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VR (仮想現実) ゲームの世界市場:産業動向、市場シェア・規模・成長率・機会・将来予測

Virtual Reality Gaming Market: Global Industry Trends, Share, Size, Growth, Opportunity and Forecast 2019-2024

発行 IMARC Services Private Limited 商品コード 693021
出版日 ページ情報 英文 106 Pages
納期: 2-3営業日
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VR (仮想現実) ゲームの世界市場:産業動向、市場シェア・規模・成長率・機会・将来予測 Virtual Reality Gaming Market: Global Industry Trends, Share, Size, Growth, Opportunity and Forecast 2019-2024
出版日: 2019年04月08日 ページ情報: 英文 106 Pages
概要

当レポートでは、世界の仮想現実 (VR) ゲーム市場の構造や動向について分析し、市場の全体的構造や、市場規模の推移・見通し (過去・今後7年間分)、分野別・デバイス別・年齢層・メーカー別・地域別の詳細動向、製品価格動向、主な市場促進・抑制要因、市場競争環境、主要企業のプロファイルなどについて調査しております。

第1章 序論

第2章 分析範囲・手法

第3章 エグゼクティブ・サマリー

第4章 イントロダクション

  • 概要
  • 業界の主な動向

第5章 世界のVR (仮想現実) ゲーム市場

  • 市場概要
  • 市場の実績値
  • セグメント別の市場区分
  • デバイス別の市場区分
  • 年齢層別の市場区分
  • メーカーの種類別の市場区分
  • 地域別の市場区分
  • 市場予測
  • SWOT分析
  • バリューチェーン分析
    • 概要
    • 研究開発 (R&D)
    • インプット
    • 製品・サービス
    • マーケティング・流通
    • エンドユーザー
    • アフターサービス
  • ポーターのファイブフォース分析
  • 価格分析

第6章 セグメント別の市場区分

  • ソフトウェア
  • ハードウェア

第7章 デバイス別の市場区分

  • PC (パーソナルコンピュータ)
  • ゲーム機
  • モバイルデバイス

第8章 年齢層別の市場区分

  • 成人
  • 児童

第9章 ゲームの種類別の市場区分

  • レーシングゲーム
  • アドベンチャーゲーム
  • 格闘ゲーム
  • シューティングゲーム
  • ミステリー/スリラーゲーム
  • パズルゲーム
  • SFゲーム
  • その他

第10章 地域別の市場区分

  • 北米
  • 欧州
  • アジア太平洋地域
  • 中東・アフリカ
  • ラテンアメリカ

第11章 競争環境

  • 市場構造
  • 主要企業
  • 主要企業のプロファイル
    • Fove
    • Google
    • HTC
    • Facebook
    • Razer
    • Samsung
    • ソニー
    • Zeiss International
    • AMD
    • GoPro
    • Largan Precision
    • Nvidia
    • Qualcomm
図表

