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バーチャルリアリティー (仮想現実) の世界市場 - 2022年までの予測:ヘッドマウントディスプレイ (HMD)・ジェスチャーコントロール機器

Virtual Reality Market by Component (Hardware and Software), Technology (Non-Immersive, Semi- & Fully Immersive), Device Type (Head-Mounted Display, Gesture Control Device), Application and Geography - Global Forecast to 2022

発行 MarketsandMarkets 商品コード 334023
出版日 ページ情報 英文 172 Pages
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バーチャルリアリティー (仮想現実) の世界市場 - 2022年までの予測:ヘッドマウントディスプレイ (HMD)・ジェスチャーコントロール機器 Virtual Reality Market by Component (Hardware and Software), Technology (Non-Immersive, Semi- & Fully Immersive), Device Type (Head-Mounted Display, Gesture Control Device), Application and Geography - Global Forecast to 2022
出版日: 2016年07月19日 ページ情報: 英文 172 Pages
概要

バーチャルリアリティー (仮想現実) 市場は、2015年の13億7000万米ドルから、2022年までに339億米ドルまで拡大すると見られています。市場は、2016年〜2022年のCAGR (複合年間成長率) で、57.8%の成長が予測されています。

当レポートでは、世界のバーチャルリアリティー (仮想現実) 市場について調査分析し、市場概要、産業動向、セグメント別の市場分析、競合情勢、主要企業などについて、体系的な情報を提供しています。

第1章 イントロダクション

第2章 調査手法

第3章 エグゼクティブサマリー

第4章 重要考察

  • バーチャルリアリティー市場
  • アジア太平洋地域のバーチャルリアリティー市場
  • バーチャルリアリティー市場:先進市場 vs. 発展途上市場
  • 米国がバーチャルリアリティー市場で最大の市場シェア
  • バーチャルリアリティー市場:用途別
  • バーチャルリアリティー市場:消費者 vs. 商用

第5章 バーチャルリアリティーの世界市場:概要

  • イントロダクション
  • 市場区分
  • 市場進化
  • 市場力学
    • 促進要因
    • 抑制要因
    • 機会
    • 課題

第6章 バーチャルリアリティーの世界市場:産業動向

  • イントロダクション
  • バリューチェーン分析
  • バーチャルリアリティー市場の主要動向
  • ファイブフォース分析

第7章 バーチャルリアリティーの世界市場:コンポーネント別

  • イントロダクション
  • コンポーネント別
    • ハードウェア
    • ソフトウェア

第8章 バーチャルリアリティーの世界市場:技術別

  • イントロダクション
  • 技術別
    • 非没入型
    • 半没入型、完全没入型

第9章 バーチャルリアリティーの世界市場:デバイスの種類別

  • イントロダクション
  • デバイス別

第10章 バーチャルリアリティーの世界市場:用途別

  • イントロダクション
  • 用途別
    • 消費者
    • 商用
    • 航空宇宙・防衛
    • 医療
    • 産業
    • その他

第11章 バーチャルリアリティーの世界市場:地域別

  • イントロダクション
  • 北米
  • 欧州
  • アジア太平洋地域
  • その他

第12章 競合情勢

  • 概要
  • 競合状況と動向

第13章 企業プロファイル

  • OCULUS VR, LLC
  • ソニー
  • SAMSUNG ELECTRONICS CO., LTD.
  • HTC CORPORATION
  • EON REALITY, INC.
  • GOOGLE INC.
  • MICROSOFT CORPORATION
  • VUZIX CORPORATION
  • CYBERGLOVE SYSTEMS INC.
  • SENSICS, INC.
  • LEAP MOTION, INC.
  • SIXENSE ENTERTAINMENT, INC.
  • 主要イノベーター

第14章 付録

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目次
Product Code: SE 3528

Increasing adoption of head-mounted displays in gaming and entertainment to drive the virtual reality market

The virtual reality market size, in terms of value, is expected to grow from USD 1.37 billion in 2015 to USD 33.90 billion by 2022, at a CAGR of 57.8% between 2016 and 2022. Virtual reality manufacturers witnessed an increased shipment of devices for various applications such as consumer and commercial among others. The growing demand for smartphones and the growth of mobile VR in the near future would drive the virtual reality market.

The virtual reality market for head-mounted displays to grow at a high rate during the forecast period

The head-mounted displays have a high potential for growth, owing to their easy availability and high demand in gaming applications. Asia-Pacific expected to be the fastest-growing region

The presence of companies such as the Sony Corporation (Japan), HTC Corporation (Taiwan), and Samsung Electronics Co., Ltd. (South Korea) has helped the growth of the VR market in the APAC region. The growing consumer and commercial markets with increased investments in the APAC region such as Japan, India, and China would help the growth of the virtual reality market in APAC.

