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市場調査レポート

仮想現実 (VR) の世界市場

Virtual Reality (VR)

発行 Global Industry Analysts, Inc. 商品コード 248916
出版日 ページ情報 英文 262 Pages
納期: 即日から翌営業日
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仮想現実 (VR) の世界市場 Virtual Reality (VR)
出版日: 2019年05月01日 ページ情報: 英文 262 Pages
概要

当レポートでは世界の仮想現実 (VR) 市場について調査分析を行い、家電、産業、航空宇宙、その他のエンドユース部門別に考察するとともに、米国、カナダ、日本、欧州、アジア太平洋地域、世界のその他の諸国の各市場について分析し、2015年から2024年までの市場予測、主要企業のプロファイルなどについてまとめています。

第1章 イントロダクション、調査方法、製品の定義

第2章 産業の概要

  • デジタルイマージョンの時代
  • VR第一の波は、トレーニング、シミュレーション、ゲームでの利用
  • VR第二の波は、通信システム/インターフェイスとしての利用
  • VR市場は収穫の時
  • 投資シナリオ
  • クラウドファンディング
  • バリューチェーン参加者の期待
  • モバイルVRの盛衰
  • VRアーケードの成長
  • 非消費者向けアプリケーション
  • 広告におけるVRの成長
  • エンタープライズ部門の成長
  • 産業/製造部門の機会
  • 医療におけるVRの急成長
  • 航空宇宙産業におけるVRに大きな機会
  • ルームスケールVR体験で不動産や建築部門に革命
  • 教育部門におけるVR
  • VR技術によりコスト効率のよいシミュレーショントレーニングを促進
  • VRの将来はハードウェアデザインにかかっている
  • 最新のヘッドセットの革新
  • VRアクセサリの革新
  • VRコンテンツ/アプリの成長もVR技術の商業的成功に影響
  • 主要VRアプリ
  • VRとARの融合によるMR
  • 課題
  • 技術的問題
  • コスト面の問題
  • 関心の低さと低い浸透率
  • 市場見通し

第3章 製品の概要

  • 仮想現実 (VR) のイントロダクション
  • VRの種類
  • VRのソリューション
  • VRの利用
  • VRの発展

第4章 競合状況

第5章 世界市場の概要

第6章 地域市場の概要

  • 米国
  • カナダ
  • 日本
  • 欧州
  • アジア太平洋地域
  • 世界のその他の諸国

第7章 企業プロファイル (126社)

目次
Product Code: MCP-7969

This report analyzes the worldwide markets for Virtual Reality (VR) in US$ Thousand. The Global market is analyzed by the following End-Use Sectors: Consumer Electronics, Industrial, Aerospace, and Others. The report provides separate comprehensive analytics for the US, Canada, Japan, Europe, Asia-Pacific, and Rest of World. Annual estimates and forecasts are provided for the period 2015 through 2024. Market data and analytics are derived from primary and secondary research. Company profiles are primarily based on public domain information including company URLs. The report profiles 126 companies including many key and niche players such as -

Barco N.V.
EON Reality Inc.
Google Inc.
HTC Corporation
Immersive Robotics
Intel Corporation

Table of Contents

1. INTRODUCTION, METHODOLOGY & PRODUCT DEFINITIONS

  • Study Reliability and Reporting Limitations
  • Disclaimers
  • Data Interpretation & Reporting Level
  • Quantitative Techniques & Analytics
  • Product Definitions and Scope of Study

