表紙
市場調查報告書

虛擬實境 (VR)的全球市場

Virtual Reality (VR)

出版商 Global Industry Analysts, Inc. 商品編碼 248916
出版日期 內容資訊 英文 86 Pages
商品交期: 最快1-2個工作天內
價格
虛擬實境 (VR)的全球市場 Virtual Reality (VR)
出版日期: 2020年02月01日內容資訊: 英文 86 Pages
簡介

這份報告提供全球虛擬實境 (VR) 市場相關調查分析,彙整家電,產業,航太,其他最終用途的各部門考察,以及美國,加拿大,日本,歐洲,亞太地區,世界其他各國之各市場相關分析,2015年到2024年的市場預測,主要企業的簡介等相關資訊。

第1章 簡介,調查方法,產品定義

第2章 產業概要

  • 數位沉浸時代
  • VR第一波趨勢,在訓練,模擬,遊戲上的利用
  • VR第二波趨勢,通信系統/接口上的利用
  • VR市場已經成熟
  • 投資方案
  • 群眾集資
  • 價值鏈參加者的期待
  • 行動VR的盛衰
  • VR遊樂場的成長
  • 非消費者導向應用程式
  • 廣告上VR的成長
  • 企業部門的成長
  • 產業/製造部門的機會
  • 醫療上VR的急速成長
  • 航太產業 上VR的莫大機會
  • VR室內規模沉浸式體驗將徹底改變房地產和建築
  • 教育部門的VR
  • VR技術促進沉浸式和具有成本效益的模擬培訓
  • VR的未來在於硬體設備設計
  • 最新的頭戴式耳機(頭戴裝置)的創新
  • VR配件的創新
  • VR內容/應用程序的重要性與硬體同等重要影響VR技術的商業成功
  • 主要VR應用程式
  • 透過VR和AR融合的MR
  • 課題
  • 技術問題
  • 成本方面的問題
  • 可尋址市場缺乏意識和滲透
  • 市場預測

第3章 產品概要

  • 虛擬實境 (VR)的簡介
  • VR的種類
  • VR的解決方案
  • VR的利用
  • VR的發展

第4章 競爭情形

第5章 全球市場概要

第6章 地區市場概要

  • 美國
  • 加拿大
  • 日本
  • 歐洲
  • 亞太地區
  • 全球其他各國

第7章 企業簡介 (126公司)

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。

目錄
Product Code: MCP-7969

Virtual Reality (VR) market worldwide is projected to grow by US$66.5 Billion, driven by a compounded growth of 41.3%. Consumer Electronics, one of the segments analyzed and sized in this study, displays the potential to grow at over 34.4%. The shifting dynamics supporting this growth makes it critical for businesses in this space to keep abreast of the changing pulse of the market. Poised to reach over US$24.5 Billion by the year 2025, Consumer Electronics will bring in healthy gains adding significant momentum to global growth.

Representing the developed world, the United States will maintain a 45.8% growth momentum. Within Europe, which continues to remain an important element in the world economy, Germany will add over US$1.9 Billion to the region's size and clout in the next 5 to 6 years. Over US$3 Billion worth of projected demand in the region will come from Rest of Europe markets. In Japan, Consumer Electronics will reach a market size of US$1.7 Billion by the close of the analysis period. As the world's second largest economy and the new game changer in global markets, China exhibits the potential to grow at 39.7% over the next couple of years and add approximately US$11 Billion in terms of addressable opportunity for the picking by aspiring businesses and their astute leaders. Presented in visually rich graphics are these and many more need-to-know quantitative data important in ensuring quality of strategy decisions, be it entry into new markets or allocation of resources within a portfolio. Several macroeconomic factors and internal market forces will shape growth and development of demand patterns in emerging countries in Asia-Pacific. All research viewpoints presented are based on validated engagements from influencers in the market, whose opinions supersede all other research methodologies.