In the process of determining and verifying the market size for several segments and subsegments gathered through secondary research, extensive primary interviews were conducted with key people. The break-up of profile of primary participants is given below:

  • By Company Type: Tier 1 - 35%, Tier 2 - 45%, and Tier 3 - 20%
  • By Designation: C-Level Executives - 35%, Directors - 25%, and Others - 40%
  • By Region: North America - 45%, Europe - 20%, APAC - 30%, and RoW - 5%

The key players in the virtual reality market profiled in the report are as follows:

  • 1. Oculus VR, LLC (U.S.)
  • 2. Sony Corporation (Japan)
  • 3. HTC Corporation (Taiwan)
  • 4. Samsung Electronics Co., Ltd. (South Korea)
  • 5. EON Reality Inc. (U.S.)
  • 6. Google Inc. (U.S.)
  • 7. Microsoft Corporation (U.S.)
  • 8. Vuzix Corporation (U.S.)
  • 9. CyberGlove Systems, Inc. (U.S.)
  • 10. Sensics, Inc. (U.S.)
  • 11. Leap Motion, Inc. (U.S.)
  • 12. Sixense Entertainment, Inc. (U.S.)

The report would help the market leaders/new entrants in this market in the following ways:

  • 1. This report segments the virtual reality market comprehensively and provides the closest approximations of the overall market size and that of the subsegments across different verticals and regions.
  • 2. The report helps stakeholders to understand the pulse of the market and provides them information on key market drivers, restraints, challenges, and opportunities.
  • 3. This report would help stakeholders to understand their competitors better and gain more insights to enhance their position in the business. The competitive landscape section includes competitor ecosystem, new product developments and launches, partnerships, and mergers & acquisitions in the virtual reality market.

TABLE OF CONTENTS

1. INTRODUCTION

  • 1.1. OBJECTIVES OF THE STUDY
  • 1.2. MARKET DEFINITION
  • 1.3. STUDY SCOPE
    • 1.3.1. MARKETS COVERED
    • 1.3.2. GEOGRAPHIC SCOPE
    • 1.3.3. YEARS CONSIDERED FOR THE STUDY
  • 1.4. CURRENCY
  • 1.5. LIMITATIONS
  • 1.6. STAKEHOLDERS

2. RESEARCH METHODOLOGY

  • 2.1. RESEARCH DATA
    • 2.1.1. SECONDARY DATA
      • 2.1.1.1. Key data from secondary sources
    • 2.1.2. PRIMARY DATA
      • 2.1.2.1. Key data from primary sources
      • 2.1.2.2. Key industry insights
      • 2.1.2.3. Breakdown of primaries
  • 2.2. MARKET SIZE ESTIMATION
    • 2.2.1. BOTTOM-UP APPROACH
    • 2.2.2. TOP-DOWN APPROACH
  • 2.3. MARKET BREAKDOWN & DATA TRIANGULATION
  • 2.4. RESEARCH ASSUMPTIONS
    • 2.4.1. ASSUMPTIONS

3. EXECUTIVE SUMMARY

4. PREMIUM INSIGHTS

  • 4.1. VIRTUAL REALITY MARKET, 2016-2022(USD BILLION)
  • 4.2. VIRTUAL REALITY MARKET IN ASIA-PACIFIC
  • 4.3. VIRTUAL REALITY MARKET: DEVELOPED VS. DEVELOPING MARKETS, 2015 AND 2022(USD MILLION)
  • 4.4. U.S. HOLDS THE LARGEST MARKET SHARE IN THE VIRTUAL REALITY MARKET DURING THE FORECAST PERIOD
  • 4.5. VIRTUAL REALITY MARKET: BY APPLICATION
  • 4.6. VIRTUAL REALITY MARKET: CONSUMER AND COMMERCIAL VERTICALS (2015)

