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市場調査レポート

バーチャルリアリティー市場

Virtual Reality Markets

発行 Juniper Research 商品コード 339656
出版日 ページ情報 英文
納期: 即日から翌営業日
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本日の銀行送金レート: 1GBP=155.63円で換算しております。
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バーチャルリアリティー市場 Virtual Reality Markets
出版日: 2017年08月08日 ページ情報: 英文
概要

当レポートでは、バーチャルリアリティー(VR) の世界市場について調査分析を行い、VR技術・ビジネスモデルの将来のロードマップを提供し、部門別 (PC型VR、コンソール型VR、スマートフォン型VR、VR周辺機器、360度カメラ) による市場予測を提供しています。

戦略 & 競合

第1章 VR市場の状況

  • イントロダクション
    • 調査範囲
  • 定義
    • VR、ARおよびMR (複合現実)
  • 市場の現況
    • VRハードウェア
    • VRソフトウェア
  • VR市場のダイナミクス
    • VR市場の促進因子
    • VR市場の障壁
    • VR市場の動向

第2章 VR市場の展開、利用例および機会

  • イントロダクション
  • VRの利用例
    • ゲーム
    • マルチメディアビューイング
    • トレーニング・リモートコントロール
    • ツーリズム
    • 不動産
    • 広告
    • 教育
    • 小売り
    • VRエコシステムの状況:利用例別
  • VRのバリューチェーン

第3章 VR技術のダイナミクス & 将来の展望

  • VRハードウェア
    • 現在のVRハードウェア
    • 将来のVRハードウェア
  • VRソフトウェア
    • 現在のVRソフトウェア
    • 将来のVRソフトウェア

第4章 競合情勢

  • イントロダクション
  • ステークホルダーの評価基準
  • VRハードウェアのステークホルダー評価
    • バーチャルリアリティーハードウェアポジショニングマトリクス結果
    • バーチャルリアリティーハードウェアプロバイダーのリーダーボード
    • ハードウェアプロバイダーの分類・結論
  • VRソフトウェアのステークホルダー評価
    • バーチャルリアリティーソフトウェアポジショニングマトリクス結果
    • バーチャルリアリティーソフトウェアプロバイダーのリーダーボード
    • ソフトウェアプロバイダーの分類・結論
  • VRの有力企業
  • ステークホルダーのプロファイル
    • Alibaba
    • AMD
    • DPVR
    • Epic Games
    • FOVE
    • Google
    • HTC
    • Microsoft
    • nDreams
    • NVIDIA
    • Oculus
    • Samsung Electronics
    • SIE (ソニーインタラクティブエンターテインメント)
    • THE VOID
    • Razer
    • Unity Technologies

データ & 予測

第1章 VR市場:調査手法 & 予測のサマリー

  • イントロダクション
  • 定義
  • VR予測手法
    • 現在の市況分析
    • 売上高 & 市場規模の測定手法
  • VRサマリー予測
    • ハードウェア予測
    • ソフトウェア予測
    • 収益予測

第2章 VRハードウェア予測

  • VRヘッドセット予測
    • PC型VR
    • コンソール型VR
    • スマートフォン型VR
  • VRアクセサリー
    • VRユーザーの周辺機器
    • 消費者向けVR360度カメラ

第3章 VRソフトウェア予測

  • VRゲーム予測
    • ゲームアクセス数
    • ゲームダウンロード収益
    • ゲームアプリ内購入収益
  • VRマルチメディア予測
    • マルチメディアアプリアクセス数
    • マルチメディアアプリダウンロード収益
    • マルチメディアアプリ内購入収益

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目次

Overview

Juniper Research's latest Virtual Reality research provides in-depth analysis of the VR industry across the whole value chain, covering both software and hardware. It identifies the key trends and opportunities in the space for a range of players, and gives extensive market forecasts highlighting the key opportunities in the sector, split by:

  • PC-based VR
  • Console-based VR
  • Smartphone-based VR
  • Standalone VR
  • VR Peripherals
  • 360° Cameras

