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市場調查報告書

VR (虛擬實境) 技術的全球市場:2022年

Virtual Reality Technologies: Global Market to 2022

出版商 BCC Research 商品編碼 602128
出版日期 內容資訊 英文 119 Pages
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VR (虛擬實境) 技術的全球市場:2022年 Virtual Reality Technologies: Global Market to 2022
出版日期: 2018年01月30日內容資訊: 英文 119 Pages
簡介

全球VR (虛擬實境) 技術市場,預計從2017年的37億美元,到2022年擴大到394億美元。預計市場2017年∼2022年以60.5%的年複合成長率成長。

本報告提供全球VR (虛擬實境) 技術市場相關調查分析,市場概要,市場趨勢、資料、預測,各市場區隔分析,及主要企業的簡介等系統性資訊。

第1章 簡介

第2章 摘要和亮點

第3章 VR (虛擬實境) 技術:市場概要

  • 市場發展
  • VR設備:各類型
  • 未來展望
  • 目前市場概要
  • 價值鏈
  • 全球市場的促進要素
  • 全球市場的抑制因素

第4章 市場分析:各零件

  • 簡介
  • 硬體設備
  • 軟體
  • 市場規模、預測

第5章 市場分析:各技術

  • 簡介
  • 完全身臨其境型技術
  • 非身臨其境型技術
  • 半身臨其境型技術
  • 分散技術

第6章 市場分析:各應用領域

  • 簡介
  • 醫療
  • 遊戲
  • 教育
  • 軍事
  • 工程
  • 其他

第7章 市場分析:各地區

  • 簡介
  • 北美
  • 歐洲
  • 亞太地區
  • 其他 (RoW)

第8章 競爭分析

  • 波特的五力分析
  • 市場佔有率分析
  • 策略分析
  • 專利分析
  • 主要市場發展

第9章 企業簡介

關於BCC Research

目錄
Product Code: IFT154A

Report Highlights

The global market for virtual reality technologies totaled $3.7 billion in 2017 and should reach $39.4 billion by 2022, growing at a compound annual growth rate (CAGR) of 60.5% during 2017-2022.

Report Includes:

  • An overview of the global market for virtual reality technologies.
  • Analyses of global market trends, with data from 2016, estimates for 2017, and projections of compound annual growth rates (CAGRs) through 2022.
  • Market breakdown by component, technology, application, and region.
  • Identification of segments with high growth potential and their future applications.
  • Explanation of major drivers and regional dynamics of the market and current trends within the industry.
  • Detailed profiles of major vendors in the market.

Report Scope

This report analyzes the market trends of VR technology, future growth and regional market of the same. The scope of this study includes components, technology type, applications, and regions.

By component, the market in this report is segmented into hardware and software modules. Hardware devices are further sub-segmented into input devices, VR engine, and output devices. Similarly, the software is sub-segmented into application software and cloud-based solutions. The technology segment is broken down by fully immersive, non-immersive, semi-immersive, and distributed technologies. The applications of the VR market considered in this report include gaming, healthcare, military, industrial training, and other applications such as architecture & design, sport, and the entertainment industry. Finally, by region, the market in this report is segmented into North America, Europe, Asia-Pacific, Rest of World (ROW). Revenue forecast from 2017 to 2022 is provided for virtual reality technologies segments and regional market with estimated values has been derived from manufacturers' total revenue.

The report covers a discussion of the major players across each regional market. Further, it explains the major drivers and global dynamics of the market and current trends within the industry.

The report concludes with a special focus on the vendor landscape and includes detailed profiles of the major vendors in the global virtual reality technologies market.

Analyst Credentials

Led by Research Head Karthik Arun, the BCC Research Staff is comprised of expert analysts skilled in conducting primary research, secondary research and data analysis and who have decades of combined experience covering a wide range of industries, including healthcare, advanced materials and emerging technologies. Collectively, the team represents a diverse set of educational achievements with individual graduate work completed in microbiology, electrical engineering, business administration and surgery, among others

Table of Contents

Chapter 1: Introduction

  • Study Goals and Objectives
  • Reasons for Doing This Study
  • Scope of Report
  • Intended Audience
  • Methodology and Information Sources
  • Geographic Breakdown
  • Analyst's Credentials
  • Related BCC Research Reports

