Mixed Reality Market – Global Forecast up to 2025

  • July, 2019
  • Domain: ICT - Social, Mobile, Analytics & Cloud (SMAC),digital technologies
Pages: 70
Tables: 20
Charts: 18
Regions/Countries: 4/0
Companies: 18
Enquiry Hours: 10
  • Get Free 10% Customization in this Report

[70 Report Pages] The widespread adoption of technologies including augmented reality (AR), virtual reality (VR), and mixed reality (MR) is resulting in an immersive experience for the consumers. The prevalence of 5G and the availability of low-cost hardware with immersive solutions will have a positive impact on mixed reality market. Though the early business products are relying heavily on the consumer market but in the coming years, Bring Your Own Device (BYOD) is more likely to occur within the mixed reality market. The growing adoption of mixed reality in gaming & entertainment industries as well as increase in demand from the education industry is having a positive impact on the growth of the market. However, high cost of mixed reality devices is affecting the growth of the global mixed reality market.

According to Infoholic Research, the global mixed reality market is expected to grow at a CAGR of over 40% and will reach a value of over $3.7 billion by 2025. The aim of this report is to define, describe, segment, and forecast the global mixed reality market based on technology, device, vertical, end-user, and regions. In addition, the report helps the venture capitalists in understanding the companies better and make well-informed decisions. The report is primarily designed to provide the company’s executives with strategically substantial competitor information, data analysis, and insights about the market, development, and implementation for an effective marketing plan.

The global mixed reality market is categorized based on the presence of diversified small and large vendors. Alphabet, HTC, Microsoft, Samsung, and Sony are among the key vendors increasing their global footprint in this space. However, various vendors such as Thyng and IrisVR are competing with them in the global market by providing solutions at a competitive price with customized product offering. The market growth is fueled by key vendors entering into strategic partnerships with suppliers and third-party vendors in the ecosystem to increase the global footprint and customer service capabilities.

Media & Entertainment including gaming is the largest growing technology in the global mixed reality market owing to the increasing adoption of mixed reality devices in consumer segment. Enhancing viewing experience of consumers is pushing vendors to implement mixed reality technologies. This will enhance the sensory perception due to availability of content that diminishes the gap between imagination and reality. In the coming years, mixed reality would not be only limited to visual effects as technological enhancements such as deployment of AR ear buds will enhance audio experience by filtering specific real-world sounds.

North America is having the largest market share in the technology segment of the global mixed reality market primarily due to the high adoption of mixed reality products in this region and advances in technology including 5G and artificial intelligence (AI).

The competitive landscape is a mix of established vendors and niche vendors including Alphabet, HTC, Microsoft, Samsung, and Sony. Mergers & acquisitions, alliance formations, and strategic partnerships will boost the market growth during the forecast period. Few of the key happenings are detailed below:


  • June 2019, Airbus has deployed Microsoft’s HoloLens (mixed reality) to expedite production process as well as to improve training for new staff

  • May 2019, The Nreal Light will be available in 2020 with prices for the consumer model starting from $499. This product will be a small package which will be easy to wear and use



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Global mixed reality market is categorized based on five segments – Technology, Device, Application, End-user, and Regions as shown below:

Mixed Reality Market By Technology

 


  • AR and VR



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Mixed Reality Market By Device

 

 


  • Head-Mounted Display

  • Handheld Device

  • Head-Up Display

  • Projector and Display Wall

  • Gesture-Tracking Device

  • Others



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Mixed Reality Market By Application

 

 


  • Consumer (Gaming, Events, and Entertainment)

  • Enterprise (Repair & Maintenance, Training, Research & Development, Product Development, and Others)



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Mixed Reality Market By End-user

 

 


  • Media & Entertainment

  • Healthcare

  • Aerospace & Defense

  • Manufacturing, Retail

  • Others



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Mixed Reality Market By Regions

 

 


  • North America

  • Europe

  • APAC

  • RoW (RoW includes South America, Middle East and Africa)



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 The report comprises an analysis of vendor profile, which includes financial status, business units, key business priorities, SWOT, business strategies, and views.

The report covers the competitive landscape, which includes M&A, joint ventures & collaborations, and competitor comparison analysis.

In the vendor profile section for companies that are privately held, the financial information and revenue of segments will be limited.

