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市場調查報告書

虛擬實境 (VR) 的全球市場

Virtual Reality (VR)

出版商 Global Industry Analysts, Inc. 商品編碼 248916
出版日期 內容資訊 英文 289 Pages
商品交期: 最快1-2個工作天內
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虛擬實境 (VR) 的全球市場 Virtual Reality (VR)
出版日期: 2016年02月01日 內容資訊: 英文 289 Pages
簡介

本報告詳查虛擬實境 (VR) 的全球市場,提供您美國,加拿大,日本,歐洲,亞太地區,及其他地區之各個地區市場綜合性的市場資料與詳細分析。

第1章 序論,調查方法及產品定義

  • 調查可信度及報告的限制
  • 免責事項
  • 資料的解釋及報告水準
  • 產品定義及調查範圍

第2章 摘要整理

  • 產業概要
    • 身臨其境型數位環境的時代:虛擬實境的商務化關注提升基礎
    • VR的第一波發表訓練用,模擬用,以及遊戲用工具上VR的威力
    • VR的第二波放出通訊用系統/介面上VR的威力
    • VR市場迎向收穫期
    • 從虛構的概念溯尋到數十億美元規模的市場機會─虛擬實境市場進化之道
    • VR概念的研究業務開始追溯到1950年代
    • 1980年代及90年代-初期的商用化措施
    • 21世紀─開發確立商用性的產品
    • 投資方案:風險資本家準備好投入VR巨大趨勢
    • 2014年Facebook公司收購Oculus公司吸引了企業及創業投資將洪水般的資金投入VR產業
    • 基於主要的統計資料調查結果闡明VR及AR市場的投資方案
    • 群眾集資─來自民間重要的資金籌措源
    • 闡明虛擬實境市場專利及智慧財產權情形
    • 價值鏈的整體參與企業向虛擬實境市場投入莫大投資
    • VR價值鏈的主要加入企業概況
    • 對象市場演進
    • 虛擬實境·解決方案─歷經數年目標市場的演進
    • 市場展望
  • 值得注意的趨勢及推動市場成長要素
    • 活用行動裝置的VR體驗推動一般消費者市場初期的VR引進趨勢
    • 智慧型手機銷售的擴大─重要的推動市場成長要素
    • PC和主機用戶的VR體驗帶來中長期性龐大的收益
    • HMD (頭戴式顯示器)在VR領域成為高利益設備市場
    • Google Cardboard計劃是否毀了VR HMD的商務機會?
    • 娛樂用及遊戲用的HMD成為銷路佳商品
    • 應用程式生態系統的演進─促使VR市場成長的要件
    • 應用程式商店 ─促使VR劇增的破壞力
    • 獨立型開發人員決心突破,同時主要的各工作室公司則嚴陣以待
    • VR市場上一般消費者領域佔據大半
    • 娛樂用途─VR的重要收益來源
    • VRgaming─作為收益來源是具有莫大未來性的市場
    • 以後數年將加入一般消費者取向以外的商業用途
    • 航太及國防產業─重視VR的另一個主要終端用戶產業部門
    • 醫療領域的VR─具有巨大市場成長機會的新興市場
    • 完全身臨其境型VR體驗推動VR解決方案新的市場機會
    • 設備成本的降低─為求成功的重要考驗
    • 開放原始碼·平台享受著來自市場的利益
    • 先進國家市場領導市場前線,以及新興國家市場帶動未來的成長
    • 課題和難題
    • 未解決的技術課題-主要的顧慮事項
    • 雖然出現相對較低價的模式,但成本依然是重要的課題
    • 對象市場上的認知度以及普及率低
  • 產品概要
    • 虛擬實境 - 序論
    • 虛擬實境的類別
    • 完全身臨其境型
    • 非身臨其境型
    • 共同型
    • 網站型
    • 虛擬實境·解決方案
    • 頭戴式顯示器 (HMD)
    • 身臨其境型房間
    • 感測器手套
    • wand
    • 虛擬實境的應用
    • 遊戲及娛樂
    • 醫療
    • 工業設計及建築
    • 教育
    • 科學性視覺化
  • 新產品
  • 最近的產業趨勢
  • 全球主要企業
    • Avegant Corp. (美國)
    • Barco N.V (比利時)
    • CyberGlove Systems LLC (美國)
    • DeepStream VR (美國)
    • EON Reality Inc. (美國)
    • Google Inc. (美國)
    • Kopin Corporation, Inc. (美國)
    • Leap Motion, Inc. (美國)
    • Oculus VR, LLC (美國)
    • Qualcomm, Inc. (美國)
    • Rockwell Collins (美國)
    • Samsung Electronics (韓國)
    • Sensics, Inc. (美國)
    • Sixense Entertainment, Inc. (美國)
    • SONY株式會社 (日本)
    • Total Immersion (法國)
    • Virtalis Limited (英國)
    • VirtaMed AG (瑞士)
    • Vuzix Corporation (美國)
    • WorldViz (美國)
  • 全球市場預測

