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消費者向け仮想現実 (VR:バーチャルリアリティ) の世界市場の分析・予測:HMD・アクセサリーデバイス・消費者向けVRコンテンツ

Virtual Reality for Consumer Markets - Head-Mounted Displays, Accessory Devices and Consumer 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 82 Pages; 50 Tables, Charts & Figures
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消費者向け仮想現実 (VR:バーチャルリアリティ) の世界市場の分析・予測:HMD・アクセサリーデバイス・消費者向けVRコンテンツ Virtual Reality for Consumer Markets - Head-Mounted Displays, Accessory Devices and Consumer Virtual Reality Content: Global Market Analysis and Forecasts
出版日: 2016年12月15日 ページ情報: 英文 82 Pages; 50 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。専門アナリストのサポートも含まれますので是非あわせてご検討下さい。
概要

HMD (ヘッドマウントディスプレイ) やVRアクセサリー、VRコンテンツを合わせた世界のVR市場の規模は予測期間中、133%のCAGR (年間複合成長率) で推移し、2015年の4億5360万ドルから、2021年には350億ドルの規模に成長すると予測されています。

当レポートは、消費者向け仮想現実 (VR:バーチャルリアリティ) の市場を調査し、市場および技術の概要、市場成長を推進する各種動向、市場および技術に関する課題の分析、各種導入事例、主な参入事業者のプロファイル、HMDおよびアクセサリの出荷数・収益の予測、コンテンツ収益の予測、各種提言などをまとめています。

第1章 エグゼクティブサマリー

  • イントロダクション
  • 市場成長推進因子・障壁
  • 市場の観察・主要動向
  • 主な参入企業
  • 市場予測ハイライト
    • 消費者向けVRの収益
    • 消費者向けヘッドマウントディスプレイ (HMD) の出荷数・収益
      • モバイルHMD
      • PCベースのHMD
      • コンソールベースのHMD
      • オールインワンHMD

第2章 市場課題

  • イントロダクション
  • 調査範囲
    • 消費者向けVRハードウェア
  • 市場概要
  • 市場動向
  • 市場成長推進因子
    • 没入エクスペリエンス
    • ゲーム市場
    • 3Dユーザーインターフェース
    • 手からジェスチャーコントロールへのUIの移行
    • スマートフォンアップグレード
    • PCアップグレード
    • 中国
    • VRビデオ
    • モバイルエコシステム/アプリケーションストア
    • ウェブVR
    • クラウドゲーム
  • 市場の障壁
    • コスト
    • 複雑性・多エレメントの購入
    • エクスペリエンス品質
    • 初期VR用途の試行錯誤
  • 利用事例
    • ゲーム
    • 映像メディアコンテンツ
    • ソーシャルVR
    • マーケティング
      • 小売eコマース
      • 住宅販売/賃貸
      • 旅行
    • ウェルネスセルフヘルプ
    • フィットネス
    • 空間コンピューティング (Spatial Computing)

第3章 技術課題

  • イントロダクション
  • 追跡
    • 屋内外の移動
    • アイトラッキング
    • ハンドトラッキングソリューション
    • ジェスチャーコントロール・視野
  • レイテンシー技術・VR酔いの予防
    • 前庭電気刺激 (GVS: Galvanic Vestibular Stimulation)
    • フレームティアリング
    • 視野の制限
  • ディスプレイ技術
  • GPU
  • カメラ
  • 3Dオーディオ
  • アダプティブストリーミング
    • Bitmovin
    • Pixvana
  • 着席中 vs 移動中のエクスペリエンス
    • 無線接続技術
    • ローカルレンダリング

第4章 主な参入企業

  • イントロダクション
  • HMD・プラットフォーム
    • HTC
    • Facebook
    • ソニー
    • Google
    • Microsoft
    • Razer
    • Starbreeze Studios and Acer
    • NVIDIA
    • Sulon Technologies
  • イネーブリング技術
    • VisiSonics
    • Bitmovin
    • Pixvana
    • uSens
    • Leap Motion
    • vMocion
    • Binary VR
    • Improbable
    • Movidius
    • VR Lens Lab
  • その他
    • Vroom
    • Alibaba
    • Amazon
    • NextVR
    • Wevr
    • Baobab Studios
    • Surreal VR
    • AltspaceVR
    • nDreams
    • Unity Technologies
    • Machina OBE
  • その他の関連企業・組織

