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Global Connected Living Room Market Size, Share & Industry Trends Analysis Report by Application, Device Type (Smart TVs, Gaming Consoles, PC/Laptop, Smart phones, Tablets, and Smart Speakers), Regional Outlook and Forecast, 2022-2028

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    Report

  • 200 Pages
  • October 2022
  • Region: Global
  • Marqual IT Solutions Pvt. Ltd (KBV Research)
  • ID: 5694481
The Global Connected Living Room Market size is expected to reach $75.6 billion by 2028, rising at a market growth of 9.2% CAGR during the forecast period.

Connected living roomis characterized as a living room setting involving numerous interconnected devices that offer ease of function. People use various intelligent technologies in their everyday lives to enhance their experiences and can easily operate those devices. It is a requirement that all devices have the communication technologies needed to connect to the Internet and to one another.



New consumer itemsincluding the digital video recorder,digital set-top box, home theatre systems, gaming consoles, andmedia players such as Blu-ray playershave entered the living room owingto inventions and developments in the consumer electronics sector. A number of factors have contributed to the living room becoming the centre of the home's digital entertainment.

The starting of the transition towards digitalization, which makes the usage and media contentstoragevery user friendly and highlyconvenient,has been one of these important causes. With the development of technology, consumers' attitudes are becoming more affluent and hostile to standard home entertainment, and they are consequently demanding increasing amounts of technology.

Due to the nature of this sector, it has the problem of retaining and expanding its customer base. Currently, living spaces are brimming with devices for pleasure and amusement, accompanied by a tangled web of wires and complications. Therefore, customers want something that can assist them operate every gadget in their home with just a single system that fits conveniently in their hands, a condition that is fulfilled by the connected living rooms.

COVID-19 Impact Analysis

The pandemic increased the demand for smart home energy-saving gadgets that monitor energy usage and minimize utility bills. Similarly, it led to an increase in demand for smart TVs, interactive set-top boxes, streaming devices with voice control, and other related products. Various market participants observed an increase in demand for voice-controlled smart home gadgets as thelockdown period lengthened due to an increase in instances. Thus, the COVID-19 outbreak restriction boosted the connected living room market.

Market Growth Factors

Growing Demand for Connected Living Rooms

The need for connected living rooms has increased significantly in both developed and developing nations. Increasing consumer preference for high-quality content-viewing gadgets over traditional television devices is one of the primary reasons. The propensity of customers to integrate advanced interactive elements into home entertainment systems with advanced software technology has propelled the widespread use of multimedia streaming and networking.

Interconnectivity And Its Ease Facilitates Remote Monitoring

From smart security devices and speakers to lights and televisions, connecting these gadgets have proved to increase the productivity of living rooms. Integrating smart devices and services has emerged as a practical method for monitoring a large array of home-based systems. This connectivity enables customers to remotely control and monitor thermostats, programme interior and outdoor lighting, and more without moving. Additionally, this reduces utility costs and other home expenses.

Marketing Restraining Factor

Lack Of Awareness Among Consumers May Increase Risks of Security

In addition to its many advantages, the connected living room pose a number of possible obstacles for users and industry. The biggest security dangers facing an internet connected living room are pre-existing internet threats that leverage LRCD weaknesses to identify new attack vectors. LRCDs may retain the personal or financial information of users, making them prime targets for cybercriminals wishing to inflict economic or psychological harm.



Device Type Outlook

Based on the device type, the connected living room market is categorized into smart TVs, gaming consoles, PC/laptop, smart speakers, smartphones, and tablets. The smartphone segment acquired a significant revenue share in the connected living room market in 2021. Smartphones are becoming indispensable in the connected living room. The increasing use of smartphones in developing countries is a result of a growing young population, higher levels of disposable money, and the expansion of telecommunication networks.

Application Outlook

On the basis of application, the connected living room market is divided into video streaming, audio streaming, and gaming. The video streaming segment witnessed the largest revenue share in the connected living room market in 2021. As part of their efforts to extend their number of subscribers by targeting new clients in developing nations, video-on-demand service providers such as Netflix have provided affordable membership packages.

Regional Outlook

Based on the region, the connected living room market is analyzed across North America, Europe, Asia Pacific, and LAMEA. The Asia Pacific segment acquired the maximum revenue share in the connected living room market in 2021. China and Taiwan, among others, have positioned themselves as manufacturing hubs for electronics in the region. Some of the world's major emerging nations, including China and India are also based in the Asia-Pacific region. The Asia-Pacific region is home to a big youth population that rapidly adopts new technologies.