Key Features

  • Trend Appraisal: Strategic review of the most important trends and opportunities, with discussion of the future evolution of VR hardware and software markets.
  • Business Models: Discussion of the emerging business models and where there remain gaps to be exploited, informed by interviews with key players:
    • Advir
    • Cognisess
    • Google
    • Microsoft
    • Sixense
  • Key player capability and capacity assessment, together with vendor market positioning Leaderboards, covering both hardware and software markets.
  • Benchmark industry forecasts for the following key VR sectors:
    • VR HMD (Head Mounted Display) Hardware
    • VR User Accessories
    • 360° Cameras
  • Benchmark industry forecasts for the revenue opportunity across following key content markets:
    • VR Games
    • VR Multimedia
    • VR Gambling

Key Questions

  • 1. How is VR developing for different use cases, and where is it being deployed?
  • 2. What needs to happen to make this technology truly mainstream?
  • 3. Where are the opportunities in this expanding ecosystem?
  • 4. What forms of content will prevail in this new market?
  • 5. Who are the main players in VR and what are their strategies?

Companies Referenced

  • Interviewed: Advir, Cognisess, Google, Microsoft, NVIDIA, Sixense.
  • Profiled: Alibaba, AMD (Advanced Micro Devices), DPVR, Epic Games, FOVE, Google, HTC, Microsoft, nDreams, NVIDIA, Oculus, Samsung, SIE (Sony Interactive Entertainment), THE VOID, Unity Technologies.
  • Case Studied: Advir, Cinemur, Cognisess, Google, LiveLike, Matterport, Navitaire, roOomy Reality.
  • Mentioned: 87870, 13th Lab, ABAC (APEC Business Advisory Council), Adobe, Alienware, Alphabet, Amazon, American Museum of Natural History, ASUS, Bethesda Softworks, Carbon Design Group, CCP, Cineplex, Climax Studios, Cmoar, Dassault Systèmes, DDH (Digital Domain Holdings), Dell, EA Games, eMagin, Eyefluence, Facebook, Global Virtual Reality Association, GLOBALFOUNDRIES, Hewlett-Packard, HistoryView, Houghton Mifflin Harcourt, Huawei, IMAX, InfiniLED, Instagram, Intel, Khronos Group, Kickstarter, Lenovo, Manus, Marriot, Marvel, MinorityVR, Motorola, NASA, NetEase Games, Nimble VR, Nitero, Nokia, OSVR, Otherside Entertainment, Owlchemy Labs, PBS, Pebbles Interfaces, Pico, Pimax, Planetary Society, Radeon Technologies Group, RakNet, Razer, Resolution, Rocksteady Studios, Seven West Media, Shunwang, Six Flags Entertainment, Softkinetic, Surreal Vision, Taobao, TechnoBlood, Tencent Holdings, The Eye Tribe, Trickster Games, TSMC (Taiwan Semiconductor Manufacturing Company), Turbo Button, Ubisoft, Valve, VIA Technologies, Vuzix, Warner Bros, Weta Digital, World Economic Forum, Xiaomi, YI Technology, Youku Tudou, YouTube, ZTE.

Data & Interactive Forecast

Juniper's latest VR Market Strategies forecast suite includes:

  • Hardware, software and accessories market data splits for 8 key global regions, and 7 countries including:
    • Canada
    • China
    • Germany
    • Japan
    • South Korea
    • UK
    • US
  • VR data forecasts, split by:
    • Tethered VR
    • Untethered VR
  • Interactive Scenario tool allowing user the ability to manipulate Juniper's data for 38 different metrics.
  • Access to the full set of forecast data of 79 tables and over 8,000 datapoints.

Juniper Research's highly granular interactive excels enable clients to manipulate Juniper's forecast data and charts to test their own assumptions using the Interactive Scenario Tool; and compare select markets side by side in customised charts and tables. IFxls greatly increase clients' ability to both understand a particular market and to integrate their own views into the model.

