▶ 調査レポート

3Dオーディオの世界市場分析・規模・シェア・成長・動向・予測:コンポーネント別(ハードウェア、AVR、ソフトウェア、サービス)、最終用途別(パーソナル/インハウス、商業)

• 英文タイトル:3D Audio Market (Component - Hardware (Loudspeakers, Headphones, Microphones/Mic, Sound bars (High-end, Mid-range, Entry level), AVRs, Software, Services; End use - Personal/In-house (Mobile Devices, Home Theater, Gaming), Commercial (Automobile, Cinema, Music, Gaming, Museum, VR concerts) - Global Industry Analysis, Size, Share, Growth, Trends, and Forecast 2018 - 2026

Transparency Market Researchが調査・発行した産業分析レポートです。3Dオーディオの世界市場分析・規模・シェア・成長・動向・予測:コンポーネント別(ハードウェア、AVR、ソフトウェア、サービス)、最終用途別(パーソナル/インハウス、商業) / 3D Audio Market (Component - Hardware (Loudspeakers, Headphones, Microphones/Mic, Sound bars (High-end, Mid-range, Entry level), AVRs, Software, Services; End use - Personal/In-house (Mobile Devices, Home Theater, Gaming), Commercial (Automobile, Cinema, Music, Gaming, Museum, VR concerts) - Global Industry Analysis, Size, Share, Growth, Trends, and Forecast 2018 - 2026 / TPM-BG045資料のイメージです。• レポートコード:TPM-BG045
• 出版社/出版日:Transparency Market Research / 2018年7月
• レポート形態:英文、PDF、251ページ
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レポート概要
本資料は、3Dオーディオの世界市場について調べ、3Dオーディオの世界規模、市場動向、市場環境、コンポーネント別(ハードウェア、AVR、ソフトウェア、サービス)分析、最終用途別(パーソナル/インハウス、商業)分析、アメリカ市場規模、ヨーロッパ市場規模、アジア市場規模、日本市場規模、中国市場規模、バリューチェーン分析、関連企業情報などをまとめた調査レポートです。
・序文・調査範囲・調査手法
・エグゼクティブサマリー
・3Dオーディオの世界市場動向
・3Dオーディオの世界市場環境
・3Dオーディオのバリューチェーン分析
・3Dオーディオの世界市場規模
・3Dオーディオの世界市場規模:コンポーネント別(ハードウェア、AVR、ソフトウェア、サービス)
・3Dオーディオの世界市場規模:最終用途別(パーソナル/インハウス、商業)
・3Dオーディオの世界市場:地域別市場規模・分析
・3Dオーディオの北米市場規模・予測
・3Dオーディオのアメリカ市場規模・予測
・3Dオーディオのヨーロッパ市場規模・予測
・3Dオーディオのアジア市場規模・予測
・3Dオーディオの日本市場規模・予測
・3Dオーディオの中国市場規模・予測
・3Dオーディオのインド市場規模・予測
・3Dオーディオの中東市場規模・予測
・3Dオーディオのアフリカ市場規模・予測
・競争状況・関連企業情報

3D Audio Market: Overview

This comprehensive report by Transparency Market Research analyzes and forecasts the 3D audio market at the global and regional level. The report provides an analysis over the period 2016–2026, wherein 2018 to 2026 is the forecast period and the base year is 2016. An in-depth and unbiased market assessment has been made to offer readers in-depth and accurate analysis. The report emphasizes on all the major trends and services playing a key role in the 3D audio market growth during 2018 – 2026. It also focuses on market drivers, restraining factors, and opportunities of the market during the said period. The study provides a complete perspective about the growth of the 3D audio market throughout the research study in terms of value (in US$ Mn) across various geographies, including Asia Pacific, South America, North America, Middle East & Africa (MEA), and Europe.

The report includes a detailed value chain analysis, which is focused on providing an extensive view of the global 3D audio market. The market’s Porter’s Five Forces analysis is also provided to understand the competitive scenario in the market. The study incorporates 3D market attractiveness analysis, wherein the market segments, for instance, hardware, software, and services, and significant end-users are benchmarked based on their market size, growth rate, and attractiveness in terms of opportunity. In order to give a thorough analysis of the overall competitive scenario in the 3D audio market, every geographic region mentioned in the report, is provided with attractiveness analysis.

