0
2018
Mixed Reality Market

Mixed Reality Market

by Component (Hardware and Software), Device Type (Wired and Wireless), and Application (Aerospace & Defense, Architecture, Entertainment & Gaming, Medical, and Others) - Global Opportunity Analysis and Industry Forecast, 2018-2024

Report Code: A02381
May 2018 | Pages: 276
Tables: 108
Charts: 63
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Mixed Reality Market Overview:

The mixed reality is a technology used for visualizing the real and virtual world object in real time. This technology aims at combining the best aspects of both virtual reality and augmented reality. In this case, the mixed reality can include augmented reality, augmented virtuality, and other mixed configurations. Instead of residing in an entirely virtual world, virtual objects are anchored into user’s real world, thereby making the virtual interactions appear to be real.

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 industry.

global mixed reality market

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 (magnetometer sensor, accelerometer sensor and others), semiconductor components, and power units. 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 segmented into simulation training, visualization of scans and surgery. Based on region, it is analyzed across North America, Europe, Asia-Pacific, and LAMEA.

mixed reality market by geography

Top Impacting Factors

Surge in adoption of mixed reality in games & entertainment industries and rise in demand from the education sector impact the growth of the market. In addition, high cost of mixed reality devices affect the growth of the global mixed reality market. These factors are anticipated to either drive or hamper the market growth.

mixed reality market top impacting factor

Surge in Adoption of Mixed Reality in Games & Entertainment Industries

The gaming & entertainment industries are on a continuous process to bring innovation in their respective fields. Intense competition is one of the key reasons why the players in these industries always want to come up with innovative ways to distinguish themselves from their competitors. Thus, use of mixed reality makes the game and movies not only appealing but also more interactive. In addition, rise in need for innovation by users encourage both industries to invest in such technologies, which is expected to supplement the growth of the market.  

Rise in Demand from the Education Sector

Mixed reality is of great help for students and teachers, as it makes things interactive. Moreover, trainers can use such devices to teach trainees without the need of being at the same place. This technology not only ensures better and interactive ways of study but also helps reduce the learning errors, as it uses 3D pictures. These factors altogether significantly contribute to the growth of the market.

High Cost of Mixed Reality Devices

High cost of mixed reality device is expected to restrict the commercial adoption, thus impacting the market growth. Increase in technological advancements and innovations in mixed reality compel the manufacturers to sell the device at the premium price. Thus, increasing the cost of the mixed reality devices for customers across several applications such as gaming & entertainment, sports, education and others.

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 foothold.
  • 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 benchmark the financial competency.
  • Porter’s Five Forces analysis illustrates the potency of the buyers and suppliers in the industry.

Mixed Reality Market Report Highlights

Aspects Details
By Component
  • Hardware
    • Sensor
    • Semiconductor component
    • Power Units
  • Software
By Device Type
  • WIRED DEVICE
  • WIRELESS DEVICE
By Application
  • Aerospace & Defense
  • Architecture
  • Entertainment & Gaming
  • MEDICAL
    • Simulation Training
    • Visualization of Scans
    • Simulation 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 HTC CORPORATION, META COMPANY, MICROSOFT CORPORATION, EON REALITY, INC., MAGIC LEAP, INC., GOOGLE, INC., SEIKO EPSON CORPORATION, INTEL CORPORATION, SAMSUNG ELECTRONICS CO., LTD., FACEBOOK
 

CHAPTER 1: INTRODUCTION

1.1. REPORT DESCRIPTION
1.2. KEY BENEFITS FOR STAKEHOLDERS
1.3. KEY MARKET SEGMENT
1.4. RESEARCH METHODOLOGY

1.4.1. Secondary research
1.4.2. Primary research
1.4.3. Analyst tools & models

CHAPTER 2: EXECUTIVE SUMMARY

2.1. CXO PERSPECTIVE

CHAPTER 3: MARKET OVERVIEW

3.1. MARKET DEFINITION AND SCOPE
3.2. KEY FINDINGS

3.2.1. Top impacting factors
3.2.2. Top investment pockets
3.2.3. Top Winning Strategies
3.2.4. Top Winning Strategies, By Year, 2016-2018*
3.2.5. Top Winning Strategies, By Development, 2016-2018* (%)
3.2.6. Top Winning Strategies, By Company, 2016-2018*

3.3. PORTER'S FIVE FORCES ANALYSIS
3.4. MARKET SHARE, 2017
3.5. MARKET DYNAMICS

3.5.1. Drivers

3.5.1.1. Surge in adoption of mixed reality in games & entertainment industries
3.5.1.2. Rise in demand from the education sector