List of Figures

  • Figure 1: Global: Virtual Reality Gaming Market: Major Drivers and Challenges
  • Figure 2: Global: Virtual Reality Gaming Market: Sales Value (in Billion US$), 2011-2018
  • Figure 3: Global: Virtual Reality Gaming Market: Breakup by Segment (in %), 2018
  • Figure 4: Global: Virtual Reality Gaming Market: Breakup by Device (in %), 2018
  • Figure 5: Global: Virtual Reality Gaming Market: Breakup by Age Group (in %), 2018
  • Figure 6: Global: Virtual Reality Gaming Market: Breakup by Types of Games (in %), 2018
  • Figure 7: Global: Virtual Reality Gaming Market: Breakup by Region (in %), 2018
  • Figure 8: Global: Virtual Reality Gaming Market Forecast: Sales Value (in Billion US$), 2019-2024
  • Figure 9: Global: Virtual Reality Gaming Industry: SWOT Analysis
  • Figure 10: Global: Virtual Reality Gaming Industry: Value Chain Analysis
  • Figure 11: Global: Virtual Reality Gaming Industry: Porter's Five Forces Analysis
  • Figure 12: Global: Virtual Reality Gaming Market (Software): Sales Value (in Million US$), 2011 & 2018
  • Figure 13: Global: Virtual Reality Gaming Market Forecast (Software): Sales Value (in Million US$), 2019-2024
  • Figure 14: Global: Virtual Reality Gaming Market (Hardware): Sales Value (in Million US$), 2011 & 2018
  • Figure 15: Global: Virtual Reality Gaming Market Forecast (Hardware): Sales Value (in Million US$), 2019-2024
  • Figure 16: Global: Virtual Reality Gaming Market (Personal Computers): Sales Value (in Million US$), 2011 & 2018
  • Figure 17: Global: Virtual Reality Gaming Market Forecast (Personal Computers): Sales Value (in Million US$), 2019-2024
  • Figure 18: Global: Virtual Reality Gaming Market (Gaming Consoles): Sales Value (in Million US$), 2011 & 2018
  • Figure 19: Global: Virtual Reality Gaming Market Forecast (Gaming Consoles): Sales Value (in Million US$), 2019-2024
  • Figure 20: Global: Virtual Reality Gaming Market (Mobile Devices): Sales Value (in Million US$), 2011 & 2018
  • Figure 21: Global: Virtual Reality Gaming Market Forecast (Mobile Devices): Sales Value (in Million US$), 2019-2024
  • Figure 22: Global: Virtual Reality Gaming Market (Adults): Sales Value (in Million US$), 2011 & 2018
  • Figure 23: Global: Virtual Reality Gaming Market Forecast (Adults): Sales Value (in Million US$), 2019-2024
  • Figure 24: Global: Virtual Reality Gaming Market (Children): Sales Value (in Million US$), 2011 & 2018
  • Figure 25: Global: Virtual Reality Gaming Market Forecast (Children): Sales Value (in Million US$), 2019-2024
  • Figure 26: Global: Virtual Reality Gaming Market (Racing): Sales Value (in Million US$), 2011 & 2018
  • Figure 27: Global: Virtual Reality Gaming Market Forecast (Racing): Sales Value (in Million US$), 2019-2024
  • Figure 28: Global: Virtual Reality Gaming Market (Adventure): Sales Value (in Million US$), 2011 & 2018
  • Figure 29: Global: Virtual Reality Gaming Market Forecast (Adventure): Sales Value (in Million US$), 2019-2024
  • Figure 30: Global: Virtual Reality Gaming Market (Fighting): Sales Value (in Million US$), 2011 & 2018
  • Figure 31: Global: Virtual Reality Gaming Market Forecast (Fighting): Sales Value (in Million US$), 2019-2024
  • Figure 32: Global: Virtual Reality Gaming Market (Shooting): Sales Value (in Million US$), 2011 & 2018
  • Figure 33: Global: Virtual Reality Gaming Market Forecast (Shooting): Sales Value (in Million US$), 2019-2024
  • Figure 34: Global: Virtual Reality Gaming Market (Mystery Thriller): Sales Value (in Million US$), 2011 & 2018
  • Figure 35: Global: Virtual Reality Gaming Market Forecast (Mystery Thriller): Sales Value (in Million US$), 2019-2024
  • Figure 36: Global: Virtual Reality Gaming Market (Puzzle): Sales Value (in Million US$), 2011 & 2018
  • Figure 37: Global: Virtual Reality Gaming Market Forecast (Puzzle): Sales Value (in Million US$), 2019-2024
  • Figure 38: Global: Virtual Reality Gaming Market (Science Fiction): Sales Value (in Million US$), 2011 & 2018
  • Figure 39: Global: Virtual Reality Gaming Market Forecast (Science Fiction): Sales Value (in Million US$), 2019-2024
  • Figure 40: Global: Virtual Reality Gaming Market (Other): Sales Value (in Million US$), 2011 & 2018
  • Figure 41: Global: Virtual Reality Gaming Market Forecast (Other): Sales Value (in Million US$), 2019-2024
  • Figure 42: North America: Virtual Reality Gaming Market: Sales Value (in Million US$), 2011 & 2018
  • Figure 43: North America: Virtual Reality Gaming Market Forecast: Sales Value (in Million US$), 2019-2024
  • Figure 44: Europe: Virtual Reality Gaming Market: Sales Value (in Million US$), 2011 & 2018
  • Figure 45: Europe: Virtual Reality Gaming Market Forecast: Sales Value (in Million US$), 2019-2024
  • Figure 46: Asia Pacific: Virtual Reality Gaming Market: Sales Value (in Million US$), 2011 & 2018
  • Figure 47: Asia Pacific: Virtual Reality Gaming Market Forecast: Sales Value (in Million US$), 2019-2024
  • Figure 48: Middle East and Africa: Virtual Reality Gaming Market: Sales Value (in Million US$), 2011 & 2018
  • Figure 49: Middle East and Africa: Virtual Reality Gaming Market Forecast: Sales Value (in Million US$), 2019-2024
  • Figure 50: Latin America: Virtual Reality Gaming Market: Sales Value (in Million US$), 2011 & 2018
  • Figure 51: Latin America: Virtual Reality Gaming Market Forecast: Sales Value (in Million US$), 2019-2024

