- Connectivity
- Hardware
- Content
The global in-flight entertainment and connectivity market estimated to be valued US$ XX Mn in 2021 and poised to grow at significant CAGR over 2022-2028. Some of the key factors propelling the market growth are increasing number of airline passengers, launch of new new-generation satellites & air-to-ground networks and growing demand for digital advertising and availability of free Wi-Fi services. However, factors such as huge installation cost required for connectivity hardware and data privacy and security issues are hampering the market growth. The onboard internet service supplied by airlines to business and commercial aircraft passengers is known as in-flight entertainment and connectivity market. For internet surfing, playing games, watching movies, and serials, this service can be accessed via personal electronic devices (PEDs) such as smart phones and laptops. It appears that IFEC systems work without the use of visible cables. The wire begins in the top panel, near to the oxygen masks and air conditioning controls, and is tucked away in the aeroplane walls. The power units, which are arranged in a few rows along the aircraft's sides, are then connected to these lines.
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Fastest Growing Market
Being referred to as BYOD (bring your own device), an alternative eco-system to today’s traditional fixed IFE systems is emerging through which the passengers can bring their own digital devices, and airlines provide in-seat power, onboard Wi-Fi, as well as access to a wireless IFE system, so passengers can use their own device to connect to an onboard server and stream content from it. The advantages of IFEC systems both from the perspective of the airline and the consumer experience make it an extremely attractive solution to make investment for airlines and aircraft manufacturers. The recent regulatory changes have enabled travelers more lenient usage of their personal devices during flight, across the aerospace industry toward systems that leverage personal devices for inflight entertainment.
2021 is the base year and 2028 is the forecast year.
The report covers the five regions and 15+ countries market data: North America (United States, Canada), Europe (Germany, France, Italy, Spain, and United Kingdom (UK), Asia Pacific (China, India, Japan, Australia & New Zealand), Latin America (Brazil, Mexico, Argentina) and Middle East and Africa (Saudi Arabia, United Arab Emirates, South Africa).
In our report, we provide 12-15 market players’ information into the report. However, based on the client’s request we will provide additional country and regional market players information as well.