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バーチャルリアリティ(VR)の世界市場:業界の動向と2027年までの予測

Global Virtual Reality Market - Industry Trends and Forecast to 2027

出版日: | 発行: Data Bridge Market Research Private Limited | ページ情報: 英文 342 Pages | 納期: 即日から翌営業日

価格
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本日の銀行送金レート: 1USD=105.45円
バーチャルリアリティ(VR)の世界市場:業界の動向と2027年までの予測
出版日: 2020年07月01日
発行: Data Bridge Market Research Private Limited
ページ情報: 英文 342 Pages
納期: 即日から翌営業日
  • 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)市場は、2020年から2027年の予測期間中に48.8%のCAGRで成長すると予測されています。同市場の主な成長要因には、技術の進歩、メリットの増加などが挙げられます。

当レポートは、世界のバーチャルリアリティ(VR)市場について調査しており、市場の成長および抑制要因、課題や機会、提供・デバイスタイプ・技術・業界・地域別の市場分析、競合情勢、主要企業のプロファイル等の情報を提供しています。

目次

第1章 イントロダクション

第2章 市場セグメンテーション

第3章 エグゼクティブサマリー

第4章 重要考察

第5章 市場概要

  • 成長要因
    • 高度な技術とデジタル化の成長
    • ゲーミング・エンターテインメント業界の成長の増加
    • スマートフォン・インターネットサービスの普及率増加
    • 手頃な価格のVRデバイスの可用性
    • テーマパークでの使用
  • 抑制要因
    • 効果的なユーザーエクスペリエンスデザインの欠如
    • ユーザー間の健康問題への懸念
    • 新興国の成長の遅さ
  • 市場機会
    • ヘルスケア産業でのVR使用の増加
    • 訓練およびシミュレーションのための航空宇宙・防衛部門におけるVRの使用
    • テクノロジーベンダーによる高い投資
    • 5GとVRの統合
  • 課題
    • ユーザーフレンドリーなVRシステムの開発
    • サイバーセキュリティに関する懸念

第6章 COVID-19の影響分析

  • イントロダクション
  • COVID-19パンデミック後の政府のイニシアチブ
  • COVID-19後の製造業者の戦略的決定
  • 需要への影響
  • サプライチェーンへの影響
  • 結論

第7章 市場分析:提供別

  • 概要
  • ハードウェア
    • ディスプレイとプロジェクター
    • コントローラー・プロセッサー
    • ポジショントラッカー
    • カメラ
    • その他
  • ソフトウェア
    • VRコンテンツの作成
    • ソフトウェア開発キット
    • クラウドベースのサービス

第8章 市場分析:デバイスタイプ別

  • 概要
  • ヘッドマウントディスプレイ
  • プロジェクター・ディスプレイウォール
  • ジェスチャー追跡デバイス

第9章 市場分析:技術別

  • 概要
  • 完全没入型
  • 非没入型
  • 半没入型

第10章 市場分析:業界別

  • 概要
  • エンターテインメントとメディア
  • ヘルスケア
  • 工業
  • 商業
  • 航空宇宙・防衛
  • 自動車
  • 教育
  • その他

第11章 市場分析:地域別

  • 概要
  • アジア太平洋地域
    • 中国
    • 日本
    • 韓国
    • インド
    • オーストラリア
    • シンガポール
    • タイ
    • マレーシア
    • インドネシア
    • フィリピン
    • その他
  • 北米
    • 米国
    • カナダ
    • メキシコ
  • 欧州
    • ドイツ
    • フランス
    • 英国
    • イタリア
    • ロシア
    • スペイン
    • オランダ
    • ベルギー
    • スイス
    • トルコ
    • その他
  • 中東・アフリカ
    • イスラエル
    • サウジアラビア
    • アラブ首長国連邦
    • 南アフリカ
    • エジプト
    • その他
  • 南米
    • ブラジル
    • アルゼンチン
    • 南米

第12章 世界市場・企業情勢

  • 企業シェア分析:世界
  • 企業シェア分析:北米
  • 企業シェア分析:欧州
  • 企業シェア分析:アジア太平洋地域

第13章 SWOT

第14章 企業プロファイル

  • ソニー株式会社
  • FACEBOOK TECHNOLOGIES, LLC. (A SUBSIDIARY OF FACEBOOK INC.)
  • SAMSUNG ELECTRONICS CO., LTD.
  • 任天堂株式会社
  • QUALCOMM TECHNOLOGIES, INC.
  • MICROSOFT
  • AUTODESK INC.
  • BARCO
  • FOVE, INC.
  • FIRSTHAND TECHNOLOGY INC.
  • GOOGLE (A SUBSIDIARY OF ALPHABET INC.)
  • HP DEVELOPMENT COMPANY, L.P.
  • HTC CORPORATION
  • LENOVO
  • PSIOUS
  • SIXENSE ENTERPRISES INC.
  • STARVR CORP
  • ULTRALEAP LIMITED
  • VIRTUIX
  • WORLDVIZ, INC.

