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市場調查報告書

全球遊戲市場上虛擬現實 :2016∼2020年

Global Virtual Reality in Gaming Market 2016-2020

出版商 TechNavio (Infiniti Research Ltd.) 商品編碼 335173
出版日期 內容資訊 英文 66 Pages
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全球遊戲市場上虛擬現實 :2016∼2020年 Global Virtual Reality in Gaming Market 2016-2020
出版日期: 2016年12月12日 內容資訊: 英文 66 Pages
簡介

透過虛擬現實(VR)技術的整合,PC遊戲的用戶能品味像實際體驗般的感覺。許多供應商將著VR技術納入自家公司的頭戴裝置產品。然而,關於在PC遊戲用途使用的VR技術硬體設備上也有限制。為了高頻寬必要條件,無線技術未考慮為可能實現的選項。遊戲市場上虛擬現實的全球市場,預計2016年∼2020年以84.4%的年複合成長率成長。

本報告提供全球遊戲市場上虛擬現實的目前方案和成長的展望,以專家意見為基礎的市場分析,主要供應商分析等。

第1章 摘要整理

第2章 調查範圍

  • 市場概要
  • 主要產品

第3章 市場調查手法

  • 調查手法
  • 經濟指標

第4章 簡介

  • 市場概要
  • VR

第5章 全球遊戲市場

  • 市場區隔:各應用
  • TV用主機
  • 許多人同時參加型線上遊戲(MMOs)
  • 智慧型手機
  • 休閒網站遊戲
  • 箱PC
  • 平板電腦
  • 手機用遊戲主機

第6章 全球VR頭戴裝置市場

第7章 市場形勢

  • 市場規模與預測
  • 波特的五力分析

第8章 市場區隔:各零件

  • 市場區隔:各零件
  • 硬體設備部門
  • 軟體部門

第9章 市場區隔:各兼容性

  • 各PC
  • 各遊戲主機
  • 各行動設備

第10章 地理位置區分

  • 市場區隔:各地理
  • 南北美洲
  • 歐洲、中東、非洲
  • 亞太地區

第11章 促進要素與其影響

  • 認識的急速擴大
  • 手機遊戲市場成長
  • VR零組件的ASP的減少
  • 資金籌措的增加

第12章 促進要素的影響

第13章 課題

  • 健康相關問題
  • VR內容的不足
  • 硬體設備和軟體的限制

第14章 促進要素與課題的影響

第15章 市場趨勢

  • VRD的引進
  • 360度相機越來越受歡迎
  • VR頭戴裝置導入深度感測相機

第16章 業者情勢

  • 競爭模式
  • 業者情勢

第17章 附錄

  • 簡稱集

第18章 關於Technavio

圖表

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目錄
Product Code: IRTNTR11085

About VR in Gaming

PC gaming can provide an immersive gaming experience to the users, with the integration of VR technology. Many vendors are integrating VR technology in their headsets. For instance, Oculus VR developed a headset in 2016 called the Oculus Rift. It is used for PC gaming like Elite Dangerous, in which virtual hands through the virtual controllers react while controlling certain movements. However, there are some VR hardware limitations with respect to using VR for PC gaming purposes. Due to high bandwidth requirements, the wireless technologies are not considered as a feasible option.

Technavio's analysts forecast the global VR in gaming market to grow at a CAGR of 84.4% during the period 2016-2020.

Covered in this report

The report covers the present scenario and the growth prospects of the global VR in gaming market for 2016-2020. To calculate the market size, the report considers the revenue generated from the shipments of VR devices for gaming.

The market is divided into the following segments based on geography:

  • Americas
  • APAC
  • EMEA

Technavio's report, Global VR in Gaming Market 2016-2020, has been prepared based on an in-depth market analysis with inputs from industry experts. The report covers the market landscape and its growth prospects over the coming years. The report also includes a discussion of the key vendors operating in this market.

Key vendors

  • Fove
  • Google
  • HTC
  • Oculus VR
  • Razer
  • Samsung
  • Sony
  • Zeiss International

Market driver

  • Rapid increase in awareness of VR technology
  • For a full, detailed list, view our report

Market challenge

  • Limitations of hardware and software
  • For a full, detailed list, view our report

Market trend

  • Introduction of depth-sensing camera for VR headsets
  • For a full, detailed list, view our report

Key questions answered in this report

  • What will the market size be in 2020 and what will the growth rate be?
  • What are the key market trends?
  • What is driving this market?
  • What are the challenges to market growth?
  • Who are the key vendors in this market space?
  • What are the market opportunities and threats faced by the key vendors?
  • What are the strengths and weaknesses of the key vendors?

