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Mobile 3D Market by Type (3D -Enables Smart Phones, 3D -Enabled Tablets, 3D -Enabled Notebooks and Others) for 3D Mobile Gaming, 3D Mobile Advertisements and Other Applications: Global Industry Perspective, Comprehensive Analysis, Size, Share, Growth, Segment, Trends and Forecast, 2015 – 2021

Published Date: 20-Sep-2016 Category: Technology & Media Report Format : PDF Pages: 110 Report Code: ZMR-167 Status : Published

Global Mobile 3D Market accounted for USD 2177.5 Million Units in 2019 and is expected to reach USD 2789.2 Million Units by 2026, growing at a CAGR of around 52.80% between 2020 and 2026.

Description

Mobile 3D market report includes detailed competitive scenario and product portfolio of key vendors. It also includes an analysis of Porter’s Five Forces model for the mobile 3D market to understand the competitive landscape in the market. The study involves market attractiveness analysis, and application and product segments are benchmarked on the basis of their growth rate, market size, and general attractiveness.

The regional segmentation includes the current and forecast demand for North America, Europe, Asia-Pacific, Latin America and the Middle East and Africa with its further bifurcation into major countries including U.S. Germany, France, UK, China, Japan, India, and Brazil. This segmentation includes demand for mobile 3D market based on individual applications in all the regions and countries. This report offers the thoughtful view on the mobile 3D market by segmenting the market  on the basis of applications and types. All the application segments have been analyzed on the basis of present and future trends and the market is analyzed from 2015 to 2021. Major application segments included in this study include 3D mobile gaming, 3D mobile advertising and others.

The report covers detailed competitive outlook including the market share and company profiles of the key participants operating in the global market. Some of the major players in the mobile 3D market include Nvidia Corporation, Imagination Technologies, Intel Corporation, Samsung Electronics, 3M Movidius, NTT Docomo, , Hitachi Ltd., LG Electronics Inc., Amobee Inc., MasterImage 3G, Apple Inc., Qualcomm Inc., Toshiba Corporation, Sharp Corporation, and YUVsoft.

This report segments the global mobile 3D market as follows:

Global mobile 3D Market: Type Segment Analysis

  • 3D -Enables Smart Phones
  • 3D -Enabled Tablets
  • 3D -Enabled Notebooks
  • Others

Global mobile 3D Market: Application Segment Analysis

  • 3D -Mobile Gaming
  • 3D -Mobile Advertisements
  • 3D -Mobile Projections
  • Others

Global mobile 3D Market: Regional Segment Analysis

  • North America
    • U.S.
  • Europe
    • UK
    • France
    • Germany
  • Asia Pacific
    • China
    • Japan
    • India
  • Latin America
    • Brazil
  • Middle East & Africa

