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市場調查報告書

家用、個人娛樂用連網型家電的全球市場:市場分析與預測 (2015∼2020年)

Global Connected Consumer Devices in Home and Personal Entertainment: Market Analysis and Forecasts 2015 - 2020

出版商 Mind Commerce 商品編碼 325776
出版日期 內容資訊 英文 76 Pages
商品交期: 最快1-2個工作天內
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家用、個人娛樂用連網型家電的全球市場:市場分析與預測 (2015∼2020年) Global Connected Consumer Devices in Home and Personal Entertainment: Market Analysis and Forecasts 2015 - 2020
出版日期: 2015年03月12日 內容資訊: 英文 76 Pages
簡介

所謂連網型家電,是指使用於各種目的 (娛樂、新聞、資訊、生活的整體支援等),對應網路連接的家電產品。特別是家用/個人娛樂設備佔市場大半。

本報告提供全球的連網型家電 (支援網路連接的消費者設備) 市場相關分析、技術性概要和生態系統 (相關產品的體系)、主要市場促進、阻礙因素、今後的市場機會、市場競爭的狀態、市場趨勢的未來的預測 (今後6年份) 等調查、主要的相關企業簡介等彙整資訊,為您概述為以下內容。

第1章 簡介

第2章 摘要整理

第3章 市場概況

  • 連網型家電
  • 典型性的連網型家電
  • 連網型家電的優點
  • 連網型家電的供應鏈
  • 連網型家電市場明細
    • 連網家庭
    • 聯網汽車
    • 隨身裝置
  • 連網型家電的市場可能性
  • 連網型家電的商務推動因素與課題
    • 全世界的市場規模
    • 各種企業、產業為一體化狀態
    • 各種產業的主導性企業也參與

第4章 行銷策略:連網型家電

  • 為了銷售連網型家電的行銷計劃
  • 連網型家電的一般購買意願生命週期
  • 連網型家電的行銷策略
    • 至2020年市場規模從100台單位擴大到100萬台單位的方法
  • 到2020年的連網型市場行銷策略
    • 為了了解消費者的行動、利用模式而有效利用巨量資料、分析功能
    • 雨IoT (物聯網) 相關的多樣企業合作

第5章 全球連網型娛樂設備市場 (今後6年份)

第6章 各供應商的連網型家電的生態系統

  • 屬於廣泛類別的連網型家電供應商
  • IoT平台的開發業者
  • IoT軟體/應用開發業者
  • IoT硬體設備、廠商
    • 短距離小電力無線設備廠商
    • 晶片系統 (SoC) 製造商
      • 網路設備:閘道器/集線器/路由器/橋接器的廠商
      • 感測器、恆溫器的廠商
      • 連網型家電廠商
  • 與互通性相關的IoT供應商的聯盟
    • ZigBee Alliance
    • Z-Wave Alliance
    • Insteon
    • Digital Living Network Alliance (DLNA)
    • Thread
  • 產業聯盟及企業合併、收購 (M&A) (共3件)
  • 收益衍生額的預測 (今後6年份)
    • 收益衍生額
    • 收益衍生額:供應商的各類型 (今後6年份)

第7章 今後的市場趨勢預測 (2020年)

  • IoT朝開放且可伸縮的結構模式轉變
  • 對IoT來說可參照的結構模式
  • 隨IPv4耗盡,市場轉移IPV6

第8章 主要企業、解決方案

  • 連網型家電的主要製造商
    • British Gas
    • HP
    • LG Electronics
    • Samsung Electronics
  • IoT平台的主要開發業者
    • Apple Inc.
    • ARM Holdings
    • Jasper
  • 硬體設備結構設備的主要製造商
    • Entropic
    • Marvell
    • Nest Labs.
    • Netgear
    • Netgem
    • Technicolor
    • Qualcomm Atheros Inc.
  • 軟體解決方案/應用的主要開發企業
    • Amdocs
      • Amdocs Connected Home Solutions
    • Bosch
    • Oregan Networks Ltd.
    • SmartThings

圖表一覽

目錄

Overview:

A connected consumer device consists of physical and software for various purposes including entertainment, news, information, and general lifestyle enhancement. Home and Personal Entertainment represents a major segment of the consumer connected device marketplace.

This research evaluates the connected consumer device ecosystem, market drivers, constraints, and opportunities for value chain constituents. This Mind Commerce report includes market strategy analysis, competitive assessment, and forecast for consumer connected devices for home and personal entertainment 2015 to 2020.

All purchases of Mind Commerce reports includes time with an expert analyst who will help you link key findings in the report to the business issues you're addressing. This needs to be used within three months of purchasing the report.