A market overview chapter in the 3D audio market report, explains the market trends and dynamics, which include the drivers, restraining factors, and opportunities of the current and future 3D audio market. A market outlook analysis has also been provided globally in the report. Additionally, the report also provides analysis of different business strategies being adopted by the leaders of the 3D audio market. The market introduction chapter assists in gaining an idea of different trends and services related to 3D audio along with their types and applications.

Global 3D Audio Market: Scope of the Report

The study provides a decisive view of the global 3D audio market, by segmenting it on the basis of component into hardware, software, and services. The hardware segment is further bifurcated into loudspeakers, headphones, microphones/mic and others. By end-use, the market has been classified into personal/in-house and commercial. Personal/in-house segment is further divided into mobile devices, home theater, and gaming. Commercial segment is also further classified into automobile, cinema, music, gaming, museum, VR concerts, and others. The report provides a detailed breakdown of the 3D audio market region-wise and categorizes it at various levels, thus providing valuable insights at micro and macro levels.

The report highlights the competitive scenario within the 3D audio market, thus ranking all the major players according to the key recent developments and their geographic presence. The insights for the 3D audio market are the result of our extensive primary interviews, secondary research, and in-house expert panel reviews. These market estimates have been analyzed by considering the impact of different economic, political, social, legal, and technological factors.

On the basis of country, the North America (NA) market is bifurcated into Canada, the U.S., and Rest of North America. Cross country analysis is provided for the U.S. and Canada, across NA. Furthermore, the Europe market is analyzed across France, Germany, U.K., and Rest of Europe. Cross country analysis is provided for the U.K. The APAC 3D audio market is also segmented at country level which includes China, Japan, India, and Rest of Asia Pacific. Japan and Australia cross country analysis is also provided. Middle East & Africa region covers the G.C.C. countries, South Africa, and Rest of Middle East & Africa. Similarly, South America covers the markets in Brazil and Rest of South America. This report provides all the strategic information required to understand the 3D audio market along with its components and end-users. Also, the report provides insights related to components and different end-users according to the various geographical regions mentioned above.

Global 3D Audio Market: Research Methodology

The research methodology is a perfect combination of primary research, secondary research, and expert panel reviews. Secondary sources such as annual reports, company websites, SEC filings and investor presentations, national government documents, internal and external proprietary databases, statistical databases, relevant patent and regulatory databases, market reports, government publications, statistical databases, World Bank database, and industry white papers are usually referred. Further, for this report we have specifically focused on data from the UK Cinema Association, Cinema Theatre Association, International Game Developers Association (IGDA), and The Association for UK Interactive Entertainment among others.

Primary research involves telephonic interviews, e-mail interactions, and face-to-face interviews for detailed and unbiased reviews on the 3D audio market, across geographies. Primary interviews are usually conducted on an ongoing basis with industry experts and participants in order to get latest market insights and validate the existing data and analysis. Primary interviews offer new and fresh information on important factors such as market trends, market size, competitive landscape, growth trends, etc. These factors help to validate and strengthen secondary research findings. Moreover, the data collected and analyzed from secondary and primary research is again discussed and examined by our expert panel.

Global 3D Audio Market: Competitive Dynamics

The research study includes profiles of leading companies operating in the global 3D audio market. Market players have been profiled in terms of attributes such as company overview, financial overview, business strategies, and recent developments. Parameters such as 3D audio investment & spending and developments by the major players of the market are tracked. Some of the key players in the 3D audio market are OSSIC, 3D Sound Labs, Auro Technologies Inc., Comhear Inc., Core Sound LLC., dearVR, Dolby Labs, DTS, Inc. (Xperi Corporation), Dysonics, Hooke Audio, ISONO Sound, Sennheiser electronic GmbH & Co., VisiSonics Corporation (Realspace 3D), and Waves Audio Ltd.

