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市場調査レポート

バーチャルリアリティー (仮想現実) ゲームの世界市場の調査と予測

Global Virtual Reality Gaming Market Research and Forecast 2018-2023

発行 Orion Market Research Pvt Ltd 商品コード 611059
出版日 ページ情報 英文
納期: 2-3営業日
価格
本日の銀行送金レート: 1USD=108.49円で換算しております。
バーチャルリアリティー (仮想現実) ゲームの世界市場の調査と予測 Global Virtual Reality Gaming Market Research and Forecast 2018-2023
出版日: 2018年01月04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ゲーム市場のマクロ・ミクロ的影響因子、地域ごとの規制や政府政策の分析、市場の決定因子、主要企業のプロファイルなどについて取り上げています。

第1章 サマリー

  • 調査手法とツール
  • 市場の内訳
    • 分類別
    • 地域別
    • ステークホルダー別

第2章 市場の概要と見解

  • 定義
  • アナリストの見解と最近の市場の動向
    • 主な調査結果
    • 提言
    • 結論
  • 規制
    • 米国
    • 欧州連合
    • 中国
    • インド
    • その他

第3章 市場の決定因子

  • 活性因子
  • 抑制因子
  • 市場機会

第4章 市場の分類

  • 仮想ゲームの世界市場:技術
    • 拡張現実
    • バーチャルリアリティー
  • 仮想ゲームの世界市場:端末
    • ゲーム機
    • デスクトップ
    • スマートフォン
  • 仮想ゲームの世界市場:ゲームジャンル
    • レース
    • アドベンチャー
    • 格闘
    • シューティング
    • ミステリー・ホラー
    • パズル
    • SF
    • その他

第5章 競争の展望

  • 主な戦略
  • 主な企業の分析

第6章 地域別分析

  • 北米
    • 米国
    • カナダ
  • 欧州
    • 英国
    • フランス
    • ドイツ
    • イタリア
    • スペイン
    • その他
  • アジア太平洋
    • インド
    • 中国
    • 日本
    • その他
  • その他

第7章 企業プロファイル

  • Advanced Micro Devices, Inc
  • Arctic Sun VR
  • Atheer Labs
  • Cloudheadgames
  • Cloudgate Studios
  • Firsthand Technology Inc.
  • Goodworklabs
  • Google
  • HTC
  • Microsoft (Hololens)
  • Next VR
  • Ndreams
  • Niantic, Inc
  • Nintendo Co., Ltd.
  • Nvidia Corporation
  • Oculus VR
  • Qverty
  • Samsung VR
  • Sony
  • Surreal VR
  • Ubisoft
  • Unity Technologies
  • Visual VR
図表

