Research and Markets has announced the addition of the "Video Game Consoles as Entertainment Hubs" report to its offerings.
In a release, Research and Markets noted that report highlights include:
Video game console systems are increasingly being used to provide online movies, music and other entertainment services.
Video Game Consoles as Entertainment Hubs is part of the connected living room series that looks at how consumers are connecting their television sets to the Internet. The emphasis of this report is on video game consoles and the efforts of Microsoft, Sony, and Nintendo to position themselves as entertainment hubs in the digital living room of today and the future.
Over 400 million households worldwide to have some form of Smart TV by 2016
The next few years will see a major effort among companies to control entertainment services delivered to television sets. This battle for the living room is the subject of a series of new research reports from DFC Intelligence. These reports cover the efforts of content owners, video aggregators, and CE manufacturers to develop an alternative market for distribution of TV shows and movies.
While PCs, tablets, and smartphones routinely offer online access, the TV, the most important entertainment device in the home, until recently has not been connected to the Internet, said Michael Goodman, lead analyst of the research. Going forward, however, a variety of devices such as video game consoles, media players, and Blu-ray players enable the TV to connect to the Internet. In addition, a growing number of connected or smart TVs can connect to the Internet out of the box.
DFC Intelligence forecasts that the number of devices that connect television sets to the Internet will explode to over 1.5 billion worldwide by 2016, a nearly five-fold increase from where it is today. In North America alone it is forecasted that by 2016 81 million households will have a connected TV, up from 24 million at the start of 2012.
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