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市場調査レポート

一般消費者向けVR (仮想現実) の世界市場 - ヘッドマウントディスプレイ (HMD)、モバイルVR、アクセサリーデバイス、およびVRコンテンツ:市場分析と将来予測

Virtual Reality for Consumer Markets - Head Mounted Displays, Mobile Virtual Reality, Accessory Devices and Virtual Reality Content: Global Market Analysis and Forecasts

発行 Tractica 商品コード 336031
出版日 ページ情報 英文 80 Pages; 43 Tables, Charts & Figures
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一般消費者向けVR (仮想現実) の世界市場 - ヘッドマウントディスプレイ (HMD)、モバイルVR、アクセサリーデバイス、およびVRコンテンツ:市場分析と将来予測 Virtual Reality for Consumer Markets - Head Mounted Displays, Mobile Virtual Reality, Accessory Devices and Virtual Reality Content: Global Market Analysis and Forecasts
出版日: 2015年07月27日 ページ情報: 英文 80 Pages; 43 Tables, Charts & Figures
担当者のコメント
Tracticaは、時代を先取りした商品ラインナップを展開する市場調査会社です。レポートを分野別にまとめてご購入できる大変お得な『年間契約型レポートパッケージ』もございます。既刊のユーザーインターフェース技術関連レポート8冊に2016年発行予定の新刊10冊を加えた18冊を、たった6冊分の価格でお求めいただけます。専門アナリストのサポートも含まれますので是非合わせてご検討下さい。
概要

2016年には、有力企業からヘッドセットの新製品発売が相次ぐなど、消費者向けVR (仮想現実) ビジネスの第二の波が立ち上がり、また今後の市場の行く末が決まる重要な年となる見込みです。1990年代に得た重要な教訓から企業各社は大きな投資を行い、製品のイノベーションやチューニングを進めてきました。こういった努力はいよいよ実を結ぶものと考えられ、HMD (ヘッドマウントディスプレイ) やVRアクセサリー類、またVRコンテンツを合わせた世界市場全体の売上高は2014年から2020年までの期間に142%ものCAGR (年平均成長率) で急速に拡大を続け、2020年には218億米ドルの市場規模に達すると予測されます。

当レポートは、消費者向けVRの世界市場を取り上げ、市場成長促進要因と阻害要因、技術的課題、また市場競争状況について詳細な検証を行い、年間の出荷ユニット数、ならびに売上高の形で2014年から2020年に至る市場予測を行っています。

第1章 エグゼクティブ・サマリー

  • 序論
  • 主要動向
  • 市場予測

第2章 市場に関する重要事項

  • 調査範囲
    • 製品タイプの定義
    • 消費者向けVRの用途
      • ゲーム
      • ソーシャルVR
      • ツーリズム
      • スポーツおよびフィットネス
      • その他
    • 地域別分類
  • 市場成長促進要因
    • 大企業による莫大な投資
    • MR (複合現実感)
    • モバイルVRおよびVRへのアクセス性
    • ゲーム市場
    • 処理能力の向上
    • 画像解像度
    • インターネットへの接続性
    • 高い没入性と実在感を求める欲求
    • VRアプリ市場の発展
  • 市場成長阻害要因
    • VR実演の難しさ
    • 価格および最低限必要なハードウェア性能の高さ
    • コンテンツ/人を引きつけるコンテンツの不足
    • 従来のゲームへのVRの取り込み
    • ハードウェア能力への過負荷となる可能性
    • エルゴノミクス問題、快適性、衛生問題
    • 時機の問題
    • 安全上の懸念
    • 自然で直感的なユーザ入力
    • 標準規格の欠如

第3章 技術に関する重要事項

  • トラッキング
    • アウトサイドイン vs. インサイドアウト
  • ハードウェア部品
    • カメラ
    • ディスプレイ技術
    • GPU (画像処理ユニット)
    • 入力デバイス
  • 新しいジェスチャーコントロール
  • 着席体験 vs. 移動型体験
  • 視野
  • 現実感のあるグラフィクス
  • 3Dオーディオ
  • その他の感覚