List of Tables

  • TABLE # 1 GLOBAL VIRTUAL GAMING MARKET RESEARCH AND ANALYSIS BY DEVICES, 2016-2023 ($ MILLION)
  • TABLE # 2 GLOBAL GAMING CONSOLE MARKET RESEARCH AND ANALYSIS, 2016-2023 ($ MILLION)
  • TABLE # 3 GLOBAL DESKTOP MARKET RESEARCH AND ANALYSIS, 2016-2023 ($ MILLION)
  • TABLE # 4 GLOBAL SMARTPHONES MARKET RESEARCH AND ANALYSIS, 2016-2023 ($ MILLION)
  • TABLE # 5 GLOBAL VIRTUAL GAMING MARKET RESEARCH AND ANALYSIS BY TECHNOLOGY, 2016-2023 ($ MILLION)
  • TABLE # 6 GLOBAL AUGMENTED GAMING MARKET RESEARCH AND ANALYSIS, 2016-2023 ($ MILLION)
  • TABLE # 7 GLOBAL VIRTUAL GAMING MARKET RESEARCH AND ANALYSIS, 2016-2023 ($ MILLION)
  • TABLE # 8 GLOBAL VIRTUAL GAMING MARKET RESEARCH AND ANALYSIS BY TYPES OF GAMES, 2016-2023 ($ MILLION)
  • TABLE # 9 GLOBAL RACING GAMES MARKET RESEARCH AND ANALYSIS, 2016-2023 ($ MILLION)
  • TABLE # 10 GLOBAL FIGHTING GAMES MARKET RESEARCH AND ANALYSIS, 2016-2023 ($ MILLION)
  • TABLE # 11 GLOBAL ADVENTUROUS GAMES MARKET RESEARCH AND ANALYSIS, 2016-2023 ($ MILLION)
  • TABLE # 12 GLOBAL SHOOTING GAMES MARKET RESEARCH AND ANALYSIS, 2016-2023 ($ MILLION)
  • TABLE # 13 GLOBAL MYSTERY THRILLER GAMES MARKET RESEARCH AND ANALYSIS, 2016-2023 ($ MILLION)
  • TABLE # 14 GLOBAL PUZZLES GAMES MARKET RESEARCH AND ANALYSIS, 2016-2023 ($ MILLION)
  • TABLE # 15 GLOBAL SCIENCE FICTION GAMES MARKET RESEARCH AND ANALYSIS, 2016-2023 ($ MILLION)
  • TABLE # 16 GLOBAL OTHER TYPE OF GAMES MARKET RESEARCH AND ANALYSIS, 2016-2023 ($ MILLION)
  • TABLE # 17 GLOBAL VIRTUAL GAMING MARKET RESEARCH AND ANALYSIS BY GEOGRAPHY 2016-2023 ($ MILLION)
  • TABLE # 18 NORTH AMERICAN VIRTUAL GAMING MARKET RESEARCH AND ANALYSIS, BY COUNTRY 2016-2023 ($ MILLION)
  • TABLE # 19 NORTH AMERICAN VIRTUAL GAMING MARKET RESEARCH AND ANALYSIS, BY DEVICES 2016-2023 ($ MILLION)
  • TABLE # 20 NORTH AMERICAN VIRTUAL GAMING MARKET RESEARCH AND ANALYSIS, BY TYPES OF GAMES 2016-2023 ($ MILLION)
  • TABLE # 21 NORTH AMERICAN VIRTUAL GAMING MARKET RESEARCH AND ANALYSIS, BY TECHNOLOGY 2016-2023 ($ MILLION)
  • TABLE # 22 EUROPEAN VIRTUAL GAMING MARKET RESEARCH AND ANALYSIS, BY COUNTRY 2016-2023 ($ MILLION)
  • TABLE # 23 EUROPEAN VIRTUAL GAMING MARKET RESEARCH AND ANALYSIS, BY DEVICES 2016-2023 ($ MILLION)
  • TABLE # 24 EUROPEAN VIRTUAL GAMING MARKET RESEARCH AND ANALYSIS, BY TYPES OF GAMES 2016-2023 ($ MILLION)
  • TABLE # 25 EUROPEAN VIRTUAL GAMING MARKET RESEARCH AND ANALYSIS, BY TECHNOLOGY 2016-2023 ($ MILLION)
  • TABLE # 26 APAC VIRTUAL GAMING MARKET RESEARCH AND ANALYSIS BY COUNTRY 2016-2023, ($ MILLION)
  • TABLE # 27 APAC VIRTUAL GAMING MARKET RESEARCH AND ANALYSIS, BY DEVICE 2016-2023 ($ MILLION)
  • TABLE # 28 APAC VIRTUAL GAMING MARKET RESEARCH AND ANALYSIS BY TYPES OF GAMES 2016-2023, ($ MILLION)
  • TABLE # 29 APAC VIRTUAL GAMING MARKET RESEARCH AND ANALYSIS BY TECHNOLOGY 2016-2023, ($ MILLION)
  • TABLE # 30 ROW VIRTUAL GAMING MARKET RESEARCH AND ANALYSIS, BY DEVICES 2016-2023 ($ MILLION)
  • TABLE # 31 ROW VIRTUAL GAMING MARKET RESEARCH AND ANALYSIS BY TYPES OF GAMES 2016-2023 ($ MILLION)
  • TABLE # 32 ROW VIRTUAL GAMING MARKET RESEARCH AND ANALYSIS BY TECHNOLOGY 2016-2023 ($ MILLION)

