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市場調查報告書

全球虛擬實境 (VR) 市場上硬體設備、軟體分析

Virtual Reality Market Hardware (Head Mounted Display, Input System) & Software (Real Estate, Live Events, Videogame, Video Entertainment, Healthcare) Global Analysis

出版商 Renub Research 商品編碼 361355
出版日期 內容資訊 英文 69 Pages
商品交期: 最快1-2個工作天內
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全球虛擬實境 (VR) 市場上硬體設備、軟體分析 Virtual Reality Market Hardware (Head Mounted Display, Input System) & Software (Real Estate, Live Events, Videogame, Video Entertainment, Healthcare) Global Analysis
出版日期: 2016年06月27日 內容資訊: 英文 69 Pages
簡介

全球虛擬現實 (VR) 市場規模,預計至2020年擴大到目前的約8倍。在全球VR市場中,應用區分領導著硬體設備區分。醫療區分居2016年的首位。可是,跟其他的部門 (不動產、實況活動、電玩遊戲,及視訊娛樂) 的競爭激烈化,預計至2020年首位寶座將替換。可是,關於主要企業,HTC領導全球VR市場。

本報告提供全球虛擬現實 (VR) 市場相關的總括性調查,市場規模與預測,市場佔有率與預測,硬體設備。應用區分的市場規模與預測,主要企業的銷售額分析,及主要促進市場成長要素與課題等相關資料彙整。

第1章 摘要整理

第2章 全球虛擬實境 (VR) 市場

第3章 全球虛擬實境 (VR) 市場佔有率分析

  • 全球虛擬實境市場佔有率
  • 全球虛擬實境硬體設備佔有率分析
  • 全球虛擬實境應用佔有率分析
  • 虛擬實境企業的銷售額規模 (以金額為準)的佔有率分析
  • 虛擬實境企業的銷售額規模 (以數量為準)的佔有率分析

第4章 全球虛擬實境 (VR) 硬體設備市場

  • 全球虛擬實境頭戴式顯示器 (HMD) 市場
    • 早期多數 (前期追隨者) 市場
    • 早期採用者 (初期採用者) 市場
    • 創新者市場
  • 全球輸入系統市場
    • 早期多數市場
    • 早期採用者市場
    • 創新者市場

第5章 全球虛擬實境 (VR) 應用 (軟體) 市場

  • 全球虛擬實境不動產市場
  • 全球虛擬實境實況活動市場
  • 全球虛擬實境電玩遊戲軟體市場
  • 全球虛擬實境視訊娛樂市場
  • 全球虛擬實境醫療市場

第6章 主要虛擬實境 (VR) 企業分析

  • SONY
    • 企業概要
    • 對虛擬實境的風險 (感應度) /倡議
    • VR銷售額分析
    • 銷售額規模分析 (以數量為準)
  • Microsoft
  • Facebook
  • HTC
  • Largan Precision
  • Samsung Electronics
  • GoPro

第7章 虛擬實境 (VR)的促進成長要素

  • VR的投資擴大
  • 技術進步

第8章 虛擬實境 (VR) 的課題

  • VR硬體設備價格大的課題

圖表清單

圖表

目錄

According to Renub Research study it is anticipated that Global Virtual Reality market will increase by 8 times by 2020, from its current market size. In the global virtual reality market, application segment will lead the market over the hardware segment. Healthcare is the leading segment in 2016. But due to growing competition from other sectors (Real Estate, Live Events, Videogame and Video Entertainment), healthcare leading position is expected to change by 2020. However, In terms of key players, HTC is leading the virtual reality market globally.

Renub Research study titled “Virtual Reality Market Hardware (Head Mounted Display, Input System) & Software (Real Estate, Live Events, Videogame, Video Entertainment, HealthCare) Global Analysis” provides a comprehensive assessment of the fast-evolving, high-growth virtual reality market. This report studies separate sales analysis of four companies: Sony, Microsoft, Facebook, HTC. A five year historic analysis is also provided for these markets.

