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Near-Eye Display Market Size & Overview

Near-Eye-Display-Market Revenue Analysis

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The Near-Eye Display Market Size was valued at USD 2.0 billion in 2023 and is expected to reach USD 12.8 billion by 2031 and grow at a CAGR of 26.0% over the forecast period 2024-2031.

The near-eye display (NED) market is poised for significant growth. Fueled by the rising popularity of  augmented and virtual reality (AR VR), applications and advancements in microdisplay technology. NEDs are creating a wave of opportunity, particularly in consumer electronics.

The smart glass market, expected to reach USD 12.7 billion by 2031, highlights the growing consumer interest in wearable displays. This demand aligns perfectly with the potential of NED-powered smart glasses. Consumer interest in AR features is high, with 72% expressing interest in using AR for everyday tasks. Also, the potential for revolutionizing healthcare. is creating demand for the near-eye display (NED) market,

For Example: a physical therapist guiding a patient's rehabilitation exercises through NED-powered glasses, providing real-time feedback and form corrections. Furthermore, the global telehealth market, projected to reach USD 185.6 billion by 2025, which is another demanding area for NED integration. for e.g. remote consultations where doctors can examine patients virtually, with NEDs providing a more immersive and informative experience compared to traditional video calls. These are just a few examples of how NEDs can transform healthcare, and as technology matures and regulations evolve, the opportunities to improve patient care and medical practice are truly disruptive.

MARKET DYNAMICS:

KEY DRIVERS:

  • Advancements in Micro display Technology For instance, Sony's Micro OLED displays boast a resolution of 3840 x 2160 pixels within a miniature size, perfect for near-eye viewing.

  • Rising Popularity of AR/VR Applications

The VR market is expected to reach a global user base of 2.4 billion by 2024 according to IDC, fuelled by gaming, entertainment, and enterprise applications. AR is also gaining traction in areas like education, healthcare, and manufacturing, driving demand for high-resolution, lightweight NEDs.

RESTRAINTS:

  • NED technology remains expensive due to the complexity of miniaturization and advanced features. This can be a barrier for consumers and hinder the growth of the AR/VR market.

  • Health Concerns associated with extended use of AR and VR

Extended use of VR/AR headsets can lead to eye strain, dizziness, and motion sickness. Additionally, blue light emitted from displays can disrupt sleep patterns.  Addressing these concerns through software optimizations and hardware design improvements is crucial for wider adoption.

OPPORTUNITIES:

  • Increasing investment by technology giants in developing innovative eye imaging products

  • Growing Integration with Consumer Electronics

Existing smart glasses with limited AR features, like Google Glass or Snap Spectacles, have garnered significant user interest despite their shortcomings. This demonstrates consumer appetite for wearable displays and highlights the potential for NED-powered smart glasses to offer a more refined and feature-rich experience. A 2023 study by PwC found that 72% of consumers are interested in using augmented reality (AR) for everyday tasks. This suggests a strong market potential for smart glasses that integrate NEDs and offer AR functionalities.

Example: translating conversations or signage in real-time through smart glasses with NEDs and integrated translation software. This could be a game-changer for travelers and business professionals.

CHALLENGES:

  • Replacement Cycle for Consumer Electronics has shrunk to around 3.3 years. This indicates that consumers are upgrading their devices more frequently than ever before.

  • Software Updates and Planned Obsolescence

In some cases, software updates for portable speakers can become incompatible with older models, limiting functionality or hindering connectivity with newer devices or streaming services. This can pressure users to upgrade for continued functionality, even if the hardware itself is still functional. While planned obsolescence is a debated topic, some manufacturers might strategically design products to become outdated faster to encourage new purchases.

IMPACT OF RUSSIA-UKRAINE WAR

Russia and Ukraine both are significant players in the production of raw materials and components crucial for NEDs. The war has caused shortages and price hikes for these materials, hindering production and increasing costs for manufacturers. Companies like BOE Technology Group (China), Samsung Display (South Korea), and eMagin Corporation (USA) rely on raw materials like gallium nitride (GaN) and indium gallium phosphide (InGaP) for microdisplay production. Shortages of these materials due to the war can disrupt their production and impact the supply of NEDs. also, Sanctions and disruptions to transportation routes have made it difficult to move goods around the globe. This can delay shipments of NED components and finished products, impacting manufacturers and consumers alike. furthermore, The World Bank has forecasted a significant slowdown in global economic growth for 2024 due to the war. This can lead to decreased consumer spending on discretionary products like AR/VR headsets with NEDs.

