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3D Audio Market - Global Industry Analysis, Size, Share, Growth, Trends, and Forecast 2018 - 2026

Published By :

Transparency Market Research

Published Date : Jul 2018

Category :

3D

No. of Pages : 251 Pages

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

Table of Content

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 Table

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

List of Chart

Figure 1: Estimations: Revenue (%) generation of 3D Audio from Cinema, VR, and Music 
Figure 2: 3D Audio Impact Across Various End-use Cases
Figure 3: Effect of restraining factor of Complex architecture and significant setup cost
Figure 4: Effect of restraining factor of Absence of standard distribution format and playback configuration
Figure 5: Effect of opportunity of 3D audio as Human-Computer Interface in pilot assistant & information systems 
Figure 6: Effect of opportunity of 3D audio engine, hybrid, or cross platform SDK development 
Figure 7: Global 3D Audio Market Analysis and Forecast (US$ Mn), 2017–2026
Figure 8: Global 3D Audio Market Y-o-Y Growth (Value %) Forecast, 2017–2026
Figure 9: 3D Audio Adoption Across Various End-use Applications
Figure 10: 3D Audio Adoption Analysis Across Geographies
Figure 11: 3D Audio Growth Over The Period
Figure 12: Global 3D Audio Market Value Share (Value %) by Component, 2017
Figure 13: Global 3D Audio Market Value Share (Value %) by Region, 2017
Figure 14: Global 3D Audio Market Value Share (Value %), by End-use, 2017
Figure 15: Global 3D Audio Market CAGR by Component (2018 – 2026)
Figure 16: Global 3D Audio Market CAGR by Region (2018 – 2026)
Figure 17: Global 3D Audio Market CAGR by End-use (2018 – 2026)
Figure 18: 3D Audio Market scenario across geographies, by Component (2016)
Figure 19: Global 3D Audio Market Value Share Analysis and Forecast, by Component, 2017 and 2026
Figure 20: Hardware 3D Audio Market Revenue, (2016–2026)
Figure 21: Software 3D Audio Market Revenue, (2016–2026)
Figure 22: Services 3D Audio Market Revenue, (2016–2026)
Figure 23: Loud speaker (by Hardware) 3D Audio Market Revenue, (2016–2026)
Figure 24: Microphones/Mic (by Hardware) 3D Audio Market Revenue, (2016–2026)
Figure 25: Head Phones (by Hardware) 3D Audio Market Revenue, (2016–2026)
Figure 26: Others(Modules) (by Hardware) 3D Audio Market Revenue, (2016–2026)
Figure 27: Global 3D Audio Market Attractiveness Analysis, by Component (2016)
Figure 28: 3D Audio Market scenario across geographies, by End-use (2016) 
Figure 29: Global 3D Audio Market Value Share Analysis and Forecast, by End-use, 2017 and 2026
Figure 30: Personal/In-house 3D Audio Market Revenue, (2016–2026)
Figure 31: Commercial 3D Audio Market Revenue, (2016–2026)
Figure 32: Mobile Devices (by Personal/In-house) 3D Audio Market Revenue, (2016–2026)
Figure 33: Home Theater (by Personal/In-house) 3D Audio Market Revenue, (2016–2026)
Figure 34: Gaming (by Personal/In-house) 3D Audio Market Revenue, (2016–2026)
Figure 35: Automobile (by Commercial) 3D Audio Market Revenue, (2016–2026)
Figure 36: Cinema (by Commercial) 3D Audio Market Revenue, (2016–2026)
Figure 37: Music (by Commercial) 3D Audio Market Revenue, (2016–2026)
Figure 38: Gaming (by Commercial) 3D Audio Market Revenue, (2016–2026)
Figure 39: Museum (by Commercial) 3D Audio Market Revenue, (2016–2026)
Figure 40: VR concerts (by Commercial) 3D Audio Market Revenue, (2016–2026)
Figure 41: Others (by Commercial) 3D Audio Market Revenue, (2016–2026)
Figure 42: Global 3D Audio Market Attractiveness Analysis, by End-use (2016)
Figure 43: Global 3D Audio Market Value Share Analysis, by Region, 2017 and 2026
Figure 44: North America 3D Audio Market Revenue, (2016–2026)
Figure 45: Europe 3D Audio Market Revenue, (2016–2026)
Figure 46: Asia Pacific 3D Audio Market Revenue, (2016–2026)
Figure 47: MEA 3D Audio Market Revenue, (2016–2026)
Figure 48: South America 3D Audio Market Revenue, (2016–2026)
Figure 49: Global 3D Audio Market Attractiveness Analysis, by Region (2016)
Figure 50: NA 3D Audio Market Attractiveness Analysis, by Component (2016)
Figure 51: NA 3D Audio Market Attractiveness Analysis, by End-use (2016)
Figure 52: NA 3D Audio Market Attractiveness Analysis, by Country (2016)
Figure 53: EU 3D Audio Market Attractiveness Analysis, by Component (2016)
Figure 54: EU 3D Audio Market Attractiveness Analysis, by End-use (2016)
Figure 55: EU 3D Audio Market Attractiveness Analysis, by Country (2016)
Figure 56: APAC 3D Audio Market Attractiveness Analysis, by Component (2016)
Figure 57: APAC 3D Audio Market Attractiveness Analysis, by End-use (2016)
Figure 58: APAC 3D Audio Market Attractiveness Analysis, by Country (2016)
Figure 59: MEA 3D Audio Market Attractiveness Analysis, by Component (2016)
Figure 60: MEA 3D Audio Market Attractiveness Analysis, by End-use (2016)
Figure 61: MEA 3D Audio Market Attractiveness Analysis, by Country (2016)
Figure 62: SA 3D Audio Market Attractiveness Analysis, by Component (2016)
Figure 63: SA 3D Audio Market Attractiveness Analysis, by End-use (2016)
Figure 64: SA 3D Audio Market Attractiveness Analysis, by Country (2016)
Figure 65: Dolby Laboratories, Inc., Net Sales, by Region (2016)
Figure 66: Dolby Laboratories, Inc., Revenue (US$ Mn) & Y-o-Y Growth (%), 2014–2016
Figure 67: DTS, Inc. (Xperi Corporation), Net Sales, by Region (2016)
Figure 68: DTS, Inc. (Xperi Corporation), Revenue (US$ Mn) & Y-o-Y Growth (%), 2014–2016
Figure 69: Barco Audio Technologies (IOSONO), Net Sales, by Region (2016)
Figure 70: Barco Audio Technologies (IOSONO), Revenue (US$ Mn) & Y-o-Y Growth (%), 2014–2016

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