The Cardinal Matrix - Connected Living Room Market Competition Analysis



The major strategies followed by the market participants are Product Launches. Based on the Analysis presented in the Cardinal matrix; Apple, Inc. and Google LLC are the forerunners in the Connected Living Room Market. Companies such as Panasonic Corporation, Netflix, Inc., Hitachi, Ltd. are some of the key innovators in Connected Living Room Market.

The market research report covers the analysis of key stakeholders of the market. Key companies profiled in the report include Hitachi, Ltd., Toshiba Corporation, Koninklijke Philips N.V., LG Electronics, Inc. (LG Corporation), Panasonic Corporation, Netflix, Inc., Google LLC, Apple, Inc., Amazon Web Services, Inc., and Motorola Mobility Holdings. Inc. (Lenovo Group Limited).

Strategies Deployed in Connected Living Room Market

  • Oct-2022: Apple unveiled Apple TV 4K's next generation, which is more entertaining, affordable, and powerful. The Apple TV 4K is powered by the A15 Bionic chip which provides improved fluid gameplay and faster performance. The TV offers magnificent cinematic quality and multiple entertainment choices.
  • Sep-2022: Apple launched iPhone 14 and iPhone 14 Plus. The products feature a display of 6.1" and 6.7" for iPhones 14 and 14 Plus respectively along with a dual-camera system and enhanced battery life. The phones also feature crash detection, which is a smartphone safety service accompanied by emergency SOS through satellite.
  • Sep-2022: Apple launched AirPods Pro's second generation. The AirPods are powered by an H2 chip allowing the device to provide enhanced audio performance, including transparency mode and active noise cancellation. These most advanced variants of AirPods offer a unique and immersive spatial audio experience.
  • Jul-2022: Netflix acquired Animal Logic, a Sydney-based animation studio. With this acquisition, Netflix focused on forming a worldwide production studio with animators from Animal Logic to work on the company's upcoming projects. The companies first directed their efforts in the production of "The Magician's Elephant" and "The Shrinking of the Treehorns" presenting a Ron Howard direction.
  • Mar-2022: Netflix took over Next Games, a mobile game publisher, and developer from Finland. With this acquisition, the company aimed to develop a world-class games portfolio for customers.
  • Dec-2021: LG Electronics unveiled LG One: Quick, a solution for offices and homes. The product has been developed to fulfill the requirements needed for the new ways people live and work. The product assists with communications between coworkers, teams, and individuals in remote working conditions. The solution is offered with a 4K UHD camera, digital whiteboard, microphone, built-in Windows PC, and a speaker.
  • Sep-2021: Panasonic acquired Blue Yonder, a provider of end-to-end, digital fulfillment platform. Through the acquisition, the companies focused on developing an autonomous supply chain by integrating edge devices and sensing technologies by Panasonic with ML/AI-powered execution, planning, and commerce solutions by Blue Yonder. The acquisition allowed the companies to create more connected and smarter e-commerce strategies for warehouses, transportation, retail stores, and workplaces. The end-to-end provided users with unhindered control, orchestration, and visibility enabling them to turn activities in real-time, deliver profitable business results and provide increased consumer experiences.
  • Jul-2021: Hitachi acquired GlobalLogic, a leader in digital product engineering. Through this acquisition, Hitachi focused on increasing its capabilities to encourage Social Innovation Business to solve the problems faced by society and customers with the aid of digital technology. This acquisition also enabled the company to expedite the social infrastructure's digital transformation by expanding its business of Lumada digital solutions.
  • Jan-2021: Google acquired Fitbit, a health wearables company. Through this acquisition, Google focused on offering more choices and better products that support the wellness needs and health of customers.
  • Jun-2020: Alphabet, a subsidiary of Google took over North, a smart glass manufacturer backed by Amazon. With this acquisition, Google focused on leveraging the technical expertise of North in the company's ambient computing future and hardware efforts.