Competitors identified in this market include, among others,

  • Barco N.V
  • EON Reality Inc.
  • Google Inc.
  • HTC Corporation
  • Immersive Robotics
  • Intel Corporation
  • Kopin Corporation, Inc.
  • Leap Motion, Inc.
  • Lenovo (China)
  • MindMaze Holding SA
  • Oculus VR, LLC
  • Pimax Technology (Shanghai) Co., Ltd.
  • Qualcomm Technologies, Inc.
  • Samsung Electronics Co., Ltd.
  • Sensics, Inc.
  • Sixense Enterprises Inc.
  • Sony Interactive Entertainment
  • StarVR Corporation
  • Varjo Technologies
  • Virtalis Limited
  • VirtaMed AG
  • VRgineers, Inc.
  • WorldViz
  • Advanced Micro Devices, Inc.
  • AppReal-VR
  • Cubicle Ninjas
  • Crytek GmbH
  • Epic Games, Inc.
  • Erminesoft
  • Firsthand Technology Inc.
  • Hyperlink Infosystem
  • Jaunt, Inc.
  • NVIDIA Corporation
  • Pixvana, Inc.
  • Unigine Corp.
  • Unity Technologies, Inc.

TABLE OF CONTENTS

I. INTRODUCTION, METHODOLOGY & REPORT SCOPE

II. EXECUTIVE SUMMARY

1. MARKET OVERVIEW

  • Age of Digital Immersion: The Foundation for the Growing Business Interest in Virtual Reality
  • The First Wave of VR Unleashes the Power of VR as a Training, Simulation & Gaming Tool
  • The Second Wave of VR Will Unleash VR as a Communication System/Interface
  • Recent Market Activity
  • From a Fictional Concept to a Multi-Billion Dollar Opportunity, the VR Market is Ripe for the Picking
  • Investments Scenario: Venture Capitalists Get Ready to Surf the Giant VR Wave
  • A Peek Into Active AR & VR Investors & the Companies Funded by Them
  • Crowdfunding, Emerges as the New Way Forward
  • Participants across the Value Chain Bet Big on Virtual Reality
  • VR Value Chain Participants
  • Enterprise Sector to Mobilize a Sizable Chunk of Growth in the VR Market
  • Industrial/Manufacturing Sector Hide a Goldmine of Opportunities for VR
  • Backed by the Promise of "Adding Value in Care", VR in Healthcare Poised for Rapid Growth in a Rapidly Transforming Value Based Healthcare System
  • Convergence of VR & AR Into Mixed Reality to be the Bold New Future
  • Market Outlook
  • Global Competitor Market Shares
  • Virtual Reality (VR) Competitor Market Share Scenario Worldwide (in %): 2020 & 2029

2. FOCUS ON SELECT PLAYERS

  • VR Hardware Manufacturers
  • Barco N.V (Belgium)
  • EON Reality Inc. (USA)
  • Google Inc. (USA)
  • HTC Corporation (Taiwan)
  • Immersive Robotics (Australia)
  • Intel Corporation (USA)
  • Kopin Corporation, Inc. (USA)
  • Leap Motion, Inc. (USA)
  • Lenovo (China)
  • MindMaze Holding SA (Switzerland)
  • Oculus VR, LLC (USA)
  • Pimax Technology (Shanghai) Co., LTD
  • Qualcomm Technologies, Inc. (USA)
  • Samsung Electronics Co., Ltd., (South Korea)
  • Sensics, Inc. (USA)
  • Sixense Enterprises Inc. (USA)
  • Sony Interactive Entertainment (USA)
  • StarVR Corporation (Taiwan)
  • Varjo Technologies (Finland)
  • Virtalis Limited (UK)
  • VirtaMed AG (Switzerland)
  • VRgineers, Inc (Czech Republic)
  • WorldViz (USA)
  • VR Software Developers (Includes Software Toolsfor VR Content, VR Video Capture, and VR App Developers)
  • Advanced Micro Devices, Inc. (USA)
  • AppReal-VR (Israel)
  • Cubicle Ninjas (USA)
  • Crytek GmbH (Germany)
  • Epic Games, Inc. (USA)
  • Erminesoft (USA)
  • Firsthand Technology Inc. (USA)
  • Hyperlink Infosystem (India)
  • Jaunt, Inc. (USA)
  • NVIDIA Corporation (USA)
  • Pixvana, Inc. (USA)
  • Unigine Corp. (Russia)
  • Unity Technologies, Inc. (USA)

