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In-Flight Entertainment Market - Global Forecast 2025-2032

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    Report

  • 197 Pages
  • October 2025
  • Region: Global
  • 360iResearch™
  • ID: 5094096
UP TO OFF until Jan 01st 2026
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The in-flight entertainment market is evolving rapidly as airlines, technology companies, and content providers adapt to new passenger expectations and operational challenges. This market research analysis offers senior decision-makers strategic guidance amid digital transformation and supply chain disruption.

Market Snapshot: In-Flight Entertainment Market Growth and Competitive Landscape

The in-flight entertainment market grew from USD 7.30 billion in 2024 to USD 7.96 billion in 2025. With an anticipated 8.77% compound annual growth rate, it is forecast to reach USD 14.32 billion by 2032. This market is characterized by seamless integration of advanced hardware, strong connectivity partnerships, and an expanding ecosystem of interactive content solutions. Market players pursue innovation, improved passenger engagement, and compliance with complex regulatory requirements to maintain strong competitive positioning.

Scope & Segmentation: Comprehensive Coverage of the In-Flight Entertainment Market

This report delivers an in-depth analysis of the in-flight entertainment market, focusing on how evolving passenger needs, technology transitions, and operational trends redefine industry boundaries. The study examines key market segmentation for strategic decision-making:

  • Hardware Type: Encompasses handheld devices that enable flexible media access, seatback screens that deliver standardized experiences, and wireless personal devices that support bring-your-own-device initiatives.
  • Content Type: Spans interactive games for increased passenger engagement, live television for real-time connectivity, and diverse movies and music libraries that optimize passenger satisfaction across all demographics.
  • Connectivity Type: Includes 4G and 5G technologies as well as inflight WiFi to ensure high-speed internet and reliable digital service delivery.
  • Aircraft Type: Considers the impact of in-flight entertainment adoption across narrow body, regional jet, and wide body aircraft fleets, supporting varied flight durations and route structures.
  • Cabin Class: Addresses distinct needs of business travelers, economy passengers, and those flying first class or premium economy, aligning solutions with comfort and value expectations.
  • Regional Markets: Analyzes opportunities and adoption rates across the Americas, Europe, Middle East & Africa, and Asia-Pacific, taking into account diverse regulatory frameworks and passenger profiles.
  • Industry Leaders: Assesses competitive strategies of major vendors such as Panasonic Avionics Corporation, Thales S.A., Safran S.A., Collins Aerospace Inc., Viasat, Inc., Gogo Inc., Lufthansa Systems GmbH & Co. KG, Global Eagle Entertainment Inc., Inmarsat plc, and Intelsat S.A.

Key Takeaways: Strategic Insights for Market Leaders

  • Wireless device usage is reshaping cost structures and enabling more adaptive, passenger-centric in-flight entertainment strategies for airlines and their technology partners.
  • Diversified content now goes beyond traditional media, including interactive options and real-time programming to meet the rising demand for personalized in-flight experiences.
  • Advancements in onboard connectivity, such as enhanced WiFi and 5G trials, increasingly support digital platforms and streaming services, catering to various passenger segments and service classes.
  • Segmentation by cabin class allows airlines to deliver differentiated offerings—premium content for business travelers as well as scalable entertainment for broader markets.
  • Industry adoption of sustainable materials and efficient system architectures reflects growing alignment with operational efficiency targets and environmental goals.

Tariff Impact: Navigating Supplier and Design Challenges in 2025

The introduction of tariffs on select electronic components in 2025 has placed renewed emphasis on supply chain agility for airlines and integrators. Strategic responses include diversifying procurement sources, strengthening inventory controls, and prioritizing modular system architectures. This environment has accelerated trends toward local assembly and adaptive design, while flexible content licensing models allow operators to optimize return on investment within volatile supply scenarios.

Methodology & Data Sources

This in-flight entertainment market report integrates secondary research from industry studies and technical whitepapers with primary interviews from executives, systems integrators, and technology innovators. All findings are subjected to rigorous validation and expert review, ensuring actionable, balanced, and market-relevant insights.

