Infinium Global Research In-Flight Entertainment Market | Page 8
In-Flight Entertainment Market: Global Industry Analysis, Trends, Market Size and Forecasts
up to 2024
The market size of in-flight entertainment is determined based on the top down
approach. The market size is validated using primary interview with the participants
working in some of the leading players in the in-flight entertainment market. The
primary interview participants typically includes managers and CXO level executives
of theleading players in this market. The primary interviews not only help identify the
market size of the in-flight entertainment market but also identify the factors that
promote the growth in the market and the factors that restrain the growth in this
market. The views of primary respondents were reconciled to provide qualitative
analysis of the in-flight entertainment market. The primary respondents also help
identifying top 5-10 players and their possible market share in the respective country
markets and in world market. The bottom-up approach is used to validate the global
market size of in-flight entertainment. With the help of primary interviews and
secondary research the market size of in-flight entertainment is determined for each
country studied, which then is added to arrive at regional market size and thereby
obtaining global market size. This in turn helps us to validate the market size of in-
flight entertainmentin the world market.
Executive Summary
Global In-Flight Entertainment Market Highlights, (USD Million)
The global in-flight entertainment market is expected to grow at a CAGR of 9.5 %
between 2018 and 2024 in terms of value.With rise in significant demand for the in-
flight entertainment systems, the new entertainment systems companies offering W-
IFE software and hardware are growing at a rapid pace. The growth in this market is
attributed to the factors such as growing competition among the aviation companies
by providing enhanced customer experience, growing number of air-travelers and
technological advancements. Additionally, mobile devices such as smartphones,
tablets and laptops manufacturing companies have started offering wireless in-flight
connectivity and entertainment services to customers, such factors are also likely to
drive the In-flight entertainment market. However, high cost associated with
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