snapshot
  • Chapter 3. Global In-Flight Entertainment and Connectivity Market – Industry Analysis
    • 3.1 In-Flight Entertainment and Connectivity Market: Market Dynamics
    • 3.2 Market Drivers
      • 3.2.1 Technological Advancements
      • 3.2.2 Increasing Air Travel Demand
      • 3.2.3 Regulatory Support and Connectivity Demand
      • 3.2.4 Airline Competitive Strategies
      • 3.2.5 Personalized Content and Services
      • 3.2.6 Monetization and Ancillary Revenue.
    • 3.3 Market Restraints
    • 3.4 Market Opportunities
    • 3.5 Market Challenges
    • 3.6 Porter’s Five Forces Analysis
    • 3.7 Market Attractiveness Analysis
      • 3.7.1 Market Attractiveness Analysis By Component
      • 3.7.2 Market Attractiveness Analysis By Aircraft Type
      • 3.7.3 Market Attractiveness Analysis By Offering
      • 3.7.4 Market Attractiveness Analysis By End-user
  • Chapter 4. Global In-Flight Entertainment and Connectivity Market- Competitive Landscape
    • 4.1 Company market share analysis
      • 4.1.1 Global In-Flight Entertainment and Connectivity Market: Company Market Share, 2023
    • 4.2 Strategic development
      • 4.2.1 Acquisitions & mergers
      • 4.2.2 New Product launches
      • 4.2.3 Agreements, partnerships, collaboration, and joint ventures
      • 4.2.4 Research and development and Regional expansion
    • 4.3 Price trend analysis
  • Chapter 5. Global In-Flight Entertainment and Connectivity Market – Component Analysis
    • 5.1 Global In-Flight Entertainment and Connectivity Market Overview: By Component
      • 5.1.1 Global In-Flight Entertainment and Connectivity Market Share, By Component, 2023 and 2033
    • 5.2 Hardware
      • 5.2.1 Global In-Flight Entertainment and Connectivity Market by Hardware, 2024 – 2033 (USD Million)
    • 5.3 Non-portable
      • 5.3.1 Global In-Flight Entertainment and Connectivity Market by Non-portable, 2024 – 2033 (USD Million)
    • 5.4 Portable
      • 5.4.1 Global In-Flight Entertainment and Connectivity Market by Portable, 2024 – 2033 (USD Million)
    • 5.5 Connectivity
      • 5.5.1 Global In-Flight Entertainment and Connectivity Market by Connectivity, 2024 – 2033 (USD Million)
    • 5.6 Wired
      • 5.6.1 Global In-Flight Entertainment and Connectivity Market by Wired, 2024 – 2033 (USD Million)
    • 5.7 Wireless
      • 5.7.1 Global In-Flight Entertainment and Connectivity Market by Wireless, 2024 – 2033 (USD Million)
    • 5.8 Content
      • 5.8.1 Global In-Flight Entertainment and Connectivity Market by Content, 2024 – 2033 (USD Million)
    • 5.9 Stored
      • 5.9.1 Global In-Flight Entertainment and Connectivity Market by Stored, 2024 – 2033 (USD Million)
    • 5.10 Streamed
      • 5.10.1 Global In-Flight Entertainment and Connectivity Market by Streamed, 2024 – 2033 (USD Million)
  • Chapter 6. Global In-Flight Entertainment and Connectivity Market – Aircraft Type Analysis
    • 6.1 Global In-Flight Entertainment and Connectivity Market Overview: By Aircraft Type
      • 6.1.1 Global In-Flight Entertainment and Connectivity Market Share, By Aircraft Type, 2023 and 2033
    • 6.2 Narrow-Body Aircraft (NBA)
      • 6.2.1 Global In-Flight Entertainment and Connectivity Market by Narrow-Body Aircraft (NBA), 2024 – 2033 (USD Million)
    • 6.3 Wide-Body Aircraft (WBA)
      • 6.3.1 Global In-Flight Entertainment and Connectivity Market by Wide-Body Aircraft (WBA), 2024 – 2033 (USD Million)
    • 6.4 Very Large Aircraft (VLA)
      • 6.4.1 Global In-Flight Entertainment and Connectivity Market by Very Large Aircraft (VLA), 2024 – 2033 (USD Million)
  • Chapter 7. Global In-Flight Entertainment and Connectivity Market – Offering Analysis
    • 7.1 Global In-Flight Entertainment and Connectivity Market Overview: By Offering
      • 7.1.1 Global In-Flight Entertainment and Connectivity Market Share, By Offering, 2023 and 2033
    • 7.2 In-flight Entertainment (IFE)
      • 7.2.1 Global In-Flight Entertainment and Connectivity Market by In-flight Entertainment (IFE), 2024 – 2033 (USD Million)
    • 7.3 In-flight Connectivity (IFC)
      • 7.3.1 Global In-Flight Entertainment and Connectivity Market by In-flight Connectivity (IFC), 2024 – 2033 (USD Million)
  • Chapter 8. Global In-Flight Entertainment and Connectivity Market – End-user Analysis
    • 8.1 Global In-Flight Entertainment and Connectivity Market Overview: By End-user
      • 8.1.1 Global In-Flight Entertainment and Connectivity Market Share, By End-user, 2023 and 2033
    • 8.2 Airlines
      • 8.2.1 Global In-Flight Entertainment and Connectivity Market by Airlines, 2024 – 2033 (USD Million)
