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市場調查報告書

虛擬實境 (VR) 內容的全球市場 (2016∼2020年)

Global Virtual Reality Content Market 2016-2020

出版商 TechNavio (Infiniti Research Ltd.) 商品編碼 382919
出版日期 內容資訊 英文 57 Pages
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虛擬實境 (VR) 內容的全球市場 (2016∼2020年) Global Virtual Reality Content Market 2016-2020
出版日期: 2016年10月24日 內容資訊: 英文 57 Pages
簡介

VR (虛擬實境) 內容,提供用戶三次元的虛擬體驗。最單純的是3D影像,用戶操縱鍵盤和鼠標,進行影像的移動和擴大、縮小。更新的技術,使用穿戴式電腦和VR頭戴式耳機,在現實的空間上出現虛擬空間,讓用戶親身感受螢幕上的影像。全球移植市場2016∼2020年以每年127.97%的年複合成長率 (CAGR) 成長。

本報告提供全球VR (虛擬實境) 內容市場相關分析,技術、產品概要和市場基本結構,市場規模趨勢 (今後5年的預測值),各產業、各終端用戶、各地區的詳細趨勢,推動、阻礙市場要素與其影響力,主要企業簡介,今後的市場機會等調查評估。

第1章 摘要整理

  • 分析結果的概要

第2章 分析範圍

  • 分析概要
  • 終端用戶
  • 基準年、預測期間
  • 供應商的選擇標準
  • 總計誤差
  • 大供應商的主要產品

第3章 市場分析技術

  • 分析方法
  • 經濟指標

第4章 簡介

  • 市場趨勢的概要

第5章 市場環境

  • 市場概要
  • 產品生命週期
  • 全球VR內容市場
  • 全球VR市場/VR內容市場
  • 全球VR內容用戶數
  • 全球VR市場:硬體設備單位
  • 波特的五力分析

第6章 虛擬實境 (VR) 內容的全球市場:各產業市場區隔

  • 全球VR內容市場:各產業

第7章 虛擬實境 (VR) 內容的全球市場:各設備的市場區隔

  • 全球VR市場:各設備
  • 全球VR內容市場:PC用
  • 全球VR內容市場:遊戲主機用
  • 全球VR內容市場:行動裝置用

第8章 購買標準

第9章 虛擬實境 (VR) 內容的全球市場:地區區分

  • 全球VR內容市場:各地區
  • 南北美洲的VR內容市場
  • 歐洲、中東、非洲各國 (EMEA)的VR內容市場

第10章 主要國家市場

  • 美國

第11章 虛擬實境 (VR) 內容的全球市場:推動因素

第12章 推動因素的影響力

第13章 虛擬實境 (VR) 內容的全球市場:課題

第14章 推動因素、課題的影響力

第15章 虛擬實境 (VR) 內容的全球市場:趨勢

第16章 供應商環境

  • 競爭方案
  • 主要供應商
  • 其他卓越供應商

第17章 附錄

  • 簡稱集

第18章 關於Technavio

目錄
Product Code: IRTNTR10659

About VR Content

VR is an artificial environment that is created using software and hardware. The content is in 3D form, giving users a virtual experience. The 3D image is the simplest form of VR that can be explored on a PC by using a keyboard or mouse as a controller to move the image or zoom in or out. The more advanced technologies include actual rooms that are augmented with wearable computers, VR headsets that allow users to feel the display images, and wrap-around display screens.

Technavio's analysts forecast the global VR content market to grow at a CAGR of 127.97% during the period 2016-2020.

Covered in this report

The report covers the present scenario and the growth prospects of the global VR content market for 2016-2020. To calculate the market size, the report considers the revenue generated from the sales of VR content in the following industries:

  • Games
  • Entertainment
  • Healthcare and wellness
  • Travel and tourism
  • Others (include engineering, manufacturing, automotive, real estate, sports and fitness, and education)

The market is divided into the following segments based on geography:

  • Americas
  • APAC
  • EMEA

Technavio's report, Global VR Content Market 2016-2020, has been prepared based on an in-depth market analysis with inputs from industry experts. The report covers the market landscape and its growth prospects over the coming years. The report also includes a discussion of the key vendors operating in this market.