Why This Report Matters: Unlock Value for Senior Decision-Makers

  • Enables strategic planning by analyzing current trends, regulatory considerations, and technology innovation specific to the in-flight entertainment ecosystem.
  • Supports comparison of competitive positions and identification of high-value partnership and investment opportunities by profiling leading vendors and regional patterns.
  • Presents data-driven recommendations to guide content, connectivity, and architecture choices that reflect both operational needs and evolving passenger preferences.

Conclusion

Forward-thinking stakeholders in the in-flight entertainment market can leverage actionable intelligence from this research to address regulatory shifts, emerging passenger demands, and technology transformation—positioning their organizations for sustainable growth and differentiation.

 

Additional Product Information:

  • Purchase of this report includes 1 year online access with quarterly updates.
  • This report can be updated on request. Please contact our Customer Experience team using the Ask a Question widget on our website.

Table of Contents

1. Preface
1.1. Objectives of the Study
1.2. Market Segmentation & Coverage
1.3. Years Considered for the Study
1.4. Currency & Pricing
1.5. Language
1.6. Stakeholders
2. Research Methodology
3. Executive Summary
4. Market Overview
5. Market Insights
5.1. Personalized content streaming platforms integrated with passenger preferences and loyalty status
5.2. Implementation of wireless in-seat connectivity for BYOD streaming and real-time flight updates
5.3. Adoption of immersive VR experiences for long-haul flights to enhance passenger engagement
5.4. Use of blockchain technology for secured digital rights management and content access on flights
5.5. Partnerships with major streaming services for exclusive in-flight premieres and curated content
6. Cumulative Impact of United States Tariffs 2025
7. Cumulative Impact of Artificial Intelligence 2025
8. In-Flight Entertainment Market, by Hardware Type
8.1. Handheld Device
8.2. Seatback Screen
8.3. Wireless Personal Device
9. In-Flight Entertainment Market, by Content Type
9.1. Games
9.2. Live Tv
9.3. Movies
9.4. Music
10. In-Flight Entertainment Market, by Connectivity Type
10.1. 4G
10.2. 5G
10.3. Inflight Wifi
11. In-Flight Entertainment Market, by Aircraft Type
11.1. Narrow Body
11.2. Regional Jet
11.3. Wide Body
12. In-Flight Entertainment Market, by Cabin Class
12.1. Business
12.2. Economy
12.3. First Class
12.4. Premium Economy
13. In-Flight Entertainment Market, by Region
13.1. Americas
13.1.1. North America
13.1.2. Latin America
13.2. Europe, Middle East & Africa
13.2.1. Europe
13.2.2. Middle East
13.2.3. Africa
13.3. Asia-Pacific
14. In-Flight Entertainment Market, by Group
14.1. ASEAN
14.2. GCC
14.3. European Union
14.4. BRICS
14.5. G7
14.6. NATO
15. In-Flight Entertainment Market, by Country
15.1. United States
15.2. Canada
15.3. Mexico
15.4. Brazil
15.5. United Kingdom
15.6. Germany
15.7. France
15.8. Russia
15.9. Italy
15.10. Spain
15.11. China
15.12. India
15.13. Japan
15.14. Australia
15.15. South Korea
16. Competitive Landscape
16.1. Market Share Analysis, 2024
16.2. FPNV Positioning Matrix, 2024
16.3. Competitive Analysis
16.3.1. Panasonic Avionics Corporation
16.3.2. Thales S.A.
16.3.3. Safran S.A.
16.3.4. Collins Aerospace Inc.
16.3.5. Viasat, Inc.
16.3.6. Gogo Inc.
16.3.7. Lufthansa Systems GmbH & Co. KG
16.3.8. Global Eagle Entertainment Inc.
16.3.9. Inmarsat plc
16.3.10. Intelsat S.A.
List of Tables
List of Figures

Samples

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Companies Mentioned

The key companies profiled in this In-Flight Entertainment market report include:
  • Panasonic Avionics Corporation
  • Thales S.A.
  • Safran S.A.
  • Collins Aerospace Inc.
  • Viasat, Inc.
  • Gogo Inc.
  • Lufthansa Systems GmbH & Co. KG
  • Global Eagle Entertainment Inc.
  • Inmarsat plc
  • Intelsat S.A.

Table Information