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I AgreeAnalysts’ Viewpoint on 3D Audio Market Scenario
According to a recent study, it was observed that at the peak of the COVID-19 pandemic, retailers who leveraged AR, along with 3D audio experienced a 19% increase in customer engagement as well as a 90% spike in customer conversions. However, additional speakers and specific AV receivers make the architecture complex and adds additional cost to the 3D audio setup. Hence, companies in the 3D audio market should increase efforts to implement standardized methods and a universal format to reduce costs associated with complex 3D audio setup. 3D audio platforms such as Dolby, 3Dio, and RealSpace are incorporating new features to increase user conversions.
The COVID-19 pandemic has had a relatively positive effect on the 3D audio market. The proliferation of Over the Top platforms is contributing to rapid adoption of the 3D audio technology. According to the latest study, the audio streaming platform has 2.5 million titles globally. Such findings are reflecting an anticipated uptick in the application of the 3D audio technology.
Asia Pacific is predicted to dominate the highest revenue share among all regions in the 3D audio market. Podcasts could benefit from the addition of the 3D sound technology designed to make them sound more realistic.
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The issues related to connectivity, installation, and maintenance of audio hardware are affecting the rapid adoption rate of 3D audio. Hence, technology providers are investing in advanced equipment amplifiers, mixers for monitoring sound outputs, and multichannel loudspeakers to align with specific guidelines for 3D audio installation.
3D audio engineers are investing in additional speakers and specific AV receivers to deploy efficient 3D audio output. As such, there is a need for a standard and universal format or configuration in the 3D audio market.
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The ever-increasing entertainment industry is generating stable revenue streams for stakeholders in the 3D audio market. Ongoing advancements in augmented reality and virtual reality are contributing toward market growth. Cinema screens have been have been transformed from analogue to digital output. The growing adoption of 3D audio sound systems in the cinema industry is contributing toward market growth.
Currently, products such as DTS Inc., Dolby Labs, and Auro Technologies are being preferred by consumers. According to the latest report by UNESCO, there are approximately 200,000 cinema screens worldwide, of which, 40,000 are in the U.S. The rising number of cinema screens across the world is anticipated to drive the market of 3D audio.
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Next-gen recording and rendering software are contributing to the growth of the 3D audio market. 3D audio software permits to manipulate sounds anywhere in the 3D environment, both horizontally and vertically. For instance, a chirping bird can be placed on a tree with the help of these software. Leading-edge audio software has the capability to automatically calibrate itself based on the type of sound card and audio system.
3D audio is being mainly designed for movies, gaming, broadcasting, and AR/VR systems. 3D audio system includes various process form of recording, production, mixing, and mastering. These systems are composed of hardware, software, and other services.
Inorganic strategies such as partnerships and acquisitions are transforming the 3D audio market. For instance, in 2021, Barco - a specialist in professional visualization and collaboration technologies, partnered with Ideal Systems, Asia’s prominent systems integrator for broadcast & professional AV equipment to unlock revenue opportunities in the corporate AV (audio-visual) space.
In 2020, Dolby Atmos announced that it would be a part of Lucid Air’s new 21-speaker Surreal Sound system to enable a truly immersive listening experience, along with enhanced in-car active audio safety features. Such trends are contributing to the expansion of the 3D audio market. On the other hand, the 3D audio technology is being publicized in the aircraft industry. Future cockpit designs will be introducing new human-machine interface supporting the 3D audio technology.
Attribute |
Detail |
Market Size Value in 2020 (Base Year) |
US$ 4.6 Bn |
Market Forecast Value in 2031 |
US$ 22 Bn |
Growth Rate (CAGR) |
15.5% |
Forecast Period |
2021-2031 |
Quantitative Units |
US$ Mn for Value |
Market Analysis |
Global qualitative analysis includes drivers, restraints, opportunities, key trends, Porter’s Five Forces analysis, value chain analysis, key market indicators, regulatory framework, COVID-19 impact analysis, and SWOT analysis. |
Competition Landscape |
|
Format |
Electronic (PDF) + Excel |
Market Segmentation |
|
Regions Covered |
|
Companies Profiled |
|
Customization Scope |
Available upon Request |
Pricing |
Available upon Request |
3D Audio Market – Segmentation
TMR’s study on the global 3D audio market includes information categorized into sections - by component, end-use, and region. Changing industry trends and other crucial market dynamics associated with these sections of the 3D audio market are discussed in detail.