IMPACT OF ECONOMIC SLOWDOWN

As economic uncertainty rises, consumers tend to reduce their budget and prioritize essential goods over discretionary purchases. This can lead to a decrease in demand for AR/VR headsets with NEDs, which are often seen as non-essential tech products. also, NED market players can adapt to an economic slowdown through various strategies. Some companies may prioritize cost-cutting measures to maintain profitability. This could involve reducing production volumes, delaying product launches, or even resorting to layoffs. Others may focus on developing more affordable NED solutions to cater to budget-conscious consumers. The combined effect of reduced consumer spending and strategic cost-cutting by companies can lead to a slowdown in the overall growth of the near-eye display market. IDC has already revised its 2024 growth projections for the VR headset market downwards, citing economic concerns as a contributing factor.

KEY MARKET SEGMENTS:

BY TECHNOLOGY

  • Laser Beam Scanning

  • TFT LCD

  • LCoS

  • MicroLED

  • AMOLED

  • OLEDOS

  • DLP

Based on technology, TFT LCD technology holds the largest share in the market. Displays based on this technology are lightweight, compact in size, have high clarity, and use low power. Also, these displays can be mass-produced and widely accepted on VR devices. These features enhance the growth of the near-eye display market based on the TFT LCD. OLED technology-based OLED displays are made in a silicon-based environment called silicon-based OLED or OLEDoS. OLEDoS technology has a driving cycle based on silicon semiconductor CMOS rather than the TFT line. Therefore, technology has a much clearer definition of size and size than other technologies used in visual cues. Also, market players have begun to use organic growth strategies to strengthen their close product portfolio based on OLEDoS technology.

BY COMPONENTS

  • Image Generators

  • Imaging Optics

  • Optical Combiners

  • BY DEVICE TYPE

  • AR Devices

  • VR Devices

  • Others

BY INDUSTRY

  • Consumer

  • Aerospace & Defense

  • Automotive

  • Medical

  • Others

Based on Industry, the Consumer industry is expected to gain the largest share of the Near-Eye display market in 2027. This growth is due to the widespread adoption of close-to-the-eye display-based VR devices in gaming consoles, which help provide users with immersive and realistic gaming experience. In addition, increasing demand for near-display-based AR and VR devices in sports and entertainment, navigation and other applications is fueling consumer market growth.

REGIONAL ANALYSES

In 2027, Asia Pacific is expected to hold the largest share of the total myopia monitor market. The Asia Pacific market is expected to grow at the highest CAGR due to the adoption of AR and VR technologies in the consumer and medical industries. in countries like China, Japan and India. Market growth in China is due to the fact that the country is one of the largest consumer electronics markets in the Asia-Pacific region. The easy availability of lightweight and cost-effective near-field HMDs in the Asia-Pacific region would lead to widespread use of these products in consumer applications, encouraging more companies in the region to invest in AR and VR HMDs. These factors are likely to boost market growth in the near future.

Near-Eye Display Market By Region

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REGIONAL COVERAGE:

North America

  • US

  • Canada

  • Mexico

Europe

  • Eastern Europe

    • Poland

    • Romania

    • Hungary

    • Turkey

    • Rest of Eastern Europe

  • Western Europe

    • Germany

    • France

    • UK

    • Italy

    • Spain

    • Netherlands

    • Switzerland

    • Austria

    • Rest of Western Europe

Asia Pacific

  • China

  • India

  • Japan

  • South Korea

  • Vietnam

  • Singapore

  • Australia

  • Rest of Asia Pacific

Middle East & Africa

  • Middle East

    • UAE

    • Egypt

    • Saudi Arabia

    • Qatar

    • Rest of the Middle East

  • Africa

    • Nigeria

    • South Africa

    • Rest of Africa

Latin America

  • Brazil

  • Argentina

  • Colombia

  • Rest of Latin America

KEY PLAYERS

The major key players are Sony Group CorporationKopin CorporationeMagin Corporation, BOE Technology Group Co, PlesseyTriLite Technologies GmbH, Himax Technologies Inc, MICROOLED Technologies, Syndiant Inc, JBD Xianyao Display Technology, and other key players.