Scope of the Study

By Application

  • Video Streaming
  • Audio Streaming
  • Gaming

By Device Type

  • Smart TVs
  • Gaming Consoles
  • PC/Laptop
  • Smart phones
  • Tablets
  • Smart Speakers

By Geography

  • North America
    • US
    • Canada
    • Mexico
    • Rest of North America
  • Europe
    • Germany
    • UK
    • France
    • Russia
    • Spain
    • Italy
    • Rest of Europe
  • Asia Pacific
    • China
    • Japan
    • India
    • South Korea
    • Singapore
    • Malaysia
    • Rest of Asia Pacific
  • LAMEA
    • Brazil
    • Argentina
    • UAE
    • Saudi Arabia
    • South Africa
    • Nigeria
    • Rest of LAMEA

Key Market Players

List of Companies Profiled in the Report:

  • Hitachi, Ltd.
  • Toshiba Corporation
  • Koninklijke Philips N.V.
  • LG Electronics, Inc. (LG Corporation)
  • Panasonic Corporation
  • Netflix, Inc.
  • Google LLC
  • Apple, Inc.
  • Amazon Web Services, Inc.
  • Motorola Mobility Holdings. Inc. (Lenovo Group Limited)

Unique Offerings

  • Exhaustive coverage
  • The highest number of market tables and figures
  • Subscription-based model available
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  • Assured post sales research support with 10% customization free