Table of Contents

Deep Dive Strategy & Competition

1. VR Market Status

  • 1.1. Introduction
    • 1.1.1. Scope of Research
  • 1.2. Definition
    • 1.2.1. VR, AR & Mixed Reality
      • Figure 1.1: Microsoft HoloLens AR platform
  • 1.3. Current Market Status
    • 1.3.1. VR Hardware
      • i. Headsets
      • ii. Accessories
        • Figure 1.2: Manus VR Gloves
    • 1.3.2. VR Software
      • i. Promotion & Advertising
      • ii. Games
        • Figure 1.3: Trickster VR by Trickster Games
      • iii. Multimedia & Film
  • 1.4. VR Market Dynamics
    • 1.4.1. VR Market Drivers
      • Figure 1.4: Star 17ek: Bridge Crew
      • Figure 1.5: Juniper eSports Viewers Forecast (m), 2017-2022
    • 1.4.2. VR Market Barriers
      • Table 1.6: Mobile VR Headset Data Requirements (Mbps)
      • Figure 1.7: Average Global Mobile & Fixed Streaming Capabilities above 6Mbps
      • Figure 1.8: VR Games Released on Steam 2015-2017 YTD
    • 1.4.3. VR Market Trends
      • Figure 1.9: Selected VR Standards Membership
      • Figure 1.1. 0: Proportion of Steam Apps that Support VR & VR-only Apps

2. VR Market Deployments, Use Cases & Opportunities

  • 2.1. Introduction
  • 2.2. VR Use Cases
    • 2.2.1. Games
    • 2.2.2. Multimedia Viewing
      • i. Cinemas
        • Figure 2.1: Cmoar VR Cinema App
        • Figure 2.2: CINEVR Social VR Movie Theater
      • ii. Case Study: CINEVR Social VR Movie Theater
      • iii. Events Cove rage
      • iv. Case Study: LiveLike
    • 2.2.3. Training & Remote Control
      • i. Cognisess
    • 2.2.4. Tourism
      • i. Case Study Navitaire VR Search & Booking Experience
        • Figure 2.3: Navitaire VR Search & Booking Experience
    • 2.2.5. Real Estate
      • i. Case Study: Matterport
    • 2.2.6. Advertising
      • i. Case Study: Advir
    • 2.2.7. Education
    • 2.2.8. Retail
      • i. Case Study roOomy Reality
    • 2.2.9. State of VR Ecosystem by Use Case
      • Figure 2.4: Juniper Competitive Web for Virtual Reality
      • i. Advertising
      • ii. Education
      • iii. Games
      • iv. Multimedia
      • v. Retail
      • vi. Training
  • 2.3. VR Value Chain
    • Figure 2.5: Juniper Ecosystem for VR
    • 2.3.1. Key Gaps
      • i. VR Payments & Checkout
        • Figure 2.6: Alibaba VR Shopping App
      • ii. VR Connectivity
      • iii. Cross-platform Tools & Protocols
      • iv. VR Design Conversion

3. VR Technology Dynamics & Future Outlook

  • 3.1. VR Hardware
    • 3.1.1. Current VR Hardware
      • i. Tethered VR
        • Table 3.1: Tethered VR HMD Specifications
      • ii. Untethered VR
        • Table 3.2: Untethered VR HMD Specifications
    • 3.1.2. Future VR Hardware
      • i. Increased Field of View
      • ii. Foveated Rendering
      • iii. Peripherals
        • Figure 3.3: Razer Hydra Controllers
      • iv. External Sensors
  • 3.2. VR Software
    • 3.2.1. Current VR Software
      • Table 3.4: VR Real-time Editing Engine Specifications
      • Figure 3.5: AMD & NVIDIA SDK Headline Features
    • 3.2.2. Future VR Software
      • i. VR UI (User Interface)
      • ii. VR APIs