第15章 アンケート

第16章 関連レポート

図表

LIST OF FIGURES

  • FIGURE 1 GLOBAL VIRTUAL REALITY MARKET: SEGMENTATION 46
  • FIGURE 2 GLOBAL VIRTUAL REALITY MARKET: DATA TRIANGULATION 49
  • FIGURE 3 GLOBAL VIRTUAL REALITY MARKET: DROC ANALYSIS 50
  • FIGURE 4 GLOBAL VIRTUAL REALITY MARKET: GLOBAL VS. REGIONAL MARKET ANALYSIS 51
  • FIGURE 5 GLOBAL VIRTUAL REALITY MARKET: COMPANY RESEARCH ANALYSIS 51
  • FIGURE 6 GLOBAL VIRTUAL REALITY MARKET: INTERVIEW DEMOGRAPHICS 52
  • FIGURE 7 GLOBAL VIRTUAL REALITY MARKET: DBMR MARKET POSITION GRID 53
  • FIGURE 8 GLOBAL VIRTUAL REALITY MARKET: VENDOR SHARE ANALYSIS 55
  • FIGURE 9 GLOBAL VIRTUAL REALITY MARKET: SEGMENTATION 59
  • FIGURE 10 INCREASING GROWTH IN GAMING AND ENTERTAINMENT INDUSTRY IS EXPECTED TO DRIVE THE GLOBAL VIRTUAL REALITY MARKET IN THE FORECAST PERIOD OF 2020 TO 2027 60
  • FIGURE 11 HARDWARE SEGMENT IS EXPECTED TO ACCOUNT FOR THE LARGEST SHARE OF GLOBAL VIRTUAL REALITY MARKET IN 2020 & 2027 60
  • FIGURE 12 ASIA-PACIFIC IS EXPECTED TO DOMINATE AND IS THE FASTEST GROWING REGION IN THE GLOBAL VIRTUAL REALITY MARKET IN THE FORECAST PERIOD OF 2020 TO 2027 61
  • FIGURE 13 ASIA-PACIFIC IS THE FASTEST GROWING MARKET FOR VIRTUAL REALITY MANUFACTURERS IN THE FORECAST PERIOD OF 2020 TO 2027 62
  • FIGURE 14 FIQURE: DRIVERS, RESTRAINTS, OPPORTUNITIES AND CHALLENGES OF GLOBAL VIRTUAL REALITY MARKET 64
  • FIGURE 15 GLOBAL VIRTUAL REALITY MARKET: BY COMPONENT, 2019 75
  • FIGURE 16 GLOBAL VIRTUAL REALITY MARKET: BY DEVICE TYPE, 2019 81
  • FIGURE 17 GLOBAL VIRTUAL REALITY MARKET: BY TECHNOLOGY, 2019 86
  • FIGURE 18 GLOBAL VIRTUAL REALITY MARKET: BY VERTICAL, 2019 91
  • FIGURE 19 GLOBAL VIRTUAL REALITY MARKET: SNAPSHOT (2019) 105
  • FIGURE 20 GLOBAL VIRTUAL REALITY MARKET: BY GEOGRAPHY (2019) 106
  • FIGURE 21 GLOBAL VIRTUAL REALITY MARKET: BY GEOGRAPHY (2020 & 2027) 106
  • FIGURE 22 GLOBAL VIRTUAL REALITY MARKET: BY GEOGRAPHY (2019 & 2027) 107
  • FIGURE 23 GLOBAL VIRTUAL REALITY MARKET: BY COMPONENT (2020-2027) 107
  • FIGURE 24 ASIA-PACIFIC VIRTUAL REALITY MARKET: SNAPSHOT (2019) 109
  • FIGURE 25 ASIA-PACIFIC VIRTUAL REALITY MARKET: BY COUNTRY (2019) 110
