Global Interactive Projector Market Size, Share & Industry Trends Analysis Report By Technology, By Application (Education, Business, Healthcare, and Others), By Projection Distance, By Regional Outlook and Forecast, 2023 - 2030

Global Interactive Projector Market Size, Share & Industry Trends Analysis Report By Technology, By Application (Education, Business, Healthcare, and Others), By Projection Distance, By Regional Outlook and Forecast, 2023 - 2030


The Global Interactive Projector Market size is expected to reach $11.6 billion by 2030, rising at a market growth of 22.2% CAGR during the forecast period.

Digitization has contributed to the success of K-12 education by transforming the conventional education system. Consequently, the education segment has captured $1,089.5 million revenue in the market in 2022. The digital education industry is highly competitive, with local and national universities, emerging online education giants, and newer nondegree providers contending for market share. A proliferation of digital education start-ups is causing significant disruption in the industry, primarily propelled by increased venture capital funding. An illustration of this can be seen in a July 2022 article by McKinsey & Company, which states that venture capital funding for education technology (edtech) in the United States increased to $8 billion between 2017 and 2021. Some of the factors impacting the market are Increasing demand for innovation and cost-effectiveness, Rising usage of interactive projectors in various sectors and Shift from these projectors to interactive flat panel display.

Interactive projectors have undergone significant innovation, offering advanced features that enhance functionality while maintaining cost-effectiveness. One of the key innovative features driving demand is multi-touch capability. Advanced interactive projectors now offer multi-touch functionality, allowing multiple users to interact simultaneously with the projected content using their fingers or styluses. The integration of wireless connectivity and compatibility with various devices is a game-changing innovation. Additionally, Beyond education, interactive projectors are experiencing rising usage in several sectors, transforming traditional presentations and enhancing collaboration in innovative ways. Businesses utilize these projectors for brainstorming sessions, strategy planning, and project management. The interactive features enable real-time annotation, data manipulation, and seamless integration with collaborative software, facilitating efficient communication among team members, both in-person and remotely. Moreover, the healthcare sector has embraced interactive projectors for various applications. From medical conferences and presentations to interactive patient education, these projectors offer a versatile platform for medical professionals. This technology enables stakeholders to visualize and interact with proposed designs, fostering better communication and decision-making in architectural and urban development projects. Therefore, the rising usage of interactive projectors in various sectors drives the expansion of the market.

However, Due to the lucrative nature of display technology, industry participants invest heavily in R&D to create innovative products and solutions. Televisions, computer terminals, information displays in automobiles, medical devices, calculators, and numerous other instruments are all examples of general applications for displays. The display device illustrates output in each of these applications in accordance with the instructions transmitted to it from an input, which may originate from a computer or a sensor. Incorporating artificial intelligence (AI) into interactive whiteboards and the rising popularity of interactive displays at events and tradeshows substantially reduce the demand for these projectors. Moreover, interactive displays are becoming more cost-effective and competitively priced, narrowing the cost gap between interactive displays and projectors. As the prices of interactive displays decrease, they become more accessible to a broader consumer base, further influencing preferences toward these solutions. Therefore, these factors shift consumer preference from projectors to flat panel displays.

Technology Outlook

On the basis of technology, the market is divided into digital lighting process (DLP), 3LCD, and liquid-crystal-on-silicon (LCoS). In 2022, the 3LCD segment gained the highest revenue share in the market. 3LCD projectors are renowned for their exceptional luminosity levels and color accuracy. As a result of the continuing development of projection technology, the number of applications for which projectors are utilized has increased. As an illustration, Epson produced a 3LCD projector boasting a lumen output of 6,000 and a laser projector with a lumen output of 25,000.

Application Outlook

On the basis of application, the market is fragmented into education, business, healthcare, and others. In 2022, the healthcare segment recorded a noteworthy revenue share in the market. Interactive projectors convey information to personnel, patients, and visitors. They also provide patients in the waiting room with information about health, insurance, and healthcare products and services. In medical education, they are used for lectures, presentations, and learning sessions. They enable immersive teaching experiences, allowing students to engage with content dynamically, leading to better comprehension and retention.

Projection Distance Outlook

Based on the projection distance, the market is classified into standard throw, short throw, and ultra-short throw. In 2022, the ultra-short throw segment procured the largest revenue share in the market. For optimal performance, ultra-short throw projectors require only a few inches from the projection surface. By eliminating the need for extensive mounting, this design enables the projection of a larger image, even in spaces with limited space. By utilizing an ultra-short-throw projection setup, individuals can engage with the projected material with enhanced precision and comfort without any discernible delay in information.

