市場調査レポート

バーチャルリアリティ (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 289 Pages
納期: 即日から翌営業日
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バーチャルリアリティ (VR) の世界市場 Virtual Reality (VR)
出版日: 2016年02月01日 ページ情報: 英文 289 Pages
概要

当レポートでは、バーチャルリアリティ (VR) の世界市場について精査しており、また市場を米国、カナダ、日本、欧州、アジア太平洋、およびその他の地域に分類し、それぞれの地域市場について総合的な市場データと詳細な分析とを提供しています。

第1章 序論、調査方法および製品定義

  • 調査信頼度およびレポートの限定事項
  • 免責条項
  • データの解釈およびレポートレベル
  • 製品の定義および調査範囲

第2章 エグゼクティブ・サマリー

  • 業界概要
    • 没入型デジタル環境の時代:バーチャルリアリティのビジネス化への関心が高まる基礎
    • VRの第一波では訓練用、シミュレーション用、またゲーム用ツールとしてのVRの威力を披露
    • VRの第二波では通信用システム/インタフェースとしてのVRの力が解き放たれる
    • VR市場は収穫の時期を迎える
    • 架空の概念から数十億ドル規模の市場機会へ - バーチャルリアリティ市場の進化の道をたどる
    • VR概念の研究業務着手は1950年代にさかのぼる
    • 1980年代および90年代 - 初期の商用化への取り組み
    • 21世紀へ - 商用性確立のための製品開発
    • 投資シナリオ:ベンチャーキャピタリストはVRの巨大な波に乗る準備を整える
    • 2014年のFacebook社によるOculus社買収が企業およびベンチャーキャピタルからのVR業界への洪水のような資金投入を招く
    • 主要な統計データの調査結果からVRおよびAR市場への投資シナリオが明確に
    • クラウドファンディング - 民間からの重要な資金調達源
    • バーチャルリアリティ市場の特許および知的財産権状況を解明
    • バリューチェーンの全域で参入企業はバーチャルリアリティ市場に大きな投資を行っている
    • VRバリューチェーンの主要参入企業概観
    • 対象市場の進化
    • バーチャルリアリティ・ソリューション - 何年にもわたるターゲット市場の進化
    • 市場展望
  • 注目すべき動向および市場成長促進要因
    • モバイルデバイスを活用したVRの体験が一般消費者市場への初期のVR導入の波を動かす
    • スマートフォン販売の拡大 - 重要な市場成長促進要因
    • PCやコンソールベースのVR体験が中長期的には膨大な収益の流入をもたらす
    • HMD (ヘッドマウントディスプレイ) がVR分野で利益の大きなデバイス市場となる
    • Google CardboardプロジェクトはVR HMDのビジネス機会をつぶすか?
    • エンタテインメント用およびゲーム用のHMDは売れ行きの良い商品となる
    • アプリエコシステムの進化 - VR市場成長のための必須事項
    • アプリストア - VRの急増を促す破壊力
    • 独立系のデベロッパーは思いきって突き進み、その一方で主なスタジオ各社は待ちの態勢にいる
    • VR市場では一般消費者分野が大半を占める
    • エンタテインメント用途 - VRの重要な収益源
    • VRゲーミング - 収益源として莫大な将来性を持つ市場
    • あと数年で一般消費者向け以外の商用利用による収益機会が加わる
    • 航空宇宙および防衛産業 - VRを重視しているもう一つの主要エンドユーザー産業部門
    • 医療分野のVR - 巨大な市場成長機会を有する新興市場
    • 完全な没入型VR体験がVRソリューションのさらなる市場機会を後押ししている
    • デバイスコストの低減 - 成功のための重要な試練
    • オープンソース・プラットフォームが市場からの利益を享受している
    • 先進国市場が市場の前線をリードし、また将来の成長は新興国市場が牽引する
    • 課題と難問
    • 未解決の技術的課題 - 主要な懸念事項
    • 比較的低価格のモデルが出現してはいるが、コストは依然として重要な課題として残る
    • 対象となり得る市場での認知度ならびに普及率の低さ
  • 製品概要
    • バーチャルリアリティ - 序論
    • バーチャルリアリティの種別
    • 完全没入型
    • 非没入型
    • 協同型
    • ウェブベース
    • バーチャルリアリティ・ソリューション
    • ヘッドマウントディスプレイ (HMD)
    • 没入型ルーム
    • センサーグローブ
    • ワンド
    • バーチャルリアリティの応用
    • ゲームおよびエンタテインメント
    • 医療
    • 工業デザインおよび建築
    • 教育
    • 科学的視覚化
  • 新製品
  • 最近の業界動向
  • 世界の主要企業
    • Avegant Corp. (米国)
    • Barco N.V (ベルギー)
    • CyberGlove Systems LLC (米国)
    • DeepStream VR (米国)
    • EON Reality Inc. (米国)
    • Google Inc. (米国)
    • Kopin Corporation, Inc. (米国)
    • Leap Motion, Inc. (米国)
    • Oculus VR, LLC (米国)
    • Qualcomm, Inc. (米国)
    • Rockwell Collins (米国)
    • Samsung Electronics (韓国)
    • Sensics, Inc. (米国)
    • Sixense Entertainment, Inc. (米国)
    • ソニー株式会社 (日本)
    • Total Immersion (フランス)
    • Virtalis Limited (英国)
    • VirtaMed AG (スイス)
    • Vuzix Corporation (米国)
    • WorldViz (米国)
  • 世界市場見通し