3.5.2. Restraint

3.5.2.1. High cost of mixed reality devices Opportunity

3.5.3. Opportunity

3.5.3.1. Rise in innovation

CHAPTER 4: MIXED REALITY MARKET, BY COMPONENT

4.1. OVERVIEW
4.2. HARDWARE

4.2.1. Key market trends and opportunities
4.2.2. Market size and forecast, by region
4.2.3. Market size and forecast, by hardware type

4.2.3.1. Sensor

4.2.3.1.1. Market size and forecast, by sensor type
4.2.3.1.2. Magnetometer
4.2.3.1.3. Accelerometer
4.2.3.1.4. Others

4.2.3.2. Semiconductor component
4.2.3.3. Power Units

4.2.4. Market analysis, by country

4.3. SOFTWARE

4.3.1. Key market trends and opportunities
4.3.2. Market size and forecast, by region
4.3.3. Market analysis, by country

CHAPTER 5: MIXED REALITY MARKET, BY DEVICE TYPE

5.1. OVERVIEW
5.2. WIRED DEVICE

5.2.1. Key market trends and opportunities
5.2.2. Market size and forecast, by region
5.2.3. Market analysis, by country

5.3. WIRELESS DEVICE

5.3.1. Key market trends and opportunities
5.3.2. Market size and forecast, by region
5.3.3. Market analysis, by country

CHAPTER 6: MIXED REALITY MARKET, BY APPLICATION

6.1. OVERVIEW
6.2. AEROSPACE & DEFENSE

6.2.1. Key market trends and opportunities
6.2.2. Market size and forecast, by region
6.2.3. Market analysis, by country

6.3. ARCHITECTURE

6.3.1. Key market trends and opportunities
6.3.2. Market size and forecast, by region
6.3.3. Market analysis, by country

6.4. ENTERTAINMENT & GAMING

6.4.1. Key market trends and opportunities
6.4.2. Market size and forecast, by region
6.4.3. Market analysis, by country

6.5. MEDICAL

6.5.1. Key market trends and opportunities
6.5.2. Market size and forecast, by region
6.5.3. Market size and forecast, by medical type

6.5.3.1 Simulation Training
6.5.3.2 Visualization of Scans
6.5.3.3 Simulation Surgery

6.5.4. Market analysis, by country

6.6. OTHERS

6.6.1. Key market trends and opportunities
6.6.2. Market size and forecast, by region
6.6.3. Market analysis, by country

CHAPTER 7: MIXED REALITY MARKET, BY REGION

7.1. OVERVIEW
7.2. NORTH AMERICA

7.2.1. Key market trends and opportunities
7.2.2. Market size and forecast, by component
7.2.3. Market size and forecast, by device type
7.2.4. Market size and forecast, by application
7.2.5. Market analysis, by country

7.2.5.1. U.S.

7.2.5.1.1. Market size and forecast
7.2.5.1.2. Market size and forecast, by component
7.2.5.1.3. Market size and forecast, by device type
7.2.5.1.4. Market size and forecast, by application

7.2.5.2. Canada

7.2.5.2.1. Market size and forecast
7.2.5.2.2. Market size and forecast, by component
7.2.5.2.3. Market size and forecast, by technology
7.2.5.2.4. Market size and forecast, by application

7.2.5.3. Mexico

7.2.5.3.1. Market size and forecast
7.2.5.3.2. Market size and forecast, by component
7.2.5.3.3. Market size and forecast, by device type
7.2.5.3.4. Market size and forecast, by application

7.3. EUROPE

7.3.1. Key market trends and opportunities
7.3.2. Market size and forecast, by component
7.3.3. Market size and forecast, by device type
7.3.4. Market size and forecast, by application
7.3.5. Market analysis, by country

7.3.5.1. UK

7.3.5.1.1. Market size and forecast
7.3.5.1.2. Market size and forecast, by component
7.3.5.1.3. Market size and forecast, by device type
7.3.5.1.4. Market size and forecast, by application

7.3.5.2. Germany

7.3.5.2.1. Market size and forecast
7.3.5.2.2. Market size and forecast, by component
7.3.5.2.3. Market size and forecast, by device type
7.3.5.2.4. Market size and forecast, by application

7.3.5.3. Russia

7.3.5.3.1. Market size and forecast
7.3.5.3.2. Market size and forecast, by component
7.3.5.3.3. Market size and forecast, by device type
7.3.5.3.4. Market size and forecast, by application

7.3.5.4. France

7.3.5.4.1. Market size and forecast
7.3.5.4.2. Market size and forecast, by component
7.3.5.4.3. Market size and forecast, by device type
7.3.5.4.4. Market size and forecast, by application