Regional Outlook

Region-wise, the market is analyzed across North America, Europe, Asia Pacific, and LAMEA. The North America region witnessed the maximum revenue share in the market in 2022. Predominantly attributable to the exponential expansion of cloud-based streaming services in the United States, developed economies, including North America, are anticipated to experience substantial growth because of end-user awareness and biodiversity. The North American region is primarily propelled by the sizable consumer base and the rising prevalence of bring-your-own-device (BYOD) initiatives.

The market research report covers the analysis of key stake holders of the market. Key companies profiled in the report include Qisda Corporation (BenQ), Casio Computer Co., Ltd., Dell Technologies, Inc., Delta Electronics, Inc., Boxlight Corporation, Sharp NEC Display Solutions, Ltd. (Sharp Corporation), Coretronic Corporation, Panasonic Holdings Corporation, Seiko Epson Corporation and Hitachi, Ltd.

Scope of the Study

Market Segments covered in the Report:

By Technology
  • 3LCD
  • Digital Light Processing (DLP)
  • Liquid-Crystal-on-Silicon (LCoS)
By Application
  • Education
  • Business
  • Healthcare
  • Others
By Projection Distance
  • Ultra-short throw
  • Short throw
  • Standard throw
By Geography
  • North America
  • US
  • Canada
  • Mexico
  • Rest of North America
  • Europe
  • Germany
  • UK
  • France
  • Russia
  • Spain
  • Italy
  • Rest of Europe
  • Asia Pacific
  • China
  • Japan
  • India
  • South Korea
  • Singapore
  • Malaysia
  • Rest of Asia Pacific
  • LAMEA
  • Brazil
  • Argentina
  • UAE
  • Saudi Arabia
  • South Africa
  • Nigeria
  • Rest of LAMEA
Companies Profiled
  • Qisda Corporation (BenQ)
  • Casio Computer Co., Ltd.
  • Dell Technologies, Inc.
  • Delta Electronics, Inc.
  • Boxlight Corporation
  • Sharp NEC Display Solutions, Ltd. (Sharp Corporation)
  • Coretronic Corporation
  • Panasonic Holdings Corporation
  • Seiko Epson Corporation
  • Hitachi, Ltd.
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Chapter 1. Market Scope & Methodology
1.1 Market Definition
1.2 Objectives
1.3 Market Scope
1.4 Segmentation
1.4.1 Global Interactive Projector Market, by Technology
1.4.2 Global Interactive Projector Market, by Application
1.4.3 Global Interactive Projector Market, by Projection Distance
1.4.4 Global Interactive Projector Market, by Geography
1.5 Methodology for the research
Chapter 2. Market at a Glance
2.1 Key Highlights
Chapter 3. Market Overview
3.1 Introduction
3.1.1 Overview
3.1.1.1 Market Composition and Scenario
3.2 Key Factors Impacting the Market
3.2.1 Market Drivers
3.2.2 Market Restraints
3.3 Porter’s Five Forces Analysis
Chapter 4. Global Interactive Projector Market, by Technology
4.1 Global 3LCD Market, by Region
4.2 Global Digital Light Processing (DLP) Market, by Region
4.3 Global Liquid-Crystal-on-Silicon (LCoS) Market, by Region
Chapter 5. Global Interactive Projector Market, by Application
5.1 Global Education Market, by Region
5.2 Global Business Market, by Region
5.3 Global Healthcare Market, by Region
5.4 Global Others Market, by Region
Chapter 6. Global Interactive Projector Market, by Projection Distance
6.1 Global Ultra-short throw Market, by Region
6.2 Global Short throw Market, by Region
6.3 Global Standard throw Market, by Region
Chapter 7. Global Interactive Projector Market, by Region
7.1 North America Interactive Projector Market
7.1.1 North America Interactive Projector Market, by Technology
7.1.1.1 North America 3LCD Market, by Country
7.1.1.2 North America Digital Light Processing (DLP) Market, by Country
7.1.1.3 North America Liquid-Crystal-on-Silicon (LCoS) Market, by Country