    • 8.3 Aircraft OEMs
      • 8.3.1 Global In-Flight Entertainment and Connectivity Market by Aircraft OEMs, 2024 – 2033 (USD Million)
  • Chapter 9. In-Flight Entertainment and Connectivity Market – Regional Analysis
    • 9.1 Global In-Flight Entertainment and Connectivity Market Regional Overview
    • 9.2 Global In-Flight Entertainment and Connectivity Market Share, by Region, 2023 & 2033 (USD Million)
    • 9.3. North America
      • 9.3.1 North America In-Flight Entertainment and Connectivity Market, 2024 – 2033 (USD Million)
        • 9.3.1.1 North America In-Flight Entertainment and Connectivity Market, by Country, 2024 – 2033 (USD Million)
    • 9.4 North America In-Flight Entertainment and Connectivity Market, by Component, 2024 – 2033
      • 9.4.1 North America In-Flight Entertainment and Connectivity Market, by Component, 2024 – 2033 (USD Million)
    • 9.5 North America In-Flight Entertainment and Connectivity Market, by Aircraft Type, 2024 – 2033
      • 9.5.1 North America In-Flight Entertainment and Connectivity Market, by Aircraft Type, 2024 – 2033 (USD Million)
    • 9.6 North America In-Flight Entertainment and Connectivity Market, by Offering, 2024 – 2033
      • 9.6.1 North America In-Flight Entertainment and Connectivity Market, by Offering, 2024 – 2033 (USD Million)
    • 9.7 North America In-Flight Entertainment and Connectivity Market, by End-user, 2024 – 2033
      • 9.7.1 North America In-Flight Entertainment and Connectivity Market, by End-user, 2024 – 2033 (USD Million)
    • 9.8. Europe
      • 9.8.1 Europe In-Flight Entertainment and Connectivity Market, 2024 – 2033 (USD Million)
        • 9.8.1.1 Europe In-Flight Entertainment and Connectivity Market, by Country, 2024 – 2033 (USD Million)
    • 9.9 Europe In-Flight Entertainment and Connectivity Market, by Component, 2024 – 2033
      • 9.9.1 Europe In-Flight Entertainment and Connectivity Market, by Component, 2024 – 2033 (USD Million)
    • 9.10 Europe In-Flight Entertainment and Connectivity Market, by Aircraft Type, 2024 – 2033
      • 9.10.1 Europe In-Flight Entertainment and Connectivity Market, by Aircraft Type, 2024 – 2033 (USD Million)
    • 9.11 Europe In-Flight Entertainment and Connectivity Market, by Offering, 2024 – 2033
      • 9.11.1 Europe In-Flight Entertainment and Connectivity Market, by Offering, 2024 – 2033 (USD Million)
    • 9.12 Europe In-Flight Entertainment and Connectivity Market, by End-user, 2024 – 2033
      • 9.12.1 Europe In-Flight Entertainment and Connectivity Market, by End-user, 2024 – 2033 (USD Million)
    • 9.13. Asia Pacific
      • 9.13.1 Asia Pacific In-Flight Entertainment and Connectivity Market, 2024 – 2033 (USD Million)
        • 9.13.1.1 Asia Pacific In-Flight Entertainment and Connectivity Market, by Country, 2024 – 2033 (USD Million)
    • 9.14 Asia Pacific In-Flight Entertainment and Connectivity Market, by Component, 2024 – 2033
      • 9.14.1 Asia Pacific In-Flight Entertainment and Connectivity Market, by Component, 2024 – 2033 (USD Million)
    • 9.15 Asia Pacific In-Flight Entertainment and Connectivity Market, by Aircraft Type, 2024 – 2033
      • 9.15.1 Asia Pacific In-Flight Entertainment and Connectivity Market, by Aircraft Type, 2024 – 2033 (USD Million)
    • 9.16 Asia Pacific In-Flight Entertainment and Connectivity Market, by Offering, 2024 – 2033
      • 9.16.1 Asia Pacific In-Flight Entertainment and Connectivity Market, by Offering, 2024 – 2033 (USD Million)
    • 9.17 Asia Pacific In-Flight Entertainment and Connectivity Market, by End-user, 2024 – 2033
      • 9.17.1 Asia Pacific In-Flight Entertainment and Connectivity Market, by End-user, 2024 – 2033 (USD Million)
    • 9.18. Latin America
      • 9.18.1 Latin America In-Flight Entertainment and Connectivity Market, 2024 – 2033 (USD Million)
        • 9.18.1.1 Latin America In-Flight Entertainment and Connectivity Market, by Country, 2024 – 2033 (USD Million)
    • 9.19 Latin America In-Flight Entertainment and Connectivity Market, by Component, 2024 – 2033
      • 9.19.1 Latin America In-Flight Entertainment and Connectivity Market, by Component, 2024 – 2033 (USD Million)
    • 9.20 Latin America In-Flight Entertainment and Connectivity Market, by Aircraft Type, 2024 – 2033
      • 9.20.1 Latin America In-Flight Entertainment and Connectivity Market, by Aircraft Type, 2024 – 2033 (USD Million)
    • 9.21 Latin America In-Flight Entertainment and Connectivity Market, by Offering, 2024 – 2033
      • 9.21.1 Latin America In-Flight Entertainment and Connectivity Market, by Offering, 2024 – 2033 (USD Million)
