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バーチャルリアリティ- 世界市場の見通し(2018年~2027年)

Virtual Reality - Global Market Outlook (2018-2027)

発行 Stratistics Market Research Consulting 商品コード 932662
出版日 ページ情報 英文 199 Pages
納期: 2-3営業日
価格
本日の銀行送金レート: 1USD=106.59円で換算しております。
バーチャルリアリティ- 世界市場の見通し(2018年~2027年) Virtual Reality - Global Market Outlook (2018-2027)
出版日: 2020年03月01日 ページ情報: 英文 199 Pages
概要

世界のバーチャルリアリティ市場は2018年に79億米ドルに達し、2018年から2027年にかけて31.2%のCAGRで成長を続け、2027年には910億米ドルに達すると予測されています。市場の成長を促進する主要な要因のいくつかは、手頃な価格のVRデバイスのデジタル化と可用性の向上、ゲームおよびエンターテインメント分野でのHMDの普及、仮想現実市場への莫大な投資です。ただし、低解像度と動きの欠如に関連する健康上の懸念は、市場の成長を抑制する要因です。

当レポートは世界のバーチャルリアリティ市場について調査しており、成長および抑制要因、市場機会や脅威、提供別、技術別、デバイスタイプ別、プラットフォーム別、エンドユーザー別、地域別の市場分析、発展動向、主要企業のプロファイル等の情報を提供しています。

目次

第1章 エグゼクティブサマリー

第2章 イントロダクション

第3章 市場動向分析

  • イントロダクション
  • 促進要因
  • 抑制要因
  • 市場機会
  • 脅威
  • テクノロジー分析
  • エンドユーザー分析
  • アプリケーション分析
  • 新興市場
  • Covid-19の影響

第4章 ポーターのファイブフォース分析

  • サプライヤーの交渉力
  • バイヤーの交渉力
  • 代用品の脅威
  • 新規参入の脅威
  • 競争相手

第5章 世界のバーチャルリアリティ市場:提供別

  • イントロダクション
  • ソフトウェア
    • クラウドベースのサービス
    • ソフトウェア開発キット
    • VRコンテンツの作成
  • ハードウェア
    • カメラ
    • センサー
    • 位置トラッカー
    • ディスプレイとプロジェクター
    • 半導体部品
    • その他のハードウェア

第6章 世界のバーチャルリアリティ市場:技術別

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

第7章 世界のバーチャルリアリティ市場:デバイスタイプ別

  • イントロダクション
  • ジェスチャー追跡デバイス
    • データグローブ
  • プロジェクター&ディスプレイウォール
  • ヘッドマウントディスプレイ(HMD)
  • 3Dカメラ

第8章 世界のバーチャルリアリティ市場:プラットフォーム別

  • イントロダクション
  • コンソールVR
  • モバイルVR
  • PC VR

第9章 世界のバーチャルリアリティ市場:エンドユーザー別

  • イントロダクション
  • 商業
    • 広告
    • 教育とトレーニング
    • 旅行と観光
    • 小売&eコマース
  • 航空宇宙および防衛
  • 企業
    • 中小企業
    • 大企業
  • 消費者
    • ゲームとエンターテイメント
  • ヘルスケア
    • 薬局管理
    • 手術と治療
    • フィットネス管理
    • 患者管理
    • 医療トレーニング
  • Eラーニング
  • 電気通信
  • 工業用
  • 製造
  • 政府および金融機関
  • 電子製品メーカー
  • その他のエンドユーザー
    • 不動産
    • 自動車
    • 地理空間マイニング

第10章 世界のバーチャルリアリティ市場:用途別

  • イントロダクション
  • アトラクション
  • トレーニングとシミュレーション
  • 調査開発
  • その他の用途
    • モデリング
    • 3Dプロトタイピング

