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Li-Air Battery – Market Potential, Applications, Opportunities, Trends, Competitive & Investment Analysis
| Information & Communications Technology | Published by: Mordor Intelligence | Market: |
| Unknown | Published: 24-06-2019 |
- Information & Communications Technology
- Mordor Intelligence
- pages
- Published: 24-06-2019
Market Overview
Lithium Air or LI-Air batteries are high capacity lithium batteries. Unlike traditional LI-ion batteries which use intercalated lithium compound, these Li-Air batteries use Lithium and Air (or oxygen). These type of batteries produce current by oxidizing lithium at anode and reducing oxygen at cathode. These batteries have high capacity which is around 5-10 times that of li-ion battery. This makes them highly desirable for electric vehicles and other utilities which need high capacities. Even though the technology was proposed in 1970`s, it wasn’t until 2000 that the technology went mainstream, due to material technology advancements. High capacity and low weight is drawing the interest of electric vehicle companies, this has generated increased investments in this technology. With recent breakthroughs in technology, scientists can now successfully create a fully functional Li-Air battery. Many leading energy companies and startups are working on this technology. With this pace and high investments the technology could be available for commercial use as early as 2018.
If successful the technology could completely revolutionize the automotive industry, by increasing the range of EV`s to match that of Internal Combustion Engine cars. It is possible to produce electric cars with range above 500 Kilometers per charge. High investments and need for efficient batteries is driving the growth in this market. This will help us reduce our carbon foot print and also decrease our dependence on fossil fuels. But more advancements have to be made before commercially usable prototypes can be produced. This technology has huge potential globally as the demand for renewable sources is increasing. USA and Europe will see high initial demand while Asia and Middle East will have massive growth opportunities.
The study, besides estimating the ‘Li-Air Batteries’ market potential till 2025, analyzes on who can be the market leaders and what partnerships would help them to capture the market share. The report gives an overview about the dynamics of the market, by discussing various aspects such as drivers, restraints, Porter’s 5 forces, value chain, customer acceptance and investment scenario.
The study in brief deals with the product life cycle, comparing it to the relevant products from across industries that had already been commercialized. It approximates the time for innovation, in order for the industry to maintain a stable growth over a sustained period. The report also details the potential for various applications, discussing about recent product innovations and gives an overview on potential regional market shares.
Reasons to Purchase this report:
– The market estimate (ME) sheet in Excel format
– Report customization as per the client’s requirements
– 3 months of analyst support
Table of Contents
1. Introduction
1.1 Concept
1.2 Study Deliverables
2. Research Methodology
2.1 Analysis Methodology
2.2 Research Phase
3. Executive Summary
4. Market Overview
4.1 Current Market Scenario
4.2 Market Drivers
4.2.1 Availability of Lithium
4.3 Market Restraints
4.3.1 Power Loss at Each Charging Cycle
4.3.2 Formation of Precipitates at the Electrodes
4.4 Ongoing Research Effort
4.5 Recent innovations and product developments
5. Market Dynamics
5.1 Porters 5 Forces
5.1.1 Bargaining Power of Suppliers
5.1.2 Bargaining Power of Buyers
5.1.3 Degree of Competition
5.1.4 Threat of Substitution
5.1.5 Threat of New Entrants
5.2 Product Life Cycle Analysis
5.3 Value Chain Analysis
5.4 Customer Acceptance / Adaptability
6. Market Potential – Size, Forecast, Trends & Opportunities (2016 – 2021)
6.1 Market Definition
6.2 Market Segmentation – End-User Industry
6.3 Market Potential v- Trend and Oppertunities
6.3.1 Automotive
6.3.2 Energy and Utilities
6.3.3 Military asnd Defence
6.3.4 Consumer Electronics
7. Key Players
7.1 Mullen Technologies, Inc
7.2 PolyPlus Battery Company
8. Conclusion
Market Segmentation
By Market Potential – Size, Forecast, Trends & Opportunities (2016 – 2021)
Market Definition
Market Segmentation – End-User Industry
Market Potential v- Trend and Opportunities
Automotive
Energy and Utilities
Military asnd Defence
Consumer Electronics
3D Gaming Consoles Market – Segmented by Component (Hardware, Software), Console (Home Consoles, Hand Held Consoles, Micro Consoles, Dedicated Consoles), Platform (Microsoft Xbox, Sony PlayStation, Nintendo Wii), Technology (Xbox Illumiroom, Auto-stereoscopy, Leap Motion Technology, Polarized Shutter Technology, Compatible 3D Glasses), and Region – Growth, Trends, and Forecast (2019 – 2024)
| Information & Communications Technology | Published by: Mordor Intelligence | Market: |
| Unknown | Published: 24-06-2019 |
- Information & Communications Technology
- Mordor Intelligence
- pages
- Published: 24-06-2019
Market Overview
The 3D gaming consoles market is expected to register a CAGR of 15.15% over the forecast period of 2019 – 2024. Rise in the average spending by gamers, increasing purchasing power, and aggressive marketing strategies adopted by developers across the globe are driving the demand for 3D gaming consoles.
