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市場調查報告書

虛擬現實市場

Virtual Reality Markets

出版商 Juniper Research 商品編碼 339656
出版日期 內容資訊 英文
商品交期: 最快1-2個工作天內
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虛擬現實市場 Virtual Reality Markets
出版日期: 2016年10月03日 內容資訊: 英文
簡介

本報告提供虛擬現實(VR)的全球市場相關調查分析,提供VR技術、經營模式的未來發展藍圖,各部門 (PC型VR、主機型VR、智慧型手機型VR、VR週邊設備、360度相機) 的市場預測。

市場趨勢 & 競爭情形

第1章 VR市場動態

  • 簡介
    • 調查範圍
  • 定義
  • 市場現狀
    • Web活動
  • 主要的市場趨勢
    • 主要企業的零售擴大
    • 遊戲主機的進步
    • 內容的多樣化
    • 群眾集資的機會
    • 配件的多樣化
    • 亞洲的發展
  • 主要的市場成長的促進要素
    • 投資形勢
    • 智慧型手機普及 & 技術的交叉
  • 主要市場阻礙成長要素
    • 成本
    • 內容程序庫
    • 技術的課題
    • 設計 & 消費者的統計
    • 便利性 & 存在感所扮演的角色
    • 市場趨勢,促進要素 & 抑制因素的摘要

第2章 VR生態系統 & 經營模式

  • 生態系統的成員 & 相關利益者
  • VR的經營模式及機會
    • 硬體設備收益的經營模式
    • 內容收益的經營模式
    • 第三方的商機
  • VR的破壞者 & 挑戰者的象限
    • 簡介
    • 情形分析

第3章 競爭情形:供應商分析

  • 業者情勢
  • 供應商分析
  • 限制 & 說明
  • 供應商分析:能力評估 & 市場定位
  • 虛擬現實的主要企業
  • 供應商簡介
    • Google
    • HTC
    • Oculus
    • Razer
    • Samsung Electronics
    • SONY
    • Epic Games
    • Jaunt VR
    • The Virtual Reality Company
    • Leap Motion
    • Sixense Entertainment
    • Virtuix Omni

市場規模 & 預測

第1章 VR市場:調查手法 & 預測的摘要

  • 簡介
  • 定義
  • VR預測手法
    • 目前市場情況分析
    • 銷售額 & 市場規模的檢測手法
  • VR摘要預測
    • 硬體設備預測
    • 軟體預測
    • 收益預測

第2章 VR硬體設備預測

  • VR頭戴式耳機預測
    • PC型VR
    • 主機型VR
    • 智慧型手機型VR
  • VR飾品
    • VR用戶的週邊設備
    • 消費者取向VR360度相機

第3章 VR內容預測

  • VR遊戲預測
    • 遊戲訪問數
    • 遊戲下載收益
    • 遊戲APP購買收益
  • VR多媒體預測
    • 多媒體應用程式訪問數
    • 多媒體應用程式下載收益
    • 多媒體APP購買收益
  • VR賭博預測
    • VR賭博的採用
    • VR賭博的搭扣
    • VR賭博的收益

本網頁內容可能與最新版本有所差異。詳細情況請與我們聯繫。

目錄

Overview

Juniper Research's latest Virtual Reality research provides in-depth analysis of VR across a wide range of industry segments. It provides a clear future roadmap for VR technologies and business models, and gives extensive market forecasts highlighting the key opportunities in the sector, split by:

  • PC-based VR
  • Console-based VR
  • Smartphone-based VR
  • VR Peripherals
  • 360° Cameras

Key Features

  • Trend Appraisal: Strategic review of the most important trends and opportunities.
  • Business Models: Discussion of the emerging business models and growing stakeholder investments, informed by interviews with key players:
    • HTC
    • Jaunt
    • Leap Motion
    • Razer
    • Sixense
    • The Virtual Reality Company
    • Virtuix
  • Key player capability and capacity assessment, together with vendor market positioning Leaderboard.
  • Juniper Disruptors & Challengers Quadrant, discussing 11 emerging VR technology companies.
  • Benchmark industry forecasts for the following key consumer VR sectors:
    • VR HMD (Head Mounted Display) Hardware
    • VR User Accessories
    • 360° Cameras
  • Benchmark industry forecasts for the revenue opportunity across following key content markets:
    • VR Games
    • VR Multimedia
    • VR Gambling

Key Questions

  • 1. How is VR developing across different industry verticals?
  • 2. What technologies need to emerge to make this technology truly mainstream?
  • 3. What business models will succeed in this expanding ecosystem?
  • 4. What forms of content will prevail in this new market?
  • 5. Who are the main players in VR and what are their strategies?

