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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=148.54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: 2016年10月03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。

市場動向 & 競合情勢

第1章 VR市場のダイナミクス

  • イントロダクション
    • 調査範囲
  • 定義
  • 市場の現況
    • Webアクティビティ
  • 主な市場動向
    • 主要企業の小売り拡大
    • ゲーム機の進歩
    • コンテンツの多様化
    • クラウドファンディングの機会
    • 付属品の多様化
    • アジアにおける発展
  • 主な市場成長促進因子
    • 投資情勢
    • スマートフォン普及 & 技術のクロスオーバー
  • 主な市場成長抑制因子
    • コスト
    • コンテンツライブラリー
    • 技術的な課題
    • 設計 & 消費者の統計
    • 利便性 & プレゼンスの役割
    • 市場動向、促進因子 & 抑制因子のサマリー

第2章 VRエコシステム & ビジネスモデル

  • エコシステムのメンバー & ステークホルダー
  • VRのビジネスモデルおよび機会
    • ハードウェア収益のビジネスモデル
    • コンテンツ収益のビジネスモデル
    • サードパーティーのビジネスチャンス
  • VRの破壊者 & 挑戦者のクアドラント
    • イントロダクション
    • 状況分析

第3章 競合情勢:ベンダー分析

  • ベンダー情勢
  • ベンダー分析
  • 制限 & 解説
  • ベンダー分析:能力評価 & 市場ポジショニング
  • バーチャルリアリティーの有力企業
  • ベンダーのプロファイル
    • Google
    • HTC
    • Oculus
    • Razer
    • Samsung Electronics
    • ソニー
    • Epic Games
    • Jaunt VR
    • The Virtual Reality Company
    • Leap Motion
    • Sixense Entertainment
    • Virtuix Omni

市場規模 & 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コンテンツ予測

  • 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
  • VRギャンブル予測
    • VRギャンブルの採用
    • VRギャンブルの掛け金
    • VRギャンブルのグロスウィン (収益)

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目次

Overview

Juniper Research's latest Virtual Reality research provides in-depth analysis of VR across a wide range of industry segments. It provides a clear future roadmap for VR technologies and business models, and gives extensive market forecasts highlighting the key opportunities in the sector, split by:

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

Key Features

  • Trend Appraisal: Strategic review of the most important trends and opportunities.
  • Business Models: Discussion of the emerging business models and growing stakeholder investments, informed by interviews with key players:
    • HTC
    • Jaunt
    • Leap Motion
    • Razer
    • Sixense
    • The Virtual Reality Company
    • Virtuix
  • Key player capability and capacity assessment, together with vendor market positioning Leaderboard.
  • Juniper Disruptors & Challengers Quadrant, discussing 11 emerging VR technology companies.
  • Benchmark industry forecasts for the following key consumer 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 across different industry verticals?
  • 2. What technologies need to emerge to make this technology truly mainstream?
  • 3. What business models will succeed 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:

HTC, JauntVR, Leap Motion, OSVR (Open-Source Virtual Reality), Razer, Sixense Entertainment, Virtuix Omni, VRC (The Virtual Reality Company).

Profiled:

Epic Games, Google, HTC, Leap Motion, Oculus, Razer, Samsung, Sixense Entertainment, Sony, VRC (The Virtual Reality Company).

Mentioned:

20th Century Fox, ABC News, Acer, Alibaba, Alienware, Alphabet, Altspace VR, Amazon, AMD, American Museum of Natural History, ASUS. AVADirect Custom Computers, Avegant, Baofeng Group, Best Buy, Bubl Technology, CCP, Chair Entertainment, China Media Capital, Chinon Industries, Climax Studios, CNN, COLOPL, Dassault Systèmes, D-BOX, DeePoon, Dell, DICE, Dick Smith, EA (Electronic Arts), Elle, Ernst & Young, Evolution Media Partners, Explore Technologies, Eyefluence, Facebook, Fove VR, FOX Sports, Fusion Media, Game Developers Conference, GnomeMagic Lab, GoPro, HBO/Golden Boy, Hero Entertainment, Hewlett-Packard, Houghton Mifflin Harcourt, IMAX, Immersv, Improbable, InStyle, Intel, Ion Virtual Technology Corporation, Kickstarter, Kodak, LeapFrog Enterprises, Live Nation, Livescribe, MakeVR, Matterport, Microsoft, Mindmaze, MinorityVR, Namco Bandai Games, NBC Sports, nDreams, NetEase Games, New York Times, Newegg, NexVR, Nod Labs, Nokia, NVIDIA, One Caring Team, Otherside Entertainment, PBS, Pfizer, Planetary Society, PwC, QIHOO 360, Reload Studios, Resolution, Rocksteady Studios, RSA Films, Sensics, Seven West Media Limited, Shanghai Media Group, Shapeways, Shenzhen Virtual Reality Technology, Shunwang, Sidekick VR, Six Flags Entertainment Corporation, Softkinetic, Starbreeze, StrataCom, Studiotronics, Sundance, Surreal Vision, Tencent, The North Face, The Third Floor, Thinkingbox, Turbo Button, Turner Sports, Ubisoft, United Airlines, Valve, Virtual Reality Venture Capital Alliance, Virzoom, Walt Disney Company, Warner Bros, Weta Digital, YI Technology, YouTube.