Companies, such as Microsoft and Sony, have been introducing 3D gaming consoles, like Nintendo Switch, as an addition to the existing console options to keep gamers engaged. The addition of augmented reality and virtual reality has also increased the popularity of the software.
Companies, such as Microsoft, Nintendo, and Xbox, have been increasing their product portfolio by increasing the number of 3D gaming consoles available. Products, like Xbox one X, PlayStation 4, and NES Classic Edition, have been released to drive the sale of 3D gaming consoles in the market. Current 8th generation consoles utilize cutting-edge technologies including Blu Ray, motion sense technology, virtual reality (VR), HD quality video and online functions.
With growing technological innovation in the gaming sector, the 3D gaming console market is expected to drive the market with more gamer switching their experience to 3D gaming instead of 2D gaming.
Scope of the Report
3D gaming consoles are video games consoles, which can support stereoscopic gameplays on integrated displays. The stereoscopic images improve the experience of the gameplay and provide realism to it by creating the illusion of depth, and providing accurate structural localization, and offer a better feeling of surface materials in the gaming environment. Different consoles can be used for 3D gaming along with different platform.
Key Market Trends
Home Consoles to Dominate the 3D Gaming Consoles Market
Home consoles primarily dominate the market with various players such as Sony, Microsoft and Nintendo dominating the market. Sony has been leading the market with about 70,599 3D gaming consoles sold in North America alone.
Various features such as online multiplayer gaming, cloud support, deals associated with home consoles have been increasingly popular, which have aided in the growth of their 3D gaming consoles in the market.
The release of the various provision of accessories such as 4K TVs has been advantageous to the growth of home consoles as they provide better gaming experience than other options available. The advent of VR and AR technologies further enrich the gaming experience of home consoles driving their sales.
Product developments, updates, and selection choices for various home consoles are higher compared to Handheld, micro-consoles which allows consumers to have a varied number of options to fit the consumer’s needs.
Asia-Pacific to be the Fastest Growing Market
Asia-Pacific is the most massive revenue generating economy for the entire gaming industry. Countries, like China, Japan, Australia, and South Korea are the prime gaming hot spots of the world, which are estimated to generate more than 40% of the gaming industry’s revenues annually.
The region is estimated to have more than 1.5 billion active gamers creating a vast market for 3D gaming consoles in the region.
The easy availability of the 3D gaming hardware and software in the region, as most of the prime vendors like Nintendo are based in the region, provides the region with a competitive edge over others.
With the increasing penetration of home consoles and PC based gaming, the demand for 3D gaming consoles in the region is expected to grow exponentially in the near future.
Competitive Landscape
The 3D gaming consoles market is consolidated with the major player having maximum market share. Some of the key players include Electronic Art Inc., Microsoft Corporation, Nintendo Co. Ltd, Sony Computer Entertainment, Guillemot Corporation S.A. (Thrustmaster), A4Tech Co.Ltd, Activision Publishing Inc., Logitech Inc., Oculus VR, among others.
