Global Mixed Reality Market to reach USD 2397.10 million by 2026

Global Mixed Reality Market Size Study by Component (Hardware, Software) By Device, (Wired Head Mounted Display Device, Wireless Head Mounted Display Device) By End-User (Defense & Aerospace, Architecture, Healthcare, Gaming and Entertainment, Industrial) and Regional Forecasts 2019-2026
Product Code:  OIRNGT_64188598
Chapter 1.	Executive Summary 
1.1.	Market Snapshot
1.2.	Key Trends
1.3.	Global & Segmental Market Estimates & Forecasts, 2016-2026 (USD Million)
1.3.1.	Mixed Reality Market, by Component, 2016-2026 (USD Million)
1.3.2.	Mixed Reality Market, by Device, 2016-2026 (USD Million)
1.3.3.	Mixed Reality Market, by End -user, 2016-2026 (USD Million)
1.3.4.	Mixed Reality Market, by Region, 2016-2026 (USD Million)
1.4.	Estimation Methodology
1.5.	Research Assumption
Chapter 2.	Global Mixed Reality Market Definition and Scope 
2.1.	Objective of the Study
2.2.	Market Definition & Scope
2.2.1.	Industry Evolution
2.2.2.	Scope of the Study
2.3.	Years Considered for the Study
2.4.	Currency Conversion Rates
Chapter 3.	Global Mixed Reality Market Dynamics	
3.1.	See Saw Analysis
3.1.1.	Market Drivers
3.1.2.	Market Challenges
3.1.3.	Market Opportunities
Chapter 4.	Global Mixed Reality Market Industry Analysis
4.1.	Porter’s 5 Force Model
4.1.1.	Bargaining Power of Buyers
4.1.2.	Bargaining Power of Suppliers
4.1.3.	Threat of New Entrants
4.1.4.	Threat of Substitutes
4.1.5.	Competitive Rivalry
4.1.6.	Futuristic Approach to Porter’s 5 Force Model
4.2.	PEST Analysis
4.2.1.	Political Scenario
4.2.2.	Economic Scenario
4.2.3.	Social Scenario
4.2.4.	Technological Scenario
4.3.	Key Buying Criteria (On Demand)
4.4.	Regulatory Framework (On Demand)
4.5.	Investment Vs Adoption Scenario (On Demand)
4.6.	Analyst Recommendation & Conclusion
Chapter 5.	Global Mixed Reality Market, By Component
5.1.	Market Snapshot 
5.1.	Market Performance - Potential Model
5.2.	Global Mixed Reality Market, Sub Segment Analysis
5.2.1.	 Hardware
5.2.1.1.	Market estimates & forecasts, 2016-2026  (USD Million)
5.2.1.2.	Regional breakdown estimates & forecasts, 2016-2026  (USD Million)
5.2.2.	Software
5.2.2.1.	Market estimates & forecasts, 2016-2026  (USD Million)
5.2.2.2.	Regional breakdown estimates & forecasts, 2016-2026  (USD Million)
5.2.2.3.	Regional breakdown estimates & forecasts, 2016-2026  (USD Million)

Chapter 6.	Global Mixed Reality Market, By Device
7.1.	Market Snapshot 
7.2.	Market Performance - Potential Model
7.3.	Global Mixed Reality Market, Sub Segment Analysis

6.1.1.	Wired Head Mounted Display Device

6.1.1.1.	Market estimates & forecasts, 2016-2026  (USD Million)
6.1.1.2.	Regional breakdown estimates & forecasts, 2016-2026  (USD Million)
6.1.2.	Wireless Head Mounted Display Device

