Europe mixed reality market was valued at $ 206.4 million in 2022 and will grow by 43.8% annually over 2022-2032, driven by the growing adoption of mixed reality in the various applications such as gaming and entertainment, extensive investments in MR technology and wearables, and technological enhancements in 5G & IoT.
Highlighted with 33 tables and 48 figures, this 118-page report "Europe Mixed Reality Market 2022-2032 by Offering (Hardware, Software, Services), Platform (Head-up Display, Smartphone/Tablet, PC), Device Type (Wireless, Wired), End User, and Country: Trend Forecast and Growth Opportunity" is based on comprehensive research of the entire Europe mixed reality market and all its sub-segments through extensively detailed classifications. Profound analysis and assessment are generated from premium primary and secondary information sources with inputs derived from industry professionals across the value chain. The report is based on studies on 2020-2022 and provides forecast from 2023 till 2032 with 2022 as the base year. (Please note: The report will be updated before delivery so that the latest historical year is the base year, and the forecast covers at least 5 years over the base year.)
In-depth qualitative analyses include identification and investigation of the following aspects:
• Market Structure
• Growth Drivers
• Restraints and Challenges
• Emerging Product Trends & Market Opportunities
• Porter's Fiver Forces
The trend and outlook of Europe market is forecast in optimistic, balanced, and conservative view by taking into account of COVID-19 and Russia-Ukraine conflict. The balanced (most likely) projection is used to quantify Europe mixed reality market in every aspect of the classification from perspectives of Offering, Platform, Device Type, End User, and Country.
Based on Offering, the Europe market is segmented into the following sub-markets with annual revenue ($ mn) for 2022-2032 included in each section.
• Hardware
o Sensors
o Semiconductor Component
o Displays and Projectors
o Power Units
o Cameras
o Other Hardware
• Software
• Services
Based on Platform, the Europe market is segmented into the following sub-markets with annual revenue ($ mn) for 2022-2032 included in each section.
• Head-up Display
• Smartphone/Tablet
• PC
By Device Type, the Europe market is segmented into the following sub-markets with annual revenue ($ mn) for 2022-2032 included in each section.
• Wireless Devices
• Wired Devices
By End User, the Europe market is segmented into the following sub-markets with annual revenue ($ mn) for 2022-2032 included in each section.
• Manufacturing
• Education
• Entertainment & Gaming
• Healthcare
• Architecture
• Aerospace & Defense
• Other End Users
Geographically, the following national/local markets are fully investigated:
• Germany
• UK
• France
• Spain
• Italy
• Netherlands
• Rest of Europe (further segmented into Russia, Switzerland, Poland, Sweden, Belgium, Austria, Ireland, Norway, Denmark, and Finland)
For each key country, detailed analysis and data for annual revenue ($ mn) are available for 2022-2032. The breakdown of national markets by Platform, Device Type, and End User over the forecast years are also included.
The report also covers the current competitive scenario and the predicted trend; and profiles key vendors including market leaders and important emerging players.
Selected Key Players:
Accenture PLC
Acer Inc.
Amber Garage Inc. (Holokit)
Apple Inc.
AsusTek Computer Inc.
Atheer, Inc.
Canon, Inc.
DAQRI
Dell Technologies Inc.
Eon Reality, Inc.
Google Inc.
Hewlett Packard Enterprise Company
HTC Corporation
Infinity Augmented Reality, Inc.
Intel Corporation
Magic Leap, Inc.
Meta Company
Microsoft Corporation
Occipital Inc.
Recon Instruments
Samsung Electronics Company Limited
Seiko Epson Corporation
Sony Corporation
(Please note: The report will be updated before delivery so that the latest historical year is the base year, and the forecast covers at least 5 years over the base year.)
1 Introduction 7
1.1 Industry Definition and Research Scope 7
1.1.1 Industry Definition 7
1.1.2 Research Scope 8
1.2 Research Methodology 11
1.2.1 Overview of Market Research Methodology 11
1.2.2 Market Assumption 12
1.2.3 Secondary Data 12
1.2.4 Primary Data 12
1.2.5 Data Filtration and Model Design 13
1.2.6 Market Size/Share Estimation 14
1.2.7 Research Limitations 15
1.3 Executive Summary 16
2 Market Overview and Dynamics 19
2.1 Market Size and Forecast 19
2.1.1 Impact of COVID-19 on World Economy 20
2.1.2 Impact of COVID-19 on the Market 23
2.1.3 Impact of Russia-Ukraine Conflict: War Slows Economic Recovery 25
2.2 Major Growth Drivers 29
2.3 Market Restraints and Challenges 32
2.4 Emerging Opportunities and Market Trends 35
2.5 Porter's Fiver Forces Analysis 39
3 Segmentation of Europe Market by Offering 43
3.1 Market Overview by Offering 43
3.2 Hardware 45
3.2.1 Sensors 47
3.2.2 Semiconductor Component 48
3.2.3 Displays and Projectors 49
3.2.4 Power Units 50
3.2.5 Cameras 51
3.2.6 Other Hardware 52
3.3 Software 53
3.4 Services 54
4 Segmentation of Europe Market by Platform 55
4.1 Market Overview by Platform 55
4.2 Head-up Display 57
4.3 Smartphone/Tablet 58
4.4 PC 59
5 Segmentation of Europe Market by Device Type 60
5.1 Market Overview by Device Type 60
5.2 Wireless Devices 62
5.3 Wired Devices 63
6 Segmentation of Europe Market by End User 64
6.1 Market Overview by End User 64
6.2 Manufacturing 66
6.3 Education 67
6.4 Entertainment & Gaming 68
6.5 Healthcare 69
6.6 Architecture 70
6.7 Aerospace & Defense 71
6.8 Other End Users 72
7 European Market 2022-2032 by Country 73
7.1 Overview of European Market 73
7.2 Germany 76
7.3 U.K. 78
7.4 France 80
7.5 Spain 82
7.6 Italy 84
7.7 Netherlands 86
7.8 Rest of European Market 88
8 Competitive Landscape 90
8.1 Overview of Key Vendors 90
8.2 New Product Launch, Partnership, Investment, and M&A 93
8.3 Company Profiles 94
Accenture PLC 94
Acer Inc. 96
Amber Garage Inc. (Holokit) 97
Apple Inc. 98
AsusTek Computer Inc. 99
Atheer, Inc. 100
Canon, Inc. 101
DAQRI 102
Dell Technologies Inc. 103
Eon Reality, Inc. 104
Google Inc. 105
Hewlett Packard Enterprise Company 106
HTC Corporation 107
Infinity Augmented Reality, Inc. 108
Intel Corporation 109
Magic Leap, Inc. 110
Meta Company 111
Microsoft Corporation 112
Occipital Inc. 113
Recon Instruments 114
Samsung Electronics Company Limited 115
Seiko Epson Corporation 116
Sony Corporation 117
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