市場調査レポート
商品コード
1370713

バーチャルリアリティ (VR) 技術:世界市場

Virtual Reality Technologies: Global Markets

出版日: | 発行: BCC Research | ページ情報: 英文 134 Pages | 納期: 即納可能 即納可能とは

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バーチャルリアリティ (VR) 技術:世界市場
出版日: 2023年10月23日
発行: BCC Research
ページ情報: 英文 134 Pages
納期: 即納可能 即納可能とは
  • 全表示
  • 概要
  • 図表
  • 目次
概要

世界のバーチャルリアリティ (VR) 技術の市場規模は、2023年の211億米ドルから、予測期間中は26.0%のCAGRで推移し、2028年末には669億米ドルの規模に成長すると予測されています。

地域別で見ると、北米市場は、2023年の72億米ドルから、同期間中25.6%のCAGRで推移し、2028年末には226億米ドルの規模に成長すると予測されています。また、アジア太平洋地域市場は、2023年の81億米ドルから、27.5%のCAGRで推移し、2028年には275億米ドルの規模に成長すると予測されています。

当レポートでは、世界のバーチャルリアリティ (VR) 技術の市場を調査し、市場および技術の概要、市場影響因子および市場機会の分析、市場規模の推移・予測、各種区分・地域別の詳細分析、技術および特許の動向、ESGの展開、競合情勢、主要企業のプロファイルなどをまとめています。

目次

第1章 イントロダクション

第2章 サマリー・ハイライト

第3章 市場概要

  • 現在の市場概要
  • 市場の進化
  • 21世紀のVR
  • 今後の期待
  • 現在のVR動向
  • 新しい動向
  • マクロ要因
  • COVID-19の影響
  • ロシア・ウクライナ戦争の影響
  • バリューチェーン分析
  • ポーターのファイブフォース分析

第4章 市場力学

  • 市場促進要因
  • 市場抑制要因
  • 市場機会

第5章 市場内訳:コンポーネント別

  • 主な調査結果
  • ハードウェア
  • ディスプレイとプロジェクター
  • カメラ
  • 半導体部品
  • センサー
  • 位置トラッカー
  • その他のハードウェアコンポーネント
  • ソフトウェア

第6章 市場内訳:デバイスタイプ別

  • 主な調査結果
  • ヘッドマウントディスプレイ
  • プロジェクターとディスプレイウォール
  • ジェスチャーコントロールデバイス
  • その他

第7章 市場内訳:技術別

  • 主な調査結果
  • 半没入型および完全没入型技術
  • 非没入型技術

第8章 市場内訳:用途別

  • 主な調査結果
  • 消費者
  • ゲーム・エンターテイメント
  • スポーツ
  • コマーシャル
  • 小売・eコマース
  • 教育・訓練
  • 旅行・観光
  • 広告
  • エンタープライズ(製造業)
  • ヘルスケア
  • 航空宇宙・防衛
  • その他

第9章 市場内訳:地域別

  • 主な調査結果
  • 北米
  • 欧州
  • アジア太平洋
  • その他の地域

第10章 バーチャルリアリティ (VR) 市場の持続可能性:ESGの観点

  • 主要なESG上の課題
  • ESGパフォーマンス
  • ケーススタディ
  • 環境への影響
  • 公平性/社会への影響
  • 倫理/ガバナンスへの影響
  • VR市場におけるESGの現状
  • BCCによる総論

第11章 特許分析

  • 特許分析
  • 主な取得特許

第12章 M&Aとベンチャー資金調達の見通し

  • M&A分析

第13章 競合情勢

  • 主要VR企業

第14章 企業プロファイル

  • 7D VISION TECHNOLOGY CO. LTD.
  • APPLE INC.
  • CHRISTIE DIGITAL SYSTEMS USA, INC.
  • DPVR(SHANGHAI LEXIANG TECHNOLOGY CO., LTD.)
  • EMAGIN INC.
  • EON REALITY INC.
  • GRAVITY JACK INC.
  • HTC CORP.
  • META PLATFORMS TECHNOLOGIES INC.
  • MICROSOFT CORP.
  • NVIDIA CORP.
  • PICO TECHNOLOGY CO. LTD.(BYTEDANCE)
  • SONY CORP.
  • Few Startups/Emerging Companies
  • CURVATURE GAMES
  • VARJO
  • VEDX SOLUTIONS
  • VRPHARMA
  • XIMMERSE

