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市場調査レポート

ウェアラブルゲームの企業・デバイス・ソリューション:市場の見通しと予測 (2015〜2020年)

Wearable Gaming Companies, Devices, and Solutions: Market Outlook and Forecasts 2015 - 2020

発行 Mind Commerce 商品コード 325866
出版日 ページ情報 英文 101 Pages
納期: 即日から翌営業日
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本日の銀行送金レート: 1USD=114.71円で換算しております。
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ウェアラブルゲームの企業・デバイス・ソリューション:市場の見通しと予測 (2015〜2020年) Wearable Gaming Companies, Devices, and Solutions: Market Outlook and Forecasts 2015 - 2020
出版日: 2015年03月13日 ページ情報: 英文 101 Pages
概要

ウェアラブルゲームはデジタル・エンタテイメント市場に新たに登場した分野です。それ以外のモバイルゲームは様々なプラットフォーム (スマートフォン、タブレット、ファブレットなど) で提供されていますが、デスクトップ/ラップトップPCや据置型ゲーム機と比べると、インターフェース機能に限界がありました。ウェアラブル技術だと、たいていは制約が更に強くなりますが、インタラクティブ機能やゲームへの個人的な親しみという点で、新たな地平を開いています。一方で、ウェアラブルゲームは小型のコンピューティングデバイスを使用し、身体に装着して使うため、従来型のゲーム機には無い新たな機能を備え、シームレスでゲームプレイをサポートします。世界のウェアラブルゲームの市場規模は今後190億米ドルにまで拡大し、そのうち67%がハードウェアが、33%がソフトウェアが占めると予想されています。

当レポートでは、世界のウェアラブルゲーム市場の最新動向と将来展望について分析し、代表的な企業・プラットフォーム・サービス・戦略に対する評価や、関連技術の概要、主な市場促進要因、今後の市場動向の見通し、ゲーム市場の主流となる機会や可能性、現在/将来の代表的事例といった情報を取りまとめてお届けいたします。

第1章 ウェアラブルゲームとは何か?

第2章 ウェアラブルゲームの歴史

第3章 ウェアラブルゲーム市場の概要

  • なぜウェアラブルゲームなのか?
  • 将来の見通し
  • プライバシーの問題は解決したのか?

第4章 ウェアラブルゲーム市場の可能性

  • ウェアラブル電話
  • ウェアラブル電子機器
  • オープンソース型VR (仮想現実) と成功の呪文

第5章 ウェアラブル・ペイメントの役割

第6章 ウェアラブルゲーム市場の動向

  • 拡張現実 (AR) と仮想現実 (VR)
  • コネクテッド・ウェアラブル
  • ウェアラブル3Dを含むモーションセンシング技術
  • ゲーム活用型のウェアラブル・ヘルスケア
  • 触覚技術 (ハプティック技術)
  • ヘッドウェア/ヘッドマウントディスプレイ (HDM)
  • シリアスゲーム
  • ゲーミフィケーション

第7章 ウェアラブルゲーム市場の将来予測

  • 世界のウェアラブルゲームの市場収益額 (今後6年間分)
  • 世界のウェアラブルゲームの市場収益額:ハードウェア/ソフトウェア (今後6年間分)
    • ハードウェア対ソフトウェアのパーセント比 (今後6年間分)
    • ハードウェアソフトウェアの内訳:種類別 (今後6年間分)
  • 世界のウェアラブルゲーム用ハードウェアの販売個数 (今後6年間分)
    • ハードウェア販売個数の内訳:種類別 (今後6年間分)
  • ウェアラブルゲームのアクティブユーザー数 (今後6年間分)
    • ウェアラブルゲームのユーザー数:種類別 (予測値)
    • デバイス1個当たり平均ユーザー数 (今後6年間分)
  • ウェアラブルゲームのARPPU (有料ユーザー1人当たり平均収益) (今後6年間分)
    • ARPPU:ハードウェア/ソフトウェア別 (今後6年間分)
  • ウェアラブルゲーム用ハードウェアの平均小売価格 (今後6年間分)
  • ウェアラブルゲームの地域別市場シェア (予測値)

