Report Content
Chapter 1 Methodology & Scope
1.1 Market scope & definition
1.2 Base estimates & calculations
1.3 Forecast parameters
1.4 Data sources
1.4.1 Primary
1.4.2 Secondary
1.4.2.1 Paid sources
1.4.2.2 Public sources
Chapter 2 Executive Summary
2.1 Industry 3600 synopsis, 2018 - 2032
Chapter 3 Industry Insights
3.1 Industry ecosystem analysis
3.1.1 Factor affecting the value chain
3.1.2 Profit margin analysis
3.1.3 Disruptions
3.1.4 Future outlook
3.1.5 Manufacturers
3.1.6 Distributors
3.1.7 Retail
3.2 Technology & innovation landscape
3.3 Key news and initiatives
3.4 Regulatory landscape
3.5 Impact forces
3.5.1 Growth drivers
3.5.1.1 Digitalization in education sector
3.5.1.2 Rising popularity of home entertainment
3.5.1.3 Rising disposable income
3.5.2 Industry pitfalls & challenges
3.5.2.1 Availability of alternative screen projection options and installed projectors
3.6 Consumer buying behavior analysis
3.6.1 Demographic trends
3.6.2 Factors affecting buying decision
3.6.3 Consumer product adoption
3.6.4 Preferred distribution channel
3.6.5 Preferred price range
3.7 Growth potential analysis
3.8 Porter’s analysis
3.9 PESTEL analysis
Chapter 4 Competitive Landscape, 2023
4.1 Introduction
4.2 Company market share analysis
4.3 Competitive positioning matrix
4.4 Strategic outlook matrix
Chapter 5 Market Estimates & Forecast, By Technology, 2018 – 2032, (USD Billion) (Thousand Units)
5.1 Key trends
5.2 Digital light processing (DLP)
5.3 Liquid crystal display (LCD)
5.4 Liquid crystal on silicon (Locos)
5.5 Others (LED, Laser, etc.)
Chapter 6 Market Estimates & Forecast, By Projector Screen Size, 2018 – 2032, (USD Billion) (Thousand Units)
6.1 Key trends
6.2 Below 50 Inches
6.3 50 - 200 Inches
6.4 Above 200 Inches
Chapter 7 Market Estimates & Forecast, By Connectivity, 2018 – 2032, (USD Billion) (Thousand Units)
7.1 Key trends
7.2 Wired
7.3 Wireless
Chapter 8 Market Estimates & Forecast, By End Use, 2018 – 2032, (USD Billion) (Thousand Units)
8.1 Key trends
8.2 Home entertainment
8.3 Educational institutions
8.4 Business professionals
8.5 Gaming
8.6 Event organizers
8.7 Media production / content house
8.8 Others (lounges, clubs, sports center etc.)
Chapter 9 Market Estimates & Forecast, By Distribution Channel, 2018 – 2032, (USD Billion) (Thousand Units)
9.1 Key trends
9.2 Online
9.2.1 E-Commerce
9.2.2 Company websites
9.3 Offline
9.3.1 Specialty stores
9.3.2 Mega retail stores
9.3.3 Others
Chapter 10 Market Estimates & Forecast, By Region, 2018 – 2032, (USD Billion) (Thousand Units)
10.1 Key trends
10.2 North America
10.2.1 U.S.
10.2.2 Canada
10.3 Europe
10.3.1 Germany
10.3.2 UK
10.3.3 France
10.3.4 Italy
10.3.5 Spain
10.3.6 Rest of Europe
10.4 Asia Pacific
10.4.1 China
10.4.2 India
10.4.3 Japan
10.4.4 South Korea
10.4.5 Australia
10.4.6 Malaysia
10.4.7 Indonesia
10.4.8 Rest of Asia Pacific
10.5 Latin America
10.5.1 Brazil
10.5.2 Mexico
10.5.3 Rest of Latin America
10.6 MEA
10.6.1 UAE
10.6.2 Saudi Arabia
10.6.3 South Africa
10.6.4 Rest of MEA
Chapter 11 Company Profiles (Business Overview, Financial Data, Product Landscape, Strategic Outlook, SWOT Analysis)
11.1 AAXA Technologies Inc.
11.2 Acer Inc.
11.3 Anker Innovations Limited
11.4 Asustek Computer Inc.
11.5 BenQ Corporation
11.6 Epson America Inc.
11.7 LG Electronics Inc.
11.8 Optoma Corporation
11.9 Philips International B.V.
11.10 RIF6, LLC
11.11 Seiko Epson Corporation
11.12 Sony Corporation
11.13 VANKYO Technology Co., Ltd.
11.14 ViewSonic Corporation
11.15 Xiaomi Corporation