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Global Interactive Projector Market Report 2020: Industry Trends, Share, Size, Growth, Opportunity and Forecasts, 2014-2019 & 2020-2025 - ResearchAndMarkets.com

DUBLIN--(BUSINESS WIRE)--The "Interactive Projector Market: Global Industry Trends, Share, Size, Growth, Opportunity and Forecast 2020-2025" report has been added to ResearchAndMarkets.com's offering.

The global Interactive Projector market grew at a CAGR of around 16% during 2014-2019.

An interactive projector refers to an advanced image output device that can make surfaces, such as whiteboards, projector screens or walls, interactable. It enables the user to control the projection activities through a pen, mechanical stylus or a finger and is operated through a camera to track the movements.

The projectors are commonly used in educational institutes and collaborative organizational settings for improving real-time understanding of the participants and enabling the presenter to actively participate with the projected images. They also offer various advantages, such as convenient multi-touch collaboration, multi-user compatibility and computer-independent interactivity.

Significant growth in the education sector, along with the rising demand for efficient e-learning and presentation solutions, is one of the key factors driving the growth of the market.

Furthermore, increasing utilization of interactive projectors across the corporate and healthcare sectors for conducting presentations and communicating information to the patients, are favoring the market growth. Moreover, game developers are using these projectors to offer an immersive gaming experience to the consumer. Interactive projectors enable the gamer to customize the gaming area and interact with the walls, floors and tables for elaborate gameplay.

Additionally, various technological advancements, such as product integration with cloud computing, the internet of things (IoT) and artificial intelligence (AI), are contributing to the market growth. Other factors, including improvements in sensor technologies and the implementation of favorable policies to promote digital learning solutions, along with increasing automation and digitization across the education sector, are expected to drive the market further.

Looking forward, the publisher expects the global interactive projector market to continue its double-digit growth during the next five years.

Key Questions Answered in This Report:

  • How has the global interactive projector market performed so far and how will it perform in the coming years?
  • What are the key regional markets?
  • What has been the impact of COVID-19 on the global interactive projector market?
  • What is the breakup of the market based on the technology?
  • What is the breakup of the market based on the projection distance?
  • What is the breakup of the market based on the dimension?
  • What is the breakup of the market based on the resolution?
  • What is the breakup of the market based on the application?
  • What are the various stages in the value chain of the industry?
  • What are the key driving factors and challenges in the industry?
  • What is the structure of the global interactive projector market and who are the key players?
  • What is the degree of competition in the industry?

Key Topics Covered:

1 Preface

2 Scope and Methodology

3 Executive Summary

4 Introduction

4.1 Overview

4.2 Key Industry Trends

5 Global Interactive Projector Market

5.1 Market Overview

5.2 Market Performance

5.3 Impact of COVID-19

5.4 Market Forecast

6 Market Breakup by Technology

6.1 DLP

6.1.1 Market Trends

6.1.2 Market Forecast

6.2 LCD

6.3 LCoS

7 Market Breakup by Projection Distance

7.1 Standard Throw

7.1.1 Market Trends

7.1.2 Market Forecast

7.2 Short Throw

7.3 Ultra-Short Throw

8 Market Breakup by Dimension

8.1 2D Interactive Projectors

8.1.1 Market Trends

8.1.2 Market Forecast

8.2 3D Interactive Projectors

9 Market Breakup by Resolution

9.1 XGA (Extended Graphis Display)

9.1.1 Market Trends

9.1.2 Market Forecast

9.2 WXGA (Wide- XGA)

9.3 WUXGA (Wide- Ultra XGA)

9.4 HD (High Definition)

10 Market Breakup by Application

10.1 Education

10.1.1 Market Trends

10.1.2 Market Forecast

10.2 Business

10.3 Healthcare

10.4 Others

11 Market Breakup by Region

12 SWOT Analysis

12.1 Overview

12.2 Strengths

12.3 Weaknesses

12.4 Opportunities

12.5 Threats

13 Value Chain Analysis

14 Porters Five Forces Analysis

14.1 Overview

14.2 Bargaining Power of Buyers

14.3 Bargaining Power of Suppliers

14.4 Degree of Competition

14.5 Threat of New Entrants

14.6 Threat of Substitutes

15 Price Indicators

16 Competitive Landscape

16.1 Market Structure

16.2 Key Players

16.3 Profiles of Key Players

  • BenQ Corporation (Qisda Corporation)
  • Boxlight
  • Casio Computer Co. Ltd.
  • Dell Technologies Inc.
  • Delta Electronics Inc.
  • Hitachi Digital Media Group
  • NEC Display Solutions Ltd. (NEC Corporation)
  • Optoma Technology Inc. (Coretronic Corporation)
  • Panasonic Corp.
  • Seiko Epson Corp.
  • Touchjet Inc.

For more information about this report visit https://www.researchandmarkets.com/r/23st7r

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press@researchandmarkets.com

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Research and Markets


Release Versions

Contacts

ResearchAndMarkets.com
Laura Wood, Senior Press Manager
press@researchandmarkets.com

For E.S.T Office Hours Call 1-917-300-0470
For U.S./CAN Toll Free Call 1-800-526-8630
For GMT Office Hours Call +353-1-416-8900

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