Companies Referenced

Interviewed:

HTC, JauntVR, Leap Motion, OSVR (Open-Source Virtual Reality), Razer, Sixense Entertainment, Virtuix Omni, VRC (The Virtual Reality Company).

Profiled:

Epic Games, Google, HTC, Leap Motion, Oculus, Razer, Samsung, Sixense Entertainment, Sony, VRC (The Virtual Reality Company).

Mentioned:

20th Century Fox, ABC News, Acer, Alibaba, Alienware, Alphabet, Altspace VR, Amazon, AMD, American Museum of Natural History, ASUS. AVADirect Custom Computers, Avegant, Baofeng Group, Best Buy, Bubl Technology, CCP, Chair Entertainment, China Media Capital, Chinon Industries, Climax Studios, CNN, COLOPL, Dassault Systèmes, D-BOX, DeePoon, Dell, DICE, Dick Smith, EA (Electronic Arts), Elle, Ernst & Young, Evolution Media Partners, Explore Technologies, Eyefluence, Facebook, Fove VR, FOX Sports, Fusion Media, Game Developers Conference, GnomeMagic Lab, GoPro, HBO/Golden Boy, Hero Entertainment, Hewlett-Packard, Houghton Mifflin Harcourt, IMAX, Immersv, Improbable, InStyle, Intel, Ion Virtual Technology Corporation, Kickstarter, Kodak, LeapFrog Enterprises, Live Nation, Livescribe, MakeVR, Matterport, Microsoft, Mindmaze, MinorityVR, Namco Bandai Games, NBC Sports, nDreams, NetEase Games, New York Times, Newegg, NexVR, Nod Labs, Nokia, NVIDIA, One Caring Team, Otherside Entertainment, PBS, Pfizer, Planetary Society, PwC, QIHOO 360, Reload Studios, Resolution, Rocksteady Studios, RSA Films, Sensics, Seven West Media Limited, Shanghai Media Group, Shapeways, Shenzhen Virtual Reality Technology, Shunwang, Sidekick VR, Six Flags Entertainment Corporation, Softkinetic, Starbreeze, StrataCom, Studiotronics, Sundance, Surreal Vision, Tencent, The North Face, The Third Floor, Thinkingbox, Turbo Button, Turner Sports, Ubisoft, United Airlines, Valve, Virtual Reality Venture Capital Alliance, Virzoom, Walt Disney Company, Warner Bros, Weta Digital, YI Technology, YouTube.

Data & Interactive Forecast

The new Virtual Reality forecast suite includes:

  • Market data splits for 8 key regions, and 6 countries including:
    • Canada
    • Germany
    • Japan
    • South Korea
    • UK
    • US
  • Market data splits for 5 key hardware verticals:
    • Console-based VR HMDs
    • PC-based VR HMDs
    • Smartphone-based VR HMDs
    • VR user accessories
    • 360-degree cameras
  • Market data splits for 3 key content segments:
    • VR Games
    • VR Multimedia
    • VR Gambling
  • Access to the full set of forecast data of 92 tables and over 9,000 data points.
  • All verticals include forecasts for consumer adoption rates and installed base.
  • Hardware shipments and revenue are given for HMDs and VR peripherals.
  • Software revenue is split by pay-to-access and in-app purchase models, and gross wager and win is provided for VR gambling.

Juniper Research's highly granular interactive excels enable clients to manipulate Juniper's forecast data and charts to test their own assumptions using the Interactive Scenario Tool; and compare select markets side by side in customised charts and tables. Ifxls greatly increase clients' ability to both understand a particular market and to integrate their own views into the model.