The 3D audio market has been segmented as follows:

Global 3D AudioMarket

By Component

Hardware
Loudspeakers
Headphones
Microphones/Mic
Soundbars
High-end
Mid-range
Entry level
AVRs
Others
Software
Services
By End-use

Personal/In-house
Mobile Devices
Home Theater
Gaming
AR/VR Based
Others
Commercial
Automobile
Cinema
Music
Gaming
AR/VR Based
Others
Museum
AR/VR Based
Others
VR concerts
Others
By Geography

North America
U.S.
Canada
Rest of North America
Europe
Germany
The U.K.
France
Rest of Europe
Asia Pacific
China
Japan
India
Australia
Rest of Asia Pacific
Middle East & Africa (MEA)
GCC Countries
South Africa
Rest of MEA
South America
Brazil
Rest of South America

レポート目次

1. Preface
1.1. Market Definition and Scope
1.2. Market Segmentation
1.3. Key Research Objectives
1.4. Research Highlights

2. Assumptions and Research Methodology

3. Executive Summary: 3D Audio Market

4. Market Overview
4.1. Introduction
4.2. Market Dynamics
4.2.1. Drivers
4.2.2. Restraints
4.2.3. Opportunities
4.3. Key Trends
4.3.1. MPEG-H 3D Standard Adoption Analysis
4.4. 3D Audio Software and Platforms Analysis
4.4.1. Recording and Rendering Software/Platform Analysis
4.4.2. Pricing Model Analysis
4.4.3. Adoption Analysis
4.5. 3D Audio Technology Introduction/Overview
4.5.1. Ambisonics
4.5.2. Binaural
4.5.3. Others(Wave Field Synthesis(WFS), Amplitude Panning, Hybrid)
4.6. Global 3D Audio Market Analysis and Forecasts, 2016 – 2026
4.6.1. Market Revenue Projections (US$ Mn)
4.7. Porter’s Five Forces Analysis
4.8. Value Chain Analysis
4.8.1. List of key players providing 3D content (video) that requires 3D Audio
4.8.2. Top preferred DAW
4.8.3. 3D content revenue (%) share by Industry
4.9. Market Outlook

5. Global 3D Audio Market Analysis and Forecasts, by Component
5.1. Overview
5.2. Market Size (US$ Mn) Forecast by Component, 2016 – 2026
5.2.1. Hardware
5.2.1.1. Loud speaker
5.2.1.2. Head Phones
5.2.1.3. Microphones/Mic
5.2.1.4. Soundbars
15.2.1.4. High-end
25.2.1.4. Mid-range
35.2.1.4. Entry level
5.2.1.5. AVRs
5.2.1.6. Others
5.2.2. Software
5.2.3. Services
5.3. Market Attractiveness by Component

6. Global 3D Audio Market Analysis and Forecasts, by End-use
6.1. Overview
6.2. Market Size (US$ Mn) Forecast by End-use, 2016 – 2026
6.2.1. Personal/In-house
6.2.1.1. Mobile Devices
6.2.1.2. Home Theater
6.2.1.3. Gaming
16.2.1.3. AR/VR Based
26.2.1.3. Others
6.2.2. Commercial
6.2.2.1. Automobile
6.2.2.2. Cinema
6.2.2.3. Music
6.2.2.4. Gaming
16.2.2.4. AR/VR Based
26.2.2.4. Others
6.2.2.5. Museum
16.2.2.5. AR/VR Based
26.2.2.5. Others
6.2.2.6. VR concerts (Inclusive of Mobile Devices)
6.2.2.7. Others
6.3. Market Attractiveness by End-use

7. Global 3D Audio Market Analysis and Forecasts, by Region
7.1. Key Findings
7.2. Market Size (US$ Mn) Forecast by Region, 2016 – 2026
7.2.1. North America
7.2.2. Europe
7.2.3. Asia Pacific
7.2.4. Middle East & Africa
7.2.5. South America
7.3. Market Attractiveness by Region

