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市場調查報告書

穿戴式遊戲的企業·設備·解決方案:市場預測與預測 (2015∼2020年)

Wearable Gaming Companies, Devices, and Solutions: Market Outlook and Forecasts 2015 - 2020

出版商 Mind Commerce 商品編碼 325866
出版日期 內容資訊 英文 101 Pages
商品交期: 最快1-2個工作天內
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穿戴式遊戲的企業·設備·解決方案:市場預測與預測 (2015∼2020年) Wearable Gaming Companies, Devices, and Solutions: Market Outlook and Forecasts 2015 - 2020
出版日期: 2015年03月13日 內容資訊: 英文 101 Pages
簡介

穿戴式遊戲是數位·娛樂市場新出現的領域。雖然其他的手機遊戲皆可由各種平台 (智慧型手機,平板電腦,平板手機等)提供,但和桌上型電腦筆記型電腦及固定式遊戲主機相比,其介面功能有它的限制。穿戴式技術雖然其限制更強,但互動功能及個人和遊戲的親密度上卻拓展出新的領域。同時穿戴式遊戲為了使用小型運算裝置以穿戴在身上,而具備傳統遊戲沒有的新功能,可無間斷支援玩家遊戲。全球穿戴式遊戲的市場規模預測今後將擴大到190億美元,其中硬體設備佔67%,軟體佔33%。

本報告提供全球穿戴式遊戲市場最新趨勢與未來展望相關分析,提供代表性的企業·平台·服務·策略的評估,及相關技術概要,彙整主要的推動市場要素,今後的市場趨勢預測,遊戲市場成為主流的機會和可能性,現在/未來的代表性案例等資訊,為您概述為以下內容。

第1章 穿戴式遊戲是什麼?

第2章 穿戴式遊戲的歷史

第3章 穿戴式遊戲市場概要

  • 為何是穿戴式遊戲?
  • 未來預測
  • 隱私的問題是否已解決?

第4章 穿戴式遊戲市場潛力

  • 穿戴式電話
  • 穿戴式電子設備
  • 開放原始碼型VR (虛擬實境) 和成功的咒語

第5章 穿戴式·付款所扮演的角色

第6章 穿戴式遊戲市場趨勢

  • 擴增實境 (AR) 和虛擬實境 (VR)
  • 連網型·穿戴式
  • 包含穿戴式3D的運動感應技術
  • 遊戲活用型的穿戴式·醫療保健
  • 觸覺技術 (HAPTIC技術)
  • 頭環/頭戴式顯示器 (HDM)
  • 嚴肅遊戲
  • 遊戲化

第7章 穿戴式遊戲市場未來預測

  • 全球穿戴式遊戲的市場收益額 (今後6年份)
  • 全球穿戴式遊戲的市場收益額:硬體設備/軟體 (今後6年份)
    • 硬體設備對軟體的百分率比 (今後6年份)
    • 硬體設備軟體的明細:各類型 (今後6年份)
  • 全球穿戴式遊戲用硬體設備銷售件數 (今後6年份)
    • 硬體設備銷售件數的明細:各類型 (今後6年份)
  • 穿戴式遊戲的有效用戶數 (今後6年份)
    • 穿戴式遊戲的用戶數:各類型 (預測值)
    • 每1個設備平均用戶數 (今後6年份)
  • 穿戴式遊戲的ARPPU (每位付費用戶平均收益) (今後6年份)
    • ARPPU:硬體設備/各類軟體 (今後6年份)
  • 穿戴式遊戲用硬體設備的平均零售價格 (今後6年份)
  • 穿戴式遊戲不同地區市場佔有率 (預測值)