第8章 ウェアラブルゲームのジャンルの分析

第9章 ウェアラブルゲームのプラットフォームの分析

  • 「プラットフォームとしての (as a platform) 」スマートウォッチ
    • 広範性
    • インターフェース
    • ANDROID対応スマートウォッチ
    • APPLE WATCH
  • 「プラットフォームとしての (as a platform) 」スマートウォッチ
  • 「プラットフォームとしての」アイウェア
    • GLUのSPELLISTA
    • BRICKSIMPLEのGLASSBATTLE
    • SAMSUNGのスマートグラス
  • 「プラットフォームとしての」ヘッドウェア
  • 「プラットフォームとしての」ボディウェア

第10章 企業・ハードウェアの分析

  • VUZIX
    • VUZIX 1200DX-AR
    • VUZIX 1200DX-VR
    • VUZIX 1200DX
    • IWEAR 720
  • TECHNICAL ILLUSIONS
    • CASTAR
    • 4D FORCE
  • MOFF
  • CARL ZEISS
  • IRON WILL INNOVATIONS CANADA
  • EMOTIV
  • INTELLIGENT HEADSET
  • TARSIER
  • GLASSUP
  • META
    • META PRO
    • META DEVELOPER EDITION
  • TN GAMES
  • THALMIC LABS
  • ソニー
    • HMZ-T3W PERSONAL 3D VIEWER
    • PROJECT MORPHEUS
  • OCULUS RIFT
  • INFINITEEYE
  • AVEGANT
  • MIND PIRATE
  • OBJE (OBSCENE INTERACTIVE)
  • LEAP MOTION
  • MICROSOFT
    • KINECT
    • HOLOLENS
    • PROJECT FORTALEZA
    • XBOX ONE VR HEADSET
  • SHOOGEE'S DUROVIS DIVE
  • WOVEN
  • VALVE STEAMVR
  • SAMSUNG GEAR VR
  • HTC VIVE
  • STRIIV PEDOMETER
  • NIKE+ FUELBAND
  • CARL ZEISS VR ONE
  • RAZER OSVR
  • GOOGLE CARDBOARD
  • ARCHOS VR HEADSET
  • IMMERSION VRELIA VR
  • ANTVR
  • SEEBRIGHT
  • ALTERGAZE
  • PRIOVR
  • SIXENSE STEM SYSTEM
  • KOR-FX GAMING VEST
  • IMOTION
  • TACTICAL HAPTICS
  • VRCADE
  • SURVIOS

第11章 ウェアラブルゲーム用ハードウェアの市場競争

第12章 ウェアラブルゲーム市場のケーススタディ

  • GRAND THEFT AUTO (GTA)
  • NIKE AND SPORTS GAME
  • FITBIT CASUAL GAMING
  • WEAR ORBITS
  • MYLAND GAME
  • OCULUS RIFT GAMES (全14機種)
  • SUMSUNG GEAR VR GAMES (全14機種)

図表一覧

目次

Overview:

Wearable gaming represents an emerging entrant into the digital entertainment market that is best defined from a mobile gaming perspective. Non-wearable mobile gaming is played on various wireless devices (smartphones, tablets, phablets, etc.), which have limited interface capabilities compared to desktop, laptop, or console gaming. In many ways, wearable technology causes even more limitations, but also opens the door to new levels of interactivity and personal gaming intimacy.

Wearable gaming is played with small computing devices, which are body-mounted in some fashion, and seamlessly support game play with functionality not possible in traditional systems. Mind Commerce sees Headwear as a Platform, Eyewear as a Platform, Smartwatch as a Platform, and Body-wear as a Platform all as emerging areas for next generation digital entertainment.

