▶ 調査レポート

世界の3Dオーディオ市場2021年ー2031年:コンポーネント別(ハードウェア、ソフトウェア、サービス)、エンドユーザー別

• 英文タイトル:3D Audio Market (Component: Hardware, Software, and Services; End-use: Personal/In-house and Commercial) - Global Industry Analysis, Size, Share, Growth, Trends, and Forecast, 2021-2031

Transparency Market Researchが調査・発行した産業分析レポートです。世界の3Dオーディオ市場2021年ー2031年:コンポーネント別(ハードウェア、ソフトウェア、サービス)、エンドユーザー別 / 3D Audio Market (Component: Hardware, Software, and Services; End-use: Personal/In-house and Commercial) - Global Industry Analysis, Size, Share, Growth, Trends, and Forecast, 2021-2031 / MRC2204A002資料のイメージです。• レポートコード:MRC2204A002
• 出版社/出版日:Transparency Market Research / 2022年1月
• レポート形態:英文、PDF、139ページ
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レポート概要
Transparency Market Research社の本調査レポートは、世界の3Dオーディオ市場について調査し、序論、仮定、調査手法、エグゼクティブサマリー、市場概要、コンポーネント別(ハードウェア、ソフトウェア)分析、エンドユーザー別分析、地域別(北米、ヨーロッパ、アジア太平洋、中東・アフリカ、南米)分析、競争状況、重要ポイントなどを掲載しています。
・序論
・仮定
・調査手法
・エグゼクティブサマリー
・市場概要
・世界の3Dオーディオ市場規模:コンポーネント別(ハードウェア、ソフトウェア)
・世界の3Dオーディオ市場規模:エンドユーザー別
・世界の3Dオーディオ市場規模:地域別(北米、ヨーロッパ、アジア太平洋、中東・アフリカ、南米)
・競争状況
・重要ポイント

3D Audio Market – Scope of Report
A new study on the global 3D audio market has been published by Transparency Market Research (TMR). It presents a wealth of information on key market dynamics, including the drivers, market trends, and challenges, as well as the structure of the global 3D audio market across the globe. TMR’s study offers valuable information about the global 3D audio market to illustrate how the market would grow during the forecast period, 2021–2031.

Key indicators of market growth, which include value chain as well as supply chain analyses, and Compound Annual Growth Rate (CAGR), are elucidated in TMR’s study in a comprehensive manner. This data can help readers interpret quantitative growth aspects of the global 3D audio market during the forecast period.

An extensive analysis on business strategies of leading market players is also featured in TMR’s study on the global 3D audio market. This can help readers understand principal factors to foresee growth in the global 3D audio market. In this study, readers can also find specific data on the qualitative and quantitative growth avenues for the global 3D audio market, which is expected to guide market players in making apt decisions in the future.

Key Questions Answered in TMR’s 3D Audio Market Study
What are the key factors influencing the 3D audio market in each region?
What will be the CAGR of the global 3D audio market between 2021 and 2031?
What is the future scope and current trends in technologies of the global 3D audio market?
What is the revenue of the global 3D audio market based on segments?
Which key strategies are used by top players of the global 3D audio market?
Which are the leading companies in the global 3D audio market?
Research Methodology – 3D Audio Market
A unique research methodology has been utilized by TMR to conduct comprehensive research on the growth of the global 3D audio market and arrive at conclusions on the future growth prospects of the market. This research methodology is a combination of primary and secondary research, which helps analysts warrant the accuracy and reliability of the drawn conclusions.

Secondary sources referred to by analysts during the production of the global 3D audio market report include statistics from company annual reports, SEC filings, company websites, World Bank database, investor presentations, regulatory databases, government publications, and industry white papers. Analysts have also interviewed senior managers, product portfolio managers, CEOs, VPs, and market intelligence managers, who contributed to the production of TMR’s study on the 3D audio market.

These primary and secondary sources provided exclusive information during interviews, which serves as a validation from 3D audio market leaders. Access to an extensive internal repository and external proprietary databases allows this report to address specific details and questions about the global 3D audio market with accuracy. The study also uses the top-down approach to assess the numbers for each segment and the bottom-up approach to counter-validate them. This has helped in making TMR’s estimates on the future prospects of the global 3D audio market more reliable and accurate.

