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市場調查報告書

消費者取向虛擬實境 (VR:虛擬實境)的全球市場分析、預測:HMD、設備配件、消費者取向VR內容

Virtual Reality for Consumer Markets - Head-Mounted Displays, Accessory Devices and Consumer Virtual Reality Content: Global Market Analysis and Forecasts

出版商 Tractica 商品編碼 336031
出版日期 內容資訊 英文 82 Pages; 50 Tables, Charts & Figures
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消費者取向虛擬實境 (VR:虛擬實境)的全球市場分析、預測:HMD、設備配件、消費者取向VR內容 Virtual Reality for Consumer Markets - Head-Mounted Displays, Accessory Devices and Consumer Virtual Reality Content: Global Market Analysis and Forecasts
出版日期: 2016年12月15日 內容資訊: 英文 82 Pages; 50 Tables, Charts & Figures
簡介

HMD (頭戴式顯示器) 和VR飾品、VR內容的全球VR市場規模在預測期間內,預計以133%的年複合成長率發展,從2015年的4億5360萬美元,成長到2021年的350億美元的規模。

本報告提供消費者取向虛擬實境 (VR:虛擬實境)的市場調查,市場及技術概要,促進市場成長的各種趨勢,市場及技術相關課題分析,各種引進案例,主要的進入經營者簡介,HMD及配件的出貨數、收益的預測,內容收益的預測,各種建議等彙整資料。

第1章 摘要整理

  • 簡介
  • 市場促進因素、障礙
  • 市場觀察、主要趨勢
  • 主要參與企業
  • 市場預測亮點
    • 消費者取向VR的收益
    • 消費者取向頭戴式顯示器 (HMD)的出貨數、收益
      • 行動HMD
      • PC為基礎的HMD
      • 主機為基礎的HMD
      • All-in-oneHMD

第2章 市場課題

  • 簡介
  • 調查範圍
    • 消費者取向VR硬體設備
  • 市場概要
  • 市場趨勢
  • 市場促進因素
    • 沒入體驗
    • 遊戲市場
    • 3D用戶界面
    • 從手轉變到手勢控制UI
    • 智慧型手機升級
    • PC升級
    • 中國
    • VR視訊
    • 行動生態系統/應用程式商店
    • 網站VR
    • 雲端遊戲
  • 市場障礙
    • 成本
    • 複雜性、多要素的購買
    • 體驗品質
    • 初期VR用途的試行錯誤
  • 利用案例
    • 遊戲
    • 影像媒體內容
    • 社群VR
    • 行銷
      • 零售電子商務
      • 住宅銷售/出賃
      • 旅遊
    • 健康自助
    • 健身
    • 空間運算 (Spatial Computing)

第3章 技術課題

  • 簡介
  • 追蹤
    • 室內外的移動
    • 眼動追蹤
    • 手追蹤解決方案
    • 手勢控制、視野
  • 延遲技術、暈VR的預防
    • 前庭電刺激 (GVS: Galvanic Vestibular Stimulation)
    • FRAME TEARING
    • 視野的限制
  • 顯示器技術
  • GPU
  • 相機
  • 3D音訊
  • 自適應串流
    • Bitmovin
    • Pixvana
  • 入座時 vs 移動中的體驗
    • 無線連接技術
    • 本地渲染

第4章 主要參與企業

  • 簡介
  • HMD、平台
    • HTC
    • Facebook
    • SONY
    • Google
    • Microsoft
    • Razer
    • Starbreeze Studios and Acer
    • NVIDIA
    • Sulon Technologies
  • 賦能技術
    • VisiSonics
    • Bitmovin
    • Pixvana
    • uSens
    • Leap Motion
    • vMocion
    • Binary VR
    • Improbable
    • Movidius
    • VR Lens Lab
  • 其他
    • Vroom
    • Alibaba
    • Amazon
    • NextVR
    • Wevr
    • Baobab Studios
    • Surreal VR
    • AltspaceVR
    • nDreams
    • Unity Technologies
    • Machina OBE
  • 其他相關企業、組織

第5章 市場預測

  • 簡介
  • 資料收集
  • 預測手法
  • VR的大眾市場的普及估計
  • 最高層級年度VR收益
  • VR HMD的年度出貨數、收益
  • VR配件的年度出貨數、收益
  • VR內容的年度收益:各內容類型
  • 消費者取向VR市場:各地區
  • 總論、建議