7.3.5.5. Rest of Europe

7.3.5.5.1. Market size and forecast
7.3.5.5.2. Market size and forecast, by component
7.3.5.5.3. Market size and forecast, by device type
7.3.5.5.4. Market size and forecast, by application

7.4. ASIA-PACIFIC

7.4.1. Key market trends and opportunities
7.4.2. Market size and forecast, by component
7.4.3. Market size and forecast, by device type
7.4.4. Market size and forecast, by application
7.4.5. Market analysis, by country

7.4.5.1. China

7.4.5.1.1. Market size and forecast
7.4.5.1.2. Market size and forecast, by component
7.4.5.1.3. Market size and forecast, by device type
7.4.5.1.4. Market size and forecast, by application

7.4.5.2. Australia

7.4.5.2.1. Market size and forecast
7.4.5.2.2. Market size and forecast, by component
7.4.5.2.3. Market size and forecast, by device type
7.4.5.2.4. Market size and forecast, by application

7.4.5.3. India

7.4.5.3.1. Market size and forecast
7.4.5.3.2. Market size and forecast, by component
7.4.5.3.3. Market size and forecast, by device type
7.4.5.3.4. Market size and forecast, by application

7.4.5.4. Japan

7.4.5.4.1. Market size and forecast
7.4.5.4.2. Market size and forecast, by component
7.4.5.4.3. Market size and forecast, by device type
7.4.5.4.4. Market size and forecast, by application

7.4.5.5. Rest of Asia-Pacific

7.4.5.5.1. Market size and forecast
7.4.5.5.2. Market size and forecast, by component
7.4.5.5.3. Market size and forecast, by device type
7.4.5.5.4. Market size and forecast, by application

7.5. LAMEA

7.5.1. Key market trends and opportunities
7.5.2. Market size and forecast, by component
7.5.3. Market size and forecast, by device type
7.5.4. Market size and forecast, by application
7.5.5. Market analysis, by region

7.5.5.1. Latin America

7.5.5.1.1. Market size and forecast
7.5.5.1.2. Market size and forecast, by component
7.5.5.1.3. Market size and forecast, by device type
7.5.5.1.4. Market size and forecast, by application

7.5.5.2. Middle East

7.5.5.2.1. Market size and forecast
7.5.5.2.2. Market size and forecast, by component
7.5.5.2.3. Market size and forecast, by technology
7.5.5.2.4. Market size and forecast, by application

7.5.5.3. Africa

7.5.5.3.1. Market size and forecast
7.5.5.3.2. Market size and forecast, by component
7.5.5.3.3. Market size and forecast, by technology
7.5.5.3.4. Market size and forecast, by application

CHAPTER 8: COMPANY PROFILES

8.1. EON REALITY, INC.

8.1.1. Company overview
8.1.2. Company snapshot
8.1.3. Operating business segments
8.1.4. Product portfolio
8.1.5. Key strategic moves and developments

8.2. FACEBOOK

8.2.1. Company overview
8.2.2. Company snapshot
8.2.3. Operating business segments
8.2.4. Product portfolio
8.2.5. Business performance
8.2.6. Key strategic moves and developments

8.3. GOOGLE, INC.

8.3.1. Company overview
8.3.2. Company snapshot
8.3.3. Operating business segments
8.3.4. Product portfolio
8.3.5. Business performance
8.3.6. Key strategic moves and developments

8.4. HTC CORPORATION

8.4.1. Company overview
8.4.2. Company snapshot
8.4.3. Operating business segments
8.4.4. Product portfolio
8.4.5. Business performance
8.4.6. Key strategic moves and developments

8.5. INTEL CORPORATION

8.5.1. Company overview
8.5.2. Company snapshot
8.5.3. Operating business segments
8.5.4. Product portfolio
8.5.5. Business performance
8.5.6. Key strategic moves and developments

8.6. MAGIC LEAP, INC.

8.6.1. Company overview
8.6.2. Company snapshot
8.6.3. Product portfolio
8.6.4. Key strategic moves and developments

8.7. MICROSOFT CORPORATION

8.7.1. Company overview
8.7.2. Company snapshot
8.7.3. Operating Business Segment
8.7.4. Product portfolio
8.7.5. Business performance
8.7.6. Key strategic moves and developments

8.8. META COMPANY

8.8.1. Company overview
8.8.2. Company snapshot
8.8.3. Product portfolio
8.8.4. Key strategic moves and developments

8.9. SAMSUNG ELECTRONICS CO., LTD.

8.9.1. Company overview
8.9.2. Company snapshot
8.9.3. Operating business segments
8.9.4. Product portfolio
8.9.5. Business performance
8.9.6. Key strategic moves and developments