3. MARKET TRENDS & DRIVERS

  • The Rise & Fall of Mobile VR: The Insider Story of Why Consumer VR is Falling
  • The Rise of VR Arcades: The Last Ditch Attempt to Revive the Consumer Gaming Market
  • Non-Consumer Applications: The Future of VR
  • Value of VR in Advertising Rises InSync With the Importance of Immersive & Interactive Visualization in Digital Marketing
  • VR Ready for Fishing Opportunities in the US$1.5 Trillion Aerospace Industry
  • VR's Room-Scale Immersive Experience to Revolutionize Real Estate and Architecture
  • Educational VR Experiences to Complement Traditional Teaching Methods
  • VR Technology Promotes Immersive and Cost-effective Simulation Based Training
  • Future of VR Lies in the Hardware Design: A Review
  • A Peek Into the Latest Headset Innovations in the Market
  • HTC Vive Pros Features Improved Visual Fidelity and Room Scale Experience to Attract Enterprise Users
  • Upgrades Propel Affordable Oculus Rift and Sony PSVR to Compete With HTC Vive in Immersive Gameplay
  • Standalone VR Headsets Promote Untethered VR Experience: Oculus Go Stands Out Among Pricier Competitors
  • Pimax 8K VR Premium Headset Provides Widest FOV to Increase Immersive Effect
  • Increased Focus on Innovations in Mobile VR Headsets in a Bid to Battle the Threat of Standalone VR Headsets
  • Innovations in VR Accessories to Enhance Immersive Experience
  • VR Content/Apps Rise in Significance On Par With Hardware to Influence the Commercial Success of VR Technology
  • List of Leading VR Apps Classified by End Use Application
  • Issues & Challenges
  • Yet to be Resolved Technology Issues - A Major Concern
  • Low Resolution of HMDs
  • Performance Issues from Display Latency of VR Devices
  • Massive Size of HMDs
  • Non-Compatibility with Other Devices
  • Need for Systems with High End Configuration & its Cost Implications
  • Maintaining Consistent Video Quality - A Major Technology Challenge
  • Data Storage - A Critical But Often Ignored VR Function
  • Despite Emergence of New Relatively Inexpensive Model - Cost Continues to Remain a Major Issue
  • Lack of Awareness & Penetration in Addressable Markets

4. GLOBAL MARKET PERSPECTIVE

  • TABLE 1: Virtual Reality (VR) Global Market Estimates and Forecasts in US$ Thousand by Region/Country: 2018-2025
  • TABLE 2: Virtual Reality (VR) Market Share Shift across Key Geographies Worldwide: 2019 VS 2025
  • TABLE 3: Consumer Electronics (End-Use) Global Opportunity Assessment in US$ Thousand by Region/Country: 2018-2025
  • TABLE 4: Consumer Electronics (End-Use) Percentage Share Breakdown of Global Sales by Region/Country: 2019 VS 2025
  • TABLE 5: Aerospace (End-Use) Worldwide Sales in US$ Thousand by Region/Country: 2018-2025
  • TABLE 6: Aerospace (End-Use) Market Share Shift across Key Geographies: 2019 VS 2025
  • TABLE 7: Industrial (End-Use) Global Market Estimates & Forecasts in US$ Thousand by Region/Country: 2018-2025
  • TABLE 8: Industrial (End-Use) Market Share Breakdown by Region/Country: 2019 VS 2025
  • TABLE 9: Other End-Uses (End-Use) Demand Potential Worldwide in US$ Thousand by Region/Country: 2018-2025
  • TABLE 10: Other End-Uses (End-Use) Share Breakdown Review by Region/Country: 2019 VS 2025