Sony Group Corporation-Company Financial Analysis

Company Landscape Analysis

RECENT DEVELOPMENT

In April 2024, Nreal, a leading developer of AR glasses, announced a partnership with Qualcomm to develop next-generation AR glasses powered by the Snapdragon XR2+ platform. This collaboration leverages Qualcomm's powerful processing technology with Nreal's expertise in near-eye displays, paving the way for more powerful and feature-rich AR experiences.

In February 2024, Samsung Display announced the development of a new high-resolution MicroLED display specifically designed for near-eye applications. This display boasts a pixel density of over 3,000ppi, which is crucial for achieving a truly immersive and realistic viewing experience in AR/VR headsets.

In May 2024, BOE Technology Group, a major display manufacturer, announced a collaboration with Meta (formerly Facebook) to develop new microdisplay technologies for future VR headsets. This collaboration combines BOE's advanced display production capabilities with Meta's expertise in VR hardware design, aiming to push the boundaries of display resolution, refresh rates, and overall user experience in VR headsets.

Near-Eye Display Market Report Scope:

Report Attributes Details
Market Size in 2023 US$ 2 Billion
Market Size by 2031 US$ 12.8 Billion
CAGR CAGR of 26% From 2024 to 2031
Base Year 2023
Forecast Period 2024-2031
Historical Data 2020-2022
Report Scope & Coverage Market Size, Segments Analysis, Competitive  Landscape, Regional Analysis, DROC & SWOT Analysis, Forecast Outlook
Key Segments • by Technology (Laser Beam Scanning, TFT LCD, LCoS, MicroLED, AMOLED, OLEDOS, DLP)
• by Components (Image Generators, Imaging Optics, Optical Combiners)
• by Device Type (AR Devices, VR Devices, Others)
• by Industry (Consumer, Aerospace & Defense, Automotive, Medical, Others)
Regional Analysis/Coverage North America (US, Canada, Mexico), Europe (Eastern Europe [Poland, Romania, Hungary, Turkey, Rest of Eastern Europe] Western Europe] Germany, France, UK, Italy, Spain, Netherlands, Switzerland, Austria, Rest of Western Europe]), Asia Pacific (China, India, Japan, South Korea, Vietnam, Singapore, Australia, Rest of Asia Pacific), Middle East & Africa (Middle East [UAE, Egypt, Saudi Arabia, Qatar, Rest of Middle East], Africa [Nigeria, South Africa, Rest of Africa], Latin America (Brazil, Argentina, Colombia, Rest of Latin America)
Company Profiles Sony Group Corporation, Kopin Corporation, eMagin Corporation, BOE Technology Group Co, Plessey, TriLite Technologies GmbH, Himax Technologies Inc, MICROOLED Technologies, Syndiant Inc, JBD Xianyao Display Technology and Other.
Key Drivers • OLEDOS micro displays are increasingly being used in newer applications.
Restraints • Health issues among gamers are increasing.

Frequently Asked Questions

Ans: The Near-Eye Display Market size was valued at US$ 2 billion in 2023.

Asia Pacific region will boost the near-eye display market in the forecasted period.

Technology giants are increasing their spending in the development of revolutionary near-eye display products is the one of the opportunity in the Near-Eye Display Market.

Yes, and they are Raw material vendors, Distributors/traders/wholesalers/suppliers, Regulatory authorities, including government agencies and NGO, Commercial research & development (R&D) institutions, Importers and exporters, Government organizations, research organizations, and consulting firms, Trade/Industrial associations, End-use industries.

Ans: The Near-Eye Display Market is to grow at a CAGR of 26% during the forecast period 2024-2031.

TABLE OF CONTENTS

1. Introduction
1.1 Market Definition
1.2 Scope
1.3 Research Assumptions

2. Industry Flowchart

3. Research Methodology

4. Market Dynamics
4.1 Drivers
4.2 Restraints
4.3 Opportunities
4.4 Challenges

5. Impact Analysis
5.1 Impact of Russia-Ukraine Crisis
5.2 Impact of Economic Slowdown on Major Countries
5.2.1 Introduction
5.2.2 United States
5.2.3 Canada
5.2.4 Germany
5.2.5 France
5.2.6 UK
5.2.7 China
5.2.8 Japan
5.2.9 South Korea
5.2.10 India

