Mixed Reality - Global Market Outlook (2019 -2027)

Mixed Reality - Global Market Outlook (2019 -2027)

According to Stratistics MRC, the Global Mixed Reality Market is accounted for $369.03 million in 2019 and is expected to reach $7,577.02 million by 2027 growing at a CAGR of 45.9% during the forecast period. While the factors like growing adoption in various industries and rising awareness of the technology, along with content availability are propelling the market growth. However, the high cost of mixed reality devices is hindering the market growth.

Mixed reality (MR) is a technology that consolidates virtual and augmented reality visualization to give real interactive conditions to the clients while watching movies or playing games. Mixed reality can include augmented reality, augmented virtuality, and other mixed configurations. Instead of residing in an entirely virtual world, virtual objects are anchored into the user’s real-world, thereby making the virtual interactions appear to be real.

Based on the end user, the gaming and entertainment segment is estimated to have a lucrative growth during the forecast period as the gaming & entertainment industries are on a continuous process to bring innovation in the respective fields and the use of mixed reality makes the game and movies not only appealing but also more interactive. In addition, the rise in the need for innovation by users encourages both industries to invest in such technologies, which is expected to supplement the growth of the segment.

By geography, Asia Pacific is going to have a lucrative growth during the forecast period due to the rise in the rate of economic growth, the increase in the adoption of technologically advanced solutions, the rise in the penetration of smartphones in emerging economies such as China and India, and the growth in the usage of technology in end-use industries.

Some of the key players profiled in the Mixed Reality Market include Eon Reality, Inc., Facebook, Google Inc., HTC Corporation, Intel Corporation, Magic leap, Inc., Meta Company, Microsoft Corporation, Samsung Electronics Co. Ltd., Seiko Epson Corporation, Oculus VR LLC, Infinity Augmented Reality, Inc, Vuzix Corporation, Canon, Inc, Hewlett Packard Enterprise Company, Dell Technologies Inc., Sony Corporation, Acer Inc., Accenture PLC, and AsusTek Computer Inc..

Components Covered:
• Software and Algorithms
• Hardware

Device Types Covered:
• Wired
• Wireless

Display Devices Covered:
• Eyeglasses
• Head-Up Display (HUD)
• Head-Mounted Display
• Personal Digital Assistant
• Cave Automatic Virtual Environment (CAVE)

Applications Covered:
• Maintenance
• Interactive Product Content Management (IPCM)
• Simulation Based Learning (SBL)
• Navigation
• Consumer

End Users Covered:
• Architecture & Construction
• Archaeology & Tourism
• Government
• E-commerce & Retail
• Industrial & Manufacturing
• Sports
• Gaming and Entertainment
• Education
• Aerospace & Defense
• Engineering
• Medical
• Automotive
• Information Technology (IT)
• Healthcare
• Military Training

Regions Covered:
• North America
US
Canada
Mexico
• Europe
Germany
UK
Italy
France
Spain
Rest of Europe
• Asia Pacific
Japan
China
India
Australia
New Zealand
South Korea
Rest of Asia Pacific
• South America
Argentina
Brazil
Chile
Rest of South America
• Middle East & Africa
Saudi Arabia
UAE
Qatar
South Africa
Rest of Middle East & Africa

What our report offers:
- Market share assessments for the regional and country-level segments
- Strategic recommendations for the new entrants
- Covers Market data for the years 2018, 2019, 2020, 2024 and 2027
- Market Trends (Drivers, Constraints, Opportunities, Threats, Challenges, Investment Opportunities, and recommendations)
- Strategic recommendations in key business segments based on the market estimations
- Competitive landscaping mapping the key common trends
- Company profiling with detailed strategies, financials, and recent developments
- Supply chain trends mapping the latest technological advancements

Free Customization Offerings:
All the customers of this report will be entitled to receive one of the following free customization options:
• Company Profiling
Comprehensive profiling of additional market players (up to 3)
SWOT Analysis of key players (up to 3)
• Regional Segmentation
Market estimations, Forecasts and CAGR of any prominent country as per the client's interest (Note: Depends on feasibility check)
• Competitive Benchmarking
Benchmarking of key players based on product portfolio, geographical presence, and strategic alliances


