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Mixed Reality Market by Component (Hardware and Software), Application (Industrial, Aerospace & Defense, Medical, Architecture, Consumer, and Others), and Device Type (Wired and Wireless) - Global Opportunity Analysis and Industry Forecast, 2017-2023

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Pages: 134
Sep 2017 | 2227 Views
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Author's : Seapee Bajaj
Tables: 54
Charts: 19
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Mixed Reality Market Overview:

Mixed reality also referred to as hybrid reality is the integration of real and virtual world to produce new environments and visualizations where physical and digital objects co-exist and interact in real time. Owing to the immense potential that the technology possesses, the gaming and entertainment industries are projected to boost the mixed reality market growth. Also, the aerospace and defense sector contribute immensely to the growth of the market in the near future.

The global mixed reality market is expected to witness robust growth in the near future, owing to increase in demand for innovative and wearable products and also because of the benefits that the product possesses. The aerospace and defense can use the product for training programs, the product can be used in wide range of industries for training purposes. Also, the device can be used in schools; as it provides 3D images and with an interactive way of learning. The technology that is driving the mixed reality devices is pretty new. Unlike the augmented reality (AR) or virtual reality (VR) that replaces the real world with a simulated one, the mixed reality merges the real world with the virtual world and both the physical and digital objects co-exist and interact in real time.

Some of the significant players operating in the mixed reality market are 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. These players are engaged in product innovation, and collaboration to expand their solutions across various geographies.

Segment Overview

The global mixed reality market is segmented on the basis of components, application, devices, and geography. By components, it is bifurcated into hardware and software. By application, it is divided into industrial, aerospace and defense, medical, architecture, consumer electronics, and others. By device, it is classified into wired and wireless. By geography, it is analyzed across North-America, Europe, Asia-Pacific, and LAMEA.

mixed reality market segment overview

Top Impacting Factors

Rise in consumer electronics market, growth in adoption of mixed reality in games and entertainment industry, and demand of the mixed reality by the education sector drive the market. However, the technology is not so famous among the users and is also not cost effective. These factors hamper the mixed reality market growth.

Rise in Consumer Electronics Market

The rise in consumer electronics market is one of the many reasons for the significant growth of the mixed reality market. With the ever-increasing demand for the consumer electronics in the market, the development in the sensors and semi-conductor industries have be phenomenal. This has in turn uplifted the chances for the growth of the mixed reality market. The major components used in any mixed reality device is semiconductors and sensors. The better the sensors used, the better is the functionality of the device. As the quality, and functionality of the sensors and semi-conductors have increased and will continue to increase, the mixed reality market will also keep on increasing in parallel. The better and improved quality will ensure its path for market growth in the future.

Growth in Adoption in Games and Entertainment Industry

The gaming and entertainment industry has always been on a cut throat market. 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. The mixed reality is the best way to do the same as it makes the game and movies, not only more appealing but also more interactive. Also, the ready adoption for innovation by the people have encouraged both the industries to invest in such technologies. These facts combined will pave a smooth path for the development of the market in the upcoming years.

Rise in Demand from the Education Sector

The mixed reality will be of immense help for the students as well as for the teachers as it makes things interactive. The innovation can be used in various fields such as teaching the students and trainers can use such devices for teaching the trainees on the shop floor. This technology will not only ensure better and interactive ways of study but will also help in reducing the learning errors. This technology uses 3-D pictures and thus the learning outcome will be far better than the traditional systems, which only produces 2D images.

Key Benefits :

  • 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 2016 to 2023 to highlight the financial competency of the mixed reality market.
  • Porter’s Five Forces analysis illustrates the potency of the buyers and suppliers in the mixed reality industry.