第15章 付録:頭字語

図表

List of Tables

  • Summary Table : Global Market for Virtual Reality Technologies, by Region, Through 2028
  • Table 1 : Global Market for VR Technologies, by Component, Through 2028
  • Table 2 : Global Market for VR Technologies, by Hardware Type, Through 2028
  • Table 3 : Global Market for Hardware Used in VR Technologies, by Region, Through 2028
  • Table 4 : Global Market for Software Used in VR Technologies, by Region, Through 2028
  • Table 5 : Global Market for VR Technologies, by Device Type, Through 2028
  • Table 6 : Global Market for HMDs Used in VR, by Region, Through 2028
  • Table 7 : Global Market for Projectors and Display Walls Used in VR, by Region, Through 2028
  • Table 8 : Global Market for Gesture Control Devices Used in VR, by Region, Through 2028
  • Table 9 : Global Market for Other Devices Used in VR, by Region, Through 2028
  • Table 10 : Global Market for VR Technologies, by Technology Type, Through 2028
  • Table 11 : Global Market for Semi- and Fully Immersive Technology in VR, by Region, Through 2028
  • Table 12 : Global Market for Non-immersive Technology in VR, by Region, Through 2028
  • Table 13 : Global Market for VR Technologies, by Application, Through 2028
  • Table 14 : Global Market for Consumer VR Applications, by Region, Through 2028
  • Table 15 : Global Market for Commercial VR Applications, by Region, Through 2028
  • Table 16 : Global Market for Enterprise VR Applications, by Region, Through 2028
  • Table 17 : Global Market for Healthcare VR Applications, by Region, Through 2028
  • Table 18 : Global Market for Aerospace and Defense VR Applications, by Region, Through 2028
  • Table 19 : Global Market for Other VR Applications, by Region, Through 2028
  • Table 20 : Global Market for VR Technologies, by Region, Through 2028
  • Table 21 : North American Market for VR Technologies, by Country, Through 2028
  • Table 22 : North American Market for VR Technologies, by Component, Through 2028
  • Table 23 : North American Market for VR Technologies, by Device Type, Through 2028
  • Table 24 : North American Market for VR Technologies, by Technology Type, Through 2028
  • Table 25 : North American Market for VR Technologies, by Application, Through 2028
  • Table 26 : European Market for VR Technologies, by Country, Through 2028
  • Table 27 : European Market for VR Technologies, by Component, Through 2028
  • Table 28 : European Market for VR Technologies, by Device Type, Through 2028
  • Table 29 : European Market for VR Technologies, by Technology Type, Through 2028
  • Table 30 : European Market for VR Technologies, by Application, Through 2028
  • Table 31 : Asia-Pacific Market for VR Technologies, by Country, Through 2028
  • Table 32 : Asia-Pacific Market for VR Technologies, by Component, Through 2028
  • Table 33 : Asia-Pacific Market for VR Technologies, by Device Type, Through 2028
  • Table 34 : Asia-Pacific Market for VR Technologies, by Technology Type, Through 2028
  • Table 35 : Asia-Pacific Market for VR Technologies, by Application, Through 2028
  • Table 36 : RoW Market for VR Technologies, by Component, Through 2028
  • Table 37 : RoW Market for VR Technologies, by Device Type, Through 2028
  • Table 38 : RoW Market for VR Technologies, by Technology Type, Through 2028
  • Table 39 : RoW Market for VR Technologies, by Application, Through 2028
  • Table 40 : ESG Risk Ratings Metric, by Company, 2022
  • Table 41 : Patents Issued of Virtual Reality Technologies, by Applicant, 2022
  • Table 42 : M&A in the Virtual Reality Market, January 2022-August 2023
  • Table 43 : Funding of Virtual Reality Companies, 2023
  • Table 44 : Apple Inc.: Products/Services
  • Table 45 : Christie Digital Systems USA: Products/Services
  • Table 46 : DPVR: Products/Services
  • Table 47 : Eon Reality Inc.: Products/Services
  • Table 48 : Gravity Jack: Products/Services
  • Table 49 : HTC Corp.: Products/Services
  • Table 50 : HTC Corp.: Net Revenue, 2020-2022
  • Table 51 : Meta Platforms Technologies Inc.: Products/Services
  • Table 52 : Meta Platforms Technologies Inc.: Net Revenue, 2020-2022
  • Table 53 : Meta Platforms Technologies Inc.: Patents Information
  • Table 54 : Meta Platforms Technologies Inc.: Recent Developments, 2021-2022
  • Table 55 : Microsoft: Products/Services
  • Table 56 : Microsoft: Net Revenue, 2021-2023
  • Table 57 : Nvidia Corp.: Products/Services
  • Table 58 : Nvidia Corp.: Net Revenue, 2021-2023
  • Table 59 : Pico Technology: Products/Services
  • Table 60 : Sony Corp.: Products/Services
  • Table 61 : Sony Corp.: Net Revenue, 2021-2023
  • Table 62 : VR Ventures Founded in 2023
  • Table 63 : Acronyms Used in the Report