5. MARKET OVERVIEW

  • 5.1. INTRODUCTION
  • 5.2. MARKET SEGMENTATION
    • 5.2.1. VIRTUAL REALITY MARKET, BY COMPONENT
    • 5.2.2. VIRTUAL REALITY MARKET, BY TECHNOLOGY
    • 5.2.3. VIRTUAL REALITY MARKET, BY DEVICE TYPE
    • 5.2.4. VIRTUAL REALITY MARKET, BY APPLICATION
    • 5.2.5. VIRTUAL REALITY MARKET, BY GEOGRAPHY
  • 5.3. MARKET EVOLUTION
  • 5.4. MARKET DYNAMICS: VIRTUAL REALITY MARKET
    • 5.4.1. DRIVERS
      • 5.4.1.1. Increasing adoption of head-mounted displays (HMD) in gaming and entertainment sector
      • 5.4.1.2. Decline in the prices of displays and other hardware components of hmds
      • 5.4.1.3. Use of VR for training and simulation in defense
    • 5.4.2. RESTRAINTS
      • 5.4.2.1. Display latency and energy consumption affect the overall performance of virtual reality devices
      • 5.4.2.2. Lack of movement and health concerns related to low resolution
    • 5.4.3. OPPORTUNITIES
      • 5.4.3.1. Significant number of investments in the virtual reality market
      • 5.4.3.2. Increasing adoption of head-mounted displays in medical and healthcare
      • 5.4.3.3. Increasing applications in the architecture & design segment
    • 5.4.4. CHALLENGES
      • 5.4.4.1. Developing user-friendly virtual reality and tracking systems for easy acceptance and penetration of the virtual reality

6. INDUSTRY TRENDS

  • 6.1. INTRODUCTION
  • 6.2. VALUE CHAIN ANALYSIS: VIRTUAL REALITY
  • 6.3. KEY TRENDS IN THE VIRTUAL REALITY MARKET
  • 6.4. PORTER'S FIVE FORCES ANALYSIS
    • 6.4.1. BARGAINING POWER OF SUPPLIERS
    • 6.4.2. BARGAINING POWER OF BUYERS
    • 6.4.3. THREAT OF NEW ENTRANTS
    • 6.4.4. THREAT OF SUBSTITUTES
    • 6.4.5. INTENSITY OF RIVALRY

7. VIRTUAL REALITY MARKET, BY COMPONENT

  • 7.1. INTRODUCTION
  • 7.2. VIRTUAL REALITY MARKET FOR COMPONENTS
    • 7.2.1. HARDWARE COMPONENTS IN THE VIRTUAL REALITY MARKET
      • 7.2.1.1. Sensors
        • 7.2.1.1.1. Accelerometers
        • 7.2.1.1.2. Gyroscopes
        • 7.2.1.1.3. Magnetometers
        • 7.2.1.1.4. Global Positioning Systems
        • 7.2.1.1.5. Proximity sensors
      • 7.2.1.2. Semiconductor components
        • 7.2.1.2.1. Controllers/Processors
        • 7.2.1.2.2. Integrated circuits
      • 7.2.1.3. Displays
    • 7.2.2. SOFTWARE COMPONENTS AND SERVICES IN THE VIRTUAL REALITY MARKET
      • 7.2.2.1. Software development kits
      • 7.2.2.2. Cloud-based solutions

8. VIRTUAL REALITY MARKET, BY TECHNOLOGY

  • 8.1. INTRODUCTION
  • 8.2. VIRTUAL REALITY TECHNOLOGY
    • 8.2.1. NON-IMMERSIVE TECHNOLOGY
    • 8.2.2. SEMI-IMMERSIVE & FULLY IMMERSIVE TECHNOLOGIES

9. VIRTUAL REALITY MARKET, BY DEVICE TYPE

  • 9.1. INTRODUCTION
  • 9.2. VIRTUAL REALITY DEVICES
    • 9.2.1. HEAD-MOUNTED DISPLAYS (HMDS)
    • 9.2.2. GESTURE CONTROL DEVICES
      • 9.2.2.1. Data gloves
      • 9.2.2.2. Others
    • 9.2.3. PROJECTORS & DISPLAY WALLS

10. VIRTUAL REALITY MARKET, BY APPLICATION

  • 10.1. INTRODUCTION
  • 10.2. VIRTUAL REALITY APPLICATIONS
    • 10.2.1. CONSUMER
      • 10.2.1.1. Gaming & entertainment
        • 10.2.1.1.1. Sports
    • 10.2.2. COMMERCIAL
      • 10.2.2.1. Retail
      • 10.2.2.2. Education & training
      • 10.2.2.3. Tourism
    • 10.2.3. AEROSPACE & DEFENSE
    • 10.2.4. MEDICAL
        • 10.2.4.1.1. Surgery
        • 10.2.4.1.2. Fitness management
        • 10.2.4.1.3. Pharmacy management
        • 10.2.4.1.4. Medical training
    • 10.2.5. INDUSTRIAL
    • 10.2.6. OTHERS
      • 10.2.6.1. Automotive
      • 10.2.6.2. Architecture and building design
      • 10.2.6.3. Enterprise solutions
      • 10.2.6.4. Geospatial mining