8.10. SEIKO EPSON CORPORATION

8.10.1. Company overview
8.10.2. Company snapshot
8.10.3. Operating business segments
8.10.4. Business performance
8.10.5. Key strategic moves and developments

LIST OF TABLES

TABLE 01. GLOBAL MIXED REALITY MARKET REVENUE, BY COMPONENT, 2017-2024 ($MILLION)
TABLE 02. MIXED REALITY MARKET REVENUE FOR HARDWARE, BY REGION, 2017-2024 ($MILLION)
TABLE 03. MIXED REALITY MARKET REVENUE FOR HARDWARE, BY TYPE, 2017-2024 ($MILLION)
TABLE 04. MIXED REALITY MARKET REVENUE FOR HARDWARE, BY SUB-TYPE, 2017-2024 ($MILLION)
TABLE 05. MIXED REALITYMARKET REVENUE FOR SOFTWARE, BY REGION, 2017-2024 ($MILLION)
TABLE 06. GLOBAL MIXED REALITY MARKET REVENUE, BY DEVICE TYPE, 2017-2024 ($MILLION)
TABLE 07. MIXED REALITY MARKET REVENUE FOR WIRED DEVICE, BY REGION, 2017-2024 ($MILLION)
TABLE 08. MIXED REALITY MARKET REVENUE FOR WIRELESS DEVICE, BY REGION, 2017-2024 ($MILLION)
TABLE 09. GLOBAL MIXED REALITY MARKET REVENUE, BY APPLICATION, 2017-2024 ($MILLION)
TABLE 10. MIXED REALITY MARKET REVENUE FOR AEROSPACE & DEFENSE, BY REGION, 2017-2024 ($MILLION)
TABLE 11. MIXED REALITYMARKET REVENUE FOR ARCHITECTURE, BY REGION, 2017-2024 ($MILLION)
TABLE 12. MIXED REALITY MARKET REVENUE FOR ENTERTAINMENT & GAMING, BY REGION, 2017-2024 ($MILLION)
TABLE 13. MIXED REALITY MARKET REVENUE FOR MEDICAL, BY REGION, 2017-2024 ($MILLION)
TABLE 14. MIXED REALITY MARKET REVENUE FOR MEDICAL, BY TYPE, 2017-2024 ($MILLION)
TABLE 15. MIXED REALITY MARKET REVENUE FOR OTHERS, BY REGION, 2017-2024 ($MILLION)
TABLE 16. MIXED REALITY MARKET REVENUE, BY REGION, 2017-2024 ($MILLION)
TABLE 17. NORTH AMERICA MIXED REALITYMARKET REVENUE FOR COMPONENT, 2017-2024 ($MILLION)
TABLE 18. NORTH AMERICA MIXED REALITY MARKET REVENUE FOR DEVICE TYPE, 2017-2024 ($MILLION)
TABLE 19. NORTH AMERICA MIXED REALITY MARKET REVENUE FOR APPLICATION, 2017-2024 ($MILLION)
TABLE 20. NORTH AMERICA MIXED REALITY MARKET REVENUE, BY COUNTRY, 2017-2024 ($MILLION)
TABLE 21. U.S. MIXED REALITY MARKET REVENUE, BY COMPONENT, 2017-2024 ($MILLION)
TABLE 22. U.S. MIXED REALITY MARKET REVENUE, BY DEVICE TYPE, 2017-2024 ($MILLION)
TABLE 23. U.S. MIXED REALITYMARKET REVENUE, BY APPLICATION, 2017-2024 ($MILLION)
TABLE 24. CANADA MIXED REALITY MARKET REVENUE, BY COMPONET, 2017-2024 ($MILLION)
TABLE 25. CANADA MIXED REALITYMARKET REVENUE, BY DEVICE TYPE, 2017-2024 ($MILLION)
TABLE 26. CANADA MIXED REALITYMARKET REVENUE, BY APPLICATION, 2017-2024 ($MILLION)
TABLE 27. MEXICO MIXED REALITYMARKET REVENUE, BY COMPONET, 2017-2024 ($MILLION)
TABLE 28. MEXICO MIXED REALITYMARKET REVENUE, BY DEVICE TYPE, 2017-2024 ($MILLION)
TABLE 29. MEXICO MIXED REALITY MARKET REVENUE, BY APPLICATION, 2017-2024 ($MILLION)
TABLE 30. EUROPE MIXED REALITYMARKET REVENUE FOR COMPONENT, 2017-2024 ($MILLION)