第11章 世界のバーチャルリアリティ市場: 地域別

  • イントロダクション
  • 北米
    • 米国
    • カナダ
    • メキシコ
  • 欧州
    • ドイツ
    • 英国
    • イタリア
    • フランス
    • スペイン
    • その他欧州
  • アジア太平洋地域
    • 日本
    • 中国
    • インド
    • オーストラリア
    • ニュージーランド
    • 韓国
    • その他アジア太平洋地域
  • 南米
    • アルゼンチン
    • ブラジル
    • チリ
    • その他
  • 中東・アフリカ地域
    • サウジアラビア
    • アラブ首長国連邦
    • カタール
    • 南アフリカ
    • 中近東およびアフリカのその他中東の地域

第12章 主な発展

  • 契約、パートナーシップ、コラボレーション、合弁事業
  • 買収と合併
  • 新製品の発売
  • 拡張
  • その他の主な戦略

第13章 会社のプロファイリング

  • Sony
  • HTC
  • Google
  • Vuzix
  • Apple Inc.
  • Microsoft
  • Samsung Electronics
  • Eon Reality
  • Facebook, Inc
  • CyberGlove Systems
  • Sensics
  • Sixense Enterprises
  • Merge Labs
  • Qualcomm Technologies, Inc
  • Dessault Systems SE
  • Lenovo Group Ltd.
  • Autodesk Inc.
  • Magic Leap, Inc.
図表