第6章 企業名錄

第7章 簡稱、首字母

第8章 目錄

第9章 圖表

第10章 調查範圍、資訊來源、調查手法、註記

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目錄
Product Code: VRC-16

The year 2016 will be remembered as the debut of consumer virtual reality (VR), with key ambassadors in the form of Facebook/Oculus, HTC/Valve, Sony, Samsung, and a collective community of companies in China planting their stakes in the ground with formidable investments in jumpstarting a new computing platform. After a shaky start, Facebook's Oculus Rift and HTC/Valve's VIVE started selling in the U.S. in 3Q 2016 and are stabilizing their ecosystems and distribution in 4Q 2016, as they are joined by Sony with the debut of PlayStation VR. A number of lessons have been learned since the 1990s when consumer VR last generated this much hype, with huge strides having been made in terms of creating compelling content and a convincing level of immersion.

Getting users to experience VR technology firsthand, and therefore truly understand its potential, remains a challenge, but the emergence of low-cost mobile VR solutions is helping. Even so, some industry participants strongly believe that anything requiring the user to wear a cumbersome device will ultimately fail. The stakes are high given the huge amount of money invested in the industry by some of the world's biggest companies. Consequently, industry players continue fine-tuning their products so as not to muddy the water for all involved. Tractica believes that these efforts will bear fruit in the coming years, and that combined revenue for head-mounted displays (HMDs), VR accessories, and VR content will increase from $453.6 million in 2015 to $35.0 billion worldwide in 2021, representing a compound annual growth rate (CAGR) of 133%.

This Tractica report provides a comprehensive analysis of the market dynamics, technology issues, and competitive landscape for consumer VR HMDs, accessories, and content. The report features global market forecasts for annual unit shipments and associated revenue during the period from 2014 through 2021, segmented by five world regions. HMDs are segmented into four product types: PC-based devices, console-based devices, all-in-one devices, and mobile VR headsets. VR accessories, such as gamepads and other VR-specific controllers, hand tracking devices, and 360° cameras are also quantitatively analyzed. The content market is segmented into gaming and media.

Key Questions Addressed:

  • How large is the market opportunity for consumer VR hardware and content?
  • How will the market be segmented by product type, content type, and world region?
  • How will this market grow in the coming years and which factors will drive this growth?
  • Which factors could inhibit growth during the forecast period?
  • What are the main technology trends and issues in the consumer VR market?
  • Who are the leading providers of consumer VR technology and how do their go-to-market strategies differ?

Who Needs This Report?

  • VR headset manufacturers
  • VR accessory manufacturers
  • Mobile device manufacturers
  • Media publishers, distributors, and creators
  • Semiconductor and component companies
  • Games publishers
  • Application developers
  • Investor community

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Table of Contents

1. Executive Summary

  • 1.1. Introduction
  • 1.2. Market Drivers and Barriers
  • 1.3. Market Observations/Key Trends
  • 1.4. Key Industry Players
  • 1.5. Market Forecast Highlights
    • 1.5.1. Consumer Virtual Reality Revenue
    • 1.5.2. Consumer-Grade Head-Mounted Display Shipments and Revenue
      • 1.5.2.1. Mobile Head-Mounted Displays
      • 1.5.2.2. Personal Computer-Based Head-Mounted Displays
      • 1.5.2.3. Console-Based Head-Mounted Displays
      • 1.5.2.4. All-in-One Head-Mounted Displays