This research assesses the current state and future outlook of wearable gaming technology and market. Mind Commerce findings indicate that the global wearable gaming market will reach $19 billion during the study period with a 67% market share for hardware and 33% for software. The report evaluates major players, platform, offerings, strategies, and market projections. The report also identifies the opportunities and timing for introduction of gaming into mainstream wearable technology. All purchases of Mind Commerce reports includes time with an expert analyst who will help you link key findings in the report to the business issues you're addressing. This needs to be used within three months of purchasing the report.

Report Benefits:

  • Wearable gaming forecasts through 2020
  • Identify leading companies and solutions
  • Understand challenges and opportunities
  • Recognize the future for wearable gaming
  • Understand benefits of different platforms
  • Identify wearable market drivers and constraints
  • Understand supporting capabilities and technologies

Table of Contents

1.0. WHAT IS WEARABLE GAMING?

2.0. HISTORY OF WEARABLE GAMING

3.0. OVERVIEW OF WEARABLE GAMING MARKET

  • 3.1. WHY WEARABLE GAMING?
  • 3.2. FUTURE OUTLOOK
  • 3.3. ARE PRIVACY CONCERNS OVERDONE?

4.0. WEARABLE GAMING MARKET POTENTIAL

  • 4.1. WEARABLE PHONES
  • 4.2. WEARABLE ELECTRONICS
  • 4.3. OPEN SOURCE VR GAMES AND SUCCESS MANTRA

5.0. ROLE OF WEARABLE PAYMENTS

6.0. WEARABLE GAMING MARKET TREND

  • 6.1. AUGMENTED REALITY AND VIRTUAL REALITY (AR AND VR)
  • 6.2. CONNECTED WEARABLE
  • 6.3. MOTION SENSING TECHNOLOGY INCLUDING WEARABLE 3D
  • 6.4. WEARABLE HEALTHCARE THROUGH GAMING
  • 6.5. HAPTIC TECHNOLOGY
  • 6.6. HEADWEAR OR HEAD MOUNTED DISPLAY (HMD)
  • 6.7. SERIOUS GAMING
  • 6.8. GAMIFICATION

7.0. WEARABLE GAMING MARKET PROJECTION

  • 7.1. GLOBAL WEARABLE GAMING REVENUE 2015 - 2020
  • 7.2. GLOBAL WEARABLE GAMING REVENUE BY HARDWARE AND SOFTWARE 2015 - 2020
    • 7.2.1. HARDWARE VS. SOFTWARE REVENUE PERCENTAGE TREND 2015 - 2020
    • 7.2.2. HARDWARE AND SOFTWARE REVENUE PERCENTAGE BY TYPES 2020
  • 7.3. GLOBAL WEARABLE GAMING HARDWARE UNIT SALES 2015 - 2020
    • 7.3.1. HARDWARE UNIT SALES PERCENTAGE BY TYPES 2020
  • 7.4. ACTIVE WEARABLE GAMER PROJECTION 2015 - 2020
    • 7.4.1. WEARABLE GAMER BY TYPE 2020
    • 7.4.2. AVERAGE NUMBER OF GAMER PER DEVICE 2015 - 2020
  • 7.5. WEARABLE GAMING ARPPU 2015 - 2020
    • 7.5.1. ARPPU BY HARDWARE AND SOFTWARE 2015 - 2020
  • 7.6. AVERAGE RETAIL PRICE OF WEARABLE GAMING HARDWARE 2015 - 2020
  • 7.7. WEARABLE GAMING REGIONAL MARKET SHARE 2020

8.0. WEARABLE GAME GENRE ANALYSIS

9.0. WEARABLE GAMING PLATFORM ANALYSIS

  • 9.1. SMARTWATCH AS A PLATFORM
    • 9.1.1. PERVASIVENESS
    • 9.1.2. INTERFACE
    • 9.1.3. ANDROID SMARTWATCH
    • 9.1.4. APPLE WATCH
  • 9.2. EYEWEAR AS A PLATFORM
    • 9.2.1. GLU'S SPELLISTA
    • 9.2.2. BRICKSIMPLE'S GLASSBATTLE
    • 9.2.3. SAMSUNG SMART GLASS
  • 9.3. HEADWEAR AS A PLATFORM
  • 9.4. BODYWEAR AS A PLATORM

