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市場調査レポート

仮想現実 (VR) の世界市場:2015年〜2019年

Global Virtual Reality Market 2017-2021

発行 TechNavio (Infiniti Research Ltd.) 商品コード 345510
出版日 ページ情報 英文 92 Pages
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仮想現実 (VR) の世界市場:2015年〜2019年 Global Virtual Reality Market 2017-2021
出版日: 2017年09月12日 ページ情報: 英文 92 Pages
概要

世界の仮想現実 (VR) 市場は、2014年〜2019年のCAGRで、96.09%の成長が見込まれています。

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し、市場規模と成長率、市場動向、市場促進要因・課題、市場機会について検証するほか、主要ベンダーなどについて、体系的な情報を提供しています。

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
  • エンドユーザー区分
  • 基準年
  • 地域
  • 市場規模の計算と区分
  • 共通通貨の換算率

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

  • 主な市場ハイライト

第5章 市場情勢

  • 市場概要
  • VRシステムのコンポーネント
  • VRの推移
  • 市場規模と予測
  • ファイブフォース分析

第6章 市場区分:コンポーネント別

  • ハードウェア vs. ソフトウェア

第7章 市場区分:エンドユーザー別

  • ゲーム
  • エンターテインメント
  • 産業用
  • Eコマース
  • スポーツ・フィットネス
  • 旅行・観光
  • 軍事・航空

第8章 地理区分

  • 地域別

第9章 市場促進要因

第10章 促進要因とその影響

第11章 市場の課題

第12章 促進要因と課題の影響

第13章 市場動向

第14章 ベンダー情勢

  • 競合シナリオ

第15章 主要ベンダー分析

  • Avegant
  • Beijing ANTVR Technology
  • Criffin
  • EON Reality
  • Google
  • HTC
  • ImmersiON-VRelia
  • Leap Motion
  • Oculus VR
  • Razer
  • Samsung
  • Shoogee (Durovis Dive)
  • ソニー
  • Virtalis
  • Virtual Realities
  • Vrizzmo
  • WorldViz

第16章 付録

第17章 Technavioについて

図表

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目次
Product Code: IRTNTR14658

About Virtual Reality

Virtual reality (VR) is defined as a three-dimensional computer-generated environment. VR is implemented using a computer technology and a range of systems, including headsets and special gloves, that make the user a part of the virtual world. VR provides an immersive experience by connecting the user to the VR world. The user experiences a feeling of involvement, which is intelligently designed by experts. VR is a combination of hardware, software, and sensory synchronicity to achieve a sense of presence. VR has gained immense popularity worldwide because of the development of immersive films and 360-degree videos. VR systems allow a three-dimensional view of images.

Technavio's analysts forecast the global virtual reality market to grow at a CAGR of 48.89% during the period 2017-2021.

Covered in this report

The report covers the present scenario and the growth prospects of the global virtual reality market for 2017-2021. The report presents a detailed picture of the market by way of study, synthesis, and summation of data from multiple sources.

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

  • Americas
  • APAC
  • EMEA

Technavio's report, Global Virtual Reality Market 2017-2021, 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.

VR market vendors

  • 360 Labs
  • Netflix
  • Samsung Electronics
  • Google
  • Koncept VR
  • Jaunt
  • DODOcase
  • I AM CARDBOARD
  • KNOXLABS
  • OnePlus
  • PowisVR
  • Unofficial Cardboard
  • ZEISS VR ONE
  • HOMIDO
  • Mattel
  • Samsonite IP Holdings
  • MR.CARDBOARD
  • Facebook (Oculus VR)
  • HTC
  • Open Source Virtual Reality
  • Sony
  • Zebronics
  • FOVE
  • LG Electronics
  • CyberGlove Systems
  • MANUS VR
  • NeuroDigital Technologies
  • Virtalis
  • Dexta Robotics
  • Synertial
  • Spinview Global
  • VRscape
  • AppReal
  • Erminesoft

Market driver

  • Declining prices of VR hardware
  • For a full, detailed list, view our report

Market challenge

  • High VR app development costs
  • For a full, detailed list, view our report

Market trend

  • Use of inside-out tracking technology in VR headsets
  • For a full, detailed list, view our report

Key questions answered in this report

  • What will the market size be in 2021 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?
  • You can request one free hour of our analyst's time when you purchase this market report. Details are provided within the report.

