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Global Interactive Projector Market to reach USD 11.75 billion by the end of 2030

Global Interactive Projector Market Size study & Forecast, by Technology (Digital Light Processing (DLP), 3LCD, Liquid-Crystal-on-Silicon (LCoS)) By Projection Distance (Standard Throw, Short Throw, Ultra-Short Throw) By Application (Education, Business, Healthcare, Others) and Regional Analysis, 2023-2030

Product Code: ECE-52170013
Publish Date: 29-02-2024
Page: 200

Global Interactive Projector Market is valued approximately at USD 2.49 billion in 2022 and is anticipated to grow with a healthy growth rate of more than 21.4% over the forecast period 2023-2030. Interactive Projector is a type of projector that enables users to interact with the projected content using various input methods, such as touch, gestures, or a stylus. These projectors are designed to transform any surface, typically a whiteboard or projection screen, into an interactive and dynamic workspace. The Interactive Projector market is expanding because of factors such as increasing number of universities and rising number of small and medium sized enterprises. As a result, the demand of Interactive Projector has progressively increased in the international market during the forecast period 2023-2030.

Universities often strive to enhance their teaching methodologies and adopt modern educational technologies. Interactive projectors provide an interactive and engaging learning environment, allowing professors and students to interact with digital content in real-time. As universities embrace technology-enhanced education, the demand for interactive projectors rises. According to Statista, in 2023, Globally, India has the greatest number of universities. There were approximately 5,350 universities in India. Indonesia had the second-highest number of universities 3,300, followed by the United States with 3,200 universities. Another important factor driving the Interactive Projector market is increasing number of small and medium sized enterprises. Interactive projectors provide adaptability across a spectrum of business functions, addressing the diverse requirements of Small and Medium Enterprises (SMEs) across different departments. SMEs stand to gain substantial advantages from incorporating interactive projectors into their operations, including enhanced capabilities for sales presentations, training initiatives, client engagements, and internal communication. The widespread integration of interactive projectors within SMEs can be attributed to the inherent versatility they offer, meeting the multifaceted demands of various business facets. In addition, as per Statista, in 2021, globally, there were approximately 332.99 million small and medium-sized enterprises. Moreover, rising technological advancements in projection technology and supportive government funding for the educational sector is anticipated to create a lucrative growth opportunity for the market growth over the forecast period. However, high cost associated with interactive projectors and technical complexities is going to impede overall market growth throughout the forecast period of 2023-2030.

The key regions considered for the Global Interactive Projector Market study includes Asia Pacific, North America, Europe, Latin America, and Middle East & Africa. North America dominated the market in 2022 with largest market share owing to the rapid growth of cloud-based streaming services in the region. Cloud-based platforms facilitate real-time collaboration, where users from different locations can simultaneously interact with the same content. Interactive projectors leverage this feature to enable remote participants to engage in collaborative activities, enhancing communication and productivity during presentations, meetings, or educational sessions. The region’s dominant performance is anticipated to propel the overall demand of Interactive Projector. Furthermore, Asia Pacific is expected to grow with the fastest CAGR during the forecast period, owing to factors such as widespread digitalization in the region. Digitalization involves the transition from traditional to digital formats in various sectors such as education, business, and entertainment. Interactive projectors seamlessly integrate with digital content, allowing users to interact with presentations, applications, and collaborative tools in a dynamic and engaging manner

Major market player included in this report are:
BenQ Corporation
Casio Computer Co., Ltd
Dell Inc.
Delta Electronics, Inc.
Hitachi Digital Media Group
Boxlight Corporation
NEC Display Solutions, Ltd
Optoma Corporation
Panasonic Corporation
Seiko Epson Corporation
Recent Developments in the Market:
Ø In July 2023, BenQ, has unveiled its latest addition to the home cinema lineup called the W4000i 4K HDR 4LED home theatre projector. This cutting-edge projector has been precisely created to cater to a wide range of in-home applications, revolutionising the way people enjoy entertainment in the comfort of their own homes. The W4000i 4LED 4K movie projector exemplifies BenQ’s constant commitment to innovation and superior quality. It is equipped with BenQ’s proprietary 100% DCI-P3 Cinematic Color and HDR-PRO technologies, which are known for delivering authentic 4K image quality complemented by precise HDR colour representation, resulting in a visual spectacle characterised by strikingly sharp, intricate visuals and true-to-life, vivid colours a feature that is poised to elevate the overall viewing experience.

