Home Entertainment Devices Market is expected to grow at a CAGR of 6% during the forecast period and Market is expected to reach US$ 388.5 Bn. by 2029. The report covers the detailed analysis of the Global Home Entertainment Devices industry with the classifications of the market on the basis of Device Type, Connectivity, Distribution Channel, and region. Analysis of past market dynamics from 2018 to 2022 is given in the report, which will help readers to benchmark the past trends with current market scenarios with the key player's contribution in it.Home Entertainment Devices Market Definition
A specific product category of consumer goods, which includes Televisions, Sound Systems, DVD players, and game consoles, among many others, is the home entertainment segment. The home entertainment systems were designed for experiencing the movie theater experience by sitting at home, using the high-resolution audio and video equipment. These devices are becoming one of the important parts of every household, with the rising standard of lifestyle and increased disposable income by people, worldwide.To know about the Research Methodology :- Request Free Sample Report
Home Entertainment Devices Market Competitive Insights
The report has profiled around eighteen key players in the market from different regions. However, the report has considered all market leaders, followers, and new entrants with investors while analyzing the market and estimating the size of the same. The manufacturing environment in each region is different and focus is given on the regional impact on the cost of manufacturing, supply chain, availability of raw materials, labor cost, availability of advanced technology, trusted vendors are analyzed and the report has come up with recommendations for a future hot spot in the Asia Pacific region. The top leaders in the Home Entertainment Devices market include Sony Corporation, Xiaomi Corporation, Panasonic Corporation, Microsoft Corporation, Apple Inc., Bose Corporation, Haier Inc., Samsung Electronics Co. Ltd, among many others. As per the study, Xiaomi stands to be the most popular brand in the Asia Pacific region, and Samsung follows it as the next most accepted brand by the people, for home entertainment devices, across the region. Considering the share worldwide, the South Korean company Samsung Electronics was a market leader, until previous year, owning almost 18% share in the market. LG Electronics, another multinational electronics company reported its global revenue of around US $13 billion in the year 2029 (Home Entertainment Segment), out of which, company’s 80% revenue was attributed from the most populous areas of Asia, Europe, North America, and South Korea.Home Entertainment Devices Market Dynamics
Modernization and Rising Preferences for New Technologies As per the United Nation Organization, today almost 55% of the world population resides in urban areas and is expected that this share would increase to about 68% by the year 2050. With such a tremendous, shift towards urbanization, the preferences of people and the developing economies play a huge part in working for the development of the urban areas. The increased urbanization in turn paves the way for modernization and rise in disposable income. These factors altogether are responsible for the rising demand for luxury products. Moreover, the young generation is comparatively more attracted to such devices, due to the enhanced features that the devices come with. The major attractive features could include the wireless device functions, smart technologies build into the devices, and so on. Shift of Consumers towards Smart Technology and Alternative Platforms With the rising trend of smartphones, consumers are more in the favor of the devices, because they are handy and can be used anytime and anywhere. Also, the smartphone is capable of doing all the things through a single device, unlike the different home entertainment devices. Hence, it is been observed that the high use of smartphones in a way is reducing the usage of televisions and other home entertainment devices, and this, in turn, could restrain the market for the same, over the forecast period. Scope of Global Home Entertainment Devices MarketHome Entertainment Devices Market Segment Analysis
The market is divided into 3 major segments and further into sub-segments to forecast the market size by value. Based on Device, The video devices segment held the largest market share of about 85%, in the year 2022, and it is expected that it would continue being dominant in the market, during the forecast period. This substantial growth of the segment could be attributed to the customer preferences for televisions as the prime choice for home entertainment. Furthermore, the development of smart devices, which enable wireless connections and allow access to the internet are other major factors that are contributing significantly to the growth of the segment.On the basis of distribution Channel, The Offline Segment is expected to Account for the Largest Market Share during the Forecast Period.In 2022, the offline segment attributed for a market share of almost 72% for the Home Entertainment Devices, and it is expected to continue over the forecast period; thanks to the consumer’s preferences of purchasing such luxury goods from retail stores than through online sites.