List of Figures

  • Summary Figure : Shares of Global Market for Virtual Reality Technologies, by Region, 2022
  • Figure 1 : Virtual Reality Value Chain
  • Figure 2 : Porter's Five Forces as Applied to the VR Value Chain
  • Figure 3 : Shares of Global Market for VR Technologies, by Component, 2022
  • Figure 4 : Shares of Global Market for VR Technologies, by Component, 2028
  • Figure 5 : Shares of Global Market for VR Technologies, by Hardware Type, 2022
  • Figure 6 : Shares of Global Market for VR Technologies, by Hardware Type, 2028
  • Figure 7 : Shares of Global Market for Hardware in VR Technologies, by Region, 2022
  • Figure 8 : Shares of Global Market for Hardware Used in VR Technologies, by Region, 2028
  • Figure 9 : Shares of Global Market for Software Used in VR Technologies, by Region, 2022
  • Figure 10 : Shares of Global Market for Software in Used in VR Technologies, by Region, 2028
  • Figure 11 : Shares of Global Market for VR Technologies, by Device Type, 2022
  • Figure 12 : Shares of Global Market for VR Technologies, by Device Type, 2028
  • Figure 13 : Shares of Global Market for HMDs Used in VR, by Region, 2022
  • Figure 14 : Shares of Global Market for HMDs Used in VR, by Region, 2028
  • Figure 15 : Shares of Global Market for Projectors and Display Walls Used in VR, by Region, 2022
  • Figure 16 : Shares of Global Market for Projectors and Display Walls Used in VR, by Region, 2028
  • Figure 17 : Shares of Global Market for Gesture Control Devices Used in VR, by Region, 2022
  • Figure 18 : Shares of Global Market for Gesture Control Devices Used in VR, by Region, 2028
  • Figure 19 : Shares of Global Market for Other Devices Used in VR, by Region, 2022
  • Figure 20 : Shares of Global Market for Other Devices Used in VR, by Region, 2028
  • Figure 21 : Shares of Global Market for VR Technologies, by Technology Type, 2022
  • Figure 22 : Shares of Global Market for VR Technologies, by Technology Type, 2028
  • Figure 23 : Shares of Global Market for Semi- and Fully Immersive Technology in VR, by Region, 2022
  • Figure 24 : Shares of Global Market for Semi- and Fully Immersive Technology in VR, by Region, 2028
  • Figure 25 : Shares of Global Market for Non-immersive Technology in VR, by Region, 2022
  • Figure 26 : Shares of Global Market for Non-immersive Technology in VR, by Region, 2028
  • Figure 27 : Shares of Global Market for VR Technologies, by Application, 2022
  • Figure 28 : Shares of Global Market for VR Technologies, by Application, 2028
  • Figure 29 : Shares of Global Market for Consumer VR Applications, by Region, 2022
  • Figure 30 : Shares of Global Market for Consumer VR Applications, by Region, 2028
  • Figure 31 : Shares of Global Market for Commercial VR Applications, by Region, 2022
  • Figure 32 : Shares of Global Market for Commercial VR Applications, by Region, 2028
  • Figure 33 : Shares of Global Market for Enterprise VR Applications, by Region, 2022
  • Figure 34 : Shares of Global Market for Enterprise VR Applications, by Region, 2028
  • Figure 35 : Shares of Global Market for Healthcare in VR Applications, by Region, 2022
  • Figure 36 : Shares of Global Market for Healthcare VR Applications, by Region, 2028
  • Figure 37 : Shares of Global Market for Aerospace and Defense VR Applications, by Region, 2022
  • Figure 38 : Shares of Global Market for Aerospace and Defense VR Applications, by Region, 2028
  • Figure 39 : Shares of Global Market for Other VR Applications, by Region, 2022
  • Figure 40 : Shares of Global Market for Other VR Applications, by Region, 2028
  • Figure 41 : Shares of Global Market for VR Technologies, by Region, 2022
  • Figure 42 : Shares of Global Market for VR Technologies, by Region, 2028
  • Figure 43 : U.S. Market for Virtual Reality Technologies, 2022-2028
  • Figure 44 : Canadian Market for Virtual Reality Technologies, 2022-2028
  • Figure 45 : Mexican Market for Virtual Reality Technologies, 2022-2028
  • Figure 46 : German Market for Virtual Reality Technologies, 2022-2028
  • Figure 47 : French Market for Virtual Reality Technologies, 2022-2028
  • Figure 48 : U.K. Market for Virtual Reality Technologies, 2022-2028
  • Figure 49 : Rest of European Market for Virtual Reality Technologies, 2022-2028
  • Figure 50 : Chinese Market for Virtual Reality Technologies, 2022-2028
  • Figure 51 : Indian Market for Virtual Reality Technologies, 2022-2028
  • Figure 52 : Japanese Market for Virtual Reality Technologies, 2022-2028
  • Figure 53 : South Korean Market for Virtual Reality Technologies, 2022-2028
  • Figure 54 : Rest of APAC Market for Virtual Reality Technologies, 2022-2028
  • Figure 55 : Patents on Virtual Reality Technologies, by Year, 2019-October 2023
  • Figure 56 : Share of Virtual Reality Patents, by Assignee Country, 1988-October 2023
  • Figure 57 : HTC Corp.: Sales Share, by Region, 2022
  • Figure 58 : Meta Platforms Technologies Inc.: Sales Share, by Business Segment, 2022
  • Figure 59 : Meta Platforms Technologies Inc.: Sales Share, by Region/Country, 2022
  • Figure 60 : Microsoft: Sales Share, by Business Segment, 2023
  • Figure 61 : Microsoft: Sales Share, by Region/Country, 2023
  • Figure 62 : Nvidia Corp.: Sales Share, by Business Segment, 2022
  • Figure 63 : Nvidia Corp.: Sales Share, by Region/Country, 2022
  • Figure 64 : Sony Corp.: Sales Share, by Business Segment, 2023
  • Figure 65 : Sony Corp.: Sales Share, by Region/Country, 2023
目次
Product Code: IFT154B