Table of Contents

1. Introduction

2. Executive Summary

3. Market Overview

  • 3.1. Connected Consumer Devices
  • 3.2. Typical Connected Consumer Devices
  • 3.3. Connected Consumer Devices Benefits
  • 3.4. Connected Consumer Devices Supply Chain
  • 3.5. Connected Consumer Devices Market Segments
    • 3.5.1. Connected Home
    • 3.5.2. Connected Cars
    • 3.5.3. Wearables
  • 3.6. Market Potential for Connected Consumer Devices
  • 3.7. Business Drivers & Challenges for Connected Consumer Devices
    • 3.7.1. Scope of the Business is Global
    • 3.7.2. It is a Convergence of Many Businesses
    • 3.7.3. Business Involves Leaders from Various Industries

4. Marketing Strategies: Connected Consumer Devices

  • 4.1. Marketing Plan for Selling Connected Consumer Devices
  • 4.2. General Purchase Decision Life Cycle for Connected Consumer Devices
  • 4.3. Connected Consumer Device Marketing Strategies
    • 4.3.1. How to go to Millions starting from Hundreds is a Strategy for the Year 2020
  • 4.4. Marketing Strategy in Connected Consumer Devices through 2020
    • 4.4.1. Use of Big Data and Analytics to Understand Consumer Behavior and Usage Patterns
    • 4.4.2. Partnerships with Diversified Companies working in IoT

5. Global Connected Entertainment Device Market: 2015 - 2020

6. Vendor Connected Consumer Device Ecosystem

  • 6.1.1. Broader Categories of Vendors in Connected Consumer Devices
  • 6.1.2. IoT Platform Developers
  • 6.1.3. IoT Software and Apps Developers
  • 6.1.4. IoT Hardware Manufacturers
    • 6.1.4.1. Short Range Low Power Radio Device Manufacturers
    • 6.1.4.2. Systems-on-Chip (SoC) Fabricators
      • 6.1.5. Network Devices: Gateway / Hub / Router / Bridges Manufacturers
      • 6.1.6. Sensors and Thermostats Manufacturers
      • 6.1.7. Connected Consumer Devices manufacturers
  • 6.2. IoT Vendor Alliances for Interoperability
    • 6.2.1. ZigBee Alliance
    • 6.2.2. Z-Wave Alliance
    • 6.2.3. Insteon
    • 6.2.4. Digital Living Network Alliance (DLNA)
    • 6.2.5. Thread
  • 6.3. Partnerships, Mergers & Acquisitions
    • 6.3.1. Samsung Acquired SmartThings
    • 6.3.2. Google Acquired Nest Labs
    • 6.3.3. Qualcomm Acquired Atheros
  • 6.4. Revenue Generation Forecast: 2015-20
    • 6.4.1. Revenue Generation by Vendor Type: 2015-20

7. Anticipated Future Market Trends through 2020

  • 7.1. IoT moving in the Direction of Open and Scalable Architectural Model
  • 7.2. IoT-A Reference Architectural Model for IoT
  • 7.3. Consumption of IPv4 will shift IoT to IPV6

8. Key Companies and Solutions

  • 8.1. Key Companies Manufacturing Connected Consumer Devices
    • 8.1.1. British Gas
    • 8.1.2. HP
    • 8.1.3. LG Electronics
    • 8.1.4. Samsung Electronics
  • 8.2. Key Companies in Developing IoT Platforms
    • 8.2.1. Apple Inc.
    • 8.2.2. ARM Holdings
    • 8.2.3. Jasper
  • 8.3. Key Companies developing Hardware Components
    • 8.3.1. Entropic
    • 8.3.2. Marvell
    • 8.3.3. Nest Labs.
    • 8.3.4. Netgear
    • 8.3.5. Netgem
    • 8.3.6. Technicolor
    • 8.3.7. Qualcomm Atheros Inc.
  • 8.4. Key Companies developing Software solutions and Apps
    • 8.4.1. Amdocs
      • 8.4.1.1. Amdocs Connected Home Solutions
    • 8.4.2. Bosch
    • 8.4.3. Oregan Networks Ltd.
    • 8.4.4. SmartThings

Figures

  • Figure 1: Consumer Connected Device Lifecycle Phases of Adoption
  • Figure 2: Connected Consumer Devices, Big Data, and Analytics
  • Figure 3: Global Markets for Connected Home Entertainment Devices 2015 - 2020
  • Figure 4: Connected Consumer Device Vendor Ecosystem
  • Figure 5: Revenue by Vendor Type 2015 - 2020
  • Figure 6: Revenue for Software and Services 2015 - 2020
  • Figure 7: Architecture Reference Model
  • Figure 8: ARM Device Ecosystem

Tables

  • Table 1: Global Markets for Connected Home Entertainment Devices 2015 - 2020
  • Table 2: Revenue by Vendor Type 2015 - 2020
  • Table 3: Revenue for Software and Services 2015 - 2020
  • Table 4: Status of IPv4 addresses in 2014
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