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市場調査レポート

仮想現実 (VR) ・拡張現実 (AR) の世界市場:分析、シェア、動向、規模、予測

Virtual Reality and Augmented Reality Market, By Component (Software, Hardware), By Application (Healthcare, Gaming, Energy, Automotive, Enterprise) and Geography (NA, EU, APAC, RoW) - Analysis, Share, Trends, Size, & Forecast From 2014 - 2025

発行 AnalystView Market Insights 商品コード 796148
出版日 ページ情報 英文 248 Pages
納期: 2-3営業日
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本日の銀行送金レート: 1USD=112.65円で換算しております。
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仮想現実 (VR) ・拡張現実 (AR) の世界市場:分析、シェア、動向、規模、予測 Virtual Reality and Augmented Reality Market, By Component (Software, Hardware), By Application (Healthcare, Gaming, Energy, Automotive, Enterprise) and Geography (NA, EU, APAC, RoW) - Analysis, Share, Trends, Size, & Forecast From 2014 - 2025
出版日: 2018年12月18日 ページ情報: 英文 248 Pages
概要

当レポートでは、世界の仮想現実 (VR) ・拡張現実 (AR) 市場について調査分析し、市場概要、市場動向、産業分析、市場情勢、セグメント別の市場分析、主要ベンダー分析について、体系的な情報を提供しています。

第1章 仮想現実 (VR) ・拡張現実 (AR) :市場概要

  • 調査範囲
  • 前提条件と調査手法

第2章 エグゼクティブサマリー

第3章 仮想現実 (VR) ・拡張現実 (AR) :主な市場動向

  • 市場促進要因
  • 市場抑制要因
  • 市場機会
  • 市場の将来動向

第4章 仮想現実 (VR) ・拡張現実 (AR) :産業分析

  • ファイブフォース分析
  • 市場の魅力分析
  • 技術概要
  • 規制の枠組み分析

第5章 仮想現実 (VR) ・拡張現実 (AR) :市場情勢

  • 市場シェア分析

第6章 仮想現実 (VR) ・拡張現実 (AR) 市場:コンポーネント別

  • 概要
  • ソフトウェア
  • ハードウェア

第7章 仮想現実 (VR) ・拡張現実 (AR) 市場:用途別

  • 概要
  • ヘルスケア
  • ゲーム
  • エネルギー
  • 自動車
  • エンタープライズ
  • その他

第8章 仮想現実 (VR) ・拡張現実 (AR) 市場:地域別

  • イントロダクション
  • 北米
  • 欧州
  • アジア太平洋地域
  • その他の地域

第9章 主要ベンダー分析

  • Microsoft
  • Google LLC
  • ソニー
  • Samsung Electronics
  • Infinity Augmented Reality, Inc.
  • Blippar.Com Ltd.
  • Daqri

第10章 アナリストの見解

第11章 付録

図表

List of Tables

  • Table 1: List of Acronyms
  • Table 2: Key Market Facts, 2014 - 2025
  • Table 3: Market Drivers: Impact Analysis
  • Table 4: Market Restraint: Impact Analysis
  • Table 5: Market Opportunity: Impact Analysis
  • Table 6: PEST Analysis
  • Table 7: Porter's Five Forces Analysis
  • Table 8: Company Market Share Analysis
  • Table 9: Global Virtual Reality and Augmented Reality Market Analysis, Forecast, and Y-O-Y Growth Rate, 2014 - 2025, (US$ Billion)
  • Table 10: Virtual Reality and Augmented Reality Market, by Component, 2014 - 2025 (USD Billion)
  • Table 11: Virtual Reality and Augmented Reality Market, by Application, 2014 - 2025 (USD Billion)
  • Table 12: Virtual Reality and Augmented Reality Market, by Geography, 2014 - 2025 (USD Billion)
  • Table 13: North America Virtual Reality and Augmented Reality Market, 2014 - 2025 (USD Billion)
  • Table 14: U.S. Virtual Reality and Augmented Reality Market, 2014 - 2025 (USD Billion)
  • Table 15: Canada Virtual Reality and Augmented Reality Market, 2014 - 2025 (USD Billion)
  • Table 16: Europe Virtual Reality and Augmented Reality Market, 2014 - 2025 (USD Billion)
  • Table 17: France Virtual Reality and Augmented Reality Market, 2014 - 2025 (USD Billion)
  • Table 18: Germany Virtual Reality and Augmented Reality Market, 2014 - 2025 (USD Billion)
  • Table 19: Asia Pacific Virtual Reality and Augmented Reality Market, 2014 - 2025 (USD Billion)
  • Table 20: China Virtual Reality and Augmented Reality Market, 2014 - 2025 (USD Billion)
  • Table 21: India Virtual Reality and Augmented Reality Market, 2014 - 2025 (USD Billion)
  • Table 22: Latin America Virtual Reality and Augmented Reality Market, 2014 - 2025 (USD Billion)
  • Table 23: MEA Virtual Reality and Augmented Reality Market, 2014 - 2025 (USD Billion)