4. VR Competitive Landscape

  • 4.1. Introduction
  • 4.2. Stakeholder Assessment Criteria
    • Table 4.1: Juniper Research Vendor Analysis Criteria
  • 4.3. VR Hardware Stakeholder Assessment
    • 4.3.1. Virtual Reality Hardware Positioning Matrix Results,
      • Table 4.2: Virtual Reality Hardware Stakeholder Scoring Matrix
    • 4.3.2. Virtual Reality Hardware Providers Leaderboard
      • Figure 4.3: Juniper Leaderboard for Virtual Reality Hardware
    • 4.3.3. Hardware Provider Groupings & Conclusion
      • i. Summary
      • ii. Established Leaders
      • iii. Leading Challengers
      • iv. Disruptors & Emulators
  • 4.4. VR Software Stakeholder Assessment
    • 4.4.1. Virtual Reality Software Positioning Matrix Results.,
      • Table 4.4: Virtual Reality Software Stakeholder Scoring Matrix
    • 4.4.2. Virtual Reality Software Providers Leaderboard
      • Figure 4.5: Juniper Leaderboard for Virtual Reality Software
    • 4.4.3. Software Provider Groupings & Conclusion
      • i. Summary
      • ii. Leading Challengers
      • iii. Disruptors & Emulators
  • 4.5. Virtual Reality Movers & Shakers
  • 4.6. Stakeholder Profiles
    • 4.6.1. Alibaba
      • i. Corporate
        • Table 4.6: Alibaba Financial Snapshot, FY2015-2017
      • ii. Geographic Spread
      • iii. Key Clients & Strategic Partnerships
      • iv. High Level View of Offerings
      • v. Juniper's View: Key Strengths & Strategic Development 0pportunities
    • 4.6.2. AMD
      • i Corporate
        • Table 4.7: AMD Financial Snapshot, 2014-2016
      • ii. Geographic Spread
      • iii. Key Clients & Strategic Partnerships
        • Figure 4.8: VirZOOM vSports Competition
      • iv. High Level View of Offerings
      • v. Juniper's View: Key Strengths & Strategic Development Opportunities
    • 4.6.3. DPVR
      • i. Corporate
      • ii. Geographic Spread
      • iii. Key Clients & Strategic Partnerships
      • iv. High Level View of Offerings
      • v. Juniper's View: Key Strengths & Strategic Development Opportunities
    • 4.6.4. Epic Games
      • i. Corporate
      • ii. Geographic Spread
      • iii. Key Clients & Strategic Partnerships
      • iv. High Level View of Offerings
        • Figure 4.9: Unreal Engine 4 in use for Game Development
      • v. Juniper's View: Key Strengths & Strategic Development Opportunities
    • 4.6.5. FOVE
      • i. Corporate
      • ii. Geographic Spread
      • iii. Key Clients & Strategic Partnerships
      • iv. High Level View of Offerings
        • Figure 4.10: FOVE Eye Tracking Sensors
      • v. Juniper's View: Key Strengths and Strategic Development Opportunities
    • 4.6.6. Google
      • i. Corporate
        • Table 4.11: Google Financial Snapshot ($m), 2014-2016
        • Table 4.12: Google VR Acquisitions History
      • ii. Geographic Spread
      • iii. Key Clients & Strategic Partnerships
      • iv. High Level View of Offerings
        • Figure 4.13: YI HALO Camera
      • v. Juniper's View: Key Strengths and Strategic Development Opportunities
    • 4.6.7. HTC
      • i. Corporate
        • Table 4.14: HTC Financial Snapshot, 2014-2016
      • ii. Geographic Spread
      • iii. Key Clients & Strategic Partnerships
      • iv. High Level View of Offerings
      • v. Juniper's View: Key Strengths & Strategic Development Opportunities
    • 4.6.8. Microsoft
      • i Corporate
        • Table 4.15: Microsoft Key Financial Data - More Personal Computing Segment ($m) 2014-2016
      • ii. Geographic Spread
      • iii. Key Clients & Strategic Partnerships
      • iv. High Level View of Offerings
      • v. Juniper's View: Key Strengths & Strategic Development Opportunities
    • 4.6.9. nDreams
      • i. Corporate
      • ii. Geographic Spread
      • iii. Key Clients & Strategic Partnerships
      • iv. High Level View of Offerings
      • v. Juniper's View: Key Strengths & Strategic Development Opportunities
    • 4.6.10. NVIDIA
      • i. Corporate
        • Table 4.16: NVIDIA Financial Snapshot, 2014-2016
      • ii. Geographical Spread
      • iii. Key Clients & Strategic Partnerships
      • iv. High Level View of Offerings
        • Figure 4.17: NVIDIA VRWorks Elements Outline
        • Figure 4.18: Project Holodeck Visualization
      • v. Juniper's View: Key Strengths & Strategic Development Opportunities
    • 4.6.11. Oculus
      • i. Corporate
        • Table 4.19: Facebook Financial Snapshot, 2014-2016
        • Table 4.20: Oculus Acquisition History
      • ii. Geographical Spread
      • iii. Key Clients & Strategic Partnerships
      • iv. High Level View of 0rferings
      • v. Juniper's View: Key Strengths & Strategic Development Opportunities
    • 4.6.12. Samsung Electronics
      • i. Corporate
        • Table 4.21: Samsung Financial Snapshot, 2014-2016
      • ii. Geographic Spread
      • iii. Key Clients & Strategic Partnerships
      • iv. High Level View of 0rferings
      • v. Juniper's View: Key Strengths & Strategic Development Opportunities
    • 4.6.13. SIE (Sony Interactive Entertainment)
      • i. Corporate
        • Table 4.22: Sony Financial Snapshot ($bn), 2014-2016
      • ii. Geographic Spread
      • iii. Key Clients & Strategic Partnerships
      • iv. High Level View of 0rferings
      • v. Juniper's View: Key Strengths & Strategic Development Opportunities
    • 4.6.14. THE VOID
      • i. Corporate
      • ii. Geographic Spread
      • iii. Key Clients & Strategic Partnerships
      • iv. High Level View of 0rferings
      • v. Juniper's View: Key Strengths & Strategic Development Opportunities
    • 4.6.15. Unity Technologies
      • i. Corporate
      • ii. Geographic Spread
      • iii. Key Clients & Strategic Partnerships
      • iv. High Level View of 0rferings
      • v. Juniper's View: Key Strengths & Strategic Development Opportunities

