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市場調查報告書
3D Web市場
3D Web
| 出版商 |
IDATE |
| 出版日期 |
2010年02月 |
商品編碼 |
114234 |
| 內容資訊 |
英文 50 pages |
| 價格 |
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3D Web市場 是由出版商IDATE在2010年02月所出版的。
這份英文市場調查報告書包含50 pages 價格從美金3500起跳。
本報告書內容包括:3D Web的技術及經濟環境、3D的部分利用到完全3次元領域的分析、實現轉移3D的關鍵服務(檢索、心電圖、嚴肅遊戲、數位學習、E交易等)、假想世界所採納的商務模式、擴張現實(AR)及行動設備的3D應用程式等相關分析、內容綱要摘記如下:
第1章 實施摘要
- 3D應用程式的登上
- Web的新商業模式開發
- 內容製作對廣範引進的主要障礙
第2章 介紹
第3章 技術
- 技術價值鏈
- 格式・規格
- 技術的課題
- 解決方案的型態
- 主要企業的定位
- 網路對技術的影響
- 技術藍圖
- 行動的3D
第4章 假想世界
- 架構資料
- 市場分類
- 假想全球的整體性價值鏈
- 開發展望
第5章 假想世界以外的主要3D Web市場
- MMOG(多人數同時參加型線上遊戲)
- 地理的描寫
- 虛擬團
- 數位學習及嚴肅遊戲
- E交易
- Web瀏覽的新法
第6章 3D相關的商務模式
- 概要
- 廣告
- 會費
- 虛擬商品・精密交易
- 間接收益/套裝
第7章 展望
- 擴大現實(AR)
- 3D Web的主要課題・挑戰
- 3D Web的開發
圖表
Abstract
This report explores the technological and economic environment of the 3D Web,
from the partial use of 3D to fully three-dimensional universes. It identifies
the services that are key to enabling the migration to 3D: e-commerce,
mapping, serious gaming..... and offers a close-up look at virtual worlds,
using original business models for buying virtual goods, and at augmented
reality, the next central 3D application on mobile devices.
Key questions
- What are the current and future key 3D technologies on the Web?
- What business models do virtual worlds employ?
- What lessons can we take from 3D developments in other industries :
gaming, CAD, etc.?
- Which Web services are the most likely to migrate to 3D?
- How are the Internet' s leading players positioning themselves with respect
to 3D?
- Will the Web go fully 3D?
Table of Contents
1. Executive Summary
- 1.1. Emerging 3D Web applications
- 1.2. Development of new business models for the Web
- 1.3. Content creation the main obstacle to broader deployment
2. Introduction
3. Technologies
- 3.1. Technological value chain
- 3.2. Formats and standards
- 3.3. Technological issues
- 3.4. Types of solution
- 3.5. Positioning of the key players
- 3.6. Technical impact on the networks
- 3.7. Technological roadmaps
- 3.8. 3D on mobile
4. Virtual worlds
- 4.1. Framework data
- 4.1.1. An evolving phenomenon
- 4.1.2. Relative success compared to the core Web 2.0 applications
- 4.2. Market segmentation
- 4.2.1. Virtual world demographics
- 4.2.2. Virtual world positioning
- 4.3. Overall value chain of virtual worlds
- 4.3.1. Value chain
- 4.3.2. Player profiles
- 4.3.3. Influential players
- 4.4. Development outlook
5. Major 3D Web markets aside from virtual worlds
- 5.1. Massively multiplayer online games
- 5.1.1. Definition of MMOG and persistent universes
- 5.1.2. The massively multiplayer online game market
- 5.1.3. Constantly evolving business models
- 5.1.4. Top MMOG market players
- 5.2. Geographical representation
- 5.2.1. Navigation and driving directions
- 5.2.2. Local searches via directories and city guides
- 5.2.3. Is 3D a real plus?
- 5.3. Virtual tours
- 5.3.1. Travel/tourism
- 5.3.2. Real estate
- 5.4. E-learning and serious gaming
- 5.4.1. The serious games market
- 5.4.2. A new generation of educational tools
- 5.4.3. Some prospects
- 5.5. E-commerce
- 5.5.1. 3D and the challenges of e-commerce: enhancing the shopping
experience to stimulate sales
- 5.5.2. The different types of 3D e-commerce services
- 5.5.3. Deploying 3D e-commerce services
- 5.5.4. Limitations of 3D
- 5.5.5. Trends
- 5.6. A new way to browse the Web
6. Business models associated with the 3D Web
- 6.1. General information
- 6.2. Advertising
- 6.2.1. Types of advertising
- 6.2.2. Involvement of brands and media
- 6.2.3. Measurement tools still poorly adapted
- 6.3. Subscriptions
- 6.4. Virtual goods and micro-transactions
- 6.4.1. Virtual and dematerialised goods and services
- 6.4.2. Leading players and the largest market: Asia shows the way
- 6.4.3. Virtual currency
- 6.4.4. Means of payment
- 6.4.5. Conclusion
- 6.5. Indirect revenue/bundles
7. Outlook
- 7.1. Augmented reality
- 7.1.1. What is augmented reality?