第3章 地區市場詳細內容

  • 美國
    • 市場分析
    • 市場預測
  • 加拿大
  • 日本
  • 歐洲
    • 法國
    • 德國
    • 義大利
    • 英國
    • 其他的歐洲各國
  • 亞太地區
  • 其他的地區

第4章 市場競爭情形

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目錄
Product Code: MCP-7969

This report analyzes the worldwide markets for Virtual Reality (VR) in US$ Thousand. The report provides separate comprehensive analytics for the US, Canada, Japan, Europe, Asia-Pacific, and Rest of World. Annual estimates and forecasts are provided for the period 2015 through 2020. Market data and analytics are derived from primary and secondary research. Company profiles are primarily based on public domain information including company URLs. The report profiles 125 companies including many key and niche players such as -

Avegant Corp.
Barco N.V
CyberGlove Systems LLC
DeepStream VR
EON Reality Inc.

Table of Contents

I. INTRODUCTION, METHODOLOGY & PRODUCT DEFINITIONS

  • Study Reliability and Reporting Limitations
  • Disclaimers
  • Data Interpretation & Reporting Level
    • Quantitative Techniques & Analytics
  • Product Definitions and Scope of Study

II. EXECUTIVE SUMMARY

1. INDUSTRY OVERVIEW

  • Age of Digital Immersion: The Foundation for the Growing Business Interest in Virtual Reality
  • The First Wave of VR Unleashes the Power of VR as a Training, Simulation & Gaming Tool
  • The Second Wave of VR Will Unleash VR as a Communication System/Interface
  • The VR Market Ripe for Picking
  • From a Fictional Concept to a Multi-Billion Dollar Opportunity - Tracing the Evolutionary Path of Virtual Reality Market
  • Research Work on VR Concepts Traces Back to 1950s
  • 1980s & the 90s - Early Commercialization Efforts
  • Into the 21st Century - Product Developments for Achieving Commercial Viability
    • Development of Prototype Oculus Rift HMD in 2012 - A Major Breakthrough in VR
    • More Device Prototypes Come Up in 2014
    • Companies Keep Up the Tempo with New Product Developments in 2015
    • Samsung Gear VR Makes Commercial Entry - The First Modern Day Commercial VR Device in the Market
    • With Many Big Ticket Releases Planned, 2016 to be a 'Watershed' Year for Commercial VR Products
  • Investments Scenario: Venture Capitalists Get Ready to Surf the Giant VR Wave
  • Facebook's Acquisition of Oculus in 2014 Brings Flood of Corporate & Venture Capital Investments into the VR Industry
  • Key Statistical Findings Highlighting Investment Scenario in VR & AR Market
    • Table 1: Investment Landscape in VR/AR Industry - Quarterly Breakdown of Value of Investments (in US$ Million) Injected into the VR/AR Industry for Years 2012 through 2015 (includes corresponding Graph/Chart)
    • Table 2: Investment Landscape in VR/AR Industry - Number of Investment Deals Signed Annually in the VR/AR Industry for Years 2012 through 2015 (includes corresponding Graph/Chart)
    • Table 3: Investment Landscape in VR/AR Industry - Percentage Share Breakdown of Number of Funding Deals Registered by Investment Stage for 2015 (includes corresponding Graph/Chart)
    • Table 4: Investment Landscape in VR/AR Industry - Percentage Share Breakdown of Value of Investments Injected by Investment Area for Period 2012-2015 (includes corresponding Graph/Chart)
  • Crowdfunding - A Key Private Funding Source
  • Dissecting the Patent & IP Landscape in the Virtual Reality Market
    • Table 5: Patent Distribution Scenario in Virtual Reality Market: Percentage Share Breakdown of Number of Patents Filed over Last Two Decades by Application (includes corresponding Graph/Chart)
    • Table 6: Leading Patent Assignees for VR as of 2014 (includes corresponding Graph/Chart)
  • Participants across the Value Chain Bet Big on Virtual Reality Market
  • VR Value Chain Participants at a Glance:
  • Evolution of Target Markets
  • Virtual Reality Solutions - Evolution of Target Markets Over the Years
  • Market Outlook