Component |
|
End-use |
|
Region |
|
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3D Audio Market Predicted to 15.5% CAGR During the Forecast Period.
3D Audio Market Forecast Till 2031
The Players Involved in the 3D Audio Market are Sennheiser Electronic GmbH & Co. KG, Dolby, Laboratories, Inc., DTS, Inc. (Xperi Corporation), Beken Corporation others.
North America Takes Lead in the 3D Audio Market.
The 3D Audio Market is expected to reach the value of US$ 22 Bn by the end of 2031
1. Preface
1.1. Market Definition and Scope
1.2. Market Segmentation
1.3. Key Research Objectives
1.4. Research Highlights
2. Assumptions
3. Research Methodology
4. Executive Summary
5. Market Overview
5.1. Introduction
5.2. Market Dynamics
5.2.1. Drivers
5.2.2. Restraints
5.2.3. Opportunities
5.3. Key Trends Analysis
5.3.1. MPEG-H 3D Standard Adoption Analysis
5.4. 3D Audio Software and Platforms Analysis
5.4.1. Recording and Rendering Software/Platform Analysis
5.4.2. Pricing Model Analysis
5.4.3. Adoption Analysis
5.5. 3D Audio Technology Introduction/Overview
5.5.1. Ambisonics
5.5.2. Binaural
5.5.3. Others (Wave Field Synthesis(WFS), Amplitude Panning, Hybrid)
5.6. Porter’s Five Forces Analysis
5.7. Value Chain Analysis
5.7.1. List of key players providing 3D content (video) that requires 3D Audio
5.7.2. Top preferred DAW
5.7.3. 3D content revenue (%) share by Industry
5.8. Industry SWOT Analysis
5.9. COVID-19 Impact Analysis
5.10. Market Outlook
5.11. Global 3D Audio Market Analysis and Forecast, 2017‒2031
5.11.1. Market Value Projections (US$ Mn)
6. Global 3D Audio Market Analysis and Forecast, by Component
6.1. Global 3D Audio Market Size (US$ Mn) Forecast, by Component, 2017‒2031
6.1.1. Hardware
6.1.1.1. Loud speaker
6.1.1.2. Headphones
6.1.1.3. Microphones/Mic
6.1.1.4. Soundbars
6.1.1.4.1. High-end
6.1.1.4.2. Mid-range
6.1.1.4.3. Entry Level
6.1.1.5. AVRs
6.1.1.6. Others
6.1.2. Software
6.1.2.1. Services
6.2. Incremental Opportunity, by Component
7. Global 3D Audio Market Analysis and Forecast, by End-use
7.1. Global 3D Audio Market Size (US$ Mn) Forecast, by End-use, 2017‒2031
7.1.1. Personal/In-house
7.1.1.1. Mobile Devices
7.1.1.2. Home Theater
7.1.1.3. Gaming
7.1.1.3.1. AR/VR Based
7.1.1.3.2. Others
7.1.1.3.2.1. Smartphone games
7.1.1.3.2.2. PC games
7.1.1.3.2.3. Nintendo games
7.1.1.3.2.4. Others
7.1.2. Commercial
7.1.2.1. Automobile
7.1.2.2. Cinema
7.1.2.3. Music
7.1.2.4. Gaming
7.1.2.4.1. AR/VR Based
7.1.2.4.2. Others
7.1.2.5. Museum
7.1.2.5.1. AR/VR Based
7.1.2.5.2. Others
7.1.2.6. VR concerts
7.1.2.7. Others
7.2. Incremental Opportunity, by End-use
8. Global 3D Audio Market Analysis and Forecast, Region
8.1. Global 3D Audio Market Size (US$ Mn) Forecast, by Region, 2017‒2031
8.1.1. North America
8.1.2. Europe
8.1.3. Asia Pacific
8.1.4. Middle East & Africa
8.1.5. South America
8.2. Incremental Opportunity, by Region
9. North America 3D Audio Market Analysis and Forecast