第8章 穿戴式遊戲的種類分析

第9章 穿戴式遊戲的平台分析

  • 「作為平台的 (as a platform) 」智慧型手錶
    • 廣泛性
    • 介面
    • 支援ANDROID智慧型手錶
    • APPLE WATCH
  • 「作為平台的 (as a platform) 」智慧型手錶
  • 「作為平台的」眼鏡產品
    • GLU的SPELLISTA
    • BRICKSIMPLE的GLASSBATTLE
    • SAMSUNG的智慧眼鏡
  • 「作為平台的」頭環
  • 「作為平台的」穿戴配件

第10章 企業·硬體設備分析

  • VUZIX
    • VUZIX 1200DX-AR
    • VUZIX 1200DX-VR
    • VUZIX 1200DX
    • IWEAR 720
  • TECHNICAL ILLUSIONS
    • CASTAR
    • 4D FORCE
  • MOFF
  • CARL ZEISS
  • IRON WILL INNOVATIONS CANADA
  • EMOTIV
  • INTELLIGENT HEADSET
  • TARSIER
  • GLASSUP
  • META
    • META PRO
    • META DEVELOPER EDITION
  • TN GAMES
  • THALMIC LABS
  • SONY
    • HMZ-T3W PERSONAL 3D VIEWER
    • PROJECT MORPHEUS
  • OCULUS RIFT
  • INFINITEEYE
  • AVEGANT
  • MIND PIRATE
  • OBJE (OBSCENE INTERACTIVE)
  • LEAP MOTION
  • MICROSOFT
    • KINECT
    • HOLOLENS
    • PROJECT FORTALEZA
    • XBOX ONE VR HEADSET
  • SHOOGEE'S DUROVIS DIVE
  • WOVEN
  • VALVE STEAMVR
  • SAMSUNG GEAR VR
  • HTC VIVE
  • STRIIV PEDOMETER
  • NIKE+ FUELBAND
  • CARL ZEISS VR ONE
  • RAZER OSVR
  • GOOGLE CARDBOARD
  • ARCHOS VR HEADSET
  • IMMERSION VRELIA VR
  • ANTVR
  • SEEBRIGHT
  • ALTERGAZE
  • PRIOVR
  • SIXENSE STEM SYSTEM
  • KOR-FX GAMING VEST
  • IMOTION
  • TACTICAL HAPTICS
  • VRCADE
  • SURVIOS

第11章 穿戴式遊戲用硬體設備的市場競爭

第12章 穿戴式遊戲市場案例研究

  • GRAND THEFT AUTO (GTA)
  • NIKE AND SPORTS GAME
  • FITBIT CASUAL GAMING
  • WEAR ORBITS
  • MYLAND GAME
  • OCULUS RIFT GAMES (全14機種)
  • SUMSUNG GEAR VR GAMES (全14機種)

圖表一覽

目錄

Overview:

Wearable gaming represents an emerging entrant into the digital entertainment market that is best defined from a mobile gaming perspective. Non-wearable mobile gaming is played on various wireless devices (smartphones, tablets, phablets, etc.), which have limited interface capabilities compared to desktop, laptop, or console gaming. In many ways, wearable technology causes even more limitations, but also opens the door to new levels of interactivity and personal gaming intimacy.

Wearable gaming is played with small computing devices, which are body-mounted in some fashion, and seamlessly support game play with functionality not possible in traditional systems. Mind Commerce sees Headwear as a Platform, Eyewear as a Platform, Smartwatch as a Platform, and Body-wear as a Platform all as emerging areas for next generation digital entertainment.

This research assesses the current state and future outlook of wearable gaming technology and market. Mind Commerce findings indicate that the global wearable gaming market will reach $19 billion during the study period with a 67% market share for hardware and 33% for software. The report evaluates major players, platform, offerings, strategies, and market projections. The report also identifies the opportunities and timing for introduction of gaming into mainstream wearable technology. All purchases of Mind Commerce reports includes time with an expert analyst who will help you link key findings in the report to the business issues you're addressing. This needs to be used within three months of purchasing the report.