This 69 page report with 39 Figures and 1 Tables studies the Global virtual reality market from 6 views points:

  • 1) Market and Forecast
  • 2) Market Share and Forecast
  • 3) By Hardware Segments (Head Mounted Display, Input System) Market and Forecast
  • 4) By Application Segments (Real Estate, Live Events, Videogame, Video Entertainment, HealthCare)
  • 5) Company Sales Analysis (Company Overview, Exposure / Initiatives to Virtual Reality, Virtual Reality Sale, Virtual Reality Volume Sales)
  • 6) Key Growth Drivers & Challenges

Key Companies covered in the report are as follows

  • 1) Sony
  • 2) Microsoft
  • 3) Facebook
  • 4) HTC
  • 5) Largan Precision
  • 6) Samsung Electronics
  • 7) GoPro

Data Sources

This report is built using data and information sourced from proprietary databases, primary and secondary research and in- house analysis by Renub Research team of industry experts.

Primary sources include industry surveys and telephone interviews with industry experts.

Secondary sources information and data has been collected from various printable and non- printable sources like search engines, News websites, Government Websites, Trade Journals, White papers, Government Agencies, Magazines, Newspapers, Trade associations, Books, Industry Portals, Industry Associations and access to more than 500 paid databases.

Table of Contents

1. Executive Summary

2. Global Virtual Reality Market (2014-2020)

3. Global Virtual Reality Share Analysis (2014-2020)

  • 3.1. Global Virtual Reality Market Share (2014-2015)
  • 3.2. Global Virtual Reality Hardware Share Analysis (2014-2020)
  • 3.3. Global Virtual Reality Applications Share Analysis (2016-2020)
  • 3.4. Virtual Reality Company Sales Value Share Analysis (2016-2020)
  • 3.5. Virtual Reality Company Volume Share Analysis (2016-2020)

4. Global Virtual Reality Hardware Market (2014-2020)

  • 4.1. Global Virtual Reality Head Mounted Display (HMD) Market (2014-2020)
    • 4.1.1. Global Head Mounted Display (HMD) Early Majority Market (2015-2020)
    • 4.1.2. Global Head Mounted Display (HMD) Early Adopters Market (2015-2020)
    • 4.1.3. Global Head Mounted Display (HMD) Innovators Market (2014-2020)
  • 4.2. Global Input System Market (2014-2020)
    • 4.2.1. Global Input System Early Majority Market (2015-2020)
    • 4.2.2. Global Input System Early Adopters Market (2015-2020)
    • 4.2.3. Global Input System Innovators Market (2014-2020)

5. Global Virtual Reality Applications (Software) Market (2014-2020)

  • 5.1. Global Virtual Reality Real Estate Market (2016-2020)
  • 5.2. Global Virtual Reality Live Events Market (2016-2020)
  • 5.3. Global Virtual Reality Videogame Software Market (2016-2020)
  • 5.4. Global Virtual Reality Video Entertainment Market (2016-2020)
  • 5.5. Global Virtual Reality HealthCare Market (2010-2020)

6. Key Virtual Reality Company Analysis (2016-2020)

  • 6.1. Sony
    • 6.1.1. Company Overview
    • 6.1.2. Exposure / Initiatives to Virtual Reality
    • 6.1.3. Sony VR Sales Analysis
    • 6.1.4. Sony Volume Sales Analysis
  • 6.2. Microsoft
    • 6.2.1. Company Overview
    • 6.2.2. Exposure / Initiatives to Virtual Reality
    • 6.2.3. Microsoft VR Sales Analysis
    • 6.2.4. Microsoft Volume Sales Analysis
  • 6.3. Facebook
    • 6.3.1. Company Overview
    • 6.3.2. Exposure / Initiatives to Virtual Reality
    • 6.3.3. Facebook VR Sales Analysis
    • 6.3.4. Facebook Volume Sales Analysis
  • 6.4. HTC
    • 6.4.1. Company Overview
    • 6.4.2. Exposure / Initiatives to Virtual Reality
    • 6.4.3. HTC VR Sales Analysis
    • 6.4.4. HTC Volume Sales Analysis
  • 6.5. Largan Precision
    • 6.5.1. Company Overview
    • 6.5.2. Exposure/Initiatives to Virtual Reality
  • 6.6. Samsung Electronics
    • 6.6.1. Company Overview
    • 6.6.2. Exposure / Initiatives to Virtual Reality
  • 6.7. GoPro
    • 6.7.1. Company Overview
    • 6.7.2. Exposure / Initiatives to Virtual Reality

7. Growth Drivers of Virtual Reality

  • 7.1. Increasing Investment in Virtual Reality
  • 7.2. Technological Advancement