第3章 地域市場詳細

  • 米国
    • 市場分析
    • 市場予測
  • カナダ
  • 日本
  • 欧州
    • フランス
    • ドイツ
    • イタリア
    • 英国
    • 他の欧州諸国
  • アジア太平洋地域
  • 他の地域

第4章 市場競争状況

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目次
Product Code: MCP-7969

This report analyzes the worldwide markets for Virtual Reality (VR) in US$ Thousand. 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 2020. 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 125 companies including many key and niche players such as -

Avegant Corp.
Barco N.V
CyberGlove Systems LLC
DeepStream VR
EON Reality Inc.

Table of Contents

I. INTRODUCTION, METHODOLOGY & PRODUCT DEFINITIONS

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

II. EXECUTIVE SUMMARY

1. 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
  • The VR Market Ripe for Picking
  • From a Fictional Concept to a Multi-Billion Dollar Opportunity - Tracing the Evolutionary Path of Virtual Reality Market
  • 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
    • With Many Big Ticket Releases Planned, 2016 to be a 'Watershed' Year for Commercial VR Products
  • Investments Scenario: Venture Capitalists Get Ready to Surf the Giant VR Wave
  • Facebook's Acquisition of Oculus in 2014 Brings Flood of Corporate & Venture Capital Investments into the VR Industry
  • Key Statistical Findings Highlighting Investment Scenario in VR & AR Market
    • Table 1: Investment Landscape in VR/AR Industry - Quarterly Breakdown of Value of Investments (in US$ Million) Injected into the VR/AR Industry for Years 2012 through 2015 (includes corresponding Graph/Chart)
    • Table 2: Investment Landscape in VR/AR Industry - Number of Investment Deals Signed Annually in the VR/AR Industry for Years 2012 through 2015 (includes corresponding Graph/Chart)
    • Table 3: Investment Landscape in VR/AR Industry - Percentage Share Breakdown of Number of Funding Deals Registered by Investment Stage for 2015 (includes corresponding Graph/Chart)
    • Table 4: Investment Landscape in VR/AR Industry - Percentage Share Breakdown of Value of Investments Injected by Investment Area for Period 2012-2015 (includes corresponding Graph/Chart)
  • Crowdfunding - A Key Private Funding Source
  • Dissecting the Patent & IP Landscape in the Virtual Reality Market
    • Table 5: Patent Distribution Scenario in Virtual Reality Market: Percentage Share Breakdown of Number of Patents Filed over Last Two Decades by Application (includes corresponding Graph/Chart)
    • Table 6: Leading Patent Assignees for VR as of 2014 (includes corresponding Graph/Chart)
  • Participants across the Value Chain Bet Big on Virtual Reality Market
  • VR Value Chain Participants at a Glance:
  • Evolution of Target Markets
  • Virtual Reality Solutions - Evolution of Target Markets Over the Years
  • Market Outlook