第5章 市場予測

  • イントロダクション
  • データ収集
  • 予測手法
  • VRの大衆市場への普及推計
  • トップレベル年間VR収益
  • VR HMDの年間出荷数・収益
  • VRアクセサリの年間出荷数・収益
  • VRコンテンツの年間収益:コンテンツタイプ別
  • 消費者向けVR市場:地域別
  • 総論・提言

第6章 企業ディレクトリ

第7章 略語・頭文字

第8章 目次

第9章 図表

第10章 調査範囲・情報源・調査手法・注記

このページに掲載されている内容は最新版と異なる場合があります。詳細はお問い合わせください。

目次
Product Code: VRC-16

The year 2016 will be remembered as the debut of consumer virtual reality (VR), with key ambassadors in the form of Facebook/Oculus, HTC/Valve, Sony, Samsung, and a collective community of companies in China planting their stakes in the ground with formidable investments in jumpstarting a new computing platform. After a shaky start, Facebook's Oculus Rift and HTC/Valve's VIVE started selling in the U.S. in 3Q 2016 and are stabilizing their ecosystems and distribution in 4Q 2016, as they are joined by Sony with the debut of PlayStation VR. A number of lessons have been learned since the 1990s when consumer VR last generated this much hype, with huge strides having been made in terms of creating compelling content and a convincing level of immersion.

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 fine-tuning 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 head-mounted displays (HMDs), VR accessories, and VR content will increase from $453.6 million in 2015 to $35.0 billion worldwide in 2021, representing a compound annual growth rate (CAGR) of 133%.

This Tractica report provides a comprehensive analysis of the market dynamics, technology issues, and competitive landscape for consumer VR HMDs, accessories, and content. The report features global market forecasts for annual unit shipments and associated revenue during the period from 2014 through 2021, segmented by five world regions. HMDs are segmented into four product types: PC-based devices, console-based devices, all-in-one devices, and mobile VR headsets. VR accessories, such as gamepads and other VR-specific controllers, hand tracking devices, and 360° cameras are also quantitatively analyzed. The content market is segmented into gaming and media.

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 which 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
  • Media publishers, distributors, and creators
  • Semiconductor and component companies
  • Games publishers
  • Application developers
  • Investor community

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Table of Contents

1. Executive Summary

  • 1.1. Introduction
  • 1.2. Market Drivers and Barriers
  • 1.3. Market Observations/Key Trends
  • 1.4. Key Industry Players
  • 1.5. Market Forecast Highlights
    • 1.5.1. Consumer Virtual Reality Revenue
    • 1.5.2. Consumer-Grade Head-Mounted Display Shipments and Revenue
      • 1.5.2.1. Mobile Head-Mounted Displays
      • 1.5.2.2. Personal Computer-Based Head-Mounted Displays
      • 1.5.2.3. Console-Based Head-Mounted Displays
      • 1.5.2.4. All-in-One Head-Mounted Displays

