表紙
市場調查報告書
商品編碼
1015026

防衛訓練、模擬的商用遊戲的全球市場:成長機會 (2021年)

Global Commercial Gaming in Defence Training and Simulation Growth Opportunities, 2021

出版日期: | 出版商: Frost & Sullivan | 英文 91 Pages | 商品交期: 最快1-2個工作天內

價格
  • 全貌
  • 簡介
  • 目錄
簡介

商用遊戲最初源自桌上型的軍事兵棋。之後電腦化,在訓練、模擬 (T&S) 用途的效用受到認可,市場繼續成長並開始回饋國防工業。在T&S市場中,商業遊戲歷來用於兵棋推演和建設性模擬工具。由於商業遊戲市場在遊戲技術的生產方面已經超過了國防行業,遊戲引擎日益受到業界採用來幫助開發模擬遊戲。

本報告提供全球防衛訓練、模擬商用遊戲的市場相關分析,市場基本結構和背景情況 - 尤其是新型冠狀病毒感染疾病 (COVID-19) 感染擴大的影響 -,商用遊戲引進的主要效果,代表性計劃、企業的案例,技術開發趨勢與方向性,未來成長機會與課題等資訊,為您概述為以下內容。

目錄

策略性課題

成長環境

  • 市場概要
  • 左右訓練、模擬需求的要素
  • 新型冠狀病毒感染疾病 (COVID-19) 感染擴大,對防衛訓練、模擬的商業遊戲的影響
  • 功能的影響 - 進化的科技

分析範圍、目的

成長機會分析 - 訓練、模擬市場整體趨勢

  • 訓練、模擬市場的一般趨勢
  • 景氣趨勢/COVID-19感染擴大
  • COVID-19對國防支出的影響
  • COVID-19對訓練、模擬市場的影響
  • 感染擴大後的訓練、模擬的市場機會

成長機會分析 - 防衛用遊戲

  • 遊戲趨勢
  • 防衛用遊戲的演進 - 簡介
  • 防衛用遊戲 - 概念
  • 國防工業的目前必要條件
  • 防衛用遊戲的規定條件

值得注意的計劃

  • 美國 - DARPA (國防高等研究計劃局):Gamebreaker
  • 美國 - 陸軍、海軍陸戰隊:Fight Club
  • 美國 - 海軍:Joint Multinational Simulation Center (JMSC)
  • 歐洲 - NATO:Training by Gaming (SAS-129)
  • 英國 - 國防省:Fight Club
  • 澳洲 - 防衛科學技術機構: Battle SMART

值得注意的企業

  • 企業概要 - Improbable
    • 企業分析
    • 企業的競爭力、產品的互相比較
    • 客戶製圖 (2018年∼2020年)
    • 計劃 - 案例研究
  • 企業概要 - Bohemia Interactive Simulation
  • 企業概要 - Slitherine Software
  • 企業概要 - Epic Games
  • 企業概要 - Unity Technologies

技術分析

成長機會 (2021年)

  • 成長機會 (1):商用遊戲引擎的採用
  • 成長機會 (2):AR/VR (擴張/虛擬實境) 應用
  • 成長機會 (3):成為分析對象的研究機關和訂購要求

結論

附錄

目錄
Product Code: MG21-22

As the Commercial Gaming Market Expands, a Growing Number of Products will Become Useful to Military Customers and the Defence Industry

Commercial gaming finds its origins in military wargaming in the form of commercial tabletop games. Since then, the market has evolved and technology has moved from physical tabletop games to the use of computer technology. War games are a form of rehearsing an operation on a grand scale or a manner of witnessing possible courses of action. Officers give orders to pieces on a map to mimic what would happen in real life. For example, during the pre-war period of World War II, the US Navy ruled out its defence of the Philippines based on information gained from gaming. The market continues to grow and has begun to feed back into the defence industry through the development of gaming engines that allow the generation of training products and the utilisation of commercial games that have been found to be beneficial to defence training and simulation (T&S).

This Frost & Sullivan research service focuses on commercial gaming in defence T&S. Within the T&S market, commercial games have traditionally been used for wargaming and as constructive simulation tools. As the commercial gaming market has outpaced the defence industry in terms of the production of gaming technology, game engines have increasingly been adopted by the industry to aid in the development of simulations such as Epic Games' Unreal Engine. Game engines are one of the most significant uses of commercial gaming within defence - mainly for their ease of use and ability to function on a wide range of platforms. The engines are used to form the basis of simulation systems. Typically, commercial gaming companies do not target an entry into the defence industry (Bohemia Interactive Simulation and Improbable, for instance); instead, they enter the space on the back of commercial success as their products are found to be useful for defence applications (Slitherine Software and the UK's Defence Science and Technology Laboratory, for example).

