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市場調查報告書

一般消費者取向VR (虛擬實境) 的全球市場 - 頭戴式顯示器 (HMD)、行動VR、設備配件,及VR內容:市場分析與未來預測

Virtual Reality for Consumer Markets - Head Mounted Displays, Mobile Virtual Reality, Accessory Devices and 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 80 Pages; 43 Tables, Charts & Figures
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一般消費者取向VR (虛擬實境) 的全球市場 - 頭戴式顯示器 (HMD)、行動VR、設備配件,及VR內容:市場分析與未來預測 Virtual Reality for Consumer Markets - Head Mounted Displays, Mobile Virtual Reality, Accessory Devices and Virtual Reality Content: Global Market Analysis and Forecasts
出版日期: 2015年07月27日 內容資訊: 英文 80 Pages; 43 Tables, Charts & Figures
簡介

2016年主要企業相繼銷售頭戴式耳機的新產品,消費者取向VR (虛擬實境) 商務的第二波升起,也是決定今後的市場未來的重要一年。由於1990年代得到的重要教訓各企業公司進行大幅投資,以及產品的革新和調諧。這樣的努力終於要開花結果,合計HMD (頭戴式顯示器) 和VR飾品類,以及VR內容的全球市場整體銷售額預計從2014年到2020年的期間以142%年複合成長率 (CAGR) 急速持續擴大,2020年達到218億美元的市場規模。

本報告以消費者取向VR的全球市場為主題,提供推動市場成長要素及阻礙因素、技術課題,以及市場競爭情形詳細的檢驗說明、年度的出貨台數,以及銷售額的形式從2014年到2020年的市場預測。

第1章 摘要整理

  • 序論
  • 主要趨勢
  • 市場預測

第2章 市場相關重要事項

  • 調查範圍
    • 產品類型定義
    • 消費者取向VR的用途
      • 遊戲
      • 社群VR
      • 旅遊觀光事業
      • 運動及器械
      • 其他
    • 各地區分類
  • 推動市場成長要素
    • 大企業的莫大投資
    • MR (複合現實感)
    • 行動VR及VR的存取性
    • 遊戲市場
    • 處理能力的提高
    • 影像解析度
    • 對網際網路的連接性
    • 尋求高身臨其境與實在感的慾望
    • VR應用程式市場的發展
  • 阻礙市場成長要素
    • VR實演的困難
    • 價格及最低限度必要的硬體設備性能高
    • 內容/吸引人的內容的不足
    • 傳統的遊戲採用VR
    • 硬體設備能力過載的可能性
    • 人體工學問題、舒適性、衛生問題
    • 時機的問題
    • 安全上的疑慮
    • 自然直觀性的用戶輸入
    • 標準規格的缺乏

第3章 技術相關重要事項

  • 追蹤
    • 外部界內 vs. 界內出界
  • 硬體設備零件
    • 相機
    • 顯示器技術
    • GPU (影像處理單位)
    • 輸入設備
  • 新的手勢控制
  • 座位體驗 vs. 移動型體驗
  • 視野
  • 有現實感的圖形
  • 3D音訊
  • 其他感覺

第4章 主要企業

  • VR輸入設備主要企業
  • 社群VR平台主要企業
  • 遊戲的開發人員、出版者,及遊戲引擎主要企業
  • HMD主要製造廠
  • 其他的主要企業

第5章 市場預測

  • 資料收集與市場預測概要
  • 預測手法
  • 最高層級的年度出貨台數及收益額
  • 各地區的消費者取向VR市場
  • 各內容類型的VR內容收益額
  • 結論及建議

第6章 企業名錄

第7章 簡稱清單

第8章 目錄

第9章 附表及附圖

第10章 調查範圍、資訊來源、調查手法、註記

目錄
Product Code: VRC-15

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The year 2016 will be the make or break year for the second coming of consumer virtual reality (VR). Facebook and Sony are both set to release the muchanticipated Oculus Rift and Project Morpheus headsets, respectively, by which time HTC's Vive head-mounted display (HMD) will have been on the market for a while. A number of lessons have been learned since the 1990s when consumer VR last generated this much hype, with huge strides having been made on the comfort of HMDs, creating a convincing level of immersion, the emergence of standards, and the development of compelling content.


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 finetuning 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 HMDs, VR accessories, and VR content will increase from $108.8 million in 2014 to $21.8 billion worldwide by 2020, with a compound annual growth rate (CAGR) of 142%.