Table Of Content

  • Chapter 1 Preface
    • 1.1 Report description and scope
    • 1.2 Research scope
    • 1.3 Research methodology
      • 1.3.1 Market research process
      • 1.3.2 Market research methodology
  • Chapter 2 Executive Summary
    • 2.1 Global Mobile 3D Market, 2015 – 2021, (Million Units)
    • 2.2 Global Mobile 3D Market: Snapshot
  • Chapter 3 Global Mobile 3D Market - Global and Industry Analysis
    • 3.1 Introduction
    • 3.2 Market Drivers
      • 3.2.1 Drivers for Global Mobile 3D Market: Impact Analysis
    • 3.3 Market Restraints
      • 3.3.1 Restraints for Global Global Mobile 3D Market: Impact Analysis
      • 3.3.2 Capital intensive technology
    • 3.4 Opportunities
      • 3.4.1 Companies focusing on development of innovative products
    • 3.5 Porter’s Five Forces Analysis
    • 3.6 Market Attractiveness Analysis
      • 3.6.1 Market Attractiveness Analysis by Application Segment
      • 3.6.2 Market Attractiveness Analysis by Regional Segment
  • Chapter 4 Global Mobile 3D Market - Competitive Landscape
    • 4.1 Company Market Share, 2015
  • Chapter 5 Global Mobile 3D Market - Type Segment Analysis
    • 5.1 Global Mobile 3D Market – type Segment Overview
      • 5.1.1 Global Mobile 3D market revenue share, by type, 2015 and 2021
    • 5.2. 3D-Enables Smart Phone
      • 5.2.1 Global Mobile 3D market for 3D-enabled smart phones, 2015– 2021 (Million Units)
    • 5.3 3D-Enables Smart Tablets
      • 5.3.1 Global Mobile 3D market for 3d-enales tablets, 2015 – 2021 (Million Units)
    • 5.4 Others
      • 5.4.1 Global Mobile 3D market for other , 2015 – 2021 (Million Units)
  • Chapter 6 Global Mobile 3D Market - Application Segment Analysis
    • 6.1 Global Mobile 3D Market – Application Segment Overview
      • 6.1.1 Global Mobile 3D market revenue share, by application, 2015 and 2021
    • 6.2 3D-mobile Gaming
      • 6.2.1 Global Mobile 3D market for 3D-mobile gaming, 2015– 2021 (Million Units)
    • 6.3 3D-Mobile Advertisements
      • 6.3.1 Global Mobile 3D market for 3D-mobile adverttisement, 2015 – 2021 (Million Units)
    • 6.4 Others
      • 6.4.1 Global Mobile 3D market for other applications, 2015 – 2021 (Million Units)
  • Chapter 7 Global Mobile 3D Market - Regional Segment Analysis
    • 7.1 Global Mobile 3D Market: Regional Overview
    • 7.2 North America
      • 7.2.1 North America Mobile 3D Market revenue by Type, 2015 – 2021, (Million Units)
      • 7.2.2 North America Mobile 3D Market Revenue by Application, 2015 - 2021 (Million Units)
    • 7.3 Europe
      • 7.3.1 Europe Mobile 3D market revenue, by Type, 2015 – 2021 (Million Units)
      • 7.3.2 Europe Mobile 3D Market Revenue by Application, 2015 – 2021 (Million Units)
      • 7.3.3 UK
        • 7.3.3.1 UK Mobile 3D Market Revenue by type, 2015 - 2021 (Million Units)
        • 7.3.3.2 UK Mobile 3D Market Revenue by Application, 2015 - 2021 (Million Units)
      • 7.3.4 France
        • 7.3.4.1 France Mobile 3D Market Revenue by type, 2015 - 2021 (Million Units)
