• Japanese
  • Korean
  • Chinese
Cover Image

Consumer Electronics and Wireless M2M - 3rd Edition

Executive summary

The consumer electronics market has experienced an incredible growth during the digitalisation era in the last decade. Today, dedicated devices such as PNDs, digital cameras, handheld gaming consoles, e-readers and PMPs are facing fierce competition from converged multipurpose devices such as smartphones and tablets. Wearable technology is an emerging product category with very high growth potential in the coming years. Mobility, connectivity and personalisation are three of the most important trends within consumer electronics. Instant access to information and social networks as well as consuming and sharing media are important parts of people's digital lifestyles. The growing desire for people to stay connected makes wireless consumer devices an opportunity for the telecom industry to expand their market beyond mobile handsets.

Consumer electronics has emerged as a new application category for wireless M2M in the past years. Consumer M2M devices are neither classified as handsets, PCs, tablets nor traditional M2M devices. The product category includes e-readers, portable media players, gaming consoles, digital cameras, digital photo frames, PNDs, speed camera warning devices, personal tracking devices, consumer health devices, sensor devices, smart glasses, smart watches and wearable activity trackers. The reasons for cellular connectivity vary and are often a way to meet the needs for connected features introduced in multipurpose devices. Media and entertainment devices can offer instant distribution of digital content. Imaging devices enable instant media sharing on social networks and seamless usage of cloud storage services. Personal navigation devices and speed camera warning devices can provide users with real time traffic information and other online content. Personal tracking devices and consumer health products enable remote monitoring of sensor statuses such as location, blood pressure and glucose levels. Wearable technology allows for mobility and increased autonomy which can enhance the usability of these products.

The market for consumer M2M devices is still in its early stage. Until now, the most connected device categories are e-readers and PNDs. New connected products such as Sony's PS Vita and Samsung's Galaxy cameras as well as smaller scale success stories from newer entrants such as the PocketFinder from Location Based Technologies show the market potential. Berg Insight estimates that total shipments of consumer M2M devices reached 5.3 million devices in 2012. Growing at a compound annual growth rate of 21.1 percent, the shipments are expected to reach 13.8 million devices by 2017. Berg Insight predicts that smart watches, personal tracking devices and digital cameras will then be the best selling product categories, accounting for over 23 percent, 17 percent and 14 percent respectively of the total shipments.

Berg Insight estimates that the number of connected M2M consumer devices reached 15.1 million at the end of 2012. Growing at a compound annual growth rate of 16.8 percent, the number of network connections from consumer M2M devices are expected to reach 32.8 million in 2017. Due to early mass adoption and relatively steady sales of the 3G equipped Kindle from Amazon, E-readers will at the end of the forecast period still be the most common consumer M2M device accounting for 27 percent of the total number of connections. PNDs, smart watches and personal tracking & monitoring devices will at the same time account for 17 percent, 13 percent and 12 percent respectively of the total number of connections.

North America is currently the most important market for consumer M2M devices and accounted for about 3 million of the total device shipments in 2012. The second largest market is Europe with 1.7 million device shipments followed by the rest of world with 0.5 million device shipments. Berg Insight anticipates that North America will remain the largest region with a market share of 36 percent in 2017. Europe and the rest of world will account for 34 and 30 percent respectively of the connected device shipments in the same year.

Continuously decreasing prices of cellular modules and chipsets are key developments for growth in the connectivity market. The deployment of high-speed cellular networks such as HSPA+ and LTE on most markets is another important driver enabling bandwidth-hungry applications. The exploding sales of connected mobile broadband products such as tablets further illustrates the benefits of cellular connectivity and will increase the demand for other consumer M2M devices as well. The telecom industry is depending on multiple connections per user for growth. Business model innovation is required in order to make it attractive for consumers to have multiple devices with cellular connections.

Table of Contents

Table of Contents

List of Figures

Executive summary

1 Introduction to consumer electronics and wireless M2M

  • 1.1 The consumer electronics market
    • 1.1.1 Consumer electronics market trends
    • 1.1.2 Leading consumer electronics companies
    • 1.1.3 Regional markets
  • 1.2 Introduction to wireless M2M
    • 1.2.1 Value chain
    • 1.2.2 Device connectivity
    • 1.2.3 Cellular Wireless networks
    • 1.2.4 Bluetooth, Wi-Fi and NFC technologies
    • 1.2.5 Wireless M2M applications
    • 1.2.6 The wireless M2M communication provider market
    • 1.2.7 The wireless module and chipset market
  • 1.3 Wireless M2M and consumer electronics
    • 1.3.1 Mobile data device categories
    • 1.3.2 Consumer M2M devices
    • 1.3.3 Internet connectivity in consumer electronics