Table of Contents

Table of Contents

PART 01: Executive summary

PART 02: Scope of the report

PART 03: Research Methodology

PART 04: Introduction

  • Market outline

PART 05: Market landscape

  • Market overview
  • Market size and forecast
  • Five forces analysis

PART 06: Market segmentation by sector

  • Global VR market by sector
  • Global VR market in VR content sector
  • Global VR market in VR hardware sector
  • Global VR market in VR apps sector

PART 07: Market segmentation by platform

  • Global VR market by platform
  • Global VR market by PCs
  • Global VR market by mobile devices
  • Global VR market by consoles

PART 08: Geographical segmentation

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

PART 09: Key leading countries

  • VR market in US
  • VR market in Japan
  • VR market in China

PART 10: Decision framework

PART 11: Drivers and challenges

  • Market drivers
  • Market challenges

PART 12: Market trends

  • Use of inside-out tracking technology in VR headsets
  • Increasing popularity of 360-degree content
  • Adoption of VR in fashion and retail
  • Use of VR projectors
  • Emergence of VR armbands and gesture-based controllers

PART 13: Vendor landscape

  • Competitive scenario

PART 14: Appendix

  • List of abbreviations
  • List of Exhibits 
  • Exhibit 01: Global VR market: Overview
  • Exhibit 02: Global VR market 2016-2021 ($ billions)
  • Exhibit 03: Five forces analysis
  • Exhibit 04: Global VR market by sector 2016 and 2021 (% share)
  • Exhibit 05: Global VR market in VR content sector 2016-2021 ($ billions)
  • Exhibit 06: Global VR market in VR content sector by end-user industry 2016 and 2021 (% share)
  • Exhibit 07: Global VR market in gaming industry 2016-2021 ($ billions)
  • Exhibit 08: Global VR market in entertainment industry 2016-2021 ($ billions)
  • Exhibit 09: Global VR market in education industry 2016-2021 ($ billions)
  • Exhibit 10: Global VR market in retail industry 2016-2021 ($ billions)
  • Exhibit 11: Global VR market in other industries 2016-2021 ($ billions)
  • Exhibit 12: Global VR market in VR hardware sector 2016-2021 ($ billions)
  • Exhibit 13: Global VR hardware market by VR HMDs 2016-2021 ($ billions)
  • Exhibit 14: Global VR market by VR HMDs 2016-2021 (millions of units)
  • Exhibit 15: Global VR market by VR gloves 2016-2021 ($ billions)
  • Exhibit 16: Global VR market by VR gloves 2016-2021 (millions of units)
  • Exhibit 17: Global VR market in VR apps sector 2016-2021 ($ billions)
  • Exhibit 18: Global VR market by platform 2016 and 2021 (% share)
  • Exhibit 19: Global VR market by PCs 2016-2021 ($ billions)
  • Exhibit 20: Global VR market by mobile devices 2016-2021 ($ billions)
  • Exhibit 21: Global VR market by consoles 2016-2021 ($ billions)
  • Exhibit 22: Global VR market by geography 2016 and 2021 (% share)
  • Exhibit 23: VR market in Americas 2016-2021 ($ billions)
  • Exhibit 24: VR market in APAC 2016-2021 ($ billions)
  • Exhibit 25: VR market in EMEA 2016-2021 ($ billions)
  • Exhibit 26: Key leading countries 2016
  • Exhibit 27: VR market in US 2016-2021 ($ billions)
  • Exhibit 28: VR market in Japan 2016-2021 ($ billions)
  • Exhibit 29: VR market in China 2016-2021 ($ billions)
  • Exhibit 30: Vendors in VR content market
  • Exhibit 31: Vendors in global VR cardboard market
  • Exhibit 32: Vendors in global VR headset market
  • Exhibit 33: Vendors in global VR glove market
  • Exhibit 34: Vendors in global VR app market
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