The worldwide mixed reality headsets market size is envisaged to exceed a revenue share of USD 35 billion over the forecast period. This trend in itself stands as a testimony to the fact that rising adoption of these technologies is generating a remarkable impact on the industry trends.
The mixed reality headsets market has considerably enrolled its name in the billion-dollar business space in 2016. Owing to this, the growth map of the industry would display a marked ascent during 2017-2024. This trend in itself stands as a testimony to the fact that rising adoption of these technologies is generating a remarkable impact on the mixed reality industry trends.
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Mixed reality headsets market from Japan is poised to witness remarkable growth in the upcoming years. This growth can aptly be credited to the mounting adoption of AR/VR technologies across the entertainment and media sectors in the region. Apparently, launch of various AR museums and AR art exhibitions to equip the children with the know-hows of the technology in Tokyo would boost the industry size in the near future.
The education sector has of late been spectating a disruptive digital transformation. This penetrating technological interferences in tandem with a sliding inclination towards feeling the subject is supporting the adoption of mixed reality headsets in the education sector.
In light of this, the schools and institutions have initiated investing resources in researching and experimenting with the augmented reality and virtual reality technologies and allowing the students to explore umpteen possibilities with the learnings.
A rapid evolution in the gaming and entertainment industries across the globe has exceedingly bolstered the use of VR devices in the mixed reality devices sphere. The thriving repute of these devices on the grounds of their high portability, convenience, and easy access would fuel the overall mixed reality headsets market dynamics by 2024.
The prominent Players are include Oculus/Facebook, Dell, HP, Acer, Google, Microsoft, Magic Leap, Sony, Samsung.
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Table of Content
Chapter 3. Mixed Reality Headsets Industry Insights
3.1. Industry segmentation
3.2. Industry landscape, 2015 – 2024
3.2.1. AR/VR industry landscape
3.3. Industry ecosystem analysis
3.3.1. Component providers
3.3.2. Software/technology providers
3.3.3. Application providers
3.3.4. Content providers
3.3.5. Manufacturers
3.3.6. Distribution analysis
3.3.7. End-use landscape
3.3.8. Vendor matrix
3.4. Technology roadmap
3.4.1. Smart glasses for blind people
3.4.2. Optics
3.4.3. 3D capabilities
3.4.4. Authoring
3.4.5. Interaction
3.4.6. Retina display
3.4.7. AR earbuds
3.4.8. AR helmets
3.4.9. Self-tracking VR headsets
3.5. Regulatory landscape
3.5.1. U.S.
3.5.2. EU
3.5.3. China
3.6. Industry impact forces
3.6.1. Growth drivers
3.6.1.1. Growth in gaming industry
3.6.1.2. Rising investments in healthcare sector
3.6.1.3. Growing use of mixed reality headsets in employee & staff training and customer service platforms
3.6.1.4. Increasing usage in entertainment industry
3.6.1.5. Increasing adoption by the military & defense sector in the U.S.
3.6.1.6. High growth of travel & tourism industry in Europe
3.6.1.7. Large scale adoption by the automotive sector in Europe and Asia Pacific
3.6.1.8. Growing retail sector and adoption of MR headsets in Asia Pacific and Latin America
3.6.1.9. Growing adoption in hospitality sector in the Middle East
3.6.2. Industry pitfalls & challenges
3.6.2.1. Lack of availability of high quality content
3.6.2.2. Financial constraints and complexity
3.6.2.3. Privacy concerns
3.6.2.4. High risks in app ecosystem
3.7. Price trend analysis, 2015 – 2024
3.7.1. VR
3.7.1.1. Tethered
3.7.1.2. Untethered
3.7.2. AR
3.7.2.1. HMD
3.7.2.2. Smart glasses
3.8. Growth potential analysis
3.8.1. AR
3.8.1.1. Entertainment
3.8.1.2. Healthcare
3.8.1.3. Aerospace & defense
3.8.1.4. Automotive
3.8.1.5. Retail
3.8.1.6. Industrial
3.8.2. VR
3.8.2.1. Entertainment
3.8.2.2. Healthcare
3.8.2.3. Aerospace & defense
3.8.2.4. Automotive
3.8.2.5. Retail
3.9. Porter's analysis
3.9.1. Supplier power
3.9.2. Buyer power
3.9.3. Threat of new entrants
3.9.4. Threat of substitutes
3.9.5. Internal rivalry
3.10. Competitive landscape, 2016
3.10.1. AR
3.10.2. VR
3.10.3. Strategy dashboard
3.11. PESTEL analysis
Chapter 4. Mixed Reality Headsets Market, By Technology
4.1. Global mixed reality headsets market share by technology, 2016 & 2024
4.2. VR
4.2.1. Market estimates and forecast, 2015 - 2024
4.2.2. Market estimates and forecast, by region, 2015 – 2024
4.3. AR
4.3.1. Market estimates and forecast, 2015 - 2024
4.3.2. Market estimates and forecast, by region, 2015 – 2024
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