2. INDUSTRY OVERVIEW

  • Age of Digital Immersion: The Foundation for the Growing Business Interest in Virtual Reality
  • The First Wave of VR Unleashes the Power of VR as a Training, Simulation & Gaming Tool
  • The Second Wave of VR Will Unleash VR as a Communication System/Interface
  • From a Fictional Concept to a Multi-Billion Dollar Opportunity, the VR Market is Ripe for the Picking
  • Investments Scenario: Venture Capitalists Get Ready to Surf the Giant VR Wave
    • Table 1: Unbroken Faith in the Promised Potential of VR Technology to Sustain Growth in Funding Support for VR Start-Ups: Global Annual Investments in AR & VR Companies (in US$ Million) for the Years 2015, 2016 and 2017 (includes corresponding Graph/Chart)
    • A Peek Into Active AR & VR Investors & the Companies Funded by Them
  • Crowdfunding, Emerges as the New Way Forward
  • Participants across the Value Chain Bet Big on Virtual Reality
    • VR Value Chain Participants
  • The Rise & Fall of Mobile VR: The Insider Story of Why Consumer VR is Falling
    • Table 2: In the Consumer Market, Smartphone Based VR Fails to Harness the Power of Emotions: Global Smartphone Sales Vs VR Headset Unit Sales (in Million) and % Penetration of VR Headsets Among Smartphone Users for the Years 2018, 2020 and 2022 (includes corresponding Graph/Chart)
    • Table 3: Augmented Reality (AR) Finds Greater Favor Among Consumers for Entertainment, Gaming and Mobile Applications: % Breakdown of AR & VR Spending for the Years 2016, 2018, 2020 and 2022 (includes corresponding Graph/Chart)
  • The Rise of VR Arcades: The Last Ditch Attempt to Revive the Consumer Gaming Market
    • Table 4: Convergence of eSports With VR to Open New Revenue Opportunities for VR Arcades as the Gaming Centers of the Future: Global eSports Market (in US$ Million) for the Years 2015, 2018, 2020 and 2022 (includes corresponding Graph/Chart)
  • Non-Consumer Applications: The Future of VR
  • Value of VR in Advertising Rises InSync With the Importance of Immersive & Interactive Visualization in Digital Marketing
    • Table 5: The Power of Immersive Telepresence on Consumer Perception Brings Out VR as a Powerful Marketing Tool in the US$ 600 Billion Opportunity Laden Advertising Industry: Global Advertising Spending (in US$ Billion) for the Years 2016, 2018, 2020 and 2022 (includes corresponding Graph/Chart)
    • Table 6: Role of VR in Building Virtual Showrooms to Receive a Boost from the Optimistic Growth of the e-Commerce Industry: Global B2C E-Commerce Sales (in US$ Billion) for the Years 2015, 2018 and 2022 (includes corresponding Graph/Chart)
  • Enterprise Sector to Mobilize a Sizable Chunk of Growth in the VR Market
    • Table 7: Promised Role of VR in Managing Distributed Teams Via Remote Collaboration to Grow Bigger Against the Backdrop of the Growing Base of Mobile Workers: Breakdown of Global Mobile Worker Population (in Million) by Geographic Region for the Years 2017 & 2024 (includes corresponding Graph/Chart)
    • Table 8: VR to Corner an Increasing Share of the Enterprise Communication & Collaboration Market as the Next Disruptive Technology After IP Video Conferencing: Global Enterprise Collaboration & Communication Market (in US$ Billion) for the Years 2018, 2022 and 2024 (includes corresponding Graph/Chart)
  • Industrial/Manufacturing Sector Hide a Goldmine of Opportunities for VR
    • Table 9: Policy Led Focus on Improving Manufacturing's Share in Global GDP Opens Up the Industry's Willingness to Adopt New Technologies like VR: Contribution of Manufacturing to Global GDP (in %) for the Years 2016 and 2017 in Select Country (includes corresponding Graph/Chart)
    • Table 10: Global Epidemic of Occupational Injuries & Workplace Accidents & the Need for a New Paradigm of Prevention Throws the Spotlight on VR in the Manufacturing Industry: Global Cost of Work-Related Injuries Deaths (in US$ Trillion) for the Years 2016, 2018 & 2020 (includes corresponding Graph/Chart)
