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Mobile 3D Market - Global Industry Analysis

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, 2020 – 2028

Published Date: 30-Jul-2021 Category: Technology & Media Report Format : PDF Pages: 150 Report Code: ZMR-167 Status : Published

The global Mobile 3D Market accounted for USD 2264.86 Million Units in 2020 and is expected to reach USD 3963.71 Million Units by 2028, growing at a CAGR of 7.7% from 2021 to 2028.

Description

Market Overview   

The global Mobile 3D Market accounted for USD 2264.86 Million Units in 2020 and is expected to reach USD 3963.71 Million Units by 2028, growing at a CAGR of 7.7% from 2021 to 2028.    

Technological proliferation and therefore the development of 3D viewing is forecast to drive the mobile 3D market over the coming years. 3D cinema, popular across the show business has entered new application streams with signage displays and mobile devices. Growing demand for smartphones and a rise in computational power have made 3D viewing possible on mobile devices. The evolution of auto-stereoscopic technology has enabled 3D viewing without the necessity for any glasses and is foretold to function as a key driver for mobile 3D market growth.

High-definition user experience and increased availability of 3D content also are anticipated to boost the mobile 3D market over the forecast period. However, technology costs may pose to be a challenge to plug growth. Technological advent and application development may provide significant growth opportunities for the mobile 3D market over the coming few years.

COVID-19 Impact Analysis:

COVID-19 has severely impacted the worldwide economy and every one of the industries throughout the world. This is often mainly owing to the interruptions within the supply chain across the world. The economies across the planet have declined as there's a serious decline in the demand for products.  The decline in exports and therefore the disruptions within the supply chain are the main factors contributing to the decline in production. The Mobile 3D market is thus getting suffering from COVID-19. This has resulted in a lower estimated year-on-year rate of growth for 2020 as compared with 2019.

Growth Factors

Heavy investments in 3D technology by key players across the mobile manufacturing sector are anticipated to impel the expansion of the mobile 3D market over the approaching years. Aside from this, the rising penetration of the latest Smartphone technology within the emerging economies is projected to catapult the mobile 3D market growth within the ensuing years. Furthermore, the humungous popularity of 3D display in mobiles is anticipated to propel the mobile 3D market scope over the subsequent few years.

Report Scope:

Report Attribute Details
Base Year 2020
Historic Years 2016 - 2020
Forecast Years 2021 - 2028
Segments Covered By Product Type, By Application, and By End Use
Forecast Units Value (USD Billion), and Volume (Units)
Quantitative Units Revenue in USD million/billion and CAGR from 2021 to 2028
Regions Covered North America, Europe, Asia Pacific, Latin America, and Middle East & Africa, and Rest of World
Countries Covered U.S., Canada, Mexico, U.K., Germany, France, Italy, Spain, China, India, Japan, South Korea, Brazil, Argentina, GCC Countries, and South Africa, among others
Number of Companies Covered 10 companies with scope for including additional 15 companies upon request
Report Coverage Market growth drivers, restraints, opportunities, Porter’s five forces analysis, PEST analysis, value chain analysis, regulatory landscape, market attractiveness analysis by segments and region, company market share analysis, and COVID-19 impact analysis.
Customization Scope Avail customized purchase options to meet your exact research needs.

Segment Analysis Preview

The Mobile 3D application segment comprises 3D mobile advertisements,  digital content viewing, maps & navigation, mobile gaming, and projections among others. Gaming applications are expected to witness high growth owing to a surge in demand for gaming on mobile phones.

Mobile 3D products include devices such as smartphones, tablets, notebooks, e-book readers, eyewear, and watches among others. Global notebook and smartphone usage have witnessed a rapid increase during the forecast years. The increase has been improved by the broader adoption of internet services, focus on digitalization, and improved speed,  among the countries. 3D has been part of such innovation and has been helped by technological developments in processors, chips, and memory capacities.

Regional Analysis Preview

Geographically, Asia Pacific has been leading the worldwide mobile 3D market and is anticipated to continue on the dominant position within the years to return. The rapidly emerging gaming sector within the region has made the Asia Pacific a dominant force across the global mobile 3D market. The high number of market players being headquartered in the Asia Pacific is another significant factor that's supporting the expansion of the mobile 3D market within the region.