2. NOTEWORTHY TRENDS & GROWTH DRIVERS

  • Mobile Device Based VR Experience to Drive Initial VR Adoption Wave in Consumer Market
  • Growing Smartphone Sales - Key Growth Driver
    • Table 7: Spiraling Sales of Smartphones Provides the Launch Pad for VR Technology Proliferation: Breakdown of Global Sales of Smartphones (In 000 Units) by Geographic Region for the Years 2015 & 2020 (includes corresponding Graph/Chart)
    • Table 8: Growing Smartphone Penetration to Fuel Future Gains in the VR Market: Breakdown of Smartphone Penetration Rate (In %) by Select Country for the Year 2014
  • PC & Console Based VR Experience to Drive Massive Revenue Inflow in Medium to Long Term
  • HMDs to Be Lucrative Device Market for VR
  • Will Google Cardboard Project Dent Opportunities for VR HMDs?
  • HMDs for Entertainment & Gaming Applications to be Hot Selling Products
  • Evolution of App Ecosystem - Must for Growth in VR Market
    • Table 9: Global VR Apps Eco-System (2015): %Share of VR Content Available by Device Platform (includes corresponding Graph/Chart)
  • Application Stores - The Disruptive Force that can Drive Rapid Proliferation of VR
    • Table 10: Global Mobile App Stores Market (2014): Percentage Share Breakdown of Number of Apps Downloaded by App Store Type Baidu, Google Playstore, iOS, and Others (includes corresponding Graph/Chart)
    • Table 11: Global Mobile App Stores Market (2014): Percentage Share Breakdown of App Store Revenue by App Store Type - Google Playstore, iOS, and Others (includes corresponding Graph/Chart)
  • Independent Developers Take the Plunge while Major Studios Wait to Follow
    • Best Apps for Google Cardboard
    • Best Apps for Gear VR
  • Consumer Segment Dominates VR Market
  • Entertainment Applications - Key Revenue Contributor for VR
  • VR Gaming - Market Laden with Tremendous Potential for Revenue Generation
    • Table 12: US Gamers Interest in VR: Percentage of Individuals Across Age Groups Against by their Willing to Commit on Devices (includes corresponding Graph/Chart)
    • Table 13: US Gamer Interest by VR Games Genre (2015): Percentage Number of US Individuals against their Preferred Genre of Game (includes corresponding Graph/Chart)
    • Table 14: VR Solutions Market in Gaming Sector (2015 & 2018): Percentage Share Breakdown of Revenue by Device Platforms (includes corresponding Graph/Chart)
    • Table 15: VR Solutions Market in Gaming Sector (2016E): Estimated Percentage Share Breakdown of Number of VR Game Users by Device Platforms (includes corresponding Graph/Chart)
  • Non-Consumer Commercial Applications to Add New Revenue Opportunities for VR in Coming Years
    • Table 16: Interest in Non-Gaming VR Content (2015): Percentage Number of US Individuals against their Preference for Non-Gaming VR Content (includes corresponding Graph/Chart)
  • Aerospace & Defense Sector - Another Key End-Use Area in Focus for VR
  • VR in Healthcare - An Emerging Market with Massive Opportunity for Growth
    • Healthcare End-Use Applications of VR in a Snapshot
    • Why does the Healthcare Sector Need VR Technology?
    • Growth Drivers in a Nutshell
    • Table 17: Global Healthcare IT Market (2013): Percentage Share Breakdown of Spending by Sector (includes corresponding Graph/Chart)
  • Fully Immersive VR Experience to Drive More Opportunities for VR Solutions
  • Reduction in Cost of Device - Key Crucible for Success
  • Open Source Platforms Look to Benefit from the Market
  • Developed Markets Lead from the Front while Developing Markets to Drive Future Growth
  • 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