    Chapter 2: Summary and Highlights

Chapter 3: Virtual Reality Technologies: Market Overview

  • Market Evolution
    • Finally, the Virtual reality in the 21st century
  • Virtual Reality Devices by Type
    • Head-Mounted Displays (HMD)
    • Gesture Control Devices
  • Future Expectations
  • Current Market Overview
  • Value Chain
    • Component Manufacturers and Tech enablers:
    • Device Manufacturers:
    • Enterprise Application Developer:
    • Distributors & Retailers:
    • End-Users/Applications:
  • Global Market Drivers
    • Decreasing Cost of VR Hardware
    • Mobile Industry Advancing VR Adoption
    • Improving Automobile Quality and Quality of Automotive in Manufacturing
  • Global Market Restraints
    • VR Health Effect
    • Weak VR Content
    • Lack of VR Familiarity and Pricing
    • Global Market Opportunity
    • Increasing Interest Towards Social VR
    • Role of 5G in Virtual Reality
    • Corporate Training

Chapter 4: Market Breakdown by Component

  • Introduction
  • Hardware
    • Input Devices
    • VR Engine
    • Output Devices
  • Software
    • Application Software
    • Cloud Based Solution
  • Market Size and Forecast

Chapter 5: Market Breakdown by Technology

  • Introduction
  • Fully Immersive Technology
    • Market Size and Forecast
  • Non-immersive Technology
    • Market Size and Forecast
  • Semi-Immersive Technology
    • Market Size and Forecast:
  • Distributed Technology
    • Market Size and Forecast

Chapter 6: Market Breakdown by Application

  • Introduction
  • Healthcare
    • Market Size and Forecast
  • Gaming
    • Market Size and Forecast
  • Education
    • Market Size and Forecast
  • Military
    • Market Size and Forecast
  • Engineering
    • Market Size and Forecast
  • Others
    • Market Size and Forecast

Chapter 7: Market Breakdown by Region

  • Introduction
  • North America
  • Europe
  • Asia-Pacific
  • Rest of World (ROW)

Chapter 8: Competitive Analysis

  • Porter's Five Forces Model
    • Bargaining Power of Suppliers
    • Bargaining Power of Buyers
    • Threat of Substitutes
    • Threat of New Entrants
    • Degree of Competition
  • Market Share Analysis
  • Strategy Analysis
  • Patents Analysis
    • Key Patents Granted
    • Recent Patent Applications
  • Key Market Developments