6. Value Chain Analysis

7. Porter’s 5 Forces Model

8. Pest Analysis

9. Near-Eye Display Market, By Technology
9.1 Introduction
9.3 Trend Analysis
9.4 Laser Beam Scanning
9.4 TFT LCD
9.5 LCoS
9.6 MicroLED
9.7 AMOLED
9.8 OLEDOS
9.9 DLP
9.10 Other

10. Near-Eye Display Market, By Component
10.1 Introduction
10.2 Trend Analysis
10.3 Image Generators
10.4 Imaging Optics
10.5 Optical Combiners
10.6 Other

11. Near-Eye Display Market, By Device Type
11.1 Introduction
11.2 Trend Analysis
11.3 AR Devices
11.4 VR Devices
11.5 Others

12. Near-Eye Display Market, By Industry
12.1 Introduction
12.2 Trend Analysis
12.3 Consumer
12.4 Aerospace & Defense
12.5 Automotive
12.6 Medical
12.7 Others

13. Regional Analysis
13.1 Introduction
13.2 North America
13.2.1 Trend Analysis
13.2.2 North America Near-Eye Display Market, by Country
13.2.3 North America Near-Eye Display Market, By Technology
13.2.4 North America Near-Eye Display Market, By Component
13.2.5 North America Near-Eye Display Market, By Device Type
13.2.6 North America Near-Eye Display Market, By Industry
13.2.7 USA
13.2.7.1 USA Near-Eye Display Market, By Technology
13.2.7.2 USA Near-Eye Display Market, By Component
13.2.7.3 USA Near-Eye Display Market, By Device Type
13.2.7.4 USA Near-Eye Display Market, By Industry
13.2.8 Canada
13.2.8.1 Canada Near-Eye Display Market, By Technology
13.2.8.2 Canada Near-Eye Display Market, By Component
13.2.8.3 Canada Near-Eye Display Market, By Device Type
13.2.8.4 Canada Near-Eye Display Market, By Industry
13.2.9 Mexico
13.2.9.1 Mexico Near-Eye Display Market, By Technology
13.2.9.2 Mexico Near-Eye Display Market, By Component
13.2.9.3 Mexico Near-Eye Display Market, By Device Type
13.2.9.4 Mexico Near-Eye Display Market, By Industry
13.3 Europe
13.3.1 Trend Analysis
13.3.2 Eastern Europe
13.3.2.1 Eastern Europe Near-Eye Display Market, by Country
13.3.2.2 Eastern Europe Near-Eye Display Market, By Technology
13.3.2.3 Eastern Europe Near-Eye Display Market, By Component
13.3.2.4 Eastern Europe Near-Eye Display Market, By Device Type
13.3.2.5 Eastern Europe Near-Eye Display Market, By Industry
13.3.2.6 Poland
13.3.2.6.1 Poland Near-Eye Display Market, By Technology
13.3.2.6.2 Poland Near-Eye Display Market, By Component
13.3.2.6.3 Poland Near-Eye Display Market, By Device Type
13.3.2.6.4 Poland Near-Eye Display Market, By Industry
13.3.2.7 Romania
13.3.2.7.1 Romania Near-Eye Display Market, By Technology
13.3.2.7.2 Romania Near-Eye Display Market, By Component
13.3.2.7.3 Romania Near-Eye Display Market, By Device Type
13.3.2.7.4 Romania Near-Eye Display Market, By Industry
13.3.2.8 Hungary
13.3.2.8.1 Hungary Near-Eye Display Market, By Technology
13.3.2.8.2 Hungary Near-Eye Display Market, By Component
13.3.2.8.3 Hungary Near-Eye Display Market, By Device Type
13.3.2.8.4 Hungary Near-Eye Display Market, By Industry
13.3.2.9 Turkey
13.3.2.9.1 Turkey Near-Eye Display Market, By Technology
13.3.2.9.2 Turkey Near-Eye Display Market, By Component
13.3.2.9.3 Turkey Near-Eye Display Market, By Device Type
13.3.2.9.4 Turkey Near-Eye Display Market, By Industry
13.3.2.10 Rest of Eastern Europe
13.3.2.10.1 Rest of Eastern Europe Near-Eye Display Market, By Technology
13.3.2.10.2 Rest of Eastern Europe Near-Eye Display Market, By Component
13.3.2.10.3 Rest of Eastern Europe Near-Eye Display Market, By Device Type
13.3.2.10.4 Rest of Eastern Europe Near-Eye Display Market, By Industry
13.3.3 Western Europe
13.3.3.1 Western Europe Near-Eye Display Market, by Country
13.3.3.2 Western Europe Near-Eye Display Market, By Technology
13.3.3.3 Western Europe Near-Eye Display Market, By Component
13.3.3.4 Western Europe Near-Eye Display Market, By Device Type
13.3.3.5 Western Europe Near-Eye Display Market, By Industry
13.3.3.6 Germany
13.3.3.6.1 Germany Near-Eye Display Market, By Technology
13.3.3.6.2 Germany Near-Eye Display Market, By Component
13.3.3.6.3 Germany Near-Eye Display Market, By Device Type
13.3.3.6.4 Germany Near-Eye Display Market, By Industry
13.3.3.7 France
13.3.3.7.1 France Near-Eye Display Market, By Technology
13.3.3.7.2 France Near-Eye Display Market, By Component
13.3.3.7.3 France Near-Eye Display Market, By Device Type
