年間契約型情報サービス

拡張現実・仮想現実と各種ゲーミング技術に関する情報サービス

Augmented Reality and Virtual Reality

発行 ABI Research 商品コード 339716
出版日 年間契約型情報サービス ページ情報 英文
価格
詳細については [お問い合わせ] ボタンよりお問い合わせ下さい。
Back to Top
拡張現実・仮想現実と各種ゲーミング技術に関する情報サービス Augmented Reality and Virtual Reality
出版日: 年間契約型情報サービス ページ情報: 英文
概要

ARVR (拡張現実・仮想現実) は、コンシューマーエレクトロニクスショーにおいて多数の新製品発表が行われて以来、多くの注目を集めており、Samsung、Facebook、Sony、Microsoft、HTC / Valveなどの大手企業がハードウェア、ソフトウェア、コンテンツを含む自社製品で同分野への関わりを深めています。ABI Researchでは、現在のARVRハードウェアをスタンドアロン型デバイス、モバイル連動型デバイス、テザードデバイスに分類していますが、これらはすべて、今後5-10年にわたって大きな成長が見込まれています。特に初期においてはモバイル連動型デバイスの成長が顕著となるでしょう。ARデバイスはロジスティクスやエンジニアリングなど、エンタープライズユーズでの成長がメインとなるでしょう。一方で、VRデバイスは消費者向けやゲーミング市場が中心となるでしょう。

当年間情報サービスは、ARVR&ゲーミングのソフトウェア、ハードウェア、コンテンツに関する多くのトピックを網羅していきます。ARVRおよび従来型ディスプレイゲームにおけるゲーミングエンジンとその利用に関する調査、ARスマートグラスのハードウェア&ソフトウェアスタック、ビデオコンテンツおよびゲームを含むVRのコンテンツ、スマートグラスや他のARハードウェアの各種用途・エンドユーザー産業など、より広範なARの影響などのトピックに加え、ゲームおよびゲームプラットフォームの数値データおよび予測も調査対象としています。

※当サービスは、1年間のご契約期間内に調査分析レポート、市場データ・市場予測、サーベイ、インサイトレポートなどの組合せにより最新情報を提供致します。

提供内容

  • ゲームプラットフォーム:モバイル・コンソール・PC
  • AR・VRのHMDカテゴリー
  • ARVRの利用事例
  • ハードウェア/ソフトウェア
  • コンテンツの各種タイプとその開発
目次
Product Code: SE-ARVR

ARVR is garnering a lot of attention since many new product announcements at CES. Major companies (Samsung, Facebook, Sony, Microsoft, HTC / Valve) are getting involved with their own products, including hardware, software, and content. ABI Research categorizes the current ARVR hardware as standalone, mobile-reliant, and tethered devices, which will all see major growth over the next 5 to 10 years, with mobile-reliant devices experiencing the most growth initially. AR devices will see the most success in enterprise uses, such as logistics and engineering, while VR devices will be centered on consumers and the gaming market.

Gaming continues to be a market of interest as it matures alongside the "Nintendo Generation" that arose in the early 80's and with this core group of users it has, over time embraced if not lead many of the technological advancements within the connected home. Moving beyond this nucleus of gamers the user base has grown quickly and, in turn, is earning growing attention from CE manufacturers, content developers, and advertisers. Driving this growth, mobile gaming in particular continues to reach previously uninterested audiences and is expanding the gaming market as a whole. ARVR and gaming will have far-reaching effects on other markets; VR will change video content industries including film and television, as well as communication and social networking products. Gaming is creating an entirely new genre of experiences, with eSports, original gaming-centered video, and social gaming communities. This content will continue to grow on platforms like Twitch.tv, with growing attention from more traditional media outlets. Along with new content types, traditional gaming content continues to grow, with the new generation of consoles (Xbox One, PlayStation 4, and Wii U) growing as the last generation continues to see less content and support.