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
3. Research Methodology
4. Executive Summary
5. Market Overview
5.1. Introduction
5.2. Market Dynamics
5.2.1. Drivers
5.2.2. Restraints
5.2.3. Opportunities
5.3. Key Trends Analysis
5.3.1. MPEG-H 3D Standard Adoption Analysis
5.4. 3D Audio Software and Platforms Analysis
5.4.1. Recording and Rendering Software/Platform Analysis
5.4.2. Pricing Model Analysis
5.4.3. Adoption Analysis
5.5. 3D Audio Technology Introduction/Overview
5.5.1. Ambisonics
5.5.2. Binaural
5.5.3. Others (Wave Field Synthesis(WFS), Amplitude Panning, Hybrid)
5.6. Porter’s Five Forces Analysis
5.7. Value Chain Analysis
5.7.1. List of key players providing 3D content (video) that requires 3D Audio
5.7.2. Top preferred DAW
5.7.3. 3D content revenue (%) share by Industry
5.8. Industry SWOT Analysis
5.9. COVID-19 Impact Analysis
5.10. Market Outlook
5.11. Global 3D Audio Market Analysis and Forecast, 2017‒2031
5.11.1. Market Value Projections (US$ Mn)
6. Global 3D Audio Market Analysis and Forecast, by Component
6.1. Global 3D Audio Market Size (US$ Mn) Forecast, by Component, 2017‒2031
6.1.1. Hardware
6.1.1.1. Loud speaker
6.1.1.2. Headphones
6.1.1.3. Microphones/Mic
6.1.1.4. Soundbars
6.1.1.4.1. High-end
6.1.1.4.2. Mid-range
6.1.1.4.3. Entry Level
6.1.1.5. AVRs
6.1.1.6. Others
6.1.2. Software
6.1.2.1. Services
6.2. Incremental Opportunity, by Component
7. Global 3D Audio Market Analysis and Forecast, by End-use
7.1. Global 3D Audio Market Size (US$ Mn) Forecast, by End-use, 2017‒2031
7.1.1. Personal/In-house
7.1.1.1. Mobile Devices
7.1.1.2. Home Theater
7.1.1.3. Gaming
7.1.1.3.1. AR/VR Based
7.1.1.3.2. Others
7.1.1.3.2.1. Smartphone games
7.1.1.3.2.2. PC games
7.1.1.3.2.3. Nintendo games
7.1.1.3.2.4. Others
7.1.2. Commercial
7.1.2.1. Automobile
7.1.2.2. Cinema
7.1.2.3. Music
7.1.2.4. Gaming
7.1.2.4.1. AR/VR Based
7.1.2.4.2. Others
7.1.2.5. Museum
7.1.2.5.1. AR/VR Based
7.1.2.5.2. Others
7.1.2.6. VR concerts
7.1.2.7. Others
7.2. Incremental Opportunity, by End-use
8. Global 3D Audio Market Analysis and Forecast, Region
8.1. Global 3D Audio Market Size (US$ Mn) Forecast, by Region, 2017‒2031
8.1.1. North America
8.1.2. Europe
8.1.3. Asia Pacific
8.1.4. Middle East & Africa
8.1.5. South America
8.2. Incremental Opportunity, by Region
9. North America 3D Audio Market Analysis and Forecast
9.1. Regional Snapshot
9.2. 3D Audio Market Size (US$ Mn) Forecast, by Component, 2017‒2031
9.2.1. Hardware
9.2.1.1. Loud speaker
9.2.1.2. Headphones
9.2.1.3. Microphones/Mic
9.2.1.4. Soundbars
9.2.1.4.1. High-end
9.2.1.4.2. Mid-range
9.2.1.4.3. Entry Level
9.2.1.5. AVRs
9.2.1.6. Others
9.2.2. Software
9.2.2.1. Services
9.3. 3D Audio Market Size (US$ Mn) Forecast, by End-use, 2017‒2031
9.3.1. Personal/In-house
9.3.1.1. Mobile Devices
9.3.1.2. Home Theater
9.3.1.3. Gaming
9.3.1.3.1. AR/VR Based
9.3.1.3.2. Others
9.3.1.3.2.1. Smartphone games
9.3.1.3.2.2. PC games