9.1. Regional Snapshot
9.2. 3D Audio Market Size (US$ Mn) Forecast, by Component, 2017‒2031
9.2.1. Hardware
9.2.1.1. Loud speaker
9.2.1.2. Headphones
9.2.1.3. Microphones/Mic
9.2.1.4. Soundbars
9.2.1.4.1. High-end
9.2.1.4.2. Mid-range
9.2.1.4.3. Entry Level
9.2.1.5. AVRs
9.2.1.6. Others
9.2.2. Software
9.2.2.1. Services
9.3. 3D Audio Market Size (US$ Mn) Forecast, by End-use, 2017‒2031
9.3.1. Personal/In-house
9.3.1.1. Mobile Devices
9.3.1.2. Home Theater
9.3.1.3. Gaming
9.3.1.3.1. AR/VR Based
9.3.1.3.2. Others
9.3.1.3.2.1. Smartphone games
9.3.1.3.2.2. PC games
9.3.1.3.2.3. Nintendo games
9.3.1.3.2.4. Others
9.3.2. Commercial
9.3.2.1. Automobile
9.3.2.2. Cinema
9.3.2.3. Music
9.3.2.4. Gaming
9.3.2.4.1. AR/VR Based
9.3.2.4.2. Others
9.3.2.5. Museum
9.3.2.5.1. AR/VR Based
9.3.2.5.2. Others
9.3.2.6. VR concerts
9.3.2.7. Others
9.4. 3D Audio Market Size (US$ Mn) Forecast, by Country, 2017‒2031
9.4.1. The U.S.
9.4.2. Canada
9.4.3. Rest of North America
9.5. Incremental Opportunity Analysis
10. U.S. 3D Audio Market Analysis and Forecast
10.1. Country Snapshot
10.2. COVID-19 Impact Analysis
10.3. 3D Audio Market Size (US$ Mn) Forecast, by Component, 2017‒2031
10.3.1. Hardware
10.3.1.1. Loud speaker
10.3.1.2. Headphones
10.3.1.3. Microphones/Mic
10.3.1.4. Soundbars
10.3.1.4.1. High-end
10.3.1.4.2. Mid-range
10.3.1.4.3. Entry Level
10.3.1.5. AVRs
10.3.1.6. Others
10.3.2. Software
10.3.2.1. Services
10.4. 3D Audio Market Size (US$ Mn) Forecast, by End-use, 2017‒2031
10.4.1. Personal/In-house
10.4.1.1. Mobile Devices
10.4.1.2. Home Theater
10.4.1.3. Gaming
10.4.1.3.1. AR/VR Based
10.4.1.3.2. Others
10.4.1.3.2.1. Smartphone games
10.4.1.3.2.2. PC games
10.4.1.3.2.3. Nintendo games
10.4.1.3.2.4. Others
10.4.2. Commercial
10.4.2.1. Automobile
10.4.2.2. Cinema
10.4.2.3. Music
10.4.2.4. Gaming
10.4.2.4.1. AR/VR Based
10.4.2.4.2. Others
10.4.2.5. Museum
10.4.2.5.1. AR/VR Based
10.4.2.5.2. Others
10.4.2.6. VR concerts
10.4.2.7. Others
10.5. Incremental Opportunity Analysis
11. Canada 3D Audio Market Analysis and Forecast
11.1. Country Snapshot
11.2. COVID-19 Impact Analysis
11.3. 3D Audio Market Size (US$ Mn) Forecast, by Component, 2017‒2031
11.3.1. Hardware
11.3.1.1. Loud speaker
11.3.1.2. Headphones
11.3.1.3. Microphones/Mic
11.3.1.4. Soundbars
11.3.1.4.1. High-end
11.3.1.4.2. Mid-range
11.3.1.4.3. Entry Level
11.3.1.5. AVRs
11.3.1.6. Others
11.3.2. Software
11.3.2.1. Services
11.4. 3D Audio Market Size (US$ Mn) Forecast, by End-use, 2017‒2031
11.4.1. Personal/In-house
11.4.1.1. Mobile Devices
11.4.1.2. Home Theater
11.4.1.3. Gaming
11.4.1.3.1. AR/VR Based
11.4.1.3.2. Others
11.4.1.3.2.1. Smartphone games
11.4.1.3.2.2. PC games
11.4.1.3.2.3. Nintendo games
11.4.1.3.2.4. Others
11.4.2. Commercial
11.4.2.1. Automobile
11.4.2.2. Cinema
11.4.2.3. Music
11.4.2.4. Gaming
11.4.2.4.1. AR/VR Based
11.4.2.4.2. Others
11.4.2.5. Museum
11.4.2.5.1. AR/VR Based
11.4.2.5.2. Others