 

1              Executive Summary       

2              Industry Outlook

2.1          Industry Snapshot

2.1.1      Industry Trends

3              Market Snapshot            

3.1          Segmented Addressable Market

3.1.1      PEST Analysis

3.1.2      Porter’s Five Force Analysis

3.2          Related Markets

4              Market Characteristics 

4.1          Market Ecosystem

4.2          Market Segmentation

4.3          Market Dynamics

4.3.1      Drivers

4.3.2      Restraints

4.3.3      Opportunities

4.3.4      DRO – Impact Analysis

5              Global Mixed Reality Market, By Technology     

5.1          Overview

5.2          Augmented Reality (AR)

5.3          Virtual Reality (VR)

6              Global Mixed Reality Market, By Device              

6.1          Overview

6.2          Head-Mounted Display

6.3          Handheld Device

6.4          Head-Up Display

6.5         Projector and Display Wall

6.6         Gesture-Tracking Device

6.7         Others

7              Global Mixed Reality Market, By Application     

7.1          Overview

7.2          Consumer

7.2.1      Gaming

7.2.2      Events

7.2.3      Entertaintment

7.3         Enterprise

7.3.1      Research & Development

7.3.2       Product Develpoment

7.3.3        Training

7.3.4        Repair & Maintenance

7.3.5        Others

8              Global Mixed Reality Market, By End user          

8.1          Overview

8.2          Media & Entertainment

8.3          Healthcare

8.4          Aerospace & Defense

8.5          Manufacturing

8.6          Retail

8.7          Others

9              Global Mixed Reality Market, By Region              

9.1          Overview

9.2          APAC

9.2.1      China

9.2.2      India

9.2.3      RoAPAC

9.3          North America

9.3.1      US

9.3.2      Canada

9.4          Europe

9.4.1      Germany

9.4.2      UK

9.4.3      RoE

9.5          RoW

9.5.1       MEA

9.5.2       Latin America

10           Competitive Landscape

10.1        Competitor Analysis

10.2        Product/Offerings

10.3        Market Developments

10.3.1    Mergers & Acquisitions (M&A)

10.3.2    Expansions

10.3.3    Business Restructuring

11           Vendor Profiles

11.1        Alphabet

11.1.1    Analyst Opinion

11.1.2    Business Analysis

11.2        HTC

11.2.1    Analyst Opinion

11.2.2    Business Analysis

11.3        Microsoft

11.3.1    Analyst Opinion

11.3.2    Business Analysis

11.4        Samsung Electronics

11.4.1    Analyst Opinion

11.4.2    Business Analysis

11.5        Sony

11.5.1    Analyst Opinion

11.5.2    Business Analysis

11.6        Emergent VR

11.6.1    Analyst Opinion

11.6.2    Business Analysis

11.7        EON Reality

11.7.1    Analyst Opinion

11.7.2    Business Analysis

11.8        Gravity Jack

11.8.1    Analyst Opinion

11.8.2    Business Analysis

11.9        Hashplay

11.9.1    Analyst Opinion

11.9.2    Business Analysis

11.10     IrisVR

11.10.1  Analyst Opinion

11.10.2  Business Analysis

11.11     Leap Motion

11.11.1  Analyst Opinion

11.11.2  Business Analysis

11.12     Mackevision

11.12.1  Analyst Opinion

11.12.2  Business Analysis

11.13     Oculus VR

11.13.1  Analyst Opinion

11.13.2  Business Analysis

11.14     Paracosma

11.14.1  Analyst Opinion

11.14.2  Business Analysis

11.15       Thyng

11.15.1  Analyst Opinion

11.15.2  Business Analysis

11.16     VR Global

11.16.1  Analyst Opinion

11.16.2  Business Analysis

11.17     Vuzix

11.17.1  Analyst Opinion

11.17.2  Business Analysis

11.18     WorldViz

11.18.1  Analyst Opinion

11.18.2  Business Analysis

12           Annexure           

12.1        Report Scope

12.2        Market Definition

12.3        Research Methodology

12.3.1    Data Collation & In-house Estimation

12.3.2    Market Triangulation

12.3.3    Forecasting

12.4        Study Declarations

12.5        Report Assumptions

12.6        Stakeholders

12.7        Abbreviations

13           Expert’s Views

Research Framework

Infoholic research works on a holistic 360° approach in order to deliver high quality, validated and reliable information in our market reports. The Market estimation and forecasting involves following steps:

  • Data Collation (Primary & Secondary)
  • In-house Estimation (Based on proprietary data bases and Models)
  • Market Triangulation
  • Forecasting

Market related information is congregated from both primary and secondary sources.

Primary sources

involved participants from all global stakeholders such as Solution providers, service providers, Industry associations, thought leaders etc. across levels such as CXOs, VPs and managers. Plus, our in-house industry experts having decades of industry experience contribute their consulting and advisory services.

Secondary sources

include public sources such as regulatory frameworks, government IT spending, government demographic indicators, industry association statistics, and company publications along with paid sources such as Factiva, OneSource, Bloomberg among others.

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