2. Market Issues

  • 2.1. Introduction
  • 2.2. Scope of Study
    • 2.2.1. Consumer VR Hardware Scope
  • 2.3. Market Overview
  • 2.4. Market Trends
  • 2.5. Market Drivers
    • 2.5.1. Immersion Experiences
    • 2.5.2. Games Market
    • 2.5.3. Three-Dimensional User Interface
    • 2.5.4. User Interface Shift to Hands/Gesture Control
    • 2.5.5. Smartphone Upgrades
    • 2.5.6. Personal Computer Upgrades
    • 2.5.7. China
    • 2.5.8. VR Video
    • 2.5.9. Mobile Ecosystem/App Stores
    • 2.5.10. Web VR
    • 2.5.11. Cloud Gaming
  • 2.6. Market Barriers
    • 2.6.1. Cost
    • 2.6.2. Complex, Multi-Element Purchase
    • 2.6.3. Quality of Experience
      • 2.6.3.1. Virtual Reality Sickness
      • 2.6.3.2. Restricted Field of View
      • 2.6.3.3. Tethering
      • 2.6.3.4. Lack of Natural User Input
      • 2.6.3.5. Streaming Challenges
      • 2.6.3.6. Corrective Eyewear
    • 2.6.4. Trial and Error for Early Virtual Reality Applications
  • 2.7. Use Cases
    • 2.7.1. Games
    • 2.7.2. Video Media Content
    • 2.7.3. Social VR
    • 2.7.4. Marketing
      • 2.7.4.1. Retail E-Commerce
      • 2.7.4.2. Residential Buying/Renting
      • 2.7.4.3. Travel
    • 2.7.5. Wellness Self Help
    • 2.7.6. Fitness
    • 2.7.7. Spatial Computing

3. Technology Issues

  • 3.1. Introduction
  • 3.2. Tracking
    • 3.2.1. Inside-Out and Outside-In
      • 3.2.1.1. Simultaneous Location and Mapping and Computer Vision
    • 3.2.2. Eye Tracking
    • 3.2.3. Hand Tracking Solutions
    • 3.2.4. Gesture ControlField of View
  • 3.3. Latency Technologies and Virtual Reality Sickness Prevention
    • 3.3.1. Galvanic Vestibular Stimulation
    • 3.3.2. Frame Tearing
      • 3.3.2.1. Oculus Asynchronous Timewarp and Spacewarp
      • 3.3.2.2. VIVE Asynchronous Reprojection
    • 3.3.3. Field of View Restrictors
  • 3.4. Display Technology
  • 3.5. Graphics Processing Units
  • 3.6. Cameras
  • 3.7. Three-Dimensional Audio
  • 3.8. Adaptive Streaming
    • 3.8.1. Bitmovin
    • 3.8.2. Pixvana
  • 3.9. Seated versus Moving Experiences
    • 3.9.1. Wireless Connectivity Technologies
    • 3.9.2. Local Rendering

4. Key Industry Players

  • 4.1. Introduction
  • 4.2. Key Head-Mounted Display and Platform Players
    • 4.2.1. HTC
    • 4.2.2. Facebook
      • 4.2.2.1. Content Initiatives
      • 4.2.2.2. Evolving Head-Mounted Displays and Virtual Reality Experience
      • 4.2.2.3. Social Virtual Reality
    • 4.2.3. Sony
    • 4.2.4. Google
    • 4.2.5. Microsoft
    • 4.2.6. Razer
    • 4.2.7. Starbreeze Studios and Acer
    • 4.2.8. NVIDIA
    • 4.2.9. Sulon Technologies
  • 4.3. Key Enabling Technology Players
    • 4.3.1. VisiSonics
    • 4.3.2. Bitmovin
    • 4.3.3. Pixvana
    • 4.3.4. uSens
    • 4.3.5. Leap Motion
    • 4.3.6. vMocion
    • 4.3.7. Binary VR
    • 4.3.8. Improbable
    • 4.3.9. Movidius
    • 4.3.10. VR Lens Lab
  • 4.4. Other Key Players
    • 4.4.1. Vroom
    • 4.4.2. Alibaba
    • 4.4.3. Amazon
    • 4.4.4. NextVR
    • 4.4.5. Wevr
    • 4.4.6. Baobab Studios
    • 4.4.7. Surreal VR
    • 4.4.8. AltspaceVR
    • 4.4.9. nDreams
    • 4.4.10. Unity Technologies
    • 4.4.11. Machina OBE
  • 4.5. Other Selected Industry Participants

5. Market Forecasts

  • 5.1. Introduction
  • 5.2. Data Collection
  • 5.3. Forecast Methodology
    • 5.3.1. Top-Level Head-Mounted Display Shipments
    • 5.3.2. Virtual Reality Accessories
    • 5.3.3. Average Selling Prices and Revenue
  • 5.4. Virtual Reality Mass Market Penetration Estimates
  • 5.5. Top-Level Annual Virtual Reality Revenue
  • 5.6. Annual Virtual Reality Head-Mounted Display Shipments and Revenue
  • 5.7. Annual Virtual Reality Accessories Shipments and Revenue
  • 5.8. Annual Virtual Reality Content Revenue by Content Type
  • 5.9. Consumer Virtual Reality Market by Region
  • 5.10. 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