Home Entertainment Devices Market Regional Insights
Asia Pacific is expected to Account for the Largest Market Share during the Forecast Period. It is expected that Asia Pacific region would account for the highest market share for the Home Entertainment Devices, during the forecast period. The highest market share of the region could be attributed to the rising penetration of internet and urbanization rate of the region, which in turn increases the disposable income of people there. Moreover, it is observed that the people are spending a much higher part of their in the luxurious goods, with their rising expenditures. The objective of the report is to present a comprehensive analysis of the Global Home Entertainment Devices Market to the stakeholders in the industry. The past and current status of the industry with forecasted market size and trends are presented in the report with the analysis of complicated data in simple language. The report covers all the aspects of the industry with a dedicated study of key players that includes market leaders, followers, and new entrants. PORTER, SVOR, PESTEL analysis with the potential impact of micro-economic factors of the market has been presented in the report. External as well as internal factors that are supposed to affect the business positively or negatively have been analyzed, which will give a clear futuristic view of the industry to the decision-makers. The report also helps in understanding Global Home Entertainment Devices Market dynamics, structure by analyzing the market segments and projects the Global Home Entertainment Devices Market size. Clear representation of competitive analysis of key players by product, price, financial position, product portfolio, growth strategies, and regional presence in the Global Home Entertainment Devices Market make the report investor’s guide.Home Entertainment Devices Market Scope: Inquire before Buying
Global Home Entertainment Devices Market Base Year 2022 Forecast Period 2023-2029 Historical Data CAGR Market Size in 2022 Market Size in 2029 2018 to 2022 6% US$ 43 Bn US$ 388.5 Bn Segments Covered by Device Audio Video Gaming Consoles by Connectivity Wired Wireless by Distribution Channel Online Offline Regions Covered North America United States Canada Mexico Europe UK France Germany Italy Spain Sweden Austria Rest of Europe Asia Pacific China S Korea Japan India Australia Indonesia Malaysia Vietnam Taiwan Bangladesh Pakistan Rest of APAC Middle East and Africa South Africa GCC Egypt Nigeria Rest of ME&A South America Brazil Argentina Rest of South America Home Entertainment Devices Market Key Players Covered –
1 Xiaomi Corporation 2 Panasonic Corporation 3 Microsoft Corporation 4 Apple Inc. 5 Bose Corporation 6 Haier Inc. 7 OnePlus Communications 8 Samsung Electronics Co. Ltd. 9 LG Electronics 10 Mitsubishi Electric Corporation 11 JBL 12 Logitech 13 Philips 14 Sonos 15 Klipsch Audio Technologies 16 Boat Lifestyle 17 Focal – JMLab 18 Bowers & Wilkins 19 Sony Corporation Frequently Asked questions 1. What is the market size of the Market in 2022? Ans. The market size Market in 2022 was US$ 43 Billion. 2. What are the different segments of the Market ? Ans. The Global Market is divided into Device, Connectivity and Distribution Channel. 3. What is the study period of this market? Ans. The Market will be studied from 2022 to 2029. 4. Which region is expected to hold the highest Market share? Ans. The Asia Pacific dominates the market share in the market. 5. What is the Forecast Period of Market ? Ans. The Forecast Period of the market is 2023-2029 in the market.
