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3D audio Market Forecast to 2028 - COVID-19 Impact and Global Analysis by Component (Hardware, Software, Services); End Use Industries (Consumer, Automotive, Media and Entertainment, Gaming, Commercial), and Geography

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    Report

  • 157 Pages
  • June 2021
  • Region: Global
  • The Insight Partners
  • ID: 5394017
UP TO OFF until Jun 30th 2024

According to the new research report titled “3D Audio Market Forecast to 2028 - COVID-19 Impact and Global Analysis,” the market is expected to grow from US$ 5611.50 million in 2021 to US$ 15000.34 million by 2028; it is estimated to grow at a CAGR of 15.1% from 2021 to 2028.





rising adoption of audio hardware devices such as headphones, Bluetooth devices, and loudspeakers for personal as well as commercial interest is fueling the target market growth. However, issues related to the implementation of 3D audio systems in virtual rooms and hearing problems caused by continuous use of headphones are the factors hindering the market growth. The ongoing trends such as shift in focus from analogue to digital cinema screens further supports growth of the global 3D audio market. Also, advancements in technologies such as virtual reality (VR) and augmented realty (AR), and increasing demand for 3D audio across museums and exhibitions are the factors creating lucrative opportunities for the growth of 3D audio market players.



The growing trend of AI-enabled smart speakers is emerging as a significant trend driving the proliferation of the 3D audio market. This growth in the trend can be attributed to technological advancements in consumer electronics and increasing customer preferences for smart and advanced features in products. Further, with continuous developments in the gaming industry, people of diverse age groups are progressively adopting gaming culture in their daily routine. Although many people play video games to in leisure, an increasing percentage of population has started seeing it as a lucrative career option. The percentages of internet users have reached 73%, 76%, 84%, 83%, and 86% in North America, Europe, APAC, MEA, and SAM, respectively.



The 3D audio market is segmented on the bases of component, end use industries, and geography. Based on component, the market is segmented into hardware, software, and services. In 2020, the hardware segment accounted for the largest market share. In terms of end use industries, the 3D audio market is segmented into consumer, automotive, media and entertainment, gaming , and commercial. In 2020, the media and entertainment segment accounted for the largest market share. In terms of geography, the global 3D audio market is broadly segmented into North America, Europe, Asia Pacific (APAC), the Middle East & Africa (MEA), and South America (SAM). In 2020, North America accounted for a significant share of the global market.



Key Findings of the Study:


Significant strategic initiatives by several 3D audio market players are contributing significantly to the performance of the market. For instance, iHeart Media announced its investment in binaural audio/3D audio that efficiently spots listeners in the recording room and makes them feel like the performance is happening around them. The 3D audio can be felt in real-time with the help of 3D microphones or AirPods.



The 3D audio market growth in APAC is attributed to the presence of various consumer electronics manufactures, automobile manufacturers, and entertainment industry in the region, which generate huge demand for these amplifiers. Furthermore, escalating use of consumer electronics such as television sets and smartphones; elevating disposable income levels, triggering the adoption of smart and advanced devices; and presence of local and key 3D audio providers are also boosting the growth of the market in the region. China holds the largest share in the APAC 3D audio market owing to the high production capabilities and low labor costs.

Reasons to Buy
  • Save and reduce time carrying out entry-level research by identifying the growth, size, leading players and segments in the global 3D Audio market.
  • Highlights key business priorities in order to assist companies to realign their business strategies.
  • The key findings and recommendations highlight crucial progressive industry trends in the global automated waste collection system market, thereby allowing players across the value chain to develop effective long-term strategies.
  • Develop/modify business expansion plans by using substantial growth offering developed and emerging markets.
  • Scrutinize in-depth global market trends and outlook coupled with the factors driving the market, as well as those hindering it.
  • Enhance the decision-making process by understanding the strategies that underpin commercial interest with respect to client products, segmentation, pricing and distribution.