Report Benefits:

  • Wearable gaming forecasts through 2020
  • Identify leading companies and solutions
  • Understand challenges and opportunities
  • Recognize the future for wearable gaming
  • Understand benefits of different platforms
  • Identify wearable market drivers and constraints
  • Understand supporting capabilities and technologies

Table of Contents

1.0. WHAT IS WEARABLE GAMING?

2.0. HISTORY OF WEARABLE GAMING

3.0. OVERVIEW OF WEARABLE GAMING MARKET

  • 3.1. WHY WEARABLE GAMING?
  • 3.2. FUTURE OUTLOOK
  • 3.3. ARE PRIVACY CONCERNS OVERDONE?

4.0. WEARABLE GAMING MARKET POTENTIAL

  • 4.1. WEARABLE PHONES
  • 4.2. WEARABLE ELECTRONICS
  • 4.3. OPEN SOURCE VR GAMES AND SUCCESS MANTRA

5.0. ROLE OF WEARABLE PAYMENTS

6.0. WEARABLE GAMING MARKET TREND

  • 6.1. AUGMENTED REALITY AND VIRTUAL REALITY (AR AND VR)
  • 6.2. CONNECTED WEARABLE
  • 6.3. MOTION SENSING TECHNOLOGY INCLUDING WEARABLE 3D
  • 6.4. WEARABLE HEALTHCARE THROUGH GAMING
  • 6.5. HAPTIC TECHNOLOGY
  • 6.6. HEADWEAR OR HEAD MOUNTED DISPLAY (HMD)
  • 6.7. SERIOUS GAMING
  • 6.8. GAMIFICATION

7.0. WEARABLE GAMING MARKET PROJECTION

  • 7.1. GLOBAL WEARABLE GAMING REVENUE 2015 - 2020
  • 7.2. GLOBAL WEARABLE GAMING REVENUE BY HARDWARE AND SOFTWARE 2015 - 2020
    • 7.2.1. HARDWARE VS. SOFTWARE REVENUE PERCENTAGE TREND 2015 - 2020
    • 7.2.2. HARDWARE AND SOFTWARE REVENUE PERCENTAGE BY TYPES 2020
  • 7.3. GLOBAL WEARABLE GAMING HARDWARE UNIT SALES 2015 - 2020
    • 7.3.1. HARDWARE UNIT SALES PERCENTAGE BY TYPES 2020
  • 7.4. ACTIVE WEARABLE GAMER PROJECTION 2015 - 2020
    • 7.4.1. WEARABLE GAMER BY TYPE 2020
    • 7.4.2. AVERAGE NUMBER OF GAMER PER DEVICE 2015 - 2020
  • 7.5. WEARABLE GAMING ARPPU 2015 - 2020
    • 7.5.1. ARPPU BY HARDWARE AND SOFTWARE 2015 - 2020
  • 7.6. AVERAGE RETAIL PRICE OF WEARABLE GAMING HARDWARE 2015 - 2020
  • 7.7. WEARABLE GAMING REGIONAL MARKET SHARE 2020

8.0. WEARABLE GAME GENRE ANALYSIS

9.0. WEARABLE GAMING PLATFORM ANALYSIS

  • 9.1. SMARTWATCH AS A PLATFORM
    • 9.1.1. PERVASIVENESS
    • 9.1.2. INTERFACE
    • 9.1.3. ANDROID SMARTWATCH
    • 9.1.4. APPLE WATCH
  • 9.2. EYEWEAR AS A PLATFORM
    • 9.2.1. GLU'S SPELLISTA
    • 9.2.2. BRICKSIMPLE'S GLASSBATTLE
    • 9.2.3. SAMSUNG SMART GLASS
  • 9.3. HEADWEAR AS A PLATFORM
  • 9.4. BODYWEAR AS A PLATORM