11.4.2.6. VR concerts
11.4.2.7. Others
11.5. Incremental Opportunity Analysis
12. Europe 3D Audio Market Analysis and Forecast
12.1. Regional Snapshot
12.2. 3D Audio Market Size (US$ Mn) Forecast, by Component, 2017‒2031
12.2.1. Hardware
12.2.1.1. Loud speaker
12.2.1.2. Headphones
12.2.1.3. Microphones/Mic
12.2.1.4. Soundbars
12.2.1.4.1. High-end
12.2.1.4.2. Mid-range
12.2.1.4.3. Entry Level
12.2.1.5. AVRs
12.2.1.6. Others
12.2.2. Software
12.2.2.1. Services
12.3. 3D Audio Market Size (US$ Mn) Forecast, by End-use, 2017‒2031
12.3.1. Personal/In-house
12.3.1.1. Mobile Devices
12.3.1.2. Home Theater
12.3.1.3. Gaming
12.3.1.3.1. AR/VR Based
12.3.1.3.2. Others
12.3.1.3.2.1. Smartphone games
12.3.1.3.2.2. PC games
12.3.1.3.2.3. Nintendo games
12.3.1.3.2.4. Others
12.3.2. Commercial
12.3.2.1. Automobile
12.3.2.2. Cinema
12.3.2.3. Music
12.3.2.4. Gaming
12.3.2.4.1. AR/VR Based
12.3.2.4.2. Others
12.3.2.5. Museum
12.3.2.5.1. AR/VR Based
12.3.2.5.2. Others
12.3.2.6. VR concerts
12.3.2.7. Others
12.4. 3D Audio Market Size (US$ Mn) Forecast, by Country, 2017‒2031
12.4.1. The U.K.
12.4.2. Germany
12.4.3. France
12.4.4. Rest of Europe
12.5. Incremental Opportunity Analysis
13. U.K. 3D Audio Market Analysis and Forecast
13.1. Country Snapshot
13.2. COVID-19 Impact Analysis
13.3. 3D Audio Market Size (US$ Mn) Forecast, by Component, 2017‒2031
13.3.1. Hardware
13.3.1.1. Loud speaker
13.3.1.2. Headphones
13.3.1.3. Microphones/Mic
13.3.1.4. Soundbars
13.3.1.4.1. High-end
13.3.1.4.2. Mid-range
13.3.1.4.3. Entry Level
13.3.1.5. AVRs
13.3.1.6. Others
13.3.2. Software
13.3.2.1. Services
13.4. 3D Audio Market Size (US$ Mn) Forecast, by End-use, 2017‒2031
13.4.1. Personal/In-house
13.4.1.1. Mobile Devices
13.4.1.2. Home Theater
13.4.1.3. Gaming
13.4.1.3.1. AR/VR Based
13.4.1.3.2. Others
13.4.1.3.2.1. Smartphone games
13.4.1.3.2.2. PC games
13.4.1.3.2.3. Nintendo games
13.4.1.3.2.4. Others
13.4.2. Commercial
13.4.2.1. Automobile
13.4.2.2. Cinema
13.4.2.3. Music
13.4.2.4. Gaming
13.4.2.4.1. AR/VR Based
13.4.2.4.2. Others
13.4.2.5. Museum
13.4.2.5.1. AR/VR Based
13.4.2.5.2. Others
13.4.2.6. VR concerts
13.4.2.7. Others
13.5. Incremental Opportunity Analysis
14. Asia Pacific 3D Audio Market Analysis and Forecast
14.1. Regional Snapshot
14.2. 3D Audio Market Size (US$ Mn) Forecast, by Component, 2017‒2031
14.2.1. Hardware
14.2.1.1. Loud speaker
14.2.1.2. Headphones
14.2.1.3. Microphones/Mic
14.2.1.4. Soundbars
14.2.1.4.1. High-end
14.2.1.4.2. Mid-range
14.2.1.4.3. Entry Level
14.2.1.5. AVRs
14.2.1.6. Others
14.2.2. Software
14.2.2.1. Services
14.3. 3D Audio Market Size (US$ Mn) Forecast, by End-use, 2017‒2031
14.3.1. Personal/In-house
14.3.1.1. Mobile Devices
14.3.1.2. Home Theater
14.3.1.3. Gaming
14.3.1.3.1. AR/VR Based
14.3.1.3.2. Others
14.3.1.3.2.1. Smartphone games
14.3.1.3.2.2. PC games
14.3.1.3.2.3. Nintendo games
14.3.1.3.2.4. Others
14.3.2. Commercial
14.3.2.1. Automobile
14.3.2.2. Cinema