May 2019 – Sony Corporation (Sony) and Microsoft Corp. (Microsoft) aprtnered on new innovations to enhance customer experiences in their direct-to-consumer entertainment platforms and AI solutions.
January 2019 – Sony Interactive Entertainment (SIE) and AudiokineticInc., a leading global provider of cross-platform audio solutions for the gaming and interactive media industries, announced they have entered into a definitive agreement for SIE to acquire Audiokinetic. With this acquisition, SIE will tap into Audiokinetic’s vast audio engineering expertise, adding significant value to the PlayStation ecosystem. Audiokinetic will continue to operate independently, licensing its multi-platform audio tools and middleware to developers in established and growth markets.
Reasons to Purchase this report:
– The market estimate (ME) sheet in Excel format
– Report customization as per the client’s requirements
– 3 months of analyst support
1. INTRODUCTION
1.1 Study Deliverables
1.2 Study Assumptions
1.3 Scope of the Study
2. RESEARCH METHODOLOGY
3. EXECUTIVE SUMMARY
4. MARKET DYNAMICS
4.1 Market Overview
4.2 Introduction to Market Drivers and Restraints
4.3 Market Drivers
4.3.1 Growing Popularity of 3D Devices
4.3.2 Development of Autostereoscopic Technology
4.4 Market Restraints
4.4.1 Strong Competition form PCs
4.4.2 Higher Game Development Costs
4.5 Industry Value Chain Analysis
4.6 Industry Attractiveness – Porter’s Five Force Analysis
4.6.1 Bargaining Power of Suppliers
4.6.2 Bargaining Power of Buyers/Consumers
4.6.3 Threat of New Entrants
4.6.4 Threat of Substitute Products
4.6.5 Intensity of Competitive Rivalry
5. MARKET SEGMENTATION
5.1 By Component
5.1.1 Hardware
5.1.2 Software
5.2 By Console
5.2.1 Home Consoles
5.2.2 Hand Held Consoles
5.2.3 Micro Consoles
5.2.4 Dedicated Consoles
5.3 By Platform
5.3.1 Microsoft Xbox
5.3.2 Sony PlayStation
5.3.3 Nintendo Wii
5.3.4 Other Platforms
5.4 Geography
5.4.1 North America
5.4.1.1 United States
5.4.1.2 Canada
5.4.2 Europe
5.4.2.1 United Kingdom
5.4.2.2 Germany
5.4.2.3 France
5.4.2.4 Rest of Europe
5.4.3 Asia-Pacific
5.4.3.1 China
5.4.3.2 Japan
5.4.3.3 India
5.4.3.4 Rest of Asia-Pacific
5.4.4 Rest of the World
6. COMPETITIVE LANDSCAPE
6.1 Company Profiles
6.1.1 A4Tech Co. Ltd
6.1.2 Activision Publishing Inc.
6.1.3 Electronic Art Inc.
6.1.4 Guillemot Corporation S.A. (Thrustmaster)
6.1.5 Kaneva LLC
6.1.6 Logitech Inc.
6.1.7 Microsoft Corporation
6.1.8 Nintendo Co. Ltd
6.1.9 Oculus VR
6.1.10 Sony Computer Entertainment
*List Not Exhaustive
7. INVESTMENT ANALYSIS
8. MARKET OPPORTUNITIES AND FUTURE TRENDS
MARKET SEGMENTATION
By Component
Hardware
Software
By Console
Home Consoles
Hand Held Consoles
Micro Consoles
Dedicated Consoles
By Platform
Microsoft Xbox
Sony PlayStation
Nintendo Wii
Other Platforms
Geography
North America
United States
Canada
Europe
United Kingdom
Germany
France
Rest of Europe
Asia-Pacific
China
Japan
India
Rest of Asia-Pacific
Rest of the World