9.3.1.3.2.3. Nintendo games
9.3.1.3.2.4. Others
9.3.2. Commercial
9.3.2.1. Automobile
9.3.2.2. Cinema
9.3.2.3. Music
9.3.2.4. Gaming
9.3.2.4.1. AR/VR Based
9.3.2.4.2. Others
9.3.2.5. Museum
9.3.2.5.1. AR/VR Based
9.3.2.5.2. Others
9.3.2.6. VR concerts
9.3.2.7. Others
9.4. 3D Audio Market Size (US$ Mn) Forecast, by Country, 2017‒2031
9.4.1. The U.S.
9.4.2. Canada
9.4.3. Rest of North America
9.5. Incremental Opportunity Analysis
10. U.S. 3D Audio Market Analysis and Forecast
10.1. Country Snapshot
10.2. COVID-19 Impact Analysis
10.3. 3D Audio Market Size (US$ Mn) Forecast, by Component, 2017‒2031
10.3.1. Hardware
10.3.1.1. Loud speaker
10.3.1.2. Headphones
10.3.1.3. Microphones/Mic
10.3.1.4. Soundbars
10.3.1.4.1. High-end
10.3.1.4.2. Mid-range
10.3.1.4.3. Entry Level
10.3.1.5. AVRs
10.3.1.6. Others
10.3.2. Software
10.3.2.1. Services
10.4. 3D Audio Market Size (US$ Mn) Forecast, by End-use, 2017‒2031
10.4.1. Personal/In-house
10.4.1.1. Mobile Devices
10.4.1.2. Home Theater
10.4.1.3. Gaming
10.4.1.3.1. AR/VR Based
10.4.1.3.2. Others
10.4.1.3.2.1. Smartphone games
10.4.1.3.2.2. PC games
10.4.1.3.2.3. Nintendo games
10.4.1.3.2.4. Others
10.4.2. Commercial
10.4.2.1. Automobile
10.4.2.2. Cinema
10.4.2.3. Music
10.4.2.4. Gaming
10.4.2.4.1. AR/VR Based
10.4.2.4.2. Others
10.4.2.5. Museum
10.4.2.5.1. AR/VR Based
10.4.2.5.2. Others
10.4.2.6. VR concerts
10.4.2.7. Others
10.5. Incremental Opportunity Analysis
11. Canada 3D Audio Market Analysis and Forecast
11.1. Country Snapshot
11.2. COVID-19 Impact Analysis
11.3. 3D Audio Market Size (US$ Mn) Forecast, by Component, 2017‒2031
11.3.1. Hardware
11.3.1.1. Loud speaker
11.3.1.2. Headphones
11.3.1.3. Microphones/Mic
11.3.1.4. Soundbars
11.3.1.4.1. High-end
11.3.1.4.2. Mid-range
11.3.1.4.3. Entry Level
11.3.1.5. AVRs
11.3.1.6. Others
11.3.2. Software
11.3.2.1. Services
11.4. 3D Audio Market Size (US$ Mn) Forecast, by End-use, 2017‒2031
11.4.1. Personal/In-house
11.4.1.1. Mobile Devices
11.4.1.2. Home Theater
11.4.1.3. Gaming
11.4.1.3.1. AR/VR Based
11.4.1.3.2. Others
11.4.1.3.2.1. Smartphone games
11.4.1.3.2.2. PC games
11.4.1.3.2.3. Nintendo games
11.4.1.3.2.4. Others
11.4.2. Commercial
11.4.2.1. Automobile
11.4.2.2. Cinema
11.4.2.3. Music
11.4.2.4. Gaming
11.4.2.4.1. AR/VR Based
11.4.2.4.2. Others
11.4.2.5. Museum
11.4.2.5.1. AR/VR Based
11.4.2.5.2. Others
11.4.2.6. VR concerts
11.4.2.7. Others
11.5. Incremental Opportunity Analysis
12. Europe 3D Audio Market Analysis and Forecast
12.1. Regional Snapshot
12.2. 3D Audio Market Size (US$ Mn) Forecast, by Component, 2017‒2031
12.2.1. Hardware
12.2.1.1. Loud speaker
12.2.1.2. Headphones
12.2.1.3. Microphones/Mic
12.2.1.4. Soundbars
12.2.1.4.1. High-end
12.2.1.4.2. Mid-range
12.2.1.4.3. Entry Level
12.2.1.5. AVRs
12.2.1.6. Others
12.2.2. Software
12.2.2.1. Services
12.3. 3D Audio Market Size (US$ Mn) Forecast, by End-use, 2017‒2031
12.3.1. Personal/In-house
12.3.1.1. Mobile Devices