List of Tables

  • Table 1: Global: Virtual Reality Gaming Market: Key Industry Highlights, 2018 and 2024
  • Table 2: Global: Virtual Reality Gaming Market Forecast: Breakup by Segment (in Million US$), 2019-2024
  • Table 3: Global: Virtual Reality Gaming Market Forecast: Breakup by Device (in Million US$), 2019-2024
  • Table 4: Global: Virtual Reality Gaming Market Forecast: Breakup by Age Group (in Million US$), 2019-2024
  • Table 5: Global: Virtual Reality Gaming Market Forecast: Breakup by Types of Games (in Million US$), 2019-2024
  • Table 6: Global: Virtual Reality Gaming Market Forecast: Breakup by Region (in Million US$), 2019-2024
  • Table 7: Global: Virtual Reality Gaming Market: Competitive Structure
  • Table 8: Global: Virtual Reality Gaming Market: Key Players
目次
Product Code: SR1018G69_Report

The global virtual reality gaming market reached a value of US$ 10.3 Billion in 2018. Looking forward, the market is projected to reach a value of US$ 40.2 Billion by 2024, expanding at a CAGR of 25.5% during 2019-2024. Virtual reality gaming refers to applications where a person can experience being in a three-dimensional (3-D) environment and interact with it during a game. Virtual reality (VR) environments help the user in experiencing the game as reality. To generate realistic images, sounds and other sensations that simulate a user's physical presence in an imaginary world, virtual reality technology uses virtual reality headsets, game controllers and motion capture methods or multi-projected setup.

Global Virtual Reality Gaming Market: Drivers

Virtual reality in gaming delivers 360 degrees vision, excellent sound, full immersion and increased realism to the gamer. The availability of controllers has also enhanced the interaction of users with virtual reality surroundings allowing gamers to control and modify the game environment according to their requirements.

Virtual reality headsets still remain expensive for a common user. In order to overcome this challenge, companies have established gaming clubs or special areas at malls and business centers for children and adults to get familiar and try out these games. As a result, the consumer base of virtual reality games has been witnessing a strong growth.

Driven by technological advancements, it is now possible to transform most of the computer games into a virtual reality format allowing users to experience new and better interaction. With the large variety of virtual reality headsets now available, companies are continuously launching new games and content.

Market Summary:

  • Based on the segment, the report has divided the market into software and hardware. Software currently represents the larger segment.
  • On the basis of device, personal computers represent the largest segment, followed by the gaming consoles and mobile devices.
  • Based on the age group, the market has been segregated into adults and children.
  • On the basis of type of games, the market has been segregated into racing games, adventure games, fighting games, shooting games, mystery thriller games, puzzle games, science fiction games and others.
  • Region-wise, the market has been categorised into North America, Europe, Asia Pacific, Middle East and Africa, and Latin America.
  • the Competitive Landscape of the market has also been examined with some of the key players being Fove, Google, HTC, Facebook, Razor, Samsung, Sony, Zeiss International, AMD, GoPro, Largan Precision, Nvidia and Qualcomm.
  • This report provides a deep insight into the global virtual reality gaming market covering all its essential aspects. This ranges from macro overview of the market to micro details of the industry performance, recent trends, key market drivers and challenges, SWOT analysis, Porter's five forces analysis, value chain analysis, etc. This report is a must-read for entrepreneurs, investors, researchers, consultants, business strategists, and all those who have any kind of stake or are planning to foray into the virtual reality gaming market in any manner.

Key Questions Answered in This Report:

  • How has the global virtual reality gaming market performed so far and how will it perform in the coming years?
  • What are the key regions in the global virtual reality gaming market?
  • Which are the popular segments in the global virtual reality gaming market?
  • What are the key devices in the global virtual reality gaming market?
  • What is the share of adults and children in the global virtual reality gaming market?
  • What are the major types of games in the global virtual reality gaming market?
  • What are the various stages in the value chain of the global virtual reality gaming market?
  • What are the key driving factors and challenges in the global virtual reality gaming market?
  • What is the structure of the global virtual reality gaming market and who are the key players?
  • What is the degree of competition in the global virtual reality gaming market?