Global Interactive Projector Market Report Scope:
ü Historical Data – 2020 – 2021
ü Base Year for Estimation – 2022
ü Forecast period – 2023-2030
ü Report Coverage – Revenue forecast, Company Ranking, Competitive Landscape, Growth factors, and Trends
ü Segments Covered – Technology, Projection Distance, Application, Region
ü Regional Scope – North America; Europe; Asia Pacific; Latin America; Middle East & Africa
ü Customization Scope – Free report customization (equivalent up to 8 analyst’s working hours) with purchase. Addition or alteration to country, regional & segment scope*

The objective of the study is to define market sizes of different segments & countries in recent years and to forecast the values to the coming years. The report is designed to incorporate both qualitative and quantitative aspects of the industry within countries involved in the study.

The report also caters detailed information about the crucial aspects such as driving factors & challenges which will define the future growth of the market. Additionally, it also incorporates potential opportunities in micro markets for stakeholders to invest along with the detailed analysis of competitive landscape and product offerings of key players. The detailed segments and sub-segment of the market are explained below:

By Technology
Digital Light Processing (DLP)
Liquid-Crystal-on-Silicon (LCoS)

By Projection Distance
Standard throw
Short throw
Ultra-short throw

By Application

By Region:

North America


Asia Pacific
South Korea

Latin America

Middle East & Africa
Saudi Arabia
South Africa
Rest of Middle East & Africa

Chapter 1. Executive Summary
1.1. Market Snapshot
1.2. Global & Segmental Market Estimates & Forecasts, 2020-2030 (USD Billion)
1.2.1. Interactive Projector Market, by region, 2020-2030 (USD Billion)
1.2.2. Interactive Projector Market, by Technology, 2020-2030 (USD Billion)
1.2.3. Interactive Projector Market, by Projection Distance, 2020-2030 (USD Billion)
1.2.4. Interactive Projector Market, by Application, 2020-2030 (USD Billion)
1.3. Key Trends
1.4. Estimation Methodology
1.5. Research Assumption
Chapter 2. Global Interactive Projector Market Definition and Scope
2.1. Objective of the Study
2.2. Market Definition & Scope
2.2.1. Industry Evolution
2.2.2. Scope of the Study
2.3. Years Considered for the Study
2.4. Currency Conversion Rates
Chapter 3. Global Interactive Projector Market Dynamics
3.1. Interactive Projector Market Impact Analysis (2020-2030)
3.1.1. Market Drivers Increasing number of universities Rising number of small and medium sized enterprises
3.1.2. Market Challenges High cost associated to Interactive Projectors Technical complexities
3.1.3. Market Opportunities Rising technological advancements in projection technology Supportive government funding for the educational sector
Chapter 4. Global Interactive Projector Market: Industry Analysis
4.1. Porter’s 5 Force Model
4.1.1. Bargaining Power of Suppliers
4.1.2. Bargaining Power of Buyers
4.1.3. Threat of New Entrants
4.1.4. Threat of Substitutes
4.1.5. Competitive Rivalry
4.2. Porter’s 5 Force Impact Analysis
4.3. PEST Analysis
4.3.1. Political
4.3.2. Economic
4.3.3. Social
4.3.4. Technological
4.3.5. Environmental
4.3.6. Legal
4.4. Top investment opportunity
4.5. Top winning strategies
4.6. COVID-19 Impact Analysis
4.7. Disruptive Trends
4.8. Industry Expert Perspective
4.9. Analyst Recommendation & Conclusion
Chapter 5. Global Interactive Projector Market, by Technology