10.0. COMPANY AND HARDWARE ANALYSIS

  • 10.1. VUZIX
    • 10.1.1. VUZIX 1200DX-AR
    • 10.1.2. VUZIX 1200DX-VR
    • 10.1.3. VUZIX 1200DX
    • 10.1.4. IWEAR 720
  • 10.2. TECHNICAL ILLUSIONS
    • 10.2.1. CASTAR
    • 10.2.2. 4D FORCE
  • 10.3. MOFF
  • 10.4. CARL ZEISS
  • 10.5. IRON WILL INNOVATIONS CANADA
  • 10.6. EMOTIV
  • 10.7. INTELLIGENT HEADSET
  • 10.8. TARSIER
  • 10.9. GLASSUP
  • 10.10. META
    • 10.10.1. META PRO
    • 10.10.2. META DEVELOPER EDITION
  • 10.11. TN GAMES
  • 10.12. THALMIC LABS
  • 10.13. SONY
    • 10.13.1. HMZ-T3W PERSONAL 3D VIEWER
    • 10.13.2. PROJECT MORPHEUS
  • 10.14. OCULUS RIFT
  • 10.15. INFINITEEYE
  • 10.16. AVEGANT
  • 10.17. MIND PIRATE
  • 10.18. OBJE (OBSCENE INTERACTIVE)
  • 10.19. LEAP MOTION
  • 10.20. MICROSOFT
    • 10.20.1. KINECT
    • 10.20.2. HOLOLENS
    • 10.20.3. PROJECT FORTALEZA
    • 10.20.4. XBOX ONE VR HEADSET
  • 10.21. SHOOGEE'S DUROVIS DIVE
  • 10.22. WOVEN
  • 10.23. VALVE STEAMVR
  • 10.24. SAMSUNG GEAR VR
  • 10.25. HTC VIVE
  • 10.26. STRIIV PEDOMETER
  • 10.27. NIKE+ FUELBAND
  • 10.28. CARL ZEISS VR ONE
  • 10.29. RAZER OSVR
  • 10.30. GOOGLE CARDBOARD
  • 10.31. ARCHOS VR HEADSET
  • 10.32. IMMERSION VRELIA VR
  • 10.33. ANTVR
  • 10.34. SEEBRIGHT
  • 10.35. ALTERGAZE
  • 10.36. PRIOVR
  • 10.37. SIXENSE STEM SYSTEM
  • 10.38. KOR-FX GAMING VEST
  • 10.39. IMOTION
  • 10.40. TACTICAL HAPTICS
  • 10.41. VRCADE
  • 10.42. SURVIOS

11.0. WEARABLE GAMING HARDWARE MARKET COMPETITION

12.0. WEARABLE GAMING CASE STUDY

  • 12.1. GRAND THEFT AUTO (GTA)
  • 12.2. NIKE AND SPORTS GAME
  • 12.3. FITBIT CASUAL GAMING
  • 12.4. WEAR ORBITS
  • 12.5. MYLAND GAME
  • 12.6. OCULUS RIFT GAMES
    • 12.6.1. NAISSANCEE
    • 12.6.2. PIXEL RIFT
    • 12.6.3. SURGEON SIMULATOR
    • 12.6.4. DOLPHINVR
    • 12.6.5. CLASSROOM AQUATIC
    • 12.6.6. WINDLANDS
    • 12.6.7. SUPERHOT
    • 12.6.8. VANGUARD V
    • 12.6.9. LASERFACE
    • 12.6.10. HALF-LIFE 2/TEAM FORTRESS 2
    • 12.6.11. AAAA! FOR THE AWESOME
    • 12.6.12. AMONG THE SLEEP
    • 12.6.13. LUCKY'S TALE
    • 12.6.14. THE WITNESS
  • 12.7. SUMSUNG GEAR VR GAMES
    • 12.7.1. HEROBOUND: FIRST STEPS
    • 12.7.2. TEMPLE RUN VR
    • 12.7.3. VRSE/FOR CARDBOARD APPS
    • 12.7.4. ESPER
    • 12.7.5. IKARUS
    • 12.7.6. DREADHALLS
    • 12.7.7. OCULUS 360 TOURS - WORLD, ICELAND
    • 12.7.8. MATTERPORT VR
    • 12.7.9. ANSHAR WARS
    • 12.7.10. PLAYHEAD
    • 12.7.11. TITANS OF SPACE
    • 12.7.12. CIRQUE DU SOLEIL ZARKANA
    • 12.7.13. DARKNET
    • 12.7.14. THEBLUVR

