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市場調査レポート

仮想現実 (VR) の世界市場:2017年〜2021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:2017年〜2021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、2017年〜2021年のCAGRで、48.89%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

第3章 市場調査手法

第4章 イントロダクション

  • 市場動向の概略

第5章 市場情勢

  • 市場概要
  • 市場規模と予測
  • ファイブフォース分析

第6章 市場区分:部門別

  • 部門別の市場区分
  • VRのコンテンツ部門
  • VRのハードウェア部門
  • VRのアプリケーション部門

第7章 市場区分:プラットフォーム別

  • プラットフォーム別の市場区分
  • PC
  • モバイル機器
  • コンソール

第8章 地理区分

  • 地域別の市場区分
  • 南北アメリカ
  • アジア太平洋地域
  • 欧州・中東・アフリカ

第9章 主要国

  • 米国
  • 日本
  • 中国

第10章 意思決定構造

第11章 市場促進要因市場と課題

第12章 市場動向

第13章 ベンダー情勢

  • 競合シナリオ

第14章 付録

  • 略語一覧

図表

図表
  • 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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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

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
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