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市場調查報告書

遊戲用VR (虛擬實境) 的亞太地區市場 (2015∼2019年)

Virtual Reality in Gaming Market in APAC 2015-2019

出版商 TechNavio (Infiniti Research Ltd.) 商品編碼 336137
出版日期 內容資訊 英文 58 Pages
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遊戲用VR (虛擬實境) 的亞太地區市場 (2015∼2019年) Virtual Reality in Gaming Market in APAC 2015-2019
出版日期: 2015年07月22日 內容資訊: 英文 58 Pages
簡介

虛擬實境 (VR) 這個用語有「接近現實」的意義。技術上,是電腦生成的三次元環境,在那裡給予用戶連結虛擬世界的選項。由於出現製造遊戲用VR硬體設備的供應商,而開拓了遊戲市場的新領域。亞太地區的遊戲用VR市場2014∼2019年預計以52.57%年複合成長率(CAGR) 成長。

本報告提供亞太地區各國的遊戲用VR (虛擬實境) 市場相關分析、市場概要和結構、市場規模趨勢 (今後5年的預測值)、各地區的詳細趨勢、推動、阻礙市場要素與其影響力、主要企業簡介、今後的市場機會等調查評估。

第1章 摘要整理

第2章 簡稱集

第3章 分析範圍

  • 定義
    • VR用軟體
    • VR用硬體設備
  • 終端用戶的分類
  • 供應商的分類
  • 基準年
  • 分析對象地區
  • 市場規模的測量、分割方法
  • 匯率

第4章 市場分析技術

  • 市場分析的流程
  • 分析方法

第5章 簡介

  • 虛擬實境 (VR:虛擬實境)
    • VR系統的結構要素
    • VR的應用領域
    • 遊戲和VR

第6章 遊戲用VR的技術創新過程

第7章 市場環境

  • 全球遊戲市場概要
  • APAC市場的狀況
    • 亞太地區各國的VR現況
      • 中國
      • 韓國
      • 日本
      • 新興國家 (泰國、馬來西亞、越南、新加坡、印尼)
  • 價值鏈分析
  • 市場規模與其預測
    • 遊戲開發、VR頭戴式耳機觀點的當地化
    • 現有域內系企業的存在感
    • 智慧型手機、用戶的增加與網路存取的容易化
  • 競爭方案
    • 全球市場的情況
    • 亞太地區市場的情況
  • 波特的五力分析

第8章 市場成長的推動要素與其影響

  • 認識度的提高
  • 手機遊戲市場
  • VR技術和智慧型手機的適合性
  • SLAM (Simultaneous Localization and Mapping) 技術
  • 平均銷售價格下跌
  • 開發、提供訴諸五感的遊戲

第9章 市場課題與其影響

  • VR用內容的不足
  • 硬體設備、軟體的限制
  • 建立讓遊戲玩家身臨其境的經驗
  • 影像暈醉
  • 遊戲的收費化

第10章 市場趨勢與其影響

  • 智慧型手機一體型VR用頭戴式耳機
  • 深度感應相機
  • 群眾集資
  • 免費增值模式

第11章 主要供應商分析

  • Oculus VR (Facebook的子公司)
    • 主要資料
    • 產業概要
    • 產業結構
    • 近幾年趨勢
  • Samsung
  • SONY
  • Google
  • HTC (HTC Vive)
  • Avegant
  • ImmersiON-VRelia
  • Beijing ANTVR Technology
  • Vrizzmo
  • GameFace Labs
  • Razer
  • Virtuix
  • Shoogee (Durovis Dive)
  • Carl Zeiss (ZEISS VR ONE)

第12章 相關報告

圖表一覽

目錄
Product Code: IRTNTR6538

About Virtual reality in Gaming Market

The term virtual reality means “closer to reality”. In technical terms, it can be described as a three-dimensional, computer generated environment, which gives users an option to engage with the virtual world. The emergence of major VR gaming hardware manufacturing vendors in the market has given a new lease of life to the market.

Technavio's analysts forecast the virtual reality in gaming market in APAC to grow at a CAGR of 52.57% over the period 2014-2019.

Covered in this Report

This report covers the present scenario and the growth prospects of the virtual reality in gaming market in APAC for the period 2015-2019. The report provides a detailed segmentation of the market with respect to products, components, end user, and geography. In addition, the report discusses the major drivers that influence the market. It also outlines the challenges faced by the vendors and the market at large, as well as the key trends emerging in the market.

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

  • 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. Vendor Segmentation
  • 03.4. Base Year
  • 03.5. Geographical Areas Included
  • 03.6. Market Size Calculation and Segmentation
  • 03.7. 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 a Virtual Reality System:
    • 05.1.2. VR Applications
    • 05.1.3. Gaming and VR

06. VR Innovation Gaming

07. Market Landscape

  • 07.1. Global Gaming Market Overview
  • 07.2. APAC Perspective
    • 07.2.1. What is there for VR in APAC:
      • China:
      • South Korea:
      • Japan:
    • Emerging Countries: Thailand, Malaysia, Vietnam, Singapore, and Indonesia
  • 07.3. Value Chain Analysis
  • 07.4. Market Size and Forecast
    • Localization with respect to game development and VR headsets
    • Presence of established Asian players
    • Increased use of smartphone users and easy access to Internet
  • 07.5. Competitive Scenario
    • Global Market Scenario
    • APAC Scenario
  • 07.6. Five Forces Analysis
    • 07.6.1. Threat of Substitutes
    • 07.6.2. Threat of New Entrants
    • 07.6.3. Bargaining Power of Suppliers
    • 07.6.4. Bargaining Power of Buyers
    • 07.6.5. Threat of Rivalry

08. Market Growth 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
  • 08.6. Game for All Concept by Companies

09. Market 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
  • 09.5. Monetization of Games

10. Market Trends and their Impact

  • 10.1. Smartphone- integrated VR Headsets
  • 10.2. Depth-sensing Cameras
  • 10.3. Crowdfunding
  • 10.4. Freemium Models

11. Key Vendor Analysis

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

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: Market Forecast by Revenue
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