        • 7.3.4.2 France Mobile 3D Market Revenue by Application, 2015 - 2021 (Million Units)
      • 7.3.5 Germany
        • 7.3.5.1 Germany Mobile 3D Market Revenue by type, 2015 - 2021 (Million Units)
        • 7.3.5.2 Germany Mobile 3D Market Revenue by Application, 2015 - 2021 (Million Units)
    • 7.4 Asia Pacific
      • 7.4.1 Asia Pacific Mobile 3D market revenue, by Type, 2015– 2021 (Million Units)
      • 7.4.2 Asia Pacific Mobile 3D Market Revenue by Application, 2015 - 2021 (Million Units)
      • 7.4.3 China
        • 7.4.3.1 China Mobile 3D Market Revenue by type, 2015 - 2021 (Million Units)
        • 7.4.3.2 China Mobile 3D Market Revenue by Application, 2015 - 2021 (Million Units)
      • 7.4.4 Japan
        • 7.4.4.1 Japan Mobile 3D Market Revenue by Type, 2015 - 2021 (Million Units)
        • 7.4.4.2 Japan Mobile 3D Market Revenue by Application, 2015 - 2021 (Million Units)
      • 7.4.5 India
        • 7.4.5.1 India Mobile 3D Market Revenue by Type, 2015 - 2021 (Million Units)
        • 7.4.5.2 India Mobile 3D Market Revenue by Application, 2015 - 2021 (Million Units)
    • 7.5 Latin America
      • 7.5.1 Latin America Mobile 3D market revenue, by type, 2015 – 2021 (Million Units)
      • 7.5.2 Latin America Mobile 3D market revenue, by application, 2015 – 2021 (Million Units)
      • 7.5.3 Brazil
        • 7.5.3.1 Brazil Mobile 3D Market Revenue by Type, 2015 - 2021 (Million Units)
        • 7.5.3.2 Brazil Mobile 3D Market Revenue by Application, 2015 - 2021 (Million Units)
    •  
    • 7.6 Middle East and Africa
      • 7.6.1 Middle East and Africa Mobile 3D market revenue, by Type, 2015 – 2021 (Million Units)
      • 7.6.2 Middle East and Africa Mobile 3D Market Revenue by Application, 2015 - 2021 (Million Units)
  • Chapter 8 Company Profile
    • 8.1 3M
      • 8.1.1 Company Overview
      • 8.1.2 Product Portfolio
      • 8.1.3 Business Strategy
      • 8.1.4 Recent Developments
    • 8.2 Hitachi
      • 8.2.1 Company Overview
      • 8.2.2 Product Portfolio
      • 8.2.3 Business Strategy
      • 8.2.4 Recent Developments
    • 8.3 Invidia
      • 8.3.1 Company Overview
      • 8.3.2 Financials
      • 8.3.3 Product Portfolio
      • 8.3.4 Business Strategy
      • 8.3.5 Recent Developments
    • 8.4 Imagination Technologies
      • 8.4.1 Company Overview
      • 8.4.2 Financials
      • 8.4.3 Product Portfolio
      • 8.4.4 Business Strategy
      • 8.4.5 Recent Developments
    • 8.5 Movidius
      • 8.5.1 Company Overview
      • 8.5.2 Product Portfolio
      • 8.5.3 Business Strategy
      • 8.5.4 Recent Developments
    • 8.6 NTT Docomo
      • 8.6.1 Company Overview
      • 8.6.2 Product Portfolio
      • 8.6.3 Business Strategy
      • 8.6.4 Recent Developments
    • 8.7 Intel Corporation
      • 8.7.1 Company Overview
      • 8.7.2 Product Portfolio
      • 8.7.3 Business Strategy
    • 8.8 Samsung Elctronics
      • 8.8.1 Company Overview
      • 8.8.2 Product Portfolio
      • 8.8.3 Business Strategy