Table of Contents

Chapter 1. Market Scope & Methodology
1.1 Market Definition
1.2 Objectives
1.3 Market Scope
1.4 Segmentation
1.4.1 Global Connected Living Room Market, by Application
1.4.2 Global Connected Living Room Market, by Device Type
1.4.3 Global Connected Living Room Market, by Geography
1.5 Research Methodology
Chapter 2. Market Overview
2.1 Introduction
2.1.1 Overview
2.1.1.1 Market Composition and Scenario
2.2 Key Factors Impacting the Market
2.2.1 Market Drivers
2.2.2 Market Restraints
Chapter 3. Competition Analysis - Global
3.1 The Cardinal Matrix
3.2 Recent Industry Wide Strategic Developments
3.2.1 Product Launches and Product Expansions
3.2.2 Acquisition and Mergers
3.3 Top Winning Strategies
3.3.1 Key Leading Strategies: Percentage Distribution (2018-2022)
3.3.2 Key Strategic Move: (Acquisitions and Mergers: 2020, Jun - 2022, Jul) Leading Players
Chapter 4. Global Connected Living Room Market by Application
4.1 Global Video Streaming Market by Region
4.2 Global Audio Streaming Market by Region
4.3 Global Gaming Market by Region
Chapter 5. Global Connected Living Room Market by Device Type
5.1 Global Smart TVs Market by Region
5.2 Global Gaming Consoles Market by Region
5.3 Global PC/Laptop Market by Region
5.4 Global Smart phones Market by Region
5.5 Global Tablets Market by Region
5.6 Global Smart Speakers Market by Region
Chapter 6. Global Connected Living Room Market by Region
6.1 North America Connected Living Room Market
6.1.1 North America Connected Living Room Market by Application
6.1.1.1 North America Video Streaming Market by Country
6.1.1.2 North America Audio Streaming Market by Country
6.1.1.3 North America Gaming Market by Country
6.1.2 North America Connected Living Room Market by Device Type
6.1.2.1 North America Smart TVs Market by Country
6.1.2.2 North America Gaming Consoles Market by Country
6.1.2.3 North America PC/Laptop Market by Country
6.1.2.4 North America Smart phones Market by Country
6.1.2.5 North America Tablets Market by Country
6.1.2.6 North America Smart Speakers Market by Country
6.1.3 North America Connected Living Room Market by Country
6.1.3.1 US Connected Living Room Market
6.1.3.1.1 US Connected Living Room Market by Application
6.1.3.1.2 US Connected Living Room Market by Device Type
6.1.3.2 Canada Connected Living Room Market
6.1.3.2.1 Canada Connected Living Room Market by Application
6.1.3.2.2 Canada Connected Living Room Market by Device Type
6.1.3.3 Mexico Connected Living Room Market
6.1.3.3.1 Mexico Connected Living Room Market by Application
6.1.3.3.2 Mexico Connected Living Room Market by Device Type
6.1.3.4 Rest of North America Connected Living Room Market
6.1.3.4.1 Rest of North America Connected Living Room Market by Application
6.1.3.4.2 Rest of North America Connected Living Room Market by Device Type
6.2 Europe Connected Living Room Market
6.2.1 Europe Connected Living Room Market by Application
6.2.1.1 Europe Video Streaming Market by Country
6.2.1.2 Europe Audio Streaming Market by Country
6.2.1.3 Europe Gaming Market by Country
6.2.2 Europe Connected Living Room Market by Device Type
6.2.2.1 Europe Smart TVs Market by Country
6.2.2.2 Europe Gaming Consoles Market by Country
6.2.2.3 Europe PC/Laptop Market by Country
6.2.2.4 Europe Smart phones Market by Country
6.2.2.5 Europe Tablets Market by Country
6.2.2.6 Europe Smart Speakers Market by Country
6.2.3 Europe Connected Living Room Market by Country
6.2.3.1 Germany Connected Living Room Market
6.2.3.1.1 Germany Connected Living Room Market by Application
6.2.3.1.2 Germany Connected Living Room Market by Device Type
6.2.3.2 UK Connected Living Room Market
6.2.3.2.1 UK Connected Living Room Market by Application
6.2.3.2.2 UK Connected Living Room Market by Device Type
6.2.3.3 France Connected Living Room Market
6.2.3.3.1 France Connected Living Room Market by Application
6.2.3.3.2 France Connected Living Room Market by Device Type
6.2.3.4 Russia Connected Living Room Market
6.2.3.4.1 Russia Connected Living Room Market by Application
6.2.3.4.2 Russia Connected Living Room Market by Device Type
6.2.3.5 Spain Connected Living Room Market
6.2.3.5.1 Spain Connected Living Room Market by Application
6.2.3.5.2 Spain Connected Living Room Market by Device Type
6.2.3.6 Italy Connected Living Room Market
6.2.3.6.1 Italy Connected Living Room Market by Application
6.2.3.6.2 Italy Connected Living Room Market by Device Type
6.2.3.7 Rest of Europe Connected Living Room Market
6.2.3.7.1 Rest of Europe Connected Living Room Market by Application
6.2.3.7.2 Rest of Europe Connected Living Room Market by Device Type
6.3 Asia Pacific Connected Living Room Market
6.3.1 Asia Pacific Connected Living Room Market by Application
6.3.1.1 Asia Pacific Video Streaming Market by Country
6.3.1.2 Asia Pacific Audio Streaming Market by Country
6.3.1.3 Asia Pacific Gaming Market by Country
6.3.2 Asia Pacific Connected Living Room Market by Device Type
6.3.2.1 Asia Pacific Smart TVs Market by Country
6.3.2.2 Asia Pacific Gaming Consoles Market by Country
6.3.2.3 Asia Pacific PC/Laptop Market by Country
6.3.2.4 Asia Pacific Smart phones Market by Country
6.3.2.5 Asia Pacific Tablets Market by Country
6.3.2.6 Asia Pacific Smart Speakers Market by Country
6.3.3 Asia Pacific Connected Living Room Market by Country
6.3.3.1 China Connected Living Room Market