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

4. PRODUCT LAUNCHES

  • Kopin Introduces Vista VR Series of Micro Displays for VR Market Applications
  • Sony and Oculus Set to Introduce VR Device Platforms
  • Oculus Rolls Out Commercial Variant of Oculus Rift VR Headset Device Platform
  • Tommy Hilfiger Unveils VR Headsets for Customers
  • Hulu Set to Introduce Virtual Reality App
  • Samsung Set to Introduce Gear VR in the Consumer Market
  • Sony Set for 2016 Launch of VR Headsets in Consumer Market
  • DIRECTV Introduces Big Knockout Boxing (BKB) VR App
  • Nokia Introduces Innovative Spherical VR Capable Camera for Creating 3D Movies
  • HTC Introduces Re Vive VR Headset
  • HomeLane Introduces Kaleido VR Device
  • CamSoda Introduces Interactive VR Platform
  • Microsoft Introduces HoloLens Device Platform
  • Jaunt Inaugurates Own Movie Studio
  • Marriot Rolls Out Pilot VR Experience Program
  • OnePlus Unveils Light VR Headset
  • Cirque du Soleil Launches Virtual Reality Experience of the Show Kurios
  • IC Real Tech Launches IC720 360x360 Video Camera with All Round Vision Capabilities
  • zSpace Unveils VR Experience for Personal Computer Platform
  • Lexus Offers Customers With VR App to Experience Some of the Fastest Cars Worldwide
  • Samsung Introduces Gear VR Device Platform
  • Steam Unveils Beta User Interface Customized to Support VR Devices
  • Atlantic Productions Inaugurates Alchemy VR Entertainment Studio
  • EON Reality Inc Unveils EON Experience Portal
  • Carl Zeiss Forays into VR Headset Market with VR One Platform
  • DIRTT Unveils Oculus Rift Based ICE(r) VR Experience
  • Oculus Unveils Oculus Rift Concept

5. RECENT INDUSTRY ACTIVITY

  • GoPro Agrees to Buy Spherical Media and Virtual Reality Company - Kolor
  • Sony Successfully Concludes SoftKinetic Acquisition
  • Apple Closes Acquisition of Metaio
  • Apple Acquires Faceshift
  • Facebook Acquires Surreal Vision
  • LearnBrite Buys Out Cerritos
  • Microsoft Successfully Closes Havok Acquisition
  • HTC Buys Stake in WEVR Virtual Reality Platform
  • Blippar Successfully Closes Acquisition of Binocular
  • Nokia to Foray into Virtual Reality Market
  • Jaunt Partners with 3Mersiv for its Jaunt Studios Venture
  • Next Galaxy Corp. Enters into Partnership with VR HealthNet
  • Microsoft Enters into Partnership with Oculus to Market Xbox One Controller bundled with Oculus Rift Platform
  • Samsung and Marvel Partner to Create Avenger Themed VR- Experience for Galaxy S6 Phone Devices
  • Google Partners with GoPro to Make VR videos Available on Youtube
  • GroupM Partners with Happy Finish to Develop Immersive Virtual Reality Based Creative Solutions
  • Razer Rolls Out Upgraded OSVR Platform Featuring Full HD OLED Display
  • The Virtual Reality Company (VRC) Partners with Ion Virtual Technology Corporation (IonVR)
  • Maximum Games Partners with Untold Games for Development of 'Loading Human' Virtual Reality Based Action/Adventure Game
  • Facebook Successfully Acquires Oculus
  • Google Ventures Acquires Stake in VR Technology Startup Jaunt
  • Oculus and Unity Technologies to Further Deepen Strategic Ties
  • CSM Brazil in Partnership with EON Reality to Introduce Interactive Virtual Reality Soccer Game
  • Fleetway Inc Inks Partnership Agreement with Virtalis