Deep Dive Data & Forecasting

1. VR Market Forecasts Methodology & Summary Forecasts

  • 1.1. Introduction
    • 1.1.1. Scope of Research
  • 1.2. Definition
    • 1.2.1. VR, AR & Mixed Reality
      • Figure 1.1: Microsoft HoloLens AR platform
  • 1.3. VR Forecast Methodology
    • 1.3.1. Analysis of the Current Market
    • 1.3.2. Methodology for Sales Volume & Market Value
      • i. VR Headsets
      • ii. VR Accessories
      • iii. VR Content
      • iv. VR Data
      • v. VR Gambling
        • Figure 1.2: VR Hardware Methodology
        • Figure 1.3: VR Software Methodology
        • Figure 1.4: VR Data Methodology
  • 1.4. VR Summary Forecasts
    • 1.4.1. Hardware Forecasts
      • i. Hardware Devices Installed Base
        • Figure & Table 1.5: Number of VR Hardware Devices, Installed Base Per Annum (m), Split by Category 2017-2022
      • ii. Hardware Device Shipments
        • Figure & Table 1.6: Number of VR Hardware Devices Shipped Per Annum Split by Device Category 2017-2022
    • 1.4.2. Software Forecasts
      • i. VR Apps
        • Figure & Table 1.7: Number of VR Apps Downloaded Per Annum (m), Split by Content Category 2017-2022
    • 1.4.3. Revenue Forecasts
      • i. Hardware Revenues
        • Figure & Table 1.8: VR Hardware Revenues Per Annum ($m), Split by Device Category 2017-2022
      • ii. Content Revenues
        • Figure & Table 1.9: VR Software & Service Revenues Per Annum (m), Split by Category 2016-2021