6.1.2.1.	Market estimates & forecasts, 2016-2026  (USD Million)
6.1.2.2.	Regional breakdown estimates & forecasts, 2016-2026  (USD Million)
Chapter 7.	Global Mixed Reality Market, by End-User
7.1.	Market Snapshot 
7.2.	Market Performance - Potential Model
7.3.	Global Mixed Reality Market, Sub Segment Analysis
7.3.1.	Defense and Aerospace
7.3.1.1.	Market estimates & forecasts, 2016-2026  (USD Million)
7.3.1.2.	Regional breakdown estimates & forecasts, 2016-2026  (USD Million)
7.3.2.	Architecture 
7.3.2.1.	Market estimates & forecasts, 2016-2026  (USD Million)
7.3.2.2.	Regional breakdown estimates & forecasts, 2016-2026  (USD Million)
7.3.3.	Healthcare
7.3.3.1.	Market estimates & forecasts, 2016-2026  (USD Million)
7.3.3.2.	Regional breakdown estimates & forecasts, 2016-2026  (USD Million)
7.3.4.	Gaming and Entertainment
7.3.4.1.	Market estimates & forecasts, 2016-2026  (USD Million)
7.3.4.2.	Regional breakdown estimates & forecasts, 2016-2026  (USD Million)
7.3.5.	Industrial 
7.3.5.1.	Market estimates & forecasts, 2016-2026  (USD Million)
7.3.5.2.	Regional breakdown estimates & forecasts, 2016-2026  (USD Million)

Chapter 8.	Global Mixed Reality Market, by Regional Analysis
8.1.	Mixed Reality Market, Regional Market Snapshot (2016-2026 )
8.2.	North America Mixed Reality Market Snapshot
8.2.1.	U.S.
8.2.1.1.	Market estimates & forecasts, 2016-2026  (USD Million)
8.2.1.2.	Component breakdown estimates & forecasts, 2016-2026  (USD Million)
8.2.1.3.	Device breakdown estimates & forecasts, 2016-2026  (USD Million)
8.2.1.4.	End-User Size breakdown estimates & forecasts, 2016-2026  (USD Million)
8.2.2.	Canada
8.2.2.1.	Market estimates & forecasts, 2016-2026  (USD Million)
8.2.2.2.	Component breakdown estimates & forecasts, 2016-2026  (USD Million)
8.2.2.3.	Device breakdown estimates & forecasts, 2016-2026  (USD Million)
8.2.2.4.	End-User Size breakdown estimates & forecasts, 2016-2026  (USD Million)

8.3.	Europe Mixed Reality Market Snapshot
8.3.1.	U.K. 
8.3.1.1.	Market estimates & forecasts, 2016-2026  (USD Million)
8.3.1.2.	Component breakdown estimates & forecasts, 2016-2026  (USD Million)
8.3.1.3.	Device breakdown estimates & forecasts, 2016-2026  (USD Million)
8.3.1.4.	End-User Size breakdown estimates & forecasts, 2016-2026  (USD Million)
8.3.2.	Germany 
8.3.2.1.	Market estimates & forecasts, 2016-2026  (USD Million)
8.3.2.2.	Component breakdown estimates & forecasts, 2016-2026  (USD Million)
8.3.2.3.	Device breakdown estimates & forecasts, 2016-2026  (USD Million)
8.3.2.4.	End-User Size breakdown estimates & forecasts, 2016-2026  (USD Million)
8.3.3.	Rest of Europe
8.3.3.1.	Market estimates & forecasts, 2016-2026  (USD Million)
8.3.3.2.	Component breakdown estimates & forecasts, 2016-2026  (USD Million)
8.3.3.3.	Device breakdown estimates & forecasts, 2016-2026  (USD Million)
8.3.3.4.	End-User Size breakdown estimates & forecasts, 2016-2026  (USD Million)
8.4.	Asia Mixed Reality Market Snapshot
8.4.1.	China 
8.4.1.1.	Market estimates & forecasts, 2016-2026  (USD Million)
8.4.1.2.	Component breakdown estimates & forecasts, 2016-2026  (USD Million)
8.4.1.3.	Device breakdown estimates & forecasts, 2016-2026  (USD Million)
8.4.1.4.	End-User Size breakdown estimates & forecasts, 2016-2026  (USD Million)
8.4.2.	India 
8.4.2.1.	Market estimates & forecasts, 2016-2026  (USD Million)
8.4.2.2.	Component breakdown estimates & forecasts, 2016-2026  (USD Million)
8.4.2.3.	Device breakdown estimates & forecasts, 2016-2026  (USD Million)
8.4.2.4.	End-User Size breakdown estimates & forecasts, 2016-2026  (USD Million)
8.4.3.	Japan
8.4.3.1.	Market estimates & forecasts, 2016-2026  (USD Million)
8.4.3.2.	Component breakdown estimates & forecasts, 2016-2026  (USD Million)
8.4.3.3.	Device breakdown estimates & forecasts, 2016-2026  (USD Million)
8.4.3.4.	End-User Size breakdown estimates & forecasts, 2016-2026  (USD Million)
8.4.4.	Rest of Asia Pacific
8.4.4.1.	Market estimates & forecasts, 2016-2026  (USD Million)
8.4.4.2.	Component breakdown estimates & forecasts, 2016-2026  (USD Million)
8.4.4.3.	Device breakdown estimates & forecasts, 2016-2026  (USD Million)
8.4.4.4.	End-User Size breakdown estimates & forecasts, 2016-2026  (USD Million)
8.5.	Rest of The World 
8.5.1.	Middle East and Africa
8.5.1.1.	Market estimates & forecasts, 2016-2026  (USD Million)
8.5.1.2.	Component breakdown estimates & forecasts, 2016-2026  (USD Million)
8.5.1.3.	Device breakdown estimates & forecasts, 2016-2026  (USD Million)
8.5.1.4.	End-User Size breakdown estimates & forecasts, 2016-2026  (USD Million)
Chapter 9.	Competitive Intelligence
9.1.	Company Market Share (Subject to Data Availability)
9.2.	Top Market Strategies
9.3.	Company Profiles
9.3.1.	Daqri LLC