Global Home Entertainment Devices Market 1. Preface 1.1. Report Scope and Market Segmentation 1.2. Research Highlights 1.3. Research Objectives 2. Assumptions and Research Methodology 2.1. Report Assumptions 2.2. Abbreviations 2.3. Research Methodology 2.3.1. Secondary Research 2.3.1.1. Secondary data 2.3.1.2. Secondary Sources 2.3.2. Primary Research 2.3.2.1. Data from Primary Sources 2.3.2.2. Breakdown of Primary Sources 3. Executive Summary: Market Size, By Market Value (US$ Mn) 4. Market Overview 4.1. Introduction 4.2. Market Indicator 4.2.1. Drivers 4.2.2. Restraints 4.2.3. Opportunities 4.2.4. Challenges 4.3. Porter’s Analysis 4.4. Value Chain Analysis 4.5. Market Risk Analysis 4.6. SWOT Analysis 4.7. Industry Trends and Emerging Technologies 5. Supply Side and Demand Side Indicators 6. Global Home Entertainment Devices Market Analysis and Forecast 6.1. Market Size & Y-o-Y Growth Analysis 6.1.1. North America 6.1.2. Europe 6.1.3. Asia Pacific 6.1.4. Middle East & Africa 6.1.5. South America 7. Global Home Entertainment Devices Market Analysis and Forecast, By Connectivity 7.1. Introduction and Definition 7.2. Key Findings 7.3. Market Value Share Analysis, By Connectivity 7.4. Market Size (US$ Mn) Forecast, By Connectivity 7.5. Market Analysis, By Connectivity 7.6. Market Attractiveness Analysis, By Connectivity 8. Global Home Entertainment Devices Market Analysis and Forecast, By Distribution Channel 8.1. Introduction and Definition 8.2. Key Findings 8.3. Market Value Share Analysis, By Distribution Channel 8.4. Market Size (US$ Mn) Forecast, By Distribution Channel 8.5. Market Analysis, By Distribution Channel 8.6. Market Attractiveness Analysis, By Distribution Channel 9. Global Home Entertainment Devices Market Analysis and Forecast By Device Type 9.1. Introduction and Definition 9.2. Key Findings 9.3. Market Value Share Analysis, By Device Type 9.4. Market Size (US$ Mn) Forecast, By Device Type 9.5. Market Analysis, By Device Type 9.6. Market Attractiveness Analysis, By Device Type 10. Global Home Entertainment Devices Market Analysis, By Region 10.1. Market Value Share Analysis, By Region 10.2. Market Size (US$ Mn) Forecast, By Region 10.3. Market Attractiveness Analysis, By Region 11. North America Home Entertainment Devices Market Analysis 11.1. Key Findings 11.2. North America Market Overview 11.3. North America Market Value Share Analysis, By Connectivity 11.4. North America Market Forecast, By Connectivity 11.4.1. WIRED 11.4.2. WIRELESS 11.5. North America Market Value Share Analysis, By Distribution Channel 11.6. North America Market Forecast, By Distribution Channel 11.6.1. Offline 11.6.2. Online 11.7. North America Market Value Share Analysis, By Device Type 11.8. North America Market Forecast, By Device Type 11.8.1. AUDIO 11.8.2. VIDEO 11.8.3. Gaming Consoles 11.9. North America Market Value Share Analysis, By Country 11.10. North America Market Forecast, By Country 11.10.1. U.S. 11.10.2. Canada 11.10.3. Mexico 11.11. North America Market Analysis, By Country 11.12. U.S. Market Forecast, By Connectivity 11.12.1. WIRED 11.12.2. WIRELESS 11.13. U.S. Market Forecast, By Distribution Channel 11.13.1. Offline 11.13.2. Online 11.14. U.S. Market