8. Challenges in Virtual Reality

  • 8.1. Virtual Reality Hardware Price Is a Big Issue

List of Figures

  • Figure 2-1: Global-Virtual Reality Market (Million US$), 2014-2015
  • Figure 2-2: Global-Forecast for Virtual Reality Market (Million US$), 2016-2020
  • Figure 3-1: Global-Virtual Reality Market Share (Percent), 2014-2015
  • Figure 3-2: Global-Forecast for Virtual Reality Market Share (Percent), 2016-2020
  • Figure 3-3: Global-Virtual Reality Hardware Market Share (Percent), 2014-2015
  • Figure 3-4: Global-Forecast for Virtual Reality Hardware Market Share (Percent), 2016-2020
  • Figure 3-5: Global-Forecast for Virtual Reality Applications Market Share (Percent), 2016-2020
  • Figure 3-6: Virtual Reality Company Future Sales Value Share (Percent), 2016-2020
  • Figure 3-7: Virtual Reality Company Future Volume Share (Percent), 2016-2020
  • Figure 4-1: Global-Virtual Reality Hardware Market (Million US$), 2014-2015
  • Figure 4-2: Global-Forecast for Virtual Reality Hardware Market (Million US$), 2016-2020
  • Figure 4-3: Global-Virtual Reality Head Mounted Display (HMD) Market (Million US$), 2014-2015
  • Figure 4-4: Global-Forecast for Virtual Reality Head Mounted Display (HMD) Market (Million US$), 2016-2020
  • Figure 4-5: Global-Head Mounted Display (HMD) Early Majority Present & Future Market (Million US$), 2015-2020
  • Figure 4-6: Global-Head Mounted Display (HMD) Early Adopters Present & Future Market (Million US$), 2015-2020
  • Figure 4-7: Global-Head Mounted Display (HMD) Innovators Market (Million US$), 2014-2015
  • Figure 4-8: Global-Forecast for Head Mounted Display (HMD) Innovators Market (Million US$), 2016-2020
  • Figure 4-9: Global-Input System Market (Million US$), 2014-2015
  • Figure 4-10: Global-Forecast for Input System Market (Million US$), 2016-2020
  • Figure 4-11: Global-Input System Early Majority Present & Future Market (Million US$), 2015-2020
  • Figure 4-12: Global-Input System Early Adopters Present & Future Market (Million US$), 2015-2020
  • Figure 4-13: Global-Input System Innovators Market (Million US$), 2014-2015
  • Figure 4-14: Global-Forecast for Input System Innovators Market (Million US$), 2016-2020
  • Figure 5-1: Global-Virtual Reality Applications (Software) Market (Million US$), 2014-2015
  • Figure 5-2: Global-Forecast for Virtual Reality Applications (Software) Market (Million US$), 2016-2020
  • Figure 5-3: Global-Virtual Reality Real Estate Future Market (Million US$), 2016-2020
  • Figure 5-4: Global-Virtual Reality Live Events Future Market (Million US$), 2016-2020
  • Figure 5-5: Global-Virtual Reality Videogame Software Future Market (Million US$), 2016-2020
  • Figure 5-6: Global-Virtual Reality Video Entertainment Future Market (Million US$), 2016-2020
  • Figure 5-7: Global-Virtual Reality HealthCare Market (Million US$), 2010-2015
  • Figure 5-8: Global-Forecast for Virtual Reality HealthCare Market (Million US$), 2016-2020
  • Figure 6-1: Sony-Virtual Reality Future Sales Value (Million US$), 2016-2020
  • Figure 6-2: Sony-Virtual Reality Future Sales Volume (Thousand), 2016-2020
  • Figure 6-3: Microsoft-Virtual Reality Future Sales Value (Million US$), 2016-2020
  • Figure 6-4: Microsoft-Virtual Reality Future Sales Volume (Thousand), 2016-2020
  • Figure 6-5: Facebook-Virtual Reality Future Sales Value (Million US$), 2016-2020
  • Figure 6-6: Facebook-Virtual Reality Future Sales Volume (Thousand), 2016-2020
  • Figure 6-7: HTC-Virtual Reality Future Sales Value (Million US$), 2016-2020
  • Figure 6-8: HTC-Virtual Reality Future Sales Volume (Thousand), 2016-2020

List of Tables

  • Table 7-1: Investment/ Acquisition in Virtual Reality (Million US$), 2014-2015
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