12.3.1.2. Home Theater
12.3.1.3. Gaming
12.3.1.3.1. AR/VR Based
12.3.1.3.2. Others
12.3.1.3.2.1. Smartphone games
12.3.1.3.2.2. PC games
12.3.1.3.2.3. Nintendo games
12.3.1.3.2.4. Others
12.3.2. Commercial
12.3.2.1. Automobile
12.3.2.2. Cinema
12.3.2.3. Music
12.3.2.4. Gaming
12.3.2.4.1. AR/VR Based
12.3.2.4.2. Others
12.3.2.5. Museum
12.3.2.5.1. AR/VR Based
12.3.2.5.2. Others
12.3.2.6. VR concerts
12.3.2.7. Others
12.4. 3D Audio Market Size (US$ Mn) Forecast, by Country, 2017‒2031
12.4.1. The U.K.
12.4.2. Germany
12.4.3. France
12.4.4. Rest of Europe
12.5. Incremental Opportunity Analysis
13. U.K. 3D Audio Market Analysis and Forecast
13.1. Country Snapshot
13.2. COVID-19 Impact Analysis
13.3. 3D Audio Market Size (US$ Mn) Forecast, by Component, 2017‒2031
13.3.1. Hardware
13.3.1.1. Loud speaker
13.3.1.2. Headphones
13.3.1.3. Microphones/Mic
13.3.1.4. Soundbars
13.3.1.4.1. High-end
13.3.1.4.2. Mid-range
13.3.1.4.3. Entry Level
13.3.1.5. AVRs
13.3.1.6. Others
13.3.2. Software
13.3.2.1. Services
13.4. 3D Audio Market Size (US$ Mn) Forecast, by End-use, 2017‒2031
13.4.1. Personal/In-house
13.4.1.1. Mobile Devices
13.4.1.2. Home Theater
13.4.1.3. Gaming
13.4.1.3.1. AR/VR Based
13.4.1.3.2. Others
13.4.1.3.2.1. Smartphone games
13.4.1.3.2.2. PC games
13.4.1.3.2.3. Nintendo games
13.4.1.3.2.4. Others
13.4.2. Commercial
13.4.2.1. Automobile
13.4.2.2. Cinema
13.4.2.3. Music
13.4.2.4. Gaming
13.4.2.4.1. AR/VR Based
13.4.2.4.2. Others
13.4.2.5. Museum
13.4.2.5.1. AR/VR Based
13.4.2.5.2. Others
13.4.2.6. VR concerts
13.4.2.7. Others
13.5. Incremental Opportunity Analysis
14. Asia Pacific 3D Audio Market Analysis and Forecast
14.1. Regional Snapshot
14.2. 3D Audio Market Size (US$ Mn) Forecast, by Component, 2017‒2031
14.2.1. Hardware
14.2.1.1. Loud speaker
14.2.1.2. Headphones
14.2.1.3. Microphones/Mic
14.2.1.4. Soundbars
14.2.1.4.1. High-end
14.2.1.4.2. Mid-range
14.2.1.4.3. Entry Level
14.2.1.5. AVRs
14.2.1.6. Others
14.2.2. Software
14.2.2.1. Services
14.3. 3D Audio Market Size (US$ Mn) Forecast, by End-use, 2017‒2031
14.3.1. Personal/In-house
14.3.1.1. Mobile Devices
14.3.1.2. Home Theater
14.3.1.3. Gaming
14.3.1.3.1. AR/VR Based
14.3.1.3.2. Others
14.3.1.3.2.1. Smartphone games
14.3.1.3.2.2. PC games
14.3.1.3.2.3. Nintendo games
14.3.1.3.2.4. Others
14.3.2. Commercial
14.3.2.1. Automobile
14.3.2.2. Cinema
14.3.2.3. Music
14.3.2.4. Gaming
14.3.2.4.1. AR/VR Based
14.3.2.4.2. Others
14.3.2.5. Museum
14.3.2.5.1. AR/VR Based
14.3.2.5.2. Others
14.3.2.6. VR concerts
14.3.2.7. Others
14.4. 3D Audio Market Size (US$ Mn) Forecast, by Country, 2017‒2031
14.4.1. India
14.4.2. China
14.4.3. Japan
14.4.4. Australia
14.4.5. Rest of Asia Pacific
14.5. Incremental Opportunity Analysis
15. Japan 3D Audio Market Analysis and Forecast
15.1. Country Snapshot
15.2. COVID-19 Impact Analysis
15.3. 3D Audio Market Size (US$ Mn) Forecast, by Component, 2017‒2031
15.3.1. Hardware