7.1.2 North America Interactive Projector Market, by Application
7.1.2.1 North America Education Market, by Country
7.1.2.2 North America Business Market, by Country
7.1.2.3 North America Healthcare Market, by Country
7.1.2.4 North America Others Market, by Country
7.1.3 North America Interactive Projector Market, by Projection Distance
7.1.3.1 North America Ultra-short throw Market, by Country
7.1.3.2 North America Short throw Market, by Country
7.1.3.3 North America Standard throw Market, by Country
7.1.4 North America Interactive Projector Market, by Country
7.1.4.1 US Interactive Projector Market
7.1.4.1.1 US Interactive Projector Market, by Technology
7.1.4.1.2 US Interactive Projector Market, by Application
7.1.4.1.3 US Interactive Projector Market, by Projection Distance
7.1.4.2 Canada Interactive Projector Market
7.1.4.2.1 Canada Interactive Projector Market, by Technology
7.1.4.2.2 Canada Interactive Projector Market, by Application
7.1.4.2.3 Canada Interactive Projector Market, by Projection Distance
7.1.4.3 Mexico Interactive Projector Market
7.1.4.3.1 Mexico Interactive Projector Market, by Technology
7.1.4.3.2 Mexico Interactive Projector Market, by Application
7.1.4.3.3 Mexico Interactive Projector Market, by Projection Distance
7.1.4.4 Rest of North America Interactive Projector Market
7.1.4.4.1 Rest of North America Interactive Projector Market, by Technology
7.1.4.4.2 Rest of North America Interactive Projector Market, by Application
7.1.4.4.3 Rest of North America Interactive Projector Market, by Projection Distance
7.2 Europe Interactive Projector Market
7.2.1 Europe Interactive Projector Market, by Technology
7.2.1.1 Europe 3LCD Market, by Country
7.2.1.2 Europe Digital Light Processing (DLP) Market, by Country
7.2.1.3 Europe Liquid-Crystal-on-Silicon (LCoS) Market, by Country
7.2.2 Europe Interactive Projector Market, by Application
7.2.2.1 Europe Education Market, by Country
7.2.2.2 Europe Business Market, by Country
7.2.2.3 Europe Healthcare Market, by Country
7.2.2.4 Europe Others Market, by Country
7.2.3 Europe Interactive Projector Market, by Projection Distance
7.2.3.1 Europe Ultra-short throw Market, by Country
7.2.3.2 Europe Short throw Market, by Country
7.2.3.3 Europe Standard throw Market, by Country
7.2.4 Europe Interactive Projector Market, by Country
7.2.4.1 Germany Interactive Projector Market
7.2.4.1.1 Germany Interactive Projector Market, by Technology
7.2.4.1.2 Germany Interactive Projector Market, by Application
7.2.4.1.3 Germany Interactive Projector Market, by Projection Distance
7.2.4.2 UK Interactive Projector Market
7.2.4.2.1 UK Interactive Projector Market, by Technology
7.2.4.2.2 UK Interactive Projector Market, by Application
7.2.4.2.3 UK Interactive Projector Market, by Projection Distance
7.2.4.3 France Interactive Projector Market
7.2.4.3.1 France Interactive Projector Market, by Technology
7.2.4.3.2 France Interactive Projector Market, by Application
7.2.4.3.3 France Interactive Projector Market, by Projection Distance
7.2.4.4 Russia Interactive Projector Market
7.2.4.4.1 Russia Interactive Projector Market, by Technology
7.2.4.4.2 Russia Interactive Projector Market, by Application
7.2.4.4.3 Russia Interactive Projector Market, by Projection Distance
7.2.4.5 Spain Interactive Projector Market
7.2.4.5.1 Spain Interactive Projector Market, by Technology
7.2.4.5.2 Spain Interactive Projector Market, by Application
7.2.4.5.3 Spain Interactive Projector Market, by Projection Distance
7.2.4.6 Italy Interactive Projector Market
7.2.4.6.1 Italy Interactive Projector Market, by Technology
7.2.4.6.2 Italy Interactive Projector Market, by Application
7.2.4.6.3 Italy Interactive Projector Market, by Projection Distance
7.2.4.7 Rest of Europe Interactive Projector Market