  • FIGURE 26 ASIA-PACIFIC VIRTUAL REALITY MARKET: BY COUNTRY (2020 & 2027) 110
  • FIGURE 27 ASIA-PACIFIC VIRTUAL REALITY MARKET: BY COUNTRY (2019 & 2027) 111
  • FIGURE 28 ASIA-PACIFIC VIRTUAL REALITY MARKET: BY COMPONENT (2020-2027) 111
  • FIGURE 29 NORTH AMERICA VIRTUAL REALITY MARKET: SNAPSHOT (2019) 168
  • FIGURE 30 NORTH AMERICA VIRTUAL REALITY MARKET: BY COUNTRY (2019) 169
  • FIGURE 31 NORTH AMERICA VIRTUAL REALITY MARKET: BY COUNTRY (2020 & 2027) 169
  • FIGURE 32 NORTH AMERICA VIRTUAL REALITY MARKET: BY COUNTRY (2019 & 2027) 170
  • FIGURE 33 NORTH AMERICA VIRTUAL REALITY MARKET: BY COMPONENT (2020-2027) 170
  • FIGURE 34 EUROPE VIRTUAL REALITY MARKET: SNAPSHOT (2019) 191
  • FIGURE 35 EUROPE VIRTUAL REALITY MARKET: BY COUNTRY (2019) 192
  • FIGURE 36 EUROPE VIRTUAL REALITY MARKET: BY COUNTRY (2020 & 2027) 192
  • FIGURE 37 EUROPE VIRTUAL REALITY MARKET: BY COUNTRY (2019 & 2027) 193
  • FIGURE 38 EUROPE VIRTUAL REALITY MARKET: BY COMPONENT (2020-2027) 193
  • FIGURE 39 MIDDLE EAST & AFRICA VIRTUAL REALITY MARKET: SNAPSHOT (2019) 250
  • FIGURE 40 MIDDLE EAST & AFRICA VIRTUAL REALITY MARKET: BY COUNTRY (2019) 251
  • FIGURE 41 MIDDLE EAST & AFRICA VIRTUAL REALITY MARKET: BY COUNTRY (2020 & 2027) 251
  • FIGURE 42 MIDDLE EAST & AFRICA VIRTUAL REALITY MARKET: BY COUNTRY (2019 & 2027) 252
  • FIGURE 43 MIDDLE EAST & AFRICA VIRTUAL REALITY MARKET: BY COMPONENT (2020-2027) 252
  • FIGURE 44 SOUTH AMERICA VIRTUAL REALITY MARKET: SNAPSHOT (2019) 284
  • FIGURE 45 SOUTH AMERICA VIRTUAL REALITY MARKET: BY COUNTRY (2019) 285
  • FIGURE 46 SOUTH AMERICA VIRTUAL REALITY MARKET: BY COUNTRY (2020 & 2027) 285
  • FIGURE 47 SOUTH AMERICA VIRTUAL REALITY MARKET: BY COUNTRY (2019 & 2027) 286
  • FIGURE 48 SOUTH AMERICA VIRTUAL REALITY MARKET: BY COMPONENT (2020-2027) 286
  • FIGURE 49 GLOBAL VIRTUAL REALITY MARKET: COMPANY SHARE 2019 (%) 303
  • FIGURE 50 NORTH AMERICA VIRTUAL REALITY MARKET: COMPANY SHARE 2019 (%) 304
  • FIGURE 51 EUROPE VIRTUAL REALITY MARKET: COMPANY SHARE 2019 (%) 305
  • FIGURE 52 ASIA-PACIFIC VIRTUAL REALITY MARKET: COMPANY SHARE 2019 (%) 306
目次

