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市場調查報告書

虛擬實境 (VR) 的全球市場:2015年∼2019年

Global Virtual Reality Market 2015-2019 - Industry Analysis

出版商 TechNavio (Infiniti Research Ltd.) 商品編碼 345510
出版日期 內容資訊 英文 85 Pages
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虛擬實境 (VR) 的全球市場:2015年∼2019年 Global Virtual Reality Market 2015-2019 - Industry Analysis
出版日期: 2015年11月18日 內容資訊: 英文 85 Pages
簡介

全球虛擬實境 (VR) 市場預測2014年∼2019年將以年複合成長率96.09%的速度成長。

本報告提供全球虛擬實境 (VR) 市場相關調查分析,提供您市場規模與成長率,市場趨勢,市場的推動要素與課題,市場機會驗證,加上主要供應商等相關的系統性資訊。

第1章 摘要整理

第2章 調查範圍

  • 市場概要
  • 終端用戶區分
  • 基準年
  • 地區
  • 市場規模的計算和區分
  • 通用貨幣的換算率

第3章 市場調查手法

  • 調查手法
  • 經濟指標

第4章 簡介

  • 主要市場焦點

第5章 市場形勢

  • 市場概要
  • VR系統的零組件
  • VR的轉變
  • 市場規模與預測
  • 波特的五力分析

第6章 市場區隔:各零件

  • 硬體設備 vs. 軟體

第7章 市場區隔:各終端用戶

  • 遊戲
  • 娛樂
  • 產業用
  • 電子商務
  • 運動·健身
  • 觀光旅遊
  • 軍事·航空

第8章 地理區分

  • 各地區

第9章 推動市場要素

第10章 推動因素與其影響

第11章 市場課題

第12章 推動因素與課題的影響

第13章 市場趨勢

第14章 業者情勢

  • 競爭模式

第15章 主要供應商分析

  • Avegant
  • Beijing ANTVR Technology
  • Criffin
  • EON Reality
  • Google
  • HTC
  • ImmersiON-VRelia
  • Leap Motion
  • Oculus VR
  • Razer
  • Samsung
  • Shoogee (Durovis Dive)
  • SONY
  • Virtalis
  • Virtual Realities
  • Vrizzmo
  • WorldViz

第16章 附錄

第17章 關於Technavio

圖表

目錄
Product Code: IRTNTR7492

About virtual reality

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 healthcare, gaming devices, public entertainment, prototype creation to military exercises.

A virtual reality system can be classified into the following:

  • Non-immersive virtual reality system
  • Semi-immersive virtual reality system
  • Immersive virtual reality system

Technavio's analysts forecast the global virtual reality market to grow at a CAGR of 96.09% over the period 2014-2019.

Covered in this report

The report includes the present scenario and the growth prospects of global virtual reality market for the period 2015-2019. Technavio's report, Global Virtual reality Market 2015-2019, 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 in the coming years. The report includes a discussion of the key vendors operating in this market.

Key vendors

  • Avegant
  • Beijing ANTVR Technology
  • Criffin
  • EON Reality
  • Google
  • HTC
  • ImmersiON-VRelia
  • Leap Motion
  • Oculus VR
  • Razer
  • Samsung
  • Shoogee (Durovis Dive)
  • Sony
  • Virtalis
  • Virtual Realities
  • Vrizzmo
  • WorldViz

Key market driver

  • Increased awareness
  • For a full, detailed list, view our report

Key market challenge

  • Concerns regarding criminal acts
  • For a full, detailed list, view our report

Key market trend

  • Investments, Partnerships, and M&A
  • 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
  • What are the strengths and weaknesses of the key vendors

Table of Contents

PART 01: Executive summary

  • Highlights

PART 02: Scope of the report

  • Market overview
  • End-user segments
  • Base year
  • Geographical areas
  • Market size calculation and segmentation
  • Common currency conversion rates

PART 03: Market research methodology

  • Research methodology
  • Economic indicators

PART 04: Introduction

  • Key market highlights

PART 05: Market landscape

  • Market overview
  • Components of VR system
  • VR transition
  • Market size and forecast
  • Five forces analysis

PART 06: Market segmentation by components

  • Global virtual reality market revenue contribution: Hardware versus software

PART 07: Market segmentation by end-user

  • Gaming
  • Entertainment
  • Industrial
  • E-commerce
  • Sports and fitness
  • Travel and tourism
  • Military and aviation

PART 08: Geographical segmentation

  • Global virtual reality market 2015-2019 by geography

PART 09: Market drivers

PART 10: Impact of drivers

PART 11: Market challenges

PART 12: Impact of drivers and challenges

PART 13: Market trends

PART 14: Vendor landscape

  • Competitive scenario

PART 15: Key vendor analysis

  • Avegant
  • Beijing ANTVR Technology
  • Criffin
  • EON Reality
  • Google
  • HTC
  • ImmersiON-VRelia
  • Leap Motion
  • Oculus VR
  • Razer
  • Samsung
  • Shoogee (Durovis Dive)
  • Sony
  • Virtalis
  • Virtual Realities
  • Vrizzmo
  • WorldViz

PART 16: Appendix

  • List of abbreviations

PART 17: Explore Technavio

List of Exhibits

  • Exhibit 01: Comparison of VR technology
  • Exhibit 02: Components of VR system
  • Exhibit 03: Global virtual reality market by revenue ($ millions)
  • Exhibit 04: Global virtual reality market by unit shipment (millions of units)
  • Exhibit 05: Five forces analysis
  • Exhibit 06: Global virtual reality market revenue contribution
  • Exhibit 07: ASP trend ($ millions)
  • Exhibit 08: Global virtual reality market by geography 2015-2019
  • Exhibit 09: Impact of drivers
  • Exhibit 10: Impact of drivers and challenges
  • Exhibit 11: Beijing ANTVR Technology: Product segmentation
  • Exhibit 12: EON Reality: Product segmentation
  • Exhibit 13: Google: Business segmentation by revenue 2014
  • Exhibit 14: Google: Business segmentation by revenue 2013 and 2014 ($ billions)
  • Exhibit 15: Google: Geographical segmentation by revenue 2014
  • Exhibit 16: HTC: Product segmentation
  • Exhibit 17: ImmersiON-VRelia: Product segmentation
  • Exhibit 18: Leap Motion: Product segmentation
  • Exhibit 19: Oculus VR: Products
  • Exhibit 20: Razer: Product segmentation
  • Exhibit 21: Samsung: Business segmentation by revenue 2014
  • Exhibit 22: Samsung: Business segmentation by revenue 2013 and 2014 ($ billions)
  • Exhibit 23: Sony: Business segmentation by revenue 2014
  • Exhibit 24: Sony: Business segmentation by revenue 2013 and 2014 ($ billions)
  • Exhibit 25: Vrizzmo: Product segmentation
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