8. North America 3D Audio Market Analysis and Forecast
8.1. Key Findings
8.2. Market Size (US$ Mn) Forecast by Component, 2016 – 2026
8.2.1. Hardware
8.2.1.1. Loud speaker
8.2.1.2. Head Phones
8.2.1.3. Microphones/Mic
8.2.1.4. Soundbars
18.2.1.4. High-end
28.2.1.4. Mid-range
38.2.1.4. Entry level
8.2.1.5. AVRs
8.2.1.6. Others
8.2.2. Software
8.2.3. Services
8.3. Market Size (US$ Mn) Forecast by End-use, 2016 – 2026
8.3.1. Personal/In-house
8.3.1.1. Mobile Devices
8.3.1.2. Home Theater
8.3.1.3. Gaming
18.3.1.3. AR/VR Based
28.3.1.3. Others
8.3.2. Commercial
8.3.2.1. Automobile
8.3.2.2. Cinema
8.3.2.3. Music
8.3.2.4. Gaming
18.3.2.4. AR/VR Based
28.3.2.4. Others
8.3.2.5. Museum
18.3.2.5. AR/VR Based
28.3.2.5. Others
8.3.2.6. VR concerts (Inclusive of Mobile Devices)
8.3.2.7. Others
8.4. Market Size (US$ Mn) Forecast, by Country, 2016 – 2026
8.4.1. The U.S
8.4.2. Canada
8.5. Market Attractiveness
8.5.1. By Component
8.5.2. By End-use
8.5.3. By Country

9. U.S. 3D Audio Market Analysis and Forecast
9.1. Market Size (US$ Mn) Forecast by Component, 2016 – 2026
9.1.1. Hardware
9.1.1.1. Loud speaker
9.1.1.2. Head Phones
9.1.1.3. Microphones/Mic
9.1.1.4. Soundbars
19.1.1.4. High-end
29.1.1.4. Mid-range
39.1.1.4. Entry level
9.1.1.5. AVRs
9.1.1.6. Others
9.1.2. Software
9.1.3. Services
9.2. Market Size (US$ Mn) Forecast by End-use, 2016 – 2026
9.2.1. Personal/In-house
9.2.1.1. Mobile Devices
9.2.1.2. Home Theater
9.2.1.3. Gaming
19.2.1.3. AR/VR Based
29.2.1.3. Others
9.2.2. Commercial
9.2.2.1. Automobile
9.2.2.2. Cinema
9.2.2.3. Music
9.2.2.4. Gaming
19.2.2.4. AR/VR Based
29.2.2.4. Others
9.2.2.5. Museum
19.2.2.5. AR/VR Based
29.2.2.5. Others
9.2.2.6. VR concerts (Inclusive of Mobile Devices)
9.2.2.7. Others
9.3. Market Attractiveness
9.3.1. By Component
9.3.2. By End-use

10. Canada 3D Audio Market Analysis and Forecast
10.1.Market Size (US$ Mn) Forecast by Component, 2016 – 2026
10.1.1. Hardware
10.1.1.1. Loud speaker
10.1.1.2. Head Phones
10.1.1.3. Microphones/Mic
10.1.1.4. Soundbars
110.1.1.4. High-end
210.1.1.4. Mid-range
310.1.1.4. Entry level
10.1.1.5. AVRs
10.1.1.6. Others
10.1.2. Software
10.1.3. Services
10.2.Market Size (US$ Mn) Forecast by End-use, 2016 – 2026
10.2.1. Personal/In-house
10.2.1.1. Mobile Devices
10.2.1.2. Home Theater
10.2.1.3. Gaming
110.2.1.3. AR/VR Based
210.2.1.3. Others
10.2.2. Commercial
10.2.2.1. Automobile
10.2.2.2. Cinema
10.2.2.3. Music
10.2.2.4. Gaming
110.2.2.4. AR/VR Based
210.2.2.4. Others
10.2.2.5. Museum
110.2.2.5. AR/VR Based
210.2.2.5. Others
10.2.2.6. VR concerts (Inclusive of Mobile Devices)
10.2.2.7. Others
10.3.Market Attractiveness
10.3.1. By Component
10.3.2. By End-use

