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市場調査レポート

世界のゲーム市場におけるバーチャル・リアリティ :2016~2020年

Global Virtual Reality in Gaming Market 2016-2020

発行 TechNavio (Infiniti Research Ltd.) 商品コード 335173
出版日 ページ情報 英文 66 Pages
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本日の銀行送金レート: 1USD=108.69円で換算しております。
世界のゲーム市場におけるバーチャル・リアリティ :2016~2020年 Global Virtual Reality in Gaming Market 2016-2020
出版日: 2016年12月12日 ページ情報: 英文 66 Pages
概要

バーチャル・リアリティ(VR)技術の統合により、PCゲームのユーザーは実体験のような感覚が味わえます。多くのベンダーが自社製品のヘッドセットにVR技術を組み込んでいます。しかしながら、PCゲーム用途で使うVR技術に関してはハードウェア上の限界もあります。高帯域幅要件のために、無線技術は実現可能な選択肢とは考えられていません。ゲーム市場におけるバーチャル・リアリティの世界市場は、2016年~2020年のCAGRで、84.4%の成長が見込まれています。

当レポートでは、世界のゲーム市場におけるバーチャル・リアリティの現在のシナリオや成長の展望、専門家の意見に基づく市場分析、主要ベンダーの分析などについて取り上げています。

第1章 エグゼクティブサマリー

第2章 調査範囲

  • 市場概要
  • 主要製品

第3章 市場調査手法

  • 調査手法
  • 経済指標

第4章 イントロダクション

  • 市場の概略
  • VR

第5章 世界のゲーム市場

  • 市場区分:応用別
  • TV用コンソール
  • 多人数同時参加型オンラインゲーム(MMOs)
  • スマートフォン
  • カジュアルウェブゲーム
  • ボックスPC
  • タブレット
  • 携帯用ゲーム機

第6章 世界のVRヘッドセット市場

第7章 市場情勢

  • 市場の規模と予測
  • Porterのファイブフォース分析

第8章 市場区分:コンポーネント別

  • 市場区分:コンポ―ネント別
  • ハードウェア部門
  • ソフトウェア部門

第9章 市場区分:互換性別

  • PC別
  • ゲーム機別
  • モバイル機器別

第10章 地理的区分

  • 市場区分:地理別
  • 南北アメリカ
  • 欧州・中東・アフリカ
  • アジア太平洋

第11章 活性因子とその影響

  • 認知の急拡大
  • モバイルゲーム市場の成長
  • VRコンポーネントのASPの減少
  • 資金調達の増加

第12章 活性因子の影響

第13章 課題

  • 健康関連問題
  • VRコンテンツの不足
  • ハードウェアとソフトウェアの限界

第14章 活性因子と課題の影響

第15章 市場動向

  • VRDの導入
  • 360度カメラ人気の上昇
  • VRヘッドセット用深度感知カメラの導入

第16章 ベンダー情勢

  • 競合シナリオ
  • ベンダー情勢

第17章 付録

  • 略語集

第18章 Technavioについて

図表

図表
  • Exhibit 01: Key regions
  • Exhibit 02: Product offerings
  • Exhibit 03: Components of VR device
  • Exhibit 04: Popular HMDs for gaming segment
  • Exhibit 05: Value chain analysis
  • Exhibit 06: VR timeline
  • Exhibit 07: Global gaming market segmentation by application 2015
  • Exhibit 08: Global gaming market segmentation by application 2020
  • Exhibit 09: Percentage of smartphone gamers making in-app purchases for different reasons in 2015
  • Exhibit 10: Percentage of tablet gamers making in-app purchases for different reasons in 2015
  • Exhibit 11: Global VR headset market 2015-2020 ($ billions)
  • Exhibit 12: Global VR market by industry 2015 (% revenue share)
  • Exhibit 13: Global VR in gaming market 2015-2020 ($ billions)
  • Exhibit 14: Global VR in gaming market 2015-2020 (millions of units)
  • Exhibit 15: Five forces analysis
  • Exhibit 16: Global VR in gaming market by components 2015 (% share)
  • Exhibit 17: Global VR in gaming market by components 2020 (% share)
  • Exhibit 18: Global VR in gaming market by compatibility 2015-2020 (% revenue share)
  • Exhibit 19: Global VR in gaming market by compatibility 2015-2020 ($ billions)
  • Exhibit 20: Global VR in gaming market by PCs 2015-2020 ($ billions)
  • Exhibit 21: Global VR in gaming market by gaming consoles 2015-2020 ($ billions)
  • Exhibit 22: Global VR in gaming market by mobile devices 2015-2020 ($ billions)
  • Exhibit 23: Global VR in gaming market by geography 2015-2020 (% share)
  • Exhibit 24: Global VR in gaming market by geography 2015-2020 ($ billions)
  • Exhibit 25: VR in gaming market in Americas 2015-2020 ($ billions)
  • Exhibit 26: VR in gaming market in EMEA 2015-2020 ($ billions)
  • Exhibit 27: VR in gaming market in APAC 2015-2020 ($ billions)
  • Exhibit 28: ASP of VR used in gaming 2015-2020 ($)
  • Exhibit 29: YoY growth of funding on VR
  • Exhibit 30: Founding members of VRVCA
  • Exhibit 31: Impact of drivers
  • Exhibit 32: Impact of drivers and challenges
  • Exhibit 33: Comparison of pixel-based display and VRD
目次
Product Code: IRTNTR11085