10.0. COMPANY AND HARDWARE ANALYSIS

  • 10.1. VUZIX
    • 10.1.1. VUZIX 1200DX-AR
    • 10.1.2. VUZIX 1200DX-VR
    • 10.1.3. VUZIX 1200DX
    • 10.1.4. IWEAR 720
  • 10.2. TECHNICAL ILLUSIONS
    • 10.2.1. CASTAR
    • 10.2.2. 4D FORCE
  • 10.3. MOFF
  • 10.4. CARL ZEISS
  • 10.5. IRON WILL INNOVATIONS CANADA
  • 10.6. EMOTIV
  • 10.7. INTELLIGENT HEADSET
  • 10.8. TARSIER
  • 10.9. GLASSUP
  • 10.10. META
    • 10.10.1. META PRO
    • 10.10.2. META DEVELOPER EDITION
  • 10.11. TN GAMES
  • 10.12. THALMIC LABS
  • 10.13. SONY
    • 10.13.1. HMZ-T3W PERSONAL 3D VIEWER
    • 10.13.2. PROJECT MORPHEUS
  • 10.14. OCULUS RIFT
  • 10.15. INFINITEEYE
  • 10.16. AVEGANT
  • 10.17. MIND PIRATE
  • 10.18. OBJE (OBSCENE INTERACTIVE)
  • 10.19. LEAP MOTION
  • 10.20. MICROSOFT
    • 10.20.1. KINECT
    • 10.20.2. HOLOLENS
    • 10.20.3. PROJECT FORTALEZA
    • 10.20.4. XBOX ONE VR HEADSET
  • 10.21. SHOOGEE'S DUROVIS DIVE
  • 10.22. WOVEN
  • 10.23. VALVE STEAMVR
  • 10.24. SAMSUNG GEAR VR
  • 10.25. HTC VIVE
  • 10.26. STRIIV PEDOMETER
  • 10.27. NIKE+ FUELBAND
  • 10.28. CARL ZEISS VR ONE
  • 10.29. RAZER OSVR
  • 10.30. GOOGLE CARDBOARD
  • 10.31. ARCHOS VR HEADSET
  • 10.32. IMMERSION VRELIA VR
  • 10.33. ANTVR
  • 10.34. SEEBRIGHT
  • 10.35. ALTERGAZE
  • 10.36. PRIOVR
  • 10.37. SIXENSE STEM SYSTEM
  • 10.38. KOR-FX GAMING VEST
  • 10.39. IMOTION
  • 10.40. TACTICAL HAPTICS
  • 10.41. VRCADE
  • 10.42. SURVIOS

11.0. WEARABLE GAMING HARDWARE MARKET COMPETITION

12.0. WEARABLE GAMING CASE STUDY

  • 12.1. GRAND THEFT AUTO (GTA)
  • 12.2. NIKE AND SPORTS GAME
  • 12.3. FITBIT CASUAL GAMING
  • 12.4. WEAR ORBITS
  • 12.5. MYLAND GAME
  • 12.6. OCULUS RIFT GAMES
    • 12.6.1. NAISSANCEE
    • 12.6.2. PIXEL RIFT
    • 12.6.3. SURGEON SIMULATOR
    • 12.6.4. DOLPHINVR
    • 12.6.5. CLASSROOM AQUATIC
    • 12.6.6. WINDLANDS
    • 12.6.7. SUPERHOT
    • 12.6.8. VANGUARD V
    • 12.6.9. LASERFACE
    • 12.6.10. HALF-LIFE 2/TEAM FORTRESS 2
    • 12.6.11. AAAA! FOR THE AWESOME
    • 12.6.12. AMONG THE SLEEP
    • 12.6.13. LUCKY'S TALE
    • 12.6.14. THE WITNESS
  • 12.7. SUMSUNG GEAR VR GAMES
    • 12.7.1. HEROBOUND: FIRST STEPS
    • 12.7.2. TEMPLE RUN VR
    • 12.7.3. VRSE/FOR CARDBOARD APPS
    • 12.7.4. ESPER
    • 12.7.5. IKARUS
    • 12.7.6. DREADHALLS
    • 12.7.7. OCULUS 360 TOURS - WORLD, ICELAND
    • 12.7.8. MATTERPORT VR
    • 12.7.9. ANSHAR WARS
    • 12.7.10. PLAYHEAD
    • 12.7.11. TITANS OF SPACE
    • 12.7.12. CIRQUE DU SOLEIL ZARKANA
    • 12.7.13. DARKNET
    • 12.7.14. THEBLUVR