11. Europe 3D Audio Market Analysis and Forecast
11.1.Key Findings
11.2.Market Size (US$ Mn) Forecast by Component, 2016 – 2026
11.2.1. Hardware
11.2.1.1. Loud speaker
11.2.1.2. Head Phones
11.2.1.3. Microphones/Mic
11.2.1.4. Soundbars
111.2.1.4. High-end
211.2.1.4. Mid-range
311.2.1.4. Entry level
11.2.1.5. AVRs
11.2.1.6. Others
11.2.2. Software
11.2.3. Services
11.3.Market Size (US$ Mn) Forecast by End-use, 2016 – 2026
11.3.1. Personal/In-house
11.3.1.1. Mobile Devices
11.3.1.2. Home Theater
11.3.1.3. Gaming
111.3.1.3. AR/VR Based
211.3.1.3. Others
11.3.2. Commercial
11.3.2.1. Automobile
11.3.2.2. Cinema
11.3.2.3. Music
11.3.2.4. Gaming
111.3.2.4. AR/VR Based
211.3.2.4. Others
11.3.2.5. Museum
111.3.2.5. AR/VR Based
211.3.2.5. Others
11.3.2.6. VR concerts (Inclusive of Mobile Devices)
11.3.2.7. Others
11.4.Market Size (US$ Mn) Forecast, by Country, 2016 – 2026
11.4.1. UK
11.4.2. Germany
11.4.3. France
11.4.4. Rest of Europe
11.5.Market Attractiveness
11.5.1. By Component
11.5.2. By End-use
11.5.3. By Country

12. U.K. 3D Audio Market Analysis and Forecast
12.1.Market Size (US$ Mn) Forecast by Component, 2016 – 2026
12.1.1. Hardware
12.1.1.1. Loud speaker
12.1.1.2. Head Phones
12.1.1.3. Microphones/Mic
12.1.1.4. Soundbars
112.1.1.4. High-end
212.1.1.4. Mid-range
312.1.1.4. Entry level
12.1.1.5. AVRs
12.1.1.6. Others
12.1.2. Software
12.1.3. Services
12.2.Market Size (US$ Mn) Forecast by End-use, 2016 – 2026
12.2.1. Personal/In-house
12.2.1.1. Mobile Devices
12.2.1.2. Home Theater
12.2.1.3. Gaming
112.2.1.3. AR/VR Based
212.2.1.3. Others
12.2.2. Commercial
12.2.2.1. Automobile
12.2.2.2. Cinema
12.2.2.3. Music
12.2.2.4. Gaming
112.2.2.4. AR/VR Based
212.2.2.4. Others
12.2.2.5. Museum
112.2.2.5. AR/VR Based
212.2.2.5. Others
12.2.2.6. VR concerts (Inclusive of Mobile Devices)
12.2.2.7. Others
12.3.Market Attractiveness
12.3.1. By Component
12.3.2. By End-use

13. Asia Pacific (APAC) 3D Audio Market Analysis and Forecast
13.1.Key Findings
13.2.Market Size (US$ Mn) Forecast by Component, 2016 – 2026
13.2.1. Hardware
13.2.1.1. Loud speaker
13.2.1.2. Head Phones
13.2.1.3. Microphones/Mic
13.2.1.4. Soundbars
113.2.1.4. High-end
213.2.1.4. Mid-range
313.2.1.4. Entry level
13.2.1.5. AVRs
13.2.1.6. Others
13.2.2. Software
13.2.3. Services
13.3.Market Size (US$ Mn) Forecast by End-use, 2016 – 2026
13.3.1. Personal/In-house
13.3.1.1. Mobile Devices
13.3.1.2. Home Theater
13.3.1.3. Gaming
113.3.1.3. AR/VR Based
213.3.1.3. Others
13.3.2. Commercial
13.3.2.1. Automobile
13.3.2.2. Cinema
13.3.2.3. Music
13.3.2.4. Gaming
113.3.2.4. AR/VR Based
213.3.2.4. Others
13.3.2.5. Museum
113.3.2.5. AR/VR Based
213.3.2.5. Others
13.3.2.6. VR concerts (Inclusive of Mobile Devices)
13.3.2.7. Others
13.4.Market Size (US$ Mn) Forecast, by Country, 2016 – 2026
13.4.1. India
13.4.2. China
13.4.3. Japan
13.4.4. Rest of APAC
13.5.Market Attractiveness
13.5.1. By Component
13.5.2. By End-use
13.5.3. By Country

