表紙
市場調查報告書
商品編碼
1035870

虛擬實境 (VR):各主題分析

Virtual Reality (VR) - Thematic Research

出版日期: | 出版商: GlobalData | 英文 50 Pages | 訂單完成後即時交付

價格

本網頁內容可能與最新版本有所差異。詳細情況請與我們聯繫。

  • 全貌
  • 簡介
  • 目錄
簡介

全球虛擬實境 (VR)的市場規模,2020年是約50億美元,預計2030年達到510億美元,10年間以27%的年複合成長率成長。

這個市場遊戲意願依然強,不過,社群媒體和實況串流等領域中VR的人氣也高漲。消費者取向的VR企業,尋求以VR做為主流的半神話性的殺手級應用。另一方面,VR頭戴裝置廠商,以企業用的成長作為目標。

本報告提供全球虛擬實境 (VR) 市場相關分析,影響今後12∼24個月的市場成長的主要趨勢,及至2030年的收益預測,各市場區隔 (終端用戶 (消費者/企業),平台 (軟體/硬體設備)的詳細預測),VR用頭戴式耳機(頭戴裝置)的市場佔有率資訊,企業合併、收購 (M&A)的動向,VR開發里程碑的年表,價值鏈的各市場區隔 (半導體,零組件,頭戴式耳機(頭戴裝置),平台,應用/內容) 的主要/新供應商等彙整資訊。

目錄

目錄

摘要整理

  • 企業
  • 技術概要
  • 趨勢
  • 產業分析
  • 價值鏈
  • 企業
  • 部門計分卡
  • 詞彙表
  • 參考文件
  • 各主題分析技術
目錄
Product Code: GDTMT-TR-S339

VR has been around for over six decades, in one form or another, but is still not a mainstream technology. Both VR hardware and software have evolved significantly in recent years, but issues like latency, nausea, high prices, privacy concerns, and a dearth of compelling content prevent widespread adoption. While technologies such as 5G, cloud services, and motion tracking are used to address latency and nausea issues, improving content and developing effective data privacy practices will be paramount for VR's success. VR will be a key technology in the future of work, and the development of enterprise-grade metaverse platforms will further enhance its appeal.

Key Highlights

  • The global VR market, worth nearly $5bn in 2020, will generate revenues of $51bn by 2030, expanding at a compound annual growth rate (CAGR) of 27% over the 10-year period, according to GlobalData forecasts.
  • The market remains heavily gaming-oriented, but VR is gaining traction in areas such as social media and live streaming. Consumer-focused VR companies are striving for a semi-mythical killer app that would make VR a mainstream hit. Meanwhile, VR headset makers are increasingly exploring growth among enterprises.

Scope

  • This report provides an overview of the virtual reality theme.
  • It identifies the key trends impacting growth of the theme over the next 12 to 24 months, split into four categories: technology trends, macroeconomic trends, regulatory trends, and media trends.
  • It includes comprehensive industry analysis, including forecasts for virtual reality revenues to 2030. These forecasts are split by end-user (consumer and enterprise) and platform (hardware and software). There is also market share information for the VR headsets markets.
  • It contains details of M&A deals driven by the virtual reality theme, and a timeline highlighting milestones in the development of virtual reality.
  • The detailed value chain shows comprises five segments: semiconductors, components, headsets, platforms, and applications and content. Leading and challenging vendors are identified across all five segments.

Reasons to Buy

  • Tech companies are constantly working on expanding the VR ecosystem and positioning it as a next-generation computing platform; VR will be a key enabler of the metaverse, an emerging mega-theme that could revolutionize digital media.
  • This report tells you need to know about VR, including market forecasts to 2030 and profiles of the leading companies.

Table of Contents

Table of Contents

Executive summary

  • Players
  • Technology briefing
  • Trends
  • Industry analysis
  • Value chain
  • Companies
  • Sector scorecards
  • Glossary
  • Further reading
  • Thematic methodology