13.3.3.7.4 France Near-Eye Display Market, By Industry
13.3.3.8 UK
13.3.3.8.1 UK Near-Eye Display Market, By Technology
13.3.3.8.2 UK Near-Eye Display Market, By Component
13.3.3.8.3 UK Near-Eye Display Market, By Device Type
13.3.3.8.4 UK Near-Eye Display Market, By Industry
13.3.3.9 Italy
13.3.3.9.1 Italy Near-Eye Display Market, By Technology
13.3.3.9.2 Italy Near-Eye Display Market, By Component
13.3.3.9.3 Italy Near-Eye Display Market, By Device Type
13.3.3.9.4 Italy Near-Eye Display Market, By Industry
13.3.3.10 Spain
13.3.3.10.1 Spain Near-Eye Display Market, By Technology
13.3.3.10.2 Spain Near-Eye Display Market, By Component
13.3.3.10.3 Spain Near-Eye Display Market, By Device Type
13.3.3.10.4 Spain Near-Eye Display Market, By Industry
13.3.3.11 Netherlands
13.3.3.11.1 Netherlands Near-Eye Display Market, By Technology
13.3.3.11.2 Netherlands Near-Eye Display Market, By Component
13.3.3.11.3 Netherlands Near-Eye Display Market, By Device Type
13.3.3.11.4 Netherlands Near-Eye Display Market, By Industry
13.3.3.12 Switzerland
13.3.3.12.1 Switzerland Near-Eye Display Market, By Technology
13.3.3.12.2 Switzerland Near-Eye Display Market, By Component
13.3.3.12.3 Switzerland Near-Eye Display Market, By Device Type
13.3.3.12.4 Switzerland Near-Eye Display Market, By Industry
13.3.3.13 Austria
13.3.3.13.1 Austria Near-Eye Display Market, By Technology
13.3.3.13.2 Austria Near-Eye Display Market, By Component
13.3.3.13.3 Austria Near-Eye Display Market, By Device Type
13.3.3.13.4 Austria Near-Eye Display Market, By Industry
13.3.3.14 Rest of Western Europe
13.3.3.14.1 Rest of Western Europe Near-Eye Display Market, By Technology
13.3.3.14.2 Rest of Western Europe Near-Eye Display Market, By Component
13.3.3.14.3 Rest of Western Europe Near-Eye Display Market, By Device Type
13.3.3.14.4 Rest of Western Europe Near-Eye Display Market, By Industry
13.4 Asia-Pacific
13.4.1 Trend Analysis
13.4.2 Asia-Pacific Near-Eye Display Market, by Country
13.4.3 Asia-Pacific Near-Eye Display Market, By Technology
13.4.4 Asia-Pacific Near-Eye Display Market, By Component
13.4.5 Asia-Pacific Near-Eye Display Market, By Device Type
13.4.6 Asia-Pacific Near-Eye Display Market, By Industry
13.4.7 China
13.4.7.1 China Near-Eye Display Market, By Technology
13.4.7.2 China Near-Eye Display Market, By Component
13.4.7.3 China Near-Eye Display Market, By Device Type
13.4.7.4 China Near-Eye Display Market, By Industry
13.4.8 India
13.4.8.1 India Near-Eye Display Market, By Technology
13.4.8.2 India Near-Eye Display Market, By Component
13.4.8.3 India Near-Eye Display Market, By Device Type
13.4.8.4 India Near-Eye Display Market, By Industry
13.4.9 Japan
13.4.9.1 Japan Near-Eye Display Market, By Technology
13.4.9.2 Japan Near-Eye Display Market, By Component
13.4.9.3 Japan Near-Eye Display Market, By Device Type
13.4.9.4 Japan Near-Eye Display Market, By Industry
13.4.10 South Korea
13.4.10.1 South Korea Near-Eye Display Market, By Technology
13.4.10.2 South Korea Near-Eye Display Market, By Component
13.4.10.3 South Korea Near-Eye Display Market, By Device Type
13.4.10.4 South Korea Near-Eye Display Market, By Industry
13.4.11 Vietnam
13.4.11.1 Vietnam Near-Eye Display Market, By Technology
13.4.11.2 Vietnam Near-Eye Display Market, By Component
13.4.11.3 Vietnam Near-Eye Display Market, By Device Type
13.4.11.4 Vietnam Near-Eye Display Market, By Industry
13.4.12 Singapore
13.4.12.1 Singapore Near-Eye Display Market, By Technology
13.4.12.2 Singapore Near-Eye Display Market, By Component
13.4.12.3 Singapore Near-Eye Display Market, By Device Type
13.4.12.4 Singapore Near-Eye Display Market, By Industry
13.4.13 Australia
13.4.13.1 Australia Near-Eye Display Market, By Technology
13.4.13.2 Australia Near-Eye Display Market, By Component
13.4.13.3 Australia Near-Eye Display Market, By Device Type
13.4.13.4 Australia Near-Eye Display Market, By Industry
13.4.14 Rest of Asia-Pacific
13.4.14.1 Rest of Asia-Pacific Near-Eye Display Market, By Technology
13.4.14.2 Rest of Asia-Pacific Near-Eye Display Market, By Component
13.4.14.3 Rest of Asia-Pacific Near-Eye Display Market, By Device Type