Figures

  • Figure 1: Pixel Miner Game on Pebble Smartwatch
  • Figure 2: Images Changing Colors from Red to Blues and Yellow to Green
  • Figure 3: Global Wearable Gaming Revenue 2015 - 2020
  • Figure 4: Global Wearable Gaming Hardware and Software Revenue 2015 - 2020
  • Figure 5: Global Wearable Gaming Hardware vs. Software Revenue 2015 - 2020
  • Figure 6: H/W vs. S/W Revenue by Hardcore, Serious and Gamification
  • Figure 7: H/W vs. S/W Revenue by Gaming Whales and Light Gamers
  • Figure 8: H/W vs. S/W Revenue Percentage by Adult Gamer and Kids
  • Figure 9: Software Revenue by Subscription Access vs. In-game Micro-transaction
  • Figure 10 Global Wearable Gaming Device Sales Projection 2015 - 2020
  • Figure 11: Wearable Gaming H/W Unit Sales by Hardcore, Serious & Gamification
  • Figure 12: Wearable Gaming H/W Unit Sales by Gaming Whales vs. Light Gamers
  • Figure 13: Wearable Gaming H/W Unit Sales by Adult Gamer vs. Kids 2020
  • Figure 14: Global Active Wearable Gamer Projection 2015 - 2020
  • Figure 15: Wearable Gamer by Hardcore, Serious, and Light Gamer 2020
  • Figure 16: Wearable Gamer Percentage Projection by Adult vs. Kids Gamer 2020
  • Figure 17: Wearable Gamer by Subscription Access vs. In-Game Micro-transaction
  • Figure 18: Average Number of Wearable Gamers by Device 2015 - 2020
  • Figure 19: Global Wearable Gaming Yearly ARPPU in US $ 2015 - 2020
  • Figure 20: Wearable Gaming ARPPU by H/W and S/W 2015 - 2020
  • Figure 21: Retail Price of Wearable Gaming Hardware Devices in US$ 2015 - 2020
  • Figure 22: Regional Market Share Projection of Wearable Gaming Market 2020
  • Figure 23: Lists of Wearable Games by Genre Categories: FPS, Simulation & RPG
  • Figure 24: PS One Game on Android Wear
  • Figure 25: Device Score of VUZIX 1200DX-AR
  • Figure 26: VUZIX 1200DX-AR Device
  • Figure 27: Device Score of VUZIX 1200DX-VR
  • Figure 28: VUZIX 1200DX-VR Device
  • Figure 29: Device Score of VUZIX 1200DX
  • Figure 30: VUZIX 1200DX Device
  • Figure 31: IWear 720 Device
  • Figure 32: Device Score of CastAR
  • Figure 33: CastAR Device
  • Figure 34: Device Score of 4D Force
  • Figure 35: 4D Force Device
  • Figure 36: Device Score of MOFF
  • Figure 37: MOFF Device
  • Figure 38: Device Score of Cinemizer OLED
  • Figure 39: Cinemizer OLED Device
  • Figure 40: Device Score of Peregrine
  • Figure 41: Peregrine Device
  • Figure 42: Device Score of EPOC Neuroheadset
  • Figure 43: EPOC Neuroheadset Device
  • Figure 44: Device Score of Intelligent Headset
  • Figure 45: Intelligent Headset Device
  • Figure 46: Device Score of Trasier Moveeye
  • Figure 47: Trasier Moveeye Device
  • Figure 48: Device Score of GlassUp
  • Figure 49: GlassUp Device
  • Figure 50: Device Score of META Pro
  • Figure 51: META Pro Device
  • Figure 52: Device Score of META Developer Edition
  • Figure 53: META Developer Edition Device
