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Mixed Reality market by Component, Device Type, and Application - Global Opportunity Analysis and Industry Forecast, 2018-2024

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    Report

  • 276 Pages
  • May 2018
  • Region: Global
  • Allied Market Research
  • ID: 4580493
Mixed reality, also referred to as hybrid reality, is a next-generation technology in which virtual and augmented reality are merged to produce new environment and visualization, where physical and digital objects coexist and interact in real time. It is widely used by the users while playing games or watching movies. The environment created is hard to break, thus providing full entertainment to the users. Mixed reality is a mix of reality and virtual reality, encompassing both augmented reality and virtual reality via technology.

Development of the consumer electronics market, increase in adoption of mixed reality in games & entertainment industry, and surge in demand for mixed reality in the education sector drive the growth of the global mixed reality market. However, high cost of the technology and lack of awareness about mixed reality restrict the market growth.

The global mixed reality market is segmented based on component, device, application, and region. By component, the market is bifurcated into hardware and software. The hardware segment is divided into sensor, semiconductor components, and power units. Further, the sensor segment is classified into magnetometer sensor, accelerometer sensor, and others. Based on device, the market is classified into wired and wireless. The applications covered in the study include aerospace & defense, architecture, entertainment & gaming, medical, and others. Furthermore, the medical segment is classified into simulation training, visualization of scans, and surgery. Based on region, it is analyzed across North America, Europe, Asia-Pacific, and LAMEA.

Comprehensive competitive analysis and profiles of major market players such as HTC Corporation, Intel Corporation, Magic leap, Inc., Microsoft Corporation, Facebook, Eon Reality, Inc., Google Inc., Samsung Electronics Co. Ltd., Seiko Epson Corporation, and Meta Company are included in the report.

KEY BENEFITS FOR STAKEHOLDERS

This study comprises analytical depiction of the global mixed reality market with current trends and future estimations to depict the imminent investment pockets.
The overall market potential is determined to understand the profitable trends to gain a stronger coverage in the market.
The report presents information related to key drivers, restraints, and opportunities with a detailed impact analysis.
The current market is quantitatively analyzed from 2018 to 2024 to highlight the financial competency of the market.
Porter’s Five Forces analysis illustrates the potency of the buyers and suppliers.

KEY MARKET SEGMENTS

BY COMPONENT

Hardware
Sensor
Magnetometer Sensor
Accelerometer Sensor
Others
Semiconductor Components
Power Units
Software

BY DEVICE TYPE

Wired
Wireless

BY APPLICATION

Aerospace & Defense
Architecture
Entertainment & Gaming
Medical
Simulation Training
Visualization of Scans
Surgery
Others

BY REGION

North America
U.S.
Canada
Mexico
Europe
UK
Germany
Russia
France
Rest of Europe
Asia-Pacific
China
Australia
India
Japan
Rest of Asia-Pacific
LAMEA
Latin America
Middle East
Africa

KEY MARKET PLAYERS PROFILED

HTC Corporation
Intel Corporation
Magic leap, Inc.
Microsoft Corporation
Facebook
Eon Reality, Inc.
Google Inc.
Samsung Electronics Co. Ltd.
Seiko Epson Corporation
Meta Company

