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バーチャルリアリティ(VR)の世界市場:業界分析、市場規模・シェア・成長率・動向・予測(2019年~2026年)

Global Virtual Reality (VR) Market Research Report - Industry Analysis, Size, Share, Growth, Trends And Forecast 2019 to 2026

発行 Value Market Research 商品コード 940045
出版日 ページ情報 英文 105 Pages
納期: 即日から翌営業日
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(VR)の世界市場:業界分析、市場規模・シェア・成長率・動向・予測(2019年~2026年) Global Virtual Reality (VR) Market Research Report - Industry Analysis, Size, Share, Growth, Trends And Forecast 2019 to 2026
出版日: 2020年06月01日 ページ情報: 英文 105 Pages
概要

世界のバーチャルリアリティ(VR)市場は、過去数年間の業界の大幅な成長が確認されており、2020年から2026年の予測期間内に大幅に成長すると予測されています。

当レポートでは、世界のバーチャルリアリティ(VR)市場について分析し、製品の概要や市場の基本構造、主な市場促進・阻害要因、市場規模の動向見通し、セグメント別および地域別の詳細動向、市場競争の動き、主要企業のプロファイルなどを調査しております。

目次

第1章 イントロダクション

第2章 エグゼクティブサマリー

第3章 業界分析

  • イントロダクション
  • バーチャルリアリティ(VR)市場の市場成長要因
  • バーチャルリアリティ(VR)市場の市場阻害要因
  • バーチャルリアリティ(VR)市場の機会
  • バーチャルリアリティ(VR)市場の動向
  • ポーターのファイブフォース分析
  • バーチャルリアリティ(VR)市場の魅力分析

第4章 バリューチェーンの分析

  • バーチャルリアリティ(VR) バリューチェーン分析
  • バーチャルリアリティ(VR)の原材料分析
  • 潜在的なバイヤーのリスト
  • 販売チャネル

第5章 タイプ別市場分析

  • タイプ別の概要
  • タイプ別の世界のバーチャルリアリティ(VR)市場分析
  • 地域別ハードウェアの市場分析
  • 地域別ソフトウェアの市場分析

第6章 世界のバーチャルリアリティ(VR)市場分析:エンドユーザーカテゴリ別

  • エンドユーザーカテゴリ別の概要
  • エンドユーザーカテゴリ別の市場分析
  • 地域別消費者市場分析
  • 地域別商業市場分析

第7章 世界のバーチャルリアリティ(VR)市場分析:地域別

  • 地域の見通し
  • イントロダクション
  • 北米
  • 欧州
  • アジア太平洋
  • ラテンアメリカ
  • 中東・アフリカ

第8章 VR企業の競合情勢

  • バーチャルリアリティ(VR)市場競争
  • パートナーシップ/コラボレーション/契約
  • 合併と買収
  • 新製品の発売
  • その他の開発

第9章 企業プロファイル

  • 企業シェア分析
  • 市場集中率
  • FOVE Inc.
  • Google LLC
  • Lenovo Group Ltd.
  • Oculus VR LLC
  • Pico Interactive Inc.
  • Samsung Electronics Co. Ltd.
  • ソニー
  • StarVR Corporation
  • Unity Technologies Inc.
  • Unreal Engine and others.
  • その他