2 Media and entertainment

  • 2.1 E-readers
    • 2.1.1 The e-book market
    • 2.1.2 The e-reader market
    • 2.1.3 E-readers and cellular connectivity
    • 2.1.4 Business models for connected e-readers
  • 2.2 Portable media players
    • 2.2.1 The portable media player market
    • 2.2.2 PMPs and cellular connectivity
  • 2.3 Gaming Consoles
    • 2.3.1 The gaming console market
    • 2.3.2 Mobile gaming
    • 2.3.3 Gaming consoles and cellular connectivity

3 Imaging

  • 3.1 Digital cameras
    • 3.1.1 The digital still camera market
    • 3.1.2 The digital video camera market
    • 3.1.3 Digital cameras and cellular connectivity
  • 3.2 Digital photo frames
    • 3.2.1 The digital photo frame market
    • 3.2.2 Digital photo frames and cellular connectivity

4 Navigation, tracking and monitoring

  • 4.1 Personal navigation and traffic information devices
    • 4.1.1 The personal navigation device market
    • 4.1.2 Connected personal navigation devices
    • 4.1.3 Speed camera warning devices
  • 4.2 Personal tracking and monitoring devices
    • 4.2.1 Consumer oriented personal tracking devices
    • 4.2.2 Consumer health devices
    • 4.2.3 Sensor devices

5 Wearable technology

  • 5.1 Smart glasses
    • 5.1.1 The smart glasses market
    • 5.1.2 Smart glasses and wireless connectivity
  • 5.2 Smart watches
    • 5.2.1 The smart watch market
    • 5.2.2 Smart watches and wireless connectivity
  • 5.3 Wearable fitness and activity trackers
    • 5.3.1 The wearable fitness device market

6 Market forecasts and trends

  • 6.1 Global market outlook
  • 6.2 Market trends and drivers
    • 6.2.1 Devices
    • 6.2.2 Cellular networks, modules and chipsets
    • 6.2.3 Providing international coverage
    • 6.2.4 Business model innovation
  • 6.3 Market forecasts - Media and entertainment
    • 6.3.1 E-readers
    • 6.3.2 Portable media players
    • 6.3.3 Gaming consoles
  • 6.4 Market forecasts - Imaging
    • 6.4.1 Digital cameras
    • 6.4.2 Digital photo frames
  • 6.5 Market forecasts - Navigation, tracking and monitoring
    • 6.5.1 Personal navigation and traffic information devices
    • 6.5.2 Personal tracking and monitoring devices
  • 6.6 Market forecasts - Wearable technology
    • 6.6.1 Smart glasses
    • 6.6.2 Smart watches
    • 6.6.3 Fitness and activity trackers
  • 6.7 Regional market developments

7 Telecom industry and consumer electronics players

  • 7.1 Major consumer electronics vendors
    • 7.1.1 Samsung Electronics
    • 7.1.2 Sony
    • 7.1.3 Apple
  • 7.2 Media and entertainment device vendors
    • 7.2.1 Amazon
    • 7.2.2 Barnes & Noble
    • 7.2.3 Hanvon Technology
    • 7.2.4 Kobo
    • 7.2.5 Nintendo
    • 7.2.6 Microsoft
    • 7.2.7 Archos
  • 7.3 Imaging device vendors
    • 7.3.1 Canon
    • 7.3.2 Nikon
    • 7.3.3 Olympus
    • 7.3.4 Panasonic
    • 7.3.5 Fujifilm
    • 7.3.6 Woodman Labs (GoPro)
    • 7.3.7 Q Lifestyle
  • 7.4 Personal navigation, tracking and monitoring device vendors
    • 7.4.1 Garmin
    • 7.4.2 TomTom
    • 7.4.3 MiTAC
    • 7.4.4 Coyote Systems
    • 7.4.5 Road Angel
    • 7.4.6 Wikango
    • 7.4.7 Location Based Technologies
  • 7.5 Wearable technology vendors
    • 7.5.1 Google
    • 7.5.2 Recon Instruments
    • 7.5.3 Pebble Technology
    • 7.5.4 Fitbit
    • 7.5.5 Nike
  • 7.6 Mobile network operators
    • 7.6.1 China Mobile
    • 7.6.2 AT&T
    • 7.6.3 Vodafone
    • 7.6.4 Deutsche Telekom
    • 7.6.5 Telefónica
  • 7.7 Wireless M2M technology and service providers
    • 7.7.1 Sierra Wireless
    • 7.7.2 Huawei
    • 7.7.3 Qualcomm
    • 7.7.4 Ericsson
    • 7.7.5 Jasper Wireless