Global virtual reality market is projected to register a CAGR of 48.8% in the forecast period of 2020 to 2027. The new market report contains data for historic year 2018, the base year of calculation is 2019 and the forecast period is 2020 to 2027.

Market Segmentation:

Global Virtual Reality Market, By Component (Hardware and Software), Device Type (Head-Mounted Displays, Projectors & Display Walls and Gesture-Tracking Devices), Technology (Fully Immersive, Non-Immersive and Semi Immersive), Vertical (Entertainment & Media, Healthcare, Industrial, Commercial, Aerospace & Defense, Automotive, Education and Others), Country (U.S., Canada, Mexico, Germany, U.K., France, Switzerland, Italy, Spain, Netherlands, Russia, Belgium, Turkey, Rest of Europe, Japan, China, India, South Korea, Australia, Singapore, Malaysia, Thailand, Indonesia, Philippines, Rest of Asia-Pacific, Brazil, Argentina, Rest of South America, South Africa, UAE, Saudi Arabia, Israel, Egypt, Rest of Middle East and Africa), Industry Trends and Forecast to 2027

Some of the major factors contributing to the growth of the global virtual reality market are:

Growing technological advancements in virtual reality

Increasing benefits of virtual reality

Market Players

The key market players for global virtual reality market are listed below:

Sony Corporation

Lenovo

Autodesk Inc.

Nintendo

Psious

WorldViz, Inc.

Firsthand Technology Inc.

Sixense Enterprises Inc.

HTC Corporation

FOVE, Inc.

Ultraleap Limited

StarVR Corp

Google (A Subsidiary of Alphabet Inc.)

Qualcomm Technologies, Inc.

Barco

HP Development Company, L.P.

Microsoft

SAMSUNG ELECTRONICS CO., LTD.

Facebook Technologies, LLC. (A subsidiary of Facebook Inc.)

Virtuix

TABLE OF CONTENTS

1 INTRODUCTION 38

  • 1.1 OBJECTIVES OF THE STUDY 38
  • 1.2 MARKET DEFINITION 38
  • 1.3 OVERVIEW OF GLOBAL VIRTUAL REALITY MARKET 38
  • 1.4 CURRENCY AND PRICING 40
  • 1.5 LIMITATIONS 40
  • 1.6 MARKETS COVERED 41

2 MARKET SEGMENTATION 45

  • 2.1 MARKETS COVERED 45
  • 2.2 GEOGRAPHICAL SCOPE 46
  • 2.3 YEARS CONSIDERED FOR THE STUDY 47
  • 2.4 DBMR TRIPOD DATA VALIDATION MODEL 48
  • 2.5 PRIMARY INTERVIEWS WITH KEY OPINION LEADERS 51
  • 2.6 DBMR MARKET POSITION GRID 52
  • 2.7 VENDOR SHARE ANALYSIS 54
  • 2.8 MULTIVARIATE MODELING 55
  • 2.9 COMPONENT TIMELINE CURVE 55
  • 2.10 SECONDARY SOURCES 56
  • 2.11 ASSUMPTIONS 56

3 EXECUTIVE SUMMARY 57

4 PREMIUM INSIGHTS 59

5 MARKET OVERVIEW 62

  • 5.1 DRIVERS 64
    • 5.1.1 INCREASING GROWTH IN ADVANCED TECHNOLOGIES AND DIGITIZATION 64
    • 5.1.2 INCREASING GROWTH IN GAMING AND ENTERTAINMENT INDUSTRY 64
    • 5.1.3 INCREASE IN PENETRATION OF SMARTPHONES & INTERNET SERVICES 64
    • 5.1.4 AVAILABILITY OF AFFORDABLE VR DEVICES 65
    • 5.1.5 VIRTUAL REALITY BEING USED IN THEME PARKS 65
  • 5.2 RESTRAINTS 66
    • 5.2.1 LACK OF EFFECTIVE USER EXPERIENCE DESIGN 66
    • 5.2.2 CONCERN OF HEALTH ISSUES AMONG THE USERS 66
    • 5.2.3 SLOW GROWTH AMONG UNDERDEVELOPED COUNTRIES 66
  • 5.3 OPPORTUNITIES 68
    • 5.3.1 INCREASING USE OF VR IN HEALTHCARE INDUSTRY 68
    • 5.3.2 USE OF VR IN AEROSPACE & DEFENCE SECTOR FOR TRAINING AND SIMULATION 68
    • 5.3.3 HIGH INVESTMENTS BY THE TECHNOLOGY VENDORS 68
    • 5.3.4 INTEGRATION OF 5G WITH VIRTUAL REALITY 69
  • 5.4 CHALLENGES 70
    • 5.4.1 DEVELOPING USER-FRIENDLY VR SYSTEMS 70
    • 5.4.2 CONCERN REGARDING CYBER-SECUIRITY 70