第10章 COVID-19アウトブレイクの影響分析

図表

LIST OF TABLES

  • Global Market Snapshot
  • Drivers of the Global Market Impact Analysis
  • Restraints of the Global Market Impact Analysis
  • List of Raw Material
  • List of Raw Material Manufactures
  • List of Potential Buyers
  • COVID-19 Impact Analysis by Production, Import, Export and Demand
  • Pre V/S Post COVID-19 Market
  • Estimated Impact Of The Coronavirus (Covid-19) Epidemic On The Market Size In 2020, By Scenario
  • COVID-19: Micro and Macro Factor Analysis on the Market
  • Global Virtual Reality (Vr) Market Analysis by Type (USD MN)
  • Global Virtual Reality (Vr) Market Analysis in Hardware by Geography (USD MN)
  • Global Virtual Reality (Vr) Market Analysis in Software by Geography (USD MN)
  • Global Virtual Reality (Vr) Market Analysis by End User Vertical (USD MN)
  • Global Virtual Reality (Vr) Market Analysis in Consumer by Geography (USD MN)
  • Global Virtual Reality (Vr) Market Analysis in Commercial by Geography (USD MN)
  • Global Virtual Reality (Vr) Market by Geography (USD MN)
  • North America Virtual Reality (Vr) Market Analysis by Type (USD MN)
  • North America Virtual Reality (Vr) Market Estimate by End User Vertical (USD MN)
  • North America Virtual Reality (Vr) Market Estimate by Country (USD MN)
  • United State Virtual Reality (Vr) Market Analysis by Type (USD MN)
  • United State Virtual Reality (Vr) Market Estimate by End User Vertical (USD MN)
  • Rest of North America Virtual Reality (Vr) Market Analysis by Type (USD MN)
  • Rest of North America Virtual Reality (Vr) Market Estimate by End User Vertical (USD MN)
  • Europe Virtual Reality (Vr) Market Analysis by Type (USD MN)
  • Europe Virtual Reality (Vr) Market Estimate by End User Vertical (USD MN)
  • United Kingdom Virtual Reality (Vr) Market Analysis by Type (USD MN)
  • United Kingdom Virtual Reality (Vr) Market Estimate by End User Vertical (USD MN)
  • France Virtual Reality (Vr) Market Analysis by Type (USD MN)
  • France Virtual Reality (Vr) Market Estimate by End User Vertical (USD MN)
  • Germany Virtual Reality (Vr) Market Analysis by Type (USD MN)
  • Germany Virtual Reality (Vr) Market Estimate by End User Vertical (USD MN)
  • Rest of Europe Virtual Reality (Vr) Market Analysis by Type (USD MN)
  • Rest of Europe Virtual Reality (Vr) Market Estimate by End User Vertical (USD MN)
  • Asia Pacific Virtual Reality (Vr) Market Analysis by Type (USD MN)
  • Asia Pacific Virtual Reality (Vr) Market Estimate by End User Vertical (USD MN)
  • Asia Pacific Virtual Reality (Vr) Market Estimate by Country (USD MN)
  • China Virtual Reality (Vr) Market Analysis by Type (USD MN)
  • China Virtual Reality (Vr) Market Estimate by End User Vertical (USD MN)
  • Japan Virtual Reality (Vr) Market Analysis by Type (USD MN)
  • Japan Virtual Reality (Vr) Market Estimate by End User Vertical (USD MN)
  • India Virtual Reality (Vr) Market Analysis by Type (USD MN)
  • India Virtual Reality (Vr) Market Estimate by End User Vertical (USD MN)
  • Rest of Asia Pacific Virtual Reality (Vr) Market Analysis by Type (USD MN)
  • Rest of Asia Pacific Virtual Reality (Vr) Market Estimate by End User Vertical (USD MN)
  • Latin America Virtual Reality (Vr) Market Analysis by Type (USD MN)
  • Latin America Virtual Reality (Vr) Market Estimate by End User Vertical (USD MN)
  • Latin America Virtual Reality (Vr) Market Estimate by Country (USD MN)
  • Brazil Virtual Reality (Vr) Market Analysis by Type (USD MN)
  • Brazil Virtual Reality (Vr) Market Estimate by End User Vertical (USD MN)
  • Rest of Latin America Virtual Reality (Vr) Market Analysis by Type (USD MN)
  • Rest of Latin America Virtual Reality (Vr) Market Estimate by End User Vertical (USD MN)
  • Middle East & Africa Virtual Reality (Vr) Market Analysis by Type (USD MN)
  • Middle East & Africa Virtual Reality (Vr) Market Estimate by End User Vertical (USD MN)
  • Middle East & Africa Virtual Reality (Vr) Market Estimate by Country (USD MN)
  • Middle East Virtual Reality (Vr) Market Analysis by Type (USD MN)
  • Middle East Virtual Reality (Vr) Market Estimate by End User Vertical (USD MN)
  • Africa Virtual Reality (Vr) Market Analysis by Type (USD MN)
  • Africa Virtual Reality (Vr) Market Estimate by End User Vertical (USD MN)
  • Partnership/Collaboration/Agreement
  • Mergers And Acquisiton
  • New Product Launch
  • Other Developments
  • Company Market Share Analysis, 2019

