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市場調查報告書

遊戲,擴增實境,及虛擬實境的全球市場

Gaming, Augmented, and Virtual Reality

出版商 ABI Research 商品編碼 335952
出版日期 內容資訊 英文 34 Tables, 24 Charts
商品交期: 最快1-2個工作天內
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遊戲,擴增實境,及虛擬實境的全球市場 Gaming, Augmented, and Virtual Reality
出版日期: 2015年07月22日 內容資訊: 英文 34 Tables, 24 Charts
簡介

這個資料庫涵括遊戲市場及其中的擴增實境(AR)及虛擬實境(VR)市場,提供您遊戲主機/PC/手持機/行動遊戲機別,物理媒體/數位媒體別遊戲的銷售額實際成果之轉變及預測,以及遊戲主機·遊戲主機世代別的銷售額變化與預測,還有AR及VR設備的銷售額轉變與預測等資訊。

表格

  • 遊戲市場銷售額,各類別,全球市場,預測
  • 遊戲市場銷售額,各地區,全球市場,預測
  • 物理性媒體銷售額,各地區,全球市場,預測
  • 遊戲主機遊戲包裝銷售額,各地區,全球市場,預測
  • PC遊戲套組銷售額,各地區,全球市場,預測
  • 手持機遊戲包裝銷售額,各地區,全球市場,預測
  • 數位媒體銷售額,各地區,全球市場,預測
  • 遊戲主機數位媒體遊戲銷售額,各地區,全球市場,預測
  • PC遊戲數位媒體遊戲銷售額,各地區,全球市場,預測
  • 手持機數位媒體遊戲銷售額,各地區,全球市場,預測
  • 手機遊戲數位媒體遊戲銷售額,各地區,全球市場,預測
  • 平均遊戲ARPU,各地區,全球市場,預測
  • 遊戲ARPU,各平台,全球市場,預測
  • 遊戲市場佔有率,各供應商,全球市場
  • 遊戲主機市場佔有率,各供應商,全球市場
  • PS4出貨數量,各地區,全球市場
  • Xbox One出貨數量,各地區,全球市場
  • Wii U出貨數量,各地區,全球市場
  • 出貨數量轉變,遊戲主機別,全球市場
  • 遊戲主機,世代別,全球市場,實際成果
  • 遊戲主機:第3代,全球市場,實際成果
  • 遊戲主機:第4代,全球市場,實際成果
  • 遊戲主機:第5代,全球市場,實際成果
  • 遊戲主機:第6代,全球市場,實際成果
  • 遊戲主機:第7代,全球市場,實際成果
  • 遊戲主機:第8代,全球市場,實際成果
  • 擴張及虛擬實境設備出貨數量,不同設備類型,全球市場,預測
  • VR獨立的設備出貨數量,各行業,全球市場,預測
  • VR行動裝置出貨數量,各行業,全球市場,預測
  • VR Tether Device出貨數量,各行業,全球市場,預測
  • AR智慧眼鏡出貨數量,各行業,全球市場,預測

  • 遊戲市場銷售額,各類別,全球市場,預測
  • 遊戲市場銷售額,各地區,全球市場,預測
  • 物理性媒體銷售額,各地區,全球市場,預測
  • 遊戲主機遊戲包裝銷售額,各地區,全球市場,預測
  • PC遊戲套組銷售額,各地區,全球市場,預測
  • 手持機遊戲包裝銷售額,各地區,全球市場,預測
  • 數位媒體銷售額,各地區,全球市場,預測
  • 遊戲主機數位媒體遊戲銷售額,各地區,全球市場,預測
  • PC遊戲數位媒體遊戲銷售額,各地區,全球市場,預測
  • 手持機數位媒體遊戲銷售額,各地區,全球市場,預測
  • 手機遊戲數位媒體遊戲銷售額,各地區,全球市場,預測
  • 平均遊戲ARPU,各地區,全球市場,預測
  • 遊戲ARPU,各平台,全球市場,預測
  • 遊戲市場佔有率,各供應商,全球市場
  • 遊戲主機市場佔有率,各供應商,全球市場
  • PS4出貨數量,各地區,全球市場
  • Xbox One出貨數量,各地區,全球市場
  • Wii U出貨數量,各地區,全球市場
  • 出貨數量轉變,遊戲主機別,全球市場
  • 擴張及虛擬實境設備出貨數量,不同設備類型,全球市場,預測
  • VR獨立的設備出貨數量,各行業,全球市場,預測
  • VR行動裝置出貨數量,各行業,全球市場,預測
  • VR Tether Device出貨數量,各行業,全球市場,預測
  • AR智慧眼鏡出貨數量,各行業,全球市場,預測
目錄
Product Code: MD-ARVR-101

The gaming market continues to grow at a quickening pace, and with it comes shifts in trends, devices, and market share. Console, PC, and Mobile gaming continue to be the primary platforms, with Mobile expanding rapidly to compete with Console and PC. Developers and publishers across these platforms are reacting to these trends, for better or worse. The primary consoles from Microsoft, Sony, and Nintendo, after seeing a new generation launch in 2012 and 2013, are still growing but are beginning to settle in.