2. Market Issues

  • 2.1. Introduction
  • 2.2. Scope of Study
    • 2.2.1. Consumer VR Hardware Scope
  • 2.3. Market Overview
  • 2.4. Market Trends
  • 2.5. Market Drivers
    • 2.5.1. Immersion Experiences
    • 2.5.2. Games Market
    • 2.5.3. Three-Dimensional User Interface
    • 2.5.4. User Interface Shift to Hands/Gesture Control
    • 2.5.5. Smartphone Upgrades
    • 2.5.6. Personal Computer Upgrades
    • 2.5.7. China
    • 2.5.8. VR Video
    • 2.5.9. Mobile Ecosystem/App Stores
    • 2.5.10. Web VR
    • 2.5.11. Cloud Gaming
  • 2.6. Market Barriers
    • 2.6.1. Cost
    • 2.6.2. Complex, Multi-Element Purchase
    • 2.6.3. Quality of Experience
      • 2.6.3.1. Virtual Reality Sickness
      • 2.6.3.2. Restricted Field of View
      • 2.6.3.3. Tethering
      • 2.6.3.4. Lack of Natural User Input
      • 2.6.3.5. Streaming Challenges
      • 2.6.3.6. Corrective Eyewear
    • 2.6.4. Trial and Error for Early Virtual Reality Applications
  • 2.7. Use Cases
    • 2.7.1. Games
    • 2.7.2. Video Media Content
    • 2.7.3. Social VR
    • 2.7.4. Marketing
      • 2.7.4.1. Retail E-Commerce
      • 2.7.4.2. Residential Buying/Renting
      • 2.7.4.3. Travel
    • 2.7.5. Wellness Self Help
    • 2.7.6. Fitness
    • 2.7.7. Spatial Computing

3. Technology Issues

  • 3.1. Introduction
  • 3.2. Tracking
    • 3.2.1. Inside-Out and Outside-In
      • 3.2.1.1. Simultaneous Location and Mapping and Computer Vision
    • 3.2.2. Eye Tracking
    • 3.2.3. Hand Tracking Solutions
    • 3.2.4. Gesture ControlField of View
  • 3.3. Latency Technologies and Virtual Reality Sickness Prevention
    • 3.3.1. Galvanic Vestibular Stimulation
    • 3.3.2. Frame Tearing
      • 3.3.2.1. Oculus Asynchronous Timewarp and Spacewarp
      • 3.3.2.2. VIVE Asynchronous Reprojection
    • 3.3.3. Field of View Restrictors
  • 3.4. Display Technology
  • 3.5. Graphics Processing Units
  • 3.6. Cameras
  • 3.7. Three-Dimensional Audio
  • 3.8. Adaptive Streaming
    • 3.8.1. Bitmovin
    • 3.8.2. Pixvana
  • 3.9. Seated versus Moving Experiences
    • 3.9.1. Wireless Connectivity Technologies
    • 3.9.2. Local Rendering

4. Key Industry Players

  • 4.1. Introduction
  • 4.2. Key Head-Mounted Display and Platform Players
    • 4.2.1. HTC
    • 4.2.2. Facebook
      • 4.2.2.1. Content Initiatives
      • 4.2.2.2. Evolving Head-Mounted Displays and Virtual Reality Experience
      • 4.2.2.3. Social Virtual Reality
    • 4.2.3. Sony
    • 4.2.4. Google
    • 4.2.5. Microsoft
    • 4.2.6. Razer
    • 4.2.7. Starbreeze Studios and Acer
    • 4.2.8. NVIDIA
    • 4.2.9. Sulon Technologies
  • 4.3. Key Enabling Technology Players
    • 4.3.1. VisiSonics
    • 4.3.2. Bitmovin
    • 4.3.3. Pixvana
    • 4.3.4. uSens
    • 4.3.5. Leap Motion
    • 4.3.6. vMocion
    • 4.3.7. Binary VR
    • 4.3.8. Improbable
    • 4.3.9. Movidius
    • 4.3.10. VR Lens Lab
  • 4.4. Other Key Players
    • 4.4.1. Vroom
    • 4.4.2. Alibaba
    • 4.4.3. Amazon
    • 4.4.4. NextVR
    • 4.4.5. Wevr
    • 4.4.6. Baobab Studios
    • 4.4.7. Surreal VR
    • 4.4.8. AltspaceVR
    • 4.4.9. nDreams
    • 4.4.10. Unity Technologies
    • 4.4.11. Machina OBE
  • 4.5. Other Selected Industry Participants

5. Market Forecasts

  • 5.1. Introduction
  • 5.2. Data Collection
  • 5.3. Forecast Methodology
    • 5.3.1. Top-Level Head-Mounted Display Shipments
    • 5.3.2. Virtual Reality Accessories
    • 5.3.3. Average Selling Prices and Revenue
  • 5.4. Virtual Reality Mass Market Penetration Estimates
  • 5.5. Top-Level Annual Virtual Reality Revenue
  • 5.6. Annual Virtual Reality Head-Mounted Display Shipments and Revenue
  • 5.7. Annual Virtual Reality Accessories Shipments and Revenue
  • 5.8. Annual Virtual Reality Content Revenue by Content Type
  • 5.9. Consumer Virtual Reality Market by Region
  • 5.10. Conclusions and Recommendations