You can request one free hour of our procurement specialist's time when you purchase this market report. Details are provided within the report.

Table of Contents

PART 01: Executive summary

  • Highlights

PART 02: Scope of the report

  • Market overview
  • Top-vendor offerings

PART 03: Market research methodology

  • Research methodology
  • Economic indicators

PART 04: Introduction

  • Key market highlights
  • VR

PART 05: Global gaming market

  • Global gaming market by application 2015-2020
  • TV consoles
  • MMOs
  • Smartphones
  • Casual web games
  • Boxed PC
  • Tablet
  • Handheld gaming consoles

PART 06: Global VR headset market

PART 07: Market landscape

  • Market size and forecast
  • Five forces analysis

PART 08: Market segmentation by components

  • Market segmentation by components
  • Hardware segment
  • Software segment

PART 09: Market segmentation by compatibility

  • Global VR in gaming market by PCs
  • Global VR in gaming market by gaming consoles
  • Global VR in gaming market by mobile devices

PART 10: Geographical segmentation

  • Global VR in gaming market by geography
  • VR in gaming market in Americas
  • VR in gaming market in EMEA
  • VR in gaming market in APAC

PART 11: Market drivers

  • Rapid increase in awareness of VR technology
  • Growth in mobile gaming
  • Decline in ASP of VR components
  • Increase in funding

PART 12: Impact of drivers

PART 13: Market challenges

  • Health-related issues
  • Insufficient VR content
  • Limitations of hardware and software

PART 14: Impact of drivers and challenges

PART 15: Market trends

  • Introduction of VRD
  • Growing popularity of 360-degree videos
  • Introduction of depth-sensing camera for VR headsets

PART 16: Vendor landscape

  • Competitive scenario
  • Vendor landscape

PART 17: Appendix

  • List of abbreviations

PART 18: Explore Technavio

List of Exhibits

  • Exhibit 01: Key regions
  • Exhibit 02: Product offerings
  • Exhibit 03: Components of VR device
  • Exhibit 04: Popular HMDs for gaming segment
  • Exhibit 05: Value chain analysis
  • Exhibit 06: VR timeline
  • Exhibit 07: Global gaming market segmentation by application 2015
  • Exhibit 08: Global gaming market segmentation by application 2020
  • Exhibit 09: Percentage of smartphone gamers making in-app purchases for different reasons in 2015
  • Exhibit 10: Percentage of tablet gamers making in-app purchases for different reasons in 2015
  • Exhibit 11: Global VR headset market 2015-2020 ($ billions)
  • Exhibit 12: Global VR market by industry 2015 (% revenue share)
  • Exhibit 13: Global VR in gaming market 2015-2020 ($ billions)
  • Exhibit 14: Global VR in gaming market 2015-2020 (millions of units)
  • Exhibit 15: Five forces analysis
  • Exhibit 16: Global VR in gaming market by components 2015 (% share)
  • Exhibit 17: Global VR in gaming market by components 2020 (% share)
  • Exhibit 18: Global VR in gaming market by compatibility 2015-2020 (% revenue share)
  • Exhibit 19: Global VR in gaming market by compatibility 2015-2020 ($ billions)
  • Exhibit 20: Global VR in gaming market by PCs 2015-2020 ($ billions)
  • Exhibit 21: Global VR in gaming market by gaming consoles 2015-2020 ($ billions)
  • Exhibit 22: Global VR in gaming market by mobile devices 2015-2020 ($ billions)
  • Exhibit 23: Global VR in gaming market by geography 2015-2020 (% share)
  • Exhibit 24: Global VR in gaming market by geography 2015-2020 ($ billions)
  • Exhibit 25: VR in gaming market in Americas 2015-2020 ($ billions)
  • Exhibit 26: VR in gaming market in EMEA 2015-2020 ($ billions)
  • Exhibit 27: VR in gaming market in APAC 2015-2020 ($ billions)
  • Exhibit 28: ASP of VR used in gaming 2015-2020 ($)
  • Exhibit 29: YoY growth of funding on VR
  • Exhibit 30: Founding members of VRVCA
  • Exhibit 31: Impact of drivers
  • Exhibit 32: Impact of drivers and challenges
  • Exhibit 33: Comparison of pixel-based display and VRD
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