Table of Contents

1. Introduction
1.1 Study Scope
1.2 The Publisher's Research Report Guidance
1.3 Market Segmentation
2. Key Takeaways
3. Research Methodology
3.1 Coverage
3.2 Secondary Research
3.3 Primary Research
4. 3D Audio Market Landscape
4.1 Market Overview
4.2 PEST Analysis
4.2.1 North America
4.2.2 Europe
4.2.3 APAC
4.2.4 MEA
4.2.5 SAM
4.3 Ecosystem Analysis
4.4 Expert Opinions
5. 3D Audio Market - Key Industry Dynamics
5.1 Market Drivers
5.1.1 Constant Rise in Demand from Media & Entertainment Sector
5.1.2 Proliferation of Gaming Industry
5.2 Market Restraints
5.2.1 Connectivity Issues and High Purchasing Costs
5.3 Market Opportunities
5.3.1 Growing Inclination Toward Online 3D Music Streaming
5.4 Future Trends
5.4.1 Potential of 3D Audio to be Next Big Podcast
5.5 Impact Analysis of Drivers and Restraints
6. 3D Audio Market - Global Market Analysis
6.1 3D Audio Market Overview
6.2 3D Audio Market Forecast and Analysis
6.3 Market Positioning - Global Key Players
7. 3D Audio Market Revenue and Forecast to 2028 - Component
7.1 Overview
7.2 3D Audio Market Breakdown, By Component (2020 and 2028)
7.3 Hardware
7.3.1 Overview
7.3.2 Hardware Market Revenue and Forecasts to 2028 (US$ Million)
7.3.3 Loudspeaker Market Revenue and Forecasts to 2028 (US$ Million)
7.3.4 Headphones Market Revenue and Forecasts to 2028 (US$ Million)
7.3.5 Microphones Market Revenue and Forecasts to 2028 (US$ Million)
7.3.6 Others Market Revenue and Forecasts to 2028 (US$ Million)
7.4 Software
7.4.1 Overview
7.4.2 Software Market Revenue and Forecasts to 2028 (US$ Million)
7.5 Services
7.5.1 Overview
7.5.2 Services Market Revenue and Forecasts to 2028 (US$ Million)
8. 3D Audio Market Analysis- By End Use Industries
8.1 Overview
8.2 3D Audio Market Breakdown, By End Use Industries (2020 and 2028)
8.3 Consumer
8.3.1 Overview
8.3.2 Consumer Market Revenue and Forecasts to 2028 (US$ Million)
8.4 Automotive
8.4.1 Overview
8.4.2 Automotive Market Revenue and Forecasts to 2028 (US$ Million)
8.5 Media and Entertainment
8.5.1 Overview
8.5.2 Media and Entertainment Market Revenue and Forecasts to 2028 (US$ Million)
8.6 Gaming
8.6.1 Overview
8.6.2 Gaming Market Revenue and Forecasts to 2028 (US$ Million)
8.7 Commercial
8.7.1 Overview
8.7.2 Commercial Market Revenue and Forecasts to 2028 (US$ Million)
9. 3D Audio Market - Geographic Analysis
9.1 Overview
9.2 North America: 3D audio Market
9.2.1 North America: 3D audio Market - Revenue and Forecast to 2028 (US$ Million)
9.2.2 North America: 3D audio Market, By Component
9.2.3 North America: 3D audio Market, By End Use Industries
9.2.4 North America: 3D audio Market, By Country
9.2.4.1 US: 3D audio Market - Revenue and Forecast to 2028 (US$ Million)
9.2.4.1.1 US: 3D audio Market, by Component
9.2.4.1.2 US: 3D audio Market, By End Use Industries
9.2.4.2 Canada: 3D audio Market - Revenue and Forecast to 2028 (US$ Million)
9.2.4.2.1 Canada: 3D audio Market, by Component
9.2.4.2.2 Canada: 3D audio Market, By End Use Industries
9.2.4.3 Mexico: 3D audio Market - Revenue and Forecast to 2028 (US$ Million)
9.2.4.3.1 Mexico: 3D audio Market, by Component
9.2.4.3.2 Mexico: 3D audio Market, By End Use Industries
9.3 Europe: 3D audio Market
9.3.1 Europe: 3D audio Market - Revenue and Forecast to 2028 (US$ Million)
9.3.2 Europe: 3D audio Market, By Component
9.3.3 Europe: 3D audio Market, By End Use Industries
9.3.4 Europe: 3D audio Market, By Country