6. FOCUS ON SELECT PLAYERS

  • Avegant Corp. (US)
  • Barco N.V (Belgium)
  • CyberGlove Systems LLC (US)
  • DeepStream VR (US)
  • EON Reality Inc. (US)
  • Google Inc. (US)
  • Kopin Corporation, Inc. (US)
  • Leap Motion, Inc. (US)
  • Oculus VR, LLC (US)
  • Qualcomm, Inc. (US)
  • Rockwell Collins (US)
  • Samsung Electronics (South Korea)
  • Sensics, Inc. (US)
  • Sixense Entertainment, Inc. (US)
  • Sony Corporation (Japan)
  • Total Immersion (France)
  • Virtalis Limited (UK)
  • VirtaMed AG (Switzerland)
  • Vuzix Corporation (US)
  • WorldViz (US)

7. GLOBAL MARKET PERSPECTIVE

    • Table 18: World Recent Past, Current & Future Analysis for Virtual Reality by Geographic Region - US, Canada, Japan, Europe, Asia-Pacific and Rest of World Markets Independently Analyzed with Annual Revenues in US$ Thousand for Years 2015 through 2020 (includes corresponding Graph/Chart)
    • Table 19: World 6-Year Perspective for Virtual Reality by Geographic Region - Percentage Breakdown of Revenues for US, Canada, Japan, Europe, Asia-Pacific and Rest of World Markets for Years 2015 & 2020 (includes corresponding Graph/Chart)
    • Table 20: World Recent Past, Current & Future Analysis for Virtual Reality in Consumer Sector by Geographic Region - US, Canada, Japan, Europe, Asia-Pacific and Rest of World Markets Independently Analyzed with Annual Revenues in US$ Thousand for Years 2015 through 2020 (includes corresponding Graph/Chart)
    • Table 21: World 6-Year Perspective for Virtual Reality in Consumer Sector by Geographic Region - Percentage Breakdown of Revenues for US, Canada, Japan, Europe, Asia-Pacific and Rest of World Markets for Years 2015 & 2020 (includes corresponding Graph/Chart)
    • Table 22: World Recent Past, Current & Future Analysis for Virtual Reality in Consumer Sector by Type - Software and Hardware Markets Independently Analyzed with Annual Revenues in US$ Thousand for Years 2015 through 2020 (includes corresponding Graph/Chart)
    • Table 23: World 6-Year Perspective for Virtual Reality in Consumer Sector by Type - Percentage Breakdown of Revenues for Software and Hardware Markets for Years 2015 & 2020 (includes corresponding Graph/Chart)
    • Table 24: World Recent Past, Current & Future Analysis for Virtual Reality in Commercial Sector by Geographic Region - US, Canada, Japan, Europe, Asia-Pacific and Rest of World Markets Independently Analyzed with Annual Revenues in US$ Thousand for Years 2015 through 2020 (includes corresponding Graph/Chart)
    • Table 25: World 6-Year Perspective for Virtual Reality in Commercial Sector by Geographic Region - Percentage Breakdown of Revenues for US, Canada, Japan, Europe, Asia-Pacific and Rest of World Markets for Years 2015 & 2020 (includes corresponding Graph/Chart)
    • Table 26: World Recent Past, Current & Future Analysis for Virtual Reality in Commercial Sector by Type - Software and Hardware Markets Independently Analyzed with Annual Revenues in US$ Thousand for Years 2015 through 2020 (includes corresponding Graph/Chart)
    • Table 27: World 6-Year Perspective for Virtual Reality in Commercial Sector by Type - Percentage Breakdown of Revenues for Software and Hardware Markets for Years 2015 & 2020 (includes corresponding Graph/Chart)

III. MARKET

1. THE UNITED STATES

  • A. Market Analysis
    • Outlook
    • Smartphone Penetration: Foundation for Mobile VR Market Growth
    • Table 28: US Mobile Phones Market (2015E): Breakdown of New Mobile Phone Sales by Type of Phone - Smartphone & Feature Phones (includes corresponding Graph/Chart)
    • Table 29: Smartphone & Mobile Internet Penetration as a Percentage of Total Mobile Users in the US: 2014 (includes corresponding Graph/Chart)
    • Product Launches
    • Strategic Corpotare Developments
    • Select Key Players
  • B. Market Analytics
    • Table 30: US Recent Past, Current & Future Analysis for Virtual Reality by End-Use Sector - Consumer and Commercial Markets Independently Analyzed with Annual Revenues in US$ Thousand for Years 2015 through 2020 (includes corresponding Graph/Chart)
    • Table 31: US 6-Year Perspective for Virtual Reality by End-Use Sector - Percentage Breakdown of Revenues for Consumer and Commercial Markets for Years 2015 & 2020 (includes corresponding Graph/Chart)