List of Figures

  • Figure 1: Research Methodology
  • Figure 2: Research Process Flow Chart
  • Figure 3: Comparative Analysis, by Geography, 2016-2025 (Value %)
  • Figure 4: Regulatory Framework Analysis
  • Figure 5: Virtual Reality and Augmented Reality Market, by Component, 2014 - 2025 (USD Billion)
  • Figure 6: Virtual Reality and Augmented Reality Market, by Application, 2014 - 2025 (USD Billion)
  • Figure 7: Virtual Reality and Augmented Reality Market, by Geography, 2014 - 2025 (USD Billion)
目次

REPORT HIGHLIGHT

The virtual reality and augmented reality market is estimated to represent a global market of USD 9.3 billion by 2017 with growth rate of 41.9%.

Market Dynamics

Virtual reality is artificial surrounding technique, created with software program. It is supplied to the end-user in a manner that the person accepts it as real surroundings. Unlike virtual reality that creates a complete virtual environment around, augmented reality put together virtual objects into existing real surroundings. Whereas combination of virtual and augmented reality is termed as mixed reality. The VR and AR industry is on a growth trajectory owing to the technology breakthroughs. This technology has been around for decades but has hit the market just a few years back. There has been a several research activities undergoing in this area and a number of prototypes were made for the development of novel applications and products. This technology was a very niche some years back, however, the companies have realized the need for a new content technology and are now leveraging the same to the end-consumers.

As of now, several products are commercially available and the industry is witnessing an immense growth in the demand for products and applications. Until now, VR/AR has largely been used in entertainment purposes. However, the application of this technology is applied in a wide variety of industries, such as tourism, medicine, retail, and manufacturing. Such factors, would in turn, boost the industry growth to great extent. However, in contrast to the profound benefits of AR/VR technologies, some serious threats to the physical and emotional wellbeing of the users are also noticed after product usage. A certain percentage of users have experienced stress and anxiety after using VR headsets. Other negative health issues such as retinal radiation, motion sickness, and severe eyestrain are also noticed. Such health concerns will pull back the market growth over the study period. Furthermore, as per the various research studies, there is an insufficient virtual reality game content available commercially, which can be the major obstacle for the industry development.

Component Takeaway

In terms of components, the market is categorized as software and hardware. Software platforms and toolkits used in virtual reality are an essential part of the industry. As the technology advances, there will be an increasing demand for better software and toolkits for ease of access and development of various applications. Further, advancement will reduce the cost of the development and increase sophistication of the device to carry out multiple actions, driving the segment growth.

Application Takeaway

Application wise, the market is divided as healthcare, gaming, energy, automotive, enterprise and others. Additionally, AR and VR have already begun making inroads into medical training, surgical suites, physician's offices, and home care situations. Among the different applications, healthcare and automotive sectors captured significant revenue share in 2017, anticipated to grow with promising CAGR over the study period.

Regional Takeaway

Regionally, the market is dominated by North America and European countries. However, Asia Pacific region exhibits great potential for this market. With subsidy schemes being introduced and trade associations being set up, a strong business environment is taking shape in developing regions that can contribute to the growth of VR/AR businesses. For instance, in Japan, the Ministry of Economy, Trade and Industry (METI) provides subsidies (Maximum of 10M yen per project) for the costs involved in creating advanced content creation technologies. In Asian countries, South Korea also exhibits strong potential in AR/VR market. As per the Korea VR-AR Industry Association, the South Korean VR market was estimated at US$ 1.1 billion in 2016 and is projected to grow with strong growth rate.

