The Global In-flight Entertainment & Connectivity Market is estimated to reach USD 8.2 Billion by 2024 at a CAGR of 10.1%, observes forencis research (FSR).
In-flight Entertainment & Connectivity (IFEC) is referred to the entertainment solutions provided by the airline to the passengers on board. IFEC includes streamed and offline shows, movies, games, and other entertainment solutions, which help the passengers to pass their time in the long haul flights in a better way. The concept of IFEC has given result to more interactive, engaging and enjoyable journey experience. In addition to entertainment, passengers are able to view flight details and access trackable maps. Owing to its advantages, it is widely adopted in wide-body and narrow-body aircraft.
The in-flight entertainment and connectivity market is growing at a significant pace owing to soaring demand by customers for in-flight entertainment and connectivity. Increasing demand for engaging and interactive entertainment by passengers onboard has given rise to in-flight shopping and games which is projected to boost market growth. Rising installation of entertainment solutions by the key players owing to higher demand from customer for pleasant and satisfactory travel experience is further boosting the growth of product market. As per Inmarsat In-flight Connectivity Survey, 83% of the total passengers prefer the airline providing in-flight connectivity.
With the growing demand from customers for in-flight entertainment and connectivity, the airline companies are putting extra efforts to offer better entertainment and connectivity solutions, which is fueling the market growth. Higher count of the aircraft manufacturers and airlines are investing heavily in order to gain a competitive advantage from their competitors. As per the data shared in the SITA’s 2016 Airline IT Trends Survey, 91% of the airlines are focusing on investing in the wireless in-flight services and among this, 54% are investing for connectivity programs dedicated to passengers.
The growth of the in-flight entertainment and connectivity market is mainly hindered owing to rising concerns regarding the cyber threats. With the increasing penetration of the internet and the ongoing trend of using smartphones, tablets, and laptops as an in-flight connectivity solution has created a higher threat to cyber security. Due to advanced in-flight connectivity (IFC), the concerns regards safety and data are of prime concern, as passengers get access to connect their devices to aircraft systems. To drag this further, the IOActive report states that there exists a probability that the passenger may get connected to the plane’s satellite communication systems through the IFEC system.
The report on the In-flight Entertainment & Connectivity (IFEC) market covers a deep dive analysis of historic, recent and current market trends. Furthermore, market share/ranking analysis of key players, market dynamics, competition landscape, country wise analysis for each region covered and the entire supply chain dynamics are covered through the below segmentation.
Historical/Estimated/Forecasted Market Size Years
Base Year for Market Calculation
2019-2024 (2019 estimated year, forecasted up to 2024)
Value (USD Million)
Entertainment Type, Mode of Connectivity, Aircraft
Asia-Pacific, North America, Europe, Middle East & Africa, and South America
For the scope of report, In-depth segmentation is offered by Forencis Research
In-flight Entertainment & Connectivity (IFEC) Market, by Entertainment Type
In-flight Entertainment & Connectivity Market, by Mode of Connectivity
In-flight Entertainment & Connectivity (IFEC) Market, by Aircraft
In-flight Entertainment & Connectivity Market, by Region
1.1 Research Objectives
1.2 Market Definition
1.3 Research Scope
1.4 Regional Coverage
1.5 Research Timeline
2 RESEARCH DESIGN & SCOPE
2.2 Primary Research
2.2.1 Key Industry Expert Insight
2.3 Secondary Research
2.3.1 Vital Data from Secondary Sources
2.4 Market Size Estimation
2.5 Data Validation & Triangulation
3 EXECUTIVE SUMMARY
4 MARKET DYNAMICS
4.2.1. Increasing Efforts to Offer Better Travel Experience to the Passengers
4.2.2. Rise in Demand for In-Flight Entertainment Solution by Customers
4.2.3. Increase in Aircraft Deliveries
4.3.1 In-flight Cyber Threat
4.4.1. Increasing Trend of Bring Your Own Device (BYOD) in Flight
4.4.2. Rising Inclination Towards Virtual Reality In-flight Entertainment
4.5.1. Issues Regarding Connectivity
5 INDUSTRY TRENDS – PORTERS FIVE FORCES ANALYSIS
5.1.1. Power of Buyers
5.1.2. Power of Suppliers
5.1.3. Intensity of Competition
5.1.4. Challenges of Substitutes
5.1.5. Challenges of New Entrants
5.2 Macro-Economic Indicators
6 IN-FLIGHT ENTERTAINMENT & CONNECTIVITY (IFEC) MARKET BY Entertainment Type, Market Size in USD Million (2017—2024)
6.2 Audio Entertainment
6.3 Video Entertainment
7 IN-FLIGHT ENTERTAINMENT & CONNECTIVITY (IFEC) MARKET BY MODE OF Connectivity, Market Size in USD Million (2017—2024)
7.2 Seatback IFE Solution
7.3 Wireless IFE Solution
8 IN-FLIGHT ENTERTAINMENT & CONNECTIVITY (IFEC) MARKET BY AIRCRAFT, Market Size in USD Million (2017—2024)
8.2 Single Aisle Aircraft
8.3 Twin Aisle Aircraft
9 IN-FLIGHT ENTERTAINMENT & CONNECTIVITY (IFEC) MARKET BY REGION, Market Size in USD Million (2017—2024)
9.1 North America
8.2.6. The Netherlands
8.2.7. Rest of Europe
8.3.4. South Korea
8.3.6. Rest of Asia-Pacific
9.4 Middle East & Africa
8.4.1. Saudi Arabia
8.4.3. Rest of Middle East
9.5 South America
8.5.3. Rest of South America
10 COMPETITIVE LANDSCAPE
10.2 Market Ranking/Share Analysis of Key Companies
10.3 Company Benchmarking
11 COMPANY PROFILES
11.1 Thales Group
11.1.1 Company Overview
11.1.2 Financial Overview
11.1.3 Products/Solutions/Services Offered
11.1.4 Key Developments
11.1.5 SWOT Analysis
11.2 Safran S.A.
11.3 Honeywell International Inc.
11.5 Global Eagle Entertainment Inc.
11.6 GOGO Inc.
11.7 Collins Aerospace
11.8 Kontron S&T AG
11.9 BAE Systems Plc.
11.10 Zodiac Aerospace SA
11.11 Other Key Companies
12.1 Key Industry Expert Insights
12.2 Primary Discussion Guide
12.3 Customization Options
Note1: Tentative table of contents, may get updated during the course of research.
Note2: Company financial information is subject to availability in public domain