Mixed Reality Market Key Segments:

By Component

  • Hardware
  • Software

BY Application

  • Industrial
  • Aerospace & Defense
  • Medical
  • Architecture
  • Consumer
  • Others

BY Device Type

  • Wired
  • Wireless

BY REGION

  • North America
    • U.S.
    • Canada
    • Mexico
  • Europe
    • UK
    • Germany
    • France
    • Rest of Europe
  • Asia-Pacific
    • China
    • Japan
    • India
    • 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
 

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. PORTER’S 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

LIST OF TABLES

TABLE 1. GLOBAL MIXED REALITY MARKET REVENUE, BY COMPONENT, 2016-2023($MILLION)
TABLE 2. HARDWARE MARKET REVENUE, BY GEOGRAPHY, 2016-2023($MILLION)
TABLE 3. SOFTWARE MARKET REVENUE, BY GEOGRAPHY, 2016-2023($MILLION)
TABLE 4. GLOBAL MIXED REALITY MARKET REVENUE, BY DEVICE TYPE, 2016-2023($MILLION)
TABLE 5. WIRED DEVICES MARKET REVENUE, BY GEOGRAPHY, 2016-2023($MILLION)
TABLE 6. WIRELESS DEVICES MARKET REVENUE, BY GEOGRAPHY, 2016-2023($MILLION)
TABLE 7. GLOBAL MIXED REALITY MARKET REVENUE, BY APPLICATION, 2016-2023($MILLION)
TABLE 8. INDUSTRIAL MARKET REVENUE, BY GEOGRAPHY, 2016-2023($MILLION)
TABLE 9. AEROSPACE & DEFENSE MARKET REVENUE, BY GEOGRAPHY, 2016-2023($MILLION)
TABLE 10. MEDICAL MARKET REVENUE, BY GEOGRAPHY, 2016-2023($MILLION)
TABLE 11. ARCHITECTURE MARKET REVENUE, BY GEOGRAPHY, 2016-2023($MILLION)
TABLE 12. CONSUMER ELECTRONICS MARKET REVENUE, BY GEOGRAPHY, 2016-2023($MILLION)
TABLE 13. OTHERS MARKET REVENUE, BY GEOGRAPHY, 2016-2023($MILLION)
TABLE 14. MIXED REALITY MARKET REVENUE, BY GEOGRAPHY, 2016-2023 ($MILLION)
TABLE 15. NORTH AMERICAN MIXED REALITY MARKET REVENUE, BY APPLICATION, 2016-2023 ($MILLION)
TABLE 16. NORTH AMERICAN MIXED REALITY MARKET REVENUE, BY COUNTRY, 2016-2023 ($MILLION)
TABLE 17. U.S. MIXED REALITY MARKET REVENUE, 2016-2023 ($MILLION)
TABLE 18. CANADA MIXED REALITY MARKET REVENUE, 2016-2023 ($MILLION)
TABLE 19. MEXICO MIXED REALITY MARKET REVENUE, 2016-2023 ($MILLION)
TABLE 20. EUROPE MIXED REALITY MARKET REVENUE, BY APPLICATION, 2016-2023 ($MILLION)
TABLE 21. EUROPE MIXED REALITY MARKET REVENUE, BY COUNTRY, 2016-2023 ($MILLION)
TABLE 22. GERMANY MIXED REALITY MARKET REVENUE, 2016-2023 ($MILLION)
TABLE 23. UK MIXED REALITY MARKET REVENUE, 2016-2023 ($MILLION)
TABLE 24. FRANCE MIXED REALITY MARKET REVENUE, 2016-2023 ($MILLION)
TABLE 25. REST OF EUROPE MIXED REALITY MARKET REVENUE, 2016-2023 ($MILLION)
TABLE 26. ASIA-PACIFIC MIXED REALITY MARKET REVENUE, BY APPLICATION, 2016-2023 ($MILLION)
TABLE 27. ASIA-PACIFIC MIXED REALITY MARKET REVENUE, BY COUNTRY, 2016-2023 ($MILLION)
TABLE 28. CHINA MIXED REALITY MARKET REVENUE, 2016-2023 ($MILLION)
TABLE 29. JAPAN MIXED REALITY MARKET REVENUE , 2016-2023 ($MILLION)
TABLE 30. INDIA MIXED REALITY MARKET REVENUE, 2016-2023 ($MILLION)
TABLE 31. REST OF ASIA-PACIFIC MIXED REALITY MARKET REVENUE, 2016-2023 ($MILLION)
TABLE 32. LAMEA MIXED REALITY MARKET REVENUE, BY APPLICATION, 2016-2023 ($MILLION)
TABLE 33. LAMEA MIXED REALITY MARKET REVENUE, BY REGION, 2016-2023 ($MILLION)
TABLE 34. LATIN AMERICA MIXED REALITY MARKET REVENUE, 2016-2023 ($MILLION)
TABLE 35. MIDDLE EAST MIXED REALITY MARKET REVENUE, 2016-2023 ($MILLION)
TABLE 36. AFRICA MIXED REALITY MARKET REVENUE, 2016-2023 ($MILLION)
TABLE 37. HTC CORPORATION: COMPANY SNAPSHOT
TABLE 38. HTC CORPORATION: OPERATING SEGMENTS
TABLE 39. INTEL CORPORATION: COMPANY SNAPSHOT
TABLE 40. INTEL CORPORATION: OPERATING SEGMENTS
TABLE 41. MAGIC LEAP, INC.: COMPANY SNAPSHOT
TABLE 42. MICROSOFT CORPORATION: COMPANY SNAPSHOT
TABLE 43. MICROSOFT CORPORATION: OPERATING SEGMENTS
TABLE 44. FACEBOOK: COMPANY SNAPSHOT
TABLE 45. FACEBOOK: OPERATING SEGMENTS
TABLE 46. SEIKO EPSON CORPORATION: COMPANY SNAPSHOT
TABLE 47. SEIKO EPSON CORPORATION: OPERATING SEGMENTS
TABLE 48. META COMPANY: COMPANY SNAPSHOT
TABLE 49. EON REALITY, INC.: COMPANY SNAPSHOT
TABLE 50. EON REALITY, INC.: OPERATING SEGMENTS
TABLE 51. GOOGLE, INC.: COMPANY SNAPSHOT
TABLE 52. GOOGLE, INC.: OPERATING SEGMENTS
TABLE 53. SAMSUNG ELECTRONICS CO., LTD.: COMPANY SNAPSHOT
TABLE 54. SAMSUNG ELECTRONICS CO., LTD.: OPERATING SEGMENTS

