

The global In-flight Entertainment (IFE) market size was US$ 7905 million in 2024 and is forecast to a readjusted size of US$ 18950 million by 2031 with a CAGR of 13.5% during the forecast period 2025-2031.
In-flight entertainment (IFE) refers to the entertainment available to aircraft passengers during a flight. Design issues for IFE include system safety, cost efficiency, software reliability, hardware maintenance, and user compatibility.
Leading manufacturers in the industry are Gogo LLC, Global Eagle Entertainment, Inc. and Thales Group, with revenue of 14.78%, 12.97% and 11.32% respectively. By region, North America has the highest share of income, at 29.92 percent.
The global In-flight Entertainment (IFE) market is strategically segmented by company, region (country), by Type, and by Application. This report empowers stakeholders to capitalize on emerging opportunities, optimize product strategies, and outperform competitors through data-driven insights on revenue and forecasts across regions, by Type, and by Application for 2020-2031.
Market Segmentation
By Company:
Gogo LLC
Global Eagle Entertainment, Inc.
Thales Group
Zodiac Aerospace
Honeywell International
Panasonic Avionics Corporation
Viasat Inc.
Rockwell Collins
Lufthansa Systems GmbH & Co. Kg
SITAONAIR
By Type: (Dominant Segment vs High-Margin Innovation)
IFE Hardware
IFE Connectivity and Communication
IFE Content
By Application: (Core Demand Driver vs Emerging Opportunity)
Narrow Body Aircraft
Wide Body Aircraft
Others
By Region
Macro-Regional Analysis: Market Size & Growth Forecasts
- North America
- Europe
- Asia-Pacific
- South America
- Middle East & Africa
Micro-Local Market Deep Dive: Strategic Insights
- Competitive Landscape: Player dominance vs. disruptors (e.g., Gogo LLC in Europe)
- Emerging Product Trends: IFE Hardware adoption vs. IFE Connectivity and Communication premiumization
- Demand-Side Dynamics: Narrow Body Aircraft growth in China vs. Wide Body Aircraft potential in United States
- Localized Consumer Needs: Regulatory hurdles in EU vs. price sensitivity in India
Focus Markets:
United States
Europe
Japan
Chapter Outline
Chapter 1: Report scope, executive summary, and market evolution scenarios (short/mid/long term).
Chapter 2: Quantitative analysis of In-flight Entertainment (IFE) market size and growth potential at global, regional, and country levels.
Chapter 3: Competitive benchmarking of manufacturers (revenue, market share, M&A, R&D focus).
Chapter 4: Type-based segmentation analysis – Uncovering blue ocean markets (e.g., IFE Connectivity and Communication in China).
Chapter 5: Application-based segmentation analysis – High-growth downstream opportunities (e.g., Wide Body Aircraft in India).
Chapter 6: Regional revenue breakdown by company, type, application and customer.
Chapter 7: Key manufacturer profiles – Financials, product portfolios, and strategic developments.
Chapter 8: Market dynamics – Drivers, restraints, regulatory impacts, and risk mitigation strategies.
Chapter 9: Actionable conclusions and strategic recommendations.
Why This Report?
Unlike generic global market reports, this study combines macro-level industry trends with hyper-local operational intelligence, empowering data-driven decisions across the In-flight Entertainment (IFE) value chain, addressing:
- Market entry risks/opportunities by region
- Product mix optimization based on local practices
- Competitor tactics in fragmented vs. consolidated markets
Please Note - This is an on demand report and will be delivered in 2 business days (48 hours) post payment.