About VR in Gaming

PC gaming can provide an immersive gaming experience to the users, with the integration of VR technology. Many vendors are integrating VR technology in their headsets. For instance, Oculus VR developed a headset in 2016 called the Oculus Rift. It is used for PC gaming like Elite Dangerous, in which virtual hands through the virtual controllers react while controlling certain movements. However, there are some VR hardware limitations with respect to using VR for PC gaming purposes. Due to high bandwidth requirements, the wireless technologies are not considered as a feasible option.

Technavio's analysts forecast the global VR in gaming market to grow at a CAGR of 84.4% during the period 2016-2020.

Covered in this report

The report covers the present scenario and the growth prospects of the global VR in gaming market for 2016-2020. To calculate the market size, the report considers the revenue generated from the shipments of VR devices for gaming.

The market is divided into the following segments based on geography:

  • Americas
  • APAC
  • EMEA

Technavio's report, Global VR in Gaming Market 2016-2020, has been prepared based on an in-depth market analysis with inputs from industry experts. The report covers the market landscape and its growth prospects over the coming years. The report also includes a discussion of the key vendors operating in this market.

Key vendors

  • Fove
  • Google
  • HTC
  • Oculus VR
  • Razer
  • Samsung
  • Sony
  • Zeiss International

Market driver

  • Rapid increase in awareness of VR technology
  • For a full, detailed list, view our report

Market challenge

  • Limitations of hardware and software
  • For a full, detailed list, view our report

Market trend

  • Introduction of depth-sensing camera for VR headsets
  • For a full, detailed list, view our report

Key questions answered in this report

  • What will the market size be in 2020 and what will the growth rate be?
  • What are the key market trends?
  • What is driving this market?
  • What are the challenges to market growth?
  • Who are the key vendors in this market space?
  • What are the market opportunities and threats faced by the key vendors?
  • What are the strengths and weaknesses of the key vendors?

You can request one free hour of our procurement specialist's time when you purchase this market report. Details are provided within the report.

Table of Contents

PART 01: Executive summary

  • Highlights

PART 02: Scope of the report

  • Market overview
  • Top-vendor offerings

PART 03: Market research methodology

  • Research methodology
  • Economic indicators

PART 04: Introduction

  • Key market highlights
  • VR

PART 05: Global gaming market

  • Global gaming market by application 2015-2020
  • TV consoles
  • MMOs
  • Smartphones
  • Casual web games
  • Boxed PC
  • Tablet
  • Handheld gaming consoles

PART 06: Global VR headset market

PART 07: Market landscape

  • Market size and forecast
  • Five forces analysis

PART 08: Market segmentation by components

  • Market segmentation by components
  • Hardware segment
  • Software segment

PART 09: Market segmentation by compatibility

  • Global VR in gaming market by PCs
  • Global VR in gaming market by gaming consoles
  • Global VR in gaming market by mobile devices

PART 10: Geographical segmentation

  • Global VR in gaming market by geography
  • VR in gaming market in Americas
  • VR in gaming market in EMEA
  • VR in gaming market in APAC

PART 11: Market drivers

  • Rapid increase in awareness of VR technology
  • Growth in mobile gaming
  • Decline in ASP of VR components
  • Increase in funding

PART 12: Impact of drivers

PART 13: Market challenges

  • Health-related issues
  • Insufficient VR content
  • Limitations of hardware and software

PART 14: Impact of drivers and challenges

PART 15: Market trends

  • Introduction of VRD
  • Growing popularity of 360-degree videos
  • Introduction of depth-sensing camera for VR headsets

PART 16: Vendor landscape

  • Competitive scenario
  • Vendor landscape

PART 17: Appendix

  • List of abbreviations

PART 18: Explore Technavio