This Tractica report provides a comprehensive analysis of the market dynamics, technology issues, and competitive landscape for consumer VR hardware and content. The report features global market forecasts for annual unit shipments and associated revenue during the period from 2014 through 2020, segmented by five world regions. HMDs are segmented into three product types: PC-based devices, console-based devices, and mobile VR headsets. VR accessories like gamepads and other VR-specific controllers, hand tracking devices, locomotion devices, and gaming vests and suits are also quantitatively analyzed. The content market is split into gaming, television, movies and music, social VR, tourism, and sports and fitness.

Key Market Forecasts

  • Annual VR Hardware and Content Revenue by Segment, World Markets: 2014:2020
  • Annual HMD Unit Shipments by Product Type and Region, World Markets: 2014-2020
  • Annual HMD Revenue by Product Type and Region, World Markets: 2014-2020
  • Annual VR Accessory Unit Shipments by Region, World Markets: 2014-2020
  • Annual VR Accessory Revenue by Region, World Markets: 2014-2020
  • Annual VR Content Revenue by Content Type and Region, World Markets: 2014-2020
  • Annual Revenue for Mobile Augmented Reality Applications by Geographic Region, World Markets: 2014-2019

Technologies

  • 3D audio
  • 3D depth sensors
  • 4K and 8K video
  • 5G networks
  • Eye tracking
  • Foveated rendering
  • Hand tracking
  • Haptics
  • OLED displays
  • Optical tracking
  • Photorealism
  • Positional tracking

Content Types

  • 360 degree music videos
  • Gaming
  • Live events
  • Movies
  • Sports and fitness
  • Television shows
  • Theme parks
  • Tourism

Geographies

  • North America
  • Europe
  • Asia Pacific
  • Latin America
  • Middle East and Africa

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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 what 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
  • Home networking companies
  • Semiconductor and component companies
  • Games publishers
  • Application developers
  • Investor community

Table of Contents

1. Executive Summary

  • 1.1. Introduction
  • 1.2. Key Trends
  • 1.3. Market Forecast Highlights

2. Market Issues

  • 2.1. Introduction
  • 2.2. Scope of Study
    • 2.2.1. Product Type Definitions
    • 2.2.2. Consumer VR Applications
      • 2.2.2.1. Gaming
        • 2.2.2.2. Television, Movies, and Music
        • 2.2.2.2.1. Adult Entertainment and Dating
      • 2.2.2.3. Social VR
      • 2.2.2.4. Tourism
        • 2.2.2.4.1. Theme Parks
      • 2.2.2.5. Sports and Fitness
      • 2.2.2.6. Others
    • 2.2.3. Geographic Segmentation
  • 2.3. Key Drivers of Growth
    • 2.3.1. Huge Investment from Big Players
    • 2.3.2. Mixed Reality
    • 2.3.3. Mobile VR and Accessibility to VR
    • 2.3.4. Gaming Market
    • 2.3.5. Improved Processing Power
    • 2.3.6. Image Resolution
    • 2.3.7. Internet Connectivity
    • 2.3.8. Drive for Greater Immersion and Sense of Presence
    • 2.3.9. Development of VR App Marketplaces
  • 2.4. Inhibitors of Market Growth
    • 2.4.1. Difficulty in Demonstrating VR
    • 2.4.2. Prohibitive Pricing and Minimum Hardware Requirements
    • 2.4.3. A Lack of Content/Compelling Content
    • 2.4.4. Retrofitting VR to Traditional Games
    • 2.4.5. Potential Hardware Oversaturation
    • 2.4.6. Ergonomics, Comfort, and Hygiene
    • 2.4.7. A Matter of Timing
    • 2.4.8. Safety Concerns
    • 2.4.9. Natural User Input
    • 2.4.10. Lack of Standards

3. Technology Issues

  • 3.1. Introduction
  • 3.2. Tracking
    • 3.2.1. Outside-In versus Inside-Out
  • 3.3. Hardware Components
    • 3.3.1. Cameras
    • 3.3.2. Display Technology
    • 3.3.3. Graphics Processing Units
      • 3.3.3.1. Eye Tracking
    • 3.3.4. Input Devices
      • 3.3.4.1. Standard Gamepads and Other Game Controllers
      • 3.3.4.2. Hand Tracking Solutions
      • 3.3.4.3. Locomotion Devices
      • 3.3.4.4. Vests and Suits
      • 3.3.4.5. Haptics
  • 3.4. New Gesture Controls
  • 3.5. Seated versus Moving Experiences
    • 3.5.1. Wireless Connectivity Technologies
    • 3.5.2. Local Warping
    • 3.5.3. Local Rendering
    • 3.5.4. Sensor Accuracy
  • 3.6. Field of View
  • 3.7. Realistic Graphics
  • 3.8. 3D Audio
  • 3.9. Other Senses