    • Table 11: As the Pinnacle of Machine Monitoring & Diagnostics Technology, VR to Benefit From the Growing Focus Shed on Remote Monitoring & Diagnostics: Global Opportunity in Plant Asset Management (PAM) (in US$ Billion) for the Years 2018, 2020 and 2022 (includes corresponding Graph/Chart)
  • Backed by the Promise of "Adding Value in Care", VR in Healthcare Poised for Rapid Growth in a Rapidly Transforming Value Based Healthcare System
    • Table 12: Value-Based Reimbursement (VBR) Trend Spurs Greater Need for Smarter, More Efficient & Effective Provision of Healthcare Services Which Spells Opportunities for VR as a Key Enabler: U.S. Medicare Payment Reform as a Case in Point - Percentage of Traditional Fee-for-Service (FFS) Payments and Value-Based Alternative Payment Models (APMs) for the Years 2015 and 2019 (includes corresponding Graph/Chart)
  • VR Ready for Fishing Opportunities in the US$1.5 Trillion Aerospace Industry
    • Table 13: The Benefits of Designing & Troubleshooting in Virtual Spaces Drives Adoption of VR in the Increasingly Technologically Complex Aircraft Manufacturing & MRO Space: Global Market for Aircraft Product & Services (in US$ Billion) by Segment for the Years 2018, 2022 and 2024 (includes corresponding Graph/Chart)
  • VR's Room-Scale Immersive Experience to Revolutionize Real Estate and Architecture
  • Educational VR Experiences to Complement Traditional Teaching Methods
  • VR Technology Promotes Immersive and Cost-effective Simulation Based Training
  • Future of VR Lies in the Hardware Design: A Review
    • Table 14: Offering the Best of Mobile & Tethered Worlds, Standalone VR Headsets Emerge to Drive the Future of VR: Global % Share of VR Headset Sales by Form Factor for the Years 2018 and 2022 (includes corresponding Graph/Chart)
    • Table 15: Headsets Rule the VR Hardware Market: Global % Share of VR Hardware Volume Shipments by Product Type for the Years 2016, 2018 and 2020 (includes corresponding Graph/Chart)
    • Table 16: Supported by High Volume Shipments of Low Priced PlayStation VR Headset, Sony Emerges as the Leader: Global Market Share (in %) of Leading VR Headset Vendors Based on Volume Shipments for the Year 2018 (includes corresponding Graph/Chart)
  • A Peek Into the Latest Headset Innovations in the Market
    • HTC Vive Pros Features Improved Visual Fidelity and Room Scale Experience to Attract Enterprise Users
    • Upgrades Propel Affordable Oculus Rift and Sony PSVR to Compete With HTC Vive in Immersive Gameplay
    • Standalone VR Headsets Promote Untethered VR Experience: Oculus Go Stands Out Among Pricier Competitors
    • Pimax 8K VR Premium Headset Provides Widest FOV to Increase Immersive Effect
    • Increased Focus on Innovations in Mobile VR Headsets in a Bid to Battle the Threat of Standalone VR Headsets
  • Innovations in VR Accessories to Enhance Immersive Experience
  • VR Content/Apps Rise in Significance On Par With Hardware to Influence the Commercial Success of VR Technology
  • List of Leading VR Apps Classified by End Use Application
  • Convergence of VR & AR Into Mixed Reality to be the Bold New Future
  • Issues & Challenges
  • Yet to be Resolved Technology Issues - A Major Concern
    • Low Resolution of HMDs
    • Performance Issues from Display Latency of VR Devices
    • Massive Size of HMDs
    • Non-Compatibility with Other Devices
    • Need for Systems with High End Configuration & its Cost Implications
    • Maintaining Consistent Video Quality - A Major Technology Challenge
    • Data Storage - A Critical But Often Ignored VR Function
  • Despite Emergence of New Relatively Inexpensive Model - Cost Continues to Remain a Major Issue
  • Lack of Awareness & Penetration in Addressable Markets
  • Market Outlook