Augmented Reality (AR) and Virtual Reality (VR) are markets that, while not completely novel, are seeing a strong resurgence. Head Mounted Displays (HMDs) are driving the VR market, with devices like the Oculus Rift, Sony's Project Morpheus, and mobile-reliant devices like the Samsung Gear VR, leading the space. These devices will see use most commonly in the gaming market, with other use cases such as video consumption as a secondary usage. AR devices, which overlay information on a user's natural vision, have primarily manifested as Smart Glasses, with pass-through displays and smaller, familiar form factors; new applications, such as in marketing, education, and tourism, will develop and bring new device types to this market as well.

Table of Contents

Tables

  • 1. Total Gaming Market Revenue by Category, World Market, Forecast: 2014 to 2020
  • 2. Total Gaming Market Revenue by Region, World Market, Forecast: 2014 to 2020
  • 3. Physical Media Revenue by Region, World Market, Forecast: 2014 to 2020
  • 4. Packaged Console Gaming Revenue by Region, World Market, Forecast: 2014 to 2020
  • 5. Packaged PC Gaming Revenue by Region, World Market, Forecast: 2014 to 2020
  • 6. Packaged Handheld Gaming Revenue by Region, World Market, Forecast: 2014 to 2020
  • 7. Digital Media Revenue by Region, World Market, Forecast: 2014 to 2020
  • 8. Digital Console Gaming Media Revenue by Region, World Market, Forecast: 2014 to 2020
  • 9. Digital PC Gaming Media Revenue by Region, World Market, Forecast: 2014 to 2020
  • 10. Digital Handheld Gaming Media Revenue by Region, World Market, Forecast: 2014 to 2020
  • 11. Digital Mobile Gaming Media Revenue by Region, World Market, Forecast: 2014 to 2020
  • 12. Average Gaming ARPU by Region, World Market, Forecast: 2014 to 2020
  • 13. Gaming ARPU by Platform, World Market, Forecast: 2014 to 2020
  • 14. Gaming Market Share by Vendor, World Market, 2014
  • 15. Total Console Market Share by Vendor, World Market, 2005 to 2016
  • 16. PS4 Shipments by Region, World Market, 2013 to 2016
  • 17. Xbox One Shipments by Region, World Market, 2013 to 2016
  • 18. Wii U Shipments by Region, World Market, 2012 to 2016
  • 19. Historical Shipments by Console, World Market, 2000 to 2015
  • 20. Consoles by Generation, World Market, 1983 to 2014
  • 21. Consoles: Third Generation, World Market, 1983 to 2014
  • 22. Consoles: Fourth Generation, World Market, 1983 to 2014
  • 23. Consoles: Fifth Generation, World Market, 1983 to 2014
  • 24. Consoles: Sixth Generation, World Market, 1983 to 2014
  • 25. Consoles: Seventh Generation, World Market, 1983 to 2014
  • 26. Consoles: Eighth Generation, World Market, 1983 to 2014
  • 27. Augmented and Virtual Reality Shipments by Device Type, World Market, Forecast: 2014 to 2020
  • 28. VR Standalone Device Shipments by Vertical, World Market, Forecast: 2014 to 2020
  • 29. VR Mobile Device Shipments by Vertical, World Market, Forecast: 2014 to 2020
  • 30. VR Tether Device Shipments by Vertical, World Market, Forecast: 2014 to 2020
  • 31. AR Smart Glasses Shipments by Vertical, World Market, Forecast: 2014 to 2020

Charts

  • 1.Total Gaming Market Revenue by Category, World Market, Forecast: 2014 to 2020
  • 2.Total Gaming Market Revenue by Region, World Market, Forecast: 2014 to 2020
  • 3.Physical Media Revenue by Region, World Market, Forecast: 2014 to 2020
  • 4.Packaged Console Gaming Revenue by Region, World Market, Forecast: 2014 to 2020
  • 5.Packaged PC Gaming Revenue by Region, World Market, Forecast: 2014 to 2020
  • 6.Packaged Handheld Gaming Revenue by Region, World Market, Forecast: 2014 to 2020
  • 7.Digital Media Revenue by Region, World Market, Forecast: 2014 to 2020
  • 8.Digital Console Gaming Media Revenue by Region, World Market, Forecast: 2014 to 2020
  • 9.Digital PC Gaming Media Revenue by Region, World Market, Forecast: 2014 to 2020
  • 10.Digital Handheld Gaming Media Revenue by Region, World Market, Forecast: 2014 to 2020
  • 11.Digital Mobile Gaming Media Revenue by Region, World Market, Forecast: 2014 to 2020
  • 12.Average Gaming ARPU by Region, World Market, Forecast: 2014 to 2020
  • 13.Gaming ARPU by Platform, World Market, Forecast: 2014 to 2020
  • 14.Gaming Market Share by Vendor, World Market, 2014
  • 15.Total Console Market Share by Vendor, World Market, 2005 to 2016
  • 16.PS4 Shipments by Region, World Market, 2013 to 2016
  • 17.Xbox One Shipments by Region, World Market, 2013 to 2016
  • 18.Wii U Shipments by Region, World Market, 2012 to 2016
  • 19.Historical Shipments by Console, World Market, 2000 to 2015
  • 20.Augmented and Virtual Reality Shipments by Device Type, World Market, Forecast: 2014 to 2020
  • 21.VR Standalone Device Shipments by Vertical, World Market, Forecast: 2014 to 2020
  • 22.VR Mobile Device Shipments by Vertical, World Market, Forecast: 2014 to 2020
  • 23.VR Tether Device Shipments by Vertical, World Market, Forecast: 2014 to 2020
  • 24.AR Smart Glasses Shipments by Vertical, World Market, Forecast: 2014 to 2020
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