3D Audio Market -Snapshot

The audio industry, which is in a re-evaluation stage, is witnessing significant technological advancements across the industry. Developments in the music industry, which saw introduction of upgraded audio technology (also known as three dimensional (3D) audio), has changed the way services are being delivered. With focus on enhancing consumer experience, this sound mix technology delivers music (sound) to a listener in three dimensions. The market for 3D audio is forecast to quickly grow to US$ 14,498.0 Mn by 2026 from US$ 3,194.5 Mn in 2016, recording a CAGR of 16.6%.

global 3D  audio market

The 3D audio market has seen demand traction due to rising implementation across end-use applications, with commercial implementations holding the largest share. Industries, such as gaming, cinemas, music, and automobiles, are the leading verticals adopting the technology so as to enhance the natural sound experience and real-life visualization experience of customers.

3D audio has gained traction only recently, although 3D vision has long been in demand and visual technologies already enjoy strong acceptance among industries and consumers. A close study of recent product launches and developments of key industry participants active in the 3D audio market reveals that industries such as gaming, music, VR, and cinemas would continue to dominate the market throughout the forecast period. Non-commercial applications too such as personal mobile devices and home theater are forecast to see demand surge, gaining significant uptake toward the second half of the forecast period of the 3D audio market study. Typical personal entertainment devices include products such as Ambeo headsets, Hooke verse headphones, 3D audio enabled headphones, head trackers and others. This rise is attributable to further improvement in consumer acceptance and expected dip in product prices. Improvement in consumer spending on personal entertainment is seen as crucial to influencing market growth trends for both commercial and non-commercial applications. The 3D audio market however still faces challenges such as absence of any standard and universal format or configuration, which has negatively affected further large scale proliferation of technology.

These existing technology integration and distribution related challenges offer possible opportunities, such as need for service providers or intermediaries addressing compatibility issues. Any further development and exploration of 3D audio technology as human computer interface technology is expected to open new sets of unexplored opportunities, right from automation/IoT to driver assistance systems, remote device management, and so on, thereby supporting 3D audio market growth.

Attracted by this fast expanding market and underlying latent demand, many players are driven to invest in the market for 3D audio technology products and services. Right from platform/software developers to device manufacturers and professional services providers, there is a rush of companies across industries to strengthen their foothold in the 3D audio market. For instance, till 2017, Auro Technologies had installed 600 AURO 11.1 3D audio systems for cinemas across the world. Dolby Atmos had installed approximately 2000 3D audio systems across the world. However, since established players such as Dolby, DTS, and others already have a strong network in the market and technology expertise, new entrants may find it challenging to establish a foothold without a unique value proposition. Some of the prominent players as identified in the 3D audio market and profiled in the study include - 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.

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
.