5.1. Market Snapshot
5.2. Global Interactive Projector Market by Technology, Performance – Potential Analysis
5.3. Global Interactive Projector Market Estimates & Forecasts by Technology 2020-2030 (USD Billion)
5.4. Interactive Projector Market, Sub Segment Analysis
5.4.1. Digital Light Processing (DLP)
5.4.2. 3LCD
5.4.3. Liquid-Crystal-on-Silicon (LCoS)
Chapter 6. Global Interactive Projector Market, by Projection Distance
6.1. Market Snapshot
6.2. Global Interactive Projector Market by Projection Distance, Performance – Potential Analysis
6.3. Global Interactive Projector Market Estimates & Forecasts by Projection Distance 2020-2030 (USD Billion)
6.4. Interactive Projector Market, Sub Segment Analysis
6.4.1. Standard throw
6.4.2. Short throw
6.4.3. Ultra-short throw
Chapter 7. Global Interactive Projector Market, by Application
7.1. Market Snapshot
7.2. Global Interactive Projector Market by Application, Performance – Potential Analysis
7.3. Global Interactive Projector Market Estimates & Forecasts by Application 2020-2030 (USD Billion)
7.4. Interactive Projector Market, Sub Segment Analysis
7.4.1. Education
7.4.2. Business
7.4.3. Healthcare
7.4.4. Others
Chapter 8. Global Interactive Projector Market, Regional Analysis
8.1. Top Leading Countries
8.2. Top Emerging Countries
8.3. Interactive Projector Market, Regional Market Snapshot
8.4. North America Interactive Projector Market
8.4.1. U.S. Interactive Projector Market Technology breakdown estimates & forecasts, 2020-2030 Projection Distance breakdown estimates & forecasts, 2020-2030 Application breakdown estimates & forecasts, 2020-2030
8.4.2. Canada Interactive Projector Market
8.5. Europe Interactive Projector Market Snapshot
8.5.1. U.K. Interactive Projector Market
8.5.2. Germany Interactive Projector Market
8.5.3. France Interactive Projector Market
8.5.4. Spain Interactive Projector Market
8.5.5. Italy Interactive Projector Market
8.5.6. Rest of Europe Interactive Projector Market
8.6. Asia-Pacific Interactive Projector Market Snapshot
8.6.1. China Interactive Projector Market
8.6.2. India Interactive Projector Market
8.6.3. Japan Interactive Projector Market
8.6.4. Australia Interactive Projector Market
8.6.5. South Korea Interactive Projector Market
8.6.6. Rest of Asia Pacific Interactive Projector Market
8.7. Latin America Interactive Projector Market Snapshot
8.7.1. Brazil Interactive Projector Market
8.7.2. Mexico Interactive Projector Market
8.8. Middle East & Africa Interactive Projector Market
8.8.1. Saudi Arabia Interactive Projector Market
8.8.2. South Africa Interactive Projector Market
8.8.3. Rest of Middle East & Africa Interactive Projector Market

Chapter 9. Competitive Intelligence
9.1. Key Company SWOT Analysis
9.1.1. Company 1
9.1.2. Company 2
9.1.3. Company 3
9.2. Top Market Strategies
9.3. Company Profiles
9.3.1. BenQ Corporation Key Information Overview Financial (Subject to Data Availability) Product Summary Recent Developments
9.3.2. Casio Computer Co., LTD
9.3.3. Dell Inc.
9.3.4. Delta Electronics, Inc.
9.3.5. Hitachi Digital Media Group
9.3.6. Boxlight Corporation
9.3.7. NEC Display Solutions, Ltd
9.3.8. Optoma Corporation
9.3.9. Panasonic Corporation
9.3.10. Seiko Epson Corporation
Chapter 10. Research Process
10.1. Research Process
10.1.1. Data Mining
10.1.2. Analysis
10.1.3. Market Estimation
10.1.4. Validation
10.1.5. Publishing
10.2. Research Attributes
10.3. Research Assumption

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