11. VIRTUAL REALITY MARKET, BY GEOGRAPHY

  • 11.1. INTRODUCTION
  • 11.2. NORTH AMERICA
    • 11.2.1. U.S.
    • 11.2.2. CANADA
    • 11.2.3. MEXICO
  • 11.3. EUROPE
    • 11.3.1. U.K.
    • 11.3.2. GERMANY
    • 11.3.3. FRANCE
    • 11.3.4. REST OF EUROPE
  • 11.4. ASIA-PACIFIC (APAC)
    • 11.4.1. CHINA
    • 11.4.2. INDIA
    • 11.4.3. SOUTH KOREA
    • 11.4.4. JAPAN
    • 11.4.5. REST OF APAC
  • 11.5. REST OF THE WORLD (ROW)
    • 11.5.1. MIDDLE EAST & AFRICA
    • 11.5.2. LATIN AMERICA

12. COMPETITIVE LANDSCAPE

  • 12.1. INTRODUCTION
  • 12.2. COMPETITIVE SCENARIO
    • 12.2.1. NEW PRODUCT LAUNCHES & DEVELOPMENTS
    • 12.2.2. PARTNERSHIPS
    • 12.2.3. AGREEMENTS, COLLABORATIONS, AND CAPITAL FUNDINGS
    • 12.2.4. ACQUISITIONS AND EXPANSIONS

13. COMPANY PROFILE (Overview, Products and Services, Financials, Strategy & Development)*

  • 13.1. INTRODUCTION
  • 13.2. OCULUS VR, LLC
  • 13.3. SONY CORPORATION
  • 13.4. SAMSUNG ELECTRONICS CO., LTD.
  • 13.5. HTC CORPORATION
  • 13.6. EON REALITY, INC.
  • 13.7. GOOGLE INC.
  • 13.8. MICROSOFT CORPORATION
  • 13.9. VUZIX CORPORATION
  • 13.10. CYBERGLOVE SYSTEMS INC.
  • 13.11. SENSICS, INC.
  • 13.12. LEAP MOTION, INC.
  • 13.13. SIXENSE ENTERTAINMENT, INC.
  • 13.14. KEY INNOVATORS IN THE VR MARKET

*Details on Overview, Products and Services, Financials, Strategy & Development might not be Captured in case of Unlisted Companies.

14. APPENDIX

  • 14.1. INSIGHTS OF INDUSTRY EXPERTS
  • 14.2. DISCUSSION GUIDE
  • 14.3. KNOWLEDGE STORE: MARKETSANDMARKETS' SUBSCRIPTION PORTAL
  • 14.4. INTRODUCING RT: REAL-TIME MARKET INTELLIGENCE
  • 14.5. AVAILABLE CUSTOMIZATION
  • 14.6. RELATED REPORTS

