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PUBLISHER: Global Market Insights Inc. | PRODUCT CODE: 1460113

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PUBLISHER: Global Market Insights Inc. | PRODUCT CODE: 1460113

Interactive Projector Market - By Technology (Digital Light Processing (DLP), Liquid Crystal Display (LCD), Liquid Crystal on Silicon (LCoS)), By Projection Distance, By Dimension, By Resolution, By End Use & Forecast, 2024 - 2032

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Interactive Projector Market size is projected to expand at over 20% CAGR from 2024 to 2032. The growing adoption of interactive projectors in educational institutions due to the increasing popularity of interactive learning methods is enhancing student engagement and collaboration. The rising trend of interactive presentations and meetings in corporate sectors is also driving the demand for various projectors.

Innovative technological developments like touch-enabled features and wireless connectivity are increasing the functionality and versatility of interactive projectors. For instance, in May 2023, ViewSonic, an electronics company, introduced the LS921WU laser short throw projector, featuring 6,000 ANSI Lumens for high brightness, ideal for large, well-lit spaces. Lately, there has been an increasing need for interactive solutions in entertainment venues, advertising, and gaming sectors. The availability of cost-effective and portable interactive projector options will further expand the market penetration particularly in emerging economies.

The interactive projector industry is bifurcated into technology, projection distance, dimension, resolution, end-use, and region.

In terms of end-use, the market value from the healthcare end-use segment is estimated to register over 23% CAGR from 2024 to 2032, due to the rising need for interactive training and education in medical institutions. Interactive projectors facilitate enhanced patient education and communication in healthcare settings. The integration of interactive technology for medical imaging and presentations will also accelerate the product penetration in the healthcare sector.

Based on technology, the liquid crystal display (LCD) segment is projected to account for sizeable revenue share of the interactive projector market, while depicting over 20% CAGR from 2024 to 2032. Rising advancements in LCD technology are leading to improved image quality and resolution for enhancing the user experience. The affordability of LCD-based interactive projectors also makes them accessible to a wider range of consumers. The versatility of LCD technology also allows for the integration of interactive features, subsequently driving adoption across various end-use applications.

Regionally, the Asia Pacific interactive projector market will expand at over 23% CAGR between 2024 and 2032. The rapid urbanization and infrastructure development in emerging economies is boosting the demand for interactive solutions in education, corporate, and entertainment sectors. The influx of government initiatives is promoting digitalization and technology integration in schools and businesses. Increasing investments in R&D by key markets will also fuel the regional market expansion.

Product Code: 8079

Table of Contents

Chapter 1 Methodology & Scope

  • 1.1 Market scope & definition
  • 1.2 Base estimates & calculations
  • 1.3 Forecast calculation.
  • 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 Interactive Projector Industry 360 degree synopsis, 2018 - 2032
  • 2.2 Business trends
    • 2.2.1 Total Addressable Market (TAM), 2024-2032

Chapter 3 Industry Insights

  • 3.1 Industry ecosystem analysis
  • 3.2 Vendor matrix
  • 3.3 Profit margin analysis
  • 3.4 Technology & innovation landscape
  • 3.5 Patent analysis
  • 3.6 Key news and initiatives
  • 3.7 Regulatory landscape
  • 3.8 Impact forces
    • 3.8.1 Growth drivers
      • 3.8.1.1 Rising trend of interactive whiteboards
      • 3.8.1.2 Global transition to hybrid work environments
      • 3.8.1.3 Government commitment to education technology
      • 3.8.1.4 Rising popularity of gamification and interactive learning
      • 3.8.1.5 Advancements in touch and pen technology
    • 3.8.2 Industry pitfalls & challenges
      • 3.8.2.1 Constraints on display dimensions and clarity
      • 3.8.2.2 Dependency on ambient light conditions
  • 3.9 Growth potential analysis
  • 3.10 Porter's analysis
    • 3.10.1 Supplier power
    • 3.10.2 Buyer power
    • 3.10.3 Threat of new entrants
    • 3.10.4 Threat of substitutes
    • 3.10.5 Industry rivalry
  • 3.11 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 Million and Units)

  • 5.1 Key trends
  • 5.2 Digital Light Processing (DLP)
  • 5.3 Liquid Crystal Display (LCD)
  • 5.4 Liquid Crystal on Silicon (LCoS)

Chapter 6 Market Estimates & Forecast, By Projection Distance, 2018 - 2032 (USD Million and Units)

  • 6.1 Key trends
  • 6.2 Ultra-short throw
  • 6.3 Short throw
  • 6.4 Standard throw

Chapter 7 Market Estimates & Forecast, By Dimension, 2018 - 2032 (USD Million and Units)

  • 7.1 Key trends
  • 7.2. 2D
  • 7.3. 3D

Chapter 8 Market Estimates & Forecast, By Resolution, 2018 - 2032 (USD Million and Units)

  • 8.1 Key trends
  • 8.2 XGA
  • 8.3 WXGA
  • 8.4 WUXGA
  • 8.5 HD

Chapter 9 Market Estimates & Forecast, By End Use, 2018 - 2032 (USD Million and Units)

  • 9.1 Key trends
  • 9.2 Education
  • 9.3 Corporate
  • 9.4 Healthcare
  • 9.5 Others

Chapter 10 Market Estimates & Forecast, By Region, 2018 - 2032 (USD Million and Units)

  • 10.1 Key trends
  • 10.2 North America
    • 10.2.1 U.S.
    • 10.2.2 Canada
  • 10.3 Europe
    • 10.3.1 UK
    • 10.3.2 Germany
    • 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 ANZ
    • 10.4.6 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 South Africa
    • 10.6.3 Saudi Arabia
    • 10.6.4 Rest of MEA

Chapter 11 Company Profiles

  • 11.1 BenQ Corporation
  • 11.2 CASIO COMPUTER CO., LTD
  • 11.3 Dell Inc.
  • 11.4 Delta Electronics, Inc.
  • 11.5 Hitachi Digital Media Group
  • 11.6 Mimio Boxlight
  • 11.7 NEC Display Solutions, Ltd
  • 11.8 Optoma Technology Inc.
  • 11.9 Panasonic Holdings Corporation
  • 11.10 Seiko Epson Corporation
  • 11.11 Sony Corporation
  • 11.12 Touchjet, Inc.
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Jeroen Van Heghe

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+32-2-535-7543

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Christine Sirois

Manager - Americas

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