2. NOTEWORTHY TRENDS & GROWTH DRIVERS

  • Mobile Device Based VR Experience to Drive Initial VR Adoption Wave in Consumer Market
  • Growing Smartphone Sales - Key Growth Driver
    • Table 7: Spiraling Sales of Smartphones Provides the Launch Pad for VR Technology Proliferation: Breakdown of Global Sales of Smartphones (In 000 Units) by Geographic Region for the Years 2015 & 2020 (includes corresponding Graph/Chart)
    • Table 8: Growing Smartphone Penetration to Fuel Future Gains in the VR Market: Breakdown of Smartphone Penetration Rate (In %) by Select Country for the Year 2014
  • PC & Console Based VR Experience to Drive Massive Revenue Inflow in Medium to Long Term
  • HMDs to Be Lucrative Device Market for VR
  • Will Google Cardboard Project Dent Opportunities for VR HMDs?
  • HMDs for Entertainment & Gaming Applications to be Hot Selling Products
  • Evolution of App Ecosystem - Must for Growth in VR Market
    • Table 9: Global VR Apps Eco-System (2015): %Share of VR Content Available by Device Platform (includes corresponding Graph/Chart)
  • Application Stores - The Disruptive Force that can Drive Rapid Proliferation of VR
    • Table 10: Global Mobile App Stores Market (2014): Percentage Share Breakdown of Number of Apps Downloaded by App Store Type Baidu, Google Playstore, iOS, and Others (includes corresponding Graph/Chart)
    • Table 11: Global Mobile App Stores Market (2014): Percentage Share Breakdown of App Store Revenue by App Store Type - Google Playstore, iOS, and Others (includes corresponding Graph/Chart)
  • Independent Developers Take the Plunge while Major Studios Wait to Follow
    • Best Apps for Google Cardboard
    • Best Apps for Gear VR
  • Consumer Segment Dominates VR Market
  • Entertainment Applications - Key Revenue Contributor for VR
  • VR Gaming - Market Laden with Tremendous Potential for Revenue Generation
    • Table 12: US Gamers Interest in VR: Percentage of Individuals Across Age Groups Against by their Willing to Commit on Devices (includes corresponding Graph/Chart)
    • Table 13: US Gamer Interest by VR Games Genre (2015): Percentage Number of US Individuals against their Preferred Genre of Game (includes corresponding Graph/Chart)
    • Table 14: VR Solutions Market in Gaming Sector (2015 & 2018): Percentage Share Breakdown of Revenue by Device Platforms (includes corresponding Graph/Chart)
    • Table 15: VR Solutions Market in Gaming Sector (2016E): Estimated Percentage Share Breakdown of Number of VR Game Users by Device Platforms (includes corresponding Graph/Chart)
  • Non-Consumer Commercial Applications to Add New Revenue Opportunities for VR in Coming Years
    • Table 16: Interest in Non-Gaming VR Content (2015): Percentage Number of US Individuals against their Preference for Non-Gaming VR Content (includes corresponding Graph/Chart)
  • Aerospace & Defense Sector - Another Key End-Use Area in Focus for VR
  • VR in Healthcare - An Emerging Market with Massive Opportunity for Growth
    • Healthcare End-Use Applications of VR in a Snapshot
    • Why does the Healthcare Sector Need VR Technology?
    • Growth Drivers in a Nutshell
    • Table 17: Global Healthcare IT Market (2013): Percentage Share Breakdown of Spending by Sector (includes corresponding Graph/Chart)
  • Fully Immersive VR Experience to Drive More Opportunities for VR Solutions
  • Reduction in Cost of Device - Key Crucible for Success
  • Open Source Platforms Look to Benefit from the Market
  • Developed Markets Lead from the Front while Developing Markets to Drive Future Growth
  • Issues & Challenges
  • Yet to be Resolved Technology Issues - A Major Concern
    • Low Resolution of HMDs
    • Performance Issues from Display Latency of VR Devices
    • Massive Size of HMDs
    • Non-Compatibility with Other Devices
    • Need for Systems with High End Configuration & its Cost Implications
    • Maintaining Consistent Video Quality - A Major Technology Challenge
    • Data Storage - A Critical But Often Ignored VR Function
  • Despite Emergence of New Relatively Inexpensive Model - Cost Continues to Remain a Major Issue
  • Lack of Awareness & Penetration in Addressable Markets