Chapter 9: Company Profiles

About BCC Research

  • About BCC Research
  • BCC Membership
  • BCC Custom Research

List of Tables

  • Summary Table A: Global Market for Virtual Reality Technologies, by Component, Through 2022 ($ Millions)
  • Summary Table B: Global Market for Virtual Reality Technologies, by Application, Through 2022 ($ Millions)
  • Table 1: Global Market for Virtual Reality Technologies, by Component, Through 2022 ($ Millions)
  • Table 2: Global Market for Virtual Reality Technologies, by Technology, Through 2022 ($ Millions)
  • Table 3: Global Market for Fully Immersive Technology Used in VR by Region, Through 2022 ($ Millions)
  • Table 4: Global Market for Non-Immersive Technology Used in VR, by Region, Through 2022 ($ Millions)
  • Table 5: Global Market for Semi-Immersive Technology Used in VR, by Region, Through 2022 ($ Millions)
  • Table 6: Global Market for Distributed Technology used in VR by Region, Through 2022 ($ Millions)
  • Table 7: VR Technologies Comparison
  • Table 8: Global Market for Virtual Reality Technologies, by Application, Through 2022 ($ Millions)
  • Table 9: Global Market for VR Used in Healthcare, by Region, Through 2022 ($ Millions)
  • Table 10: Global Market for VR Used in Gaming, by Region, Through 2022 ($ Millions)
  • Table 11: Global Market for VR Used in Education, by Region, Through 2022 ($ Millions)
  • Table 12: Global Market for VR Used in Military, By Region, Through 2022 ($ Millions)
  • Table 13: Global Market for VR Used in Engineering, by Region, Through 2022 ($ Millions)
  • Table 14: Global Market for VR Used in Others, by Region, Through 2022 ($ Millions)
  • Table 15: Global Virtual Reality Technologies Market, by Region, Through 2022 ($ Millions)
  • Table 16: North America Virtual Reality Technologies Market, by Country, Through 2022 ($ Millions)
  • Table 17: North America Virtual Reality Technologies Market, by Component, Through 2022 ($ Millions)
  • Table 18: North America Virtual Reality Technologies Market, by Technology, Through 2022 ($ Millions)
  • Table 19: North America Virtual Reality Technologies Market, by Application, Through 2022 ($ Millions)
  • Table 20: Europe Virtual Reality Technologies Market, by Country, Through 2022 ($ Millions)
  • Table 21: Europe Virtual Reality Technologies Market, by Component, Through 2022 ($ Millions)
  • Table 22: Europe Virtual Reality Technologies Market, by Technology, Through 2022 ($ Millions)
  • Table 23: Europe Virtual Reality Technologies Market, by Application, Through 2022 ($ Millions)
  • Table 24: Asia-Pacific Virtual Reality Technologies Market, by Country, Through 2022 ($ Millions)
  • Table 25: Asia-Pacific Virtual Reality Technologies Market, by Component, Through 2022 ($ Millions)
  • Table 26: Asia-Pacific Virtual Reality Technologies Market, by Technology, Through 2022 ($ Millions)
  • Table 27: Asia-Pacific Virtual Reality Technologies Market, by Application, Through 2022 ($ Millions)
  • Table 28: RoW Virtual Reality Technologies Market, by Component, Through 2022 ($ Millions)
  • Table 29: RoW Virtual Reality Technologies Market, by Technology, Through 2022 ($ Millions)
  • Table 30: RoW Virtual Reality Technologies Market, by Application, Through 2022 ($ Millions)
  • Table 31: Global Maket Share Analysis for VR Hardware, by Company, 2016 (%)
  • Table 32: List of Recent Patent Application
  • Table 33: Key Developments in the Virtual Reality Technologies Industry
  • Table 34: Alphabet Inc., Net Revenue, 2014-2016 ($ Millions)
  • Table 35: Google Inc., Product Portfolio
  • Table 36: Google Inc., Key Developments
  • Table 37: HTC Corporation., Net Revenue, 2014-2016 ($ Millions)
  • Table 38: HTC Corporation., Key Developments
  • Table 39: Huawei Technologies Co. Ltd., Net Revenue, 2014-2016 ($ Millions)
  • Table 40: Huawei Technologies Co. Ltd., Key Developments
  • Table 41: Nintendo Co. Ltd, Net Revenue, 2014-2016 ($ Millions)
  • Table 42: Nvidia Corporation., Product Portfolio
  • Table 43: Nvidia Corporation., Net Revenue, 2014-2016 ($ Millions)
  • Table 44: Nvidia Corporation., Key Developments
  • Table 45: Oculus VR LLC., Product Portfolio
  • Table 46: Oculus VR LLC., Key Developments
  • Table 47: Qualcomm Inc., Net Revenue, 2014-2016 ($ Millions)
  • Table 48: Qualcomm Inc., Key Developments
  • Table 49: Samsung Electronics., Net Revenue 2014-2016 ($ Millions)
  • Table 50: Samsung Electronics Inc., Key Developments
  • Table 51: Sony Corporation, Net Revenue, 2014-2016 ($ Millions)
  • Table 52: Sony Corporation, Key Developments
  • Table 53: Unity Technologies, Key Developments
  • Table 54: Worldviz., Product Portfolio
  • Table 55: Worldviz, Key developments
  • Table 56: Zeiss International., Product Portfolio
  • Table 57: Zeiss International., Net Revenue, 2014-2016 ($ Millions)
  • Table 58: Zeiss International., Key Developments, Oct 2014-Aug 2017