LIST OF TABLES

  • TABLE 1: KEY TRENDS IN THE VIRTUAL REALITY MARKET
  • TABLE 2: INTENSITY OF RIVALRY AND BARGAINING POWER OF BUYERS HAD A MAJOR IMPACT ON THE OVERALL VIRTUAL REALITY MARKET
  • TABLE 3: VIRTUAL REALITY MARKET, BY COMPONENT, 2013-2022 (USD BILLION)
  • TABLE 4: VIRTUAL REALITY MARKET FOR HARDWARE COMPONENTS, BY TYPE, 2013-2022 (USD MILLION)
  • TABLE 5: VIRTUAL REALITY MARKET FOR SOFTWARE COMPONENTS, BY TECHNOLOGY, 2013-2022 (USD MILLION)
  • TABLE 6: VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2013-2022 (USD MILLION)
  • TABLE 7: SEMI-IMMERSIVE & FULLY IMMERSIVE VIRTUAL REALITY MARKET, BY DEVICE TYPE, 2013-2022 (USD MILLION)
  • TABLE 8: VIRTUAL REALITY MARKET, BY DEVICE TYPE, 2013-2022 (USD MILLION)
  • TABLE 9: VIRTUAL REALITY MARKET FOR HMDS, BY APPLICATION, 2013-2022 (USD MILLION)
  • TABLE 10: VIRTUAL REALITY MARKET FOR GESTURE CONTROL DEVICES, BY APPLICATION, 2013-2022 (USD MILLION)
  • TABLE 11: VIRTUAL REALITY MARKET FOR GESTURE CONTROL DEVICES, BY TYPE, 2013-2022 (USD MILLION)
  • TABLE 12: VIRTUAL REALITY MARKET FOR PROJECTORS & DISPLAY WALLS, BY APPLICATION, 2013-2022 (USD MILLION)
  • TABLE 13: VIRTUAL REALITY MARKET, BY APPLICATION, 2013-2022 (USD MILLION)
  • TABLE 14: VIRTUAL REALITY MARKET FOR CONSUMER APPLICATION, BY DEVICE TYPE, 2013-2022 (USD MILLION)
  • TABLE 15: VIRTUAL REALITY MARKET FOR CONSUMER APPLICATION, BY REGION, 2013-2022 (USD MILLION)
  • TABLE 16: VIRTUAL REALITY MARKET FOR CONSUMER APPLICATION IN NORTH AMERICA, BY COUNTRY, 2013-2022 (USD MILLION)
  • TABLE 17: VIRTUAL REALITY MARKET FOR CONSUMER APPLICATION IN EUROPE, BY COUNTRY, 2013-2022 (USD MILLION)
  • TABLE 18: VIRTUAL REALITY MARKET FOR CONSUMER APPLICATION IN APAC, BY COUNTRY, 2013-2022 (USD MILLION)
  • TABLE 19: VIRTUAL REALITY MARKET FOR CONSUMER APPLICATION IN ROW, BY REGION, 2013-2022 (USD MILLION)
  • TABLE 20: VIRTUAL REALITY MARKET FOR CONSUMER APPLICATION, BY TYPE, 2013-2022 (USD MILLION)
  • TABLE 21: VIRTUAL REALITY MARKET FOR COMMERCIAL APPLICATION, BY DEVICE TYPE, 2013-2022 (USD MILLION)
  • TABLE 22: VIRTUAL REALITY MARKET FOR COMMERCIAL APPLICATION, BY TYPE, 2013-2022 (USD MILLION)
  • TABLE 23: VIRTUAL REALITY MARKET FOR COMMERCIAL APPLICATION, BY REGION, 2013-2022 (USD MILLION)
  • TABLE 24: VIRTUAL REALITY MARKET FOR COMMERCIAL APPLICATION IN NORTH AMERICA, BY COUNTRY, 2013-2022 (USD MILLION)
  • TABLE 25: VIRTUAL REALITY MARKET FOR COMMERCIAL APPLICATION IN EUROPE, BY COUNTRY, 2013-2022 (USD MILLION)
  • TABLE 26: VIRTUAL REALITY MARKET FOR COMMERCIAL APPLICATION IN APAC, BY COUNTRY, 2013-2022 (USD MILLION)