TABLE 31. EUROPE MIXED REALITY MARKET REVENUE FOR DEVICE TYPE, 2017-2024 ($MILLION)
TABLE 32. EUROPE MIXED REALITY MARKET REVENUE FOR APPLICATION, 2017-2024 ($MILLION)
TABLE 33. EUROPE MIXED REALITY MARKET REVENUE, BY COUNTRY, 2017-2024 ($MILLION)
TABLE 34. UK MIXED REALITY MARKET REVENUE, BY COMPONENT, 2017-2024 ($MILLION)
TABLE 35. UK MIXED REALITY MARKET REVENUE, BY DEVICE TYPE, 2017-2024 ($MILLION)
TABLE 36. UK MIXED REALITYMARKET REVENUE, BY APPLICATION, 2017-2024 ($MILLION)
TABLE 37. GERMANY MIXED REALITY MARKET REVENUE, BY COMPONET, 2017-2024 ($MILLION)
TABLE 38. GERMANY MIXED REALITYMARKET REVENUE, BY DEVICE TYPE, 2017-2024 ($MILLION)
TABLE 39. GERMANY MIXED REALITYMARKET REVENUE, BY APPLICATION, 2017-2024 ($MILLION)
TABLE 40. RUSSIA MIXED REALITYMARKET REVENUE, BY COMPONET, 2017-2024 ($MILLION)
TABLE 41. RUSSIA MIXED REALITYMARKET REVENUE, BY DEVICE TYPE, 2017-2024 ($MILLION)
TABLE 42. RUSSIA MIXED REALITY MARKET REVENUE, BY APPLICATION, 2017-2024 ($MILLION)
TABLE 43. FRANCE MIXED REALITY MARKET REVENUE, BY COMPONET, 2017-2024 ($MILLION)
TABLE 44. FRANCE MIXED REALITYMARKET REVENUE, BY DEVICE TYPE, 2017-2024 ($MILLION)
TABLE 45. FRANCE MIXED REALITYMARKET REVENUE, BY APPLICATION, 2017-2024 ($MILLION)
TABLE 46. REST OF EUROPE MIXED REALITYMARKET REVENUE, BY COMPONET, 2017-2024 ($MILLION)
TABLE 47. REST OF EUROPE MIXED REALITY MARKET REVENUE, BY DEVICE TYPE, 2017-2024 ($MILLION)
TABLE 48. REST OF EUROPE MIXED REALITY MARKET REVENUE, BY APPLICATION, 2017-2024 ($MILLION)
TABLE 49. ASIA-PACIFIC MIXED REALITY MARKET REVENUE FOR COMPONENT, 2017-2024 ($MILLION)
TABLE 50. ASIA-PACIFIC MIXED REALITY MARKET REVENUE FOR DEVICE TYPE, 2017-2024 ($MILLION)
TABLE 51. ASIA-PACIFIC MIXED REALITY MARKET REVENUE FOR APPLICATION, 2017-2024 ($MILLION)
TABLE 52. ASIA-PACIFIC MIXED REALITY MARKET REVENUE, BY COUNTRY, 2017-2024 ($MILLION)
TABLE 53. CHINA MIXED REALITY MARKET REVENUE, BY COMPONENT, 2017-2024 ($MILLION)
TABLE 54. CHINA MIXED REALITY MARKET REVENUE, BY DEVICE TYPE, 2017-2024 ($MILLION)
TABLE 55. CHINA MIXED REALITYMARKET REVENUE, BY APPLICATION, 2017-2024 ($MILLION)
TABLE 56. AUSTRALIA MIXED REALITY MARKET REVENUE, BY COMPONET, 2017-2024 ($MILLION)
TABLE 57. AUSTRALIA MIXED REALITYMARKET REVENUE, BY DEVICE TYPE, 2017-2024 ($MILLION)
TABLE 58. AUSTRALIA MIXED REALITYMARKET REVENUE, BY APPLICATION, 2017-2024 ($MILLION)
TABLE 59. INDIA MIXED REALITYMARKET REVENUE, BY COMPONET, 2017-2024 ($MILLION)
TABLE 60. INDIA MIXED REALITYMARKET REVENUE, BY DEVICE TYPE, 2017-2024 ($MILLION)
TABLE 61. INDIA MIXED REALITY MARKET REVENUE, BY APPLICATION, 2017-2024 ($MILLION)
TABLE 62. JAPAN MIXED REALITY MARKET REVENUE, BY COMPONET, 2017-2024 ($MILLION)
TABLE 63. JAPAN MIXED REALITYMARKET REVENUE, BY DEVICE TYPE, 2017-2024 ($MILLION)