15.3.1.1. Loud speaker
15.3.1.2. Headphones
15.3.1.3. Microphones/Mic
15.3.1.4. Soundbars
15.3.1.4.1. High-end
15.3.1.4.2. Mid-range
15.3.1.4.3. Entry Level
15.3.1.5. AVRs
15.3.1.6. Others
15.3.2. Software
15.3.2.1. Services
15.4. 3D Audio Market Size (US$ Mn) Forecast, by End-use, 2017‒2031
15.4.1. Personal/In-house
15.4.1.1. Mobile Devices
15.4.1.2. Home Theater
15.4.1.3. Gaming
15.4.1.3.1. AR/VR Based
15.4.1.3.2. Others
15.4.1.3.2.1. Smartphone games
15.4.1.3.2.2. PC games
15.4.1.3.2.3. Nintendo games
15.4.1.3.2.4. Others
15.4.2. Commercial
15.4.2.1. Automobile
15.4.2.2. Cinema
15.4.2.3. Music
15.4.2.4. Gaming
15.4.2.4.1. AR/VR Based
15.4.2.4.2. Others
15.4.2.5. Museum
15.4.2.5.1. AR/VR Based
15.4.2.5.2. Others
15.4.2.6. VR concerts
15.4.2.7. Others
15.5. Incremental Opportunity Analysis
16. Australia 3D Audio Market Analysis and Forecast
16.1. Country Snapshot
16.2. COVID-19 Impact Analysis
16.3. 3D Audio Market Size (US$ Mn) Forecast, by Component, 2017‒2031
16.3.1. Hardware
16.3.1.1. Loud speaker
16.3.1.2. Headphones
16.3.1.3. Microphones/Mic
16.3.1.4. Soundbars
16.3.1.4.1. High-end
16.3.1.4.2. Mid-range
16.3.1.4.3. Entry Level
16.3.1.5. AVRs
16.3.1.6. Others
16.3.2. Software
16.3.2.1. Services
16.4. 3D Audio Market Size (US$ Mn) Forecast, by End-use, 2017‒2031
16.4.1. Personal/In-house
16.4.1.1. Mobile Devices
16.4.1.2. Home Theater
16.4.1.3. Gaming
16.4.1.3.1. AR/VR Based
16.4.1.3.2. Others
16.4.1.3.2.1. Smartphone games
16.4.1.3.2.2. PC games
16.4.1.3.2.3. Nintendo games
16.4.1.3.2.4. Others
16.4.2. Commercial
16.4.2.1. Automobile
16.4.2.2. Cinema
16.4.2.3. Music
16.4.2.4. Gaming
16.4.2.4.1. AR/VR Based
16.4.2.4.2. Others
16.4.2.5. Museum
16.4.2.5.1. AR/VR Based
16.4.2.5.2. Others
16.4.2.6. VR concerts
16.4.2.7. Others
16.5. Incremental Opportunity Analysis
17. Middle East & Africa 3D Audio Market Analysis and Forecast
17.1. Regional Snapshot
17.2. 3D Audio Market Size (US$ Mn) Forecast, by Component, 2017‒2031
17.2.1. Hardware
17.2.1.1. Loud speaker
17.2.1.2. Headphones
17.2.1.3. Microphones/Mic
17.2.1.4. Soundbars
17.2.1.4.1. High-end
17.2.1.4.2. Mid-range
17.2.1.4.3. Entry Level
17.2.1.5. AVRs
17.2.1.6. Others
17.2.2. Software
17.2.2.1. Services
17.3. 3D Audio Market Size (US$ Mn) Forecast, by End-use, 2017‒2031
17.3.1. Personal/In-house
17.3.1.1. Mobile Devices
17.3.1.2. Home Theater
17.3.1.3. Gaming
17.3.1.3.1. AR/VR Based
17.3.1.3.2. Others
17.3.1.3.2.1. Smartphone games
17.3.1.3.2.2. PC games
17.3.1.3.2.3. Nintendo games
17.3.1.3.2.4. 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
17.3.2.4.1. AR/VR Based
17.3.2.4.2. Others
17.3.2.5. Museum
17.3.2.5.1. AR/VR Based
17.3.2.5.2. Others
17.3.2.6. VR concerts
17.3.2.7. Others
17.4. 3D Audio Market Size (US$ Mn) Forecast, by Country, 2017‒2031
17.4.1. GCC
17.4.2. South Africa
17.4.3. Rest of Middle East & Africa
17.5. Incremental Opportunity Analysis
18. South America 3D Audio Market Analysis and Forecast