第4章 主要企業

  • VRインプットデバイス主要企業
  • ソーシャルVRプラットフォーム主要企業
  • ゲームのデベロッパー、パブリッシャ、およびゲームエンジン主要企業
  • HMD主要メーカ
  • その他の主要企業

第5章 市場予測

  • データ収集と市場予測概要
  • 予測手法
  • トップレベルの年間出荷台数および収益額
  • 地域別に見た消費者向けVR市場
  • コンテンツタイプ別に見たVRコンテンツ収益額
  • 結論および提言

第6章 企業ディレクトリ

第7章 略語リスト

第8章 目次

第9章 付表および付図

第10章 調査範囲、情報源、調査手法、注記

目次
Product Code: VRC-15

image1

The year 2016 will be the make or break year for the second coming of consumer virtual reality (VR). Facebook and Sony are both set to release the muchanticipated Oculus Rift and Project Morpheus headsets, respectively, by which time HTC's Vive head-mounted display (HMD) will have been on the market for a while. A number of lessons have been learned since the 1990s when consumer VR last generated this much hype, with huge strides having been made on the comfort of HMDs, creating a convincing level of immersion, the emergence of standards, and the development of compelling content.


Getting users to experience VR technology firsthand, and therefore truly understand its potential, remains a challenge, but the emergence of low-cost mobile VR solutions is helping. Even so, some industry participants strongly believe that anything requiring the user to wear a cumbersome device will ultimately fail. The stakes are high given the huge amount of money invested in the industry by some of the world's biggest companies. Consequently, industry players continue finetuning their products so as not to muddy the water for all involved. Tractica believes that these efforts will bear fruit in the coming years, and that combined revenue for HMDs, VR accessories, and VR content will increase from $108.8 million in 2014 to $21.8 billion worldwide by 2020, with a compound annual growth rate (CAGR) of 142%.

This Tractica report provides a comprehensive analysis of the market dynamics, technology issues, and competitive landscape for consumer VR hardware and content. The report features global market forecasts for annual unit shipments and associated revenue during the period from 2014 through 2020, segmented by five world regions. HMDs are segmented into three product types: PC-based devices, console-based devices, and mobile VR headsets. VR accessories like gamepads and other VR-specific controllers, hand tracking devices, locomotion devices, and gaming vests and suits are also quantitatively analyzed. The content market is split into gaming, television, movies and music, social VR, tourism, and sports and fitness.

Key Market Forecasts

  • Annual VR Hardware and Content Revenue by Segment, World Markets: 2014:2020
  • Annual HMD Unit Shipments by Product Type and Region, World Markets: 2014-2020
  • Annual HMD Revenue by Product Type and Region, World Markets: 2014-2020
  • Annual VR Accessory Unit Shipments by Region, World Markets: 2014-2020
  • Annual VR Accessory Revenue by Region, World Markets: 2014-2020
  • Annual VR Content Revenue by Content Type and Region, World Markets: 2014-2020
  • Annual Revenue for Mobile Augmented Reality Applications by Geographic Region, World Markets: 2014-2019

Technologies

  • 3D audio
  • 3D depth sensors
  • 4K and 8K video
  • 5G networks
  • Eye tracking
  • Foveated rendering
  • Hand tracking
  • Haptics
  • OLED displays
  • Optical tracking
  • Photorealism
  • Positional tracking

Content Types

  • 360 degree music videos
  • Gaming
  • Live events
  • Movies
  • Sports and fitness
  • Television shows
  • Theme parks
  • Tourism

Geographies

  • North America
  • Europe
  • Asia Pacific
  • Latin America
  • Middle East and Africa

image2

Key Questions Addressed

  • How large is the market opportunity for consumer VR hardware and content?
  • How will the market be segmented by product type, content type, and world region?
  • How will this market grow in the coming years and what factors will drive this growth?
  • Which factors could inhibit growth during the forecast period?
  • What are the main technology trends and issues in the consumer VR market?
  • Who are the leading providers of consumer VR technology and how do their go-to-market strategies differ?

Who Needs This Report?