6 IMPACT ANALYSIS OF COVID-19 IN THE GLOBAL VIRTUAL REALITY MARKET 71

  • 6.1 INTRODUCTION 71
  • 6.2 AFTERMATH OF COVID-19 AND GOVERNMENT INITIATIVES TO BOOST THE MARKET 71
  • 6.3 STRATEGIC DECISIONS FOR MANUFACTURERS AFTER COVID-19 TO GAIN COMPETITIVE MARKET SHARE 71
  • 6.4 IMPACT ON DEMAND 72
  • 6.5 IMPACT ON SUPPLY CHAIN 72
  • 6.6 CONCLUSION 72

7 GLOBAL VIRTUAL REALITY MARKET, BY OFFERING 73

  • 7.1 OVERVIEW 74
  • 7.2 HARDWARE 75
    • 7.2.1 DISPLAYS AND PROJECTORS 76
    • 7.2.2 CONTROLLER AND PROCESSOR 76
    • 7.2.3 POSITION TRACKERS 76
    • 7.2.4 CAMERAS 76
    • 7.2.5 OTHERS 76
  • 7.3 SOFTWARE 77
    • 7.3.1 VR CONTENT CREATION 77
    • 7.3.2 SOFTWARE DEVELOPMENT KITS 77
    • 7.3.3 CLOUD BASED SERVICES 77

8 GLOBAL VIRTUAL REALITY MARKET, BY DEVICE TYPE 79

  • 8.1 OVERVIEW 80
  • 8.2 HEAD-MOUNTED DISPLAYS 81
  • 8.3 PROJECTORS & DISPLAY WALLS 82
  • 8.4 GESTURE-TRACKING DEVICES 83

9 GLOBAL VIRTUAL REALITY MARKET, BY TECHNOLOGY 84

  • 9.1 OVERVIEW 85
  • 9.2 FULLY IMMERSIVE 86
  • 9.3 NON-IMMERSIVE 87
  • 9.4 SEMI IMMERSIVE 88

10 GLOBAL VIRTUAL REALITY MARKET, BY VERTICAL 89

  • 10.1 OVERVIEW 90
  • 10.2 ENTERTAINMENT & MEDIA 91
    • 10.2.1 BY TECHNOLOGY 92
      • 10.2.1.1 FULLY IMMERSIVE 92
      • 10.2.1.2 NON-IMMERSIVE 92
      • 10.2.1.3 SEMI IMMERSIVE 92
  • 10.3 HEALTHCARE 93
    • 10.3.1 BY TYPE 93
      • 10.3.1.1 SURGERY 93
      • 10.3.1.2 PATIENT CARE MANAGEMENT 93
      • 10.3.1.3 FITNESS MANAGEMENT 93
      • 10.3.1.4 PHARMACY MANAGEMENT 94
    • 10.3.2 BY TECHNOLOGY 94
      • 10.3.2.1 FULLY IMMERSIVE 94
      • 10.3.2.2 NON-IMMERSIVE 94
      • 10.3.2.3 SEMI IMMERSIVE 94
  • 10.4 INDUSTRIAL 95
    • 10.4.1 BY TECHNOLOGY 95
      • 10.4.1.1 FULLY IMMERSIVE 95
      • 10.4.1.2 NON-IMMERSIVE 95
      • 10.4.1.3 SEMI IMMERSIVE 95
  • 10.5 COMMERCIAL 96
    • 10.5.1 BY TYPE 96
      • 10.5.1.1 RETAIL AND E-COMMERCE 96
      • 10.5.1.2 TRAVEL AND TOURISM 96
      • 10.5.1.3 ADVERTISING 97
    • 10.5.2 BY TECHNOLOGY 97
      • 10.5.2.1 FULLY IMMERSIVE 97
      • 10.5.2.2 NON-IMMERSIVE 97
      • 10.5.2.3 SEMI IMMERSIVE 97
  • 10.6 AEROSPACE & DEFENSE 98
    • 10.6.1 BY TECHNOLOGY 98
      • 10.6.1.1 SEMI IMMERSIVE 98
      • 10.6.1.2 FULLY IMMERSIVE 98
      • 10.6.1.3 NON-IMMERSIVE 98
  • 10.7 AUTOMOTIVE 99
    • 10.7.1 BY TECHNOLOGY 99
      • 10.7.1.1 SEMI IMMERSIVE 99
      • 10.7.1.2 FULLY IMMERSIVE 99
      • 10.7.1.3 NON-IMMERSIVE 99
  • 10.8 EDUCATION 100
    • 10.8.1 BY TECHNOLOGY 100
      • 10.8.1.1 FULLY IMMERSIVE 100
      • 10.8.1.2 NON-IMMERSIVE 100
      • 10.8.1.3 SEMI IMMERSIVE 100
  • 10.9 OTHERS 101