    • 9.22 Latin America In-Flight Entertainment and Connectivity Market, by End-user, 2024 – 2033
      • 9.22.1 Latin America In-Flight Entertainment and Connectivity Market, by End-user, 2024 – 2033 (USD Million)
    • 9.23. The Middle-East and Africa
      • 9.23.1 The Middle-East and Africa In-Flight Entertainment and Connectivity Market, 2024 – 2033 (USD Million)
        • 9.23.1.1 The Middle-East and Africa In-Flight Entertainment and Connectivity Market, by Country, 2024 – 2033 (USD Million)
    • 9.24 The Middle-East and Africa In-Flight Entertainment and Connectivity Market, by Component, 2024 – 2033
      • 9.24.1 The Middle-East and Africa In-Flight Entertainment and Connectivity Market, by Component, 2024 – 2033 (USD Million)
    • 9.25 The Middle-East and Africa In-Flight Entertainment and Connectivity Market, by Aircraft Type, 2024 – 2033
      • 9.25.1 The Middle-East and Africa In-Flight Entertainment and Connectivity Market, by Aircraft Type, 2024 – 2033 (USD Million)
    • 9.26 The Middle-East and Africa In-Flight Entertainment and Connectivity Market, by Offering, 2024 – 2033
      • 9.26.1 The Middle-East and Africa In-Flight Entertainment and Connectivity Market, by Offering, 2024 – 2033 (USD Million)
    • 9.27 The Middle-East and Africa In-Flight Entertainment and Connectivity Market, by End-user, 2024 – 2033
      • 9.27.1 The Middle-East and Africa In-Flight Entertainment and Connectivity Market, by End-user, 2024 – 2033 (USD Million)
  • Chapter 10. Company Profiles
    • 10.1 Panasonic Avionics Corporation
      • 10.1.1 Overview
      • 10.1.2 Financials
      • 10.1.3 Product Portfolio
      • 10.1.4 Business Strategy
      • 10.1.5 Recent Developments
    • 10.2 Thales Group
      • 10.2.1 Overview
      • 10.2.2 Financials
      • 10.2.3 Product Portfolio
      • 10.2.4 Business Strategy
      • 10.2.5 Recent Developments
    • 10.3 Gogo Inc.
      • 10.3.1 Overview
      • 10.3.2 Financials
      • 10.3.3 Product Portfolio
      • 10.3.4 Business Strategy
      • 10.3.5 Recent Developments
    • 10.4 Inmarsat plc
      • 10.4.1 Overview
      • 10.4.2 Financials
      • 10.4.3 Product Portfolio
      • 10.4.4 Business Strategy
      • 10.4.5 Recent Developments
    • 10.5 Global Eagle Entertainment Inc.
      • 10.5.1 Overview
      • 10.5.2 Financials
      • 10.5.3 Product Portfolio
      • 10.5.4 Business Strategy
      • 10.5.5 Recent Developments
    • 10.6 Viasat Inc.
      • 10.6.1 Overview
      • 10.6.2 Financials
      • 10.6.3 Product Portfolio
      • 10.6.4 Business Strategy
      • 10.6.5 Recent Developments
    • 10.7 Collins Aerospace (a Raytheon Technologies company)
      • 10.7.1 Overview
      • 10.7.2 Financials
      • 10.7.3 Product Portfolio
      • 10.7.4 Business Strategy
      • 10.7.5 Recent Developments
    • 10.8 Lufthansa Systems GmbH & Co. KG
      • 10.8.1 Overview
      • 10.8.2 Financials
      • 10.8.3 Product Portfolio
      • 10.8.4 Business Strategy
      • 10.8.5 Recent Developments
    • 10.9 Rockwell Collins Inc.
      • 10.9.1 Overview
      • 10.9.2 Financials
      • 10.9.3 Product Portfolio
      • 10.9.4 Business Strategy
      • 10.9.5 Recent Developments
    • 10.10 Honeywell International Inc.
      • 10.10.1 Overview
      • 10.10.2 Financials
      • 10.10.3 Product Portfolio
      • 10.10.4 Business Strategy
      • 10.10.5 Recent Developments
    • 10.11 Zodiac Inflight Innovations
      • 10.11.1 Overview
      • 10.11.2 Financials
      • 10.11.3 Product Portfolio
      • 10.11.4 Business Strategy
      • 10.11.5 Recent Developments
    • 10.12 Bluebox Aviation Systems Ltd.
      • 10.12.1 Overview
      • 10.12.2 Financials
      • 10.12.3 Product Portfolio
      • 10.12.4 Business Strategy
      • 10.12.5 Recent Developments
    • 10.13 digEcor (now part of Burrana)
      • 10.13.1 Overview
      • 10.13.2 Financials
      • 10.13.3 Product Portfolio
      • 10.13.4 Business Strategy
      • 10.13.5 Recent Developments
    • 10.14 Burrana Inc.
      • 10.14.1 Overview
      • 10.14.2 Financials
      • 10.14.3 Product Portfolio
      • 10.14.4 Business Strategy
      • 10.14.5 Recent Developments
    • 10.15 Immfly S.L.
      • 10.15.1 Overview
      • 10.15.2 Financials
      • 10.15.3 Product Portfolio
      • 10.15.4 Business Strategy
      • 10.15.5 Recent Developments
    • 10.16 Others.
      • 10.16.1 Overview
      • 10.16.2 Financials
      • 10.16.3 Product Portfolio
      • 10.16.4 Business Strategy
      • 10.16.5 Recent Developments
List Of Figures