  • TABLE 27: VIRTUAL REALITY MARKET FOR COMMERCIAL APPLICATION IN ROW, BY REGION, 2013-2022 (USD MILLION)
  • TABLE 28: VIRTUAL REALITY MARKET FOR AEROSPACE & DEFENSE APPLICATION, BY DEVICE TYPE, 2013-2022 (USD MILLION)
  • TABLE 29: VIRTUAL REALITY MARKET FOR AEROSPACE & DEFENSE APPLICATION, BY REGION, 2013-2022 (USD MILLION)
  • TABLE 30: VIRTUAL REALITY MARKET FOR AEROSPACE & DEFENSE APPLICATION IN NORTH AMERICA, BY COUNTRY, 2013-2022 (USD MILLION)
  • TABLE 31: VIRTUAL REALITY MARKET FOR AEROSPACE & DEFENSE APPLICATION IN EUROPE, BY COUNTRY, 2013-2022 (USD MILLION)
  • TABLE 32: VIRTUAL REALITY MARKET FOR AEROSPACE & DEFENSE APPLICATION IN APAC, BY COUNTRY, 2013-2022 (USD MILLION)
  • TABLE 33: VIRTUAL REALITY MARKET FOR AEROSPACE & DEFENSE APPLICATION IN ROW, BY REGION, 2013-2022 (USD MILLION)
  • TABLE 34: VIRTUAL REALITY MARKET FOR MEDICAL APPLICATION, BY DEVICE TYPE, 2013-2022 (USD MILLION)
  • TABLE 35: VIRTUAL REALITY MARKET FOR MEDICAL APPLICATION, BY REGION, 2013-2022 (USD MILLION)
  • TABLE 36: VIRTUAL REALITY MARKET FOR MEDICAL APPLICATION IN NORTH AMERICA, BY COUNTRY, 2013-2022 (USD MILLION)
  • TABLE 37: VIRTUAL REALITY MARKET FOR MEDICAL APPLICATION IN EUROPE, BY COUNTRY, 2013-2022 (USD MILLION)
  • TABLE 38: VIRTUAL REALITY MARKET FOR MEDICAL APPLICATION IN APAC, BY COUNTRY, 2013-2022 (USD MILLION)
  • TABLE 39: VIRTUAL REALITY MARKET FOR MEDICAL APPLICATION IN ROW, BY REGION, 2013-2022 (USD MILLION)
  • TABLE 40: VIRTUAL REALITY MARKET FOR INDUSTRIAL APPLICATION, BY DEVICE TYPE, 2013-2022 (USD MILLION)
  • TABLE 41: VIRTUAL REALITY MARKET FOR INDUSTRIAL VERTICAL, BY REGION, 2013-2022 (USD MILLION)
  • TABLE 42: VIRTUAL REALITY MARKET FOR INDUSTRIAL APPLICATION IN NORTH AMERICA, BY COUNTRY, 2013-2022 (USD MILLION)
  • TABLE 43: VIRTUAL REALITY MARKET FOR INDUSTRIAL APPLICATION IN EUROPE, BY COUNTRY, 2013-2022 (USD MILLION)
  • TABLE 44: VIRTUAL REALITY MARKET FOR INDUSTRIAL APPLICATION IN APAC, BY COUNTRY, 2013-2022 (USD MILLION)
  • TABLE 45: VIRTUAL REALITY MARKET FOR INDUSTRIAL APPLICATION IN ROW, BY REGION, 2013-2022 (USD MILLION)
  • TABLE 46: VIRTUAL REALITY MARKET FOR OTHER APPLICATION, BY DEVICE TYPE, 2013-2022 (USD MILLION)
  • TABLE 47: VIRTUAL REALITY MARKET FOR OTHER APPLICATIONS, BY REGION, 2013-2022 (USD MILLION)
  • TABLE 48: VIRTUAL REALITY MARKET FOR OTHER APPLICATIONS IN NORTH AMERICA, BY COUNTRY, 2013-2022 (USD MILLION)
  • TABLE 49: VIRTUAL REALITY MARKET FOR OTHER APPLICATIONS IN EUROPE, BY COUNTRY, 2013-2022 (USD MILLION)