Methodology

This report is based on in-depth qualitative and quantitative analyses of the global Mobile 3D market. Zion Research has collected and analyzed key data belong to the Global Mobile 3D market using a variety of methods. Quantitative analysis has been done following various projection and sampling techniques.

The qualitative analysis involved primary interviews, surveys, and vendor briefings. The data gathered as a result of these processes were validated through experts' opinions. The market dynamics have been determined after conducting a detailed study of the micro and macroeconomic indicators of the market.

Various parameters have been taken into account while estimating market size. The revenue generated by the leading industry participants in from the sales of Mobile 3D across the world has been calculated through primary and secondary research.

Zion Research employs the combination of secondary research followed by extensive primary research. Under secondary research, we refer to prominent paid as well as open access data sources including product literature, company annual reports, government publications, press releases, industry association’s magazines and other relevant sources for data collection. Other prominent secondary sources include STATISTA, trade journals, trade associations, statistical data from government websites, etc. 

For this study, Zion Research has conducted all-encompassing primary research with key industry participants to collect first had data. Moreover, in-depth interviews with key opinion leaders also assisted in validation of findings from secondary research and to understand key trends in the Mobile 3D industry. Primary research makes up the major source of data collection and validation.   

Primary Research

We conduct primary interviews with industry participants and commentators on an ongoing basis to validate data and analysis. A typical research interview fulfills the following functions:

  • Provides firsthand information on market size, market trends, growth trends, competitive landscape, outlook, etc.
  • Helps in validating and strengthening the secondary research findings
  • Further, develops the analysis team’s expertise and market understanding
  • Primary research involves e-mail interactions, telephonic interviews as well as face-to-face interviews for each market, category, segment and sub-segment across geographies

Participants who typically participate in such a process include, but are not limited to:

  • Industry participants: CEOs, VPs, marketing/product managers, market intelligence managers and national sales managers
  • Purchasing managers, technical personnel, distributors and resellers
  • Outside experts: Investment bankers, valuation experts and research analysts specializing in specific markets

Key opinion leaders specializing in different areas corresponding to different industry verticals

Secondary Research

Secondary research sources that are typically referred to include, but are not limited to:

  • Company websites, annual reports, financial reports, broker reports, investor presentations and SEC filings
  • IDC and other relevant magazines
  • Internal and external proprietary databases, and relevant patent and regulatory databases
  • National government documents, statistical databases and market reports

News articles, press releases and webcasts specific to companies operating in the market

Following a comprehensive secondary and primary research and insights thus gathered, analysts at Zion Research have provided an in-depth analysis of various aspects of the Mobile 3D market.

Models

Where no hard data is available, we use models and estimates to produce comprehensive data sets. A rigorous methodology is adopted, wherein the available hard data is cross-referenced with the following data types to produce estimates:

  • Demographic data: Population split by segments
  • Macroeconomic indicators: GDP, PPP, Per Capita Income, etc.
  • Industry indicators: Expenditure, technology stage and infrastructure, sector growth and facilities
  • Data is then cross-checked by an expert panel.

Free Analysis

3D mobile phone transports depth perception to the viewer by employing stereoscopy or any other form of 3D depth techniques. Several 3D phones have an auto-stereoscopic parallax barrier display and few have a 3D camera and a 3D output via HDMI. Mobile 3D products include devices such as smartphones, tablets, e-book readers, notebooks, eyewear and watches among others. Components used in mobile 3D devices include displays and image sensors. Various application segments of mobile 3D market consist of advertisements, animation, digital content viewing, maps and navigation, mobile gaming and projections.

Gaming applications are expected to witness the highest growth owing to the augmented demand for gaming on mobile phones. 3D technology has advanced significantly after the introduction of the color & high definition (HD) resolution. 3D technology now is redefining entertainment, offering users a truly immersive and high definition experience. Previously it was only limited to the cinema but now 3D technology has reached every possible entertainment sector, from outdoor signage displays to pocket size mobile devices.

The increased propagation of gaming and video content has made 3D an established technology. 3D technology is redefining entertainment, offering users a truly immersive and high definition experience. The growth of 3D technologies such as autostereoscopic solutions is propelling penetration of 3D to mobile devices. The new developments such as 3D-enabled mobile applications, dual lens 3D mobile cameras are also accelerating the adoption and growth of 3D enabled mobile devices. The proliferation of 3D viewing is expected to impel the mobile 3D market over the estimated period. 3D cinema is widely popular across the entertainment industry. Increasing demand for smartphones and development in their computational power is anticipated to drive the mobile 3D market. Auto-stereoscopic technology enables 3D viewing without the need for glasses. Need for High-Definition (HD) content and increased availability of 3D media are estimated to drive the market over the forecast period. Technological growth and the development of 3D viewing are expected to drive the mobile 3D market over the next six years.

Growing demand for smartphones and increase in computational power had made 3D viewing possible on mobile devices. High definition user experience and increased availability of 3D content are also anticipated to drive the mobile 3D market over the forecast period. However, high technology cost may create a challenge to market growth. Also, high cost may restrain market growth. Key opportunities for the market are in development and technological improvements.

Mobile 3D market in North America and Asia Pacific is predicted to witness strong growth owing to the presence of a large number of market participants in the region. Market players expect substantial potential in the market and have invested heavily in R&D to improvise 3D experience on mobile devices. Asia Pacific is expected to be the fastest growing region for mobile 3D market.

Some of the major players in the mobile 3D market include Nvidia Corporation, Imagination Technologies, Intel Corporation, Samsung Electronics, 3M Movidius, NTT Docomo, , Hitachi Ltd., LG Electronics Inc., Amobee Inc., MasterImage 3G, Apple Inc., Qualcomm Inc., Toshiba Corporation, Sharp Corporation, and YUVsoft.

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