Forecast, By Device Type 11.14.1. AUDIO 11.14.2. VIDEO 11.14.3. GAMING CONSOLES 11.15. Canada Market Forecast, By Connectivity 11.15.1. WIRED 11.15.2. WIRELESS 11.16. Canada Market Forecast, By Distribution Channel 11.16.1. Offline 11.16.2. Online 11.17. Canada Market Forecast, By Device Type 11.17.1. AUDIO 11.17.2. VIDEO 11.17.3. GAMING CONSOLES 11.18. Mexico Market Forecast, By Connectivity 11.18.1. WIRED 11.18.2. WIRELESS 11.19. Mexico Market Forecast, By Distribution Channel 11.19.1. Offline 11.19.2. Online 11.20. Mexico Market Forecast, By Device Type 11.20.1. AUDIO 11.20.2. VIDEO 11.20.3. GAMING CONSOLES 11.21. North America Market Attractiveness Analysis 11.21.1. By Connectivity 11.21.2. By Distribution Channel 11.21.3. By Device Type 11.22. PEST Analysis 11.23. Key Trends 11.24. Key Developments 12. Europe Home Entertainment Devices Market Analysis 12.1. Key Findings 12.2. Europe Market Overview 12.3. Europe Market Value Share Analysis, By Connectivity 12.4. Europe Market Forecast, By Connectivity 12.4.1. WIRED 12.4.2. WIRELESS 12.5. Europe Market Value Share Analysis, By Distribution Channel 12.6. Europe Market Forecast, By Distribution Channel 12.6.1. Offline 12.6.2. Online 12.7. Europe Market Value Share Analysis, By Device Type 12.8. Europe Market Forecast, By Device Type 12.8.1. AUDIO 12.8.2. VIDEO 12.8.3. GAMING CONSOLES 12.9. Europe Market Value Share Analysis, By Country 12.10. Europe Market Forecast, By Country 12.10.1. Germany 12.10.2. U.K. 12.10.3. France 12.10.4. Italy 12.10.5. Spain 12.10.6. Sweden 12.10.7. CIS countries 12.10.8. Rest of Europe 12.11. Germany Market Forecast, By Connectivity 12.11.1. WIRED 12.11.2. WIRELESS 12.12. Germany Market Forecast, By Distribution Channel 12.12.1. Offline 12.12.2. Online 12.13. Germany Market Forecast, By Device Type 12.13.1. AUDIO 12.13.2. VIDEO 12.13.3. GAMING CONSOLES 12.14. U.K. Market Forecast, By Connectivity 12.14.1. WIRED 12.14.2. WIRELESS 12.15. U.K. Market Forecast, By Distribution Channel 12.15.1. Offline 12.15.2. Online 12.16. U.K. Market Forecast, By Device Type 12.16.1. AUDIO 12.16.2. VIDEO 12.16.3. GAMING CONSOLES 12.17. France Market Forecast, By Connectivity 12.17.1. WIRED 12.17.2. WIRELESS 12.18. France Market Forecast, By Distribution Channel 12.18.1. Offline 12.18.2. Online 12.19. France Market Forecast, By Device Type 12.19.1. AUDIO 12.19.2. VIDEO 12.19.3. GAMING CONSOLES 12.20. Italy Market Forecast, By Connectivity 12.20.1. WIRED 12.20.2. WIRELESS 12.21. Italy Market Forecast, By Distribution Channel 12.21.1. Offline 12.21.2. Online 12.22. Italy Market Forecast, By Device Type 12.22.1. AUDIO 12.22.2. VIDEO 12.22.3. GAMING CONSOLES 12.23. Spain Market Forecast, By Connectivity 12.23.1. WIRED 12.23.2. WIRELESS 12.24. Spain Market Forecast, By Distribution Channel 12.24.1. Offline 12.24.2. Online 12.25. Spain Market Forecast, By Device Type 12.25.1. AUDIO 12.25.2. VIDEO 12.25.3. GAMING CONSOLES 12.26. Sweden Market Forecast, By Connectivity 12.26.1. WIRED 12.26.2. WIRELESS 12.27. Sweden Market Forecast, By Distribution Channel 12.27.1. Offline 12.27.2. Online 12.28. Sweden Market Forecast, By Device Type 12.28.1. AUDIO 12.28.2. VIDEO 12.28.3. GAMING CONSOLES 12.29. CIS countries Market