Data & Interactive Forecast

The new Virtual Reality forecast suite includes:

  • Market data splits for 8 key regions, and 6 countries including:
    • Canada
    • Germany
    • Japan
    • South Korea
    • UK
    • US
  • Market data splits for 5 key hardware verticals:
    • Console-based VR HMDs
    • PC-based VR HMDs
    • Smartphone-based VR HMDs
    • VR user accessories
    • 360-degree cameras
  • Market data splits for 3 key content segments:
    • VR Games
    • VR Multimedia
    • VR Gambling
  • Access to the full set of forecast data of 92 tables and over 9,000 data points.
  • All verticals include forecasts for consumer adoption rates and installed base.
  • Hardware shipments and revenue are given for HMDs and VR peripherals.
  • Software revenue is split by pay-to-access and in-app purchase models, and gross wager and win is provided for VR gambling.

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

Market Trends & Competitive Landscape

1. VR Market Dynamics

  • 1.1. Introduction
    • 1.1.1. Scope of Research
  • 1.2. Definition
  • 1.3. Current Market Status
    • 1.3.1. Web Activity
      • Figure 1.1: 'Virtual Reality' Web Search Interest over Time Indicator
      • Figure 1.2: VR Web Search Interest Indicator by Geography
  • 1.4 Key Market Trends
    • l.4.1. Retail Expansion of Key Players
    • 1.4.2. Advancing Gaming Consoles
    • 1.4.3. Content Diversification
    • 1.4.4. Crowdfunding Opportunities
    • 1.4.4. Crowdfunding Opportunities
    • 1.4.5. Accessory Diversification
      • Figure 1.3: Jaunt One 360° Camera
    • 1.4.6. Developments in Asia
  • 1.5 Key Market Drivers
    • l.5.1. Investment Landscape
      • Figure 1.4: Investment into the Virtual Reality Industry 2015-2016, split by segment ($m)
    • 1.5.2. Smartphone Penetration & Technological Crossovers....
  • 1.6 Key Market Barriers
    • 1.6.1. Cost
    • 1.6.2. Content Libraries
    • 1.6.3. Technological Challenges
      • Figure 1.5: Microsoft Sparse Light VR Prototype, Peripheral Vision Simulator
    • 1.6.4. Design & Consumer Demographics
    • 1.6.5. Convenience & the Role of Presence
    • 1.6.6. Market Trends, Drivers & Constraints Summary
      • Figure 1.6: Juniper Sector Dynamics: Virtual Reality

2. VR Ecosystem & Business Models

  • 2.1. Ecosystem Members & Stakeholders
    • Figure 2.1: VR Market Ecosystem
    • Figure 2.2: Juniper Roadmap - The VR Industry
  • 2.2. VR Business Models and Opportunities
    • 2.2.1. Hardware Revenue Business Models
    • 2.2.2. Content Revenue Business Models
    • 2.2.3. Third Party Business Opportunities
  • 2.3. VR Disruptors & Challengers Quadrant
    • 2.3.1. Introduction
      • Figure 2.3: Juniper's Disruptors & Challengers Quadrant - Virtual Reality
    • 2.3.2. Landscape Analysis
      • i. Embryonic Stakeholders
      • ii. Leading Challengers
      • iii. Nascent
      • iv. Disruptors