Figures No 1 to 34

List Of Tables

Tables No 1 to 102

Report Methodology

In order to get the most precise estimates and forecasts possible, Custom Market Insights applies a detailed and adaptive research methodology centered on reducing deviations. For segregating and assessing quantitative aspects of the market, the company uses a combination of top-down and bottom-up approaches. Furthermore, data triangulation, which examines the market from three different aspects, is a recurring theme in all of our research reports. The following are critical components of the methodology used in all of our studies:

Preliminary Data Mining

On a broad scale, raw market information is retrieved and compiled. Data is constantly screened to make sure that only substantiated and verified sources are taken into account. Furthermore, data is mined from a plethora of reports in our archive and also a number of reputed & reliable paid databases. To gain a detailed understanding of the business, it is necessary to know the entire product life cycle and to facilitate this, we gather data from different suppliers, distributors, and buyers.

Surveys, technological conferences, and trade magazines are used to identify technical issues and trends. Technical data is also gathered from the standpoint of intellectual property, with a focus on freedom of movement and white space. The dynamics of the industry in terms of drivers, restraints, and valuation trends are also gathered. As a result, the content created contains a diverse range of original data, which is then cross-validated and verified with published sources.

Statistical Model

Simulation models are used to generate our business estimates and forecasts. For each study, a one-of-a-kind model is created. Data gathered for market dynamics, the digital landscape, development services, and valuation patterns are fed into the prototype and analyzed concurrently. These factors are compared, and their effect over the projected timeline is quantified using correlation, regression, and statistical modeling. Market forecasting is accomplished through the use of a combination of economic techniques, technical analysis, industry experience, and domain knowledge.