9.3.4.1 Germany: 3D audio Market - Revenue and Forecast to 2028 (US$ Million)
9.3.4.1.1 Germany: 3D audio Market, by Component
9.3.4.1.2 Germany: 3D audio Market, By End Use Industries
9.3.4.2 France: 3D audio Market - Revenue and Forecast to 2028 (US$ Million)
9.3.4.2.1 France: 3D audio Market, by Component
9.3.4.2.2 France: 3D audio Market, By End Use Industries
9.3.4.3 Italy: 3D audio Market - Revenue and Forecast to 2028 (US$ Million)
9.3.4.3.1 Italy: 3D audio Market, by Component
9.3.4.3.2 Italy: 3D audio Market, By End Use Industries
9.3.4.4 UK: 3D audio Market - Revenue and Forecast to 2028 (US$ Million)
9.3.4.4.1 UK: 3D audio Market, by Component
9.3.4.4.2 UK: 3D audio Market, By End Use Industries
9.3.4.5 Russia: 3D audio Market - Revenue and Forecast to 2028 (US$ Million)
9.3.4.5.1 Russia: 3D audio Market, by Component
9.3.4.5.2 Russia: 3D audio Market, By End Use Industries
9.3.4.6 Rest of Europe: 3D audio Market - Revenue and Forecast to 2028 (US$ Million)
9.3.4.6.1 Rest of Europe: 3D audio Market, by Component
9.3.4.6.2 Rest of Europe: 3D audio Market, By End Use Industries
9.4 APAC: 3D audio Market
9.4.1 APAC: 3D audio Market - Revenue and Forecast to 2028 (US$ Million)
9.4.2 APAC: 3D audio Market, By Component
9.4.3 APAC: 3D audio Market, By End Use Industries
9.4.4 APAC: 3D audio Market, By Country
9.4.4.1 Australia: 3D audio Market - Revenue and Forecast to 2028 (US$ Million)
9.4.4.1.1 Australia: 3D audio Market, by Component
9.4.4.1.2 Australia: 3D audio Market, By End Use Industries
9.4.4.2 China: 3D audio Market - Revenue and Forecast to 2028 (US$ Million)
9.4.4.2.1 China: 3D audio Market, by Component
9.4.4.2.2 China: 3D audio Market, By End Use Industries
9.4.4.3 India: 3D audio Market - Revenue and Forecast to 2028 (US$ Million)
9.4.4.3.1 India: 3D audio Market, by Component
9.4.4.3.2 India: 3D audio Market, By End Use Industries
9.4.4.4 Japan: 3D audio Market - Revenue and Forecast to 2028 (US$ Million)
9.4.4.4.1 Japan: 3D audio Market, by Component
9.4.4.4.2 Japan: 3D audio Market, By End Use Industries
9.4.4.5 South Korea: 3D audio Market - Revenue and Forecast to 2028 (US$ Million)
9.4.4.5.1 South Korea: 3D audio Market, by Component
9.4.4.5.2 South Korea: 3D audio Market, By End Use Industries
9.4.4.6 Rest of APAC: 3D audio Market - Revenue and Forecast to 2028 (US$ Million)
9.4.4.6.1 Rest of APAC: 3D audio Market, by Component
9.4.4.6.2 Rest of APAC: 3D audio Market, By End Use Industries
9.5 MEA: 3D audio Market
9.5.1 MEA: 3D audio Market - Revenue and Forecast to 2028 (US$ Million)
9.5.2 MEA: 3D audio Market, By Component
9.5.3 MEA: 3D audio Market, By End Use Industries
9.5.4 MEA: 3D audio Market, By Country
9.5.4.1 South Africa: 3D audio Market - Revenue and Forecast to 2028 (US$ Million)
9.5.4.1.1 South Africa: 3D audio Market, by Component
9.5.4.1.2 South Africa: 3D audio Market, By End Use Industries
9.5.4.2 Saudi Arabia: 3D audio Market - Revenue and Forecast to 2028 (US$ Million)
9.5.4.2.1 Saudi Arabia: 3D audio Market, by Component
9.5.4.2.2 Saudi Arabia: 3D audio Market, By End Use Industries
9.5.4.3 UAE: 3D audio Market - Revenue and Forecast to 2028 (US$ Million)
9.5.4.3.1 UAE: 3D audio Market, by Component
9.5.4.3.2 UAE: 3D audio Market, By End Use Industries
9.5.4.4 Rest of MEA: 3D audio Market - Revenue and Forecast to 2028 (US$ Million)
9.5.4.4.1 Rest of MEA: 3D audio Market, by Component