14. Japan 3D Audio Market Analysis and Forecast
14.1.Market Size (US$ Mn) Forecast by Component, 2016 – 2026
14.1.1. Hardware
14.1.1.1. Loud speaker
14.1.1.2. Head Phones
14.1.1.3. Microphones/Mic
14.1.1.4. Soundbars
114.1.1.4. High-end
214.1.1.4. Mid-range
314.1.1.4. Entry level
14.1.1.5. AVRs
14.1.1.6. Others
14.1.2. Software
14.1.3. Services
14.2.Market Size (US$ Mn) Forecast by End-use, 2016 – 2026
14.2.1. Personal/In-house
14.2.1.1. Mobile Devices
14.2.1.2. Home Theater
14.2.1.3. Gaming
114.2.1.3. AR/VR Based
214.2.1.3. Others
14.2.2. Commercial
14.2.2.1. Automobile
14.2.2.2. Cinema
14.2.2.3. Music
14.2.2.4. Gaming
114.2.2.4. AR/VR Based
214.2.2.4. Others
14.2.2.5. Museum
114.2.2.5. AR/VR Based
214.2.2.5. Others
14.2.2.6. VR concerts (Inclusive of Mobile Devices)
14.2.2.7. Others
14.3.Market Attractiveness
14.3.1. By Component
14.3.2. By End-use

15. Australia 3D Audio Market Analysis and Forecast
15.1.Market Size (US$ Mn) Forecast by Component, 2016 – 2026
15.1.1. Hardware
15.1.1.1. Loud speaker
15.1.1.2. Head Phones
15.1.1.3. Microphones/Mic
15.1.1.4. Soundbars
115.1.1.4. High-end
215.1.1.4. Mid-range
315.1.1.4. Entry level
15.1.1.5. AVRs
15.1.1.6. Others
15.1.2. Software
15.1.3. Services
15.2.Market Size (US$ Mn) Forecast by End-use, 2016 – 2026
15.2.1. Personal/In-house
15.2.1.1. Mobile Devices
15.2.1.2. Home Theater
15.2.1.3. Gaming
115.2.1.3. AR/VR Based
215.2.1.3. Others
15.2.2. Commercial
15.2.2.1. Automobile
15.2.2.2. Cinema
15.2.2.3. Music
15.2.2.4. Gaming
115.2.2.4. AR/VR Based
215.2.2.4. Others
15.2.2.5. Museum
115.2.2.5. AR/VR Based
215.2.2.5. Others
15.2.2.6. VR concerts (Inclusive of Mobile Devices)
15.2.2.7. Others
15.3.Market Attractiveness
15.3.1. By Component
15.3.2. By End-use

16. Middle East & Africa (MEA) 3D Audio Market Analysis and Forecast
16.1.Key Findings
16.2.Market Size (US$ Mn) Forecast by Component, 2016 – 2026
16.2.1. Hardware
16.2.1.1. Loud speaker
16.2.1.2. Head Phones
16.2.1.3. Microphones/Mic
16.2.1.4. Soundbars
116.2.1.4. High-end
216.2.1.4. Mid-range
316.2.1.4. Entry level
16.2.1.5. AVRs
16.2.1.6. Others
16.2.2. Software
16.2.3. Services
16.3.Market Size (US$ Mn) Forecast by End-use, 2016 – 2026
16.3.1. Personal/In-house
16.3.1.1. Mobile Devices
16.3.1.2. Home Theater
16.3.1.3. Gaming
116.3.1.3. AR/VR Based
216.3.1.3. Others
16.3.2. Commercial
16.3.2.1. Automobile
16.3.2.2. Cinema
16.3.2.3. Music
16.3.2.4. Gaming
116.3.2.4. AR/VR Based
216.3.2.4. Others
16.3.2.5. Museum
116.3.2.5. AR/VR Based
216.3.2.5. Others
16.3.2.6. VR concerts (Inclusive of Mobile Devices)
16.3.2.7. Others
16.4.Market Size (US$ Mn) Forecast, by Country, 2016 – 2026
16.4.1. GCC Countries
16.4.2. South Africa
16.4.3. Rest of MEA
16.5.Market Attractiveness
16.5.1. By Component
16.5.2. By End-use
16.5.3. By Country