18.1. Regional Snapshot
18.2. 3D Audio Market Size (US$ Mn) Forecast, by Component, 2017‒2031
18.2.1. Hardware
18.2.1.1. Loud speaker
18.2.1.2. Headphones
18.2.1.3. Microphones/Mic
18.2.1.4. Soundbars
18.2.1.4.1. High-end
18.2.1.4.2. Mid-range
18.2.1.4.3. Entry Level
18.2.1.5. AVRs
18.2.1.6. Others
18.2.2. Software
18.2.2.1. Services
18.3. 3D Audio Market Size (US$ Mn) Forecast, by End-use, 2017‒2031
18.3.1. Personal/In-house
18.3.1.1. Mobile Devices
18.3.1.2. Home Theater
18.3.1.3. Gaming
18.3.1.3.1. AR/VR Based
18.3.1.3.2. Others
18.3.1.3.2.1. Smartphone games
18.3.1.3.2.2. PC games
18.3.1.3.2.3. Nintendo games
18.3.1.3.2.4. Others
18.3.2. Commercial
18.3.2.1. Automobile
18.3.2.2. Cinema
18.3.2.3. Music
18.3.2.4. Gaming
18.3.2.4.1. AR/VR Based
18.3.2.4.2. Others
18.3.2.5. Museum
18.3.2.5.1. AR/VR Based
18.3.2.5.2. Others
18.3.2.6. VR concerts
18.3.2.7. Others
18.4. 3D Audio Market Size (US$ Mn) Forecast, by Country, 2017‒2031
18.4.1. Brazil
18.4.2. Rest of South America
18.5. Incremental Opportunity Analysis
19. Competition Landscape
19.1. Market Player – Competition Dashboard
19.2. Market Share Analysis By Company (2020)
19.3. Company Profiles (Details – Company Overview, Financial/Revenue, Strategy & Business Overview)
19.3.1. 3D Sound Labs
19.3.1.1. Company Overview
19.3.1.2. Financial/Revenue
19.3.1.3. Strategy & Business Overview
19.3.2. Auro Technologies Inc
19.3.2.1. Company Overview
19.3.2.2. Financial/Revenue
19.3.2.3. Strategy & Business Overview
19.3.3. Comhear Inc.
19.3.3.1. Company Overview
19.3.3.2. Financial/Revenue
19.3.3.3. Strategy & Business Overview
19.3.4. Dolby Labs
19.3.4.1. Company Overview
19.3.4.2. Financial/Revenue
19.3.4.3. Strategy & Business Overview
19.3.5. DTS, Inc (Xperi Corporation)
19.3.5.1. Company Overview
19.3.5.2. Financial/Revenue
19.3.5.3. Strategy & Business Overview
19.3.6. Dysonics
19.3.6.1. Company Overview
19.3.6.2. Financial/Revenue
19.3.6.3. Strategy & Business Overview
19.3.7. Hooke Audio
19.3.7.1. Company Overview
19.3.7.2. Financial/Revenue
19.3.7.3. Strategy & Business Overview
19.3.8. ISONO Sound
19.3.8.1. Company Overview
19.3.8.2. Financial/Revenue
19.3.8.3. Strategy & Business Overview
19.3.9. OSSIC
19.3.9.1. Company Overview
19.3.9.2. Financial/Revenue
19.3.9.3. Strategy & Business Overview
19.3.10. Sennheiser electronic GmbH & Co.
19.3.10.1. Company Overview
19.3.10.2. Financial/Revenue
19.3.10.3. Strategy & Business Overview
19.3.11. VisiSonics Corporation (Realspace 3D)
19.3.11.1. Company Overview
19.3.11.2. Financial/Revenue
19.3.11.3. Strategy & Business Overview
19.3.12. Waves Audio Ltd.
19.3.12.1. Company Overview
19.3.12.2. Financial/Revenue
19.3.12.3. Strategy & Business Overview
20. Key Takeaway
20.1. Identification of Potential Market Spaces
20.1.1. Component
20.1.2. End-use
20.1.3. Geography
20.2. Understanding the Buying Process of the Customers
20.3. Preferred Sales & Marketing Strategy