14.3.2.3. Music
14.3.2.4. Gaming
14.3.2.4.1. AR/VR Based
14.3.2.4.2. Others
14.3.2.5. Museum
14.3.2.5.1. AR/VR Based
14.3.2.5.2. Others
14.3.2.6. VR concerts
14.3.2.7. Others
14.4. 3D Audio Market Size (US$ Mn) Forecast, by Country, 2017‒2031
14.4.1. India
14.4.2. China
14.4.3. Japan
14.4.4. Australia
14.4.5. Rest of Asia Pacific
14.5. Incremental Opportunity Analysis
15. Japan 3D Audio Market Analysis and Forecast
15.1. Country Snapshot
15.2. COVID-19 Impact Analysis
15.3. 3D Audio Market Size (US$ Mn) Forecast, by Component, 2017‒2031
15.3.1. Hardware
15.3.1.1. Loud speaker
15.3.1.2. Headphones
15.3.1.3. Microphones/Mic
15.3.1.4. Soundbars
15.3.1.4.1. High-end
15.3.1.4.2. Mid-range
15.3.1.4.3. Entry Level
15.3.1.5. AVRs
15.3.1.6. Others
15.3.2. Software
15.3.2.1. Services
15.4. 3D Audio Market Size (US$ Mn) Forecast, by End-use, 2017‒2031
15.4.1. Personal/In-house
15.4.1.1. Mobile Devices
15.4.1.2. Home Theater
15.4.1.3. Gaming
15.4.1.3.1. AR/VR Based
15.4.1.3.2. Others
15.4.1.3.2.1. Smartphone games
15.4.1.3.2.2. PC games
15.4.1.3.2.3. Nintendo games
15.4.1.3.2.4. Others
15.4.2. Commercial
15.4.2.1. Automobile
15.4.2.2. Cinema
15.4.2.3. Music
15.4.2.4. Gaming
15.4.2.4.1. AR/VR Based
15.4.2.4.2. Others
15.4.2.5. Museum
15.4.2.5.1. AR/VR Based
15.4.2.5.2. Others
15.4.2.6. VR concerts
15.4.2.7. Others
15.5. Incremental Opportunity Analysis
16. Australia 3D Audio Market Analysis and Forecast
16.1. Country Snapshot
16.2. COVID-19 Impact Analysis
16.3. 3D Audio Market Size (US$ Mn) Forecast, by Component, 2017‒2031
16.3.1. Hardware
16.3.1.1. Loud speaker
16.3.1.2. Headphones
16.3.1.3. Microphones/Mic
16.3.1.4. Soundbars
16.3.1.4.1. High-end
16.3.1.4.2. Mid-range
16.3.1.4.3. Entry Level
16.3.1.5. AVRs
16.3.1.6. Others
16.3.2. Software
16.3.2.1. Services
16.4. 3D Audio Market Size (US$ Mn) Forecast, by End-use, 2017‒2031
16.4.1. Personal/In-house
16.4.1.1. Mobile Devices
16.4.1.2. Home Theater
16.4.1.3. Gaming
16.4.1.3.1. AR/VR Based
16.4.1.3.2. Others
16.4.1.3.2.1. Smartphone games
16.4.1.3.2.2. PC games
16.4.1.3.2.3. Nintendo games
16.4.1.3.2.4. Others
16.4.2. Commercial
16.4.2.1. Automobile
16.4.2.2. Cinema
16.4.2.3. Music
16.4.2.4. Gaming
16.4.2.4.1. AR/VR Based
16.4.2.4.2. Others
16.4.2.5. Museum
16.4.2.5.1. AR/VR Based
16.4.2.5.2. Others
16.4.2.6. VR concerts
16.4.2.7. Others
16.5. Incremental Opportunity Analysis
17. Middle East & Africa 3D Audio Market Analysis and Forecast
17.1. Regional Snapshot
17.2. 3D Audio Market Size (US$ Mn) Forecast, by Component, 2017‒2031
17.2.1. Hardware
17.2.1.1. Loud speaker
17.2.1.2. Headphones
17.2.1.3. Microphones/Mic
17.2.1.4. Soundbars
17.2.1.4.1. High-end
17.2.1.4.2. Mid-range
17.2.1.4.3. Entry Level
17.2.1.5. AVRs
17.2.1.6. Others
17.2.2. Software
17.2.2.1. Services
17.3. 3D Audio Market Size (US$ Mn) Forecast, by End-use, 2017‒2031
17.3.1. Personal/In-house
17.3.1.1. Mobile Devices
17.3.1.2. Home Theater
17.3.1.3. Gaming