17. South America 3D Audio Market Analysis and Forecast
17.1.Key Findings
17.2.Market Size (US$ Mn) Forecast by Component, 2016 – 2026
17.2.1. Hardware
17.2.1.1. Loud speaker
17.2.1.2. Head Phones
17.2.1.3. Microphones/Mic
17.2.1.4. Soundbars
117.2.1.4. High-end
217.2.1.4. Mid-range
317.2.1.4. Entry level
17.2.1.5. AVRs
17.2.1.6. Others
17.2.2. Software
17.2.3. Services
17.3.Market Size (US$ Mn) Forecast by End-use, 2016 – 2026
17.3.1. Personal/In-house
17.3.1.1. Mobile Devices
17.3.1.2. Home Theater
17.3.1.3. Gaming
117.3.1.3. AR/VR Based
217.3.1.3. Others
17.3.2. Commercial
17.3.2.1. Automobile
17.3.2.2. Cinema
17.3.2.3. Music
17.3.2.4. Gaming
117.3.2.4. AR/VR Based
217.3.2.4. Others
17.3.2.5. Museum
117.3.2.5. AR/VR Based
217.3.2.5. Others
17.3.2.6. VR concerts (Inclusive of Mobile Devices)
17.3.2.7. Others
17.4.Market Size (US$ Mn) Forecast, by Country, 2016 – 2026
17.4.1. Brazil
17.4.2. Rest of South America
17.5.Market Attractiveness
17.5.1. By Component
17.5.2. By End-use
17.5.3. By Country

18. Competition Landscape
18.1.Market Player – Competition Matrix
18.2.Market Share Analysis by Company (2017)
18.3.Company Profiles (Details – Overview, Financials, Recent Developments, Strategy)
18.3.1. 3D Sound Labs
18.3.1.1. Overview
18.3.1.2. Financials
18.3.1.3. Recent Developments
18.3.1.4. Strategy
18.3.2. Auro Technologies Inc
18.3.2.1. Overview
18.3.2.2. Financials
18.3.2.3. Recent Developments
18.3.2.4. Strategy
18.3.3. Comhear Inc.
18.3.3.1. Overview
18.3.3.2. Financials
18.3.3.3. Recent Developments
18.3.3.4. Strategy
18.3.4. Core Sound, LLC (TetraMic)
18.3.4.1. Overview
18.3.4.2. Financials
18.3.4.3. Recent Developments
18.3.4.4. Strategy
18.3.5. dearVR
18.3.5.1. Overview
18.3.5.2. Financials
18.3.5.3. Recent Developments
18.3.5.4. Strategy
18.3.6. Dolby Labs
18.3.6.1. Overview
18.3.6.2. Financials
18.3.6.3. Recent Developments
18.3.6.4. Strategy
18.3.7. DTS, Inc(Xperi Corporation)
18.3.7.1. Overview
18.3.7.2. Financials
18.3.7.3. Recent Developments
18.3.7.4. Strategy
18.3.8. Dysonics
18.3.8.1. Overview
18.3.8.2. Financials
18.3.8.3. Recent Developments
18.3.8.4. Strategy
18.3.9. Fraunhofer
18.3.9.1. Overview
18.3.9.2. Financials
18.3.9.3. Recent Developments
18.3.9.4. Strategy
18.3.10. Hooke Audio
18.3.10.1. Overview
18.3.10.2. Financials
18.3.10.3. Recent Developments
18.3.10.4. Strategy
18.3.11. ISONO Sound
18.3.11.1. Overview
18.3.11.2. Financials
18.3.11.3. Recent Developments
18.3.11.4. Strategy
18.3.12. OSSIC
18.3.12.1. Overview
18.3.12.2. Financials
18.3.12.3. Recent Developments
18.3.12.4. Strategy
18.3.13. Sennheiser electronic GmbH & Co.
18.3.13.1. Overview
18.3.13.2. Financials
18.3.13.3. Recent Developments
18.3.13.4. Strategy
18.3.14. VisiSonics Corporation(Realspace 3D)
18.3.14.1. Overview
18.3.14.2. Financials
18.3.14.3. Recent Developments
18.3.14.4. Strategy
18.3.15. Waves Audio Ltd.
18.3.15.1. Overview
18.3.15.2. Financials
18.3.15.3. Recent Developments
18.3.15.4. Strategy