3. PRODUCT OVERVIEW

  • Virtual Reality - Introduction
  • Types of Virtual Reality
  • Fully Immersive
  • Non-Immersive
  • Collaborative
  • Web-Based
  • Virtual Reality Solutions
  • Head-Mounted Display (HMD)
  • Immersive Rooms
  • Sensory Gloves
  • Wands
  • Applications of virtual reality
  • Games and Entertainment
  • Medicine
  • Industrial Design and Architecture
  • Education
  • Scientific Visualization
  • Tracing the Evolutionary Path of Virtual Reality
  • Research Work on VR Concepts Traces Back to 1950s
  • 1980s & the 90s - Early Commercialization Efforts
  • Into the 21st Century - Product Developments for Achieving Commercial Viability
    • Development of Prototype Oculus Rift HMD in 2012 - A Major Breakthrough in VR
    • More Device Prototypes Come Up in 2014
    • Companies Keep Up the Tempo with New Product Developments in 2015
    • Samsung Gear VR Makes Commercial Entry - The First Modern Day Commercial VR Device in the Market

4. COMPETITIVE LANDSCAPE

  • 4.1 Focus on Select Players
  • VR Hardware Manufacturers
  • Barco N.V (Belgium)
  • EON Reality Inc. (USA)
  • Google Inc. (USA)
  • HTC Corporation (Taiwan)
  • Immersive Robotics (Australia)
  • Intel Corporation (USA)
  • Kopin Corporation, Inc. (USA)
  • Leap Motion, Inc. (USA)
  • Lenovo (China)
  • MindMaze Holding SA (Switzerland)
  • Oculus VR, LLC (USA)
  • Pimax Technology (Shanghai) Co., LTD
  • Qualcomm Technologies, Inc. (USA)
  • Samsung Electronics Co., Ltd., (South Korea)
  • Sensics, Inc. (USA)
  • Sixense Enterprises Inc. (USA)
  • Sony Interactive Entertainment (USA)
  • StarVR Corporation (Taiwan)
  • Varjo Technologies (Finland)
  • Virtalis Limited (UK)
  • VirtaMed AG (Switzerland)
  • VRgineers, Inc (Czech Republic)
  • WorldViz (USA)
  • VR Software Developers (Includes Software Tools for VR Content, VR Video Capture, and VR App Developers)
  • Advanced Micro Devices, Inc. (USA)
  • AppReal-VR (Israel)
  • Cubicle Ninjas (USA)
  • Crytek GmbH (Germany)
  • Epic Games, Inc. (USA)
  • Erminesoft (USA)
  • Firsthand Technology Inc. (USA)
  • Hyperlink Infosystem (India)
  • Jaunt, Inc. (USA)
  • NVIDIA Corporation (USA)
  • Pixvana, Inc. (USA)
  • Unigine Corp. (Russia)
  • Unity Technologies, Inc. (USA)
  • 4.2 Product Launches
  • Cybershoes Introduces VR Accessory Cybershoes(r)
  • Qualcomm Releases New VR Development Kit
  • Kopin Unveils AR, VR and Mobile Entertainment Headsets
  • HTC Unveils Vive Pro VR Headset
  • Raymond Launches VR Simulator
  • VirtaMed Launches ArthroS(tm) Ankle Simulator
  • Sensics Launches New VR Headset
  • Kopin and Goertek Unveils New Reference Design - Elf VR
  • Qualcomm Introduces New VRDK for Qualcomm(r) Snapdragon(tm) 835 Mobile Platform
  • Kopin Introduces Vista VR Series of Micro Displays for VR Market Applications
  • Sony and Oculus Set to Introduce VR Device Platforms
  • 4.3 Recent Industry Activity
  • Biome Grow to Acquire Weed VR
  • McLaren Partners with HTC for VR Technology Usage
  • ValueSetters Acquires SpaceoutVR
  • Rogue Initiative Enters into Partnership with Emblematic Group
  • Snap Acquires PlayCanvas
  • Walmart Acquires Spatialand
  • ART Partners with Sensics for Content and Development Tools
  • Apple Acquires Vrvana
  • AECOM Signs a MOU with HTC to Develop VR Technology
  • Intel and Turner Sports Enter into a Multiyear Partnership to Deliver Live Content
  • Microsoft Acquires AltspaceVR
  • UTC to Acquire Rockwell Collins
  • ALPINA Acquires Virtalis
  • MelodyVR Partners with Microsoft for MelodyVR's app
  • Samsung Enters into Partnership with MLB for VR Solutions
  • Nokia and Technicolor Announces a Virtual Reality Partnership
  • Samsung Announces VR Partnerships with UFC(r), X Games and Live Nation
  • Google Partners with HTC and Lenovo for VR Headsets
  • Qualcomm Collaborates with Google to Develop VR Headset
  • Nokia Announces VR Technology Agreement with The Walt Disney Studios

5. GLOBAL MARKET PERSPECTIVE

    • Table 17: World Recent Past, Current & Future Analysis for Virtual Reality by Geographic Region - US, Canada, Japan, Europe, Asia-Pacific (excluding Japan) and Rest of World Markets Independently Analyzed with Annual Revenue Figures in US$ Thousand for Years 2015 through 2024 (includes corresponding Graph/Chart)
    • Table 18: World 10-Year Perspective for Virtual Reality by Geographic Region - Percentage Breakdown of Revenues for US, Canada, Japan, Europe, Asia-Pacific (excluding Japan) and Rest of World Markets for Years 2015, 2018 & 2024 (includes corresponding Graph/Chart)
    • Table 19: World Recent Past, Current & Future Analysis for Virtual Reality by End-Use Sector - Consumer Electronics, Industrial, Aerospace and Others Markets Independently Analyzed with Annual Revenue Figures in US$ Thousand for Years 2015 through 2024 (includes corresponding Graph/Chart)
    • Table 20: World 10-Year Perspective for Virtual Reality by End-Use Sector - Percentage Breakdown of Revenues for Consumer Electronics, Industrial, Aerospace and Others Markets for Years 2015, 2018 & 2024 (includes corresponding Graph/Chart)