Table of Contents

CHAPTER 1 INTRODUCTION
1.1. REPORT DESCRIPTION
1.2. KEY BENEFITS FOR STAKEHOLDERS
1.3. KEY MARKET SEGMENTS
1.4. RESEARCH METHODOLOGY
1.4.1. Primary research
1.4.2. Secondary research
1.4.3. Analyst tools and models
CHAPTER 2 EXECUTIVE SUMMARY
2.1. CXO PERSPECTIVES
CHAPTER 3 MARKET OVERVIEW
3.1. MARKET DEFINITION AND SCOPE
3.2. KEY FINDINGS
3.2.1. Top winning strategies
3.2.2. Top impacting factors
3.2.3. Top investment pockets
3.3. PORTERS FIVE FORCES ANALYSIS
3.3.1. High bargaining power of suppliers
3.3.2. Moderate threat of new entrants
3.3.3. Moderate threat of substitutes
3.3.4. Moderate intensity of rivalry
3.3.5. Low bargaining power of buyers
3.4. KEY MARKET PLAYER POSITIONING, 2016
3.5. MARKET DYNAMICS
3.5.1. Drivers
3.5.1.1. Rising consumer electronics market
3.5.1.2. Growing adoption in games and entertainment industry
3.5.1.3. Rising demand of the mixed reality by the education sector
3.5.2. Restraint
3.5.2.1. High cost
3.5.2.2. Connectivity
3.5.3. Opportunity
3.5.3.1. Rising innovation
CHAPTER 4 MIXED REALITY MARKET, BY COMPONENT
4.1. OVERVIEW
4.2. HARDWARE
4.2.1. Key market trends
4.2.2. Key growth factors and opportunities
4.2.3. Market size and forecast
4.3. SOFTWARE
4.3.1. Key market trends
4.3.2. Key growth factors and opportunities
4.3.3. Market size and forecast
CHAPTER 5 MIXED REALITY MARKET, BY DEVICE TYPE
5.1. OVERVIEW
5.2. WIRED
5.2.1. Key market trends
5.2.2. Key growth factors and opportunities
5.2.3. Market size and forecast
5.3. WIRELESS
5.3.1. Key market trends
5.3.2. Key growth factors and opportunities
5.3.3. Market size and forecast
CHAPTER 6 MIXED REALITY MARKET, BY APPLICATION
6.1. OVERVIEW
6.2. INDUSTRIAL
6.2.1. Key market trends
6.2.2. Key growth factors and opportunities
6.2.3. Market size and forecast
6.3. AEROSPACE & DEFENSE
6.3.1. Key market trends
6.3.2. Key growth factors and opportunities
6.3.3. Market size and forecast
6.4. MEDICAL
6.4.1. Key market trends
6.4.2. Key growth factors and opportunities
6.4.3. Market size and forecast
6.5. ARCHITECTURE
6.5.1. Key market trends
6.5.2. Key growth factors and opportunities
6.5.3. Market size and forecast
6.6. CONSUMER ELECTRONICS
6.6.1. Key market trends
6.6.2. Key growth factors and opportunities
6.6.3. Market size and forecast
6.7. OTHERS
6.7.1. Key market trends
6.7.2. Key growth factors and opportunities
6.7.3. Market size and forecast
CHAPTER 7 MIXED REALITY MARKET, BY GEOGRAPHY
7.1. OVERVIEW
7.2. NORTH AMERICA
7.2.1. Key market trends
7.2.2. Key growth factors and opportunities
7.2.3. Market size and forecast, by country
7.2.4. Market size and forecast, by application
7.2.5. U.S.
7.2.5.1. Market size and forecast
7.2.6. Canada
7.2.6.1. Market size and forecast
7.2.7. Mexico
7.2.7.1. Market size and forecast
7.3. EUROPE
7.3.1. Key market trends
7.3.2. Key growth factors and opportunities
7.3.3. Market size and forecast, by country
7.3.4. Market size and forecast, by application
7.3.5. Germany
7.3.5.1. Market size and forecast
7.3.6. UK
7.3.6.1. Market size and forecast
7.3.7. France
7.3.7.1. Market size and forecast
7.3.8. Rest of Europe
7.3.8.1. Market size and forecast
7.4. ASIA-PACIFIC
7.4.1. Key market trends
7.4.2. Key growth factors and opportunities
7.4.3. Market size and forecast, by country
7.4.4. Market size and forecast, by application
7.4.5. China
7.4.5.1. Market size and forecast
7.4.6. Japan
7.4.6.1. Market size and forecast
7.4.7. India
7.4.7.1. Market size and forecast
7.4.8. Rest of Asia-Pacific
7.4.8.1. Market size and forecast
7.5. LAMEA
7.5.1. Key market trends
7.5.2. Key growth factors and opportunities
7.5.3. Market size and forecast, by region
7.5.4. Market size and forecast, by application
7.5.5. Latin America
7.5.5.1. Market size and forecast
7.5.6. The Middle East
7.5.6.1. Market size and forecast
7.5.7. Africa
7.5.7.1. Market size and forecast
CHAPTER 8 COMPANY PROFILES
8.1. HTC CORPORATION
8.1.1. Company overview
8.1.2. Operating Business Segments
8.1.3. Business performance
8.1.4. Key strategic moves and developments
8.2. INTEL CORPORATION
8.2.1. Company overview
8.2.2. Operating Business Segments
8.2.3. Business performance
8.2.4. Key strategic moves and developments
8.3. MAGIC LEAP, INC.
8.3.1. Company overview
8.3.2. Key strategic moves and developments
8.4. MICROSOFT CORPORATION
8.4.1. Company overview
8.4.2. Operating Business Segments
8.4.3. Business performance
8.4.4. Key strategic moves and developments
8.5. FACEBOOK
8.5.1. Company overview
8.5.2. Operating Business Segments
8.5.3. Business performance
8.5.4. Key strategic moves and developments
8.6. SEIKO EPSON CORPORATION
8.6.1. Company overview
8.6.2. Operating Business Segments
8.6.3. Business performance
8.6.4. Key strategic moves and developments
8.7. META COMPANY
8.7.1. Company overview
8.7.2. Key strategic moves and developments
8.8. EON REALITY, INC.
8.8.1. Company overview
8.8.2. Operating Business Segments
8.8.3. Key strategic moves and developments
8.9. GOOGLE, INC.
8.9.1. Company overview
8.9.2. Operating Business Segments
8.9.3. Key strategic moves and developments
8.10. SAMSUNG ELECTRONICS CO., LTD.
8.10.1. Company overview
8.10.2. Operating Business Segments
8.10.3. Business performance
8.10.4. Key strategic moves and developments