19. Key Takeaways

List of Tables

Table 1: Xbox One Gaming Consoles Global Sales (Million Units)
Table 2: Global 3D Audio Market Revenue Analysis, by Component
Table 3: Global 3D Audio Market Revenue (US$ Mn) Forecast and CAGR, by Component, 2017–2026
Table 4: Global 3D Audio Market Revenue Analysis, by End-use
Table 5: Global 3D Audio Market Revenue (US$ Mn) Forecast and CAGR, by Component, 2017–2026
Table 6: Global 3D Audio Market Revenue (US$ Mn) Forecast and CAGR, by Component, 2017–2026
Table 7: Global 3D Audio Market Revenue Analysis, by Region
Table 8: Global 3D Audio Market Revenue (US$ Mn) Forecast and CAGR, by Region, 2017–2026
Table 9: NA 3D Audio Market Key Findings Analysis
Table 10: NA 3D Audio Market Revenue (US$ Mn) Forecast and CAGR, by Component, 2017–2026
Table 11: NA 3D Audio Market Revenue (US$ Mn) Forecast and CAGR, by End-use, 2017–2026
Table 12: NA 3D Audio Market Revenue (US$ Mn) Forecast and CAGR, by End-use, 2017–2026
Table 13: NA 3D Audio Market Revenue (US$ Mn) Forecast and CAGR, by Country, 2017–2026
Table 14: EU 3D Audio Market Key Findings Analysis
Table 15: EU 3D Audio Market Revenue (US$ Mn) Forecast and CAGR, by Component, 2017–2026
Table 16: EU 3D Audio Market Revenue (US$ Mn) Forecast and CAGR, by End-use, 2017–2026
Table 17: EU 3D Audio Market Revenue (US$ Mn) Forecast and CAGR, by End-use, 2017–2026
Table 18: EU 3D Audio Market Revenue (US$ Mn) Forecast and CAGR, by Country, 2017–2026
Table 19: APAC 3D Audio Market Key Findings Analysis
Table 20: APAC 3D Audio Market Revenue (US$ Mn) Forecast and CAGR, by Component, 2017–2026
Table 21: APAC 3D Audio Market Revenue (US$ Mn) Forecast and CAGR, by End-use, 2017–2026
Table 22: APAC 3D Audio Market Revenue (US$ Mn) Forecast and CAGR, by End-use, 2017–2026
Table 23: APAC 3D Audio Market Revenue (US$ Mn) Forecast and CAGR, by Country, 2017–2026
Table 24: MEA 3D Audio Market Key Findings Analysis
Table 25: MEA 3D Audio Market Revenue (US$ Mn) Forecast and CAGR, by Component, 2017–2026
Table 26: MEA 3D Audio Market Revenue (US$ Mn) Forecast and CAGR, by End-use, 2017–2026
Table 27: MEA 3D Audio Market Revenue (US$ Mn) Forecast and CAGR, by End-use, 2017–2026
Table 28: MEA 3D Audio Market Revenue (US$ Mn) Forecast and CAGR, by Country, 2017–2026
Table 29: SA 3D Audio Market Key Findings Analysis
Table 30: SA 3D Audio Market Revenue (US$ Mn) Forecast and CAGR, by Component, 2017–2026
Table 31: SA 3D Audio Market Revenue (US$ Mn) Forecast and CAGR, by End-use, 2017–2026
Table 32: SA 3D Audio Market Revenue (US$ Mn) Forecast and CAGR, by End-use, 2017–2026
Table 33: SA 3D Audio Market Revenue (US$ Mn) Forecast and CAGR, by Country, 2017–2026
Table 34: Competition Matrix, 3D Audio Market