LIST OF FIGURES

FIGURE 1. MARKET SEGMENTATION
FIGURE 2. EXECUTIVE SUMMARY
FIGURE 3. TOP WINNING STRATEGIES: PERCENTAGE DISTRIBUTION (2013 - 2016)
FIGURE 4. TOP WINNING STRATEGIES: NATURE AND TYPE
FIGURE 5. TOP INVESTMENT POCKETS (2016)
FIGURE 6. KEY PLAYER POSITIONING OF MIXED REALITY COMPANIES, 2016
FIGURE 7. GLOBAL MIXED REALITY MARKET, BY COMPONENT (2015-2023)
FIGURE 8. GLOBAL MIXED REALITY MARKET, BY DEVICE TYPE, 2015-2023
FIGURE 9. GLOBAL MIXED REALITY MARKET, BY APPLICATION, 2015-2023
FIGURE 10. NORTH AMERICAN MIXED REALITY MARKET SHARE, BY COUNTRY, 2016-2023 (%)
FIGURE 11. EUROPE MIXED REALITY MARKET SHARE, BY COUNTRY, 2015-2023 (%)
FIGURE 12. ASIA-PACIFIC MIXED REALITY MARKET SHARE, BY COUNTRY, 2016-2023 (%)
FIGURE 13. LAMEA MIXED REALITY MARKET SHARE, BY REGION, 2016-2023 (%)
FIGURE 14. HTC CORPORATION: COMPANY SNAPSHOT
FIGURE 15. INTEL CORPORATION: COMPANY SNAPSHOT
FIGURE 16. MICROSOFT CORPORATION: COMPANY SNAPSHOT
FIGURE 17. FACEBOOK: COMPANY SNAPSHOT
FIGURE 18. SEIKO EPSON CORPORATION: COMPANY SNAPSHOT
FIGURE 19. SAMSUNG ELECTRONICS CO., LTD.: COMPANY SNAPSHOT

 

The mixed reality is a technology used for visualizing the real and virtual world’s object in real time. All that 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.

The key factors that drive the growth in the global mixed reality market are the rise in consumer electronics market, growth in adaptation of mixed reality in games and entertainment industry, and demand for the mixed reality by the education sector. However, the technology is not so popular among the users and is costly as well, which restrict the market growth.

The global mixed reality market is expected to grow at a robust rate in the near future, due to the growth in demand for high tech products and the promising features such as better image quality, better experience than augmented, and virtual reality.

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 key market players that occupy a significant revenue share in the mixed reality market.

 

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