Key vendors

  • Netflix
  • Samsung
  • Google
  • Valve

Other Prominent Vendors

  • 8i
  • Alphaeon
  • AltspaceVR
  • Apple (Metaio)
  • Blippar
  • Alchemy VR
  • CCP Games
  • EEVO
  • Facebook
  • GoPro
  • High Fidelity
  • HTC
  • Improbable
  • Jaunt
  • Legend3D
  • Linden Lab
  • Marxent
  • Matterport
  • Movidius
  • MyDreamVR
  • NextVR
  • Nod Labs
  • Reload Studios
  • Resolution Games
  • Sony
  • uSens
  • Virtalis
  • Virtuix
  • Viscira
  • VRideo
  • Wevr
  • WorldViz

Market driver

  • Growing penetration of VR headsets
  • For a full, detailed list, view our report

Market challenge

  • Limitations of hardware and software
  • For a full, detailed list, view our report

Market trend

  • Growing popularity of 360-degree videos
  • For a full, detailed list, view our report

Key questions answered in this report

  • What will the market size be in 2020 and what will the growth rate be?
  • What are the key market trends?
  • What is driving this market?
  • What are the challenges to market growth?
  • Who are the key vendors in this market space?
  • What are the market opportunities and threats faced by the key vendors?
  • What are the strengths and weaknesses of the key vendors?

You can request one free hour of our analyst's time when you purchase this market report. Details are provided within the report.

Table of Contents

PART 01: Executive summary

  • Highlights

PART 02: Scope of the report

  • Market overview
  • End-user
  • Base year and forecast period
  • Vendor selection criteria
  • Summation error
  • Top-vendor offerings

PART 03: Market research methodology

  • Research methodology
  • Economic indicators

PART 04: Introduction

  • Key market highlights

PART 05: Market landscape

  • Market overview
  • Product life cycle
  • Global VR content market
  • Global VR versus VR content market
  • Global VR content users
  • Global VR market by hardware
  • Five forces analysis

PART 06: Market segmentation by industry

  • Global VR content market by industry

PART 07: Market segmentation by device

  • Global VR market by device
  • Global VR content market by PCs
  • Global VR content market by gaming consoles
  • Global VR content market by mobile devices

PART 08: Buying criteria

PART 09: Geographical segmentation

  • Global VR content market by geography
  • VR content market in Americas
  • VR content market in EMEA

PART 10: Key leading country

  • US

PART 11: Market drivers

PART 12: Impact of drivers

PART 13: Market challenges

PART 14: Impact of drivers and challenges

PART 15: Market trends

PART 16: Vendor landscape

  • Competitive scenario
  • Key vendors
  • Other prominent vendors

PART 17: Appendix

  • List of abbreviations

PART 18: Explore Technavio

List of Exhibits

  • Exhibit 01: Key regions considered for global VR content market 2015-2020
  • Exhibit 02: Product offerings
  • Exhibit 03: Overview of global VR content market
  • Exhibit 04: Product life cycle of VR content 2015 and 2020
  • Exhibit 05: Global VR content market 2015-2020 ($ millions)
  • Exhibit 06: Global VR versus VR content market 2015-2020 (YoY growth rate)
  • Exhibit 07: Global VR content users 2015-2020 (millions of users)
  • Exhibit 08: Global VR market by hardware 2015-2020 (millions of units)
  • Exhibit 09: Five forces analysis
  • Exhibit 10: Global VR content market by industry 2015 (% revenue share)
  • Exhibit 11: Global VR market by device 2015-2020 (% revenue share)
  • Exhibit 12: Revenue comparison of global VR content market by device 2015-2020 ($ millions)
  • Exhibit 13: CAGR comparison of global VR content market by device 2015-2020 (%)
  • Exhibit 14: Global VR content market by PCs 2015-2020 ($ millions)
  • Exhibit 15: Global VR content market by gaming consoles 2015-2020 ($ millions)
  • Exhibit 16: Global VR content market by mobile devices 2015-2020 ($ millions)
  • Exhibit 17: Buying criteria of VR content
  • Exhibit 18: Global VR content market by geography 2015-2020 (% share)
  • Exhibit 19: Revenue comparison of global VR content market by geography 2015-2020 ($ millions)
  • Exhibit 20: CAGR comparison of global VR content market by geography 2015-2020 (%)
  • Exhibit 21: VR content market in Americas 2015-2020 ($ millions)
  • Exhibit 22: VR content market in EMEA 2015-2020 ($ millions)
  • Exhibit 23: VR content market in APAC 2015-2020 ($ millions)
  • Exhibit 24: Impact of drivers
  • Exhibit 25: Impact of drivers and challenges
  • Exhibit 26: Key M&A and funds raised in global VR content market
  • Exhibit 27: Samsung Electronics: Business segmentation
  • Exhibit 28: Other prominent vendors
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