17.3.1.3.1. AR/VR Based
17.3.1.3.2. Others
17.3.1.3.2.1. Smartphone games
17.3.1.3.2.2. PC games
17.3.1.3.2.3. Nintendo games
17.3.1.3.2.4. Others
17.3.2. Commercial
17.3.2.1. Automobile
17.3.2.2. Cinema
17.3.2.3. Music
17.3.2.4. Gaming
17.3.2.4.1. AR/VR Based
17.3.2.4.2. Others
17.3.2.5. Museum
17.3.2.5.1. AR/VR Based
17.3.2.5.2. Others
17.3.2.6. VR concerts
17.3.2.7. Others
17.4. 3D Audio Market Size (US$ Mn) Forecast, by Country, 2017‒2031
17.4.1. GCC
17.4.2. South Africa
17.4.3. Rest of Middle East & Africa
17.5. Incremental Opportunity Analysis
18. South America 3D Audio Market Analysis and Forecast
18.1. Regional Snapshot
18.2. 3D Audio Market Size (US$ Mn) Forecast, by Component, 2017‒2031
18.2.1. Hardware
18.2.1.1. Loud speaker
18.2.1.2. Headphones
18.2.1.3. Microphones/Mic
18.2.1.4. Soundbars
18.2.1.4.1. High-end
18.2.1.4.2. Mid-range
18.2.1.4.3. Entry Level
18.2.1.5. AVRs
18.2.1.6. Others
18.2.2. Software
18.2.2.1. Services
18.3. 3D Audio Market Size (US$ Mn) Forecast, by End-use, 2017‒2031
18.3.1. Personal/In-house
18.3.1.1. Mobile Devices
18.3.1.2. Home Theater
18.3.1.3. Gaming
18.3.1.3.1. AR/VR Based
18.3.1.3.2. Others
18.3.1.3.2.1. Smartphone games
18.3.1.3.2.2. PC games
18.3.1.3.2.3. Nintendo games
18.3.1.3.2.4. Others
18.3.2. Commercial
18.3.2.1. Automobile
18.3.2.2. Cinema
18.3.2.3. Music
18.3.2.4. Gaming
18.3.2.4.1. AR/VR Based
18.3.2.4.2. Others
18.3.2.5. Museum
18.3.2.5.1. AR/VR Based
18.3.2.5.2. Others
18.3.2.6. VR concerts
18.3.2.7. Others
18.4. 3D Audio Market Size (US$ Mn) Forecast, by Country, 2017‒2031
18.4.1. Brazil
18.4.2. Rest of South America
18.5. Incremental Opportunity Analysis
19. Competition Landscape
19.1. Market Player – Competition Dashboard
19.2. Market Share Analysis By Company (2020)
19.3. Company Profiles (Details – Company Overview, Financial/Revenue, Strategy & Business Overview)
19.3.1. 3D Sound Labs
19.3.1.1. Company Overview
19.3.1.2. Financial/Revenue
19.3.1.3. Strategy & Business Overview
19.3.2. Auro Technologies Inc
19.3.2.1. Company Overview
19.3.2.2. Financial/Revenue
19.3.2.3. Strategy & Business Overview
19.3.3. Comhear Inc.
19.3.3.1. Company Overview
19.3.3.2. Financial/Revenue
19.3.3.3. Strategy & Business Overview
19.3.4. Dolby Labs
19.3.4.1. Company Overview
19.3.4.2. Financial/Revenue
19.3.4.3. Strategy & Business Overview
19.3.5. DTS, Inc (Xperi Corporation)
19.3.5.1. Company Overview
19.3.5.2. Financial/Revenue
19.3.5.3. Strategy & Business Overview
19.3.6. Dysonics
19.3.6.1. Company Overview
19.3.6.2. Financial/Revenue
19.3.6.3. Strategy & Business Overview
19.3.7. Hooke Audio
19.3.7.1. Company Overview
19.3.7.2. Financial/Revenue
19.3.7.3. Strategy & Business Overview
19.3.8. ISONO Sound
19.3.8.1. Company Overview
19.3.8.2. Financial/Revenue
19.3.8.3. Strategy & Business Overview
19.3.9. OSSIC
19.3.9.1. Company Overview
19.3.9.2. Financial/Revenue
19.3.9.3. Strategy & Business Overview