Table of Contents

1 Preface

2 Scope and Methodology

  • 2.1 Objectives of the Study
  • 2.2 Stakeholders
  • 2.3 Data Sources
    • 2.3.1 Primary Sources
    • 2.3.2 Secondary Sources
  • 2.4 Market Estimation
    • 2.4.1 Bottom-Up Approach
    • 2.4.2 Top-Down Approach
  • 2.5 Forecasting Methodology

3 Executive Summary

4 Introduction

  • 4.1 Overview
  • 4.2 Key Industry Trends

5 Global Virtual Reality in Gaming Market

  • 5.1 Market Overview
  • 5.2 Market Performance
  • 5.3 Market Breakup by Segment
  • 5.4 Market Breakup by Device
  • 5.5 Market Breakup by Age Group
  • 5.6 Market Breakup by Types of Game
  • 5.7 Market Breakup by Region
  • 5.8 Market Forecast
  • 5.9 SWOT Analysis
    • 5.9.1 Overview
    • 5.9.2 Strengths
    • 5.9.3 Weaknesses
    • 5.9.4 Opportunities
    • 5.9.5 Threats
  • 5.10 Value Chain Analysis
    • 5.10.1 Overview
    • 5.10.2 Research and Development
    • 5.10.3 Inputs
    • 5.10.4 Products and Services
    • 5.10.5 Marketing and Distribution
    • 5.10.6 End-Users
    • 5.10.7 Post Sales Service
  • 5.11 Porters Five Forces Analysis
    • 5.11.1 Overview
    • 5.11.2 Bargaining Power of Buyers
    • 5.11.3 Bargaining Power of Suppliers
    • 5.11.4 Degree of Competition
    • 5.11.5 Threat of New Entrants
    • 5.11.6 Threat of Substitutes
  • 5.12 Price Analysis

6 Market Breakup by Segment

  • 6.1 Software
    • 6.1.1 Market Trends
    • 6.1.2 Market Forecast
  • 6.2 Hardware
    • 6.2.1 Market Trends
    • 6.2.2 Market Forecast

7 Market Breakup by Device

  • 7.1 Personal Computers
    • 7.1.1 Market Trends
    • 7.1.2 Market Forecast
  • 7.2 Gaming Consoles
    • 7.2.1 Market Trends
    • 7.2.2 Market Forecast
  • 7.3 Mobile Devices
    • 7.3.1 Market Trends
    • 7.3.2 Market Forecast

8 Market Breakup by Age Group

  • 8.1 Adults
    • 8.1.1 Market Trends
    • 8.1.2 Market Forecast
  • 8.2 Children
    • 8.2.1 Market Trends
    • 8.2.2 Market Forecast

9 Market Breakup by Types of Games

  • 9.1 Racing
    • 9.1.1 Market Trends
    • 9.1.2 Market Forecast
  • 9.2 Adventure
    • 9.2.1 Market Trends
    • 9.2.2 Market Forecast
  • 9.3 Fighting
    • 9.3.1 Market Trends
    • 9.3.2 Market Forecast
  • 9.4 Shooting
    • 9.4.1 Market Trends
    • 9.4.2 Market Forecast
  • 9.5 Mystery Thriller
    • 9.5.1 Market Trends
    • 9.5.2 Market Forecast
  • 9.6 Puzzle
    • 9.6.1 Market Trends
    • 9.6.2 Market Forecast
  • 9.7 Science Fiction
    • 9.7.1 Market Trends
    • 9.7.2 Market Forecast
  • 9.8 Others
    • 9.8.1 Market Trends
    • 9.8.2 Market Forecast

10 Market Breakup by Region

  • 10.1 North America
    • 10.1.1 Market Trends
    • 10.1.2 Market Forecast
  • 10.2 Europe
    • 10.2.1 Market Trends
    • 10.2.2 Market Forecast
  • 10.3 Asia Pacific
    • 10.3.1 Market Trends
    • 10.3.2 Market Forecast
  • 10.4 Middle East and Africa
    • 10.4.1 Market Trends
    • 10.4.2 Market Forecast
  • 10.5 Latin America
    • 10.5.1 Market Trends
    • 10.5.2 Market Forecast

11 Competitive Landscape

  • 11.1 Competitive Structure
  • 11.2 Key Players
  • 11.3 Profiles of Key Players
    • 11.3.1 Fove
    • 11.3.2 Google
    • 11.3.3 HTC
    • 11.3.4 Facebook
    • 11.3.5 Razer
    • 11.3.6 Samsung
    • 11.3.7 Sony
    • 11.3.8 Zeiss International
    • 11.3.9 AMD
    • 11.3.10 GoPro
    • 11.3.11 Largan Precision
    • 11.3.12 Nvidia
    • 11.3.13 Qualcomm
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