6. REGIONAL MARKET PERSPECTIVE

  • 6.1 The United States
  • Market Analysis
    • Table 21: US Recent Past, Current & Future Analysis for Virtual Reality Market Analyzed with Annual Revenue Figures in US$ Thousand for Years 2015 through 2024 (includes corresponding Graph/Chart)
  • 6.2 Canada
  • Market Analysis
    • Table 22: Canadian Recent Past, Current & Future Analysis for Virtual Reality Market Analyzed with Annual Revenue Figures in US$ Thousand for Years 2015 through 2024 (includes corresponding Graph/Chart)
  • 6.3 Japan
  • Market Analysis
    • Table 23: Japanese Recent Past, Current & Future Analysis for Virtual Reality Market Analyzed with Annual Revenue Figures in US$ Thousand for Years 2015 through 2024 (includes corresponding Graph/Chart)
  • 6.4 Europe
  • Market Analysis
    • Table 24: European Recent Past, Current & Future Analysis for Virtual Reality by Geographic Region - France, Germany, Italy, UK, and Rest of Europe Markets Independently Analyzed with Annual Revenue Figures in US$ Thousand for Years 2015 through 2024 (includes corresponding Graph/Chart)
    • Table 25: European 10-Year Perspective for Virtual Reality by Geographic Region - Percentage Breakdown of Revenues for France, Germany, Italy, UK, and Rest of Europe Markets for Years 2015, 2018 & 2024 (includes corresponding Graph/Chart)
  • 6.4.1 France
  • Market Analysis
    • Table 26: French Recent Past, Current & Future Analysis for Virtual Reality Market Analyzed with Annual Revenue Figures in US$ Thousand for Years 2015 through 2024 (includes corresponding Graph/Chart)
  • 6.4.2 Germany
  • Market Analysis
    • Table 27: German Recent Past, Current & Future Analysis for Virtual Reality Market Analyzed with Annual Revenue Figures in US$ Thousand for Years 2015 through 2024 (includes corresponding Graph/Chart)
  • 6.4.3 Italy
  • Market Analysis
    • Table 28: Italian Recent Past, Current & Future Analysis for Virtual Reality Market Analyzed with Annual Revenue Figures in US$ Thousand for Years 2015 through 2024 (includes corresponding Graph/Chart)
  • 6.4.4 United Kingdom
  • Market Analysis
    • Table 29: The United Kingdom Recent Past, Current & Future Analysis for Virtual Reality Market Analyzed with Annual Revenue Figures in US$ Thousand for Years 2015 through 2024 (includes corresponding Graph/Chart)
  • 6.4.5 Rest of Europe
  • Market Analysis
    • Table 30: Rest of Europe Recent Past, Current & Future Analysis for Virtual Reality Market Analyzed with Annual Revenue Figures in US$ Thousand for Years 2015 through 2024 (includes corresponding Graph/Chart)
  • 6.5 Asia-Pacific
  • Market Analysis
    • Table 31: Asia-Pacific Recent Past, Current & Future Analysis for Virtual Reality Market Analyzed with Annual Revenue Figures in US$ Thousand for Years 2015 through 2024 (includes corresponding Graph/Chart)
  • 6.6 Rest of World
  • Market Analysis
    • Table 32: Rest of World Recent Past, Current & Future Analysis for Virtual Reality Market Analyzed with Annual Revenue Figures in US$ Thousand for Years 2015 through 2024 (includes corresponding Graph/Chart)

7. COMPANY PROFILES Total Companies Profiled:126 (including Divisions/Subsidiaries - 131) The United States (73) Canada (5) Japan (4) Europe (32) - France (6) - Germany (5) - The United Kingdom (3) - Spain (1) - Rest of Europe (17) Asia-Pacific (Excluding Japan) (15) Middle East (2)

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