19.3.10. Sennheiser electronic GmbH & Co.
19.3.10.1. Company Overview
19.3.10.2. Financial/Revenue
19.3.10.3. Strategy & Business Overview
19.3.11. VisiSonics Corporation (Realspace 3D)
19.3.11.1. Company Overview
19.3.11.2. Financial/Revenue
19.3.11.3. Strategy & Business Overview
19.3.12. Waves Audio Ltd.
19.3.12.1. Company Overview
19.3.12.2. Financial/Revenue
19.3.12.3. Strategy & Business Overview
20. Key Takeaway
20.1. Identification of Potential Market Spaces
20.1.1. Component
20.1.2. End-use
20.1.3. Geography
20.2. Understanding the Buying Process of the Customers
20.3. Preferred Sales & Marketing Strategy
List of Tables
Table 1: Global 3D Audio Market, Value Size and Forecast, by Component, US$ Mn, 2017‒2031
Table 2: Global 3D Audio Market, Value Size and Forecast, by End-use, US$ Mn, 2017‒2031
Table 3: Global 3D Audio Market, Value Size and Forecast, by Region, US$ Mn, 2017‒2031
Table 4: North America 3D Audio Market, Value Size and Forecast, by Component, US$ Mn, 2017‒2031
Table 5: North America 3D Audio Market, Value Size and Forecast, by End-use, US$ Mn, 2017‒2031
Table 6: North America 3D Audio Market, Value Size and Forecast, by Region, US$ Mn, 2017‒2031
Table 7: Europe 3D Audio Market, Value Size and Forecast, by Component, US$ Mn, 2017‒2031
Table 8: Europe 3D Audio Market, Value Size and Forecast, by End-use, US$ Mn, 2017‒2031
Table 9: Europe 3D Audio Market, Value Size and Forecast, by Region, US$ Mn, 2017‒2031
Table 10: Asia Pacific 3D Audio Market, Value Size and Forecast, by Component, US$ Mn, 2017‒2031
Table 11: Asia Pacific 3D Audio Market, Value Size and Forecast, by End-use, US$ Mn, 2017‒2031
Table 12: Asia Pacific 3D Audio Market, Value Size and Forecast, by Region, US$ Mn, 2017‒2031
Table 13: Middle East & Africa 3D Audio Market, Value Size and Forecast, by Component, US$ Mn, 2017‒2031
Table 14: Middle East & Africa 3D Audio Market, Value Size and Forecast, by End-use, US$ Mn, 2017‒2031
Table 15: Middle East & Africa 3D Audio Market, Value Size and Forecast, by Region, US$ Mn, 2017‒2031
Table 16: South America 3D Audio Market, Value Size and Forecast, by Component, US$ Mn, 2017‒2031
Table 17: South America 3D Audio Market, Value Size and Forecast, by End-use, US$ Mn, 2017‒2031
Table 18: South America 3D Audio Market, Value Size and Forecast, by Region, US$ Mn, 2017‒2031
List of Figures
Figure 1: Global 3D Audio Market, Value Size and Forecast, by Component, US$ Mn, 2017‒2031
Figure 2: Global 3D Audio Market, Incremental Opportunity, by Component, US$ Mn, 2021‒2031
Figure 3: Global 3D Audio Market, Value Size and Forecast, by End-use, US$ Mn, 2017‒2031
Figure 4: Global 3D Audio Market, Incremental Opportunity, by End-use, US$ Mn, 2021‒2031
Figure 5: Global 3D Audio Market, Value Size and Forecast, by Region, US$ Mn, 2017‒2031
Figure 6: Global 3D Audio Market, Incremental Opportunity, by Region, US$ Mn, 2021‒2031
