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 196 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07月01日內容資訊: 英文 196 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)

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目錄
Product Code: MCP-7969

Global Virtual Reality (VR) Market to Reach $89.1 Billion by 2027

Amid the COVID-19 crisis, the global market for Virtual Reality (VR) estimated at US$9.2 Billion in the year 2020, is projected to reach a revised size of US$89.1 Billion by 2027, growing at a CAGR of 38.2% over the analysis period 2020-2027. Consumer Electronics, one of the segments analyzed in the report, is projected to record a 31% CAGR and reach US$28 Billion by the end of the analysis period. After an early analysis of the business implications of the pandemic and its induced economic crisis, growth in the Aerospace segment is readjusted to a revised 37.6% CAGR for the next 7-year period.

The U.S. Market is Estimated at $2.8 Billion, While China is Forecast to Grow at 36.4% CAGR

The Virtual Reality (VR) market in the U.S. is estimated at US$2.8 Billion in the year 2020. China, the world`s second largest economy, is forecast to reach a projected market size of US$14.6 Billion by the year 2027 trailing a CAGR of 36.4% over the analysis period 2020 to 2027. Among the other noteworthy geographic markets are Japan and Canada, each forecast to grow at 33.8% and 33% respectively over the 2020-2027 period. Within Europe, Germany is forecast to grow at approximately 26.5% CAGR.

Industrial Segment to Record 45.9% CAGR

In the global Industrial segment, USA, Canada, Japan, China and Europe will drive the 45.8% CAGR estimated for this segment. These regional markets accounting for a combined market size of US$1 Billion in the year 2020 will reach a projected size of US$14.7 Billion by the close of the analysis period. China will remain among the fastest growing in this cluster of regional markets. Led by countries such as Australia, India, and South Korea, the market in Asia-Pacific is forecast to reach US$11.3 Billion by the year 2027.We bring years of research experience to this 18th edition of our report. The 196-page report presents concise insights into how the pandemic has impacted production and the buy side for 2020 and 2021. A short-term phased recovery by key geography is also addressed.

Competitors identified in this market include, among others,

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

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
  • Impact of Covid-19 and a Looming Global Recession

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: 2020-2027
  • TABLE 2: Virtual Reality (VR) Market Share Shift across Key Geographies Worldwide: 2020 VS 2027
  • TABLE 3: Consumer Electronics (End-Use) Global Opportunity Assessment in US$ Thousand by Region/Country: 2020-2027
  • TABLE 4: Consumer Electronics (End-Use) Percentage Share Breakdown of Global Sales by Region/Country: 2020 VS 2027
  • TABLE 5: Aerospace (End-Use) Worldwide Sales in US$ Thousand by Region/Country: 2020-2027
  • TABLE 6: Aerospace (End-Use) Market Share Shift across Key Geographies: 2020 VS 2027
  • TABLE 7: Industrial (End-Use) Global Market Estimates & Forecasts in US$ Thousand by Region/Country: 2020-2027
  • TABLE 8: Industrial (End-Use) Market Share Breakdown by Region/Country: 2020 VS 2027
  • TABLE 9: Other End-Uses (End-Use) Demand Potential Worldwide in US$ Thousand by Region/Country: 2020-2027
  • TABLE 10: Other End-Uses (End-Use) Share Breakdown Review by Region/Country: 2020 VS 2027

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: 2020 to 2027
    • TABLE 12: Virtual Reality (VR) Market Share Breakdown in the United States by End-Use: 2020 VS 2027
  • CANADA
    • TABLE 13: Canadian Virtual Reality (VR) Market Quantitative Demand Analysis in US$ Thousand by End-Use: 2020 to 2027
    • TABLE 14: Canadian Virtual Reality (VR) Market Share Analysis by End-Use: 2020 VS 2027
  • JAPAN
    • TABLE 15: Japanese Demand Estimates and Forecasts for Virtual Reality (VR) in US$ Thousand by End-Use: 2020 to 2027
    • TABLE 16: Virtual Reality (VR) Market Share Shift in Japan by End-Use: 2020 VS 2027
  • CHINA
    • TABLE 17: Chinese Demand for Virtual Reality (VR) in US$ Thousand by End-Use: 2020 to 2027
    • TABLE 18: Chinese Virtual Reality (VR) Market Share Breakdown by End-Use: 2020 VS 2027
  • 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: 2020 VS 2027
    • TABLE 21: European Virtual Reality (VR) Addressable Market Opportunity in US$ Thousand by End-Use: 2020-2027
    • TABLE 22: European Virtual Reality (VR) Market Share Analysis by End-Use: 2020 VS 2027
  • FRANCE
    • TABLE 23: Virtual Reality (VR) Quantitative Demand Analysis in France in US$ Thousand by End-Use: 2020-2027
    • TABLE 24: French Virtual Reality (VR) Market Share Analysis: A 7-Year Perspective by End-Use for 2020 and 2027
  • GERMANY
    • TABLE 25: Virtual Reality (VR) Market in Germany: Annual Sales Estimates and Forecasts in US$ Thousand by End-Use for the Period 2020-2027
    • TABLE 26: Virtual Reality (VR) Market Share Distribution in Germany by End-Use: 2020 VS 2027
  • ITALY
    • TABLE 27: Italian Demand for Virtual Reality (VR) in US$ Thousand by End-Use: 2020 to 2027
    • TABLE 28: Italian Virtual Reality (VR) Market Share Breakdown by End-Use: 2020 VS 2027
  • UNITED KINGDOM
    • TABLE 29: United Kingdom Demand Estimates and Forecasts for Virtual Reality (VR) in US$ Thousand by End-Use: 2020 to 2027
    • TABLE 30: Virtual Reality (VR) Market Share Shift in the United Kingdom by End-Use: 2020 VS 2027
  • REST OF EUROPE
    • TABLE 31: Rest of Europe Virtual Reality (VR) Addressable Market Opportunity in US$ Thousand by End-Use: 2020-2027
    • TABLE 32: Rest of Europe Virtual Reality (VR) Market Share Analysis by End-Use: 2020 VS 2027
  • ASIA-PACIFIC
    • TABLE 33: Virtual Reality (VR) Quantitative Demand Analysis in Asia-Pacific in US$ Thousand by End-Use: 2020-2027
    • TABLE 34: Asia-Pacific Virtual Reality (VR) Market Share Analysis: A 7-Year Perspective by End-Use for 2020 and 2027
  • REST OF WORLD
    • TABLE 35: Rest of World Virtual Reality (VR) Market Quantitative Demand Analysis in US$ Thousand by End-Use: 2020 to 2027
    • TABLE 36: Rest of World Virtual Reality (VR) Market Share Analysis by End-Use: 2020 VS 2027

IV. COMPETITION

  • Total Companies Profiled: 126