3. Competitive Landscape: Vendor Analysis & Mati

  • 3.1. Vendor Landscape
  • 3.2. Vendor Analysis
    • Table 3.1: Juniper Research Vendor Analysis Criteria
  • 3.3. Limitations & Interpretation
  • 3.4. Vendor Analysis: Capability Assessment & Market Positioning
    • Figure 3.2: Virtual Reality Vendor Matrix
    • Table 3.3: Vendor Matrix Scoring Chart
    • 3.4.1. Stakeholder Groupings
      • i. Establishing Leaders
      • ii. Leading Challengers
  • 3.5. Virtual Reality Movers & Shakers
  • 3.6. Vendor Profiles
    • 3.6.1. Google
      • i. Corporate
        • Table 3.4: Google Financial Snapshot, 2014-2015
      • ii. Geographic Spread
      • iii. Key Clients & Strategic Partnerships
      • iv. High Level View of Offerings
      • v. Juniper's View: Key Strengths and Strategic Development Opportunities
    • 3.6.2. HTC
      • i. Corporate
        • Table 3.5: HTC Financial Snapshot, 2014-2015
      • ii. Geographic Spread
      • iii. Key Clients & Strategic Partnerships
      • iv. High Level View of Offerings
      • v. Juniper's View: Key Strengths & Strategic Development Opportunities
    • 3.6.3. Oculus
      • i. Corporate
        • Table 3.6: Facebook Financial Snapshot, 2014-2015
      • ii. Geographical Spread
      • iii. Key Clients & Strategic Partnerships
      • iv. High Level View of Offerings
      • v. Juniper's View: Key Strengths & Strategic Development Opportunities
    • 3.6.4. Razer
      • 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
    • 3.6.5. Samsung Electronics
      • i. Corporate
        • Table 3.7: Samsung Financial Snapshot, 2014-2015
      • ii. Geographic Spread
      • iii. Key Clients & Strategic Partnerships
      • iv. High Level View of Offerings
      • v. Juniper's View: Key Strengths & Strategic Development Opportunities
    • 3.6.6. Sony Corporation
      • i. Corporate
        • Table 3.8: Sony Financial Snapshot, 2015-2016 (FY end 31st March)
      • ii. Geographic Spread
      • iii. Key Clients & Strategic Partnerships
      • iv. High Level View of Offerings
      • v. Juniper's View: Key Strengths & Strategic Development Opportunities
    • 3.6.7. Epic Games
      • i. Corporate
      • ii. Geographic Spread
      • iii. Key Clients & Strategic Partnerships
      • iv. High Level View of Offerings
        • Figure 3.9: Unreal Engine 4 in use for Game Development
      • v. Juniper's View: Key Strengths & Strategic Development Opportunities
    • 3.6.8. Jaunt VR
      • i. Corporate
      • i. Geographic Spread
      • ii. Key Clients & Strategic Partnerships
      • iii. High Level View of Offerings
      • iv. Juniper's View: Key Strengths & Strategic Development Opportunities
    • 3.6.9. The Virtual Reality Company
      • i. Corporate:
      • ii. Geographic Spread
      • iii. Key Clients & Strategic Partnerships
      • iv. High Level View of Offering
      • v. Juniper's View: Key Strengths & Strategic Development Opportunities
    • 3.6.10. Leap Motion
      • 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
    • 3.6.11. Sixense Entertainment
      • i. Corporate
      • ii. Geographical Spread
      • iii. Key Clients & Strategic Partnerships
      • iv. High Level View of Offering
      • v. Juniper's View: Key Strengths & Strategic Development Opportunities
    • 3.6.12. Virtuix Omni
      • i. Corporate
      • ii. Geographical Spread
      • iii. Key Clients & Strategic Partnerships
      • iv. High Level View of Offering
      • v. Juniper's View: Key Strengths & Strategic Development Opportunities

Market Sizing & Forecasts

1. VR Market: Methodology & Summary Forecast

  • 1.1. Introduction
  • 1.2. Definition
  • 1.3. VR Forecast Methodology
    • 1.3.1. Analysis of the Current Market
    • l.3.2. Methodology for Sales Volume & Market Value
      • i. VR Headsets
      • ii. VR Accessories
      • iii. VR Content
      • iv. VR Gambling
        • Figure 1.1: VR Hardware Methodology
        • Figure 1.2: VR Content Methodology
  • 1.4. VR Summary Forecasts
    • 1.4.1. Hardware Forecasts
      • i. Hardware Devices Installed Base
        • Figure & Table 1.3: Number of VR Hardware Installed Base Per Annum (m), by category 2016-2021
      • ii. Hardware Device Shipments
        • Figure 1.4: Number of VR Hardware Devices Shipped Per Annum (m), Device Category 2016-2021
    • 1.4.2. Software Forecasts
      • i. VR Apps
        • Figure & Table 1.5: Number of VR Apps Downloaded Per Annum (m), Content Category 2016-2021
    • 1.4.3. Revenue Forecasts
      • i. Hardware Revenues
        • Figure & Table 1.6: VR Hardware Revenues Per Annum (m), Split by Device Category 2016-2021
      • ii. Content Revenues
        • Figure & Table 1.7: VR Software & Service Revenues Per Annum (m), Split by Device Category 2016-2021