7.2.4.7.1 Rest of Europe Interactive Projector Market, by Technology
7.2.4.7.2 Rest of Europe Interactive Projector Market, by Application
7.2.4.7.3 Rest of Europe Interactive Projector Market, by Projection Distance
7.3 Asia Pacific Interactive Projector Market
7.3.1 Asia Pacific Interactive Projector Market, by Technology
7.3.1.1 Asia Pacific 3LCD Market, by Country
7.3.1.2 Asia Pacific Digital Light Processing (DLP) Market, by Country
7.3.1.3 Asia Pacific Liquid-Crystal-on-Silicon (LCoS) Market, by Country
7.3.2 Asia Pacific Interactive Projector Market, by Application
7.3.2.1 Asia Pacific Education Market, by Country
7.3.2.2 Asia Pacific Business Market, by Country
7.3.2.3 Asia Pacific Healthcare Market, by Country
7.3.2.4 Asia Pacific Others Market, by Country
7.3.3 Asia Pacific Interactive Projector Market, by Projection Distance
7.3.3.1 Asia Pacific Ultra-short throw Market, by Country
7.3.3.2 Asia Pacific Short throw Market, by Country
7.3.3.3 Asia Pacific Standard throw Market, by Country
7.3.4 Asia Pacific Interactive Projector Market, by Country
7.3.4.1 China Interactive Projector Market
7.3.4.1.1 China Interactive Projector Market, by Technology
7.3.4.1.2 China Interactive Projector Market, by Application
7.3.4.1.3 China Interactive Projector Market, by Projection Distance
7.3.4.2 Japan Interactive Projector Market
7.3.4.2.1 Japan Interactive Projector Market, by Technology
7.3.4.2.2 Japan Interactive Projector Market, by Application
7.3.4.2.3 Japan Interactive Projector Market, by Projection Distance
7.3.4.3 India Interactive Projector Market
7.3.4.3.1 India Interactive Projector Market, by Technology
7.3.4.3.2 India Interactive Projector Market, by Application
7.3.4.3.3 India Interactive Projector Market, by Projection Distance
7.3.4.4 South Korea Interactive Projector Market
7.3.4.4.1 South Korea Interactive Projector Market, by Technology
7.3.4.4.2 South Korea Interactive Projector Market, by Application
7.3.4.4.3 South Korea Interactive Projector Market, by Projection Distance
7.3.4.5 Singapore Interactive Projector Market
7.3.4.5.1 Singapore Interactive Projector Market, by Technology
7.3.4.5.2 Singapore Interactive Projector Market, by Application
7.3.4.5.3 Singapore Interactive Projector Market, by Projection Distance
7.3.4.6 Malaysia Interactive Projector Market
7.3.4.6.1 Malaysia Interactive Projector Market, by Technology
7.3.4.6.2 Malaysia Interactive Projector Market, by Application
7.3.4.6.3 Malaysia Interactive Projector Market, by Projection Distance
7.3.4.7 Rest of Asia Pacific Interactive Projector Market
7.3.4.7.1 Rest of Asia Pacific Interactive Projector Market, by Technology
7.3.4.7.2 Rest of Asia Pacific Interactive Projector Market, by Application
7.3.4.7.3 Rest of Asia Pacific Interactive Projector Market, by Projection Distance
7.4 LAMEA Interactive Projector Market
7.4.1 LAMEA Interactive Projector Market, by Technology
7.4.1.1 LAMEA 3LCD Market, by Country
7.4.1.2 LAMEA Digital Light Processing (DLP) Market, by Country
7.4.1.3 LAMEA Liquid-Crystal-on-Silicon (LCoS) Market, by Country
7.4.2 LAMEA Interactive Projector Market, by Application
7.4.2.1 LAMEA Education Market, by Country
7.4.2.2 LAMEA Business Market, by Country
7.4.2.3 LAMEA Healthcare Market, by Country
7.4.2.4 LAMEA Others Market, by Country
7.4.3 LAMEA Interactive Projector Market, by Projection Distance
7.4.3.1 LAMEA Ultra-short throw Market, by Country
7.4.3.2 LAMEA Short throw Market, by Country
7.4.3.3 LAMEA Standard throw Market, by Country
7.4.4 LAMEA Interactive Projector Market, by Country
7.4.4.1 Brazil Interactive Projector Market
7.4.4.1.1 Brazil Interactive Projector Market, by Technology
7.4.4.1.2 Brazil Interactive Projector Market, by Application