Future research will include a number of topics in software, hardware, and content for ARVR and gaming. For ARVR, this includes: gaming engines and their use in both ARVR and traditional display games; AR smart glasses hardware and software stacks; VR content, including video content and games; wider AR implications, including applications and verticals for smart glasses and other AR hardware. Game and game platform numbers and forecasts will also be covered.

Research

  • BLE Beacon Startups: Class of 2015
    • Technology Analysis | AN-2053 | 3Q 2015
  • Unacast: The Prototype for the New Advertising Generation
    • Insight | IN-1023170 | 3Q 2015
  • Eddystone: Is This the Future of BLE Beacons?
    • Technology Analysis | AN-2020 | 3Q 2015
  • BLE Beacon Technologies, Applications, and Revenues
    • Market Data | MD-BEAC-101 | 3Q 2015
  • BLE Beacon Market Deployments: Worldwide
    • Market Data | MD-BBD-101 | 3Q 2015
  • BLE Tags: The Location of Things (LOT)
    • Technology Analysis | AN-1969 | 3Q 2015
  • With Google Brillo and Weave, the Smart Home Gets Another Platform
    • Insight | IN-1022429 | 2Q 2015
  • Indoor Location in Retail: Where Is the Money?
    • Business Models Analysis | AN-1627 | 2Q 2015
  • Analyzing the Smart Door Lock Market after August's Big Series B
    • Insight | IN-1021979 | 2Q 2015
  • Captive Advertising: Search, Social, and Publishing
    • Research Analysis | AN-1926 | 1Q 2015
  • What the Hell is a URI Beacon?
    • Insight | IN-1021716 | 1Q 2015
  • Location-based Ambient Intelligence
    • Research Analysis | AN-1721 | 1Q 2015
  • NRF 2015 Retail Technology Highlights
    • Insight | IN-1021452 | 1Q 2015
  • Patience Rendered a Legacy Virtue by Queue Management Technologies
    • Insight | IN-1021058 | 4Q 2014
  • Qualcomm's Message with CSR Buy: Bluetooth of Everything No Room for ZigBee
    • Insight | IN-1020719 | 4Q 2014
  • Next Gen Retail: Electronic Shelf Labels
    • Technology Analysis | AN-1661 | 3Q 2014
  • BLE Tags and the Location of Things
    • Research Analysis | AN-1755 | 3Q 2014
  • Personal Location Device and Application Markets
    • Research Analysis | AN-1794 | 3Q 2014
  • Bluetooth's Issues Need to Be Resolved for the IoT
    • Insight | IN-1019554 | 3Q 2014
  • iOS8: Apple's Big Indoor Location Reveal Part 2
    • Insight | IN-1019427 | 2Q 2014
  • iOS8: Apple's Big Indoor Location Reveal Part 1
    • Insight | IN-1019416 | 2Q 2014
  • What Mesh in Its Bluetooth Chips Means for CSR
    • Insight | IN-1019195 | 2Q 2014
  • Big Data and Analytics in mHealth
    • Research Analysis | AN-1622 | 2Q 2014
  • BLE/iBeacons: Consumer Asset Tagging Is Finally Coming
    • Insight | IN-1018490 | 1Q 2014
  • Indoor Location for Commercial and Business Verticals
    • Research Analysis | AN-1660 | 1Q 2014
  • BLE Beacons: Here Comes Everybody
    • Insight | IN-1017973 | 4Q 2013
  • It's Not a Case of BLE or NFC; There's Room for Both
    • Insight | IN-1017290 | 4Q 2013
  • Wireless Technologies for Home Automation
    • Research Analysis | AN-1346 | 2Q 2013
  • Smartphone Indoor Location Technologies
    • Research Analysis | AN-1484 | 2Q 2013
  • Indoor Location Smartphone Applications
    • Research Analysis | AN-1471 | 2Q 2013
  • Indoor Location Market Reconsiders Bluetooth for Retail
    • Insight | IN-1016259 | 2Q 2013
Back to Top