1 Report Overview
1.1 Study Scope
1.2 Market by Type
1.2.1 Global Market Size Growth by Type: 2020 VS 2024 VS 2031
1.2.2 IFE Hardware
1.2.3 IFE Connectivity and Communication
1.2.4 IFE Content
1.3 Market by Application
1.3.1 Global Market Share by Application: 2020 VS 2024 VS 2031
1.3.2 Narrow Body Aircraft
1.3.3 Wide Body Aircraft
1.3.4 Others
1.4 Assumptions and Limitations
1.5 Study Objectives
1.6 Years Considered
2 Global Growth Trends
2.1 Global In-flight Entertainment (IFE) Market Perspective (2020-2031)
2.2 Global Market Size by Region: 2020 VS 2024 VS 2031
2.3 Global In-flight Entertainment (IFE) Revenue Market Share by Region (2020-2025)
2.4 Global In-flight Entertainment (IFE) Revenue Forecast by Region (2026-2031)
2.5 Major Region and Emerging Market Analysis
2.5.1 United States In-flight Entertainment (IFE) Market Size and Prospective (2020-2031)
2.5.2 Europe In-flight Entertainment (IFE) Market Size and Prospective (2020-2031)
2.5.3 Japan In-flight Entertainment (IFE) Market Size and Prospective (2020-2031)
3 Breakdown Data by Type
3.1 Global In-flight Entertainment (IFE) Historic Market Size by Type (2020-2025)
3.2 Global In-flight Entertainment (IFE) Forecasted Market Size by Type (2026-2031)
3.3 Different Types In-flight Entertainment (IFE) Representative Players
4 Breakdown Data by Application
4.1 Global In-flight Entertainment (IFE) Historic Market Size by Application (2020-2025)
4.2 Global In-flight Entertainment (IFE) Forecasted Market Size by Application (2026-2031)
4.3 New Sources of Growth in In-flight Entertainment (IFE) Application
5 Competition Landscape by Players
5.1 Global Top Players by Revenue
5.1.1 Global Top In-flight Entertainment (IFE) Players by Revenue (2020-2025)
5.1.2 Global In-flight Entertainment (IFE) Revenue Market Share by Players (2020-2025)
5.2 Global Market Share by Company Type (Tier 1, Tier 2, and Tier 3)
5.3 Players Covered: Ranking by In-flight Entertainment (IFE) Revenue
5.4 Global In-flight Entertainment (IFE) Market Concentration Analysis
5.4.1 Global In-flight Entertainment (IFE) Market Concentration Ratio (CR5 and HHI)
5.4.2 Global Top 10 and Top 5 Companies by In-flight Entertainment (IFE) Revenue in 2024
5.5 Global Key Players of In-flight Entertainment (IFE) Head office and Area Served
5.6 Global Key Players of In-flight Entertainment (IFE), Product and Application
5.7 Global Key Players of In-flight Entertainment (IFE), Date of Enter into This Industry
5.8 Mergers & Acquisitions, Expansion Plans
6 Region Analysis
6.1 United States Market: Players, Segments and Downstream
6.1.1 United States In-flight Entertainment (IFE) Revenue by Company (2020-2025)
6.1.2 United States Market Size by Type
6.1.2.1 United States In-flight Entertainment (IFE) Market Size by Type (2020-2025)
6.1.2.2 United States In-flight Entertainment (IFE) Market Share by Type (2020-2025)
6.1.3 United States Market Size by Application
6.1.3.1 United States In-flight Entertainment (IFE) Market Size by Application (2020-2025)
6.1.3.2 United States In-flight Entertainment (IFE) Market Share by Application (2020-2025)
6.1.4 United States Market Trend and Opportunities
6.2 Europe Market: Players, Segments and Downstream
6.2.1 Europe In-flight Entertainment (IFE) Revenue by Company (2020-2025)
6.2.2 Europe Market Size by Type
6.2.2.1 Europe In-flight Entertainment (IFE) Market Size by Type (2020-2025)
6.2.2.2 Europe In-flight Entertainment (IFE) Market Share by Type (2020-2025)
6.2.3 Europe Market Size by Application
6.2.3.1 Europe In-flight Entertainment (IFE) Market Size by Application (2020-2025)
6.2.3.2 Europe In-flight Entertainment (IFE) Market Share by Application (2020-2025)
6.2.4 Europe Market Trend and Opportunities
6.3 Japan Market: Players, Segments and Downstream
6.3.1 Japan In-flight Entertainment (IFE) Revenue by Company (2020-2025)
6.3.2 Japan Market Size by Type
6.3.2.1 Japan In-flight Entertainment (IFE) Market Size by Type (2020-2025)
6.3.2.2 Japan In-flight Entertainment (IFE) Market Share by Type (2020-2025)
6.3.3 Japan Market Size by Application
6.3.3.1 Japan In-flight Entertainment (IFE) Market Size by Application (2020-2025)
