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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
US $ 3500 PDF by E-mail (1-5 User License)


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。

簡介

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

目錄

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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