9.3.1.1.	Overview
9.3.1.2.	Financial (Subject to Data Availability)
9.3.1.3.	Product Summary
9.3.1.4.	Recent Developments
9.3.2.	Microsoft Corporation
9.3.3.	Sulon Technologies
9.3.4.	Atheer, Inc.
9.3.5.	EON Reality, Inc
9.3.6.	Magic Leap Inc
9.3.7.	Canon Technology
9.3.8.	Meta Company
9.3.9.	Infinity AR
9.3.10.	Seiko Epson Corporation
9.3.11.	Layar B.V..
Chapter 10.	Research Process
10.1.	Research Process
10.1.1.	Data Mining
10.1.2.	Analysis
10.1.3.	Market Estimation
10.1.4.	Validation
10.1.5.	Publishing
10.1.6.	Research Assumption

Global Mixed Reality Market valued approximately USD 120 million in 2018 is anticipated to grow with a healthy growth rate of more than 45.4% over the forecast period 2019-2026. The increasing number of technology partnerships will be one of the latest trends that will gain traction in the mixed reality market in education sector during the next four years. The vendors are entering into technology partnerships to provide end to end MR solutions to schools, colleges, and universities. This will be helpful for vendors to capture the complete mixed reality market in the education sector.

The regional analysis of global Mixed Reality market is considered for the key regions such as Asia Pacific, North America, Europe, Latin America and Rest of the World. North America is the leading/significant region across the world in terms of market share owing to the high adoption of mixed reality technology in the healthcare and gaming sectors. Whereas, Asia-Pacific is also anticipated to exhibit highest growth rate / CAGR over the forecast period 2019-2026.

Major market player included in this report are:
Daqri, LLC
Microsoft Corporation
Sulon Technologies
Atheer, Inc
EON Reality, Inc
Magic Leap Inc
Canon Technology
Meta Company
Infinity AR
Seiko Epson Corporation
Layar B.V.

The objective of the study is to define market sizes of different segments & countries in recent years and to forecast the values to the coming eight years. The report is designed to incorporate both qualitative and quantitative aspects of the industry within each of the regions and countries involved in the study. Furthermore, the report also caters the detailed information about the crucial aspects such as driving factors & challenges which will define the future growth of the market. Additionally, the report shall also incorporate available opportunities in micro markets for stakeholders to invest along with the detailed analysis of competitive landscape and product offerings of key players. The detailed segments and sub-segment of the market are explained below:

By Component
Hardware
Software
By Device
Wired Head Mounted Display Device
Wireless Head Mounted Display Device
By End-User
Defense & Aerospace
Architecture
Healthcare
Gaming and Entertainment
Industrial
By Regions:
North America
U.S.
Canada
Europe
UK
Germany
Asia Pacific
China
India
Japan
Rest of the World

Furthermore, years considered for the study are as follows:

Historical year – 2016, 2017
Base year – 2018
Forecast period – 2019 to 2026

Target Audience of the Global Mixed Reality in Market Study:

Key Consulting Companies & Advisors
Large, medium-sized, and small enterprises
Venture capitalists
Value-Added Resellers (VARs)
Third-party knowledge providers
Investment bankers
Investors


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