1 Executive Summary
2 Preface
2.1 Abstract
2.2 Stake Holders
2.3 Research Scope
2.4 Research Methodology
2.4.1 Data Mining
2.4.2 Data Analysis
2.4.3 Data Validation
2.4.4 Research Approach
2.5 Research Sources
2.5.1 Primary Research Sources
2.5.2 Secondary Research Sources
2.5.3 Assumptions
3 Market Trend Analysis
3.1 Introduction
3.2 Drivers
3.3 Restraints
3.4 Opportunities
3.5 Threats
3.6 Application Analysis
3.7 End User Analysis
3.8 Emerging Markets
3.9 Impact of Covid-19
4 Porters Five Force Analysis
4.1 Bargaining power of suppliers
4.2 Bargaining power of buyers
4.3 Threat of substitutes
4.4 Threat of new entrants
4.5 Competitive rivalry
5 Global Mixed Reality Market, By Component
5.1 Introduction
5.2 Software and Algorithms
5.3 Hardware
5.3.1 Processor
5.3.2 Display
5.3.2.1 Haptic
5.3.2.2 Audio or Sonic
5.3.2.3 Visual
5.3.3 Sensors
5.3.3.1 Accelerometer Sensor
5.3.3.2 Magnetometer Sensor
5.3.3.3 Gyroscope
5.3.3.4 Proximity Sensors
5.3.4 Power Units
5.3.5 Semiconductor Components
5.3.6 Input devices
5.3.6.1 Touchscreen
5.3.6.2 Buttons
5.3.7 Optics
5.3.8 Memory Components
5.3.9 Input/output (I/O) & Connectivity Units
6 Global Mixed Reality Market, By Device Type
6.1 Introduction
6.2 Wired
6.3 Wireless
7 Global Mixed Reality Market, By Display Devices
7.1 Introduction
7.2 Eyeglasses
7.3 Head-Up Display (HUD)
7.4 Head-Mounted Display
7.5 Personal Digital Assistant
7.6 Cave Automatic Virtual Environment (CAVE)
8 Global Mixed Reality Market, By Application
8.1 Introduction
8.2 Maintenance
8.3 Interactive Product Content Management (IPCM)
8.4 Simulation Based Learning (SBL)
8.5 Navigation
8.6 Consumer
9 Global Mixed Reality Market, By End User
9.1 Introduction
9.2 Architecture & Construction
9.3 Archaeology & Tourism
9.4 Government
9.5 E-commerce & Retail
9.6 Industrial & Manufacturing
9.7 Sports
9.8 Gaming and Entertainment
9.9 Education
9.10 Aerospace & Defense
9.11 Engineering
9.12 Medical
9.12.1 Surgery
9.12.2 Simulation Training
9.12.3 Visualization of Computed Tomography (CT) Scans
9.13 Automotive
9.14 Information Technology (IT)
9.15 Healthcare
9.16 Military Training
10 Global Mixed Reality Market, By Geography
10.1 Introduction
10.2 North America
10.2.1 US
10.2.2 Canada
10.2.3 Mexico
10.3 Europe
10.3.1 Germany
10.3.2 UK
10.3.3 Italy
10.3.4 France
10.3.5 Spain
10.3.6 Rest of Europe
10.4 Asia Pacific
10.4.1 Japan
10.4.2 China
10.4.3 India
10.4.4 Australia
10.4.5 New Zealand
10.4.6 South Korea
10.4.7 Rest of Asia Pacific
10.5 South America
10.5.1 Argentina
10.5.2 Brazil
10.5.3 Chile
10.5.4 Rest of South America
10.6 Middle East & Africa
10.6.1 Saudi Arabia
10.6.2 UAE
10.6.3 Qatar
10.6.4 South Africa
10.6.5 Rest of Middle East & Africa
11 Key Developments
11.1 Agreements, Partnerships, Collaborations and Joint Ventures
11.2 Acquisitions & Mergers
11.3 New Product Launch
11.4 Expansions
11.5 Other Key Strategies
12 Company Profiling
12.1 Eon Reality, Inc.
12.2 Facebook
12.3 Google Inc.
12.4 HTC Corporation
12.5 Intel Corporation
12.6 Magic leap, Inc.
12.7 Meta Company
12.8 Microsoft Corporation
12.9 Samsung Electronics Co. Ltd.
12.10 Seiko Epson Corporation
12.11 Oculus VR LLC
12.12 Infinity Augmented Reality, Inc
12.13 Vuzix Corporation
12.14 Canon, Inc
12.15 Hewlett Packard Enterprise Company
12.16 Dell Technologies Inc.
12.17 Sony Corporation
12.18 Acer Inc.
12.19 Accenture PLC
12.20 AsusTek Computer Inc.
List of Tables
Table 1 Global Mixed Reality Market Outlook, By Region (2018-2027) ($MN)
Table 2 Global Mixed Reality Market Outlook, By Component (2018-2027) ($MN)
Table 3 Global Mixed Reality Market Outlook, By Software and Algorithms (2018-2027) ($MN)
Table 4 Global Mixed Reality Market Outlook, By Hardware (2018-2027) ($MN)
Table 5 Global Mixed Reality Market Outlook, By Processor (2018-2027) ($MN)