6. Company Directory

7. Acronym and Abbreviation List

8. Table of Contents

9. Table of Charts and Figures

10. Scope of Study, Sources and Methodology, Notes

List of Charts, Figures, and Tables

Charts

  • Annual VR Hardware and Content Revenue by Segment, World Markets: 2016-2021
  • Annual HMD Unit Shipments by Product Type, World Markets: 2016-2021
  • Annual HMD Revenue by Product Type, World Markets: 2016-2021
  • Annual VR Hardware Unit Shipments by Product Type, World Markets: 2016-2021
  • Annual VR Hardware Revenue by Product Type, World Markets: 2016-2021
  • Annual VR Content Revenue by Content Type, World Markets: 2016-2021
  • Annual HMD Unit Shipments by Region, World Markets: 2016-2021
  • Annual HMD Revenue by Region, World Markets: 2016-2021
  • Annual VR Accessory Unit Shipments by Region, World Markets: 2016-2021
  • Annual VR Accessory Revenue by Region, World Markets: 2016-2021
  • Annual VR Content Revenue by Region, World Markets: 2016-2021

Figures

  • UnlimitedHand Enables Touch Control via a Forearm Sleeve
  • China Joy Tech Show in Shanghai in August where VR was a Dominant Theme
  • Figure Screenshot GoPro VR Video, Tahiti Surfing
  • Wevr's theBlu Is a Series that Explores Ocean Habitats Up Close and In Person
  • Mattel's View-Master Will Feature "Batman: The Animated Series" VR Experience
  • 360fly VR Camera Single Lens Camera for Stitchless 360° Video, $499
  • Field of View Adaptive Streaming
  • Hang Glider VR Experience at CEATEC Japan, October 2016
  • Oculus Touch Controllers
  • Facebook Virtual Reality Emoji
  • StarVR HMD
  • Screenshot from NVIDIA's Fun House
  • Improbable
  • Invasions!
  • Reggie Watts' Virtual Comedy Show in AltspaceVR
  • Midi Jacket

Tables

  • Annual VR Hardware and Content Revenue by Segment, World Markets: 2014-2021
  • Annual VR Hardware Unit Shipments by Product Type, World Markets: 2014-2021
  • Annual VR Hardware Revenue by Product Type, World Markets: 2014-2021
  • Annual HMD Unit Shipments by Product Type, World Markets: 2014-2021
  • Annual HMD Revenue by Product Type, World Markets: 2014-2021
  • Annual VR Content Revenue by Content Type, World Markets: 2014-2021
  • Annual HMD Unit Shipments by Region, World Markets: 2014-2021
  • Annual HMD Revenue by Region, World Markets: 2014-2021
  • Annual VR Accessory Unit Shipments by Region, World Markets: 2014-2021
  • Annual VR Accessory Revenue by Region, World Markets: 2014-2021
  • Annual VR Content Revenue by Geographic Region, World Markets: 2014-2021
  • Annual VR Hardware Unit Shipments and Revenue by Product Type, North America: 2014-2021
  • Annual VR Hardware Unit Shipments and Revenue by Product Type, Europe: 2014-2021
  • Annual VR Hardware Unit Shipments and Revenue by Product Type, Asia Pacific: 2014-2021
  • Annual VR Hardware Unit Shipments and Revenue by Product Type, Latin America: 2014-2021
  • Annual VR Hardware Unit Shipments and Revenue by Product Type, Middle East & Africa: 2014-2021
  • Annual VR Content Revenue by Content Type, North America 2014-2021
  • Annual VR Content Revenue by Content Type, Europe: 2014-2021
  • Annual VR Content Revenue by Content Type, Asia Pacific: 2014-2021
  • Annual VR Content Revenue by Content Type, Latin America: 2014-2021
  • Annual VR Content Revenue by Content Type, Middle East & Africa: 2014-2021
  • Consumer 360° Cameras
  • Additional Industry Participants
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