Over 400 million households worldwide to have some form of Smart TV by 2016
April 17, 2012
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.â€
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. InÂ
A major issue in the connected living room space is which companies will control the hardware devices and more importantly the operating systems that provide interactive services via the television. “In the mobile space we see Apple and Google dominate the delivery of services,” said Michael Goodman. “In comparison, competition in the television market is wide open but companies like Sony and Microsoft are off to a strong start with their built in video game console installed bases and well developed platforms for content delivery.”
In the, Video Game Consoles as Entertainment Hubs Report, DFC Intelligence looks at the potential for systems like the Microsoft Xbox 360, the PlayStation 3, the Nintendo Wii and future game systems to act as the primary device to deliver not just games but music, movies and other entertainment services to the living room. “A service like Xbox LIVE now sees more than 50% of its online usage in non-game related activities such as watching movies from Netflix,” said David Cole.  “Especially in North America and
This new DFC research service launches with a series of reports including The Connected Home: The Battle for Dominance in the Digital Living Room, Â Cord Cutting in the Digital Living Room: Fact or Fiction? Video Game Consoles as Entertainment Hubs and a complete Excel spreadsheet with global forecasts for in-home connected devices broken down by region and device.
To sign-up for a free sample of DFC Intelligence research go to the following form.