2. CANADA

  • A. Market Analysis
    • Outlook
    • Product Launch
  • B. Market Analytics
    • Table 32: Canadian Recent Past, Current & Future Analysis for Virtual Reality by End-Use Sector - Consumer and Commercial Markets Independently Analyzed with Annual Revenues in US$ Thousand for Years 2015 through 2020 (includes corresponding Graph/Chart)
    • Table 33: Canadian 6-Year Perspective for Virtual Reality by End-Use Sector - Percentage Breakdown of Revenues for Consumer and Commercial Markets for Years 2015 & 2020 (includes corresponding Graph/Chart)

3. JAPAN

  • A. Market Analysis
    • Outlook
    • Product Launches
    • Select Key Player
  • B. Market Analytics
    • Table 34: Japanese Recent Past, Current & Future Analysis for Virtual Reality by End-Use Sector - Consumer and Commercial Markets Independently Analyzed with Annual Revenues in US$ Thousand for Years 2015 through 2020 (includes corresponding Graph/Chart)
    • Table 35: Japanese 6-Year Perspective for Virtual Reality by End-Use Sector - Percentage Breakdown of Revenues for Consumer and Commercial Markets for Years 2015 & 2020 (includes corresponding Graph/Chart)

4. EUROPE

  • A. Market Analysis
    • Outlook
  • B. Market Analytics
    • Table 36: European Recent Past, Current & Future Analysis for Virtual Reality by Region - France, Germany, Italy, UK, and Rest of Europe Markets Independently Analyzed with Annual Revenue Figures in US$ Thousand for Years 2015 through 2020 (includes corresponding Graph/Chart)
    • Table 37: European 6-Year Perspective for Virtual Reality by Region - Percentage Breakdown of Revenues for France, Germany, Italy, UK, and Rest of Europe Markets for Years 2015 and 2020 (includes corresponding Graph/Chart)
    • Table 38: European Recent Past, Current & Future Analysis for Virtual Reality by End-Use Sector - Consumer and Commercial Markets Independently Analyzed with Annual Revenues in US$ Thousand for Years 2015 through 2020 (includes corresponding Graph/Chart)
    • Table 39: European 6-Year Perspective for Virtual Reality by End-Use Sector - Percentage Breakdown of Revenues for Consumer and Commercial Markets for Years 2015 & 2020 (includes corresponding Graph/Chart)

4a. FRANCE

  • A. Market Analysis
    • Outlook
    • Select Key Player
  • B. Market Analytics
    • Table 40: French Recent Past, Current & Future Analysis for Virtual Reality by End-Use Sector - Consumer and Commercial Markets Independently Analyzed with Annual Revenues in US$ Thousand for Years 2015 through 2020 (includes corresponding Graph/Chart)
    • Table 41: French 6-Year Perspective for Virtual Reality by End-Use Sector - Percentage Breakdown of Revenues for Consumer and Commercial Markets for Years 2015 & 2020 (includes corresponding Graph/Chart)

4b. GERMANY

  • A. Market Analysis
    • Outlook
    • Product Launch
    • Strategic Corporate Development
  • B. Market Analytics
    • Table 42: German Recent Past, Current & Future Analysis for Virtual Reality by End-Use Sector - Consumer and Commercial Markets Independently Analyzed with Annual Revenues in US$ Thousand for Years 2015 through 2020 (includes corresponding Graph/Chart)
    • Table 43: German 6-Year Perspective for Virtual Reality by End-Use Sector - Percentage Breakdown of Revenues for Consumer and Commercial Markets for Years 2015 & 2020 (includes corresponding Graph/Chart)