TABLE 64. JAPAN MIXED REALITYMARKET REVENUE, BY APPLICATION, 2017-2024 ($MILLION)
TABLE 65. REST OF ASIA-PACIFIC MIXED REALITYMARKET REVENUE, BY COMPONET, 2017-2024 ($MILLION)
TABLE 66. REST OF ASIA-PACIFIC MIXED REALITY MARKET REVENUE, BY DEVICE TYPE, 2017-2024 ($MILLION)
TABLE 67. REST OF ASIA-PACIFIC MIXED REALITY MARKET REVENUE, BY APPLICATION, 2017-2024 ($MILLION)
TABLE 68. LAMEA MIXED REALITY MARKET REVENUE FOR COMPONENT, 2017-2024 ($MILLION)
TABLE 69. LAMEA MIXED REALITY MARKET REVENUE FOR TECHNOLOGY, 2017-2024 ($MILLION)
TABLE 70. LAMEA MIXED REALITY MARKET REVENUE FOR APPLICATION, 2017-2024 ($MILLION)
TABLE 71. LAMEA MIXED REALITYMARKET REVENUE, BY REGION, 2017-2024 ($MILLION)
TABLE 72. LATIN AMERICA MIXED REALITY MARKET REVENUE, BY COMPONENT, 2017-2024 ($MILLION)
TABLE 73. LATIN AMERICA MIXED REALITYMARKET REVENUE, BY DEVICE TYPE, 2017-2024 ($MILLION)
TABLE 74. LATIN AMERICA MIXED REALITY MARKET REVENUE, BY APPLICATION, 2017-2024 ($MILLION)
TABLE 75. MIDDLE EAST MIXED REALITY MARKET REVENUE, BY COMPONET, 2017-2024 ($MILLION)
TABLE 76. MIDDLE EAST MIXED REALITYMARKET REVENUE, BY DEVICE TYPE, 2017-2024 ($MILLION)
TABLE 77. MIDDLE EAST MIXED REALITYMARKET REVENUE, BY APPLICATION, 2017-2024 ($MILLION)
TABLE 78. AFRICA MIXED REALITYMARKET REVENUE, BY COMPONET, 2017-2024 ($MILLION)
TABLE 79. AFRICA MIXED REALITYMARKET REVENUE, BY DEVICE TYPE, 2017-2024 ($MILLION)
TABLE 80. AFRICA MIXED REALITYMARKET REVENUE, BY APPLICATION, 2017-2024 ($MILLION)
TABLE 81. EON REALITY, INC.: COMPANY SNAPSHOT
TABLE 82. EON REALITY, INC.: OPERATING SEGMENTS
TABLE 83. EON REALITY, INC.: PRODUCT PORTFOLIO
TABLE 84. FACEBOOK.: COMPANY SNAPSHOT
TABLE 85. LG DISPLAY CO., LTD.: OPERATING SEGMENTS
TABLE 86. FACEBOOK.: PRODUCT PORTFOLIO
TABLE 87. GOOGLE, INC.: COMPANY SNAPSHOT
TABLE 88. GOOGLE, INC.: OPERATING SEGMENTS
TABLE 89. GOOGLE, INC: PRODUCT PORTFOLIO
TABLE 90. HTC: COMPANY SNAPSHOT
TABLE 91. HTC CORPORATION: OPERATING SEGMENTS
TABLE 92. HTC CORPORATION: PRODUCT PORTFOLIO
TABLE 93. INTEL CORPORATION.: COMPANY SNAPSHOT
TABLE 94. INTEL CORPORATION.: OPERATING SEGMENTS
TABLE 95. INTEL CORPORATION.: PRODUCT PORTFOLIO
TABLE 96. MAGIC LEAP, INC.: COMPANY SNAPSHOT
TABLE 97. MAGIC LEAP, INC..: PRODUCT PORTFOLIO
TABLE 98. MAGIC LEAP, INC.: PRODUCT PORTFOLIO
TABLE 99. MICROSOFT CORPORATION: COMPANY SNAPSHOT
TABLE 100. MICROSOFT CORPORATION: PRODUCT PORTFOLIO
TABLE 101. APPLE INC.: PRODUCT PORTFOLIO
TABLE 102. META COMPANY: COMPANY SNAPSHOT
TABLE 103. META COMPANY: PRODUCT PORTFOLIO
TABLE 104. SAMSUNG ELECTRONICS CO., LTD.: COMPANY SNAPSHOT
TABLE 105. SAMSUNG ELECTRONICS CO., LTD..: OPERATING SEGMENTS
TABLE 106. SAMSUNG ELECTRONICS CO., LTD.: PRODUCT PORTFOLIO
TABLE 107. PLAYNITRIDE INC.: COMPANY SNAPSHOT
TABLE 108. SEIKO EPSON CORPORATION.: OPERATING SEGMENTS