13.4.14.4 Rest of Asia-Pacific Near-Eye Display Market, By Industry
13.5 Middle East & Africa
13.5.1 Trend Analysis
13.5.2 Middle East
13.5.2.1 Middle East Near-Eye Display Market, by Country
13.5.2.2 Middle East Near-Eye Display Market, By Technology
13.5.2.3 Middle East Near-Eye Display Market, By Component
13.5.2.4 Middle East Near-Eye Display Market, By Device Type
13.5.2.5 Middle East Near-Eye Display Market, By Industry
13.5.2.6 UAE
13.5.2.6.1 UAE Near-Eye Display Market, By Technology
13.5.2.6.2 UAE Near-Eye Display Market, By Component
13.5.2.6.3 UAE Near-Eye Display Market, By Device Type
13.5.2.6.4 UAE Near-Eye Display Market, By Industry
13.5.2.7 Egypt
13.5.2.7.1 Egypt Near-Eye Display Market, By Technology
13.5.2.7.2 Egypt Near-Eye Display Market, By Component
13.5.2.7.3 Egypt Near-Eye Display Market, By Device Type
13.5.2.7.4 Egypt Near-Eye Display Market, By Industry
13.5.2.8 Saudi Arabia
13.5.2.8.1 Saudi Arabia Near-Eye Display Market, By Technology
13.5.2.8.2 Saudi Arabia Near-Eye Display Market, By Component
13.5.2.8.3 Saudi Arabia Near-Eye Display Market, By Device Type
13.5.2.8.4 Saudi Arabia Near-Eye Display Market, By Industry
13.5.2.9 Qatar
13.5.2.9.1 Qatar Near-Eye Display Market, By Technology
13.5.2.9.2 Qatar Near-Eye Display Market, By Component
13.5.2.9.3 Qatar Near-Eye Display Market, By Device Type
13.5.2.9.4 Qatar Near-Eye Display Market, By Industry
13.5.2.10 Rest of Middle East
13.5.2.10.1 Rest of Middle East Near-Eye Display Market, By Technology
13.5.2.10.2 Rest of Middle East Near-Eye Display Market, By Component
13.5.2.10.3 Rest of Middle East Near-Eye Display Market, By Device Type
13.5.2.10.4 Rest of Middle East Near-Eye Display Market, By Industry
13.5.3 Africa
13.5.3.1 Africa Near-Eye Display Market, by Country
13.5.3.2 Africa Near-Eye Display Market, By Technology
13.5.3.3 Africa Near-Eye Display Market, By Component
13.5.3.4 Africa Near-Eye Display Market, By Device Type
13.5.3.5 Africa Near-Eye Display Market, By Industry
13.5.3.6 Nigeria
13.5.3.6.1 Nigeria Near-Eye Display Market, By Technology
13.5.3.6.2 Nigeria Near-Eye Display Market, By Component
13.5.3.6.3 Nigeria Near-Eye Display Market, By Device Type
13.5.3.6.4 Nigeria Near-Eye Display Market, By Industry
13.5.3.7 South Africa
13.5.3.7.1 South Africa Near-Eye Display Market, By Technology
13.5.3.7.2 South Africa Near-Eye Display Market, By Component
13.5.3.7.3 South Africa Near-Eye Display Market, By Device Type
13.5.3.7.4 South Africa Near-Eye Display Market, By Industry
13.5.3.8 Rest of Africa
13.5.3.8.1 Rest of Africa Near-Eye Display Market, By Technology
13.5.3.8.2 Rest of Africa Near-Eye Display Market, By Component
13.5.3.8.3 Rest of Africa Near-Eye Display Market, By Device Type
13.5.3.8.4 Rest of Africa Near-Eye Display Market, By Industry
13.6 Latin America
13.6.1 Trend Analysis
13.6.2 Latin America Near-Eye Display Market, by country
13.6.3 Latin America Near-Eye Display Market, By Technology
13.6.4 Latin America Near-Eye Display Market, By Component
13.6.5 Latin America Near-Eye Display Market, By Device Type
13.6.6 Latin America Near-Eye Display Market, By Industry
13.6.7 Brazil
13.6.7.1 Brazil Near-Eye Display Market, By Technology
13.6.7.2 Brazil Near-Eye Display Market, By Component
13.6.7.3 Brazil Near-Eye Display Market, By Device Type
13.6.7.4 Brazil Near-Eye Display Market, By Industry
13.6.8 Argentina
13.6.8.1 Argentina Near-Eye Display Market, By Technology
13.6.8.2 Argentina Near-Eye Display Market, By Component
13.6.8.3 Argentina Near-Eye Display Market, By Device Type
13.6.8.4 Argentina Near-Eye Display Market, By Industry
13.6.9 Colombia
13.6.9.1 Colombia Near-Eye Display Market, By Technology
13.6.9.2 Colombia Near-Eye Display Market, By Component
13.6.9.3 Colombia Near-Eye Display Market, By Device Type
13.6.9.4 Colombia Near-Eye Display Market, By Industry
13.6.10 Rest of Latin America
13.6.10.1 Rest of Latin America Near-Eye Display Market, By Technology
13.6.10.2 Rest of Latin America Near-Eye Display Market, By Component
13.6.10.3 Rest of Latin America Near-Eye Display Market, By Device Type
13.6.10.4 Rest of Latin America Near-Eye Display Market, By Industry