4c. ITALY

  • A. Market Analysis
    • Outlook
  • B. Market Analytics
    • Table 44: Italian Recent Past, Current & Future Analysis for Virtual Reality by End-Use Sector - Consumer and Commercial Markets Independently Analyzed with Annual Revenues in US$ Thousand for Years 2015 through 2020 (includes corresponding Graph/Chart)
    • Table 45: Italian 6-Year Perspective for Virtual Reality by End-Use Sector - Percentage Breakdown of Revenues for Consumer and Commercial Markets for Years 2015 & 2020 (includes corresponding Graph/Chart)

4d. UNITED KINGDOM

  • A. Market Analysis
    • Outlook
    • Product Launches
    • Strategic Corporate Developments
    • Select Key Player
  • B. Market Analytics
    • Table 46: United Kingdom Recent Past, Current & Future Analysis for Virtual Reality by End-Use Sector - Consumer and Commercial Markets Independently Analyzed with Annual Revenues in US$ Thousand for Years 2015 through 2020 (includes corresponding Graph/Chart)
    • Table 47: United Kingdom 6-Year Perspective for Virtual Reality by End-Use Sector - Percentage Breakdown of Revenues for Consumer and Commercial Markets for Years 2015 & 2020 (includes corresponding Graph/Chart)

4e. REST OF EUROPE

  • A. Market Analysis
    • Outlook
    • Product Launch
    • Strategic Corporate Developments
    • Select Key Players
  • B. Market Analytics
    • Table 48: Rest of Europe Recent Past, Current & Future Analysis for Virtual Reality by End-Use Sector - Consumer and Commercial Markets Independently Analyzed with Annual Revenues in US$ Thousand for Years 2015 through 2020 (includes corresponding Graph/Chart)
    • Table 49: Rest of Europe 6-Year Perspective for Virtual Reality by End-Use Sector - Percentage Breakdown of Revenues for Consumer and Commercial Markets for Years 2015 & 2020 (includes corresponding Graph/Chart)

5. ASIA-PACIFIC

  • A. Market Analysis
    • Outlook
    • Huge Mobile User Base in China to Spur Demand for Smartphone Enabled VR Applications and Services
    • Table 50: Top 10 Countries Worldwide with Active Mobile Subscriptions (in Millions): 2014 (includes corresponding Graph/Chart)
    • India & China: Two Countries with the Largest Young Population Offer Significant Opportunities
    • Table 51: Ten Largest Populated Countries Worldwide (July 2013): Total Population (in Millions) by Age Group 0-14 Years, 15-44 Years, 45-64 Years, and 65+ Years for China, India, USA, Indonesia, Brazil, Pakistan, Nigeria, Bangladesh, Russia and Japan (includes corresponding Graph/Chart)
    • Product Launches
    • Key Player
  • B. Market Analytics
    • Table 52: Asia-Pacific Recent Past, Current & Future Analysis for Virtual Reality by End-Use Sector - Consumer and Commercial Markets Independently Analyzed with Annual Revenues in US$ Thousand for Years 2015 through 2020 (includes corresponding Graph/Chart)
    • Table 53: Asia-Pacific 6-Year Perspective for Virtual Reality by End-Use Sector - Percentage Breakdown of Revenues for Consumer and Commercial Markets for Years 2015 & 2020 (includes corresponding Graph/Chart)

6. REST OF WORLD

  • A. Market Analysis
    • Outlook
    • Strategic Corporate Development
  • B. Market Analytics
    • Table 54: Rest of World Recent Past, Current & Future Analysis for Virtual Reality by End-Use Sector - Consumer and Commercial Markets Independently Analyzed with Annual Revenues in US$ Thousand for Years 2015 through 2020 (includes corresponding Graph/Chart)
    • Table 55: Rest of World 6-Year Perspective for Virtual Reality by End-Use Sector - Percentage Breakdown of Revenues for Consumer and Commercial Markets for Years 2015 & 2020 (includes corresponding Graph/Chart)

COMPETITIVE LANDSCAPE

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