Short-term forecasting is typically done with econometric models, while long-term forecasting is done with technological market models. These are based on a synthesis of the technological environment, legal frameworks, economic outlook, and business regulations. Bottom-up market evaluation is favored, with crucial regional markets reviewed as distinct entities and data integration to acquire worldwide estimates. This is essential for gaining a thorough knowledge of the industry and ensuring that errors are kept to a minimum.

Some of the variables taken into account for forecasting are as follows:

• Industry drivers and constraints, as well as their current and projected impact

• The raw material case, as well as supply-versus-price trends

• Current volume and projected volume growth through 2033

We allocate weights to these variables and use weighted average analysis to determine the estimated market growth rate.

Primary Validation

This is the final step in our report’s estimating and forecasting process. Extensive primary interviews are carried out, both in-person and over the phone, to validate our findings and the assumptions that led to them.
Leading companies from across the supply chain, including suppliers, technology companies, subject matter experts, and buyers, use techniques like interviewing to ensure a comprehensive and non-biased overview of the business. These interviews are conducted all over the world, with the help of local staff and translators, to overcome language barriers.

Primary interviews not only aid with data validation, but also offer additional important insight into the industry, existing business scenario, and future projections, thereby improving the quality of our reports.

All of our estimates and forecasts are validated through extensive research work with key industry participants (KIPs), which typically include:

• Market leaders

• Suppliers of raw materials

• Suppliers of raw materials

• Buyers.

The following are the primary research objectives:

• To ensure the accuracy and acceptability of our data.

• Gaining an understanding of the current market and future projections.

Data Collection Matrix

Perspective Primary research Secondary research
Supply-side
  • Manufacturers
  • Technology distributors and wholesalers
  • Company reports and publications
  • Government publications
  • Independent investigations
  • Economic and demographic data
Demand-side
  • End-user surveys
  • Consumer surveys
  • Mystery shopping
  • Case studies
  • Reference customers


Market Analysis Matrix

Qualitative analysis Quantitative analysis
  • Industry landscape and trends
  • Market dynamics and key issues
  • Technology landscape
  • Market opportunities
  • Porter’s analysis and PESTEL analysis
  • Competitive landscape and component benchmarking
  • Policy and regulatory scenario
  • Market revenue estimates and forecast up to 2033
  • Market revenue estimates and forecasts up to 2033, by technology
  • Market revenue estimates and forecasts up to 2033, by application
  • Market revenue estimates and forecasts up to 2033, by type
  • Market revenue estimates and forecasts up to 2033, by component
  • Regional market revenue forecasts, by technology
  • Regional market revenue forecasts, by application
  • Regional market revenue forecasts, by type
  • Regional market revenue forecasts, by component

Prominent Player

  • Panasonic Avionics Corporation
  • Thales Group
  • Gogo Inc.
  • Inmarsat plc
  • Global Eagle Entertainment Inc.
  • Viasat Inc.
  • Collins Aerospace (a Raytheon Technologies company)
  • Lufthansa Systems GmbH & Co. KG
  • Rockwell Collins Inc.
  • Honeywell International Inc.
  • Zodiac Inflight Innovations
  • Bluebox Aviation Systems Ltd.
  • digEcor (now part of Burrana)
  • Burrana Inc.
  • Immfly S.L.
  • Others

FAQs

The key factors driving the Market are Technological Advancements, Increasing Air Travel Demand, Regulatory Support and Connectivity Demand, Airline Competitive Strategies, Personalized Content and Services, Monetization and Ancillary Revenue.

The “Narrow-Body Aircraft (NBA)” category dominated the market in 2023.

The key players in the market are Panasonic Avionics Corporation, Thales Group, Gogo Inc., Inmarsat plc, Global Eagle Entertainment Inc., Viasat Inc., Collins Aerospace (a Raytheon Technologies company), Lufthansa Systems GmbH & Co. KG, Rockwell Collins Inc., Honeywell International Inc., Zodiac Inflight Innovations, Bluebox Aviation Systems Ltd., digEcor (now part of Burrana), Burrana Inc., Immfly S.L., Others.

“North America” had the largest share in the In-Flight Entertainment and Connectivity Market.

The global market is projected to grow at a CAGR of 7.8% during the forecast period, 2024-2033.

The In-Flight Entertainment and Connectivity Market size was valued at USD 6,275.6 Million in 2024.

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