Highlights:

The global market for virtual reality (VR) technologies is expected to grow from $21.1 billion in 2023 to $66.9 billion by the end of 2028, at a compound annual growth rate (CAGR) of 26.0% from 2023 to 2028.

The North American market for VR technologies is expected to grow from $7.2 billion in 2023 to $22.6 billion by the end of 2028, at a CAGR of 25.6% from 2023 to 2028.

The Asia-Pacific market for VR technologies is expected to grow from $8.1 billion in 2023 to $27.5 billion by the end of 2028, at a CAGR of 27.5% from 2023 to 2028.

Report Scope:

This report provides an overview and analysis of the global market for VR. Using 2022 as the base year, the report provides estimated market data for the forecast period 2023 through 2028. This report also offers insights on drivers, restraints, and opportunities for the market, which were gathered through primary and secondary research. It also covers various market factors, including the COVID-19 impact, and Porter's five forces.

This report's scope includes a detailed study of the global and regional markets of VR technology by component, device type, technology and application. The report examines each of these market segments, determines its current market size, and estimates its future market size and compound annual growth rate (CAGR).

The report also provides detailed profiles of the significant VR players and their strategies to enhance their market presence.

Report Includes:

  • 46 data tables and 18 additional tables
  • An overview and up-to-date analysis of the global market for virtual reality (VR) technologies
  • Analyses of the global market trends, with historic market revenue (sales figures) for 2022, estimates for 2023, forecasts for 2024, and projections of compound annual growth rates (CAGRs) through 2028
  • An evaluation of the upcoming market opportunities and emerging applications of VR technology, as well as forecasts for the market's segments and sub-segments
  • An estimate of the actual market size. a revenue forecast for the VR technologies market, and a market share analysis based on component, technology, device type, application, and region
  • In-depth information on R&D investments, key technology issues, industry challenges, major end-user markets and the impact on device sales
  • Coverage of the technological, economic and business considerations of VR technology, with market data analyses and growth forecasts through 2028
  • Insights into the impact of ESG factors on company performance and the ESG practices followed
  • Identification of the companies best positioned to meet the surging demand for VR technology market
  • An analysis of patent activity
  • A look into the VR industry structure, the supplier landscape, new products and developments, and company value share analysis based on segmental revenues
  • Company profiles of the leading players

Table of Contents

Chapter 1 Introduction

  • Study Goals and Objectives
  • Reasons for Doing the Study
  • What's New in This Update?