LIST OF FIGURES

FIGURE 01. GLOBAL MIXED REALITY MARKET, 2017-2024
FIGURE 02. MIXED REALITY MARKET, BY REGION, 2017-2024
FIGURE 03. MIXED REALITY MARKET: TOP INVESTMENT POCKETS
FIGURE 04. MODERATE BARGAINING POWER OF SUPPLIERS
FIGURE 05. MODERATE-TO-HIGH BARGAINING POWER OF BUYERS
FIGURE 06. MODERATE-TO-HIGH THREAT OF NEW ENTRANTS
FIGURE 07. MODERATE OF SUBSTITUTES
FIGURE 08. MODERATE-TO-HIGH COMPETITIVE RIVALRY
FIGURE 09. MARKET SHARE, 2017 (%)
FIGURE 10. GLOBAL MIXED REALITYMARKET, BY COMPONET, 2017-2024
FIGURE 11. COMPARATIVE SHARE ANALYSIS OF MIXED REALITYMARKET FOR HARDWARE, BY COUNTRY, 2017 & 2024 (%)
FIGURE 12. COMPARATIVE SHARE ANALYSIS OF MIXED REALITYMARKET FOR SOFTWARE, BY COUNTRY, 2017 & 2024 (%)
FIGURE 13. GLOBAL MIXED REALITY MARKET, BY DEVICE TYPE, 2017-2024
FIGURE 14. COMPARATIVE SHARE ANALYSIS OF MIXED REALITY MARKET FOR WIRED DEVICE, BY COUNTRY, 2017 & 2024 (%)
FIGURE 15. COMPARATIVE SHARE ANALYSIS OF MIXED REALITY MARKET FOR WIRELESS DEVICE, BY COUNTRY, 2017 & 2024 (%)
FIGURE 16. GLOBAL MIXED REALITY MARKET, BY APPLICATION, 2017-2024
FIGURE 17. COMPARATIVE SHARE ANALYSIS OF MIXED REALITY MARKET FOR AEROSPACE & DEFENSE, BY COUNTRY, 2017 & 2024 (%)
FIGURE 18. COMPARATIVE SHARE ANALYSIS OF MIXED REALITY MARKET FOR ARCHITECTURE, BY COUNTRY, 2017 & 2024 (%)
FIGURE 19. COMPARATIVE SHARE ANALYSIS OF MIXED REALITY MARKET FOR ENTERTAINMENT & GAMING, BY COUNTRY, 2017 & 2024 (%)
FIGURE 20. COMPARATIVE SHARE ANALYSIS OF MIXED REALITY MARKET FOR MEDICAL, BY COUNTRY, 2017 & 2024 (%)
FIGURE 21. COMPARATIVE SHARE ANALYSIS OF MIXED REALITY MARKET FOR OTHERS, BY COUNTRY, 2017 & 2024 (%)
FIGURE 22. MIXED REALITY MARKET, BY REGION, 2017-2024
FIGURE 23. NORTH AMERICA MIXED REALITY MARKET, BY COUNTRY, 2017-2024
FIGURE 24. US MIXED REALITY MARKET REVENUE, 2017-2024 ($MILLION)
FIGURE 25. CANADA MIXED REALITYMARKET REVENUE, 2017-2024 ($MILLION)
FIGURE 26. MEXICO MIXED REALITY MARKET REVENUE, 2018-2024 ($MILLION)
FIGURE 27. EUROPE MIXED REALITY MARKET, BY COUNTRY, 2017-2024
FIGURE 28. UK MIXED REALITY MARKET REVENUE, 2017-2024 ($MILLION)
FIGURE 29. GERMANY MIXED REALITYMARKET REVENUE, 2017-2024 ($MILLION)
FIGURE 30. RUSSIA MIXED REALITY MARKET REVENUE, 2018-2024 ($MILLION)
FIGURE 31. FRANCE MIXED REALITY MARKET REVENUE, 2017-2024 ($MILLION)
FIGURE 32. REST OF EUROPE MIXED REALITY MARKET REVENUE, 2018-2024 ($MILLION)
FIGURE 33. ASIA-PACIFIC MIXED REALITY MARKET, BY COUNTRY, 2017-2024
FIGURE 34. CHINA MIXED REALITY MARKET REVENUE, 2017-2024 ($MILLION)
FIGURE 35. AUSTRALIA MIXED REALITY MARKET REVENUE, 2017-2024 ($MILLION)
FIGURE 36. INDIA MIXED REALITY MARKET REVENUE, 2018-2024 ($MILLION)
FIGURE 37. JAPAN MIXED REALITY MARKET REVENUE, 2017-2024 ($MILLION)
FIGURE 38. REST OF ASIA-PACIFIC MIXED REALITY MARKET REVENUE, 2018-2024 ($MILLION)
FIGURE 39. LAMEA MIXED REALITY MARKET, BY COUNTRY, 2017-2024
FIGURE 40. LATIN AMERICA MIXED REALITY MARKET REVENUE, 2017-2024 ($MILLION)
FIGURE 41. MIDDLE EAST MIXED REALITY MARKET REVENUE, 2017-2024 ($MILLION)
FIGURE 42. AFRICA MIXED REALITY MARKET REVENUE, 2018-2024 ($MILLION)