6.3.3.1.1 China Connected Living Room Market by Application
6.3.3.1.2 China Connected Living Room Market by Device Type
6.3.3.2 Japan Connected Living Room Market
6.3.3.2.1 Japan Connected Living Room Market by Application
6.3.3.2.2 Japan Connected Living Room Market by Device Type
6.3.3.3 India Connected Living Room Market
6.3.3.3.1 India Connected Living Room Market by Application
6.3.3.3.2 India Connected Living Room Market by Device Type
6.3.3.4 South Korea Connected Living Room Market
6.3.3.4.1 South Korea Connected Living Room Market by Application
6.3.3.4.2 South Korea Connected Living Room Market by Device Type
6.3.3.5 Singapore Connected Living Room Market
6.3.3.5.1 Singapore Connected Living Room Market by Application
6.3.3.5.2 Singapore Connected Living Room Market by Device Type
6.3.3.6 Malaysia Connected Living Room Market
6.3.3.6.1 Malaysia Connected Living Room Market by Application
6.3.3.6.2 Malaysia Connected Living Room Market by Device Type
6.3.3.7 Rest of Asia Pacific Connected Living Room Market
6.3.3.7.1 Rest of Asia Pacific Connected Living Room Market by Application
6.3.3.7.2 Rest of Asia Pacific Connected Living Room Market by Device Type
6.4 LAMEA Connected Living Room Market
6.4.1 LAMEA Connected Living Room Market by Application
6.4.1.1 LAMEA Video Streaming Market by Country
6.4.1.2 LAMEA Audio Streaming Market by Country
6.4.1.3 LAMEA Gaming Market by Country
6.4.2 LAMEA Connected Living Room Market by Device Type
6.4.2.1 LAMEA Smart TVs Market by Country
6.4.2.2 LAMEA Gaming Consoles Market by Country
6.4.2.3 LAMEA PC/Laptop Market by Country
6.4.2.4 LAMEA Smart phones Market by Country
6.4.2.5 LAMEA Tablets Market by Country
6.4.2.6 LAMEA Smart Speakers Market by Country
6.4.3 LAMEA Connected Living Room Market by Country
6.4.3.1 Brazil Connected Living Room Market
6.4.3.1.1 Brazil Connected Living Room Market by Application
6.4.3.1.2 Brazil Connected Living Room Market by Device Type
6.4.3.2 Argentina Connected Living Room Market
6.4.3.2.1 Argentina Connected Living Room Market by Application
6.4.3.2.2 Argentina Connected Living Room Market by Device Type
6.4.3.3 UAE Connected Living Room Market
6.4.3.3.1 UAE Connected Living Room Market by Application
6.4.3.3.2 UAE Connected Living Room Market by Device Type
6.4.3.4 Saudi Arabia Connected Living Room Market
6.4.3.4.1 Saudi Arabia Connected Living Room Market by Application
6.4.3.4.2 Saudi Arabia Connected Living Room Market by Device Type
6.4.3.5 South Africa Connected Living Room Market
6.4.3.5.1 South Africa Connected Living Room Market by Application
6.4.3.5.2 South Africa Connected Living Room Market by Device Type
6.4.3.6 Nigeria Connected Living Room Market
6.4.3.6.1 Nigeria Connected Living Room Market by Application
6.4.3.6.2 Nigeria Connected Living Room Market by Device Type
6.4.3.7 Rest of LAMEA Connected Living Room Market
6.4.3.7.1 Rest of LAMEA Connected Living Room Market by Application
6.4.3.7.2 Rest of LAMEA Connected Living Room Market by Device Type
Chapter 7. Company Profiles
7.1 Google LLC
7.1.1 Company Overview
7.1.2 Financial Analysis
7.1.3 Segmental and Regional Analysis
7.1.4 Research & Development Expense
7.1.5 Recent Strategies and Developments
7.1.5.1 Acquisition and Mergers
7.1.6 SWOT Analysis
7.2 Apple, Inc.
7.2.1 Company Overview
7.2.2 Financial Analysis
7.2.3 Regional Analysis
7.2.4 Research & Development Expense
7.2.5 Recent Strategies and Developments
7.2.5.1 Product Launches and Product Expansions
7.2.6 SWOT Analysis
7.3 Hitachi, Ltd.
7.3.1 Company Overview
7.3.2 Financial Analysis
7.3.3 Segmental and Regional Analysis
7.3.4 Research & Development Expenses
7.3.5 Recent Strategies and Developments
7.3.5.1 Acquisition and Mergers
7.4 Toshiba Corporation
7.4.1 Company Overview
7.4.2 Financial Analysis
7.4.3 Segmental and Regional Analysis
7.4.4 Research and Development Expense
7.4.5 SWOT Analysis
7.5 Koninklijke Philips N.V.
7.5.1 Company Overview
7.5.2 Financial Analysis
7.5.3 Segmental and Regional Analysis
7.5.4 Research & Development Expense
7.6 LG Electronics, Inc. (LG Corporation)
7.6.1 Company Overview
7.6.2 Financial Analysis
7.6.3 Regional & Segmental Analysis
7.6.4 Research & Development Expenses
7.6.5 Recent Strategies and Developments
7.6.5.1 Product Launches and Product Expansions
7.6.6 SWOT Analysis
7.7 Panasonic Corporation
7.7.1 Company Overview
7.7.2 Financial Analysis
7.7.3 Segmental and Regional Analysis
7.7.4 Research & Development Expense
7.7.5 Recent Strategies and Developments
7.7.5.1 Acquisition and Mergers
7.7.6 SWOT Analysis
7.8 Amazon Web Services, Inc. (Amazon.com, Inc.)
7.8.1 Company Overview
7.8.2 Financial Analysis
7.8.3 Segmental Analysis
7.8.4 SWOT Analysis
7.9 Netflix, Inc.
7.9.1 Company Overview
7.9.2 Financial Analysis
7.9.3 Recent Strategies and Developments
7.9.3.1 Acquisition and Mergers
7.9.4 SWOT Analysis
7.10. Motorola Mobility Holdings, Inc. (Lenovo Group Limited)
7.10.1 Company Overview
7.10.2 Financial Analysis
7.10.3 Segmental and Regional Analysis
7.10.4 Research & Development Expense

Companies Mentioned

  • Hitachi, Ltd.
  • Toshiba Corporation
  • Koninklijke Philips N.V.
  • LG Electronics, Inc. (LG Corporation)
  • Panasonic Corporation
  • Netflix, Inc.
  • Google LLC
  • Apple, Inc.
  • Amazon Web Services, Inc.
  • Motorola Mobility Holdings. Inc.(Lenovo Group Limited)

Methodology

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