  • VR headset manufacturers
  • VR accessory manufacturers
  • Mobile device manufacturers
  • Home networking companies
  • Semiconductor and component companies
  • Games publishers
  • Application developers
  • Investor community

Table of Contents

1. Executive Summary

  • 1.1. Introduction
  • 1.2. Key Trends
  • 1.3. Market Forecast Highlights

2. Market Issues

  • 2.1. Introduction
  • 2.2. Scope of Study
    • 2.2.1. Product Type Definitions
    • 2.2.2. Consumer VR Applications
      • 2.2.2.1. Gaming
        • 2.2.2.2. Television, Movies, and Music
        • 2.2.2.2.1. Adult Entertainment and Dating
      • 2.2.2.3. Social VR
      • 2.2.2.4. Tourism
        • 2.2.2.4.1. Theme Parks
      • 2.2.2.5. Sports and Fitness
      • 2.2.2.6. Others
    • 2.2.3. Geographic Segmentation
  • 2.3. Key Drivers of Growth
    • 2.3.1. Huge Investment from Big Players
    • 2.3.2. Mixed Reality
    • 2.3.3. Mobile VR and Accessibility to VR
    • 2.3.4. Gaming Market
    • 2.3.5. Improved Processing Power
    • 2.3.6. Image Resolution
    • 2.3.7. Internet Connectivity
    • 2.3.8. Drive for Greater Immersion and Sense of Presence
    • 2.3.9. Development of VR App Marketplaces
  • 2.4. Inhibitors of Market Growth
    • 2.4.1. Difficulty in Demonstrating VR
    • 2.4.2. Prohibitive Pricing and Minimum Hardware Requirements
    • 2.4.3. A Lack of Content/Compelling Content
    • 2.4.4. Retrofitting VR to Traditional Games
    • 2.4.5. Potential Hardware Oversaturation
    • 2.4.6. Ergonomics, Comfort, and Hygiene
    • 2.4.7. A Matter of Timing
    • 2.4.8. Safety Concerns
    • 2.4.9. Natural User Input
    • 2.4.10. Lack of Standards

3. Technology Issues

  • 3.1. Introduction
  • 3.2. Tracking
    • 3.2.1. Outside-In versus Inside-Out
  • 3.3. Hardware Components
    • 3.3.1. Cameras
    • 3.3.2. Display Technology
    • 3.3.3. Graphics Processing Units
      • 3.3.3.1. Eye Tracking
    • 3.3.4. Input Devices
      • 3.3.4.1. Standard Gamepads and Other Game Controllers
      • 3.3.4.2. Hand Tracking Solutions
      • 3.3.4.3. Locomotion Devices
      • 3.3.4.4. Vests and Suits
      • 3.3.4.5. Haptics
  • 3.4. New Gesture Controls
  • 3.5. Seated versus Moving Experiences
    • 3.5.1. Wireless Connectivity Technologies
    • 3.5.2. Local Warping
    • 3.5.3. Local Rendering
    • 3.5.4. Sensor Accuracy
  • 3.6. Field of View
  • 3.7. Realistic Graphics
  • 3.8. 3D Audio
  • 3.9. Other Senses

4. Key Industry Players

  • 4.1. Introduction
  • 4.2. Selected Manufacturers of VR Input Devices
    • 4.2.1. Immerz
    • 4.2.2. Leap Motion
    • 4.2.3. Reality Abstraction Industries
    • 4.2.4. Virtuix
  • 4.3. Selected Social VR Platforms
    • 4.3.1. AltspaceVR
    • 4.3.2. High Fidelity
    • 4.3.3. Linden Lab
  • 4.4. Selected Developers, Games Publishers, and Game Engines
    • 4.4.1. Aesthetic Interactive
    • 4.4.2. nDreams
    • 4.4.3. Survios
    • 4.4.4. Ubisoft Entertainment
    • 4.4.5. Unity Technologies
  • 4.5. Selected HMD Manufacturers
    • 4.5.1. Avegant
    • 4.5.2. HTC Corporation/Valve
    • 4.5.3. Facebook (Oculus VR)
    • 4.5.4. Razer
    • 4.5.5. VRVana
    • 4.5.6. Sony Computer Entertainment
  • 4.6. Selected Other Industry Participants