- 7.1.2. Amazing applications.... still a rarity?
- 7.1.3. Augmented reality on mobile handsets
- 7.2. Main issues and challenges of the 3D Web
- 7.2.1. Creating 3D content
- 7.2.2. Interoperability
- 7.2.3. Integration of 3D Web technologies
- 7.2.4. Metrics
- 7.2.5. Elements specific to virtual worlds
- 7.3. Development of the 3D Web
Tables and figures
- Table 1: Examples of virtual worlds aimed at the under 15 set
- Table 2: Examples of toy-based virtual worlds
- Table 3: Examples of virtual worlds that act as social networks
- Table 4: Examples of thematic virtual universes
- Table 5: Examples of virtual worlds for adults
- Table 6: Examples of virtual world platform providers
- Table 7: Examples of providers of applications that can be integrated into
virtual worlds
- Table 8: Examples of companies that specialise in the creation of content
for virtual worlds
- Table 9: Examples of agencies that specialise in virtual worlds
- Table 10: Asia' s top virtual worlds
- Table 11: Examples of players offering collaborative work solutions for
business, based on virtual worlds
- Table 12: Number of new online title releases
- Table 13: Average online video game development costs ($ million)
- Table 14: Online market (EUR million), 2009-2013
- Table 15: Active online gamers (million), 2009-2013
- Table 16: Spending on advertising in online games, by region (EUR million)
- Table 17: The top MMOG developers and publishers
- Table 18: Main online map and driving direction sites
- Table 19: A selection of serious games specialists
- Table 20: Cost of a serious game depending on technical and educational
choices
- Table 21: Examples of virtual shops and malls
- Table 22: Assessment of the effectiveness of the feature
- Table 23: E-commerce leaders' positioning with respect to 3D
- Table 24: Business models of the main virtual worlds and online games
- Table 25: Examples of brand integration into virtual worlds
- Table 26: Examples of partnerships between media companies and virtual
worlds
- Table 27: Examples of virtual worlds that offer a premium subscription
- Table 28: Types of items sold on 3D sites
- Table 29: Revenue generated by a selection of virtual worlds and instant
messaging services
- Table 30: Examples of virtual currencies
- Table 31: Payment methods used by the different sites
- Table 32: Examples of augmented reality applications for mobile handsets
- Figure 1: Virtual world segmentation by average user age and number of
active visitors
- Figure 2: Value chain for virtual worlds designed to be a source of revenue
- Figure 3: Types of 3D Web offering: virtual world, 3D Web browsing,
objects and avatars
- Figure 4: 3D Web technological value chain
- Figure 5: 3D Web Solutions
- Figure 6: The Onlive offer
- Figure 7: Mobile 3D software architecture
- Figure 8: Growth of the number of virtual worlds on the Internet
- Figure 9: Growth of the total number of registered and active users
worldwide
- Figure 10: Growth of the number of unique visitors from the United States
on a selection of virtual world sites, July 2006-July 2008
- Figure 11: Increase in time spent on Second Life, 2006-2009
- Figure 12: Main reasons why people go on Second Life
- Figure 13: Comparison of the number of unique visitors on social
networking sites, video sites and virtual worlds in 2008
- Figure 14: Comparison of the increase in the time spend on Web 2.0 sites
and virtual worlds in the UK, December 2007 and December 2008
- Figure 15: Breakdown of the average age of virtual world users
- Figure 16: Male/female breakdown of virtual world users
- Figure 17: Virtual world segmentation by average user age and number of
active visitors
- Figure 18: The virtual universe of Club Penguin
- Figure 19: Webkinz stuffed animals, from real to virtual
- Figure 20: The Habbo virtual universe
- Figure 21: World of Cars, the virtual universe according to Disney
- Figure 22: MTV, vMTV and VLES virtual worlds
- Figure 23: Screen captures of Mycosm and Blue Mars
- Figure 24: The virtual universe of Second Life
- Figure 25: Technological value chain of virtual worlds
- Figure 26: Value chain for virtual worlds sustained by advertising
- Figure 27: Value chain for virtual worlds designed to be a source of
revenue
- Figure 28: Examples of virtual worlds created with the Multiverse platform
- Figure 29: Examples of Justin Timberlake-branded virtual goods created by
Virtual Greats
- Figure 30: Orange Island in Second Life