Key Market Players & Competitive Landscape

Samsung Electronics, Toshiba Corporation, Hitachi Limited, Apple Inc., Nvidia Corporation, Intel Corporation, Sharp Corporation, and Qualcomm Incorporation are some of the key vendors of mobile 3D across the world. 

The global Mobile 3D  market is segmented as follows:  

By Product

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

By Application

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

By Region

  • North America
    • The U.S.
    • Canada
  • Europe
    • France
    • The UK
    • Spain
    • Germany
    • Italy
    • Rest of Europe
  • Asia Pacific
    • China
    • Japan
    • India
    • South Korea
    • Southeast Asia
    • Rest of Asia Pacific
  • Latin America
    • Brazil
    • Mexico
    • Rest of Latin America
  • Middle East & Africa
    • GCC
    • South Africa
    • Rest of Middle East & Africa

Table Of Content

  • Chapter No. 1 Introduction
    • 1.1. Report Description
      • 1.1.1. Purpose of the Report
      • 1.1.2. USP & Key Offerings
    • 1.2. Key Benefits for Stakehulders
    • 1.3. Target Audience
    • 1.4. Report Scope
  • Chapter No. 2 Executive Summary
    • 2.1. Key Findings
      • 2.1.1. Top Investment Pockets
        • 2.1.1.1. Market Attractiveness Analysis, By Application
        • 2.1.1.2. Market Attractiveness Analysis, By Product
        • 2.1.1.3. Market Attractiveness Analysis, By Region
    • 2.2. Market Snapshot
    • 2.3. Global Mobile 3D Market, 2016 – 2028 (USD Million Units)
    • 2.4. Insights from Primary Respondents
  • Chapter No. 3 COVID 19 Impact Analysis
    • 3.1. Impact Assessment of COVID-19 Pandemic, By Region
      • 3.1.1. North America
      • 3.1.2. Europe
      • 3.1.3. Asia Pacific
      • 3.1.4. Latin America
      • 3.1.5. The Middle-East and Africa
    • 3.2. Quarterly Market Revenue and Forecast by Region 2020 & 2021
    • 3.3. Pre COVID-19 Market Revenue, By Region, 2016-2019 (USD Million Units)
    • 3.4. Post COVID-19 Market Revenue, By Region, 2020-2028 (USD Million Units)
    • 3.5. Key Strategies Undertaken by Companies to Tackle COVID-19
      • 3.5.1. Company Quarterly Revenue Analysis, 2019 & 2020
    • 3.6. Short Term Dynamics
    • 3.7. Long Term Dynamics
  • Chapter No. 4 Mobile 3D Market – Application Segment Analysis
    • 4.1. Overview
      • 4.1.1. Market Revenue Share, By Application, 2020 & 2028
    • 4.2. 3D Mobile Gaming
      • 4.2.1. Market Size and Forecast, By Region (USD Million Units)
      • 4.2.2. Comparative Revenue Analysis, By Country, 2020 & 2028
      • 4.2.3. Key Market Trends, Growth Factors, & Opportunities
    • 4.3. 3D Mobile Advertisements
      • 4.3.1. Market Size and Forecast, By Region (USD Million Units)
      • 4.3.2. Comparative Revenue Analysis, By Country, 2020 & 2028
      • 4.3.3. Key Market Trends, Growth Factors, & Opportunities
    • 4.4. Other
      • 4.4.1. Market Size and Forecast, By Region (USD Million Units)
      • 4.4.2. Comparative Revenue Analysis, By Country, 2020 & 2028
      • 4.4.3. Key Market Trends, Growth Factors, & Opportunities
  • Chapter No. 5 Mobile 3D Market – Product Type Segment Analysis
    • 5.1. Overview
      • 5.1.1. Market Revenue Share, By Product, 2020 & 2028
    • 5.2. 3D -Enables Smart Phones
      • 5.2.1. Market Size and Forecast, By Region (USD Million Units)
      • 5.2.2. Comparative Revenue Analysis, By Country, 2020 & 2028
      • 5.2.3. Key Market Trends, Growth Factors, & Opportunities
    • 5.3. 3D -Enabled Tablets
      • 5.3.1. Market Size and Forecast, By Region (USD Million Units)
      • 5.3.2. Comparative Revenue Analysis, By Country, 2020 & 2028
      • 5.3.3. Key Market Trends, Growth Factors, & Opportunities
    • 5.4. 3D -Enabled Notebooks
      • 5.4.1. Market Size and Forecast, By Region (USD Million Units)
      • 5.4.2. Comparative Revenue Analysis, By Country, 2020 & 2028
      • 5.4.3. Key Market Trends, Growth Factors, & Opportunities
