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市場調查報告書

全球遊戲市場上的虛擬現實 (VR) (2015∼2019年)

Virtual Reality (VR) in Global Gaming Market 2015-2019

出版商 TechNavio (Infiniti Research Ltd.) 商品編碼 335173
出版日期 內容資訊 英文 60 Pages
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全球遊戲市場上的虛擬現實 (VR) (2015∼2019年) Virtual Reality (VR) in Global Gaming Market 2015-2019
出版日期: 2015年07月08日 內容資訊: 英文 60 Pages
簡介

虛擬現實,是電腦模擬的3D環境和用戶聯繫的技術。虛擬現實使用的設備主要類型是虛擬終端,雖然使用電腦的螢幕特殊的立體顯示器,不過,為了有益地體驗聲音,也有頭戴類型的顯示器。虛擬現實從由遊戲終端到公共的娛樂,軍事演習和醫療設備的原型製作等,各種用途。

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,以專家意見為基礎市場分析、主要供應商分析等。

第1章 摘要整理

第2章 簡稱集

第3章 調查的對象

  • 定義
    • VR軟體
    • VR硬體設備
  • 終端用戶的分類
  • 基準年
  • 地理區域
  • 市場規模的檢測與分類
  • 一般的貨幣換算率

第4章 市場調查手法

  • 市場調查流程
  • 調查手法

第5章 簡介

  • 虛擬現實
    • VR系統的因素
    • VR的用途
    • 遊戲和VR

第6章 遊戲的VR的創新

第7章 市場展望

  • 市場概要
  • 價值鏈分析
  • 競爭方案
  • 市場規模與預測
  • 各零件的市場分類
    • 軟體
    • 硬體設備
  • 各收益的地區分類
  • 波特的五力分析
    • 替代威脅
    • 新加入廠商的威脅
    • 供應商者談判力
    • 買主談判力
    • 競爭的威脅

第8章 促進要素與其影響

  • 認識的擴大
  • 手機遊戲市場
  • 智慧型手機和VR技術的兼容性
  • SLAM技術
  • ASP的減少

第9章 課題與其影響

  • VR內容的不足
  • 硬體設備和軟體的限制
  • 為遊戲玩家打造身臨其境的體驗
  • 影像暈動症

第10章 趨勢與其影響

  • 智慧型手機整合型VR頭戴式耳機
  • 深度感應相機
  • 群眾集資

第11章 主要供應商分析

  • Avegant
    • 主要的事實
    • 產業概要
  • Beijing ANTVR Technology
    • 主要的事實
    • 產業概要
    • 最近的開發
  • Carl Zeiss (ZEISS VR ONE)
    • 主要的事實
    • 產業概要
    • VR遊戲的Carl Zeiss
  • GameFace Labs
    • 主要的事實
    • 產業概要
  • Google
    • 主要的事實
    • 產業概要
    • VR遊戲的Google
  • HTC (HTC Vive)
    • 主要的事實
    • 產業概要
    • VR遊戲的HTC
  • ImmersiON-VRelia
    • 主要的事實
    • 產業概要
  • Oculus VR (Facebook子公司)
    • 主要的事實
    • 產業概要
    • 產業分類
    • 最近的開發
  • Razer
    • 主要的事實
    • 產業概要
    • 投資者
    • 產業策略
    • 最近的開發
  • Samsung
    • 主要的事實
    • 產業概要
    • 2014年的收益為基礎產業分類
    • 遊戲的VR
    • 最近的開發
  • Shoogee (Durovis Dive)
    • 主要的事實
    • 產業概要
  • Sony
    • 產業概要
    • 2015年的收益為基礎產業分類
    • VR遊戲的最近的開發
  • Virtuix
    • 主要的事實
    • 產業概要
    • 最近的開發
  • Vrizzmo
    • 主要的事實
    • 產業概要
    • 最近的開發

第12章 相關報告

目錄
Product Code: IRTNTR6310

About Virtual Reality in Gaming

Virtual reality is a technology that allows a user to interact with a three-dimensional, computer-simulated environment. The main type of equipment used in virtual reality are visual devices, using either a computer screen or special stereoscopic displays; however, there are devices such as head-mounted display that provide sound for a wholesome experience. It is used in a wide variety of applications ranging from gaming devices, public entertainment, prototype creation to military exercises and medical equipment.

The emergence of many virtual reality gaming hardware manufacturers is creating growth opportunities in the market. Players such as Oculus, Sony, and Samsung through their innovative gaming hardware has given hope for the market vendors that virtual reality could be a reality in the future, and there could be wide adoption of virtual reality in the global gaming market.

Technavio's analysts forecast virtual reality in the global gaming market to grow at a CAGR of 25.97% over the period 2014-2019.

Covered in this Report

This report covers the present scenario and the growth prospects of virtual reality in the global gaming market for the period 2015-2019. The report provides a detailed segmentation of the market based on the following: product, component, end-user, and geography.

Key Vendors

  • Avegant
  • Beijing ANTVR Technology
  • Carl Zeiss
  • Gameface Labs
  • Google
  • HTC
  • Immersion Vrelia
  • Oculus VR (Subsidiary of Facebook)
  • Razer
  • Samsung
  • Shoogee
  • Sony
  • Virtuix
  • Vrizzmo

Market Driver

  • Growth of Global Mobile Gaming Market
  • For a full, detailed list, view our report

Market Challenge

  • Motion Sickness
  • For a full, detailed list, view our report

Market Trend

  • Crowdfunding
  • For a full, detailed list, view our report

Key Questions Answered in this Report

  • What will the market size be in 2019 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?