6.3.3.2 Japan In-flight Entertainment (IFE) Market Share by Application (2020-2025)
6.3.4 Japan Market Trend and Opportunities
7 Key Players Profiles
7.1 Gogo LLC
7.1.1 Gogo LLC Company Details
7.1.2 Gogo LLC Business Overview
7.1.3 Gogo LLC In-flight Entertainment (IFE) Introduction
7.1.4 Gogo LLC Revenue in In-flight Entertainment (IFE) Business (2020-2025)
7.1.5 Gogo LLC Recent Development
7.2 Global Eagle Entertainment, Inc.
7.2.1 Global Eagle Entertainment, Inc. Company Details
7.2.2 Global Eagle Entertainment, Inc. Business Overview
7.2.3 Global Eagle Entertainment, Inc. In-flight Entertainment (IFE) Introduction
7.2.4 Global Eagle Entertainment, Inc. Revenue in In-flight Entertainment (IFE) Business (2020-2025)
7.2.5 Global Eagle Entertainment, Inc. Recent Development
7.3 Thales Group
7.3.1 Thales Group Company Details
7.3.2 Thales Group Business Overview
7.3.3 Thales Group In-flight Entertainment (IFE) Introduction
7.3.4 Thales Group Revenue in In-flight Entertainment (IFE) Business (2020-2025)
7.3.5 Thales Group Recent Development
7.4 Zodiac Aerospace
7.4.1 Zodiac Aerospace Company Details
7.4.2 Zodiac Aerospace Business Overview
7.4.3 Zodiac Aerospace In-flight Entertainment (IFE) Introduction
7.4.4 Zodiac Aerospace Revenue in In-flight Entertainment (IFE) Business (2020-2025)
7.4.5 Zodiac Aerospace Recent Development
7.5 Honeywell International
7.5.1 Honeywell International Company Details
7.5.2 Honeywell International Business Overview
7.5.3 Honeywell International In-flight Entertainment (IFE) Introduction
7.5.4 Honeywell International Revenue in In-flight Entertainment (IFE) Business (2020-2025)
7.5.5 Honeywell International Recent Development
7.6 Panasonic Avionics Corporation
7.6.1 Panasonic Avionics Corporation Company Details
7.6.2 Panasonic Avionics Corporation Business Overview
7.6.3 Panasonic Avionics Corporation In-flight Entertainment (IFE) Introduction
7.6.4 Panasonic Avionics Corporation Revenue in In-flight Entertainment (IFE) Business (2020-2025)
7.6.5 Panasonic Avionics Corporation Recent Development
7.7 Viasat Inc.
7.7.1 Viasat Inc. Company Details
7.7.2 Viasat Inc. Business Overview
7.7.3 Viasat Inc. In-flight Entertainment (IFE) Introduction
7.7.4 Viasat Inc. Revenue in In-flight Entertainment (IFE) Business (2020-2025)
7.7.5 Viasat Inc. Recent Development
7.8 Rockwell Collins
7.8.1 Rockwell Collins Company Details
7.8.2 Rockwell Collins Business Overview
7.8.3 Rockwell Collins In-flight Entertainment (IFE) Introduction
7.8.4 Rockwell Collins Revenue in In-flight Entertainment (IFE) Business (2020-2025)
7.8.5 Rockwell Collins Recent Development
7.9 Lufthansa Systems GmbH & Co. Kg
7.9.1 Lufthansa Systems GmbH & Co. Kg Company Details
7.9.2 Lufthansa Systems GmbH & Co. Kg Business Overview
7.9.3 Lufthansa Systems GmbH & Co. Kg In-flight Entertainment (IFE) Introduction
7.9.4 Lufthansa Systems GmbH & Co. Kg Revenue in In-flight Entertainment (IFE) Business (2020-2025)
7.9.5 Lufthansa Systems GmbH & Co. Kg Recent Development
7.10 SITAONAIR
7.10.1 SITAONAIR Company Details
7.10.2 SITAONAIR Business Overview
7.10.3 SITAONAIR In-flight Entertainment (IFE) Introduction
7.10.4 SITAONAIR Revenue in In-flight Entertainment (IFE) Business (2020-2025)
7.10.5 SITAONAIR Recent Development
8 In-flight Entertainment (IFE) Market Dynamics
8.1 In-flight Entertainment (IFE) Industry Trends
8.2 In-flight Entertainment (IFE) Market Drivers
8.3 In-flight Entertainment (IFE) Market Challenges
8.4 In-flight Entertainment (IFE) Market Restraints
9 Research Findings and Conclusion
10 Appendix
10.1 Research Methodology
10.1.1 Methodology/Research Approach
10.1.1.1 Research Programs/Design
10.1.1.2 Market Size Estimation
10.1.1.3 Market Breakdown and Data Triangulation
10.1.2 Data Source
10.1.2.1 Secondary Sources
10.1.2.2 Primary Sources
10.2 Author Details
10.3 Disclaimer
Gogo LLC
Global Eagle Entertainment, Inc.
Thales Group
Zodiac Aerospace
Honeywell International
Panasonic Avionics Corporation
Viasat Inc.
Rockwell Collins
Lufthansa Systems GmbH & Co. Kg
SITAONAIR
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*If Applicable.