The study defines the 3 strategic imperatives that are impacting commercial gaming in defence T&S. It also discusses the trends that are influencing demand for T&S solutions and the effects of the ongoing COVID-19 pandemic on commercial gaming in defence. Some of the key trends include the adoption of COTS solutions and the growing focus on asymmetric and hybrid warfare. Concepts such as the evolution of wargaming, the adoption of gaming software for training purposes, and the use of commercial games to maintain readiness amidst COVID-19 restrictions are examined. The study goes on to profile Programmes of Notice (the US DARPA's Gamebreaker and the UK's Ministry of Defence-Fight Club, for example) and Companies of Notice (Improbable and BISim, to name a few). A technology analysis is also part of the research service, and it covers blockchain and IoT, among others. In conclusion, the study makes growth opportunity recommendations that participants in this space can leverage to further establish themselves.

Table of Contents

Strategic Imperatives

  • Why Is It Increasingly Difficult to Grow?
  • The Strategic Imperative 8™
  • The Impact of the Top Three Strategic Imperatives on Commercial Gaming in the Defence Training and Simulation Market
  • Growth Opportunities Fuel the Growth Pipeline Engine™

Growth Environment

  • Market Overview
  • Trends that will Impact Training and Simulation Demand
  • Trends that will Impact Training and Simulation Demand (continued)
  • Impact of the COVID-19 Pandemic on Commercial Gaming in Defence Training and Simulation
  • Capability Impact-Evolving Technologies

Research Scope and Objectives

  • Research Scope
  • Research Objectives

Growth Opportunity Analysis-General Trends in the Training and Simulation Market

  • General Trends in the Training and Simulation Market
  • General Trends in the Training and Simulation Market (continued)
  • General Trends in the Training and Simulation Market (continued)
  • General Trends in the Training and Simulation Market (continued)
  • General Trends in the Training and Simulation Market (continued)
  • Economic Situation/COVID-19 Pandemic
  • COVID-19 Impact on Defence Spending
  • COVID-19 Impact on Defence Spending (continued)
  • COVID-19 Impact on the Training and Simulation Market
  • Post-Pandemic Training and Simulation Opportunities

Growth Opportunity Analysis-Gaming in Defence

  • Trends in Gaming
  • Evolution of Gaming in Defence-An Introduction
  • Gaming in Defence-Concepts
  • Gaming in Defence-Concepts (continued)
  • Gaming in Defence-Concepts (continued)
  • Gaming in Defence-Concepts (continued)
  • Gaming in Defence-Concepts (continued)
  • Current Requirements of the Defence Industry
  • Restrictions on Gaming in Defence

Programmes of Notice

  • United States-DARPA: Gamebreaker
  • United States-US Army and US Marine Corps: Fight Club
  • United States-US Army: Joint Multinational Simulation Center (JMSC)
  • Europe-NATO: Training by Gaming (SAS-129)
  • The United Kingdom-Ministry of Defence: Fight Club
  • Australia-Defence Science Technology Group: Battle SMART

Companies of Notice

  • Company Overview-Improbable
  • Company Analysis
  • Company Competitive Product Benchmarking
  • Company 2018-2020 Client Mapping
  • Programme-Case Study
  • Company Overview-Bohemia Interactive Simulation
  • Company Analysis
  • Company Competitive Product Benchmarking
  • Company Defence Client Mapping, 2018-2020
  • Company Defence Client Mapping, 2018-2020 (continued)
  • Programme-Case Study
  • Company Overview-Slitherine Software
  • Company Analysis
  • Company Competitive Product Benchmarking
  • Company Defence Client Mapping, 2018-2020
  • Programme-Case Study
  • Company Overview-Epic Games
  • Company Analysis
  • Company Competitive Product Benchmarking
  • Company Defence Client Mapping, 2018-2020
  • Company Overview-Unity Technologies
  • Company Analysis
  • Company Competitive Product Benchmarking

Technology Analysis

  • Technology Analysis
  • Technology Analysis (continued)
  • Technology Analysis (continued)
  • Technology Analysis (continued)

Growth Opportunity Universe, 2021

  • Growth Opportunity 1: Adoption of Commercial Game Engines
  • Growth Opportunity 1: Adoption of Commercial Game Engines (continued)
  • Growth Opportunity 2: AR and VR Applications
  • Growth Opportunity 2: AR and VR Applications (continued)
  • Growth Opportunity 3: Target Research Organizations and Bespoke Requirements
  • Growth Opportunity 3: Target Research Organizations and Bespoke Requirements (continued)

The Last Word

  • The Last Word-3 Big Predictions

Appendix

  • Additional Sources of Information on Training and Simulation
  • Abbreviations
  • List of Exhibits
  • Legal Disclaimer