The North America 3D Projector Market would witness market growth of 7.0% CAGR during the forecast period (2019-2025). Over the past few decades, the IT sector has been disrupted by technologies that empower digital viewing experience. Recently, the industry’s main developments are digital reality, like 3D projector, which is set to become a macroeconomic force in the 3D projector market’s development. 3D imaging makes content more enjoyable, informative and captivating, increasing the demand for 3D projectors over the expected era.

The inventions have brought 3D technology to the average consumer’s reach and not just enthusiasts. Everyone can now leap into their favorite movie worlds. In past number of years, a couple of 3D TV demonstrates as well as some games have also been published. Reducing device costs with 3D technology and increasing 3D content accessibility ensure a bright future for 3D projectors.A pool of driving variables drives the market. Digitalization in the education industry is anticipated to provide market players with substantial growth possibilities. Digital classrooms have a stronger attraction among students while attracting audio-visual senses from students. In education, the use of digital technology such as 3D projector is constantly transforming the entire notion of delivery of education.

Perspective is one way to create 3D projection to a two-dimensional plane. Perspective generates a feel for the eyes, as the object to be seen has three dimensions. However, it demonstrates otherwise when the measurements are taken and do not offer the same proportional. Through the use of eye perspective phenomenon, the three dimensional impacts are developed. It is also the method of projecting onto a two-dimensional surface, a three-dimensional object. This method uses true measurements, but the object shows no depth. Orthographic projection has several names, depending on the nature of the demonstration of objects. These are cross-section, plane, height and eye of the bird.

Based on Technology, the market is segmented into DLP, LCD and LCOS. Based on Light Source, the market is segmented into Metal Halide, Laser, LED and Hybrid & Others. Based on Brightness, the market is segmented into Less Than 2,000 Lumens, 2,000 to 3,999 Lumens, 4,000 to 9,999 Lumens and 10,000 & Above Lumens. Based on Resolution, the market is segmented into HD & Full HD, VGA, XGA and 4K & Above Based on End User, the market is segmented into Cinema, Business, Education, Home Theater & Gaming, Events & Large Venues and Others. Based on countries, the market is segmented into U.S., Mexico, Canada, and Rest of North America.

The market research report covers the analysis of key stake holders of the market. Key companies profiled in the report include Sony Corporation, Seiko Epson Corporation, Panasonic Corporation, NEC Corporation, Acer, Inc., Canon, Inc., Coretronic Corporation, ViewSonic Corporation, Dell Technologies, Inc. and Boxlight Corporation.

Scope of the Study
Market Segmentation:
By Technology

  • DLP
  • LCD
  • LCOS


By Light Source

  • Metal Halide
  • Laser
  • LED
  • Hybrid & Others


By Brightness

  • Less Than 2,000 Lumens
  • 2,000 to 3,999 Lumens
  • 4,000 to 9,999 Lumens
  • 10,000 & Above Lumens


By Resolution

  • HD & Full HD
  • VGA
  • XGA
  • 4K and Above


By End User

  • Cinema
  • Business
  • Education
  • Home Theatre and Gaming
  • Events & Large Venues and Others


By Country

  • US
  • Canada
  • Mexico
  • Rest of North America


Companies Profiled

  • Sony Corporation
  • Seiko Epson Corporation
  • Panasonic Corporation
  • NEC Corporation
  • Acer, Inc.
  • Canon, Inc.
  • Coretronic Corporation
  • ViewSonic Corporation
  • Dell Technologies, Inc.
  • Boxlight Corporation


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