LIST OF FIGURES

  • Research Scope of Virtual Reality (Vr) Report
  • Market Research Process
  • Market Research Methodology
  • Global Virtual Reality (Vr) Market Size, by Region (USD MN)
  • Porters Five Forces Analysis
  • Market Attractiveness Analysis by Type
  • Market Attractiveness Analysis by End User Vertical
  • Market Attractiveness Analysis by Region
  • Value Chain Analysis
  • Global Virtual Reality (Vr) Market Analysis by Type (USD MN)
  • Global Virtual Reality (Vr) Market Analysis in Hardware by Geography (USD MN)
  • Global Virtual Reality (Vr) Market Analysis in Software by Geography (USD MN)
  • Global Virtual Reality (Vr) Market Analysis by End User Vertical (USD MN)
  • Global Virtual Reality (Vr) Market Analysis in Consumer by Geography (USD MN)
  • Global Virtual Reality (Vr) Market Analysis in Commercial by Geography (USD MN)
  • Latin America Virtual Reality (Vr) Market by Revenue
  • Middle East & Africa Virtual Reality (Vr) Market by Revenue
  • Recent Development in Virtual Reality (Vr) Industry
  • Company Market Share Analysis, 2019
  • Kindly note that the above listed are the basic tables and figures of the report and are not limited to the TOC.
目次

Value Market Research's latest report on the Global Virtual Reality (VR) Market identified a significant growth in the industry over the last few years and anticipates it to grow considerably within the forecast period of 2020-2026.

The global virtual reality (vr) market report provides a complete evaluation of the market for the forecast period. The report consists of various segments as well as an analysis of the factors playing a significant role in the market. The factors include the drivers, restraints, challenges and opportunities and the impact of these factors on the market has been provided in the report. The drivers and restraints are classified as intrinsic factors while the opportunities and challenges are classified as extrinsic factors of the market. The global virtual reality (vr) market study provides an insight on the developments of the market in terms of revenue throughout the specified period.

This report provides a complete analysis for the global virtual reality (vr) market. An in-depth secondary research, primary interviews and in-house expert reviews are responsible for providing the market estimates for the global virtual reality (vr) market. These market estimates have been put together by studying the impact of different social, political and economic factors along with the current market dynamics that are affecting the global virtual reality (vr) market growth.

The report begins with the market overview, followed by a crisp executive summary. The Porter's Five Forces analysis covered in this study will assist in understanding the five forces namely buyers bargaining power, suppliers bargaining power, threat of new entrants, the threat of substitutes and the degree of competition in the global virtual reality (vr) market. It also helps to explain the various participants such as system integrators, intermediaries and end users within the market. The report by Value Market Research also focuses on the competitive landscape of the global virtual reality (vr) market.

The market analysis involves a section exclusively to list the major players of the global virtual reality (vr) market wherein our analysts provide an insight into the financial statements of all the key players along with its key development product. The company profile section in the report also provides a business overview and financial information. The companies provided in this section can be customized as per the client's requirement.