FIGURE 43. FACEBOOK.: NET SALES, 2015-2017 ($MILLION)
FIGURE 44. FACEBOOK.: REVENUE SHARE BY SEGMENT, 2017 (%)
FIGURE 45. FACEBOOK.: REVENUE SHARE BY GEOGRAPHY, 2017 (%)
FIGURE 46. GOOGLE, INC: REVENUE, 2015-2017 ($MILLION)
FIGURE 47. GOOGLE, INC: REVENUE SHARE BY SEGMENT, 2017 (%)
FIGURE 48. GOOGLE, INC: REVENUE SHARE BY GEOGRAPHY, 2017[ (%)
FIGURE 49. HTC CORPORATION.: REVENUE, 2015-2017 ($MILLION)
FIGURE 50. HTC CORPORATION.: REVENUE SHARE BY SEGMENT, 2017 (%)
FIGURE 51. HTC CORPORATION.: REVENUE SHARE BY GEOGRAPHY, 2017 (%)
FIGURE 52. INTEL CORPORATION.: REVENUE, 2015-2017 ($MILLION)
FIGURE 53. INTEL CORPORATION.: REVENUE SHARE BY SEGMENT, 2017 (%)
FIGURE 54. INTEL CORPORATION.: REVENUE SHARE BY GEOGRAPHY, 2017 (%)
FIGURE 55. MICROSOFT: NET SALES, 2015-2017 ($MILLION)
FIGURE 56. MICROSOFT: REVENUE SHARE BY SEGMENT, 2017 (%)
FIGURE 57. MICROSOFT: REVENUE SHARE BY GEOGRAPHY, 2017 (%)
FIGURE 58. SAMSUNG ELECTRONICS CO., LTD.: REVENUE, 2015-2017 ($MILLION)
FIGURE 59. SAMSUNG ELECTRONICS CO., LTD.: REVENUE SHARE BY SEGMENT, 2017 (%)
FIGURE 60. SAMSUNG ELECTRONICS CO., LTD.: REVENUE SHARE BY GEOGRAPHY, 2017[ (%)
FIGURE 61. SEIKO.: NET SALES, 2015-2017 ($MILLION)
FIGURE 62. SEIKO EPSON CORPORATION.: REVENUE SHARE BY SEGMENT, 2017 (%)
FIGURE 63. SEIKO EPSON CORPORATION.: REVENUE SHARE BY GEOGRAPHY, 2017 (%)


 
 

The global mixed reality market is expected to witness robust growth in the near future, owing to increase in demand for innovative & wearable products and the benefits. Moreover, increase in adoption of mixed reality in the aerospace & defense sector for training programs fuel the market growth. In addition, the device can be used in schools, as it provides 3D images, which helps in interactive way of learning. Unlike the augmented reality (AR) or virtual reality (VR) that replace the real world with a simulated one, the mixed reality merges the real world with the virtual world, and physical and digital objects coexist and interact in real time.

Growth in demand for mixed reality devices in the gaming & entertainment industry and rise in demand for mixed reality devices in the education sector majorly drive the market. However, the price-based constraints of the mixed reality devices as they are not cost-effective due to its high-tech features impede the growth of the market. In the near future, constant innovation of the semiconductors & sensors industry and increase in number of tech-savvy population, mixed reality technology is expected to create lucrative opportunities for the key players.

Among the analyzed geographical regions, Asia-Pacific is expected to account for the highest revenue in the global market in 2017 followed by North America, Europe, and LAMEA. However, LAMEA is expected to grow at a higher growth rate, predicting a lucrative market growth for the semiconductor IP 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 the key market players that occupy a significant revenue share in the global mixed reality market.

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