11 GLOBAL VIRTUAL REALITY MARKET, BY GEOGRAPHY 102

  • 11.1 OVERVIEW 103
  • 11.2 ASIA-PACIFIC 108
    • 11.2.1 CHINA 116
    • 11.2.2 JAPAN 121
    • 11.2.3 SOUTH KOREA 126
    • 11.2.4 INDIA 131
    • 11.2.5 AUSTRALIA 136
    • 11.2.6 SINGAPORE 141
    • 11.2.7 THAILAND 146
    • 11.2.8 MALAYSIA 151
    • 11.2.9 INDONESIA 156
    • 11.2.10 PHILIPPINES 161
    • 11.2.11 REST OF ASIA-PACIFIC 166
  • 11.3 NORTH AMERICA 167
    • 11.3.1 U.S. 175
    • 11.3.2 CANADA 180
    • 11.3.3 MEXICO 185
  • 11.4 EUROPE 190
    • 11.4.1 GERMANY 198
    • 11.4.2 FRANCE 203
    • 11.4.3 U.K. 208
    • 11.4.4 ITALY 213
    • 11.4.5 RUSSIA 218
    • 11.4.6 SPAIN 223
    • 11.4.7 NETHERLANDS 228
    • 11.4.8 BELGIUM 233
    • 11.4.9 SWITZERLAND 238
    • 11.4.10 TURKEY 243
    • 11.4.11 REST OF EUROPE 248
  • 11.5 MIDDLE EAST & AFRICA 249
    • 11.5.1 ISRAEL 257
    • 11.5.2 SAUDI ARABIA 262
    • 11.5.3 U.A.E. 267
    • 11.5.4 SOUTH AFRICA 272
    • 11.5.5 EGYPT 277
    • 11.5.6 REST OF MIDDLE EAST & AFRICA 282
  • 11.6 SOUTH AMERICA 283
    • 11.6.1 BRAZIL 291
    • 11.6.2 ARGENTINA 296
    • 11.6.3 REST OF SOUTH AMERICA 301

12 GLOBAL VIRTUAL REALITY MARKET, COMPANY LANDSCAPE 302

  • 12.1 COMPANY SHARE ANALYSIS: GLOBAL 302
  • 12.2 COMPANY SHARE ANALYSIS: NORTH AMERICA 303
  • 12.3 COMPANY SHARE ANALYSIS: EUROPE 304
  • 12.4 COMPANY SHARE ANALYSIS: ASIA-PACIFIC 305