List of Tables

  • Table 1 Global Virtual Reality Market Outlook, By Region (2017-2027) ($MN)
  • Table 2 Global Virtual Reality Market Outlook, By Offering (2017-2027) ($MN)
  • Table 3 Global Virtual Reality Market Outlook, By Software (2017-2027) ($MN)
  • Table 4 Global Virtual Reality Market Outlook, By Cloud-Based Services (2017-2027) ($MN)
  • Table 5 Global Virtual Reality Market Outlook, By Software Development Kits (2017-2027) ($MN)
  • Table 6 Global Virtual Reality Market Outlook, By VR Content Creation (2017-2027) ($MN)
  • Table 7 Global Virtual Reality Market Outlook, By Hardware (2017-2027) ($MN)
  • Table 8 Global Virtual Reality Market Outlook, By Cameras (2017-2027) ($MN)
  • Table 9 Global Virtual Reality Market Outlook, By Sensors (2017-2027) ($MN)
  • Table 10 Global Virtual Reality Market Outlook, By Position Trackers (2017-2027) ($MN)
  • Table 11 Global Virtual Reality Market Outlook, By Displays and Projectors (2017-2027) ($MN)
  • Table 12 Global Virtual Reality Market Outlook, By Semiconductor Components (2017-2027) ($MN)
  • Table 13 Global Virtual Reality Market Outlook, By Other Hardwares (2017-2027) ($MN)
  • Table 14 Global Virtual Reality Market Outlook, By Technology (2017-2027) ($MN)
  • Table 15 Global Virtual Reality Market Outlook, By Non-Immersive (2017-2027) ($MN)
  • Table 16 Global Virtual Reality Market Outlook, By Semi-Immersive (2017-2027) ($MN)
  • Table 17 Global Virtual Reality Market Outlook, By Fully Immersive (2017-2027) ($MN)
  • Table 18 Global Virtual Reality Market Outlook, By Device Type (2017-2027) ($MN)
  • Table 19 Global Virtual Reality Market Outlook, By Gesture-Tracking Devices (2017-2027) ($MN)
  • Table 20 Global Virtual Reality Market Outlook, By Data Gloves (2017-2027) ($MN)
  • Table 21 Global Virtual Reality Market Outlook, By Projectors & Display Walls (2017-2027) ($MN)
  • Table 22 Global Virtual Reality Market Outlook, By Head-Mounted Displays (HMDs) (2017-2027) ($MN)
  • Table 23 Global Virtual Reality Market Outlook, By 3D Cameras (2017-2027) ($MN)
  • Table 24 Global Virtual Reality Market Outlook, By Platform (2017-2027) ($MN)
  • Table 25 Global Virtual Reality Market Outlook, By Console VR (2017-2027) ($MN)
  • Table 26 Global Virtual Reality Market Outlook, By Mobile VR (2017-2027) ($MN)
  • Table 27 Global Virtual Reality Market Outlook, By PC VR (2017-2027) ($MN)
  • Table 28 Global Virtual Reality Market Outlook, By End User (2017-2027) ($MN)
  • Table 29 Global Virtual Reality Market Outlook, By Commercial (2017-2027) ($MN)
  • Table 30 Global Virtual Reality Market Outlook, By Advertising (2017-2027) ($MN)
  • Table 31 Global Virtual Reality Market Outlook, By Education & Training (2017-2027) ($MN)
  • Table 32 Global Virtual Reality Market Outlook, By Travel and Tourism (2017-2027) ($MN)
  • Table 33 Global Virtual Reality Market Outlook, By Retail & Ecommerce (2017-2027) ($MN)
  • Table 34 Global Virtual Reality Market Outlook, By Aerospace & Defense (2017-2027) ($MN)
  • Table 35 Global Virtual Reality Market Outlook, By Enterprise (2017-2027) ($MN)
  • Table 36 Global Virtual Reality Market Outlook, By Small- & Medium-sized Enterprises (2017-2027) ($MN)
  • Table 37 Global Virtual Reality Market Outlook, By Large Enterprises (2017-2027) ($MN)
  • Table 38 Global Virtual Reality Market Outlook, By Consumer (2017-2027) ($MN)
  • Table 39 Global Virtual Reality Market Outlook, By Gaming and Entertainment (2017-2027) ($MN)
  • Table 40 Global Virtual Reality Market Outlook, By Healthcare (2017-2027) ($MN)
  • Table 41 Global Virtual Reality Market Outlook, By Pharmacy Management (2017-2027) ($MN)
  • Table 42 Global Virtual Reality Market Outlook, By Surgery & Treatments (2017-2027) ($MN)
  • Table 43 Global Virtual Reality Market Outlook, By Fitness Management (2017-2027) ($MN)
  • Table 44 Global Virtual Reality Market Outlook, By Patient Care Management (2017-2027) ($MN)
  • Table 45 Global Virtual Reality Market Outlook, By Medical Training (2017-2027) ($MN)
  • Table 46 Global Virtual Reality Market Outlook, By E-Learning (2017-2027) ($MN)
  • Table 47 Global Virtual Reality Market Outlook, By Telecommunication (2017-2027) ($MN)
  • Table 48 Global Virtual Reality Market Outlook, By Industrial (2017-2027) ($MN)
  • Table 49 Global Virtual Reality Market Outlook, By Manufacturing (2017-2027) ($MN)
  • Table 50 Global Virtual Reality Market Outlook, By Governmental & Financial Institutions (2017-2027) ($MN)
  • Table 51 Global Virtual Reality Market Outlook, By Electronic Product Manufacturers (2017-2027) ($MN)
  • Table 52 Global Virtual Reality Market Outlook, By Other End Users (2017-2027) ($MN)
  • Table 53 Global Virtual Reality Market Outlook, By Real Estate (2017-2027) ($MN)
  • Table 54 Global Virtual Reality Market Outlook, By Automotive (2017-2027) ($MN)
  • Table 55 Global Virtual Reality Market Outlook, By Geospatial Mining (2017-2027) ($MN)
  • Table 56 Global Virtual Reality Market Outlook, By Application (2017-2027) ($MN)
  • Table 57 Global Virtual Reality Market Outlook, By Attraction (2017-2027) ($MN)
  • Table 58 Global Virtual Reality Market Outlook, By Training & Simulation (2017-2027) ($MN)
  • Table 59 Global Virtual Reality Market Outlook, By Research & Development (2017-2027) ($MN)
  • Table 60 Global Virtual Reality Market Outlook, By Other Applications (2017-2027) ($MN)
  • Table 61 Global Virtual Reality Market Outlook, By Modelling (2017-2027) ($MN)
  • Table 62 Global Virtual Reality Market Outlook, By 3D Prototyping (2017-2027) ($MN)

Note: Tables for North America, Europe, APAC, South America, and Middle East & Africa Regions are also represented in the same manner as above.