List of Charts, Figures, and Tables

Charts

  • Annual VR Hardware and Content Revenue by Segment, World Markets: 2016-2021
  • Annual HMD Unit Shipments by Product Type, World Markets: 2016-2021
  • Annual HMD Revenue by Product Type, World Markets: 2016-2021
  • Annual VR Hardware Unit Shipments by Product Type, World Markets: 2016-2021
  • Annual VR Hardware Revenue by Product Type, World Markets: 2016-2021
  • Annual VR Content Revenue by Content Type, World Markets: 2016-2021
  • Annual HMD Unit Shipments by Region, World Markets: 2016-2021
  • Annual HMD Revenue by Region, World Markets: 2016-2021
  • Annual VR Accessory Unit Shipments by Region, World Markets: 2016-2021
  • Annual VR Accessory Revenue by Region, World Markets: 2016-2021
  • Annual VR Content Revenue by Region, World Markets: 2016-2021

Figures

  • UnlimitedHand Enables Touch Control via a Forearm Sleeve
  • China Joy Tech Show in Shanghai in August where VR was a Dominant Theme
  • Figure Screenshot GoPro VR Video, Tahiti Surfing
  • Wevr's theBlu Is a Series that Explores Ocean Habitats Up Close and In Person
  • Mattel's View-Master Will Feature "Batman: The Animated Series" VR Experience
  • 360fly VR Camera Single Lens Camera for Stitchless 360° Video, $499
  • Field of View Adaptive Streaming
  • Hang Glider VR Experience at CEATEC Japan, October 2016
  • Oculus Touch Controllers
  • Facebook Virtual Reality Emoji
  • StarVR HMD
  • Screenshot from NVIDIA's Fun House
  • Improbable
  • Invasions!
  • Reggie Watts' Virtual Comedy Show in AltspaceVR
  • Midi Jacket

Tables

  • Annual VR Hardware and Content Revenue by Segment, World Markets: 2014-2021
  • Annual VR Hardware Unit Shipments by Product Type, World Markets: 2014-2021
  • Annual VR Hardware Revenue by Product Type, World Markets: 2014-2021
  • Annual HMD Unit Shipments by Product Type, World Markets: 2014-2021
  • Annual HMD Revenue by Product Type, World Markets: 2014-2021
  • Annual VR Content Revenue by Content Type, World Markets: 2014-2021
  • Annual HMD Unit Shipments by Region, World Markets: 2014-2021
  • Annual HMD Revenue by Region, World Markets: 2014-2021
  • Annual VR Accessory Unit Shipments by Region, World Markets: 2014-2021
  • Annual VR Accessory Revenue by Region, World Markets: 2014-2021
  • Annual VR Content Revenue by Geographic Region, World Markets: 2014-2021
  • Annual VR Hardware Unit Shipments and Revenue by Product Type, North America: 2014-2021
  • Annual VR Hardware Unit Shipments and Revenue by Product Type, Europe: 2014-2021
  • Annual VR Hardware Unit Shipments and Revenue by Product Type, Asia Pacific: 2014-2021
  • Annual VR Hardware Unit Shipments and Revenue by Product Type, Latin America: 2014-2021
  • Annual VR Hardware Unit Shipments and Revenue by Product Type, Middle East & Africa: 2014-2021
  • Annual VR Content Revenue by Content Type, North America 2014-2021
  • Annual VR Content Revenue by Content Type, Europe: 2014-2021
  • Annual VR Content Revenue by Content Type, Asia Pacific: 2014-2021
  • Annual VR Content Revenue by Content Type, Latin America: 2014-2021
  • Annual VR Content Revenue by Content Type, Middle East & Africa: 2014-2021
  • Consumer 360° Cameras
  • Additional Industry Participants
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