Forecast, By Connectivity 12.29.1. WIRED 12.29.2. WIRELESS 12.30. CIS countries Market Forecast, By Distribution Channel 12.30.1. Offline 12.30.2. Online 12.31. CIS countries Market Forecast, By Device Type 12.31.1. AUDIO 12.31.2. VIDEO 12.31.3. GAMING CONSOLES 12.32. Rest of Europe Market Forecast, By Connectivity 12.32.1. WIRED 12.32.2. WIRELESS 12.33. Rest of Europe Market Forecast, By Distribution Channel 12.33.1. Offline 12.33.2. Online 12.34. Rest of Europe Market Forecast, By Device Type 12.34.1. AUDIO 12.34.2. VIDEO 12.34.3. GAMING CONSOLES 12.35. Europe Market Attractiveness Analysis 12.35.1. By Distribution Channel 12.35.2. By Connectivity 12.35.3. By Device Type 12.36. PEST Analysis 12.37. Key Trends 12.38. Key Developments 13. Asia Pacific Home Entertainment Devices Market Analysis 13.1. Key Findings 13.2. Asia Pacific Market Overview 13.3. Asia Pacific Market Value Share Analysis, By Connectivity 13.4. Asia Pacific Market Forecast, By Connectivity 13.4.1. WIRED 13.4.2. WIRELESS 13.5. Asia Pacific Market Value Share Analysis, By Distribution Channel 13.6. Asia Pacific Market Forecast, By Distribution Channel 13.6.1. Offline 13.6.2. Online 13.7. Asia Pacific Market Value Share Analysis, By Device Type 13.8. Asia Pacific Market Forecast, By Device Type 13.8.1. AUDIO 13.8.2. VIDEO 13.8.3. GAMING CONSOLES 13.9. Asia Pacific Market Value Share Analysis, By Country 13.10. Asia Pacific Market Forecast, By Country 13.10.1. China 13.10.2. India 13.10.3. Japan 13.10.4. South Korea 13.10.5. Australia 13.10.6. ASEAN 13.10.7. Rest of Asia Pacific 13.11. Asia Pacific Market Analysis, By Country 13.12. China Market Forecast, By Connectivity 13.12.1. WIRED 13.12.2. WIRELESS 13.13. China Market Forecast, By Distribution Channel 13.13.1. Offline 13.13.2. Online 13.14. China Market Forecast, By Device Type 13.14.1. AUDIO 13.14.2. VIDEO 13.14.3. GAMING CONSOLES 13.15. India Market Forecast, By Connectivity 13.15.1. WIRED 13.15.2. WIRELESS 13.16. India Market Forecast, By Distribution Channel 13.16.1. Offline 13.16.2. Online 13.17. India Market Forecast, By Device Type 13.17.1. AUDIO 13.17.2. VIDEO 13.17.3. GAMING CONSOLES 13.18. Japan Market Forecast, By Connectivity 13.18.1. WIRED 13.18.2. WIRELESS 13.19. Japan Market Forecast, By Distribution Channel 13.19.1. Offline 13.19.2. Online 13.20. Japan Market Forecast, By Device Type 13.20.1. AUDIO 13.20.2. VIDEO 13.20.3. GAMING CONSOLES 13.21. South Korea Market Forecast, By Connectivity 13.21.1. WIRED 13.21.2. WIRELESS 13.22. South Korea Market Forecast, By Distribution Channel 13.22.1. Offline 13.22.2. Online 13.23. South Korea Market Forecast, By Device Type 13.23.1. AUDIO 13.23.2. VIDEO 13.23.3. GAMING CONSOLES 13.24. Australia Market Forecast, By Connectivity 13.24.1. WIRED 13.24.2. WIRELESS 13.25. Australia Market Forecast, By Distribution Channel 13.25.1. Offline 13.25.2. Online 13.26. Australia Market Forecast, By Device Type 13.26.1. AUDIO 13.26.2. VIDEO 13.26.3. GAMING CONSOLES 13.27. ASEAN Market Forecast, By Connectivity 13.27.1. WIRED 13.27.2. WIRELESS 13.28. ASEAN Market Forecast, By Distribution Channel 13.28.1. Offline 13.28.2. Online 13.29. ASEAN Market Forecast, By Device Type 13.29.1. AUDIO 13.29.2. VIDEO 