7.4.4.1.3 Brazil Interactive Projector Market, by Projection Distance
7.4.4.2 Argentina Interactive Projector Market
7.4.4.2.1 Argentina Interactive Projector Market, by Technology
7.4.4.2.2 Argentina Interactive Projector Market, by Application
7.4.4.2.3 Argentina Interactive Projector Market, by Projection Distance
7.4.4.3 UAE Interactive Projector Market
7.4.4.3.1 UAE Interactive Projector Market, by Technology
7.4.4.3.2 UAE Interactive Projector Market, by Application
7.4.4.3.3 UAE Interactive Projector Market, by Projection Distance
7.4.4.4 Saudi Arabia Interactive Projector Market
7.4.4.4.1 Saudi Arabia Interactive Projector Market, by Technology
7.4.4.4.2 Saudi Arabia Interactive Projector Market, by Application
7.4.4.4.3 Saudi Arabia Interactive Projector Market, by Projection Distance
7.4.4.5 South Africa Interactive Projector Market
7.4.4.5.1 South Africa Interactive Projector Market, by Technology
7.4.4.5.2 South Africa Interactive Projector Market, by Application
7.4.4.5.3 South Africa Interactive Projector Market, by Projection Distance
7.4.4.6 Nigeria Interactive Projector Market
7.4.4.6.1 Nigeria Interactive Projector Market, by Technology
7.4.4.6.2 Nigeria Interactive Projector Market, by Application
7.4.4.6.3 Nigeria Interactive Projector Market, by Projection Distance
7.4.4.7 Rest of LAMEA Interactive Projector Market
7.4.4.7.1 Rest of LAMEA Interactive Projector Market, by Technology
7.4.4.7.2 Rest of LAMEA Interactive Projector Market, by Application
7.4.4.7.3 Rest of LAMEA Interactive Projector Market, by Projection Distance
Chapter 8. Company Profiles
8.1 Qisda Corporation (BenQ)
8.1.1 Company Overview
8.1.2 Financial Analysis
8.1.3 Segmental and Regional Analysis
8.1.4 Research & Development Expenses
8.1.5 Recent strategies and developments:
8.1.5.1 Product Launches and Product Expansions:
8.1.6 SWOT Analysis
8.2 Casio Computer Co., Ltd.
8.2.1 Company Overview
8.2.2 Financial Analysis
8.2.3 Segmental and Regional Analysis
8.2.4 Research & Development Expenses
8.3 Dell Technologies, Inc.
8.3.1 Company Overview
8.3.2 Financial Analysis
8.3.3 Segmental and Regional Analysis
8.3.4 Research & Development Expense
8.3.5 SWOT Analysis
8.4 Delta Electronics, Inc.
8.4.1 Company Overview
8.4.2 Financial Analysis
8.4.3 Research & Development Expense
8.4.4 SWOT Analysis
8.5 Boxlight Corporation
8.5.1 Company Overview
8.5.2 Financial Analysis
8.5.3 Research & Development Expenses
8.5.4 Recent strategies and developments:
8.5.4.1 Product Launches and Product Expansions:
8.5.4.2 Acquisition and Mergers:
8.6 Sharp NEC Display Solutions, Ltd. (Sharp Corporation)
8.6.1 Company Overview
8.6.2 Financial Analysis
8.6.3 Segmental and Regional Analysis
8.6.4 Research & Development Expenses
8.6.5 Recent strategies and developments:
8.6.5.1 Acquisition, Mergers and Joint Venture:
8.6.6 SWOT Analysis
8.7 Coretronic Corporation (Optoma Corporation)
8.7.1 Company Overview
8.7.2 Financial Analysis
8.7.3 Segmental and Regional Analysis
8.7.4 Research & Development Expenses
8.7.5 SWOT Analysis
8.8 Panasonic Holdings Corporation
8.8.1 Company Overview
8.8.2 Financial Analysis
8.8.3 Segmental and Regional Analysis
8.8.4 Research & Development Expenses
8.8.5 SWOT Analysis
8.9 Seiko Epson Corporation
8.9.1 Company Overview
8.9.2 Financial Analysis
8.9.3 Segmental and Regional Analysis
8.9.4 Research & Development Expenses
8.9.5 Recent strategies and developments:
8.9.5.1 Partnerships, Collaborations, and Agreements:
8.9.6 SWOT Analysis
8.10. Hitachi, Ltd.
8.10.1 Company Overview
8.10.2 Financial Analysis
8.10.3 Segmental and Regional Analysis
8.10.4 Research & Development Expenses
8.10.5 SWOT Analysis
Chapter 9. Winning Imperatives of Interactive Projector Market

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