3. PRODUCT OVERVIEW

  • Virtual Reality - Introduction
  • Types of Virtual Reality
  • Fully Immersive
  • Non-Immersive
  • Collaborative
  • Web-Based
  • Virtual Reality Solutions
  • Head-Mounted Display (HMD)
  • Immersive Rooms
  • Sensory Gloves
  • Wands
  • Applications of virtual reality
  • Games and Entertainment
  • Medicine
  • Industrial Design and Architecture
  • Education
  • Scientific Visualization

4. PRODUCT LAUNCHES

  • Kopin Introduces Vista VR Series of Micro Displays for VR Market Applications
  • Sony and Oculus Set to Introduce VR Device Platforms
  • Oculus Rolls Out Commercial Variant of Oculus Rift VR Headset Device Platform
  • Tommy Hilfiger Unveils VR Headsets for Customers
  • Hulu Set to Introduce Virtual Reality App
  • Samsung Set to Introduce Gear VR in the Consumer Market
  • Sony Set for 2016 Launch of VR Headsets in Consumer Market
  • DIRECTV Introduces Big Knockout Boxing (BKB) VR App
  • Nokia Introduces Innovative Spherical VR Capable Camera for Creating 3D Movies
  • HTC Introduces Re Vive VR Headset
  • HomeLane Introduces Kaleido VR Device
  • CamSoda Introduces Interactive VR Platform
  • Microsoft Introduces HoloLens Device Platform
  • Jaunt Inaugurates Own Movie Studio
  • Marriot Rolls Out Pilot VR Experience Program
  • OnePlus Unveils Light VR Headset
  • Cirque du Soleil Launches Virtual Reality Experience of the Show Kurios
  • IC Real Tech Launches IC720 360x360 Video Camera with All Round Vision Capabilities
  • zSpace Unveils VR Experience for Personal Computer Platform
  • Lexus Offers Customers With VR App to Experience Some of the Fastest Cars Worldwide
  • Samsung Introduces Gear VR Device Platform
  • Steam Unveils Beta User Interface Customized to Support VR Devices
  • Atlantic Productions Inaugurates Alchemy VR Entertainment Studio
  • EON Reality Inc Unveils EON Experience Portal
  • Carl Zeiss Forays into VR Headset Market with VR One Platform
  • DIRTT Unveils Oculus Rift Based ICE(r) VR Experience
  • Oculus Unveils Oculus Rift Concept

5. RECENT INDUSTRY ACTIVITY

  • GoPro Agrees to Buy Spherical Media and Virtual Reality Company - Kolor
  • Sony Successfully Concludes SoftKinetic Acquisition
  • Apple Closes Acquisition of Metaio
  • Apple Acquires Faceshift
  • Facebook Acquires Surreal Vision
  • LearnBrite Buys Out Cerritos
  • Microsoft Successfully Closes Havok Acquisition
  • HTC Buys Stake in WEVR Virtual Reality Platform
  • Blippar Successfully Closes Acquisition of Binocular
  • Nokia to Foray into Virtual Reality Market
  • Jaunt Partners with 3Mersiv for its Jaunt Studios Venture
  • Next Galaxy Corp. Enters into Partnership with VR HealthNet
  • Microsoft Enters into Partnership with Oculus to Market Xbox One Controller bundled with Oculus Rift Platform
  • Samsung and Marvel Partner to Create Avenger Themed VR- Experience for Galaxy S6 Phone Devices
  • Google Partners with GoPro to Make VR videos Available on Youtube
  • GroupM Partners with Happy Finish to Develop Immersive Virtual Reality Based Creative Solutions
  • Razer Rolls Out Upgraded OSVR Platform Featuring Full HD OLED Display
  • The Virtual Reality Company (VRC) Partners with Ion Virtual Technology Corporation (IonVR)
  • Maximum Games Partners with Untold Games for Development of 'Loading Human' Virtual Reality Based Action/Adventure Game
  • Facebook Successfully Acquires Oculus
  • Google Ventures Acquires Stake in VR Technology Startup Jaunt
  • Oculus and Unity Technologies to Further Deepen Strategic Ties
  • CSM Brazil in Partnership with EON Reality to Introduce Interactive Virtual Reality Soccer Game
  • Fleetway Inc Inks Partnership Agreement with Virtalis