Key Vendor Takeaway

Some of the prominent players are Microsoft, Google, Sony, Samsung Electronics, Infinity Augmented Reality Inc., Blippar.Com Ltd., and Daqri. As per the report statistics, Sony grabbed first place in terms of device shipment, followed by Oculus and HTC. In 2017, Sony shipped around 1.7 million units, Oculus shipped 700,000 and HTC shipped 500,000 units worldwide.

The market size and forecast for each segment and sub-segments has been considered as below:

Historical Year - 2014 & 2016

Base Year - 2017

Estimated Year - 2018

Projected Year - 2025

TARGET AUDIENCE

Traders, Distributors, and Suppliers

Manufacturers

Government and Regional Agencies and Research Organizations

Consultants

Distributors

SCOPE OF THE REPORT

The scope of this report covers the market by its major segments, which include as follows:

MARKET, BY COMPONENT

Software

Hardware

MARKET, BY APPLICATION

Healthcare

Gaming

Energy

Automotive

Enterprise

Others

MARKET, BY REGION

North America

U.S.

Canada

Europe

Germany

France

Rest of Europe

Asia Pacific

India

China

Rest of APAC

Rest of the World

Middle East and Africa

Latin America

TABLE OF CONTENTS

1. VIRTUAL REALITY AND AUGMENTED REALITY MARKET OVERVIEW

  • 1.1. Study Scope
  • 1.2. Assumption and Methodology

2. EXECUTIVE SUMMARY

  • 2.1. Key Market Facts
  • 2.2. Geographical Scenario
  • 2.3. Companies in the Market

3. VIRTUAL REALITY AND AUGMENTED REALITY KEY MARKET TRENDS

  • 3.1. Market Drivers
    • 3.1.1. Impact Analysis of Market Drivers
  • 3.2. Market Restraints
    • 3.2.1. Impact Analysis of Market Restraints
  • 3.3. Market Opportunities
  • 3.4. Market Future Trends

4. VIRTUAL REALITY AND AUGMENTED REALITY INDUSTRY STUDY

  • 4.1. Porter's Analysis
  • 4.2. Market Attractiveness Analysis
  • 4.3. Technology Overview
  • 4.4. Regulatory Framework Analysis

5. VIRTUAL REALITY AND AUGMENTED REALITY MARKET LANDSCAPE

  • 5.1. Market Share Analysis

6. VIRTUAL REALITY AND AUGMENTED REALITY MARKET - BY COMPONENT

  • 6.1. Overview
  • 6.2. Software
    • 6.2.1. Overview
    • 6.2.2. Market Analysis, Forecast, and Y-O-Y Growth Rate, 2014 - 2025, (US$ Billion)
  • 6.3. Hardware
    • 6.3.1. Overview
    • 6.3.2. Market Analysis, Forecast, and Y-O-Y Growth Rate, 2014 - 2025, (US$ Billion)

7. VIRTUAL REALITY AND AUGMENTED REALITY MARKET - BY APPLICATION

  • 7.1. Overview
  • 7.2. Healthcare
    • 7.2.1. Overview
    • 7.2.2. Market Analysis, Forecast, and Y-O-Y Growth Rate, 2014 - 2025, (US$ Billion)
  • 7.3. Gaming
    • 7.3.1. Overview
    • 7.3.2. Market Analysis, Forecast, and Y-O-Y Growth Rate, 2014 - 2025, (US$ Billion)
  • 7.4. Energy
    • 7.4.1. Overview
    • 7.4.2. Market Analysis, Forecast, and Y-O-Y Growth Rate, 2014 - 2025, (US$ Billion)
  • 7.5. Automotive
    • 7.5.1. Overview
    • 7.5.2. Market Analysis, Forecast, and Y-O-Y Growth Rate, 2014 - 2025, (US$ Billion)
  • 7.6. Enterprise
    • 7.6.1. Overview
    • 7.6.2. Market Analysis, Forecast, and Y-O-Y Growth Rate, 2014 - 2025, (US$ Billion)
  • 7.7. Others
    • 7.7.1. Overview
    • 7.7.2. Market Analysis, Forecast, and Y-O-Y Growth Rate, 2014 - 2025, (US$ Billion)