14. Company Profiles
14.1 Sony Group Corporation
14.1.1 Company Overview
14.1.2 Financial
14.1.3 Products/ Services Offered
14.1.4 SWOT Analysis
14.1.5 The SNS View
14.2 Kopin Corporation
14.2.1 Company Overview
14.2.2 Financial
14.2.3 Products/ Services Offered
14.2.4 SWOT Analysis
14.2.5 The SNS View
14.3 eMagin Corporation
14.3.1 Company Overview
14.3.2 Financial
14.3.3 Products/ Services Offered
14.3.4 SWOT Analysis
14.3.5 The SNS View
14.4 BOE Technology Group Co
14.4.1 Company Overview
14.4.2 Financial
14.4.3 Products/ Services Offered
14.4.4 SWOT Analysis
14.4.5 The SNS View
14.5 Plessey
14.5.1 Company Overview
14.5.2 Financial
14.5.3 Products/ Services Offered
14.5.4 SWOT Analysis
14.5.5 The SNS View
14.6 TriLite Technologies GmbH
14.6.1 Company Overview
14.6.2 Financial
14.6.3 Products/ Services Offered
14.6.4 SWOT Analysis
14.6.5 The SNS View
14.7 Himax Technologies Inc
14.7.1 Company Overview
14.7.2 Financial
14.7.3 Products/ Services Offered
14.7.4 SWOT Analysis
14.7.5 The SNS View
14.8 MICROOLED Technologies
14.8.1 Company Overview
14.8.2 Financial
14.8.3 Products/ Services Offered
14.8.4 SWOT Analysis
14.8.5 The SNS View
14.9 Syndiant Inc
14.9.1 Company Overview
14.9.2 Financial
14.9.3 Products/ Services Offered
14.9.4 SWOT Analysis
14.9.5 The SNS View
14.10 JBD Xianyao Display Technology
14.10.1 Company Overview
14.10.2 Financial
14.10.3 Products/ Services Offered
14.10.4 SWOT Analysis
14.10.5 The SNS View