2. VR Hardware Forecasts

  • 2.1. VR Headset Forecasts
    • 2.1.1. PC-based VR
      • Figure & Table 2.1: Number of PC-based VR Headsets, Installed Base Per Annum (m), Split by 8 Key Regions 2017-2022
      • i. Device Installed Base Forecast
      • ii. Device Shipments Forecast
        • Figure & Table 2.2: Number of PC-based VR Headsets Shipped Per Annum Split by 8 Key Regions 2017-2022
      • iii. Device Revenue Forecast
        • Figure & Table 2.3: Hardware Revenue PC-based VR Headsets Per Annum Split by 8 Key Regions 2017-2022
    • 2.1.2. Console-based VR
      • i. Device Installed Base Forecast
        • Figure & Table 2.4: Number of Console-based VR Headsets, Installed Base Per Annum (m), Split by 8 Key Regions 2017-2022
      • ii. Device Shipments Forecast
        • Figure & Table 2.5: Number of Console-based VR Headsets Shipped Per Annum (m), Split by 8 Key Regions 2017-2022
      • iii. Device Revenue Forecasts
        • Figure & Table 2.6: Console-based VR Headsets, Hardware Revenue Per Annum (m), Split by 8 Key Regions 2017-2022
    • 2.1.3. Smartphone-based VR
      • i. Device Installed Base Forecasts
        • Figure & Table 2.7: Number of Smartphone-based VR Headsets, Installed Base Per Annum (m), Split by 8 Key Regions 201 7-2022
      • ii. Device Shipments Forecast
        • Figure & Table 2.8: Number of Smartphone-based VR Headsets Shipped Per Annum (m), Split by 8 Key Regions 2017-2022
      • iii. Device Revenue Forecast
        • Figure & Table 2.9: Smartphone-based VR Headsets Hardware Revenue Per Annum ($m), Split by 8 Key Regions 2017-2022
  • 2.2. VR Accessories
    • 2.2.1. VR User Peripherals
      • i. Installed Base Forecast
        • Figure & Table 2.10: Number of Dedicated VR Peripherals, Installed Base Per Annum (m), Split by 8 Key Regions 2017-2022
      • ii. Device Shipments Forecast
        • Figure & Table 2.11: Number of Dedicated VR Accessory Devices, Device Shipments Per Annum (m), Split by 8 Key Regions 2017-2022
      • iii. Device Revenues Forecast
        • Figure & Table 2.12: Dedicated VR Accessory Devices, Hardware Revenue Per Annum ($m), Split by 8 Key Regions 2017-2022
    • 2.2.2. Consumer VR 3600 Cameras
      • i. Installed Base Forecast
        • Figure & Table 2.13: Number of Consumer VR 3600 Cameras, Installed Base Per Annum (m), Split by 8 Key Regions 2017-2022
      • ii. Device Shipments Forecast
        • Figure & Table 2.14: Number of Consumer VR 3600 Cameras, Devices Shipped Per Annum (m), Split by 8 Key Regions 2017-2022
      • iii. Device Revenue Forecasts
        • Figure & Table 2.15: Consumer 3600 Camera Hardware Revenue Per Annum ($m) Split by 8 Key Regions 201 7-2022

3. VR Software Forecasts

  • 3.1. Games Forecasts
    • 3.1.1. Games Accessed
      • Figure & Table 3.1: Number of VR Games Accessed Per Annum (m), Split by 8 Key Regions 2017-2022
    • 3.1.2 Games Download Revenue
      • Figure & Table 3.2: Games Download Revenue Per Annum ($m), Split by 8 Key Regions 2017-2022
    • 3.1.3 Games In-app Purchase Revenue
      • Figure 3.3: VR Game In-App Purchase Revenue Per Annum ($m), Split by 8 Key Regions 2017-2022
  • 3.2. VR Multimedia Forecasts
    • 3.2.1. Multimedia Apps Accessed
      • Figure & Table 3.4: Number of VR Multimedia Apps Accessed Per Annum (m), Split by 8 Key Regions 2017-2022
    • 3.2.2. Multimedia App Download Revenue
      • Figure & Table 3.5: VR Multimedia Apps Purchase Revenue Per Annum ($m), Split by 8 Key Regions 2017-2022
    • 3.2.3. Multimedia In-app Purchase Revenue
      • Figure & Table 3.6:VR Multimedia Apps In-App Purchase Revenue Per Annum ($m), Split by 8 Key Regions 2017-2022
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