  • Scope of Report
  • Research Methodology
  • Information Sources
  • Regional Breakdown

Chapter 2 Summary and Highlights

  • Market Outlook
  • Market Summary and Highlights

Chapter 3 Market Overview

  • Current Market Overview
  • Market Evolution
  • VR in the 21st Century
  • Future Expectations
  • Current VR Trends
  • Emerging Trends
  • Macro Factors
  • Impact of COVID-19
  • Impact of Russia-Ukraine War
  • Value Chain Analysis
  • Component Manufacturers and Systems Software Developers
  • Device Manufacturers
  • Enterprise Application Developers
  • Distributors and Retailers
  • End Users
  • Porter's Five Forces Analysis

Chapter 4 Market Dynamics

  • Market Drivers
  • Growing Use of HMDs in Gaming and Entertainment
  • Falling Cost of VR Hardware
  • Increasing Use of VR in Automobiles
  • Market Restraints
  • Effects on Health
  • Global Trade War
  • High Initial Cost
  • Market Opportunities
  • Role of 5G in Virtual Reality
  • Corporate Training

Chapter 5 Market Breakdown by Component

  • Key Findings
  • Hardware
  • Displays and Projectors
  • Cameras
  • Semiconductor Components
  • Sensors
  • Position Trackers
  • Other Hardware Components
  • Software

Chapter 6 Market Breakdown by Device Type

  • Key Findings
  • Head-Mounted Displays
  • Projectors and Display Walls
  • Gesture Control Devices
  • Other Device Types

Chapter 7 Market Breakdown by Technology

  • Key Findings
  • Semi- and Fully Immersive Technology
  • Non-Immersive Technology

Chapter 8 Market Breakdown by Application

  • Key Findings
  • Consumer
  • Gaming and Entertainment
  • Sports
  • Commercial
  • Retail and E-commerce
  • Education and Training
  • Travel and Tourism
  • Advertising
  • Enterprise (Manufacturing)
  • Healthcare
  • Aerospace and Defense
  • Other Applications

Chapter 9 Market Breakdown by Region

  • Key Findings
  • North America
  • Europe
  • Asia-Pacific
  • Rest of the World (RoW)

Chapter 10 Sustainability in Virtual Reality Market: An ESG Perspective

  • Key ESG Issues in the Internet of Behavior Market
  • ESG Performance in Internet of Behavior Market
  • Case Study
  • Environmental Impact
  • Equitable/Social Impact
  • Ethical/Governance Impact
  • Current Status of ESG in the VR Market
  • Concluding Remarks from BCC

Chapter 11 Patent Analysis

  • Patent Analysis
  • Key Granted Patents

Chapter 12 M&A and Venture Funding Outlook

  • M&A Analysis

Chapter 13 Competitive Landscape

  • Leading VR Companies

Chapter 14 Company Profiles

  • Introduction
  • 7D VISION TECHNOLOGY CO. LTD.
  • APPLE INC.
  • CHRISTIE DIGITAL SYSTEMS USA, INC.
  • DPVR (SHANGHAI LEXIANG TECHNOLOGY CO., LTD.)
  • EMAGIN INC.
  • EON REALITY INC.
  • GRAVITY JACK INC.
  • HTC CORP.
  • META PLATFORMS TECHNOLOGIES INC.
  • MICROSOFT CORP.
  • NVIDIA CORP.
  • PICO TECHNOLOGY CO. LTD. (BYTEDANCE)
  • SONY CORP.
  • Few Startups/Emerging Companies
  • CURVATURE GAMES
  • VARJO
  • VEDX SOLUTIONS
  • VRPHARMA
  • XIMMERSE

Chapter 15 Appendix: Acronyms