The Virtual Reality (VR) Market Report Segments the market as below -

By Type

Hardware

Mobile

Console

PC

Software

By End User Vertical

Consumer

Gaming

Media and Entertainment

Commercial

Retail

Healthcare

Military and Defense

Real Estate

Education

TABLE OF CONTENTS

1 . PREFACE

  • 1.1. Report Description
    • 1.1.1. Objective
    • 1.1.2. Target Audience
    • 1.1.3. Unique Selling Proposition (USP) & offerings
  • 1.2. Research Scope
  • 1.3. Research Methodology
    • 1.3.1. Market Research Process
    • 1.3.2. Market Research Methodology

2 . EXECUTIVE SUMMARY

  • 2.1. Highlights of Virtual Reality (Vr) Market
  • 2.2. Global Virtual Reality (Vr) Market Snapshot

3 . VIRTUAL REALITY (VR) - INDUSTRY ANALYSIS

  • 3.1. Introduction
  • 3.2. Market Drivers of Virtual Reality (Vr) Market
  • 3.3. Market Restraints of Virtual Reality (Vr) Market
  • 3.4. Opportunities of Virtual Reality (Vr) Market
  • 3.5. Trends of Virtual Reality (Vr) Market
  • 3.6. Porter's Five Force Analysis of Virtual Reality (Vr) Market
  • 3.7. Virtual Reality (Vr) Market Attractiveness Analysis
    • 3.7.1 Market Attractive Analysis by Type
    • 3.7.2 Market Attractive Analysis by End User Vertical
    • 3.7.3 Market Attractive Analysis by Region

4 . VALUE CHAIN ANALYSIS

  • 4.1. Virtual Reality (Vr) Value Chain Analysis
  • 4.2. Virtual Reality (Vr) Raw Material Analysis
    • 4.2.1. List of Raw Materials
    • 4.2.2. Virtual Reality (Vr) Raw Material Manufactures List
    • 4.2.3. Price Trend of Virtual Reality (Vr) Key Raw Materials
  • 4.3. List of Potential Buyers
  • 4.4. Marketing Channel
    • 4.4.1. Direct Marketing
    • 4.4.2. Indirect Marketing
    • 4.4.3. Marketing Channel Development Trend

5 . GLOBAL VIRTUAL REALITY (VR) MARKET ANALYSIS BY TYPE

  • 5.1 Overview by Type
  • 5.2 Global Virtual Reality (Vr) Market Analysis by Type
  • 5.3 Market Analysis of Hardware by Regions
  • 5.4 Market Analysis of Software by Regions

6 . GLOBAL VIRTUAL REALITY (VR) MARKET ANALYSIS BY END USER VERTICAL

  • 6.1 Overview by End User Vertical
  • 6.2 Global Virtual Reality (Vr) Market Analysis by End User Vertical
  • 6.3 Market Analysis of Consumer by Regions
  • 6.4 Market Analysis of Commercial by Regions

7 . GLOBAL VIRTUAL REALITY (VR) MARKET ANALYSIS BY GEOGRAPHY

  • 7.1. Regional Outlook
  • 7.2. Introduction
  • 7.3. North America
    • 7.3.1. Overview
    • 7.3.2. North America Virtual Reality (Vr) Market Estimate by Market Segment
    • 7.3.3. North America Virtual Reality (Vr) Market Estimate by Country
    • 7.3.4. United State
    • 7.3.5. Rest of North America
  • 7.4. Europe
    • 7.4.1. Overview
    • 7.4.2. Europe Virtual Reality (Vr) Market Estimate by Market Segment
    • 7.4.3. Europe Virtual Reality (Vr) Market Estimate by Country
    • 7.4.4. United Kingdom
    • 7.4.5. France
    • 7.4.6. Germany
    • 7.4.7 Rest of Europe
  • 7.5. Asia Pacific
    • 7.5.1. Overview
    • 7.5.2. Asia Pacific Virtual Reality (Vr) Market Estimate by Market Segment
    • 7.5.3. Asia Pacific Virtual Reality (Vr) Market Estimate by Country
    • 7.5.4. China
    • 7.5.5. Japan
    • 7.5.6. India
    • 7.5.7. Rest of Asia Pacific
  • 7.6. Latin America
    • 7.6.1. Overview
    • 7.6.2. Latin America Virtual Reality (Vr) Market Estimate by Market Segment
    • 7.6.3. Latin America Virtual Reality (Vr) Market Estimate by Country
    • 7.6.4. Brazil
    • 7.6.5. Rest of Latin America
  • 7.7. Middle East & Africa
    • 7.7.1. Overview
    • 7.7.2. Middle East & Africa Virtual Reality (Vr) Market Estimate by Market Segment
    • 7.7.3. Middle East & Africa Virtual Reality (Vr) Market Estimate by Country
    • 7.7.4. Middle East
    • 7.7.5. Africa