4. Key Industry Players

  • 4.1. Introduction
  • 4.2. Selected Manufacturers of VR Input Devices
    • 4.2.1. Immerz
    • 4.2.2. Leap Motion
    • 4.2.3. Reality Abstraction Industries
    • 4.2.4. Virtuix
  • 4.3. Selected Social VR Platforms
    • 4.3.1. AltspaceVR
    • 4.3.2. High Fidelity
    • 4.3.3. Linden Lab
  • 4.4. Selected Developers, Games Publishers, and Game Engines
    • 4.4.1. Aesthetic Interactive
    • 4.4.2. nDreams
    • 4.4.3. Survios
    • 4.4.4. Ubisoft Entertainment
    • 4.4.5. Unity Technologies
  • 4.5. Selected HMD Manufacturers
    • 4.5.1. Avegant
    • 4.5.2. HTC Corporation/Valve
    • 4.5.3. Facebook (Oculus VR)
    • 4.5.4. Razer
    • 4.5.5. VRVana
    • 4.5.6. Sony Computer Entertainment
  • 4.6. Selected Other Industry Participants

5. Market Forecasts

  • 5.1. Introduction
  • 5.2. Data Collection and Forecast Overview
  • 5.3. Forecast Methodology
    • 5.3.1. Top-Level HMD Shipments
    • 5.3.2. Adoption of VR Accessories
    • 5.3.3. VR Content Sales
    • 5.3.4. Average Selling Prices and Revenues
  • 5.4. Top-Level Annual Unit Shipments and Revenues
  • 5.5. Consumer VR Market by Region
  • 5.6. VR Content Revenues by Content Type
  • 5.7. 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

Charts

  • Annual VR Hardware and Content Revenue by Segment, World Markets: 2014-2020
  • Annual VR Hardware and Content Revenue by Segment, World Markets: 2014-2020
  • Annual VR Hardware Unit Shipments by Product Type, World Markets: 2014-2020
  • Annual VR Hardware Revenue by Product Type, World Markets: 2014-2020
  • Annual HMD Unit Shipments by Product Type, World Markets: 2014-2020
  • Annual HMD Revenue by Product Type, World Markets: 2014-2020
  • Annual HMD Unit Shipments by Region, World Markets: 2014-2020
  • Annual HMD Revenue by Region, World Markets: 2014-2020
  • Annual VR Accessory Unit Shipments by Region, World Markets: 2014-2020
  • Annual VR Accessory Revenue by Region, World Markets: 2014-2020
  • Annual VR Content Revenue by Region, World Markets: 2014-2020
  • Annual VR Content Revenue by Content Type, World Markets: 2014-2020

Figures

  • Sega VR HMD
  • HTC Vive Developer Edition
  • Sixense STEM System
  • KOR-FX Gaming Vest
  • Ground Control Foot Pedals
  • 2D Representation of AltspaceVR's Oculus Super Bowl Party
  • Hovercast VR Menu
  • Avegant Glyph

Tables

  • Annual VR Hardware and Content Revenue by Segment, World Markets: 2014-2020
  • Annual VR Hardware Unit Shipments by Product Type, World Markets: 2014-2020
  • Annual VR Hardware Revenue by Product Type, World Markets: 2014-2020
  • Annual HMD Unit Shipments by Product Type, World Markets: 2014-2020
  • Annual HMD Revenue by Product Type, World Markets: 2014-2020
  • Annual VR Content Revenue by Content Type, World Markets: 2014-2020
  • Annual HMD Unit Shipments by Region, World Markets: 2014-2020
  • Annual HMD Revenue by Region, World Markets: 2014-2020
  • Annual VR Accessory Unit Shipments by Region, World Markets: 2014-2020
  • Annual VR Accessory Revenue by Region, World Markets: 2014-2020
  • Annual VR Content Revenue by Geographic Region, World Markets: 2014-2020
  • Annual VR Hardware Unit Shipments and Revenue by Product Type, North America: 2014-2020
  • Annual VR Hardware Unit Shipments and Revenue by Product Type, Europe: 2014-2020
  • Annual VR Hardware Unit Shipments and Revenue by Product Type, Asia Pacific: 2014-2020
  • Annual VR Hardware Unit Shipments and Revenue by Product Type, Latin America: 2014-2020
  • Annual VR Hardware Unit Shipments and Revenue by Product Type, Middle East & Africa: 2014-2020
  • Annual VR Content Revenue by Content Type, North America 2014-2020
  • Annual VR Content Revenue by Content Type, Europe: 2014-2020
  • Annual VR Content Revenue by Content Type, Asia Pacific: 2014-2020
  • Annual VR Content Revenue by Content Type, Latin America: 2014-2020
  • Annual VR Content Revenue by Content Type, Middle East & Africa: 2014-2020
  • Well-Known Mobile VR Headsets
  • Additional Industry Participants
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