    • 5.5. Others
      • 5.5.1. Market Size and Forecast, By Region (USD Million Units)
      • 5.5.2. Comparative Revenue Analysis, By Country, 2020 & 2028
      • 5.5.3. Key Market Trends, Growth Factors, & Opportunities
  • Chapter No. 6 Mobile 3D Market – Region Segment Analysis
    • 6.1. Overview
      • 6.1.1. Global Market Revenue Share, By Region, 2020 & 2028
      • 6.1.2. Global Market Revenue, By Region, 2016 – 2028 (USD Million Units)
    • 6.2. North America
      • 6.2.1. North America Market Revenue, By Country, 2016 – 2028 (USD Million Units)
      • 6.2.2. North America Market Revenue, By Application, 2016 – 2028
      • 6.2.3. North America Market Revenue, By Product, 2016 – 2028
      • 6.2.5. U.S.
        • 6.2.5.1. U.S. Market Revenue, By Application, 2016 – 2028
        • 6.2.5.2. U.S. Market Revenue, By Product, 2016 – 2028
      • 6.2.6. Canada
        • 6.2.6.1. Canada Market Revenue, By Application, 2016 – 2028
        • 6.2.6.2. Canada Market Revenue, By Product, 2016 – 2028
      • 6.2.7. Mexico
        • 6.2.7.1. Mexico Market Revenue, By Application, 2016 – 2028
        • 6.2.7.2. Mexico Market Revenue, By Product, 2016 – 2028
    • 6.3. Europe
      • 6.3.1. Europe Market Revenue, By Country, 2016 – 2028 (USD Million Units)
      • 6.3.2. Europe Market Revenue, By Application, 2016 – 2028
      • 6.3.3. Europe Market Revenue, By Product, 2016 – 2028
      • 6.3.5. Germany
        • 6.3.5.1. Germany Market Revenue, By Application, 2016 – 2028
        • 6.3.5.2. Germany Market Revenue, By Product, 2016 – 2028
      • 6.3.6. France
        • 6.3.6.1. France Market Revenue, By Application, 2016 – 2028
        • 6.3.6.2. France Market Revenue, By Product, 2016 – 2028
      • 6.3.7. U.K.
        • 6.3.7.1. U.K. Market Revenue, By Application, 2016 – 2028
        • 6.3.7.2. U.K. Market Revenue, By Product, 2016 – 2028
      • 6.3.8. Italy
        • 6.3.8.1. Italy Market Revenue, By Application, 2016 – 2028
        • 6.3.8.2. Italy Market Revenue, By Product, 2016 – 2028
      • 6.3.9. Spain
        • 6.3.9.1. Spain Market Revenue, By Application, 2016 – 2028
        • 6.3.9.2. Spain Market Revenue, By Product, 2016 – 2028
      • 6.3.10. Rest of Europe
        • 6.3.10.1. Rest of Europe Market Revenue, By Application, 2016 – 2028
        • 6.3.10.2. Rest of Europe Market Revenue, By Product, 2016 – 2028
    • 6.4. Asia Pacific
      • 6.4.1. Asia Pacific Market Revenue, By Country, 2016 – 2028 (USD Million Units)
      • 6.4.2. Asia Pacific Market Revenue, By Application, 2016 – 2028
      • 6.4.3. Asia Pacific Market Revenue, By Product, 2016 – 2028
      • 6.4.5. China
        • 6.4.5.1. China Market Revenue, By Application, 2016 – 2028
        • 6.4.5.2. China Market Revenue, By Product, 2016 – 2028
      • 6.4.6. Japan
        • 6.4.6.1. Japan Market Revenue, By Application, 2016 – 2028
        • 6.4.6.2. Japan Market Revenue, By Product, 2016 – 2028
      • 6.4.7. India
        • 6.4.7.1. India Market Revenue, By Application, 2016 – 2028
        • 6.4.7.2. India Market Revenue, By Product, 2016 – 2028
      • 6.4.8. South Korea
        • 6.4.8.1. South Korea Market Revenue, By Application, 2016 – 2028
        • 6.4.8.2. South Korea Market Revenue, By Product, 2016 – 2028
      • 6.4.9. South-East Asia
        • 6.4.9.1. South-East Asia Market Revenue, By Application, 2016 – 2028
        • 6.4.9.2. South-East Asia Market Revenue, By Product, 2016 – 2028
      • 6.4.10. Rest of Asia Pacific
        • 6.4.10.1. Rest of Asia Pacific Market Revenue, By Application, 2016 – 2028
        • 6.4.10.2. Rest of Asia Pacific Market Revenue, By Product, 2016 – 2028
    • 6.5. Latin America
      • 6.5.1. Latin America Market Revenue, By Country, 2016 – 2028 (USD Million Units)
      • 6.5.2. Latin America Market Revenue, By Application, 2016 – 2028
      • 6.5.3. Latin America Market Revenue, By Product, 2016 – 2028
