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市場調查報告書

複合現實 (MR)的全球市場:零組件,用途,設備的各類型:全球機會分析,產業預測

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

出版商 Allied Market Research 商品編碼 563319
出版日期 內容資訊 英文 134 Pages
商品交期: 最快1-2個工作天內
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複合現實 (MR)的全球市場:零組件,用途,設備的各類型:全球機會分析,產業預測 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
出版日期: 2017年09月01日 內容資訊: 英文 134 Pages
簡介

本報告提供全球複合現實 (MR) 市場相關調查分析,彙整市場概要,各零件,設備類別,各用途,各地區的考察,主要企業簡介等相關資訊。

第1章 簡介

第2章 摘要整理

第3章 市場概要

  • 市場定義和範圍
  • 主要調查結果
  • 波特的五力分析
  • 市場進入者的定位
  • 市場動態
    • 促進要素
    • 抑制因素
    • 機會

第4章 複合現實 (MR) 市場:各零件

  • 概要
  • 硬體設備
  • 軟體

第5章 複合現實 (MR) 市場:設備類別

  • 概要
  • 有線
  • 無線

第6章 複合現實 (MR) 市場:各用途

  • 概要
  • 工業
  • 航空/防衛
  • 醫療
  • 建築
  • 消費者家電
  • 其他

第7章 複合現實 (MR) 市場:各地區

  • 概要
  • 北美
  • 歐洲
  • 亞太地區
  • 南美/中東/非洲

第8章 企業簡介

目錄
Product Code: SE 172714

Mixed reality, also referred to as hybrid reality is a next-gen 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 and so it provides full entertainment to the users. Mixed reality takes place not only in the physical world or the virtual world, but also is a mix of reality and virtual reality, encompassing both augmented reality and augmented virtuality via technology.

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

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.

The key players profiled in the mixed reality market report include 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.

KEY BENEFITS FOR STAKEHOLDERS

  • This study includes the analytical depiction of the global mixed reality market along with current trends and future estimations to determine the imminent investment pockets.
  • The report presents information regarding key drivers, restraints, and opportunities.
  • The current market is quantitatively analyzed from 2016 to 2023 to highlight the financial competency of the industry.
  • Porter's Five Forces analysis illustrates the potency of the buyers and suppliers in the mixed reality industry.

KEY MARKET 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

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
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