6. FOCUS ON SELECT PLAYERS

  • Avegant Corp. (US)
  • Barco N.V (Belgium)
  • CyberGlove Systems LLC (US)
  • DeepStream VR (US)
  • EON Reality Inc. (US)
  • Google Inc. (US)
  • Kopin Corporation, Inc. (US)
  • Leap Motion, Inc. (US)
  • Oculus VR, LLC (US)
  • Qualcomm, Inc. (US)
  • Rockwell Collins (US)
  • Samsung Electronics (South Korea)
  • Sensics, Inc. (US)
  • Sixense Entertainment, Inc. (US)
  • Sony Corporation (Japan)
  • Total Immersion (France)
  • Virtalis Limited (UK)
  • VirtaMed AG (Switzerland)
  • Vuzix Corporation (US)
  • WorldViz (US)

7. GLOBAL MARKET PERSPECTIVE

    • Table 18: World Recent Past, Current & Future Analysis for Virtual Reality by Geographic Region - US, Canada, Japan, Europe, Asia-Pacific and Rest of World Markets Independently Analyzed with Annual Revenues in US$ Thousand for Years 2015 through 2020 (includes corresponding Graph/Chart)
    • Table 19: World 6-Year Perspective for Virtual Reality by Geographic Region - Percentage Breakdown of Revenues for US, Canada, Japan, Europe, Asia-Pacific and Rest of World Markets for Years 2015 & 2020 (includes corresponding Graph/Chart)
    • Table 20: World Recent Past, Current & Future Analysis for Virtual Reality in Consumer Sector by Geographic Region - US, Canada, Japan, Europe, Asia-Pacific and Rest of World Markets Independently Analyzed with Annual Revenues in US$ Thousand for Years 2015 through 2020 (includes corresponding Graph/Chart)
    • Table 21: World 6-Year Perspective for Virtual Reality in Consumer Sector by Geographic Region - Percentage Breakdown of Revenues for US, Canada, Japan, Europe, Asia-Pacific and Rest of World Markets for Years 2015 & 2020 (includes corresponding Graph/Chart)
    • Table 22: World Recent Past, Current & Future Analysis for Virtual Reality in Consumer Sector by Type - Software and Hardware Markets Independently Analyzed with Annual Revenues in US$ Thousand for Years 2015 through 2020 (includes corresponding Graph/Chart)
    • Table 23: World 6-Year Perspective for Virtual Reality in Consumer Sector by Type - Percentage Breakdown of Revenues for Software and Hardware Markets for Years 2015 & 2020 (includes corresponding Graph/Chart)
    • Table 24: World Recent Past, Current & Future Analysis for Virtual Reality in Commercial Sector by Geographic Region - US, Canada, Japan, Europe, Asia-Pacific and Rest of World Markets Independently Analyzed with Annual Revenues in US$ Thousand for Years 2015 through 2020 (includes corresponding Graph/Chart)
    • Table 25: World 6-Year Perspective for Virtual Reality in Commercial Sector by Geographic Region - Percentage Breakdown of Revenues for US, Canada, Japan, Europe, Asia-Pacific and Rest of World Markets for Years 2015 & 2020 (includes corresponding Graph/Chart)
    • Table 26: World Recent Past, Current & Future Analysis for Virtual Reality in Commercial Sector by Type - Software and Hardware Markets Independently Analyzed with Annual Revenues in US$ Thousand for Years 2015 through 2020 (includes corresponding Graph/Chart)
    • Table 27: World 6-Year Perspective for Virtual Reality in Commercial Sector by Type - Percentage Breakdown of Revenues for Software and Hardware Markets for Years 2015 & 2020 (includes corresponding Graph/Chart)