  • TABLE 50: VIRTUAL REALITY MARKET FOR OTHER APPLICATIONS IN APAC, BY COUNTRY, 2013-2022 (USD MILLION)
  • TABLE 51: VIRTUAL REALITY MARKET FOR OTHER APPLICATIONS IN ROW, BY REGION, 2013-2022 (USD MILLION)
  • TABLE 52: VIRTUAL REALITY MARKET, BY REGION, 2013-2022 (USD BILLION)
  • TABLE 53: VIRTUAL REALITY MARKET IN NORTH AMERICA, BY APPLICATION, 2013-2022 (USD MILLION)
  • TABLE 54: VIRTUAL REALITY MARKET IN NORTH AMERICA, BY COUNTRY, 2013-2022 (USD MILLION)
  • TABLE 55: VIRTUAL REALITY MARKET IN U.S., BY APPLICATION, 2013-2022 (USD MILLION)
  • TABLE 56: VIRTUAL REALITY MARKET IN CANADA, BY APPLICATION, 2013-2022 (USD MILLION)
  • TABLE 57: VIRTUAL REALITY MARKET IN MEXICO, BY APPLICATION, 2013-2022 (USD MILLION)
  • TABLE 58: VIRTUAL REALITY MARKET IN EUROPE, BY APPLICATION, 2013-2022 (USD MILLION)
  • TABLE 59: VIRTUAL REALITY MARKET IN EUROPE, BY COUNTRY, 2013-2022 (USD MILLION)
  • TABLE 60: VIRTUAL REALITY MARKET IN U.K., BY APPLICATION, 2013-2022 (USD MILLION)
  • TABLE 61: VIRTUAL REALITY MARKET IN GERMANY, BY APPLICATION, 2013-2022 (USD MILLION)
  • TABLE 62: VIRTUAL REALITY MARKET IN FRANCE, BY APPLICATION, 2013-2022 (USD MILLION)
  • TABLE 63: VIRTUAL REALITY MARKET IN REST OF EUROPE, BY APPLICATION, 2013-2022 (USD MILLION)
  • TABLE 64: VIRTUAL REALITY MARKET IN APAC, BY APPLICATION, 2013-2022 (USD MILLION)
  • TABLE 65: VIRTUAL REALITY MARKET IN APAC, BY COUNTRY, 2013-2022 (USD MILLION)
  • TABLE 66: VIRTUAL REALITY MARKET IN CHINA, BY APPLICATION, 2013-2022 (USD MILLION)
  • TABLE 67: VIRTUAL REALITY MARKET IN INDIA, BY APPLICATION, 2013-2022 (USD MILLION)
  • TABLE 68: VIRTUAL REALITY MARKET IN SOUTH KOREA, BY APPLICATION, 2013-2022 (USD MILLION)
  • TABLE 69: VIRTUAL REALITY MARKET IN JAPAN, BY APPLICTION, 2013-2022 (USD MILLION)
  • TABLE 70: VIRTUAL REALITY MARKET IN REST OF APAC, BY APPLICATION, 2013-2022 (USD MILLION)
  • TABLE 71: VIRTUAL REALITY MARKET IN ROW, BY APPLICATION, 2013-2022 (USD MILLION)
  • TABLE 72: VIRTUAL REALITY MARKET IN ROW, BY REGION, 2013-2022 (USD MILLION)
  • TABLE 73: VIRTUAL REALITY MARKET IN MIDDLE EAST & AFRICA, BY APPLICATION, 2013-2022 (USD MILLION)
  • TABLE 74: VIRTUAL REALITY MARKET IN LATIN AMERICA, BY APPLICATION, 2013-2022 (USD MILLION)
  • TABLE 75: RANKING OF TOP 5 PLAYERS IN THE VIRTUAL REALITY MARKET
  • TABLE 76: EW PRODUCT LAUNCHES & DEVELOPMENTS: VIRTUAL REALITY MARKET, 2015-2016
  • TABLE 77: PARTNERSHIP: VIRTUAL REALITY MARKET, 2014-2016
  • TABLE 78: AGREMENTS. COLLABORATIONS, AND CAPITAL FUNDINGS: VIRTUAL REALITY, 2014-2016
  • TABLE 79: ACQUISITIONS AND EXPANSIONS: VIRTUAL REALITY MARKET, 2015-2016

