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648120

世界の複合現実(MR)市場:市場機会の分析と産業予測

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

出版日: | 発行: Allied Market Research | ページ情報: 英文 276 Pages | 納期: 2-3営業日

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世界の複合現実(MR)市場:市場機会の分析と産業予測
出版日: 2018年05月01日
発行: Allied Market Research
ページ情報: 英文 276 Pages
納期: 2-3営業日
  • 全表示
  • 概要
  • 図表
  • 目次
概要

当レポートでは、世界の複合現実(MR)市場を調査し、市場の概要、コンポーネント・デバイスタイプ・用途・地域別の市場動向、市場規模の推移と予測、成長要因・抑制要因ならびに市場機会の分析と予測、競合情勢、主要企業のプロファイルなど、体系的な情報を提供しています。

第1章 イントロダクション

第2章 エグゼクティブサマリー

第3章 市場概要

  • 市場の定義と範囲
  • 主な調査結果
    • 主要影響因子
    • 主要投資分野
    • 成功戦略
  • ファイブフォース分析
  • 主要企業の市場ポジショニング
  • 市場力学
    • 成長要因
    • 抑制要因
    • 市場機会

第4章 世界の複合現実(MR)市場:コンポーネント別

  • 市場概要
  • ハードウェア
  • ソフトウェア

第5章 世界の複合現実(MR)市場:デバイスタイプ別

  • 市場概要
  • 有線デバイス
  • ワイヤレスデバイス

第6章 世界の複合現実(MR)市場:用途別

  • 市場概要
  • 産業
  • 航空宇宙・防衛
  • 医療
  • 建築
  • 家電
  • その他

第7章 世界の複合現実(MR)市場:地域別

  • 市場概要
  • 北米
  • 欧州
  • アジア太平洋
  • ラテンアメリカ・中東・アフリカ

第8章 企業プロファイル

  • HTC CORPORATION
  • INTEL CORPORATION
  • MAGIC LEAP, INC.
  • MICROSOFT CORPORATION
  • FACEBOOK
  • セイコーエプソン
  • META COMPANY
  • EON REALITY, INC.
  • GOOGLE, INC.
  • SAMSUNG ELECTRONICS CO., LTD.
図表

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
目次
Product Code: SE_172714

Mixed reality, also referred to as hybrid reality, is a next-generation technology in which virtual and augmented reality are merged to produce new environment and visualization, where physical and digital objects coexist 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, thus providing full entertainment to the users. Mixed reality is a mix of reality and virtual reality, encompassing both augmented reality and virtual reality via technology.

Development of the consumer electronics market, increase in adoption of mixed reality in games & entertainment industry, and surge in demand for mixed reality in the education sector drive the growth of the global mixed reality market. However, high cost of the technology and lack of awareness about mixed reality restrict the market growth.

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

Comprehensive competitive analysis and profiles of major market players such as 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 included in the report.

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 coverage in the market.
  • 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 highlight the financial competency of the market.
  • Porter's Five Forces analysis illustrates the potency of the buyers and suppliers.

KEY MARKET SEGMENTS

BY COMPONENT

  • Hardware
  • Sensor
  • Magnetometer Sensor
  • Accelerometer Sensor
  • Others
  • Semiconductor Components
  • Power Units
  • Software

BY DEVICE TYPE

  • Wired
  • Wireless

BY APPLICATION

  • Aerospace & Defense
  • Architecture
  • Entertainment & Gaming
  • Medical
  • Simulation Training
  • Visualization of Scans
  • 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 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

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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