9.5.4.4.2 Rest of MEA: 3D audio Market, By End Use Industries
9.6 SAM: 3D audio Market
9.6.1 SAM: 3D audio Market - Revenue and Forecast to 2028 (US$ Million)
9.6.2 SAM: 3D audio Market, By Component
9.6.3 SAM: 3D audio Market, By End Use Industries
9.6.4 SAM: 3D audio Market, By Country
9.6.4.1 Brazil: 3D audio Market - Revenue and Forecast to 2028 (US$ Million)
9.6.4.1.1 Brazil: 3D audio Market, by Component
9.6.4.1.2 Brazil: 3D audio Market, By End Use Industries
9.6.4.2 Argentina: 3D audio Market - Revenue and Forecast to 2028 (US$ Million)
9.6.4.2.1 Argentina: 3D audio Market, by Component
9.6.4.2.2 Argentina: 3D audio Market, By End Use Industries
9.6.4.3 Rest of SAM: 3D audio Market - Revenue and Forecast to 2028 (US$ Million)
9.6.4.3.1 Rest of SAM: 3D audio Market, by Component
9.6.4.3.2 Rest of SAM: 3D audio Market, By End Use Industries
10. Impact of COVID-19 Pandemic on Global 3D Audio Market
10.1 North America: Impact Assessment of COVID-19 Pandemic
10.2 Europe: Impact Assessment of COVID-19 Pandemic
10.3 Asia-Pacific: Impact Assessment of COVID-19 Pandemic
10.4 Middle East and Africa: Impact Assessment of COVID-19 Pandemic
10.5 South America: Impact Assessment of COVID-19 Pandemic
11. Industry Landscape
11.1 Overview
11.2 Market Initiative
12. Company Profiles
12.1 Barco
12.1.1 Key Facts
12.1.2 Business Description
12.1.3 Products and Services
12.1.4 Financial Overview
12.1.5 SWOT Analysis
12.1.6 Key Developments
12.2 Dear Reality
12.2.1 Key Facts
12.2.2 Business Description
12.2.3 Products and Services
12.2.4 Financial Overview
12.2.5 SWOT Analysis
12.2.6 Key Developments
12.3 Dolby Laboratories, Inc
12.3.1 Key Facts
12.3.2 Business Description
12.3.3 Products and Services
12.3.4 Financial Overview
12.3.5 SWOT Analysis
12.3.6 Key Developments
12.4 Auro Technologies
12.4.1 Key Facts
12.4.2 Business Description
12.4.3 Products and Services
12.4.4 Financial Overview
12.4.5 SWOT Analysis
12.4.6 Key Developments
12.5 Sound Particles S.A.
12.5.1 Key Facts
12.5.2 Business Description
12.5.3 Products and Services
12.5.4 Financial Overview
12.5.5 SWOT Analysis
12.5.6 Key Developments
12.6 XPERI HOLDING CORPORATION
12.6.1 Key Facts
12.6.2 Business Description
12.6.3 Products and Services
12.6.4 Financial Overview
12.6.5 SWOT Analysis
12.6.6 Key Developments
12.7 Waves Audio Ltd.
12.7.1 Key Facts
12.7.2 Business Description
12.7.3 Products and Services
12.7.4 Financial Overview
12.7.5 SWOT Analysis
12.7.6 Key Developments
12.8 Sennheiser electronic GmbH & Co. KG
12.8.1 Key Facts
12.8.2 Business Description
12.8.3 Products and Services
12.8.4 Financial Overview
12.8.5 SWOT Analysis
12.8.6 Key Developments
12.9 Fraunhofer
12.9.1 Key Facts
12.9.2 Business Description
12.9.3 Products and Services
12.9.4 Financial Overview
12.9.5 SWOT Analysis
12.9.6 Key Developments
12.10 VisiSonics
12.10.1 Key Facts
12.10.2 Business Description
12.10.3 Products and Services
12.10.4 Financial Overview
12.10.5 SWOT Analysis
12.10.6 Key Developments
13. Appendix
13.1 About the Publisher
13.2 Word Index

Companies Mentioned (Partial List)

A selection of companies mentioned in this report includes, but is not limited to:

  • Barco
  • Dear Reality
  • Dolby Laboratories, Inc
  • Auro Technologies
  • Sound Particles S.A.
  • Xperi Holding Corporation
  • Waves Audio Ltd.
  • Sennheiser electronic GmbH & Co. KG
  • Fraunhofer
  • VisiSonics

Table Information