5. Market Forecasts

  • 5.1. Introduction
  • 5.2. Data Collection and Forecast Overview
  • 5.3. Forecast Methodology
    • 5.3.1. Top-Level HMD Shipments
    • 5.3.2. Adoption of VR Accessories
    • 5.3.3. VR Content Sales
    • 5.3.4. Average Selling Prices and Revenues
  • 5.4. Top-Level Annual Unit Shipments and Revenues
  • 5.5. Consumer VR Market by Region
  • 5.6. VR Content Revenues by Content Type
  • 5.7. Conclusions and Recommendations

6. Company Directory

7. Acronym and Abbreviation List

8. Table of Contents

9. Table of Charts and Figures

10. Scope of Study, Sources and Methodology, Notes

Charts

  • Annual VR Hardware and Content Revenue by Segment, World Markets: 2014-2020
  • Annual VR Hardware and Content Revenue by Segment, World Markets: 2014-2020
  • Annual VR Hardware Unit Shipments by Product Type, World Markets: 2014-2020
  • Annual VR Hardware Revenue by Product Type, World Markets: 2014-2020
  • Annual HMD Unit Shipments by Product Type, World Markets: 2014-2020
  • Annual HMD Revenue by Product Type, World Markets: 2014-2020
  • Annual HMD Unit Shipments by Region, World Markets: 2014-2020
  • Annual HMD Revenue by Region, World Markets: 2014-2020
  • Annual VR Accessory Unit Shipments by Region, World Markets: 2014-2020
  • Annual VR Accessory Revenue by Region, World Markets: 2014-2020
  • Annual VR Content Revenue by Region, World Markets: 2014-2020
  • Annual VR Content Revenue by Content Type, World Markets: 2014-2020

Figures

  • Sega VR HMD
  • HTC Vive Developer Edition
  • Sixense STEM System
  • KOR-FX Gaming Vest
  • Ground Control Foot Pedals
  • 2D Representation of AltspaceVR's Oculus Super Bowl Party
  • Hovercast VR Menu
  • Avegant Glyph

Tables

  • Annual VR Hardware and Content Revenue by Segment, World Markets: 2014-2020
  • Annual VR Hardware Unit Shipments by Product Type, World Markets: 2014-2020
  • Annual VR Hardware Revenue by Product Type, World Markets: 2014-2020
  • Annual HMD Unit Shipments by Product Type, World Markets: 2014-2020
  • Annual HMD Revenue by Product Type, World Markets: 2014-2020
  • Annual VR Content Revenue by Content Type, World Markets: 2014-2020
  • Annual HMD Unit Shipments by Region, World Markets: 2014-2020
  • Annual HMD Revenue by Region, World Markets: 2014-2020
  • Annual VR Accessory Unit Shipments by Region, World Markets: 2014-2020
  • Annual VR Accessory Revenue by Region, World Markets: 2014-2020
  • Annual VR Content Revenue by Geographic Region, World Markets: 2014-2020
  • Annual VR Hardware Unit Shipments and Revenue by Product Type, North America: 2014-2020
  • Annual VR Hardware Unit Shipments and Revenue by Product Type, Europe: 2014-2020
  • Annual VR Hardware Unit Shipments and Revenue by Product Type, Asia Pacific: 2014-2020
  • Annual VR Hardware Unit Shipments and Revenue by Product Type, Latin America: 2014-2020
  • Annual VR Hardware Unit Shipments and Revenue by Product Type, Middle East & Africa: 2014-2020
  • Annual VR Content Revenue by Content Type, North America 2014-2020
  • Annual VR Content Revenue by Content Type, Europe: 2014-2020
  • Annual VR Content Revenue by Content Type, Asia Pacific: 2014-2020
  • Annual VR Content Revenue by Content Type, Latin America: 2014-2020
  • Annual VR Content Revenue by Content Type, Middle East & Africa: 2014-2020
  • Well-Known Mobile VR Headsets
  • Additional Industry Participants
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