      • 6.5.5. Brazil
        • 6.5.5.1. Brazil Market Revenue, By Application, 2016 – 2028
        • 6.5.5.2. Brazil Market Revenue, By Product, 2016 – 2028
      • 6.5.6. Argentina
        • 6.5.6.1. Argentina Market Revenue, By Application, 2016 – 2028
        • 6.5.6.2. Argentina Market Revenue, By Product, 2016 – 2028
      • 6.5.7. Rest of Latin America
        • 6.5.7.1. Rest of Latin America Market Revenue, By Application, 2016 – 2028
        • 6.5.7.2. Rest of Latin America Market Revenue, By Product, 2016 – 2028
    • 6.6. The Middle-East and Africa
      • 6.6.1. The Middle-East and Africa Market Revenue, By Country, 2016 – 2028 (USD Million Units)
      • 6.6.2. The Middle-East and Africa Market Revenue, By Application, 2016 – 2028
      • 6.6.3. The Middle-East and Africa Market Revenue, By Product, 2016 – 2028
      • 6.6.5. GCC Countries
        • 6.6.5.1. GCC Countries Market Revenue, By Application, 2016 – 2028
        • 6.6.5.2. GCC Countries Market Revenue, By Product, 2016 – 2028
      • 6.6.6. South Africa
        • 6.6.6.1. South Africa Market Revenue, By Application, 2016 – 2028
        • 6.6.6.2. South Africa Market Revenue, By Product, 2016 – 2028
      • 6.6.7. Rest of Middle-East Africa
        • 6.6.7.1. Rest of Middle-East Africa Market Revenue, By Application, 2016 – 2028
        • 6.6.7.2. Rest of Middle-East Africa Market Revenue, By Product, 2016 – 2028
  • Chapter No. 7: Mobile 3D Market – Industry Analysis
    • 7.1. Introduction
    • 7.2. Market Drivers
      • 7.2.1. Driving Factor 1 Analysis
      • 7.2.2. Driving Factor 2 Analysis
    • 7.3. Market Restraints
      • 7.3.1. Restraining Factor Analysis
    • 7.4. Market Opportunities
      • 7.4.1. Market Opportunity Analysis
    • 7.5. Porter’s Five Forces Analysis
    • 7.6. PEST Analysis
    • 7.7. Regulatory Landscape
    • 7.8. By Product Landscape
    • 7.9. Regional Market Trends
      • 7.9.1. North America
      • 7.9.2. Europe
      • 7.9.3. Asia Pacific
      • 7.9.4. Latin America
      • 7.9.5. The Middle-East and Africa
    • 7.10. Pricing Analysis
    • 7.11. Value Chain Analysis
    • 7.12. Downstream Buyers
    • 7.13. Distributors/Traders List
  • Chapter No. 8: Competitive Landscape
    • 8.1. Company Market Share Analysis – 2019
      • 8.1.1. Global Mobile 3D Market: Company Market Share, 2019
      • 8.1.2. Global Mobile 3D Market, Company Market Revenue, 2016 – 2019 (USD Million Units)
      • 8.1.3. Global Mobile 3D Market, Company Y-o-Y Growth, 2017 – 2019 (%)
      • 8.1.4. Global Mobile 3D Market: Radar Determinant Chart, 2019
    • 8.2. Strategic Developments
      • 8.2.1. Acquisitions & Mergers
      • 8.2.2. New Product Launch
      • 8.2.3. Regional Expansion
    • 8.3. Company Strategic Developments – Heat Map Analysis
  • Chapter No. 9: Company Profiles
    • 9.1. Samsung Electronics
      • 9.1.1. Company Overview
      • 9.1.2. Key Executives
      • 9.1.3. Product Portfolio
      • 9.1.4. Financial Overview
      • 9.1.5. Operating Business Segments
      • 9.1.6. Business Performance
      • 9.1.7. Recent Developments
    • 9.2. Toshiba Corporation
    • 9.3. Hitachi Limited
    • 9.4. Apple Inc.
    • 9.5. Nvidia Corporation
    • 9.6. Intel Corporation
    • 9.7. Sharp Corporation
    • 9.8. Qualcomm Corporation
    • 9.9. Company 9
    • 9.10. Others
  • Chapter No. 10: Marketing Strategy Analysis
    • 10.1. Marketing Channel
    • 10.2. Direct Marketing
    • 10.3. Indirect Marketing
    • 10.4. Marketing Channel Development Trends
    • 10.5. Economic/Pulitical Environmental Change
  • Chapter No. 11: Research Methodology
    • 11.1. Research Methodology
    • 11.2. Phase I - Secondary Research
    • 11.3. Phase II - Data Modeling
      • 11.3.1. Company Share Analysis Model
      • 11.3.2. Revenue Based Modeling
    • 11.4. Phase III - Primary Research
    • 11.5. Research Limitations
      • 11.5.1. Assumptions