13.29.3. GAMING CONSOLES 13.30. Rest of Asia Pacific Market Forecast, By Connectivity 13.30.1. WIRED 13.30.2. WIRELESS 13.31. Rest of Asia Pacific Market Forecast, By Distribution Channel 13.31.1. Offline 13.31.2. Online 13.32. Rest of Asia Pacific Market Forecast, By Device Type 13.32.1. AUDIO 13.32.2. VIDEO 13.32.3. GAMING CONSOLES 13.33. Asia Pacific Market Attractiveness Analysis 13.33.1. By Connectivity 13.33.2. By Distribution Channel 13.33.3. By Device Type 13.34. PEST Analysis 13.35. Key Trends 13.36. Key Developments 14. Middle East & Africa Home Entertainment Devices Market Analysis 14.1. Key Findings 14.2. Middle East & Africa Market Overview 14.3. Middle East & Africa Market Value Share Analysis, By Connectivity 14.4. Middle East & Africa Market Forecast, By Connectivity 14.4.1. WIRED 14.4.2. WIRELESS 14.5. Middle East & Africa Market Value Share Analysis, By Distribution Channel 14.6. Middle East & Africa Market Forecast, By Distribution Channel 14.6.1. Offline 14.6.2. Online 14.7. Middle East & Africa Market Value Share Analysis, By Device Type 14.8. Middle East & Africa Market Forecast, By Device Type 14.8.1. AUDIO 14.8.2. VIDEO 14.8.3. GAMING CONSOLES 14.9. Middle East & Africa Market Value Share Analysis, By Country 14.10. Middle East & Africa Market Forecast, By Country 14.10.1. GCC Countries 14.10.2. South Africa 14.10.3. Nigeria 14.10.4. Egypt 14.10.5. Rest of Middle East & Africa 14.11. Middle East & Africa Market Analysis, By Country 14.12. GCC Countries Market Forecast, By Connectivity 14.12.1. WIRED 14.12.2. WIRELESS 14.13. GCC Countries Market Forecast, By Distribution Channel 14.13.1. Offline 14.13.2. Online 14.14. GCC Countries Market Forecast, By Device Type 14.14.1. AUDIO 14.14.2. VIDEO 14.14.3. GAMING CONSOLES 14.15. South Africa Market Forecast, By Connectivity 14.15.1. WIRED 14.15.2. WIRELESS 14.16. South Africa Market Forecast, By Distribution Channel 14.16.1. Offline 14.16.2. Online 14.17. South Africa Market Forecast, By Device Type 14.17.1. AUDIO 14.17.2. VIDEO 14.17.3. GAMING CONSOLES 14.18. Nigeria Market Forecast, By Connectivity 14.18.1. WIRED 14.18.2. WIRELESS 14.19. Nigeria Market Forecast, By Distribution Channel 14.19.1. Offline 14.19.2. Online 14.20. Nigeria Market Forecast, By Device Type 14.20.1. AUDIO 14.20.2. VIDEO 14.20.3. GAMING CONSOLES 14.21. Egypt Market Forecast, By Connectivity 14.21.1. WIRED 14.21.2. WIRELESS 14.22. Egypt Market Forecast, By Distribution Channel 14.22.1. Offline 14.22.2. Online 14.23. Egypt Market Forecast, By Device Type 14.23.1. AUDIO 14.23.2. VIDEO 14.23.3. GAMING CONSOLES 14.24. Rest of Middle East & Africa Market Forecast, By Connectivity 14.24.1. WIRED 14.24.2. WIRELESS 14.25. Rest of Middle East & Africa Market Forecast, By Distribution Channel 14.25.1. Offline 14.25.2. Online 14.26. Rest of Middle East & Africa Market Forecast, By Device Type 14.26.1. AUDIO 14.26.2. VIDEO 14.26.3. GAMING CONSOLES 14.27. Middle East & Africa Market Attractiveness Analysis 14.27.1. By Connectivity 14.27.2. By Distribution Channel 14.27.3. By Device Type 14.28. PEST Analysis 14.29. Key Trends 14.30. Key Developments 15. South America Home Entertainment Devices Market Analysis 15.1. Key Findings 