Table of Contents

Market Trends & Competitive Landscape

1. VR Market Dynamics

  • 1.1. Introduction
    • 1.1.1. Scope of Research
  • 1.2. Definition
  • 1.3. Current Market Status
    • 1.3.1. Web Activity
      • Figure 1.1: 'Virtual Reality' Web Search Interest over Time Indicator
      • Figure 1.2: VR Web Search Interest Indicator by Geography
  • 1.4 Key Market Trends
    • l.4.1. Retail Expansion of Key Players
    • 1.4.2. Advancing Gaming Consoles
    • 1.4.3. Content Diversification
    • 1.4.4. Crowdfunding Opportunities
    • 1.4.4. Crowdfunding Opportunities
    • 1.4.5. Accessory Diversification
      • Figure 1.3: Jaunt One 360° Camera
    • 1.4.6. Developments in Asia
  • 1.5 Key Market Drivers
    • l.5.1. Investment Landscape
      • Figure 1.4: Investment into the Virtual Reality Industry 2015-2016, split by segment ($m)
    • 1.5.2. Smartphone Penetration & Technological Crossovers....
  • 1.6 Key Market Barriers
    • 1.6.1. Cost
    • 1.6.2. Content Libraries
    • 1.6.3. Technological Challenges
      • Figure 1.5: Microsoft Sparse Light VR Prototype, Peripheral Vision Simulator
    • 1.6.4. Design & Consumer Demographics
    • 1.6.5. Convenience & the Role of Presence
    • 1.6.6. Market Trends, Drivers & Constraints Summary
      • Figure 1.6: Juniper Sector Dynamics: Virtual Reality

2. VR Ecosystem & Business Models

  • 2.1. Ecosystem Members & Stakeholders
    • Figure 2.1: VR Market Ecosystem
    • Figure 2.2: Juniper Roadmap - The VR Industry
  • 2.2. VR Business Models and Opportunities
    • 2.2.1. Hardware Revenue Business Models
    • 2.2.2. Content Revenue Business Models
    • 2.2.3. Third Party Business Opportunities
  • 2.3. VR Disruptors & Challengers Quadrant
    • 2.3.1. Introduction
      • Figure 2.3: Juniper's Disruptors & Challengers Quadrant - Virtual Reality
    • 2.3.2. Landscape Analysis
      • i. Embryonic Stakeholders
      • ii. Leading Challengers
      • iii. Nascent
      • iv. Disruptors

3. Competitive Landscape: Vendor Analysis & Mati

  • 3.1. Vendor Landscape
  • 3.2. Vendor Analysis
    • Table 3.1: Juniper Research Vendor Analysis Criteria
  • 3.3. Limitations & Interpretation
  • 3.4. Vendor Analysis: Capability Assessment & Market Positioning
    • Figure 3.2: Virtual Reality Vendor Matrix
    • Table 3.3: Vendor Matrix Scoring Chart
    • 3.4.1. Stakeholder Groupings
      • i. Establishing Leaders
      • ii. Leading Challengers
  • 3.5. Virtual Reality Movers & Shakers
  • 3.6. Vendor Profiles
    • 3.6.1. Google
      • i. Corporate
        • Table 3.4: Google Financial Snapshot, 2014-2015
      • ii. Geographic Spread
      • iii. Key Clients & Strategic Partnerships
      • iv. High Level View of Offerings
      • v. Juniper's View: Key Strengths and Strategic Development Opportunities
    • 3.6.2. HTC
      • i. Corporate
        • Table 3.5: HTC Financial Snapshot, 2014-2015
      • ii. Geographic Spread
      • iii. Key Clients & Strategic Partnerships
      • iv. High Level View of Offerings
      • v. Juniper's View: Key Strengths & Strategic Development Opportunities
    • 3.6.3. Oculus
      • i. Corporate
        • Table 3.6: Facebook Financial Snapshot, 2014-2015
      • ii. Geographical Spread
      • iii. Key Clients & Strategic Partnerships
      • iv. High Level View of Offerings
      • v. Juniper's View: Key Strengths & Strategic Development Opportunities
    • 3.6.4. Razer
      • i. Corporate
      • ii. Geographic Spread
      • iii. Key Clients & Strategic Partnerships
      • iv. High Level View of Offerings
      • v. Juniper's View: Key Strengths & Strategic Development Opportunities
    • 3.6.5. Samsung Electronics
      • i. Corporate
        • Table 3.7: Samsung Financial Snapshot, 2014-2015
      • ii. Geographic Spread
      • iii. Key Clients & Strategic Partnerships
      • iv. High Level View of Offerings
      • v. Juniper's View: Key Strengths & Strategic Development Opportunities
    • 3.6.6. Sony Corporation
      • i. Corporate
        • Table 3.8: Sony Financial Snapshot, 2015-2016 (FY end 31st March)
      • ii. Geographic Spread
      • iii. Key Clients & Strategic Partnerships
      • iv. High Level View of Offerings
      • v. Juniper's View: Key Strengths & Strategic Development Opportunities
    • 3.6.7. Epic Games
      • i. Corporate
      • ii. Geographic Spread
      • iii. Key Clients & Strategic Partnerships
      • iv. High Level View of Offerings
        • Figure 3.9: Unreal Engine 4 in use for Game Development
      • v. Juniper's View: Key Strengths & Strategic Development Opportunities
    • 3.6.8. Jaunt VR
      • i. Corporate
      • i. Geographic Spread
      • ii. Key Clients & Strategic Partnerships
      • iii. High Level View of Offerings
      • iv. Juniper's View: Key Strengths & Strategic Development Opportunities
    • 3.6.9. The Virtual Reality Company
      • i. Corporate:
      • ii. Geographic Spread
      • iii. Key Clients & Strategic Partnerships
      • iv. High Level View of Offering
      • v. Juniper's View: Key Strengths & Strategic Development Opportunities
    • 3.6.10. Leap Motion
      • i. Corporate
      • ii. Geographic Spread
      • iii. Key Clients & Strategic Partnerships
      • iv. High Level View of Offerings
      • v. Juniper's View: Key Strengths & Strategic Development Opportunities
    • 3.6.11. Sixense Entertainment
      • i. Corporate
      • ii. Geographical Spread
      • iii. Key Clients & Strategic Partnerships
      • iv. High Level View of Offering
      • v. Juniper's View: Key Strengths & Strategic Development Opportunities
    • 3.6.12. Virtuix Omni
      • i. Corporate
      • ii. Geographical Spread
      • iii. Key Clients & Strategic Partnerships
      • iv. High Level View of Offering
      • v. Juniper's View: Key Strengths & Strategic Development Opportunities

