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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 2015-2019 - Industry Analysis

発行 TechNavio (Infiniti Research Ltd.) 商品コード 345510
出版日 ページ情報 英文 85 Pages
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仮想現実 (VR) の世界市場:2015年〜2019年 Global Virtual Reality Market 2015-2019 - Industry Analysis
出版日: 2015年11月18日 ページ情報: 英文 85 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

目次
Product Code: IRTNTR7492

About virtual reality

Virtual reality is a technology that allows a user to interact with a three-dimensional, computer-simulated environment. The main type of equipment used in virtual reality are visual devices, using either a computer screen or special stereoscopic displays; however, there are devices such as head-mounted display that provide sound for a wholesome experience. It is used in a wide variety of applications ranging from healthcare, gaming devices, public entertainment, prototype creation to military exercises.

A virtual reality system can be classified into the following:

  • Non-immersive virtual reality system
  • Semi-immersive virtual reality system
  • Immersive virtual reality system

Technavio's analysts forecast the global virtual reality market to grow at a CAGR of 96.09% over the period 2014-2019.

Covered in this report

The report includes the present scenario and the growth prospects of global virtual reality market for the period 2015-2019. Technavio's report, Global Virtual reality Market 2015-2019, 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 in the coming years. The report includes a discussion of the key vendors operating in this market.

Key vendors

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

Key market driver

  • Increased awareness
  • For a full, detailed list, view our report

Key market challenge

  • Concerns regarding criminal acts
  • For a full, detailed list, view our report

Key market trend

  • Investments, Partnerships, and M&A
  • For a full, detailed list, view our report

Key questions answered in this report

  • What will the market size be in 2019 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

Table of Contents

PART 01: Executive summary

  • Highlights

PART 02: Scope of the report

  • Market overview
  • End-user segments
  • Base year
  • Geographical areas
  • Market size calculation and segmentation
  • Common currency conversion rates

PART 03: Market research methodology

  • Research methodology
  • Economic indicators

PART 04: Introduction

  • Key market highlights

PART 05: Market landscape

  • Market overview
  • Components of VR system
  • VR transition
  • Market size and forecast
  • Five forces analysis

PART 06: Market segmentation by components

  • Global virtual reality market revenue contribution: Hardware versus software

PART 07: Market segmentation by end-user

  • Gaming
  • Entertainment
  • Industrial
  • E-commerce
  • Sports and fitness
  • Travel and tourism
  • Military and aviation

PART 08: Geographical segmentation

  • Global virtual reality market 2015-2019 by geography

PART 09: Market drivers

PART 10: Impact of drivers

PART 11: Market challenges

PART 12: Impact of drivers and challenges

PART 13: Market trends

PART 14: Vendor landscape

  • Competitive scenario

PART 15: Key vendor analysis

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

PART 16: Appendix

  • List of abbreviations

PART 17: Explore Technavio

List of Exhibits

  • Exhibit 01: Comparison of VR technology
  • Exhibit 02: Components of VR system
  • Exhibit 03: Global virtual reality market by revenue ($ millions)
  • Exhibit 04: Global virtual reality market by unit shipment (millions of units)
  • Exhibit 05: Five forces analysis
  • Exhibit 06: Global virtual reality market revenue contribution
  • Exhibit 07: ASP trend ($ millions)
  • Exhibit 08: Global virtual reality market by geography 2015-2019
  • Exhibit 09: Impact of drivers
  • Exhibit 10: Impact of drivers and challenges
  • Exhibit 11: Beijing ANTVR Technology: Product segmentation
  • Exhibit 12: EON Reality: Product segmentation
  • Exhibit 13: Google: Business segmentation by revenue 2014
  • Exhibit 14: Google: Business segmentation by revenue 2013 and 2014 ($ billions)
  • Exhibit 15: Google: Geographical segmentation by revenue 2014
  • Exhibit 16: HTC: Product segmentation
  • Exhibit 17: ImmersiON-VRelia: Product segmentation
  • Exhibit 18: Leap Motion: Product segmentation
  • Exhibit 19: Oculus VR: Products
  • Exhibit 20: Razer: Product segmentation
  • Exhibit 21: Samsung: Business segmentation by revenue 2014
  • Exhibit 22: Samsung: Business segmentation by revenue 2013 and 2014 ($ billions)
  • Exhibit 23: Sony: Business segmentation by revenue 2014
  • Exhibit 24: Sony: Business segmentation by revenue 2013 and 2014 ($ billions)
  • Exhibit 25: Vrizzmo: Product segmentation
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