List of Figures

  • Summary Figure A: Global Market for Virtual Reality Technologies, by Component, 2016-2022 ($ Millions)
  • Summary Figure B: Global Market for Virtual Reality Technologies, by Application,2016-2022 ($ Millions)
  • Figure 1: Virtual Reality Devices, by Type
  • Figure 2: Virtual Reality Technologies: Value Chain
  • Figure 3: Virtual Reality Technologies Market, By Component
  • Figure 4: Global Market for Virtual Reality Technologies, by Component, Through 2022 ($ Millions)
  • Figure 5: Global Market for Virtual Reality Technologies, by Technology, 2016-2022 ($ Millions)
  • Figure 6: Global Market for Fully Immersive Technology in Virtual Reality, 2016-2022 ($ Millions)
  • Figure 7: Global Market for Non-Immersive Technology in Virtual Reality, 2016-2022 ($ Millions)
  • Figure 8: Global Market for Semi-Immersive Technology in Virtual Reality, 2016-2022 ($ Millions)
  • Figure 9: Global Market for Distributed Technology in Virtual Reality, 2016-2022 ($ Millions)
  • Figure 10: Global Market for Virtual Reality Technologies, by Application, 2016-2022 ($ Millions)
  • Figure 11: Global Market for Virtual Reality Technologies for Healthcare Application, 2016-2022 ($ Millions)
  • Figure 12: Global Market for Virtual Reality Technologies for Gaming Application, 2016-2022 ($ Millions)
  • Figure 13: Global Market for Virtual Reality Technologies for Education Application, 2016-2022 ($ Millions)
  • Figure 14: Global Market for Virtual Reality Technologies for Military Application, 2016-2022 ($ Millions)
  • Figure 15: Global Market for Virtual Reality Technologies for Engineering Application, 2016-2022 ($ Millions)
  • Figure 16: Global Market for Virtual Reality Technologies for Other Applications, 2016-2022 ($ Millions)
  • Figure 17: Virtual Reality Technologies Market, By Region
  • Figure 18: Global Market Share for VR Technologies, by Region, 2016 (%)
  • Figure 19: North America Virtual Reality Technologies Market, by Component, 2016-2022 ($ Millions)
  • Figure 20: North America Virtual Reality Technologies Market, by Technology, 2016-2022 ($ Millions)
  • Figure 21: North America Virtual Reality Technologies Market, by Application, 2016-2022 ($ Millions)
  • Figure 22: Europe Virtual Reality Technologies Market, by Component, 2016-2022 ($ Millions)
  • Figure 23: Europe Virtual Reality Technologies Market, by Technology, 2016-2022 ($ Millions)
  • Figure 24: Europe Virtual Reality Technologies Market, by Application, 2016-2022 ($ Millions)
  • Figure 25: Asia-Pacific Virtual Reality Technologies Market, by Component, 2016-2022 ($ Millions)
  • Figure 26: Asia-Pacific Virtual Reality Technologies Market, by Technology, 2016-2022 ($ Millions)
  • Figure 27: Asia-Pacific Virtual Reality Technologies Market, by Application, 2016-2022 ($ Millions)
  • Figure 28: RoW Virtual Reality Technologies Market, by Component, 2016-2022 ($ Millions)
  • Figure 29: RoW Virtual Reality Technologies Market, by Technology, 2016-2022 ($ Millions)
  • Figure 30: RoW Virtual Reality Technologies Market, by Application, Through 2022 ($ Millions)
  • Figure 31: Virtual Reality Technologies Market, Porter's Five Forces Analysis
  • Figure 32: Global Maket Share Analysis for VR Hardware, by Company, 2016 (%)
  • Figure 33: VR Technologies Market Share, Most Preferred Strategy (%)
  • Figure 34: Percentage of Patent Application in VR, by Country 2017 (%)
  • Figure 35: Google Inc., Revenue Share by Business Segment, 2016 (%)
  • Figure 36: Google Inc., Revenue Share by Region, 2016 (%)
  • Figure 37: Google Inc., Revenue Share by Sub-Segment, 2016 (%)
  • Figure 38: Huawei Technologies Co. Ltd., Revenue Share, by Region, 2016 (%)
  • Figure 39: Huawei Technologies Co. Ltd, Revenue Share by Segments, 2016 (%)
  • Figure 40: Nintendo Co. Ltd, Revenue by Region, 2015-2016 (%)
  • Figure 41: Nintendo Co. Ltd., Revenue by Product & Services, 2016 (%)
  • Figure 42: Nvidia Corporation, Revenue Share by Region, 2016 (%)
  • Figure 43: Nvidia Corporation, Revenue Share by Segment, 2016 (%)
  • Figure 44: Qualcomm Inc., Revenue Share by Region, 2016 (%)
  • Figure 45: Qualcomm Inc., Revenue Share by Segment, 2016 (%)
  • Figure 46: Samsung Electronics Co. Ltd, Revenue Share by Region, 2016 (%)
  • Figure 47: Samsung Electronics Co. Ltd, Revenue Share by Type, 2016 (%)
  • Figure 48: Sony Corporation., Revenue Share by Region, 2016 (%)
  • Figure 49: Sony Corporation., Revenue Share by Games & Network Services, 2016 (%)
  • Figure 50: Sony Corporation., Revenue Share by Business Segment, 2016 (%)
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