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Global Mixed Reality (MR) Industry Forecast, 2026 - A $5.4+ Billion Opportunity by 2026, Exhibiting a CAGR of 51.5% During 2019-2026
[January 21, 2020]

Global Mixed Reality (MR) Industry Forecast, 2026 - A $5.4+ Billion Opportunity by 2026, Exhibiting a CAGR of 51.5% During 2019-2026


DUBLIN, Jan. 21, 2020 /PRNewswire/ -- The "Global Mixed Reality Market 2020-2026 by Offering, Device Type, End-user, and Region: Trend Forecast and Growth Opportunity" report has been added to ResearchAndMarkets.com's offering.

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The global mixed reality market is expected to reach $5,436.7 million by 2026, representing an astonishing 2019-2026 CAGR of 51.5% driven by the fast adoption of mixed reality technology across many industrial sectors.

The report provides historical data for 2016-2019 with 2019 as the base year, estimates for 2020, and forecasts for 2020-2026.

Highlighted with 73 tables and 65 figures, this 150-page report is based on a comprehensive research of the entire global 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.

In-depth qualitative analyses include identification and investigation of the following aspects:

  • Market Structure
  • Growth Drivers
  • Restraints & Challenges
  • Emerging Product Trends & Market Opportunities
  • Porter's Fiver Forces

The trend and outlook of global market is forecast in optimistic, balanced, and conservative view. The balanced (most likely) projection is used to quantify global mixed reality market in every aspect of the classification from perspectives of Offering, Device Type, End-user, and Region.

Based on offering, the global market is segmented into the following sub-markets with annual revenue for 2016-2026 included in each section.

  • Hardware (further segmented into Power Units, Semiconductor Components, Sensors, Other Hardware)
  • Software

Based on device type, the global market is segmented into the follwing sub-markets with annual revenue for 2016-2026 included in each section.



  • Wireless Head Mounted Display
  • Wired Head Mounted Display

Based on end-user, the global market is segmented into the following sub-markets with annual revenue for 2016-2026 included in each section.

  • Industrial Sector
  • Education
  • Entertainment & Gaming
  • Healthcare
  • Architecture
  • Aerospace & Defense
  • Other End-users

Geographically, the following regions together with the listed national/local markets are fully investigated:


  • APAC (Japan, China, South Korea, Australia, India, and Rest of APAC; Rest of APAC is further segmented into Malaysia, Singapore, Indonesia, Thailand, New Zealand, Vietnam, and Sri Lanka)
  • Europe (Germany, UK, France, Spain, Italy, Rest of Europe; Rest of Europe is further segmented into Russia, Denmark, Austria, Norway, Sweden, The Netherlands, Poland, Czech Republic, Slovakia, Hungary, and Romania)
  • North America (U.S. and Canada)
  • Latin America (Brazil, Mexico, Argentina, Rest of Latin America)
  • RoW (Saudi Arabia, UAE, South Africa)

For each of the aforementioned regions and countries, market analysis and revenue data are available for 2016-2026. The breakdown of all regional markets by country and split of major national markets by Offering, Device Type, and End-user over the study years (2016-2026) are also included.

The report also covers current competitive scenario and the predicted trend; and profiles key vendors including market leaders and important emerging players.

Specifically, potential risks associated with investing in global mixed reality market are assayed quantitatively and qualitatively through a Risk Assessment System. According to the risk analysis and evaluation, Critical Success Factors (CSFs) are generated as a guidance to help investors & stockholders identify emerging opportunities, manage and minimize the risks, develop appropriate business models, and make wise strategies and decisions.

Key Players

  • Acer Inc.
  • Amber Garage (Holokit)
  • Apple Inc.
  • AsusTek Computer Inc.
  • Atheer
  • Canon Inc.
  • DAQRI
  • Dell Technologies Inc.
  • Eon Reality Inc.
  • Facebook
  • Google Inc.
  • Hewlett Packard Enterprise Company
  • HTC Corporation
  • Infinity Augmented Reality Inc.
  • Intel Corporation
  • Magic Leap Inc.
  • Meta Company
  • Microsoft Corporation
  • Occipital Inc.
  • Oculus VR LLC
  • Osterhout Design Group
  • Recon Instruments
  • Samsung Electronics Company Limited
  • Seiko Epson Corporation

For more information about this report visit https://www.researchandmarkets.com/r/48c8iw

Research and Markets also offers Custom Research services providing focused, comprehensive and tailored research.


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Research and Markets
Laura Wood, Senior Manager
press@researchandmarkets.com   

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SOURCE Research and Markets


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