III. MARKET ANALYSIS

  • GEOGRAPHIC MARKET ANALYSIS
  • UNITED STATES
    • Market Facts & Figures
    • US Virtual Reality (VR) Market Share (in %) by Company: 2020 & 2025
    • Market Analytics
    • TABLE 11: United States Virtual Reality (VR) Latent Demand Forecasts in US$ Thousand by End-Use: 2018 to 2025
    • TABLE 12: Virtual Reality (VR) Market Share Breakdown in the United States by End-Use: 2019 VS 2025
  • CANADA
    • TABLE 13: Canadian Virtual Reality (VR) Market Quantitative Demand Analysis in US$ Thousand by End-Use: 2018 to 2025
    • TABLE 14: Canadian Virtual Reality (VR) Market Share Analysis by End-Use: 2019 VS 2025
  • JAPAN
    • TABLE 15: Japanese Demand Estimates and Forecasts for Virtual Reality (VR) in US$ Thousand by End-Use: 2018 to 2025
    • TABLE 16: Virtual Reality (VR) Market Share Shift in Japan by End-Use: 2019 VS 2025
  • CHINA
    • TABLE 17: Chinese Demand for Virtual Reality (VR) in US$ Thousand by End-Use: 2018 to 2025
    • TABLE 18: Chinese Virtual Reality (VR) Market Share Breakdown by End-Use: 2019 VS 2025
  • EUROPE
    • Market Facts & Figures
    • European Virtual Reality (VR) Market: Competitor Market Share Scenario (in %) for 2020 & 2025
    • Market Analytics
    • TABLE 19: European Virtual Reality (VR) Market Demand Scenario in US$ Thousand by Region/Country: 2018-2025
    • TABLE 20: European Virtual Reality (VR) Market Share Shift by Region/Country: 2019 VS 2025
    • TABLE 21: European Virtual Reality (VR) Addressable Market Opportunity in US$ Thousand by End-Use: 2018-2025
    • TABLE 22: European Virtual Reality (VR) Market Share Analysis by End-Use: 2019 VS 2025
  • FRANCE
    • TABLE 23: Virtual Reality (VR) Quantitative Demand Analysis in France in US$ Thousand by End-Use: 2018-2025
    • TABLE 24: French Virtual Reality (VR) Market Share Analysis: A 7-Year Perspective by End-Use for 2019 and 2025
  • GERMANY
    • TABLE 25: Virtual Reality (VR) Market in Germany: Annual Sales Estimates and Forecasts in US$ Thousand by End-Use for the Period 2018-2025
    • TABLE 26: Virtual Reality (VR) Market Share Distribution in Germany by End-Use: 2019 VS 2025
  • ITALY
    • TABLE 27: Italian Demand for Virtual Reality (VR) in US$ Thousand by End-Use: 2018 to 2025
    • TABLE 28: Italian Virtual Reality (VR) Market Share Breakdown by End-Use: 2019 VS 2025
  • UNITED KINGDOM
    • TABLE 29: United Kingdom Demand Estimates and Forecasts for Virtual Reality (VR) in US$ Thousand by End-Use: 2018 to 2025
    • TABLE 30: Virtual Reality (VR) Market Share Shift in the United Kingdom by End-Use: 2019 VS 2025
  • REST OF EUROPE
    • TABLE 31: Rest of Europe Virtual Reality (VR) Addressable Market Opportunity in US$ Thousand by End-Use: 2018-2025
    • TABLE 32: Rest of Europe Virtual Reality (VR) Market Share Analysis by End-Use: 2019 VS 2025
  • ASIA-PACIFIC
    • TABLE 33: Virtual Reality (VR) Quantitative Demand Analysis in Asia-Pacific in US$ Thousand by End-Use: 2018-2025
    • TABLE 34: Asia-Pacific Virtual Reality (VR) Market Share Analysis: A 7-Year Perspective by End-Use for 2019 and 2025
  • REST OF WORLD
    • TABLE 35: Rest of World Virtual Reality (VR) Market Quantitative Demand Analysis in US$ Thousand by End-Use: 2018 to 2025
    • TABLE 36: Rest of World Virtual Reality (VR) Market Share Analysis by End-Use: 2019 VS 2025

IV. COMPETITION

  • Total Companies Profiled: 126
  • VIRTUAL REALITY (VR) MCP-7969
  • CONTENTS