List of Figures 

FIG NO. 1. Market Attractiveness Analysis, By Application
FIG NO. 2. Market Attractiveness Analysis, By Product
FIG NO. 3. Market Attractiveness Analysis, By Region
FIG NO. 4. Global Mobile 3D Market Revenue, 2016 – 2028 (USD Million Units)
FIG NO. 5. Impact of COVID-19 Pandemic in North America Countries
FIG NO. 6. Market Revenue Share, By Application, 2020 & 2028 
FIG NO. 7. Global  Mobile 3D Market for 3D Mobile Gaming, Revenue (USD Million Units) 2016 – 2028
FIG NO. 8. Comparative Revenue Analysis of  Mobile 3D Market for 3D Mobile Gaming, By Country, 2020 & 2028
FIG NO. 9. Global  Mobile 3D Market for 3D Mobile Advertisements, Revenue (USD Million Units) 2016 – 2028
FIG NO. 10. Comparative Revenue Analysis of  Mobile 3D Market for 3D Mobile Advertisements, By Country, 2020 & 2028
FIG NO. 11. Global  Mobile 3D Market for Other, Revenue (USD Million Units) 2016 – 2028
FIG NO. 12. Comparative Revenue Analysis of  Mobile 3D Market for Other, By Country, 2020 & 2028
FIG NO. 13. Market Revenue Share, By Product, 2020 & 2028
FIG NO. 14. Global  Mobile 3D Market for 3D -Enables Smart Phones, Revenue (USD Million Units) 2016 – 2028
FIG NO. 15. Comparative Revenue Analysis of Mobile 3D Market for 3D -Enables Smart Phones, By Country, 2020 & 2028 
FIG NO. 16. Global  Mobile 3D Market for 3D -Enabled Tablets, Revenue (USD Million Units) 2016 – 2028
FIG NO. 17. Comparative Revenue Analysis of  Mobile 3D Market for 3D -Enabled Tablets, By Country, 2020 & 2028
FIG NO. 18. Global  Mobile 3D Market for 3D -Enabled Notebooks, Revenue (USD Million Units) 2016 – 2028
FIG NO. 19. Comparative Revenue Analysis of  Mobile 3D Market for 3D -Enabled Notebooks, By Country, 2020 & 2028
FIG NO. 20. Global  Mobile 3D Market Revenue Share, By Region, 2020 & 2028
FIG NO. 21. North America  Mobile 3D Market Revenue, 2016 - 2028 (USD Million Units)
FIG NO. 22. Porter’s Five Forces Analysis for Global  Mobile 3D Market
FIG NO. 23. PEST Analysis for Global  Mobile 3D Market
FIG NO. 24. Pricing Analysis for Global  Mobile 3D Market
FIG NO. 25. Value Chain Analysis for Global  Mobile 3D Market
FIG NO. 26. Company Share Analysis, 2019
FIG NO. 27. Radar Determinant Chart, 2019
FIG NO. 28. Company Strategic Developments – Heat Map Analysis
FIG NO. 29. Business Segment Revenue Share, 2020 (%)
FIG NO. 30. Geographical Segment Revenue Share, 2020 (%)
FIG NO. 31. Market Channels
FIG NO. 32. Marketing Channel Development Trend
FIG NO. 33. Growth in World Gross Product, 2008-2018
FIG NO. 34. Research Methodology – Detailed View
FIG NO. 35. Research Methodology
 