8 . COMPETITIVE LANDSCAPE OF THE VIRTUAL REALITY (VR) COMPANIES

  • 8.1. Virtual Reality (Vr) Market Competition
  • 8.2. Partnership/Collaboration/Agreement
  • 8.3. Merger And Acquisitions
  • 8.4. New Product Launch
  • 8.5. Other Developments

9 . COMPANY PROFILES OF VIRTUAL REALITY (VR) INDUSTRY

  • 9.1. Company Share Analysis
  • 9.2. Market Concentration Rate
  • 9.3. FOVE Inc.
    • 9.3.1. Company Overview
    • 9.3.2. Financials
    • 9.3.3. Products
    • 9.3.4. Recent Developments
  • 9.4. Google LLC
    • 9.4.1. Company Overview
    • 9.4.2. Financials
    • 9.4.3. Products
    • 9.4.4. Recent Developments
  • 9.5. Lenovo Group Ltd.
    • 9.5.1. Company Overview
    • 9.5.2. Financials
    • 9.5.3. Products
    • 9.5.4. Recent Developments
  • 9.6. Oculus VR LLC
    • 9.6.1. Company Overview
    • 9.6.2. Financials
    • 9.6.3. Products
    • 9.6.4. Recent Developments
  • 9.7. Pico Interactive Inc.
    • 9.7.1. Company Overview
    • 9.7.2. Financials
    • 9.7.3. Products
    • 9.7.4. Recent Developments
  • 9.8. Samsung Electronics Co. Ltd.
    • 9.8.1. Company Overview
    • 9.8.2. Financials
    • 9.8.3. Products
    • 9.8.4. Recent Developments
  • 9.9. Sony Corporation
    • 9.9.1. Company Overview
    • 9.9.2. Financials
    • 9.9.3. Products
    • 9.9.4. Recent Developments
  • 9.10. StarVR Corporation
    • 9.10.1. Company Overview
    • 9.10.2. Financials
    • 9.10.3. Products
    • 9.10.4. Recent Developments
  • 9.11. Unity Technologies Inc.
    • 9.11.1. Company Overview
    • 9.11.2. Financials
    • 9.11.3. Products
    • 9.11.4. Recent Developments
  • 9.12. Unreal Engine and others.
    • 9.12.1. Company Overview
    • 9.12.2. Financials
    • 9.12.3. Products
    • 9.12.4. Recent Developments
  • 9.13. Others
    • 9.13.1. Company Overview
    • 9.13.2. Financials
    • 9.13.3. Products
    • 9.13.4. Recent Developments

10. IMPACT ANALYSIS OF COVID-19 OUTBREAK

  • 10.1. Impact Analysis of Covid-19 Outbreak on the Market
    • 10.1.1. Direct Impact on Production
    • 10.1.2. Supply Chain and Market Disruption
    • 10.1.3. Financial Impact on Firms and Financial Markets
  • 10.2. COVID-19 Impact Analysis by Production, Import, Export and Demand
  • 10.3. Pre V/S Post COVID-19 Market
  • 10.4. Estimated Impact of the Coronavirus (COVID-19) Epidemic on the Market Size in 2020, by Scenario
  • 10.5. COVID-19: Micro and Macro Factor Analysis on the Market

Note: in company profiling, financial details and recent development are subject to availability or might not be covered in case of private companies.