Table of Contents

01. Executive Summary

02. List of Abbreviations

03. Scope of the Report

  • 03.1. Definitions
    • 03.1.1. VR Software
    • 03.1.2. VR Hardware
  • 03.2. End-user Segments
  • 03.3. Base Year
  • 03.4. Geographical Areas
  • 03.5. Market Size Calculation and Segmentation
  • 03.6. Common Currency Conversion Rates

04. Market Research Methodology

  • 04.1. Market Research Process
  • 04.2. Research Methodology

05. Introduction

  • 05.1. Virtual Reality
    • 05.1.1. Components of VR System:
    • 05.1.2. VR Applications
    • 05.1.3. Gaming and VR

06. VR Innovation in Gaming

07. Market Landscape

  • 07.1. Market Overview
  • 07.2. Value Chain Analysis
  • 07.3. Competitive Scenario
  • 07.4. Market Size and Forecast

Pessimistic Scenario: 17

Optimistic Scenario: 18

  • 07.5. Market Segmentation by Components
    • 07.5.1. Software
    • 07.5.2. Hardware
  • 07.6. Geographical Segmentation by Revenue
  • 07.7. Porter's Five Forces and Impact Analysis
    • 07.7.1. Threat of Substitutes
    • 07.7.2. Threat of New Entrants
    • 07.7.3. Bargaining power of Suppliers
    • 07.7.4. Bargaining Power Of Buyers
    • 07.7.5. Threat of Rivalry

08. Drivers and their impact

  • 08.1. Increased Awareness
  • 08.2. Mobile Gaming Market
  • 08.3. Compatibility of Smartphones with VR Technology
  • 08.4. SLAM Technology
  • 08.5. Decline in ASPs

09. Challenges and their impact

  • 09.1. Lack of VR Content
  • 09.2. Hardware and Software Limitations
  • 09.3. Build Immersive Experience For Gamers
  • 09.4. Motion Sickness

10. Trends and their impact

  • 10.1. Smartphone-integrated VR headsets
  • 10.2. Depth-sensing Cameras
  • 10.3. Crowdfunding

11. Key Vendor Analysis

  • 11.1. Avegant
    • 11.1.1. Key Facts
    • 11.1.2. Business Overview
  • 11.2. Beijing ANTVR Technology
    • 11.2.1. Key Facts
    • 11.2.2. Business Overview
    • 11.2.3. Recent Developments
  • 11.3. Carl Zeiss (ZEISS VR ONE)
    • 11.3.1. Key Facts
    • 11.3.2. Business Overview
    • 11.3.3. Carl Zeiss in VR Gaming
  • 11.4. GameFace Labs
    • 11.4.1. Key Facts
    • 11.4.2. Business Overview
  • 11.5. Google
    • 11.5.1. Key Facts
    • 11.5.2. Business Overview
    • 11.5.3. Google in VR Gaming
  • 11.6. HTC (HTC Vive)
    • 11.6.1. Key Facts
    • 11.6.2. Business Overview
    • 11.6.3. HTC in VR Gaming
  • 11.7. ImmersiON-VRelia
    • 11.7.1. Key facts
    • 11.7.2. Business overview
  • 11.8. Oculus VR (Subsidiary of Facebook)
    • 11.8.1. Key Facts
    • 11.8.2. Business Overview
    • 11.8.3. Business Segmentation
    • 11.8.4. Recent Developments
  • 11.9. Razer
    • 11.9.1. Key Facts
    • 11.9.2. Business Overview
    • 11.9.3. Investors
    • 11.9.4. Business Strategy
    • 11.9.5. Recent Developments
  • 11.10. Samsung
    • 11.10.1. Key Facts
    • 11.10.2. Business Overview
    • 11.10.3. Business Segmentation by Revenue 2014
    • 11.10.4. VR in Gaming
    • 11.10.5. Recent Developments
  • 11.11. Shoogee (Durovis Dive)
    • 11.11.1. Key Facts
    • 11.11.2. Business Overview
  • 11.12. Sony
    • 11.12.1. Key Facts
    • 11.12.2. Business Overview
    • 11.12.3. Business Segmentation by Revenue 2015
    • 11.12.4. Recent Developments for VR Gaming
  • 11.13. Virtuix
    • 11.13.1. Key facts
    • 11.13.2. Business overview
    • 11.13.3. Recent Developments
  • 11.14. Vrizzmo
    • 11.14.1. Key Facts
    • 11.14.2. Business Overview
    • 11.14.3. Recent Developments

12. Other Reports in this Series

List Of Exhibits

  • Exhibit 1: Market Research Methodology
  • Exhibit 2: Components of VR System
  • Exhibit 3: HMDs Specific to Gaming Segments
  • Exhibit 4: VR Innovation in Gaming
  • Exhibit 5: VR Gaming Market - User Reach (2017)
  • Exhibit 6: Global Virtual Reality Content-Gaming
  • Exhibit 7: Major Players in Value Chain
  • Exhibit 8: Unit Shipment (Pessimistic Scenario)
  • Exhibit 9: Revenue (Pessimistic Scenario)
  • Exhibit 10: Unit Shipment (Optimistic Scenario)
  • Exhibit 11: Revenue (Optimistic Scenario)
  • Exhibit 12: Revenue Contribution Split (Hardware versus Software)
  • Exhibit 13: Revenue Contribution by Geographies
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