List of Tables

Table 1: Global 3D Audio Market, Value Size and Forecast, by Component, US$ Mn, 2017‒2031

Table 2: Global 3D Audio Market, Value Size and Forecast, by End-use, US$ Mn, 2017‒2031

Table 3: Global 3D Audio Market, Value Size and Forecast, by Region, US$ Mn, 2017‒2031

Table 4: North America 3D Audio Market, Value Size and Forecast, by Component, US$ Mn, 2017‒2031

Table 5: North America 3D Audio Market, Value Size and Forecast, by End-use, US$ Mn, 2017‒2031

Table 6: North America 3D Audio Market, Value Size and Forecast, by Region, US$ Mn, 2017‒2031

Table 7: Europe 3D Audio Market, Value Size and Forecast, by Component, US$ Mn, 2017‒2031

Table 8: Europe 3D Audio Market, Value Size and Forecast, by End-use, US$ Mn, 2017‒2031

Table 9: Europe 3D Audio Market, Value Size and Forecast, by Region, US$ Mn, 2017‒2031

Table 10: Asia Pacific 3D Audio Market, Value Size and Forecast, by Component, US$ Mn, 2017‒2031

Table 11: Asia Pacific 3D Audio Market, Value Size and Forecast, by End-use, US$ Mn, 2017‒2031

Table 12: Asia Pacific 3D Audio Market, Value Size and Forecast, by Region, US$ Mn, 2017‒2031

Table 13: Middle East & Africa 3D Audio Market, Value Size and Forecast, by Component, US$ Mn, 2017‒2031

Table 14: Middle East & Africa 3D Audio Market, Value Size and Forecast, by End-use, US$ Mn, 2017‒2031

Table 15: Middle East & Africa 3D Audio Market, Value Size and Forecast, by Region, US$ Mn, 2017‒2031

Table 16: South America 3D Audio Market, Value Size and Forecast, by Component, US$ Mn, 2017‒2031

Table 17: South America 3D Audio Market, Value Size and Forecast, by End-use, US$ Mn, 2017‒2031

Table 18: South America 3D Audio Market, Value Size and Forecast, by Region, US$ Mn, 2017‒2031