15.2. South America Market Overview 15.3. South America Market Value Share Analysis, By Connectivity 15.4. South America Market Forecast, By Connectivity 15.4.1. WIRED 15.4.2. WIRELESS 15.5. South America Market Value Share Analysis, By Distribution Channel 15.6. South America Market Forecast, By Distribution Channel 15.6.1. Offline 15.6.2. Online 15.7. South America Market Value Share Analysis, By Device Type 15.8. South America Market Forecast, By Device Type 15.8.1. AUDIO 15.8.2. VIDEO 15.8.3. GAMING CONSOLES 15.9. South America Market Value Share Analysis, By Country 15.10. South America Market Forecast, By Country 15.10.1. Brazil 15.10.2. Colombia 15.10.3. Argentina 15.10.4. Rest of South America 15.11. South America Market Analysis, By Country 15.12. Brazil Market Forecast, By Connectivity 15.12.1. WIRED 15.12.2. WIRELESS 15.13. Brazil Market Forecast, By Distribution Channel 15.13.1. Offline 15.13.2. Online 15.14. Brazil Market Forecast, By Device Type 15.14.1. AUDIO 15.14.2. VIDEO 15.14.3. GAMING CONSOLES 15.15. Colombia Market Forecast, By Connectivity 15.15.1. WIRED 15.15.2. WIRELESS 15.16. Colombia Market Forecast, By Distribution Channel 15.16.1. Offline 15.16.2. Online 15.17. Colombia Market Forecast, By Device Type 15.17.1. AUDIO 15.17.2. VIDEO 15.17.3. GAMING CONSOLES 15.18. Argentina Market Forecast, By Connectivity 15.18.1. WIRED 15.18.2. WIRELESS 15.19. Argentina Market Forecast, By Distribution Channel 15.19.1. Offline 15.19.2. Online 15.20. Argentina Market Forecast, By Device Type 15.20.1. AUDIO 15.20.2. VIDEO 15.20.3. GAMING CONSOLES 15.21. Rest of South America Market Forecast, By Connectivity 15.21.1. WIRED 15.21.2. WIRELESS 15.22. Rest of South America Market Forecast, By Distribution Channel 15.22.1. Offline 15.22.2. Online 15.23. Rest of South America Market Forecast, By Device Type 15.23.1. AUDIO 15.23.2. VIDEO 15.23.3. GAMING CONSOLES 15.24. South America Market Attractiveness Analysis 15.24.1. By Connectivity 15.24.2. By Distribution Channel 15.24.3. By Device Type 15.25. PEST Analysis 15.26. Key Trends 15.27. Key Developments 16. Company Profiles 16.1. Market Share Analysis, By Company 16.2. Competition Matrix 16.2.1. Competitive Benchmarking of key players By price, presence, market share, Distribution Channel, and R&D investment 16.2.2. New Product Launches and Product Enhancements 16.2.3. Market Consolidation 16.2.3.1. M&A By Regions, Investment and Distribution Channel 16.2.3.2. M&A Key Players, Forward Integration and Backward Integration 16.3. Company Profiles: Key Players 16.3.1. Sony Corporation 16.3.1.1. Company Overview 16.3.1.2. Financial Overview 16.3.1.3. Product Portfolio 16.3.1.4. Business Strategy 16.3.1.5. Recent Developments 16.3.1.6. Development Footprint 16.3.2. Xiaomi Corporation 16.3.3. Panasonic Corporation 16.3.4. Microsoft Corporation 16.3.5. Apple Inc. 16.3.6. Bose Corporation 16.3.7. Haier Inc. 16.3.8. OnePlus Communications 16.3.9. Samsung Electronics Co. Ltd. 16.3.10. LG Electronics 16.3.11. Mitsubishi Electric Corporation 16.3.12. JBL 16.3.13. Logitech 16.3.14. Philips 16.3.15. Sonos 16.3.16. Klipsch Audio Technologies 16.3.17. Boat Lifestyle 16.3.18. Focal – JMLab 16.3.19. Bowers & Wilkins 16.3.20. Others