List of Figures

  • FIGURE # 1 GLOBAL VIRTUAL GAMING MARKET SHARE BY DEVICES, 2016 VS 2023 (%)
  • FIGURE # 2 GLOBAL VIRTUAL GAMING MARKET SHARE BY TECHNOLOGY, 2016 VS 2023 (%)
  • FIGURE # 3 GLOBAL VIRTUAL GAMING MARKET SHARE BY TYPES OF GAMES, 2016 VS 2023 (%)
  • FIGURE # 4 NORTH AMERICA VIRTUAL GAMING MARKET SHARE, 2016 VS 2023 (%)
  • FIGURE # 5 US VIRTUAL GAMING MARKET SHARE, 2016-2023 ($ MILLION)
  • FIGURE # 6 CANADA VIRTUAL GAMING MARKET SHARE, 2016-2023 ($ MILLION)
  • FIGURE # 7 EUROPEAN VIRTUAL GAMING MARKET SHARE, 2016 VS 2023 (%)
  • FIGURE # 8 UK VIRTUAL GAMING MARKET SHARE, 2016-2023 ($ MILLION)
  • FIGURE # 9 FRANCE VIRTUAL GAMING MARKET SHARE, 2016-2023 ($ MILLION)
  • FIGURE # 10 GERMANY VIRTUAL GAMING MARKET SHARE, 2016-2023 ($ MILLION)
  • FIGURE # 11 ITALY VIRTUAL GAMING MARKET SHARE, 2016-2023 ($ MILLION)
  • FIGURE # 12 SPAIN VIRTUAL GAMING MARKET SHARE, 2016-2023 ($ MILLION)
  • FIGURE # 13 ROE VIRTUAL GAMING MARKET SHARE, 2016-2023 ($ MILLION)
  • FIGURE # 14 ASIA PACIFIC VIRTUAL GAMING MARKET SHARE, 2016 VS 2023 (%)
  • FIGURE # 15 INDIA VIRTUAL GAMING MARKET SHARE, 2016-2023 ($ MILLION)
  • FIGURE # 16 CHINA VIRTUAL GAMING MARKET SHARE, 2016-2023 ($ MILLION)
  • FIGURE # 17 JAPAN VIRTUAL GAMING MARKET SHARE, 2016-2023 ($ MILLION)
  • FIGURE # 18 ROAPAC VIRTUAL GAMING MARKET SHARE, 2016-2023 ($ MILLION)
  • FIGURE # 19 REST OF THE WORLD VIRTUAL GAMING MARKET SHARE, 2016-2023 ($ MILLION)
目次
Product Code: OMR2017200

The virtual gaming market is projected to witness a rapid growth at a CAGR of 22% during the forecast period. Rising growth of virtual gaming and increasing technological advancements in VR & AR gaming are the key forces that are driving the global market. Improvement in the 3D multimedia graphics performance has also played a vital role in the growth of the global virtual gaming market. Virtual reality games for smartphones are estimated to be the dominating sectors after development in gaming consoles across the globe. Gaming consoles are predicted to appear as the most preferred devices due to the presence of efficient processors as compared to desktops and smartphones. The VR technology is expected to hold the largest market share and lead the virtual gaming market between 2018 and 2023. The VR technology is used for applications such as gaming and entertainment. The use of VR technology in various gaming types such as PC gaming, gaming consoles, internet games, smartphones, and tablets is estimated to drive the virtual gaming market.

Safety issues, harmful addiction, rising possibility of accidents, and high cost of VR devices are hampering the growth of the virtual gaming market. Further, some of the countries are going to restrict the use for younger population after reports of critical behavior from game addiction. Other factors such as loss of interaction and communication with real world are considered as factors, which may affect the growth of the global virtual gaming market.

Global virtual gaming market can also be bifurcated on the basis of geography, including North America, Asia Pacific, Europe and Rest of the World. North America leads the global virtual gaming market with a market share of over 30% in 2016 and is projected to continue its dominance during the forecast period. The growth of the region is backed by the fact that AR now appears largely focused on an enterprise user in 2016, with most consumers joining the interface and expanding the market share. There is much scope for innovation in AR and VR technology in the US. However, APAC is expected to be the fastest growing region in the global virtual gaming market due to rising popularity of virtual games and significant development within the region.

The report includes detailed market overview, market determinants, company profiling, market segmentation, geographical analysis, strategic recommendations, key company analysis, key findings, market estimations, market insights, and analyst insights.

The global virtual gaming market is considered to be influential and competitive due to the presence of a large number of market players. Some of the major players in global market include Google, Microsoft Corporation, Sony, Samsung, oculus VR, Nintendo Co., Ltd., and so forth. The key strategies adopted by the market players for strengthening their market share in global virtual gaming market includes mergers & acquisitions, development of innovative packaging technology, contracts & agreements, and geographical expansions.

MARKET SEGMENTATION:

  • 4.1. Global Virtual Gaming Market on the Basis of Technology
  • 4.2. Global Virtual Gaming Market on the Basis of Devices
  • 4.3. Global Virtual Gaming Market on the Basis of Types of Games

The Report Covers:

Comprehensive research methodology of global virtual gaming market.

In-depth analysis of macro and micro factors influencing the market guided by key recommendations.

Analysis of regional regulations and other government policies impacting the global virtual gaming market

Insights about market determinants which are stimulating the global virtual gaming market

Detailed and extensive market segments with regional distribution of researched revenues

Extensive profiles and recent developments of market player.

