CHAPTER 1 INTRODUCTION
1.1. Market Definition
1.2. Executive Summary
1.3. The Scope of the Study
CHAPTER 2 RESEARCH METHODOLOGY
2.1. Secondary Research
2.2. Primary Research
2.3. Analytic Tools and Model
2.4. Economic Indicator
2.4.1. Base Year, Base Currency, Forecasting Period
2.5. Expert Validation
2.6. Study Timeline
CHAPTER 3 MARKET ANALYSIS
3.1. Industry Value Chain Analysis
3.2. Porter's Five Force Analysis
3.2.1. Bargaining Power of Buyers
3.2.2. Bargaining Power of Suppliers
3.2.3. Threats of Substitutes
3.2.4. Threats of New Entrants
3.2.5. Degree of Competition
3.3. PESTLE Analysis
3.3.1. Political
3.3.2. Economical
3.3.3. Social
3.3.4. Technological
3.3.5. Legal
3.3.6. Environmental
3.4. SWOT Analysis
3.4.1. Strengths
3.4.2. Weakness
3.4.3. Opportunities
3.4.4. Threats
3.5. Y-O-Y Analysis
CHAPTER 4 MARKET DYNAMICS
4.1. Market Drivers
4.1.1. Adoption of the head mounted display devices in gaming, sports, and entertainment
industries.
4.1.2. Exponential growth in hardware and software components.
4.1.3. Increasing internet connectivity.
4.1.4. Increasing demand for the education sector.
4.2. Market Restraints & Challenges
4.2.1. Limited battery life and image latency affect.
4.2.2. Difficulties in tracking, registrations and graphical content creation.
4.2.3. Privacy Issues
4.3. Market Opportunities
4.3.1. Emerging use of mixed reality in medical education.
4.3.2. Increasing mixed reality in research projects in Europe.
CHAPTER 5 GLOBAL MIXED REALITY MARKET – BY COMPONENT
5.1. Hardware
5.1.1. Power Units
5.1.2. Semiconductor Components
5.1.3. Sensors
5.1.3.1. Magnetometer
5.1.3.2. Accelerometer
5.1.3.3. Gyroscope
5.1.3.4. Proximity Sensors
5.1.3.5. Others
5.2. Software
CHAPTER 6 GLOBAL MIXED REALITY MARKET – BY DEVICES
6.1 Computer display
6.2. Smartphone/Tablet PC
6.3. Head-up display
6.4. Head-mounted display (Wired/Wireless)
6.5. Personal Digital Assistant
6.6. Eyeglasses
6.7. CAVE
6.8. Others
CHAPTER 7 GLOBAL MIXED REALITY MARKET – BY TECHNOLOGY
7.1. Input devices
7.1.1. Buttons
7.1.2. Touchscreen
7.1.3. Others
7.2. Display
7.2.1. Visual
7.2.2. Audio or Sonic
7.2.3. Haptic
7.2.4. Others
7.3. Processor
CHAPTER 8 GLOBAL MIXED REALITY MARKET – BY END USER
8.1. Sports
8.2. Education
8.3. Aerospace & Defense
8.4. Archaeology & Tourism
8.5. Architecture & Construction
8.6. Industrial & Manufacturing
8.7. Gaming and Entertainment
8.8. Medical
8.9. Government
8.10. Retail
8.11. Others
CHAPTER 9 GLOBAL MIXED REALITY MARKET - BY GEOGRAPHY
9.1. Introduction
9.2. North America
9.2.1. U.S.
9.2.2. Canada
9.2.3. Mexico
9.2.4. Costa Rica
9.3. South America
9.3.1. Brazil
9.3.2. Argentina
9.3.3. Chile
9.3.4. Columbia
9.3.5. Others
9.4. Europe
9.4.1. U.K.
9.4.2. Germany
9.4.3. France
9.4.4. Italy
9.4.5. Spain
9.4.6. Russia
9.4.7. Netherlands
9.4.8. Switzerland
9.4.9. Poland
9.4.10. Others
9.5. Asia-Pacific
9.5.1. China
9.5.2. Japan
9.5.3. India
9.5.4. South Korea
9.5.5. Australia & New Zealand
9.5.6. Malaysia
9.5.7. Singapore
9.5.8. Others
9.6. Middle East & Africa
9.6.1. UAE
9.6.2. Saudi Arabia
9.6.3. Iran
9.6.4. Iraq
9.6.5. Qatar
9.6.6. South Africa
9.6.7. Algeria
9.6.8. Morocco
9.6.9. Nigeria
9.6.10. Egypt
9.6.11. Others
CHAPTER 10 GLOBAL MIXED REALITY MARKET - COMPANY PROFILES
10.1. Layar B.V.
10.2. Samsung Electronics Co., Ltd
10.3. Microsoft Corporation
10.4. Google, Inc.
10.5. Seiko Epson Corporation
10.6. EON Reality, Inc.
10.7. Magic Leap Inc.
10.8. Canon Technology Inc.
10.9. Intel Corporation
10.10. Infinity Augmented Reality, Inc.
10.11. Facebook, Inc.
10.12. Lumus Ltd.
10.13. HTC Corporation
10.14. Vuzix Corporation
10.15. Oculus VR LLC
CHAPTER 11 GLOBAL MIXED REALITY MARKET - COMPETITIVE LANDSCAPE
11.1. Market Share Analysis
11.2. Strategies adopted by top companies
11.3. Mergers, Acquisitions, Collaborations & Agreements
CHAPTER 12 MARKET INSIGHTS
12.1. Industry Experts Insights
12.2. Analysts Opinions
12.3. Investment Opportunities
CHAPTER 13 APPENDIX
13.1. List of Tables
13.2. List of Figures