LIST OF FIGURES

  • FIGURE 1: OVERVIEW OF THE MICROMARKETS COVERED
  • FIGURE 2: GLOBAL VIRTUAL REALITY MARKET: RESEARCH DESIGN
  • FIGURE 3: MARKET SIZE ESTIMATION METHODOLOGY: BOTTOM-UP APPROACH
  • FIGURE 4: MARKET SIZE ESTIMATION METHODOLOGY: TOP-DOWN APPROACH
  • FIGURE 5: DATA TRIANGULATION
  • FIGURE 6: GLOBAL VIRTUAL REALITY MARKET, 2013-2022 (USD BILLION)
  • FIGURE 7: VIRTUAL REALITY MARKET, BY DEVICE TYPE, 2015 VS. 2022
  • FIGURE 8: CONSUMER APPLICATION EXPECTED TO WITNESS HIGHEST GROWTH IN VIRTUAL REALITY MARKET BETWEEN 2016 AND 2022
  • FIGURE 9: NORTH AMERICA HAD HIGHEST MARKET SHARE FOR VIRTUAL REALITY IN 2015
  • FIGURE 10: REGION-WISE MARKET SIZE OF TOP 2 VIRTUAL REALITY APPLICATIONS, 2015
  • FIGURE 11: ATTRACTIVE OPPORTUNITIES FOR THE VIRTUAL REALITY MARKET (2016-2022)
  • FIGURE 12: CHINA EXPECTED TO ACCOUNT FOR THE LARGEST SHARE OF MARKET IN APAC, BY 2022
  • FIGURE 13: U.S. TO HOLD THE LARGEST MARKET BY 2022
  • FIGURE 14: U.S., CHINA, JAPAN, AND SOUTH KOREA EXPECTED TO GROW AT THE HIGHEST RATE IN THE VIRTUAL REALITY MARKET
  • FIGURE 15: THE CONSUMER AND COMMERCIAL APPLICATIONS TO DOMINATE THE VIRTUAL REALITY MARKET DURING THE FORECAST PERIOD
  • FIGURE 16: CONSUMER VERTICAL TO HAVE A PROMISING FUTURE IN THE APAC REGION BETWEEN 2016 AND 2022
  • FIGURE 17: VIRTUAL REALITY MARKET, BY GEOGRAPHY
  • FIGURE 18: HISTORY OF VIRTUAL REALITY
  • FIGURE 19: INCREASING ADOPTION OF HEAD-MOUNTED DISPLAYS IN VARIOUS APPLICATIONS IS A DRIVING FORCE FOR THE GROWTH OF THE VR MARKET
  • FIGURE 20: VALUE CHAIN ANALYSIS OF VIRTUAL REALITY (2015): MAJOR VALUE ADDED DURING RESEARCH & PRODUCT DEVELOPMENT AND MANUFACTURING STAGES
  • FIGURE 21: PORTER'S FIVE FORCES ANALYSIS:BARGAINING POWER OF BUYERS HAD THE HIGHEST IMPACT
  • FIGURE 22: VIRTUAL REALITY MARKET: PORTER'S FIVE FORCES ANALYSIS
  • FIGURE 23: INCREASE IN THE NUMBER OF SUPPLIERS WOULD REDUCE THEIR BARGAINING POWER
  • FIGURE 24: BARGAINING POWER OF BUYERS IS HIGH OWING TO THE INCREASE IN THE NUMBER OF SUPPLIERS IN THE MARKET
  • FIGURE 25: HIGH CAPITAL REQUIREMENT IS A MAJOR CHALLENGE FOR NEW ENTRANTS
  • FIGURE 26: THREAT OF SUBSTITUTES HAS A LOW IMPACT DUE TO COMPETITIVE PRICING
  • FIGURE 27: INTENSITY OF RIVALRY IS HIGH DUE TO A HIGH NUMBER OF EXISTING PLAYERS
  • FIGURE 28: VR MARKET FOR SOFTWARE COMPONENTS ESTIMATED TO GROW AT THE HIGHEST RATE BETWEEN 2016 AND 2022
  • FIGURE 29: VIRTUAL REALITY MARKET, BY TECHNOLOGY
  • FIGURE 30: MARKET FOR SEMI-IMMERSIVE AND FULLY IMMERSIVE TECHNOLOGIES EXPECTED TO GROW AT THE HIGHEST RATE BETWEEN 2016 AND 2022
  • FIGURE 31: MARKET FOR HEAD-MOUNTED DISPLAYS EXPECTED TO GROW AT THE HIGHEST RATE BETWEEN 2016 AND 2022
  • FIGURE 32: MARKET FOR CONSUMER APPLICATION LIKELY TO GROW AT THE HIGHEST RATE BY DURING THE FORECAST PERIOD
  • FIGURE 33: GEOGRAPHIC SNAPSHOT: APAC MARKET TO GROW AT THE HIGHEST RATE DURING THE FORECAST PERIOD
  • FIGURE 34: THE U.S. TO LEAD THE VIRTUAL REALITY MARKET BETWEEN 2016 AND 2022
  • FIGURE 35: VIRTUAL REALITY MARKET OVERVIEW IN NORTH AMERICA, 2015
  • FIGURE 36: VIRTUAL REALITY MARKET OVERVIEW IN EUROPE, 2015
  • FIGURE 37: VIRTUAL REALITY MARKET OVERVIEW IN APAC, 2015
  • FIGURE 38: COMPANIES ADOPTED NEW PRODUCT LAUNCHES & DEVELOPMENTS AS THE KEY GROWTH STRATEGY BETWEEN 2013 AND 2016
  • FIGURE 39: PRODUCT ANALYSIS OF MAJOR COMPANIES IN THE VIRTUAL REALITY MARKET
  • FIGURE 40: MARKET EVALUATION FRAMEWORK: NEW PRODUCT LAUNCHES & DEVELOPMENTS FUELED MARKET GROWTH BETWEEN 2013 AND 2016
  • FIGURE 41: BATTLE FOR MARKET SHARE IN THE VIRTUAL REALITY MARKET: NEW PRODUCT LAUNCHES & DEVELOPMENTS AND PARTNERSHIPS WERE THE KEY STRATEGIES
  • FIGURE 42: GEOGRAPHIC REVENUE MIX OF MAJOR PLAYERS
  • FIGURE 43: OCULUS VR, LLC: SWOT ANALYSIS
  • FIGURE 44: SONY CORPORATION: COMPANY SNAPSHOT
  • FIGURE 45: SONY CORPORATION: SWOT ANALYSIS
  • FIGURE 46: SAMSUNG ELECTRONICS CO., LTD: COMPANY SNAPSHOT
  • FIGURE 47: SAMSUNG ELECTRONICS CO., LTD.: SWOT ANALYSIS
  • FIGURE 48: HTC CORPORATION: COMPANY SNAPSHOT
  • FIGURE 49: HTC CORPORATION: SWOT ANALYS
  • FIGURE 50: EON REALITY, INC.: SWOT ANALYSIS
  • FIGURE 51: GOOGLE INC.: COMPANY SNAPSHOT
  • FIGURE 52: GOOGLE INC.: SWOT ANALYS
  • FIGURE 53: MICROSOFT COPRORATION: COMPANY SNAPSHOT
  • FIGURE 54: MICROSOFT CORPORATION: SWOT ANALYSIS
  • FIGURE 55: VUZIX CORPORATION: COMPANY SNAPSHOT
  • FIGURE 56: VUZIX CORPORATION: SWOT ANALYSIS
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