Market Sizing & Forecasts

1. VR Market: Methodology & Summary Forecast

  • 1.1. Introduction
  • 1.2. Definition
  • 1.3. VR Forecast Methodology
    • 1.3.1. Analysis of the Current Market
    • l.3.2. Methodology for Sales Volume & Market Value
      • i. VR Headsets
      • ii. VR Accessories
      • iii. VR Content
      • iv. VR Gambling
        • Figure 1.1: VR Hardware Methodology
        • Figure 1.2: VR Content Methodology
  • 1.4. VR Summary Forecasts
    • 1.4.1. Hardware Forecasts
      • i. Hardware Devices Installed Base
        • Figure & Table 1.3: Number of VR Hardware Installed Base Per Annum (m), by category 2016-2021
      • ii. Hardware Device Shipments
        • Figure 1.4: Number of VR Hardware Devices Shipped Per Annum (m), Device Category 2016-2021
    • 1.4.2. Software Forecasts
      • i. VR Apps
        • Figure & Table 1.5: Number of VR Apps Downloaded Per Annum (m), Content Category 2016-2021
    • 1.4.3. Revenue Forecasts
      • i. Hardware Revenues
        • Figure & Table 1.6: VR Hardware Revenues Per Annum (m), Split by Device Category 2016-2021
      • ii. Content Revenues
        • Figure & Table 1.7: VR Software & Service Revenues Per Annum (m), Split by Device Category 2016-2021