15. Competitive Landscape
15.1 Competitive Benchmarking
15.2 Market Share Analysis
15.3 Recent Developments
15.3.1 Industry News
15.3.2 Company News
15.3.3 Mergers & Acquisitions

16. Use Case and Best Practices

17. Conclusion

An accurate research report requires proper strategizing as well as implementation. There are multiple factors involved in the completion of good and accurate research report and selecting the best methodology to compete the research is the toughest part. Since the research reports we provide play a crucial role in any company’s decision-making process, therefore we at SNS Insider always believe that we should choose the best method which gives us results closer to reality. This allows us to reach at a stage wherein we can provide our clients best and accurate investment to output ratio.

Each report that we prepare takes a timeframe of 350-400 business hours for production. Starting from the selection of titles through a couple of in-depth brain storming session to the final QC process before uploading our titles on our website we dedicate around 350 working hours. The titles are selected based on their current market cap and the foreseen CAGR and growth.

 

The 5 steps process:

Step 1: Secondary Research:

Secondary Research or Desk Research is as the name suggests is a research process wherein, we collect data through the readily available information. In this process we use various paid and unpaid databases which our team has access to and gather data through the same. This includes examining of listed companies’ annual reports, Journals, SEC filling etc. Apart from this our team has access to various associations across the globe across different industries. Lastly, we have exchange relationships with various university as well as individual libraries.

Secondary Research

Step 2: Primary Research

When we talk about primary research, it is a type of study in which the researchers collect relevant data samples directly, rather than relying on previously collected data.  This type of research is focused on gaining content specific facts that can be sued to solve specific problems. Since the collected data is fresh and first hand therefore it makes the study more accurate and genuine.

We at SNS Insider have divided Primary Research into 2 parts.

Part 1 wherein we interview the KOLs of major players as well as the upcoming ones across various geographic regions. This allows us to have their view over the market scenario and acts as an important tool to come closer to the accurate market numbers. As many as 45 paid and unpaid primary interviews are taken from both the demand and supply side of the industry to make sure we land at an accurate judgement and analysis of the market.

This step involves the triangulation of data wherein our team analyses the interview transcripts, online survey responses and observation of on filed participants. The below mentioned chart should give a better understanding of the part 1 of the primary interview.

Primary Research

Part 2: In this part of primary research the data collected via secondary research and the part 1 of the primary research is validated with the interviews from individual consultants and subject matter experts.

Consultants are those set of people who have at least 12 years of experience and expertise within the industry whereas Subject Matter Experts are those with at least 15 years of experience behind their back within the same space. The data with the help of two main processes i.e., FGDs (Focused Group Discussions) and IDs (Individual Discussions). This gives us a 3rd party nonbiased primary view of the market scenario making it a more dependable one while collation of the data pointers.

Step 3: Data Bank Validation

Once all the information is collected via primary and secondary sources, we run that information for data validation. At our intelligence centre our research heads track a lot of information related to the market which includes the quarterly reports, the daily stock prices, and other relevant information. Our data bank server gets updated every fortnight and that is how the information which we collected using our primary and secondary information is revalidated in real time.

Data Bank Validation

Step 4: QA/QC Process

After all the data collection and validation our team does a final level of quality check and quality assurance to get rid of any unwanted or undesired mistakes. This might include but not limited to getting rid of the any typos, duplication of numbers or missing of any important information. The people involved in this process include technical content writers, research heads and graphics people. Once this process is completed the title gets uploader on our platform for our clients to read it.

Step 5: Final QC/QA Process:

This is the last process and comes when the client has ordered the study. In this process a final QA/QC is done before the study is emailed to the client. Since we believe in giving our clients a good experience of our research studies, therefore, to make sure that we do not lack at our end in any way humanly possible we do a final round of quality check and then dispatch the study to the client.


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