Figures

  • Figure 1: Pixel Miner Game on Pebble Smartwatch
  • Figure 2: Images Changing Colors from Red to Blues and Yellow to Green
  • Figure 3: Global Wearable Gaming Revenue 2015 - 2020
  • Figure 4: Global Wearable Gaming Hardware and Software Revenue 2015 - 2020
  • Figure 5: Global Wearable Gaming Hardware vs. Software Revenue 2015 - 2020
  • Figure 6: H/W vs. S/W Revenue by Hardcore, Serious and Gamification
  • Figure 7: H/W vs. S/W Revenue by Gaming Whales and Light Gamers
  • Figure 8: H/W vs. S/W Revenue Percentage by Adult Gamer and Kids
  • Figure 9: Software Revenue by Subscription Access vs. In-game Micro-transaction
  • Figure 10 Global Wearable Gaming Device Sales Projection 2015 - 2020
  • Figure 11: Wearable Gaming H/W Unit Sales by Hardcore, Serious & Gamification
  • Figure 12: Wearable Gaming H/W Unit Sales by Gaming Whales vs. Light Gamers
  • Figure 13: Wearable Gaming H/W Unit Sales by Adult Gamer vs. Kids 2020
  • Figure 14: Global Active Wearable Gamer Projection 2015 - 2020
  • Figure 15: Wearable Gamer by Hardcore, Serious, and Light Gamer 2020
  • Figure 16: Wearable Gamer Percentage Projection by Adult vs. Kids Gamer 2020
  • Figure 17: Wearable Gamer by Subscription Access vs. In-Game Micro-transaction
  • Figure 18: Average Number of Wearable Gamers by Device 2015 - 2020
  • Figure 19: Global Wearable Gaming Yearly ARPPU in US $ 2015 - 2020
  • Figure 20: Wearable Gaming ARPPU by H/W and S/W 2015 - 2020
  • Figure 21: Retail Price of Wearable Gaming Hardware Devices in US$ 2015 - 2020
  • Figure 22: Regional Market Share Projection of Wearable Gaming Market 2020
  • Figure 23: Lists of Wearable Games by Genre Categories: FPS, Simulation & RPG
  • Figure 24: PS One Game on Android Wear
  • Figure 25: Device Score of VUZIX 1200DX-AR
  • Figure 26: VUZIX 1200DX-AR Device
  • Figure 27: Device Score of VUZIX 1200DX-VR
  • Figure 28: VUZIX 1200DX-VR Device
  • Figure 29: Device Score of VUZIX 1200DX
  • Figure 30: VUZIX 1200DX Device
  • Figure 31: IWear 720 Device
  • Figure 32: Device Score of CastAR
  • Figure 33: CastAR Device
  • Figure 34: Device Score of 4D Force
  • Figure 35: 4D Force Device
  • Figure 36: Device Score of MOFF
  • Figure 37: MOFF Device
  • Figure 38: Device Score of Cinemizer OLED
  • Figure 39: Cinemizer OLED Device
  • Figure 40: Device Score of Peregrine
  • Figure 41: Peregrine Device
  • Figure 42: Device Score of EPOC Neuroheadset
  • Figure 43: EPOC Neuroheadset Device
  • Figure 44: Device Score of Intelligent Headset
  • Figure 45: Intelligent Headset Device
  • Figure 46: Device Score of Trasier Moveeye
  • Figure 47: Trasier Moveeye Device
  • Figure 48: Device Score of GlassUp
  • Figure 49: GlassUp Device
  • Figure 50: Device Score of META Pro
  • Figure 51: META Pro Device
  • Figure 52: Device Score of META Developer Edition
  • Figure 53: META Developer Edition Device
