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Multimedia Devices



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    According to a new market research report "Wireless Audio Device Market By Products (Speakers, Headphones, Sound-Bars & Microphones), Technology (Bluetooth, Airplay, SKAA, & Wi-Fi), Application (Home, Consumer, Commercial, Automotive & Defense) - Global Forecast & Analysis",  the total market is expected to generate revenues of $13.75 billion by 2018, growing at an estimated CAGR of 24.02% from 2013 to 2018.
    As TV brands look to revitalize their businesses, 4K TV strategies are being planned, and the most aggressive ones are coming from Chinese set makers. According to the NPD DisplaySearch Quarterly Global TV Shipment and Forecast Report, 1.3 million 4K TV sets (defined as having 3840×2160 resolution) will ship globally in 2013, rising to 23 million in 2017, and Chinese set makers are looking to break out of their domestic market and challenge Samsung, LGE, Sony, Panasonic, and other 4K TV leaders on a global stage.
    Despite a drop in global television unit demand in 2013, the semiconductor market for TVs is forecast to increase by an estimated 7% to $13.1 billion, according to data presented in upcoming IC Market Drivers 2014 report. Technologies such as wireless video connections, networking interfaces, multi-format decoders and LED backlighting have boosted the average semiconductor content in TV sets even as global TV unit shipments are forecast to decline by an estimated 3% in 2013, according to the forthcoming report.
    The global TV market is currently undergoing a difficult transition from developed markets to emerging markets, and from a focus on feature-rich TVs to value-oriented TVs. At the same time, retail channel players are heavily involved in the selection of screen sizes, features, brands, and (most influentially) price setting.
     Global market for video encoders is projected to reach US$1 billion by 2018, driven by the rising demand for digital TV services, SD to HD transition, and the launch of advanced encoding formats. Broadcast & Cable TV represents the largest end-use application in the global video encoders market. As stated by the new market research report on Video Encoders, Europe represents the largest market for video encoders, worldwide. In developed economies such as Europe and North America, demand for video encoders is saturated, as the digital transition process has been completed in most of the countries. As a result, growth in the market is shifting towards emerging countries that are witnessing relatively fast-paced economic development.
    Rapidly growing demand for smartphones with larger displays is one of the most positive drivers of the FPD industry in 2013. AMOLED phone panel shipments are projected to reach more than 217 million units this year, up from 134 million units in 2012, which, along with increasing screen sizes, will lead AMOLED demand to grow from 263,000 square meters in Q1’13 to 557,000 square meters in Q1’14.
    According to the latest financial results disclosed by BOE and ChinaStar, the Chinese panel makers moved from losses in 2012 to profitability in Q1'13. BOE's Q1'13 revenues reached RMB 8,059 million ($1.3 Billion), with RMB 400 million ($64 million) operating margin and net profit margin of 5%. The TCL group revealed that they made profit from their investment in ChinaStar, which had Q1'13 gross margin of 14%. According to TCL's statement, ChinaStar's Q1'13 revenues reached RMB 3,362 (US$542 million) and operating profits were RMB 352 million (US$57 million).
    The market is estimated to be worth $2.7 billion in revenue during 2012 and is expected to reach $8.3 billion in 2018, growing at an estimated CAGR of 17.71% from 2013 to 2018. In terms of product, Wrist-wear accounted for the largest market revenue at $876.70 million, while neck-wear enjoyed the least market share as of 2012. For application segment, Consumer application sector accounted for the largest market revenue at $2,367.99 million, while enterprise and industrial application enjoyed the least market share with market revenue of $73.04 as of 2012. However, enterprise and industrial application is expected to grow at the highest CAGR of 21.14%, during the forecast period, 2013 to 2018. North America with U.S. accounting fort more than 80.00% of the market is the single largest market and is expected to continue its dominance during the forecast period as well. However, Asia Pacific with China, leading the way is likely to grow at the highest CAGR during the same time.
    The gaming-optimized handheld (GOH) market category, typified by Nintendo's 3DS and Sony's PlayStation Vita, has recently been overshadowed by gaming-capable smartphones and tablets and this trend is likely to continue. This research shows, for example, that the number of paying smartphone and tablet gamers will surpass the number of paying GOH gamers worldwide in 2013 and rise at a rapid rate through 2017. The number of GOH bundles shipped, meanwhile, should fall at an average of nearly 7% per year over the next five years. The installed base of GOH's is being overwhelmed by smartphones and tablets that are used for (primarily casual) gaming. If there's a silver lining for devices like the 3DS and Vita it's that the GOH category should lead in a crucial metric through 2017: average revenue per user (ARPU). Total mobile/portable gaming revenue, including digital and packaged game software, GOH hardware bundles, and direct advertising revenue going to platform suppliers and game developers/publishers, is forecast to approach $23 billion in 2017. Android remains quite fragmented but the platform is on its way to becoming a massively popular gaming platform in Asia/Pacific in particular. In order for Nintendo's and Sony's gaming-optimized handhelds to remain ahead of smartphones and tablets on key metrics such as ARPU, these companies and their game card developer and publisher partners will have to redouble their efforts in a number of respects. Digital distribution has reached an inflection point in mobile and portable gaming, and future success will largely boil down to finding a unique balance of freemium business model excellence and that ability to deliver compelling social experiences.
    The haptic technology market for touchscreen is expected to grow at a CAGR of 41% from 2013 to 2018 and reach $51.77 billion in 2018. Haptics creates multi modal experiences that improve the usability by engaging touch, sound, and sight. Haptics improve the usability by fully engaging the user's senses such as in a shooter game when a user selects a virtual button; he/she can sense the button due to the haptics and performs much better. The major driving factors for the haptic technology market are the growth of the Smartphone's and virtual interfaces. In the report, different Touchscreen technologies are discussed like capacitive touchscreens, resistive touchscreens, surface acoustic wave (SAW) touchscreens, optical imaging touchscreens, and others. Haptic technology is increasing in use for capacitive touchscreens. Haptic technology in touchscreens is based on two different types of sensing systems, namely Kinesthetic and tactile. Different types of actuators, electronic systems, and the software's required for a haptic system are also discussed in the report.
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