13 SWOT 306

14 COMPANY PROFILE 307

  • 14.1 SONY CORPORATION 307
    • 14.1.1 COMPANY SNAPSHOT 307
    • 14.1.2 REVENUE ANALYSIS 307
    • 14.1.3 COMPANY SHARE ANALYSIS 308
    • 14.1.4 PRODUCT PORTFOLIO 308
    • 14.1.5 RECENT DEVELOPMENT 308
  • 14.2 FACEBOOK TECHNOLOGIES, LLC. (A SUBSIDIARY OF FACEBOOK INC.) 309
    • 14.2.1 COMPANY SNAPSHOT 309
    • 14.2.2 REVENUE ANALYSIS 309
    • 14.2.3 COMPANY SHARE ANALYSIS 310
    • 14.2.4 PRODUCT PORTFOLIO 310
    • 14.2.5 RECENT DEVELOPMENT 310
  • 14.3 SAMSUNG ELECTRONICS CO., LTD. 311
    • 14.3.1 COMPANY SNAPSHOT 311
    • 14.3.2 REVENUE ANALYSIS 311
    • 14.3.3 COMPANY SHARE ANALYSIS 312
    • 14.3.4 PRODUCT PORTFOLIO 312
    • 14.3.5 RECENT DEVELOPMENT 312
  • 14.4 NINTENDO 313
    • 14.4.1 COMPANY SNAPSHOT 313
    • 14.4.2 REVENUE ANALYSIS 313
    • 14.4.3 COMPANY SHARE ANALYSIS 314
    • 14.4.4 PRODUCT PORTFOLIO 314
    • 14.4.5 RECENT DEVELOPMENT 314
  • 14.5 QUALCOMM TECHNOLOGIES, INC. 315
    • 14.5.1 COMPANY SNAPSHOT 315
    • 14.5.2 REVENUE ANALYSIS 315
    • 14.5.3 COMPANY SHARE ANALYSIS 316
    • 14.5.4 PRODUCT PORTFOLIO 316
    • 14.5.5 RECENT DEVELOPMENT 316
  • 14.6 MICROSOFT 317
    • 14.6.1 COMPANY SNAPSHOT 317
    • 14.6.2 REVENUE ANALYSIS 317
    • 14.6.3 PRODUCT PORTFOLIO 318
    • 14.6.4 RECENT DEVELOPMENT 318
  • 14.7 AUTODESK INC. 319
    • 14.7.1 COMPANY SNAPSHOT 319
    • 14.7.2 REVENUE ANALYSIS 319
    • 14.7.3 PRODUCT PORTFOLIO 320
    • 14.7.4 RECENT DEVELOPMENTS 320
  • 14.8 BARCO 321
    • 14.8.1 COMPANY SNAPSHOT 321
    • 14.8.2 REVENUE ANALYSIS 321
    • 14.8.3 PRODUCT PORTFOLIO 322
    • 14.8.4 RECENT DEVELOPMENT 322
  • 14.9 FOVE, INC. 323
    • 14.9.1 COMPANY SNAPSHOT 323
    • 14.9.2 PRODUCT PORTFOLIO 323
    • 14.9.3 RECENT DEVELOPMENT 323
  • 14.10 FIRSTHAND TECHNOLOGY INC. 324
    • 14.10.1 COMPANY SNAPSHOT 324
    • 14.10.2 PRODUCT PORTFOLIO 324
    • 14.10.3 RECENT DEVELOPMENT 324
  • 14.11 GOOGLE (A SUBSIDIARY OF ALPHABET INC.) 325
    • 14.11.1 COMPANY SNAPSHOT 325
    • 14.11.2 REVENUE ANALYSIS 325
    • 14.11.3 PRODUCT PORTFOLIO 326
    • 14.11.4 RECENT DEVELOPMENT 326
  • 14.12 HP DEVELOPMENT COMPANY, L.P. 327
    • 14.12.1 COMPANY SNAPSHOT 327
    • 14.12.2 REVENUE ANALYSIS 327
    • 14.12.3 PRODUCT PORTFOLIO 328
    • 14.12.4 RECENT DEVELOPMENT 328
  • 14.13 HTC CORPORATION 329
    • 14.13.1 COMPANY SNAPSHOT 329
    • 14.13.2 REVENUE ANALYSIS 329
    • 14.13.3 PRODUCT PORTFOLIO 330
    • 14.13.4 RECENT DEVELOPMENT 330
  • 14.14 LENOVO 331
    • 14.14.1 COMPANY SNAPSHOT 331
    • 14.14.2 REVENUE ANALYSIS 331
    • 14.14.3 PRODUCT PORTFOLIO 332
    • 14.14.4 RECENT DEVELOPMENT 332
  • 14.15 PSIOUS 333
    • 14.15.1 COMPANY SNAPSHOT 333
    • 14.15.2 PRODUCT PORTFOLIO 333
    • 14.15.3 RECENT DEVELOPMENT 333
  • 14.16 SIXENSE ENTERPRISES INC. 334
    • 14.16.1 COMPANY SNAPSHOT 334
    • 14.16.2 PRODUCT PORTFOLIO 334
    • 14.16.3 RECENT DEVELOPMENTS 334
  • 14.17 STARVR CORP 335
    • 14.17.1 COMPANY SNAPSHOT 335
    • 14.17.2 PRODUCT PORTFOLIO 335
    • 14.17.3 RECENT DEVELOPMENTS 335
  • 14.18 ULTRALEAP LIMITED 336
    • 14.18.1 COMPANY SNAPSHOT 336
    • 14.18.2 PRODUCT PORTFOLIO 336
    • 14.18.3 RECENT DEVELOPMENT 336
  • 14.19 VIRTUIX 337
    • 14.19.1 COMPANY SNAPSHOT 337
    • 14.19.2 PRODUCT PORTFOLIO 337
    • 14.19.3 RECENT DEVELOPMENT 337
  • 14.20 WORLDVIZ, INC. 338
    • 14.20.1 COMPANY SNAPSHOT 338
    • 14.20.2 PRODUCT PORTFOLIO 338
    • 14.20.3 RECENT DEVELOPMENT 338

15 QUESTIONNAIRE 339

16 RELATED REPORTS 342

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