Figure 7: North America 3D Audio Market, Value Size and Forecast, by Component, US$ Mn, 2017‒2031
Figure 8: North America 3D Audio Market, Incremental Opportunity, by Component, US$ Mn, 2021‒2031
Figure 9: North America 3D Audio Market, Value Size and Forecast, by End-use, US$ Mn, 2017‒2031
Figure 10: North America 3D Audio Market, Incremental Opportunity, by End-use, US$ Mn, 2021‒2031
Figure 11: North America 3D Audio Market, Value Size and Forecast, by Region, US$ Mn, 2017‒2031
Figure 12: North America 3D Audio Market, Incremental Opportunity, by Region, US$ Mn, 2021‒2031
Figure 13: Europe 3D Audio Market, Value Size and Forecast, by Component, US$ Mn, 2017‒2031
Figure 14: Europe 3D Audio Market, Incremental Opportunity, by Component, US$ Mn, 2021‒2031
Figure 15: Europe 3D Audio Market, Value Size and Forecast, by End-use, US$ Mn, 2017‒2031
Figure 16: Europe 3D Audio Market, Incremental Opportunity, by End-use, US$ Mn, 2021‒2031
Figure 17: Europe 3D Audio Market, Value Size and Forecast, by Region, US$ Mn, 2017‒2031
Figure 18: Europe 3D Audio Market, Incremental Opportunity, by Region, US$ Mn, 2021‒2031
Figure 19: Asia Pacific 3D Audio Market, Value Size and Forecast, by Component, US$ Mn, 2017‒2031
Figure 20: Asia Pacific 3D Audio Market, Incremental Opportunity, by Component, US$ Mn, 2021‒2031
Figure 21: Asia Pacific 3D Audio Market, Value Size and Forecast, by End-use, US$ Mn, 2017‒2031
Figure 22: Asia Pacific 3D Audio Market, Incremental Opportunity, by End-use, US$ Mn, 2021‒2031
Figure 23: Asia Pacific 3D Audio Market, Value Size and Forecast, by Region, US$ Mn, 2017‒2031
Figure 24: Asia Pacific 3D Audio Market, Incremental Opportunity, by Region, US$ Mn, 2021‒2031
Figure 25: Middle East & Africa 3D Audio Market, Value Size and Forecast, by Component, US$ Mn, 2017‒2031
Figure 26: Middle East & Africa 3D Audio Market, Incremental Opportunity, by Component, US$ Mn, 2021‒2031
Figure 27: Middle East & Africa 3D Audio Market, Value Size and Forecast, by End-use, US$ Mn, 2017‒2031
Figure 28: Middle East & Africa 3D Audio Market, Incremental Opportunity, by End-use, US$ Mn, 2021‒2031
Figure 29: Middle East & Africa 3D Audio Market, Value Size and Forecast, by Region, US$ Mn, 2017‒2031
Figure 30: Middle East & Africa 3D Audio Market, Incremental Opportunity, by Region, US$ Mn, 2021‒2031
Figure 31: South America 3D Audio Market, Value Size and Forecast, by Component, US$ Mn, 2017‒2031
Figure 32: South America 3D Audio Market, Incremental Opportunity, by Component, US$ Mn, 2021‒2031
Figure 33: South America 3D Audio Market, Value Size and Forecast, by End-use, US$ Mn, 2017‒2031
Figure 34: South America 3D Audio Market, Incremental Opportunity, by End-use, US$ Mn, 2021‒2031
Figure 35: South America 3D Audio Market, Value Size and Forecast, by Region, US$ Mn, 2017‒2031
Figure 36: South America 3D Audio Market, Incremental Opportunity, by Region, US$ Mn, 2021‒2031
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