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The Mixed Reality Market is segmented by End-user Verticals and Geography.
Study Period:
2018 - 2026
Base Year:
2020
Fastest Growing Market:
Asia Pacific
Largest Market:
North America
CAGR:
47.9 %
The global mixed reality market was valued at USD 553.27 million in 2020 and expected to reach USD 5811.09 million by 2026 and grow at a CAGR of 47.9% over the forecast period (2021 - 2026). Mixed reality is gaining widespread recognition across business processes, and the momentum is expected to grow further. However, initial costs have been at higher price points, thus making it hard for consumers, but they are still relatively inexpensive for enterprises.
Mixed reality (MR) is a technology that consolidates virtual and augmented reality visualization to give real interactive condition to the clients while watching movies or playing games.
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The mixed reality market in engineering is slowly but surely becoming a game-changing utility. The present applications range from 3D modeling and virtual molding to remote repair guidance and project monitoring apps. For instance, Microsoft HoloLens is being used in some enterprises enabled with Microsoft Dynamics to help in assisting the user.
Mixed reality is also a useful and powerful instrument in the scenario that demands the visualization of processes, including the assembly process. In the oil refinery application, users didn’t get a description of how to assemble a plant, because it was not required by the oil refinery company. It is common for companies to experience that the employees do not bother with instructions and studying manuals.
Companies, such as Dassault Systemes, is currently working to create MR views of their virtual manufacturing plants in real-world environments. The company is confident that a model can instantaneously be built in their software and exported directly to the headset. To transit these devices as a true engineering design tool, they are emerging as the next step necessary for the broader application
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1. INTRODUCTION
1.1 Scope of the Study
1.2 Key Findings of the Study
1.3 Study Assumptions
1.4 Study Deliverables
2. RESEARCH METHODOLOGY
3. EXECUTIVE SUMMARY
4. MARKET DYNAMICS
4.1 Market Overview
4.2 Market Drivers
4.2.1 High-end Consumer Electronics Market
4.2.2 Growing Adoption in Various Industries
4.2.3 Growing Awareness of the Technology, along with Content Availability
4.3 Industry Attractiveness – Porter’s Five Forces Analysis
5. COMPARATIVE ANALYSIS (VR vs MR vs AR)
6. MR HMD COMPONENT VENDORS
7. MARKET SEGMENTATION
7.1 End-user Verticals
7.1.1 Education
7.1.2 Engineering
7.1.3 Entertainment
7.1.4 Healthcare
7.1.5 Other End-user Verticals
7.2 Geography
7.2.1 North America
7.2.1.1 United States
7.2.1.2 Canada
7.2.2 Europe
7.2.2.1 United Kingdom
7.2.2.2 France
7.2.2.3 Rest of Europe
7.2.3 Asia-Pacific
7.2.3.1 China
7.2.3.2 India
7.2.3.3 Japan
7.2.3.4 Rest of Asia-Pacific
7.2.4 Rest of the World
8. COMPETITIVE LANDSCAPE
8.1 Company Profiles
8.1.1 Microsoft Corporation
8.1.2 Hewlett Packard Enterprise Company
8.1.3 Dell Technologies Inc.
8.1.4 AsusTek Computer Inc.
8.1.5 Samsung Electronics Company Limited
8.1.6 Acer Inc.
8.1.7 Magic Leap, Inc.
8.1.8 Amber Garage (Holokit)
8.1.9 Occipital Inc.
9. MARKET OPPORTUNITIES AND FUTURE TRENDS