Glossary

List of Figures

  • Figure 1.1: Consumer electronics market value (World 2006-2012)
  • Figure 1.2: Consumer electronics revenue market share by segment (World 2006-2012)
  • Figure 1.3: Leading consumer electronics companies by revenue
  • Figure 1.4: Consumer electronics market share by region (World 2006-2011)
  • Figure 1.5: Wireless M2M device value chain overview
  • Figure 1.6: Core elements of wireless M2M solutions
  • Figure 1.7: Cost versus time diagram for wireless technology integration
  • Figure 1.8: Theoretical peak data rates by technology
  • Figure 1.9: Cellular and connectivity chipset revenues by vendor (World 2012)
  • Figure 1.10: Mobile data device categories
  • Figure 1.11: Examples of consumer M2M devices
  • Figure 1.12: Consumer electronics wireless data connection characteristics
  • Figure 2.1: 3G connected e-readers
  • Figure 2.2: E-book revenues as share of total book sales (US 2004-2012)
  • Figure 2.3: The book market value chain
  • Figure 2.4: E-reader shipments (World 2008-2012)
  • Figure 2.5: E-reader market shares (World 2012)
  • Figure 2.6: Prices of popular e-readers (May 2013)
  • Figure 2.7: E-readers with cellular connectivity (Q2-2013)
  • Figure 2.8: PMP shipments (World 2005-2012)
  • Figure 2.9: Apple and Sony PMP shipments (World 2008-2012)
  • Figure 2.10: Portable media players
  • Figure 2.11: Non-portable gaming consoles
  • Figure 2.12: Non portable gaming console shipments (World 2007-2012)
  • Figure 2.13: Handheld gaming console shipments (World 2007-2012)
  • Figure 2.14: Nintendo 3DS and Sony PlayStation Vita
  • Figure 2.15: Apple iPod Touch, Nvidia Shield and Archos GamePad
  • Figure 2.16: Mobile software revenue share (EA 2010-2013)
  • Figure 3.1: Digital camera shipments (World 2005-2012)
  • Figure 3.2: Digital still camera shipments by region (World 2005-2012)
  • Figure 3.3: Digital still camera vendor market shares (World 2012)
  • Figure 3.4: Digital video camera shipments (World 2005-2012)
  • Figure 3.5: Cellular connected cameras
  • Figure 3.6: Digital camera shipments by segment (World 2005-2012)
  • Figure 3.7: Digital photo frame shipments (World 2005-2012)
  • Figure 3.8: 3G connected digital photo frames
  • Figure 3.9: Examples of cellular connected photo frames
  • Figure 4.1: Evolution of portable navigation solutions
  • Figure 4.2: Global annual PND shipments and revenues (2005-2012)
  • Figure 4.3: PND vendor market shares (World 2006-2012)
  • Figure 4.4: Garmin and TomTom PNDs
  • Figure 4.5: Connected speed camera warning devices (Q1-2013)
  • Figure 4.6: Connected personal tracking devices
  • Figure 4.7: Connected personal trackers and monitors
  • Figure 4.8: Examples of mHealth devices featuring cellular connectivity
  • Figure 4.9: Examples of wireless sensor devices
  • Figure 5.1: Smart glasses and wearable head mounted displays
  • Figure 5.2: Smart glasses form factors
  • Figure 5.3: GEAK Watch, Pebble and Sony Smartwatch 2
  • Figure 5.4: Examples of smartphone compatible watches
  • Figure 5.5: Wearable fitness device form factors
  • Figure 5.6: Examples of wireless wearable fitness devices
  • Figure 6.1: Consumer M2M device shipments by segment (World 2011-2017)
  • Figure 6.2: Consumer M2M network connections by segment (World 2011-2017)
  • Figure 6.3: Hardware and content sales symbiosis for media and entertainment devices
  • Figure 6.4: E-reader shipments and cellular connectivity (World 2011-2017)
  • Figure 6.5: PMP shipments and cellular connectivity (World 2011-2017)
  • Figure 6.6: Handheld gaming console shipments (World 2011-2017)
  • Figure 6.7: Non portable gaming console shipments (World 2011-2017)
  • Figure 6.8: Digital camera shipments and cellular connectivity (World 2011-2017)
  • Figure 6.9: Digital photo frame shipments and cellular connectivity (World 2011-2017)
  • Figure 6.10: PND and traffic information device shipments (World 2011-2017)
  • Figure 6.11: Connected tracking and monitoring device shipments (World 2011-2017)
  • Figure 6.12: Wearable technology device shipments (World 2011-2017)
  • Figure 6.13: Smart glasses shipments and cellular attach rate (World 2011-2017)
  • Figure 6.14: Smart watch shipments and cellular attach rate (World 2011-2017)
  • Figure 6.15: Wearable fitness and activity tracker shipments (World 2011-2017)
  • Figure 6.16: Connected consumer device shipments by region (World 2011-2017)
  • Figure 7.1 Amazon e-ink Kindle shipments (World 2008-2012)
Show More
Pricing