2. VR Hardware Forecasts

  • 2.1. VR HeadsetForecasts
    • 2.1.1. PC-based VR
      • i. Device Installed Base Forecast
        • Figure & Table 2.1: Number of PC-based VR Headsets, Installed Base Per Annum (m), Split by 8 Key Regions 2016-2021
      • ii. Device Shipments Forecast
        • Figure & Table 2.2: Number of PC-based VR Headsets, Devices Shipped Per Annum (m), Split by 8 Key Regions 2016-2021
      • iii. Device Revenue Forecast
        • Figure & Table 2.3: Hardware Revenue PC-based VR Headsets Per Annum (m), Split by 8 Key Regions 2016-2021
    • 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 2016-2021
      • ii. Device Shipments Forecast
        • Figure & Table 2.5: Number of Console-based VR Headsets, Devices Shipped Per Annum (m), Split by 8 Key Regions 2016-2021
      • iii. Device Revenues Forecast
        • Figure & Table 2.6: Console-based VR Headsets, Hardware Revenue Per Annum (m), Split by 8 Key Regions 2016-2021
    • 2.1.3. Smartphone-based VR
      • i. Device Installed Base Forecast
        • Figure & Table 2.7: Number of Smartphone-based VR Headsets Installed Per Annum (m), Split by 8 Key Regions 2016-2021
      • ii. Devices Shipments Forecast
        • Figure & Table 2.8: Number of Smartphone-based VR Headsets, Devices Shipped Per Annum (m), Split by 8 Key Regions 2016-2021
      • iii. Device Revenue Forecast
        • Figure & Table 2.9: Smartphone-based VR Headsets Hardware Revenue Per Annum ($m), Split by 8 Key Regions 2016-2021
  • 2.2. VR Accessories
    • 2.2.1. VR User Peripherals
      • i. Installed Base Forecast
        • Figure & Table 2.10: Number of Dedicated VR Peripherals, Installed Base Per Annum (m), Split by 8 Key Regions 2016-2021
      • ii. Device Shipments Forecast
        • Figure & Table 2.11: Number of Dedicated VR Accessory Devices, Device Shipments Per Annum (m), Split by 8 Key Regions 2016-2021
      • iii. Device Revenues Forecast
        • Figure & Table 2.12: Dedicated VR Accessory Devices, Hardware Revenue Per Annum ($m), Split by 8 Key Regions 2016-2021
    • 2.2.2. Consumer VR 360° Cameras
      • i. Installed Base Forecast
        • Figure & Table 2.13: Number of Consumer VR 360° Cameras, Installed Base Per Annum (m), Split by 8 Key Regions 2016-2021
      • ii. Device Shipments Forecast
        • Figure & Table 2.14: Number of Consumer VR 360° Cameras, Devices Shipped Per Annum (m), Split by 8 Key Regions 2016-2021
      • iii. Device Revenue Forecasts
        • Figure & Table 2.15: Consumer 360' Camera Hardware Revenue Per Annum ($m)Split by 8 Key Regions 2016-2021

3. VR Content Forecasts

  • 3.1. VR Games Forecasts
    • 3.1.1. Games Accessed
      • Figure & Table 3.1: Number of VR Games Accessed Per Annum (m), Split by 8 Key Regions 2016-2021
    • 3.1.2. Games Download Revenue
      • Figure & Table 3.2: Games Download Revenue Per Annum ($m), Split by 8 Key Regions 2016-2021
    • 3.1.3. Games In-app Purchase Revenue
      • Figure 3.3: VR Game In-App Purchase Revenue Per Annum ($m), Split by 8 Key Regions 2016-2021
  • 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 2016-2021
    • 3.2.2. Multimedia App Download Revenue
      • Figure & Table 3.5:VR Multimedia Apps Purchase Revenue Per Annum ($m) Split by 8 Key Regions 2016-2021
    • 3.2.3. Multimedia In-app Purchase Revenue
      • Figure & Table 3.6: VR Multimedia Apps In-App Purchase Revenue Per Annum ($m), Split by 8 Key Regions 2016-2021
  • 3.3. VR Gambling Forecasts
    • 3.3.1. VR Gambling Adoption
      • Figure & Table 3.7: Total Number of VR Gambling Users, Split by 8 Key Regions 2016-2021(m)
    • 3.3.2. VR Gambling Wager
      • Figure & Table 3.8: Total Annual Wager on VR Gambling Services, Split 8 Key Regions 2016-2021($m)
    • 3.3.3. VR Gambling Gross Win
      • Figure & Table 3.9: Total Gross Win on VR Gambling Services ($m) Split 8 Key Regions 2016-2021
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