  • Figure 54: Device Score of 3RD Space Vest
  • Figure 55: 3RD Space Vest Device
  • Figure 56: Device Score of MYO armband
  • Figure 57: MYO Armband Device
  • Figure 58: Device Score of HMZ-T3W personal 3D viewer
  • Figure 59: HMZ-T3W personal 3D viewer Device
  • Figure 60: Project Morpheus Device
  • Figure 61: Device Score of Oculus Rift
  • Figure 62: Oculus Rift Device
  • Figure 63: Device Score of InfiniteEye
  • Figure 64: InfiniteEye Device
  • Figure 65: Device Score of GLYPH
  • Figure 66: GLYPH Device
  • Figure 67: Callisto Platform Operational Ecosystem
  • Figure 68: Xbox One VR Device
  • Figure 69: Valve's SteamVR Hardware System
  • Figure 70: Samsung Gear VR Device
  • Figure 71 HTC Vive Device
  • Figure 72: Striiv Pedometer
  • Figure 73: Car Zeiss VR One Device
  • Figure 74: Razer OSVR Device
  • Figure 75: Google Cardboard Device
  • Figure 76: Archos VR Headset
  • Figure 77: ImmersiON VRelia VR Headset
  • Figure 78: How ANTR is Different from Oculus and Morpheus?
  • Figure 79: ANTVR Device
  • Figure 80: Seebright Wave™ HMD
  • Figure 81: Altergaze Device
  • Figure 82: PrioVR Body Trakcing Device
  • Figure 83: STEM System Motion Tracking Platform
  • Figure 84: KOR - FX Gaming Vest
  • Figure 85: iMotion Device
  • Figure 86: Reactive Grip Device
  • Figure 87: HMD Devices (Integrated vs. Development Stage
  • Figure 88: Controller Devices vs. Development Stage
  • Figure 89 GTA Running Interface
  • Figure 90: Nike Sports Point
  • Figure 91: FitBit Lifestyle Marketing
  • Figure 92: Wear Orbits Arcade Game Apps
  • Figure 93: Myland Game based on Fitness Pedometer
  • Figure 94: Underground City of NaissanceE
  • Figure 95: Pixel Rift Game Interface
  • Figure 96: Nigel Burke's Operation on Bob
  • Figure 97: DolphinVR Emulator on Rift
  • Figure 98: Underwater Classroom Environment
  • Figure 99: Windland's Technicolor World
  • Figure 100: Superhot Prototype
  • Figure 101: Vanguard V Interface
  • Figure 102: Leaserface Game
  • Figure 103: Half-Life 2 Interface
  • Figure 104: Aaaa! For the Awesome Game Interface
  • Figure 105: 'un's House in Among the Sleep
  • Figure 106: Lucky's Tale Game Interface
  • Figure 107: The Witness's Abandoned Island
  • Figure 108: Herobound Game Interface
  • Figure 109: Temple Run Game for Samsung VR
  • Figure 110: VRSE - Cardboard Apps for VR
  • Figure 111: Esper Demo
  • Figure 112: Ikarus Demo
  • Figure 113: Dreadhalls Game
  • Figure 114: Oculus 360 virtual tourism
  • Figure 115: Matterport VR Games
  • Figure 116: Anshar Wars Game Interface
  • Figure 117: Playhead Game Shoot
  • Figure 118: Earth vs, Moon
  • Figure 119: Cirque du Soleil Zarkana Game Interface
  • Figure 120: Darknet Game Interface
  • Figure 121: Shark Passing in the Game

Tables

  • Table 1: Wearable Gaming Devices 1984 - 2008
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