List of Tables 

TABLE NO. 1. Global  Mobile 3D Market: Snapshot
TABLE NO. 2. Quarterly  Mobile 3D Market Revenue by Region, 2020
TABLE NO. 3. Quarterly  Mobile 3D Market Revenue Forecast by Region, 2021
TABLE NO. 4. Pre COVID-19 Market Revenue, By Region, 2016-2019 (USD Million Units) 
TABLE NO. 5. Post COVID-19 Market Revenue, By Region, 2020-2028 (USD Million Units) 
TABLE NO. 6. Global  Mobile 3D Market for 3D Mobile Gaming, by Region, 2016 – 2028 (USD Million Units)
TABLE NO. 7. Global  Mobile 3D Market for 3D Mobile Advertisements, by Region, 2016 – 2028 (USD Million Units)
TABLE NO. 8. Global  Mobile 3D Market for Other, by Region, 2016 – 2028 (USD Million Units)
TABLE NO. 9. Global  Mobile 3D Market for 3D -Enables Smart Phones, by Region, 2016 – 2028 (USD Million Units)
TABLE NO. 10. Global  Mobile 3D Market for 3D -Enabled Tablets, by Region, 2016 – 2028 (USD Million Units)
TABLE NO. 11. Global  Mobile 3D Market for 3D -Enabled Notebooks, by Region, 2016 – 2028 (USD Million Units)
TABLE NO. 12. Global  Mobile 3D Market for Others , by Region, 2016 – 2028 (USD Million Units)
TABLE NO. 13 Global  Mobile 3D Market Revenue, By Region, 2016 – 2028 (USD Million Units)
TABLE NO. 14. North America  Mobile 3D Market Revenue, By Country, 2016 – 2028 (USD Million Units)
TABLE NO. 15. North America  Mobile 3D Market Revenue, By Application, 2016 – 2028 (USD Million Units)
TABLE NO. 16. North America  Mobile 3D Market Revenue, By Application, 2016 – 2028 (USD Million Units)
TABLE NO. 17. U.S.  Mobile 3D Market Revenue, By Application, 2016 – 2028 (USD Million Units)
TABLE NO. 18. U.S.  Mobile 3D Market Revenue, By Application, 2016 – 2028 (USD Million Units)
TABLE NO. 19. Canada  Mobile 3D Market Revenue, By Application, 2016 – 2028 (USD Million Units)
TABLE NO. 20. Canada  Mobile 3D Market Revenue, By Application, 2016 – 2028 (USD Million Units)
TABLE NO. 21. Mexico  Mobile 3D Market Revenue, By Application, 2016 – 2028 (USD Million Units)
TABLE NO. 22. Mexico  Mobile 3D Market Revenue, By Application, 2016 – 2028 (USD Million Units)
TABLE NO. 23. Drivers for the  Mobile 3D Market: Impact Analysis
TABLE NO. 24. Restraints for the  Mobile 3D Market: Impact Analysis
TABLE NO. 25. Major Buyers 
TABLE NO. 26. Distributors/Traders List 
TABLE NO. 27. Global  Mobile 3D Market, Company Market Revenue, 2016 – 2019 (USD Million Units)
TABLE NO. 28: Global Mobile 3D Market, Company Y-o-Y Growth, 2017 – 2019 (USD Million Units)   


 

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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FrequentlyAsked Questions

The global Mobile 3D Market was valued at USD 2264.86 Million Units in 2020.

The global Mobile 3D Market is expected to reach USD 3963.7 Million Units by 2028, growing at a CAGR of 7.7% between 2021 to 2028.

Technological innovations dominating the 3D display sector, it is more likely that the demand for 3D enabled mobiles will gain momentum over the next few years, thereby further fuelling the mobile 3D market growth.

APAC in 2020 ruled the Mobile 3D Market and was believed to be the highest income-generating area all over the globe.  

Samsung Electronics, Toshiba Corporation, Hitachi Limited, Apple Inc., Nvidia Corporation, Intel Corporation, Sharp Corporation, and Qualcomm Incorporation are some of the key vendors of mobile 3D across the world.

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