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Future of the worldwide Mixed Reality Headsets Market – Growth, Latest Patterns & Forecast 2026

Future of the worldwide Mixed Reality Headsets Market – Growth, Latest Patterns & Forecast 2026
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Selbyville, Delaware, United States, November 4 2020 (Wiredrelease) Global Market Insights, Inc –:Mixed Reality Headsets Market is estimated to surpass USD 35 billion by 2024. Rapid adoption of these devices in aerospace & defense is expected to drive the industry. Several airlines such as Air France and Japan Airlines are using these systems for the customers and cabin crew. For instance, Air New Zealand, in partnership with Dimension Data, an IT services provider, is testing the use of Microsoft HoloLens for its cabin crew. Companies such as Bell Helicopters, Airbus, and Boeing are using them to include advanced platforms such as autonomous systems.

The use of VR devices is predicted to grow significantly over the forecast timespan, owing to increasing adoption in gaming and entertainment industry. Growing popularity of untethered VR devices, owing to high degree of portability, convenience and ease of use are expected to impact the mixed reality headsets market positively. Moreover, companies in the industry are increasingly investing in the development of these products. For instance, after the launch of Pico Goblin, Google announced the launch of its untethered, stand-alone, and fully-tracked VR headsets.

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Shifting trend from learning a subject to feeling the content is aiding the adoption of mixed reality headsets market in education sector. Schools are investing resources in researching and experimenting with these technologies. Institutions are increasingly taking efforts to implement the AR/VR technologies in classrooms to enable students to explore and experiment the learnings. Companies are investing in providing solutions to schools and offer training to teachers in a way to enhance literacy. For instance, Google has launched Google Expeditions that enables students to undertake immersive virtual journeys to surface of Mars and coral reefs. Such initiatives will propel the penetration of headsets in education sector contributing to the increase in mixed reality headsets market.

Japan mixed reality headsets market is expected to observe considerable growth, owing to high adoption of AR/VR technologies in entertainment and media industry in the country. With the growing popularity of Nintendo and Sony, the adoption of VR devices is increasing. To engage children with the technology, AR Museum, an AR art exhibition was launched in Tokyo. In addition to gaming and entertainment, the use of these devices in retail sector is expected to aid the Japan mixed reality headsets market growth. For instance, the devices are used in the Shinkuju’s high-end departmental stores to enhance the shopping experiences of users.

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The mixed reality headsets market is fragmented in nature and is characterized by high competition among the players. Some of the vendors in the industry include Microsoft Corporation, GlassUp S.r.l, Samsung Electronics, Optinvent, Zeiss, Vuzix Corporation, Zebronics, and DAQRI. The technology giants are partnering with startups to enter the industry and gain substantial share. For instance, in November 2017, Apple, Inc. announced a USD 30 Million deal to acquire Vrvava, an AR-headset startup. With this, the tech-giant has paved its way into the AR/VR device industry and is expected to start shipping the devices by 2020.

TABLE OF CONTENTS

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

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This content has been published by Global Market Insights, Inc company. The WiredRelease News Department was not involved in the creation of this content. For press release service enquiry, please reach us at [email protected].

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