8. VIRTUAL REALITY AND AUGMENTED REALITY MARKET- BY GEOGRAPHY

  • 8.1. Introduction
  • 8.2. North America
    • 8.2.1. Overview
    • 8.2.2. Market Analysis, Forecast, and Y-O-Y Growth Rate, 2014 - 2025, (US$ Billion)
    • 8.2.3. U.S.
    • 8.2.3.1. Overview
    • 8.2.3.2. Market Analysis, Forecast, and Y-O-Y Growth Rate, 2014 - 2025, (US$ Billion)
    • 8.2.4. Canada
    • 8.2.4.1. Overview
    • 8.2.4.2. Market Analysis, Forecast, and Y-O-Y Growth Rate, 2014 - 2025, (US$ Billion)
  • 8.3. Europe
    • 8.3.1. Overview
    • 8.3.2. Market Analysis, Forecast, and Y-O-Y Growth Rate, 2014 - 2025, (US$ Billion)
    • 8.3.3. France
    • 8.3.3.1. Overview
    • 8.3.3.2. Market Analysis, Forecast, and Y-O-Y Growth Rate, 2014 - 2025, (US$ Billion)
    • 8.3.4. Germany
    • 8.3.4.1. Overview
    • 8.3.4.2. Market Analysis, Forecast, and Y-O-Y Growth Rate, 2014 - 2025, (US$ Billion)
    • 8.3.5. Rest of Europe
    • 8.3.5.1. Overview
    • 8.3.5.2. Market Analysis, Forecast, and Y-O-Y Growth Rate, 2014 - 2025, (US$ Billion)
  • 8.4. Asia Pacific (APAC)
    • 8.4.1. Overview
    • 8.4.2. Market Analysis, Forecast, and Y-O-Y Growth Rate, 2014 - 2025, (US$ Billion)
    • 8.4.3. China
    • 8.4.3.1. Overview
    • 8.4.3.2. Market Analysis, Forecast, and Y-O-Y Growth Rate, 2014 - 2025, (US$ Billion)
    • 8.4.4. India
    • 8.4.4.1. Overview
    • 8.4.4.2. Market Analysis, Forecast, and Y-O-Y Growth Rate, 2014 - 2025, (US$ Billion)
    • 8.4.5. Rest of APAC
    • 8.4.5.1. Overview
    • 8.4.5.2. Market Analysis, Forecast, and Y-O-Y Growth Rate, 2014 - 2025, (US$ Billion)
  • 8.5. Rest of the World
    • 8.5.1. Overview
    • 8.5.2. Market Analysis, Forecast, and Y-O-Y Growth Rate, 2014 - 2025, (US$ Billion)
    • 8.5.3. Latin America
    • 8.5.3.1. Overview
    • 8.5.3.2. Market Analysis, Forecast, and Y-O-Y Growth Rate, 2014 - 2025, (US$ Billion)
    • 8.5.4. Middle East and Africa
    • 8.5.4.1. Overview
    • 8.5.4.2. Market Analysis, Forecast, and Y-O-Y Growth Rate, 2014 - 2025, (US$ Billion)

9. KEY VENDOR ANALYSIS

  • 9.1. Microsoft
    • 9.1.1. Company Overview
    • 9.1.2. SWOT Analysis
    • 9.1.3. Key Developments
  • 9.2. Google LLC
    • 9.2.1. Company Overview
    • 9.2.2. SWOT Analysis
    • 9.2.3. Key Developments
  • 9.3. Sony Corporation
    • 9.3.1. Company Overview
    • 9.3.2. SWOT Analysis
    • 9.3.3. Key Developments
  • 9.4. Samsung Electronics
    • 9.4.1. Company Overview
    • 9.4.2. SWOT Analysis
    • 9.4.3. Key Developments
  • 9.5. Infinity Augmented Reality, Inc.
    • 9.5.1. Company Overview
    • 9.5.2. SWOT Analysis
    • 9.5.3. Key Developments
  • 9.6. Blippar.Com Ltd.,
    • 9.6.1. Company Overview
    • 9.6.2. SWOT Analysis
    • 9.6.3. Key Developments
  • 9.7. Daqri
    • 9.7.1. Company Overview
    • 9.7.2. SWOT Analysis
    • 9.7.3. Key Developments

Client can request additional company profiling as per specific requirements

10. 360 DEGREE ANALYSTVIEW

11. APPENDIX

  • 11.1. Research Methodology
  • 11.2. Abbreviations
  • 11.3. Disclaimer
  • 11.4. Contact Us
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