  • Figure 54: Device Score of 3RD Space Vest
  • Figure 55: 3RD Space Vest Device
  • Figure 56: Device Score of MYO armband
  • Figure 57: MYO Armband Device
  • Figure 58: Device Score of HMZ-T3W personal 3D viewer
  • Figure 59: HMZ-T3W personal 3D viewer Device
  • Figure 60: Project Morpheus Device
  • Figure 61: Device Score of Oculus Rift
  • Figure 62: Oculus Rift Device
  • Figure 63: Device Score of InfiniteEye
  • Figure 64: InfiniteEye Device
  • Figure 65: Device Score of GLYPH
  • Figure 66: GLYPH Device
  • Figure 67: Callisto Platform Operational Ecosystem
  • Figure 68: Xbox One VR Device
  • Figure 69: Valve's SteamVR Hardware System
  • Figure 70: Samsung Gear VR Device
  • Figure 71 HTC Vive Device
  • Figure 72: Striiv Pedometer
  • Figure 73: Car Zeiss VR One Device
  • Figure 74: Razer OSVR Device
  • Figure 75: Google Cardboard Device
  • Figure 76: Archos VR Headset
  • Figure 77: ImmersiON VRelia VR Headset
  • Figure 78: How ANTR is Different from Oculus and Morpheus?
  • Figure 79: ANTVR Device
  • Figure 80: Seebright Wave™ HMD
  • Figure 81: Altergaze Device
  • Figure 82: PrioVR Body Trakcing Device
  • Figure 83: STEM System Motion Tracking Platform
  • Figure 84: KOR - FX Gaming Vest
  • Figure 85: iMotion Device
  • Figure 86: Reactive Grip Device
  • Figure 87: HMD Devices (Integrated vs. Development Stage
  • Figure 88: Controller Devices vs. Development Stage
  • Figure 89 GTA Running Interface
  • Figure 90: Nike Sports Point
  • Figure 91: FitBit Lifestyle Marketing
  • Figure 92: Wear Orbits Arcade Game Apps
  • Figure 93: Myland Game based on Fitness Pedometer
  • Figure 94: Underground City of NaissanceE
  • Figure 95: Pixel Rift Game Interface
  • Figure 96: Nigel Burke's Operation on Bob
  • Figure 97: DolphinVR Emulator on Rift
  • Figure 98: Underwater Classroom Environment
  • Figure 99: Windland's Technicolor World
  • Figure 100: Superhot Prototype
  • Figure 101: Vanguard V Interface
  • Figure 102: Leaserface Game
  • Figure 103: Half-Life 2 Interface
  • Figure 104: Aaaa! For the Awesome Game Interface
  • Figure 105: 'un's House in Among the Sleep
  • Figure 106: Lucky's Tale Game Interface
  • Figure 107: The Witness's Abandoned Island
  • Figure 108: Herobound Game Interface
  • Figure 109: Temple Run Game for Samsung VR
  • Figure 110: VRSE - Cardboard Apps for VR
  • Figure 111: Esper Demo
  • Figure 112: Ikarus Demo
  • Figure 113: Dreadhalls Game
  • Figure 114: Oculus 360 virtual tourism
  • Figure 115: Matterport VR Games
  • Figure 116: Anshar Wars Game Interface
  • Figure 117: Playhead Game Shoot
  • Figure 118: Earth vs, Moon
  • Figure 119: Cirque du Soleil Zarkana Game Interface
  • Figure 120: Darknet Game Interface
  • Figure 121: Shark Passing in the Game

Tables

  • Table 1: Wearable Gaming Devices 1984 - 2008
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