III. MARKET

1. THE UNITED STATES

  • A. Market Analysis
    • Outlook
    • Smartphone Penetration: Foundation for Mobile VR Market Growth
    • Table 28: US Mobile Phones Market (2015E): Breakdown of New Mobile Phone Sales by Type of Phone - Smartphone & Feature Phones (includes corresponding Graph/Chart)
    • Table 29: Smartphone & Mobile Internet Penetration as a Percentage of Total Mobile Users in the US: 2014 (includes corresponding Graph/Chart)
    • Product Launches
    • Strategic Corpotare Developments
    • Select Key Players
  • B. Market Analytics
    • Table 30: US Recent Past, Current & Future Analysis for Virtual Reality by End-Use Sector - Consumer and Commercial Markets Independently Analyzed with Annual Revenues in US$ Thousand for Years 2015 through 2020 (includes corresponding Graph/Chart)
    • Table 31: US 6-Year Perspective for Virtual Reality by End-Use Sector - Percentage Breakdown of Revenues for Consumer and Commercial Markets for Years 2015 & 2020 (includes corresponding Graph/Chart)

2. CANADA

  • A. Market Analysis
    • Outlook
    • Product Launch
  • B. Market Analytics
    • Table 32: Canadian Recent Past, Current & Future Analysis for Virtual Reality by End-Use Sector - Consumer and Commercial Markets Independently Analyzed with Annual Revenues in US$ Thousand for Years 2015 through 2020 (includes corresponding Graph/Chart)
    • Table 33: Canadian 6-Year Perspective for Virtual Reality by End-Use Sector - Percentage Breakdown of Revenues for Consumer and Commercial Markets for Years 2015 & 2020 (includes corresponding Graph/Chart)

3. JAPAN

  • A. Market Analysis
    • Outlook
    • Product Launches
    • Select Key Player
  • B. Market Analytics
    • Table 34: Japanese Recent Past, Current & Future Analysis for Virtual Reality by End-Use Sector - Consumer and Commercial Markets Independently Analyzed with Annual Revenues in US$ Thousand for Years 2015 through 2020 (includes corresponding Graph/Chart)
    • Table 35: Japanese 6-Year Perspective for Virtual Reality by End-Use Sector - Percentage Breakdown of Revenues for Consumer and Commercial Markets for Years 2015 & 2020 (includes corresponding Graph/Chart)

4. EUROPE

  • A. Market Analysis
    • Outlook
  • B. Market Analytics
    • Table 36: European Recent Past, Current & Future Analysis for Virtual Reality by Region - France, Germany, Italy, UK, and Rest of Europe Markets Independently Analyzed with Annual Revenue Figures in US$ Thousand for Years 2015 through 2020 (includes corresponding Graph/Chart)
    • Table 37: European 6-Year Perspective for Virtual Reality by Region - Percentage Breakdown of Revenues for France, Germany, Italy, UK, and Rest of Europe Markets for Years 2015 and 2020 (includes corresponding Graph/Chart)
    • Table 38: European Recent Past, Current & Future Analysis for Virtual Reality by End-Use Sector - Consumer and Commercial Markets Independently Analyzed with Annual Revenues in US$ Thousand for Years 2015 through 2020 (includes corresponding Graph/Chart)
    • Table 39: European 6-Year Perspective for Virtual Reality by End-Use Sector - Percentage Breakdown of Revenues for Consumer and Commercial Markets for Years 2015 & 2020 (includes corresponding Graph/Chart)

4a. FRANCE

  • A. Market Analysis
    • Outlook
    • Select Key Player
  • B. Market Analytics
    • Table 40: French Recent Past, Current & Future Analysis for Virtual Reality by End-Use Sector - Consumer and Commercial Markets Independently Analyzed with Annual Revenues in US$ Thousand for Years 2015 through 2020 (includes corresponding Graph/Chart)
    • Table 41: French 6-Year Perspective for Virtual Reality by End-Use Sector - Percentage Breakdown of Revenues for Consumer and Commercial Markets for Years 2015 & 2020 (includes corresponding Graph/Chart)

4b. GERMANY

  • A. Market Analysis
    • Outlook
    • Product Launch
    • Strategic Corporate Development
  • B. Market Analytics
    • Table 42: German Recent Past, Current & Future Analysis for Virtual Reality by End-Use Sector - Consumer and Commercial Markets Independently Analyzed with Annual Revenues in US$ Thousand for Years 2015 through 2020 (includes corresponding Graph/Chart)
    • Table 43: German 6-Year Perspective for Virtual Reality by End-Use Sector - Percentage Breakdown of Revenues for Consumer and Commercial Markets for Years 2015 & 2020 (includes corresponding Graph/Chart)