- Figure 31: Mattel' s Barbie Girls
- Figure 32: Yahoo!' s Avatar Towns
- Figure 33: Google Lively, the virtual world according to Google
- Figure 34: Integration of a YouTube video in Small Worlds
- Figure 35: Integration of Vivaty in Facebook and AIM
- Figure 36: zOMG!, the MMORPG integrated into Gaia Online
- Figure 37: Mini Life: Cyworld' s 3D universe
- Figure 38: Second Life used by IBM as a collaborative work platform
- Figure 39: Integration of a 3D environment in IBM' s Lotus Sametime
- Figure 40: Main types of MMOG
- Figure 41: Number of active massively multiplayer online gamers
- Figure 42: Active World of Warcraft subscriptions around the globe
- Figure 43: World of Warcraft (Activision Blizzard) - Screenshot
- Figure 44: World of Warcraft (Activision Blizzard) - In-game character
- Figure 45: World of Warcraft Servers
- Figure 46: Market share of the main online map sites in the United States,
in September 2008
- Figure 47: New York in 3D on Bing Maps via Virtual Earth
- Figure 48: Use of Google Earth in the USA and the UK
- Figure 49: New York City in 3D in Google Earth
- Figure 50: PagesJaunes "Ville in 3D" application
- Figure 51: Difference between a 90° overhead and a bird' s-eye view
- Figure 52: Integration of Street View in Google Maps
- Figure 53: Representation of the Coliseum in Rome in Google Earth
- Figure 54: Virtual tour of a hotel on Expedia.com via a 360° panoramic
photo
- Figure 55: 3D modelling of the city of Cannes
- Figure 56: Virtual property tours
- Figure 57: Areas of application for serious games
- Figure 58: Pulse!, a serious game for training medical interns
- Figure 59: Réseaux, a 3D serious game for construction workers and students
- Figure 60: Hair-Be12, L' Oréal' s online serious game
- Figure 61: Entre2, serious game developed by Daesign to train managers in
job interviewing
- Figure 62: America' s Army, the first MMO serious game in 3D
- Figure 63: PowerUp, an educational MMO serious game from IBM
- Figure 64: Example of a virtual agent designed by Virtuoz for an
e-commerce site
- Figure 65: Virtual models on Lands' End
- Figure 66: Comparison between the real model and the standard virtual model
- Figure 67: Ability to view a pair of glasses in 3D
- Figure 68: Design of a customised product in 3D on Lego Factory
- Figure 69: Virtual bookshop on Kinset
- Figure 70: The Kinset universe
- Figure 71: 3D features installed by e-commerce sites
- Figure 72: Amazon Window Shop
- Figure 73: Search-cube: 3D search engine
- Figure 74: IMUV and communication in 3D
- Figure 75: Web browsing according to Yoowalk
- Figure 76: Integration of avatars into Web pages according to Weblin and
RocketOn
- Figure 77: Breakdown of virtual worlds' revenue sources in 2008
- Figure 78: Evolution of virtual worlds' revenue sources, 2008-2009
- Figure 79: Integration of advertising in Second Life
- Figure 80: Showing the trailer for the film 300
- Figure 81: Examples of brands integrated into There.com
- Figure 82: Partnership between NBC and Habbo for the TV series, Heroes
- Figure 83: Integration of American Idol into Habbo
- Figure 84: SL Business Directory' s Guaranteed Visitors programme
- Figure 85: Growth of the number of virtual world users who pay for a
subscription
- Figure 86: Paid subscription formulas for Club Penguin in the US
- Figure 87: MMO Ragnarok Online shifts to Free2Play
- Figure 88: Example of meditation-related virtual goods that can be bought
on IMUV
- Figure 89: NBA branded jerseys
- Figure 90: LG electronics shop in Cyworld
- Figure 91: Virtual goods in 2D and 3D
- Figure 92: Gateway on Webkinz between the site for kids and the e-store
for parents
- Figure 93: Examples of prepaid cards
- Figure 94: Payment methods offered by Habbo
- Figure 95: From the physical to the virtual on Webkinz
- Figure 96: Licensed products on the Club Penguin site
- Figure 97: Nike' s 3D customisation portal
- Figure 98: Barbie Girl website
- Figure 99: Examples of Spore creatures
- Figure 100: Image processing based on markers for augmented reality
applications
- Figure 101: Topps 3D collector cards and the Eye of Judgement game on PS3
- Figure 102: Use of augmented reality for marketing purposes
- Figure 103: The USPS Virtual Box simulator
- Figure 104: ARhrrrr, prototype of a mobile game based on augmented reality
- Figure 105: Layar application based on augmented reality for mobiles
operating on Android
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