Table of Contents

1. REPORT SUMMARY

  • 1.1. RESEARCH METHODS AND TOOLS
  • 1.2. MARKET BREAKDOWN
    • 1.2.1. BY SEGMENTS
    • 1.2.2. BY GEOGRAPHY
    • 1.2.3. BY STAKEHOLDERS

2. MARKET OVERVIEW AND INSIGHTS

  • 2.1. DEFINITION
  • 2.2. ANALYST INSIGHTS & CURRENT MARKET TRENDS
    • 2.2.1. KEY FINDINGS
    • 2.2.2. RECOMMENDATION
    • 2.2.3. CONCLUSION
  • 2.3. REGULATIONS
    • 2.3.1. UNITED STATES
    • 2.3.2. EUROPEAN UNION
    • 2.3.3. CHINA
    • 2.3.4. INDIA
    • 2.3.5. REST OF THE WORLD

3. MARKET DETERMINANT

  • 3.1. MOTIVATORS
    • 3.1.1. RAPID GROWTH OF VR GAMING INDUSTRY
    • 3.1.2. TECHNOLOGICAL ADVANCEMENTS IN VR & AR GAMING
    • 3.1.3. IMPROVEMENT IN THE 3D MULTIMEDIA GRAPHICS PERFORMANCE
    • 3.1.4. AVAILABILITY OF ONLINE VR GAMES
    • 3.1.5. DEDICATED VR & AR CONTENT DEVELOPERS
  • 3.2. RESTRAINTS
    • 3.2.1. SAFETY ISSUES
    • 3.2.2. HIGH COST OF VR DEVICES
  • 3.3. OPPORTUNITIES
    • 3.3.1. HIGH DEMAND OF VR GAMES ACROSS THE GLOBE
    • 3.3.2. R&D INVESTMENT IN VR GAMING

4. MARKET SEGMENTATION

  • 4.1. GLOBAL VIRTUAL GAMING MARKET ON THE BASIS OF TECHNOLOGY
    • 4.1.1. AUGMENTED REALITY
    • 4.1.2. VIRTUAL REALITY
  • 4.2. GLOBAL VIRTUAL GAMING MARKET ON THE BASIS OF DEVICES
    • 4.2.1. GAMING CONSOLE
    • 4.2.2. DESKTOP
    • 4.2.3. SMARTPHONES
  • 4.3. GLOBAL VIRTUAL GAMING MARKET ON THE BASIS OF TYPES OF GAMES
    • 4.3.1. RACING GAMES
    • 4.3.2. ADVENTUROUS GAMES‎
    • 4.3.3. FIGHTING GAMES‎
    • 4.3.4. SHOOTING GAMES
    • 4.3.5. MYSTERY THRILLER GAMES
    • 4.3.6. PUZZLE GAMES
    • 4.3.7. SCIENCE FICTION GAMES
    • 4.3.8. OTHER GAMES

5. COMPETITIVE LANDSCAPE

  • 5.1. KEY STRATEGIES
  • 5.2. KEY COMPANY ANALYSIS

6. REGIONAL ANALYSIS

  • 6.1. NORTH AMERICA
    • 6.1.1. UNITED STATES
    • 6.1.2. CANADA
  • 6.2. EUROPE
    • 6.2.1. UNITED KINGDOM
    • 6.2.2. FRANCE
    • 6.2.3. GERMANY
    • 6.2.4. ITALY
    • 6.2.5. SPAIN
    • 6.2.6. REST OF EUROPE
  • 6.3. ASIA PACIFIC
    • 6.3.1. INDIA
    • 6.3.2. CHINA
    • 6.3.3. JAPAN
    • 6.3.4. REST OF ASIA PACIFIC
  • 6.4. REST OF THE WORLD

7. COMPANY PROFILES

  • 7.1. ADVANCED MICRO DEVICES, INC
  • 7.2. ARCTIC SUN VR
  • 7.3. ATHEER LABS
  • 7.4. CLOUDHEADGAMES
  • 7.5. CLOUDGATE STUDIOS
  • 7.6. FIRSTHAND TECHNOLOGY INC.
  • 7.7. GOODWORKLABS
  • 7.8. GOOGLE
  • 7.9. HTC
  • 7.10. MICROSOFT (HOLOLENS)
  • 7.11. NEXT VR
  • 7.12. NDREAMS
  • 7.13. NIANTIC, INC
  • 7.14. NINTENDO CO., LTD.
  • 7.15. NVIDIA CORPORATION
  • 7.16. OCULUS VR
  • 7.17. QVERTY
  • 7.18. SAMSUNG VR
  • 7.19. SONY
  • 7.20. SURREAL VR
  • 7.21. UBISOFT
  • 7.22. UNITY TECHNOLOGIES
  • 7.23. VISUAL VR