4c. ITALY

  • A. Market Analysis
    • Outlook
  • B. Market Analytics
    • Table 44: Italian Recent Past, Current & Future Analysis for Virtual Reality by End-Use Sector - Consumer and Commercial Markets Independently Analyzed with Annual Revenues in US$ Thousand for Years 2015 through 2020 (includes corresponding Graph/Chart)
    • Table 45: Italian 6-Year Perspective for Virtual Reality by End-Use Sector - Percentage Breakdown of Revenues for Consumer and Commercial Markets for Years 2015 & 2020 (includes corresponding Graph/Chart)

4d. UNITED KINGDOM

  • A. Market Analysis
    • Outlook
    • Product Launches
    • Strategic Corporate Developments
    • Select Key Player
  • B. Market Analytics
    • Table 46: United Kingdom Recent Past, Current & Future Analysis for Virtual Reality by End-Use Sector - Consumer and Commercial Markets Independently Analyzed with Annual Revenues in US$ Thousand for Years 2015 through 2020 (includes corresponding Graph/Chart)
    • Table 47: United Kingdom 6-Year Perspective for Virtual Reality by End-Use Sector - Percentage Breakdown of Revenues for Consumer and Commercial Markets for Years 2015 & 2020 (includes corresponding Graph/Chart)

4e. REST OF EUROPE

  • A. Market Analysis
    • Outlook
    • Product Launch
    • Strategic Corporate Developments
    • Select Key Players
  • B. Market Analytics
    • Table 48: Rest of Europe Recent Past, Current & Future Analysis for Virtual Reality by End-Use Sector - Consumer and Commercial Markets Independently Analyzed with Annual Revenues in US$ Thousand for Years 2015 through 2020 (includes corresponding Graph/Chart)
    • Table 49: Rest of Europe 6-Year Perspective for Virtual Reality by End-Use Sector - Percentage Breakdown of Revenues for Consumer and Commercial Markets for Years 2015 & 2020 (includes corresponding Graph/Chart)

5. ASIA-PACIFIC

  • A. Market Analysis
    • Outlook
    • Huge Mobile User Base in China to Spur Demand for Smartphone Enabled VR Applications and Services
    • Table 50: Top 10 Countries Worldwide with Active Mobile Subscriptions (in Millions): 2014 (includes corresponding Graph/Chart)
    • India & China: Two Countries with the Largest Young Population Offer Significant Opportunities
    • Table 51: Ten Largest Populated Countries Worldwide (July 2013): Total Population (in Millions) by Age Group 0-14 Years, 15-44 Years, 45-64 Years, and 65+ Years for China, India, USA, Indonesia, Brazil, Pakistan, Nigeria, Bangladesh, Russia and Japan (includes corresponding Graph/Chart)
    • Product Launches
    • Key Player
  • B. Market Analytics
    • Table 52: Asia-Pacific Recent Past, Current & Future Analysis for Virtual Reality by End-Use Sector - Consumer and Commercial Markets Independently Analyzed with Annual Revenues in US$ Thousand for Years 2015 through 2020 (includes corresponding Graph/Chart)
    • Table 53: Asia-Pacific 6-Year Perspective for Virtual Reality by End-Use Sector - Percentage Breakdown of Revenues for Consumer and Commercial Markets for Years 2015 & 2020 (includes corresponding Graph/Chart)

6. REST OF WORLD

  • A. Market Analysis
    • Outlook
    • Strategic Corporate Development
  • B. Market Analytics
    • Table 54: Rest of World Recent Past, Current & Future Analysis for Virtual Reality by End-Use Sector - Consumer and Commercial Markets Independently Analyzed with Annual Revenues in US$ Thousand for Years 2015 through 2020 (includes corresponding Graph/Chart)
    • Table 55: Rest of World 6-Year Perspective for Virtual Reality by End-Use Sector - Percentage Breakdown of Revenues for Consumer and Commercial Markets for Years 2015 & 2020 (includes corresponding Graph/Chart)

COMPETITIVE LANDSCAPE

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