Table 6 Global Mixed Reality Market Outlook, By Display (2018-2027) ($MN)
Table 7 Global Mixed Reality Market Outlook, By Sensors (2018-2027) ($MN)
Table 8 Global Mixed Reality Market Outlook, By Power Units (2018-2027) ($MN)
Table 9 Global Mixed Reality Market Outlook, By Semiconductor Components (2018-2027) ($MN)
Table 10 Global Mixed Reality Market Outlook, By Input devices (2018-2027) ($MN)
Table 11 Global Mixed Reality Market Outlook, By Optics (2018-2027) ($MN)
Table 12 Global Mixed Reality Market Outlook, By Memory Components (2018-2027) ($MN)
Table 13 Global Mixed Reality Market Outlook, By Input/output (I/O) & Connectivity Units (2018-2027) ($MN)
Table 14 Global Mixed Reality Market Outlook, By Device Type (2018-2027) ($MN)
Table 15 Global Mixed Reality Market Outlook, By Wired (2018-2027) ($MN)
Table 16 Global Mixed Reality Market Outlook, By Wireless (2018-2027) ($MN)
Table 17 Global Mixed Reality Market Outlook, By Display Devices (2018-2027) ($MN)
Table 18 Global Mixed Reality Market Outlook, By Eyeglasses (2018-2027) ($MN)
Table 19 Global Mixed Reality Market Outlook, By Head-Up Display (HUD) (2018-2027) ($MN)
Table 20 Global Mixed Reality Market Outlook, By Head-Mounted Display (2018-2027) ($MN)
Table 21 Global Mixed Reality Market Outlook, By Personal Digital Assistant (2018-2027) ($MN)
Table 22 Global Mixed Reality Market Outlook, By Cave Automatic Virtual Environment (CAVE) (2018-2027) ($MN)
Table 23 Global Mixed Reality Market Outlook, By Application (2018-2027) ($MN)
Table 24 Global Mixed Reality Market Outlook, By Maintenance (2018-2027) ($MN)
Table 25 Global Mixed Reality Market Outlook, By Interactive Product Content Management (IPCM) (2018-2027) ($MN)
Table 26 Global Mixed Reality Market Outlook, By Simulation Based Learning (SBL) (2018-2027) ($MN)
Table 27 Global Mixed Reality Market Outlook, By Navigation (2018-2027) ($MN)
Table 28 Global Mixed Reality Market Outlook, By Consumer (2018-2027) ($MN)
Table 29 Global Mixed Reality Market Outlook, By End User (2018-2027) ($MN)
Table 30 Global Mixed Reality Market Outlook, By Architecture & Construction (2018-2027) ($MN)
Table 31 Global Mixed Reality Market Outlook, By Archaeology & Tourism (2018-2027) ($MN)
Table 32 Global Mixed Reality Market Outlook, By Government (2018-2027) ($MN)
Table 33 Global Mixed Reality Market Outlook, By E-commerce & Retail (2018-2027) ($MN)
Table 34 Global Mixed Reality Market Outlook, By Industrial & Manufacturing (2018-2027) ($MN)
Table 35 Global Mixed Reality Market Outlook, By Sports (2018-2027) ($MN)
Table 36 Global Mixed Reality Market Outlook, By Gaming and Entertainment (2018-2027) ($MN)
Table 37 Global Mixed Reality Market Outlook, By Education (2018-2027) ($MN)
Table 38 Global Mixed Reality Market Outlook, By Aerospace & Defense (2018-2027) ($MN)
Table 39 Global Mixed Reality Market Outlook, By Engineering (2018-2027) ($MN)
Table 40 Global Mixed Reality Market Outlook, By Medical (2018-2027) ($MN)
Table 41 Global Mixed Reality Market Outlook, By Surgery (2018-2027) ($MN)
Table 42 Global Mixed Reality Market Outlook, By Simulation Training (2018-2027) ($MN)
Table 43 Global Mixed Reality Market Outlook, By Visualization of Computed Tomography (CT) Scans (2018-2027) ($MN)
Table 44 Global Mixed Reality Market Outlook, By Automotive (2018-2027) ($MN)
Table 45 Global Mixed Reality Market Outlook, By Information Technology (IT) (2018-2027) ($MN)
Table 46 Global Mixed Reality Market Outlook, By Healthcare (2018-2027) ($MN)
Table 47 Global Mixed Reality Market Outlook, By Military Training (2018-2027) ($MN)
Note: Tables for North America, Europe, APAC, South America, and Middle East & Africa Regions are also represented in the same manner as above.

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