目次

According to Stratistics MRC, the Global Virtual Reality market is accounted for $7.90 billion in 2018 and is expected to reach $91.00 billion by 2027 growing at a CAGR of 31.2% during the forecast period. Some of the key factors propelling the market growth are growing digitization and availability of affordable VR devices, penetration of HMDs in gaming and entertainment sector, huge investment in virtual reality market. However, health concerns relating to low resolution and lack of movement is the restraining factor for the growth of the market.

Virtual Reality (VR) is transforming the way we relate with the objects and environment around us. Virtual presents a 3D computer generated environment which a person can explore and interact with and the person becomes a part of the near-reality world. Virtual reality is gaining popularity across various sectors such as healthcare, entertainment, real-estate, education, etc. It is being used to offer training to doctors and employees to avoid any mistakes. Digital meetings and conferences in a real-time are becoming possible with Virtual Reality. It is making it more expedient for architects to evaluate designs and see how the structure will look in real.

By device type, gesture-tracking devices are used as input devices for VR systems. These tracking devices track the user's movements and enable the user to interact with the virtual environment. Gesture-tracking devices include data gloves, treadmills, and controllers to facilitate gesture and action tracking in VR applications. These devices might be helpful for surgeons during surgery. During a surgical intervention, the surgeon needs to control surgical devices such as X-ray, drill, and endoscope; a contact-free, gesture-based controller can be used by the surgeon, which, in turn, would help in touchless approach.

Based on the geography, North America is expected to have considerable market growth during the forecast period, the use of VR in various applications, especially in consumer electronics, is helping the growth of the VR market in this region. Applications such as aerospace & defense, healthcare, consumer, and commercial are utilizing VR technologies for further advancements. The US has many global players featuring VR products and solutions. This helps North America stand out as the major region in the global VR market. The increased use of VR for applications such as tourism and ecommerce, as well as for training purposes, has helped drive the VR market in the region.

Some of the key players in virtual reality market include Sony, HTC, Google, Vuzix, Apple Inc., Microsoft, Samsung Electronics, Eon Reality, Facebook, Inc, CyberGlove Systems, Sensics, Sixense Enterprises, Merge Labs, Qualcomm Technologies, Inc, Dessault Systems SE, Lenovo Group Ltd., Autodesk Inc., and Magic Leap, Inc.

Offerings Covered:

  • Software
  • Hardware

Technologies Covered:

  • Non-Immersive
  • Semi-Immersive
  • Fully Immersive

Device Types Covered:

  • Gesture-Tracking Devices
  • Projectors & Display Walls
  • Head-Mounted Displays (HMDs)
  • 3D Cameras

Platforms Covered:

  • Console VR
  • Mobile VR
  • PC VR

End Users Covered:

  • Commercial
  • Aerospace & Defense
  • Enterprise
  • Consumer
  • Healthcare
  • E-Learning
  • Telecommunication
  • Industrial
  • Manufacturing
  • Governmental & Financial Institutions
  • Electronic Product Manufacturers
  • Other End Users

Applications Covered:

  • Attraction
  • Training & Simulation
  • Research & Development
  • Other Applications

Regions Covered:

  • North America
    • US
    • Canada
    • Mexico
  • Europe
    • Germany
    • France
    • Italy
    • UK
    • Spain
    • Rest of Europe
  • Asia Pacific
    • Japan
    • China
    • India
    • Australia
    • New Zealand
    • Rest of Asia Pacific
  • South America
    • Argentina
    • Brazil
    • Chile
    • Rest of South America
  • Middle East & Africa
    • Saudi Arabia
    • UAE
    • Qatar
    • South Africa
    • Rest of Middle East & Africa

What our report offers:

  • Market share assessments for the regional and country-level segments
  • Strategic recommendations for the new entrants
  • Covers Market data for the years 2017, 2018, 2019, 2023 and 2027
  • Market Trends (Drivers, Constraints, Opportunities, Threats, Challenges, Investment Opportunities, and recommendations)
  • Strategic analysis: Drivers and Constraints, Product/Technology Analysis, Porter's five forces analysis, SWOT analysis, etc.
  • Strategic recommendations in key business segments based on the market estimations
  • Competitive landscaping mapping the key common trends
  • Company profiling with detailed strategies, financials, and recent developments
  • Supply chain trends mapping the latest technological advancements

Free Customization Offerings:

All the customers of this report will be entitled to receive one of the following free customization options:

  • Company Profiling
    • Comprehensive profiling of additional market players (up to 3)
    • SWOT Analysis of key players (up to 3)
  • Regional Segmentation
    • Market estimations, Forecasts and CAGR of any prominent country as per the client's interest (Note: Depends on feasibility check)
  • Competitive Benchmarking
    • Benchmarking of key players based on product portfolio, geographical presence, and strategic alliances

Table of Contents

1 Executive Summary

2 Preface

  • 2.1 Abstract
  • 2.2 Stake Holders
  • 2.3 Research Scope
  • 2.4 Research Methodology
    • 2.4.1 Data Mining
    • 2.4.2 Data Analysis
    • 2.4.3 Data Validation
    • 2.4.4 Research Approach
  • 2.5 Research Sources
    • 2.5.1 Primary Research Sources
    • 2.5.2 Secondary Research Sources
    • 2.5.3 Assumptions

3 Market Trend Analysis

  • 3.1 Introduction
  • 3.2 Drivers
  • 3.3 Restraints
  • 3.4 Opportunities
  • 3.5 Threats
  • 3.6 Technology Analysis
  • 3.7 End User Analysis
  • 3.8 Application Analysis
  • 3.9 Emerging Markets
  • 3.10 Impact of Covid-19

4 Porters Five Force Analysis

  • 4.1 Bargaining power of suppliers
  • 4.2 Bargaining power of buyers
  • 4.3 Threat of substitutes
  • 4.4 Threat of new entrants
  • 4.5 Competitive rivalry

5 Global Virtual Reality Market, By Offering

  • 5.1 Introduction
  • 5.2 Software
    • 5.2.1 Cloud-Based Services
    • 5.2.2 Software Development Kits
    • 5.2.3 VR Content Creation
  • 5.3 Hardware
    • 5.3.1 Cameras
    • 5.3.2 Sensors
      • 5.3.2.1 Gyroscope
      • 5.3.2.2 Proximity Sensor
      • 5.3.2.3 Accelerometer
      • 5.3.2.4 Magnetometer
    • 5.3.3 Position Trackers
    • 5.3.4 Displays and Projectors
    • 5.3.5 Semiconductor Components
      • 5.3.5.1 Integrated Circuits
      • 5.3.5.2 Controller and Processor
    • 5.3.6 Other Hardwares
      • 5.3.6.1 Computer/Video Generator and Combiner

6 Global Virtual Reality Market, By Technology

  • 6.1 Introduction
  • 6.2 Non-Immersive
  • 6.3 Semi-Immersive
  • 6.4 Fully Immersive

7 Global Virtual Reality Market, By Device Type

  • 7.1 Introduction
  • 7.2 Gesture-Tracking Devices
    • 7.2.1 Data Gloves
  • 7.3 Projectors & Display Walls
  • 7.4 Head-Mounted Displays (HMDs)
  • 7.5 3D Cameras

