Cover Image
市場調查報告書

擴增實境 (AR) 、虛擬實境 (VR) : EXcel

Augmented and Virtual Reality (Excel)

出版商 ABI Research 商品編碼 356356
出版日期 內容資訊 英文 34 Tables, 34 Charts
商品交期: 最快1-2個工作天內
價格
如有價格方面的疑問請按下「詢問」鍵來信查詢
Back to Top
擴增實境 (AR) 、虛擬實境 (VR) : EXcel Augmented and Virtual Reality (Excel)
出版日期: 2016年04月14日 內容資訊: 英文 34 Tables, 34 Charts
簡介

本報告以擴增實境 (AR) 、虛擬實境 (VR) 的全球市場為主題,提供各產品、垂直產業、地區的出貨量,安裝基礎及收益的預測等。

目錄

圖表

  • 全球市場的R收益預測:各分類
  • 全球市場的AR收益預測:各垂直產業
  • 全球市場的AR/VR設備出貨量預測:各設備類型
  • 全球市場的AR智慧眼鏡出貨量預測:各垂直產業
  • 全球市場的AR智慧眼鏡的安裝基礎預測:各垂直產業
  • 全球市場的AR智慧眼鏡收益的預測:各垂直產業
  • 全球市場的AR出貨量的預測:顯示器各類型
  • 全球市場的AR智慧眼鏡出貨量的預測:各地區
  • 全球市場的AR智慧眼鏡的安裝基礎預測:各地區
  • 全球市場的VR設備的出貨量預測
  • 全球市場的VR設備的安裝基礎預測:各設備類型
  • 全球市場的VR設備的收益預測:各設備類型
  • 全球市場的VR獨立型設備的出貨量:各垂直產業
  • 全球市場的VR獨立型設備的安裝基礎預測:各垂直產業
  • 全球市場的VR獨立型設備的收益預測:各垂直產業
  • 全球市場的VR行動裝置的出貨量預測:各垂直產業
  • 全球市場的VR行動裝置的安裝基礎預測:各垂直產業
  • 全球市場的VR行動裝置的收益預測:各垂直產業
  • 全球市場的VR Tether的出貨量預測:各垂直產業
  • 全球市場的VR Tether的安裝基礎預測:各垂直產業
  • 全球市場的VR Tether的收益預測:各類型
  • 全球市場的VR獨立型設備的出貨量預測:各地區
  • 全球市場的VR獨立型設備的安裝基礎預測:各地區
  • 全球市場的VR行動裝置的出貨量預測:各地區
  • 全球市場的VR行動裝置的安裝基礎預測:各地區
  • 全球市場的VR Tether的出貨量預測:各地區
  • 全球市場的VR Tether的安裝基礎預測:各地區、其他
目錄
Product Code: MD-ARVR-102

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, HTC Vive, and Sony's PSVR creating a compelling, high-end space, with mobile-reliant devices like the Samsung Gear VR creating a more affordable but still compelling VR opportunity. Gaming and content consumption are prime targets for high-end VR, while low-cost VR experiences such as those through Google Cardboard open up a wealth of possibilities for gaming and video as well as education, marketing, retail, and more. Augmented Reality, which overlays information on a user's natural vision, has 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.

While not at the center of attention, the gaming markets tie in naturally to both AR and VR. Gaming continues to grow at a quickening pace overall, and with it comes to shifts in trends, devices, and market share. Consoles specifically will play an important role in the upcoming VR markets, with Sony PSVR leading the charge. Nintendo's next-generation console is slated for a possible 2016 release and with it, the potential for VR or AR components. Microsoft's recent interest in a more unified Xbox and PC platform could have interesting ramifications when it comes to VR, with a rich, high-end VR ecosystem growing on PC. Potential is not only there for high-end gaming experiences, but more accessible VR gaming through Google Cardboard and mobile-focused games. As mobile devices continue to grow in power, OEMs recognizing VR as a growth path for their mobile business, and mobile gaming's impressive footprint overall, the gaming markets and ARVR will have a synergistic relationship going forward.

Table of Contents

Tables

  • 1. Total AR Market Revenue by Category, World Markets, Forecast: 2014 to 2021
  • 2. Total AR Market Revenue by Vertical, World Markets, Forecast: 2014 to 2021
  • 3. AR / VR Device Shipments by Device Type, World Markets, Forecast: 2014 to 2021
  • 4. AR Smart Glasses Shipments by Vertical, World Markets, Forecast: 2014 to 2021
  • 5. AR Smart Glasses Installed Base by Vertical, World Markets, Forecast: 2014 to 2021
  • 6. AR Smart Glasses Revenue by Vertical, World Markets, Forecast: 2014 to 2021
  • 7. Augmented Reality Shipments by Display Type, World Markets, Forecast: 2014 to 2021
  • 8. AR Smart Glasses Shipments by Region, World Markets, Forecast: 2014 to 2021
  • 9. AR Smart Glasses Installed Base by Region, World Markets, Forecast: 2014 to 2021
  • 10. Virtual Reality Device Shipments by Device Type, World Markets, Forecast: 2014 to 2021
  • 11. Virtual Reality Device Installed Base by Device Type, World Markets, Forecast: 2014 to 2021
  • 12. Virtual Reality Device Revenue by Device Type, World Markets, Forecast: 2014 to 2021
  • 13. VR Standalone Device Shipments by Vertical, World Markets, Forecast: 2014 to 2021
  • 14. VR Standalone Device Installed Base by Vertical, World Markets, Forecast: 2014 to 2021
  • 15. VR Standalone Device Revenue by Vertical, World Markets, Forecast: 2014 to 2021
  • 16. VR Mobile Device Shipments by Vertical, World Markets, Forecast: 2014 to 2021
  • 17. VR Mobile Device Installed Base by Vertical, World Markets, Forecast: 2014 to 2021
  • 18. VR Mobile Device Revenue by Vertical, World Markets, Forecast: 2014 to 2021
  • 19. VR Tether Device Shipments by Vertical, World Markets, Forecast: 2014 to 2021
  • 20. VR Tether Device Installed Base by Vertical, World Markets, Forecast: 2014 to 2021
  • 21. VR Tether Device Revenue by Device Type, World Markets, Forecast: 2014 to 2021
  • 22. VR Standalone Device Shipments by Region, World Markets, Forecast: 2014 to 2021
  • 23. VR Standalone Device Installed Base by Region, World Markets, Forecast: 2014 to 2021
  • 24. VR Mobile Device Shipments by Region, World Markets, Forecast: 2014 to 2021
  • 25. VR Mobile Device Installed Base by Region, World Markets, Forecast: 2014 to 2021
  • 26. VR Tether Device Shipments by Region, World Markets, Forecast: 2014 to 2021
  • 27. VR Tether Device Installed Base by Region, World Markets, Forecast: 2014 to 2021
  • 28. Quarterly and Annual Console Shipments by Console Type, World Markets, 2010 to 2015
  • 29. PS4 Shipments by Region, World Markets, 2013 to 2015
  • 30. Xbox One Shipments by Region, World Markets, 2013 to 2015
  • 31. Wii U Shipments by Region, World Markets, 2013 to 2015
  • 32. Historical Shipments by Console, World Markets, 2000 to 2015
  • 33. Consoles Shipments by Generation, World Markets, 1983 to 2012
  • 34. Total Gaming Market Revenue by Category, World Markets, Forecast: 2014 to 2021
Back to Top