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市場調查報告書

全球AR、VR硬體設備市場預測:2016年∼2020年

Worldwide Augmented and Virtual Reality Hardware Forecast Update, 2016-2020: December 2016

出版商 IDC 商品編碼 355951
出版日期 內容資訊 英文 15 Pages
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全球AR、VR硬體設備市場預測:2016年∼2020年 Worldwide Augmented and Virtual Reality Hardware Forecast Update, 2016-2020: December 2016
出版日期: 2017年01月13日 內容資訊: 英文 15 Pages
簡介

全球主要市場上擴增實境 (AR) 、虛擬實境 (VR) 硬體設備整體出貨台數,2015年∼2020年預計以186.1%的年複合成長率 (CAGR) 成長。

本報告提供全球AR、VR硬體設備市場相關調查分析,最新的市場預測相關的系統性資訊。

IDC的市場預測值

摘要整理

技術供應商的建議

市場預測

  • VR螢幕無放映裝置
  • VR網路共享HMD
  • VR獨立的HMD
  • AR網路共享HMD
  • AR獨立的HMD

市場背景

  • 推動因素及阻礙因素
    • 推動因素
    • 阻礙因素
  • 重要的市場趨勢
  • 上次預測後的變更

市場定義

調查手法

相關調查

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目錄
Product Code: US42205116
This IDC study forecasts VR and AR in three major hardware buckets. The first is screenless viewers, which straps a smartphone screen to a person's face. The second is tethered head-mounted displays (HMDs), which connect to general-purpose compute device such as a smartphone, PC, or console. The third is standalone HMDs, which have the necessary compute power integrated into the display or attached to it. Each of these categories will have a role to play in growth of the broader AR/VR market."Virtual reality's move to the mainstream got off to a rocky start in 2016 with some key product delays, challenges with related products such as Samsung's smartphone recall, and limited software availability beyond a few key categories such as gaming," says Tom Mainelli, IDC's VP for Devices and AR/VR. "The industry has addressed most of these early hardware challenges, and VR is set to see strong growth in 2017. Augmented reality hardware, on the other hand, will take longer to mature, but we fundamentally believe that AR represents a much bigger opportunity in the long term."

IDC Market Forecast Figure

Executive Summary

Advice for Technology Suppliers

Market Forecast

  • VR Screenless Viewers
  • VR Tethered HMDs
  • VR Standalone HMDs
  • Regional Splits
  • Commercial Versus Consumer
  • AR Tethered HMDs
  • AR Standalone HMDs
  • Regional Splits
  • Commercial Versus Consumer

Market Context

  • Drivers and Inhibitors
    • Drivers
      • Maturing Graphics and Screen Technologies
      • Consumer and Commercial Interest
    • Inhibitors
      • High Cost of Hardware
      • Immature Software and Services Offerings
      • Unknown Issues Around Physical Impact of AR/VR on Users
  • Significant Market Developments
    • VR Developments
    • AR Developments
  • Changes from Prior Forecast

Market Definition

Methodology

Related Research

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