8 Global Virtual Reality Market, By Platform

  • 8.1 Introduction
  • 8.2 Console VR
  • 8.3 Mobile VR
  • 8.4 PC VR

9 Global Virtual Reality Market, By End User

  • 9.1 Introduction
  • 9.2 Commercial
    • 9.2.1 Advertising
    • 9.2.2 Education & Training
    • 9.2.3 Travel and Tourism
    • 9.2.4 Retail & Ecommerce
  • 9.3 Aerospace & Defense
  • 9.4 Enterprise
    • 9.4.1 Small- & Medium-sized Enterprises
    • 9.4.2 Large Enterprises
  • 9.5 Consumer
    • 9.5.1 Gaming and Entertainment
      • 9.5.1.1 Sports
  • 9.6 Healthcare
    • 9.6.1 Pharmacy Management
    • 9.6.2 Surgery & Treatments
    • 9.6.3 Fitness Management
    • 9.6.4 Patient Care Management
    • 9.6.5 Medical Training
  • 9.7 E-Learning
  • 9.8 Telecommunication
  • 9.9 Industrial
  • 9.10 Manufacturing
  • 9.11 Governmental & Financial Institutions
  • 9.12 Electronic Product Manufacturers
  • 9.13 Other End Users
    • 9.13.1 Real Estate
      • 9.13.1.1 Building Design
      • 9.13.1.2 Architecture
    • 9.13.2 Automotive
    • 9.13.3 Geospatial Mining

10 Global Virtual Reality Market, By Application

  • 10.1 Introduction
  • 10.2 Attraction
  • 10.3 Training & Simulation
  • 10.4 Research & Development
  • 10.5 Other Applications
    • 10.5.1 Modelling
    • 10.5.2 3D Prototyping

11 Global Virtual Reality Market, By Geography

  • 11.1 Introduction
  • 11.2 North America
    • 11.2.1 US
    • 11.2.2 Canada
    • 11.2.3 Mexico
  • 11.3 Europe
    • 11.3.1 Germany
    • 11.3.2 UK
    • 11.3.3 Italy
    • 11.3.4 France
    • 11.3.5 Spain
    • 11.3.6 Rest of Europe
  • 11.4 Asia Pacific
    • 11.4.1 Japan
    • 11.4.2 China
    • 11.4.3 India
    • 11.4.4 Australia
    • 11.4.5 New Zealand
    • 11.4.6 South Korea
    • 11.4.7 Rest of Asia Pacific
  • 11.5 South America
    • 11.5.1 Argentina
    • 11.5.2 Brazil
    • 11.5.3 Chile
    • 11.5.4 Rest of South America
  • 11.6 Middle East & Africa
    • 11.6.1 Saudi Arabia
    • 11.6.2 UAE
    • 11.6.3 Qatar
    • 11.6.4 South Africa
    • 11.6.5 Rest of Middle East & Africa

12 Key Developments

  • 12.1 Agreements, Partnerships, Collaborations and Joint Ventures
  • 12.2 Acquisitions & Mergers
  • 12.3 New Product Launch
  • 12.4 Expansions
  • 12.5 Other Key Strategies

13 Company Profiling

  • 13.1 Sony
  • 13.2 HTC
  • 13.3 Google
  • 13.4 Vuzix
  • 13.5 Apple Inc.
  • 13.6 Microsoft
  • 13.7 Samsung Electronics
  • 13.8 Eon Reality
  • 13.9 Facebook, Inc
  • 13.10 CyberGlove Systems
  • 13.11 Sensics
  • 13.12 Sixense Enterprises
  • 13.13 Merge Labs
  • 13.14 Qualcomm Technologies, Inc
  • 13.15 Dessault Systems SE
  • 13.16 Lenovo Group Ltd.
  • 13.17 Autodesk Inc.
  • 13.18 Magic Leap, Inc.