Executive Summary

According to a recent report titled, Mixed Reality Market by Component, Device Type, and Application: Global Opportunity Analysis and Industry Forecast, 2017-2024, the global mixed reality market was valued at $123.2 million in 2017, and is projected to reach at $5,362.1 million by 2024, growing at a CAGR of 71.6% from 2018 to 2024.

Mixed reality, also referred to as hybrid reality, is a next-generation technology in which virtual and augmented reality are merged to produce new environment and visualization, where physical and digital objects co-exist and interact in real time. It is widely used by the users, while playing games or watching movies. The environment created is hard to break, thus providing full entertainment to the users. Mixed reality is a mix of reality and virtual reality, encompassing both augmented reality and virtual reality via technology.

At present, North America dominates this market. In 2017, China is expected to register the highest growth in Asia-Pacific. Similarly, the UK is expected to lead the overall market in Europe in 2017. In the same year, the U.S. is estimated to dominate the North America market.

Rise in adoption of mixed reality in games & entertainment industry and increase in demand for mixed reality in the education sector drive the growth of the global mixed reality market. However, high cost of the technology and lack of awareness about mixed reality restrict the market growth.

In 2017, based on component, the hardware segment is anticipated to dominate the global mixed reality market, in terms of revenue. However, based on application, aerospace & defense is projected to lead the global market in the same year.

The report includes a micro-level study of different regions adopting mixed reality for various applications. In addition, it discusses the potential opportunities for market players to enter the market. Moreover, it provides an in-depth market analysis of mixed reality, outlining current trends, key driving factors, and potential areas for product investments.

The global mixed reality market is analyzed based on four regions-North America, Europe, Asia-Pacific, and LAMEA. In addition, it includes Porters Five Forces analysis to understand the competitive scenario of the industry and role of each stakeholder. The report further features the strategies adopted by the key market players to maintain their foothold in the market. HTC Corporation, Intel Corporation, Magic leap, Inc., Microsoft Corporation, Facebook, Eon Reality, Inc., Google Inc., Samsung Electronics Co. Ltd., Seiko Epson Corporation, and Meta Company are some of the key players operating in the global mixed reality market.

Key findings of the Mixed Reality Market:

In 2017, based on component, the hardware segment is anticipated to dominate the global mixed reality market, in terms of revenue. However, based on application, aerospace & defense is projected to lead the global market in the same year.
In 2017, the wireless device segment is projected to account for the highest revenue.
North America is expected to hold the largest market share in 2017.
Asia-Pacific is anticipated to exhibit the highest CAGR during the forecast period.

Methodology

The analyst offers exhaustive research and analysis based on a wide variety of factual inputs, which largely include interviews with industry participants, reliable statistics, and regional intelligence. The in-house industry experts play an instrumental role in designing analytic tools and models, tailored to the requirements of a particular industry segment. The primary research efforts include reaching out participants through mail, tele-conversations, referrals, professional networks, and face-to-face interactions.

They are also in professional corporate relations with various companies that allow them greater flexibility for reaching out to industry participants and commentators for interviews and discussions.

They also refer to a broad array of industry sources for their secondary research, which typically include; however, not limited to:

  • Company SEC filings, annual reports, company websites, broker & financial reports, and investor presentations for competitive scenario and shape of the industry
  • Scientific and technical writings for product information and related preemptions
  • Regional government and statistical databases for macro analysis
  • Authentic news articles and other related releases for market evaluation
  • Internal and external proprietary databases, key market indicators, and relevant press releases for market estimates and forecast

Furthermore, the accuracy of the data will be analyzed and validated by conducting additional primaries with various industry experts and KOLs. They also provide robust post-sales support to clients.

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