2. VR Hardware Forecasts

  • 2.1. VR HeadsetForecasts
    • 2.1.1. PC-based VR
      • i. Device Installed Base Forecast
        • Figure & Table 2.1: Number of PC-based VR Headsets, Installed Base Per Annum (m), Split by 8 Key Regions 2016-2021
      • ii. Device Shipments Forecast
        • Figure & Table 2.2: Number of PC-based VR Headsets, Devices Shipped Per Annum (m), Split by 8 Key Regions 2016-2021
      • iii. Device Revenue Forecast
        • Figure & Table 2.3: Hardware Revenue PC-based VR Headsets Per Annum (m), Split by 8 Key Regions 2016-2021
    • 2.1.2. Console-based VR
      • i. Device Installed Base Forecast
        • Figure & Table 2.4: Number of Console-based VR Headsets, Installed Base Per Annum (m), Split by 8 Key Regions 2016-2021
      • ii. Device Shipments Forecast
        • Figure & Table 2.5: Number of Console-based VR Headsets, Devices Shipped Per Annum (m), Split by 8 Key Regions 2016-2021
      • iii. Device Revenues Forecast
        • Figure & Table 2.6: Console-based VR Headsets, Hardware Revenue Per Annum (m), Split by 8 Key Regions 2016-2021
    • 2.1.3. Smartphone-based VR
      • i. Device Installed Base Forecast
        • Figure & Table 2.7: Number of Smartphone-based VR Headsets Installed Per Annum (m), Split by 8 Key Regions 2016-2021
      • ii. Devices Shipments Forecast
        • Figure & Table 2.8: Number of Smartphone-based VR Headsets, Devices Shipped Per Annum (m), Split by 8 Key Regions 2016-2021
      • iii. Device Revenue Forecast
        • Figure & Table 2.9: Smartphone-based VR Headsets Hardware Revenue Per Annum ($m), Split by 8 Key Regions 2016-2021
  • 2.2. VR Accessories
    • 2.2.1. VR User Peripherals
      • i. Installed Base Forecast
        • Figure & Table 2.10: Number of Dedicated VR Peripherals, Installed Base Per Annum (m), Split by 8 Key Regions 2016-2021
      • ii. Device Shipments Forecast
        • Figure & Table 2.11: Number of Dedicated VR Accessory Devices, Device Shipments Per Annum (m), Split by 8 Key Regions 2016-2021
      • iii. Device Revenues Forecast
        • Figure & Table 2.12: Dedicated VR Accessory Devices, Hardware Revenue Per Annum ($m), Split by 8 Key Regions 2016-2021
    • 2.2.2. Consumer VR 360° Cameras
      • i. Installed Base Forecast
        • Figure & Table 2.13: Number of Consumer VR 360° Cameras, Installed Base Per Annum (m), Split by 8 Key Regions 2016-2021
      • ii. Device Shipments Forecast
        • Figure & Table 2.14: Number of Consumer VR 360° Cameras, Devices Shipped Per Annum (m), Split by 8 Key Regions 2016-2021
      • iii. Device Revenue Forecasts
        • Figure & Table 2.15: Consumer 360' Camera Hardware Revenue Per Annum ($m)Split by 8 Key Regions 2016-2021

3. VR Content Forecasts

  • 3.1. VR Games Forecasts
    • 3.1.1. Games Accessed
      • Figure & Table 3.1: Number of VR Games Accessed Per Annum (m), Split by 8 Key Regions 2016-2021
    • 3.1.2. Games Download Revenue
      • Figure & Table 3.2: Games Download Revenue Per Annum ($m), Split by 8 Key Regions 2016-2021
    • 3.1.3. Games In-app Purchase Revenue
      • Figure 3.3: VR Game In-App Purchase Revenue Per Annum ($m), Split by 8 Key Regions 2016-2021
  • 3.2. VR Multimedia Forecasts
    • 3.2.1. Multimedia Apps Accessed
      • Figure & Table 3.4: Number of VR Multimedia Apps Accessed Per Annum (m) Split by 8 Key Regions 2016-2021
    • 3.2.2. Multimedia App Download Revenue
      • Figure & Table 3.5:VR Multimedia Apps Purchase Revenue Per Annum ($m) Split by 8 Key Regions 2016-2021
    • 3.2.3. Multimedia In-app Purchase Revenue
      • Figure & Table 3.6: VR Multimedia Apps In-App Purchase Revenue Per Annum ($m), Split by 8 Key Regions 2016-2021
  • 3.3. VR Gambling Forecasts
    • 3.3.1. VR Gambling Adoption
      • Figure & Table 3.7: Total Number of VR Gambling Users, Split by 8 Key Regions 2016-2021(m)
    • 3.3.2. VR Gambling Wager
      • Figure & Table 3.8: Total Annual Wager on VR Gambling Services, Split 8 Key Regions 2016-2021($m)
    • 3.3.3. VR Gambling Gross Win
      • Figure & Table 3.9: Total Gross Win on VR Gambling Services ($m) Split 8 Key Regions 2016-2021
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