表紙
市場調查報告書

全球VR遊戲市場(2020年∼2024年)

Global VR Gaming Market 2020-2024

出版商 TechNavio (Infiniti Research Ltd.) 商品編碼 969615
出版日期 內容資訊 英文 120 Pages
訂單完成後即時交付
價格
全球VR遊戲市場(2020年∼2024年) Global VR Gaming Market 2020-2024
出版日期: 2020年10月01日內容資訊: 英文 120 Pages
簡介

全球VR遊戲的市場規模在2020年∼2024年間,預測將成長到2061億9000萬美元,在預測期間內預計將以70%的年複合成長率推移。 市場成長的主要因素有360度內容的普及和虛擬遊戲的發展。

本報告提供VR遊戲市場調查,提供市場概要,市場成長要素及阻礙因素分析,各用途·各類型·各地區的市場規模的變化與預測,競爭情形,主要企業的簡介,市場機會等全面性資訊。

目錄

摘要整理

市場形勢

市場規模

  • 市場定義
  • 市場區隔分析
  • 市場規模2019
  • 市場預測:從2019年∼2024年的預測

波特的五力分析

各用途市場市場區隔

  • 市場區隔
  • 各用途比較
  • PC-市場規模與預測(2019年-2024年)
  • 主機-市場規模與預測(2019年-2024年)
  • 行動裝置-市場規模與預測(2019年-2024年)
  • 各用途的市場機會

各類型的市場區隔

  • 市場區隔
  • 各類型比較
  • 硬體設備-市場規模與預測(2019年-2024年)
  • 軟體-市場規模與預測(2019年-2024年)
  • 配件-市場規模與預測(2019年-2024年)
  • 各類型的市場機會

客戶形勢

各地區形勢

  • 各地區市場區隔
  • 各地區比較
  • 歐洲-市場規模與預測(2019年-2024年)
  • 北美-市場規模與預測(2019年-2024年)
  • 亞太地區-市場規模與預測(2019年-2024年)
  • 南美-市場規模與預測(2019年-2024年)
  • 中東·非洲-市場規模與預測(2019年-2024年)
  • 主要的主要國家
  • 地區的市場機會
  • 市場推動因素
  • 市場課題
  • 市場趨勢

業者情勢

  • 概要
  • 業者情勢
  • 創造性破壞狀況

供應商分析

  • 交易廠商
  • 供應商的市場定位
  • Activision Blizzard Inc.
  • Alphabet Inc.
  • Carl Zeiss AG
  • Electronic Arts Inc.
  • HTC Corp.
  • Nintendo Co. Ltd.
  • Razer Inc.
  • Samsung Electronics Co. Ltd.
  • Sony Corp.
  • Unity Technologies Inc.

附錄

目錄
Product Code: IRTNTR44546

Technavio has been monitoring the VR gaming market and it is poised to grow by USD 206.19 bn during 2020-2024, progressing at a CAGR of 70% during the forecast period. Our reports on the VR gaming market provides a holistic analysis, market size and forecast, trends, growth drivers, and challenges, as well as vendor analysis covering around 25 vendors.

The report offers an up-to-date analysis regarding the current global market scenario, latest trends and drivers, and the overall market environment. The market is driven by the growing popularity of 360-degree content and advancements in virtual gaming. In addition, the growing popularity of 360-degree content is anticipated to boost the growth of the market as well.

The VR gaming market analysis includes type segment, application segment, and geographical landscapes.

Technavio's ‘VR gaming market ’ is segmented as below:

By Type:

  • Hardware
  • Software
  • Accessories

By Application:

  • PCs
  • Consoles
  • Mobile devices

By Geographic Landscape:

  • Europe
  • North America
  • APAC
  • South America
  • MEA

This study identifies the increasing adoption of VR in the interactive home entertainment industry as one of the prime reasons driving the VR gaming market growth during the next few years. Also, the introduction of digital downloading in gaming consoles and rising adoption of AR games will lead to sizable demand in the market.

Technavio presents a detailed picture of the market by the way of study, synthesis, and summation of data from multiple sources by an analysis of key parameters. Our report on the VR gaming market covers the following areas:

  • VR gaming market sizing
  • VR gaming market forecast
  • VR gaming market industry analysis

Technavio's robust vendor analysis is designed to help clients improve their market position, and in line with this, this report provides a detailed analysis of several leading VR gaming market vendors that include Activision Blizzard Inc., Alphabet Inc., Electronic Arts Inc., HTC Corp., Nintendo Co. Ltd., Razer Inc., Samsung Electronics Co. Ltd., Sony Corp., Unity Technologies Inc., and Carl Zeiss AG. Also, the VR gaming market analysis report includes information on upcoming trends and challenges that will influence market growth. This is to help companies strategize and leverage on all forthcoming growth opportunities.

The study was conducted using an objective combination of primary and secondary information including inputs from key participants in the industry. The report contains a comprehensive market and vendor landscape in addition to an analysis of the key vendors.

Technavio presents a detailed picture of the market by the way of study, synthesis, and summation of data from multiple sources by an analysis of key parameters such as profit, pricing, competition, and promotions. It presents various market facets by identifying the key industry influencers. The data presented is comprehensive, reliable, and a result of extensive research - both primary and secondary. Technavio's market research reports provide a complete competitive landscape and an in-depth vendor selection methodology and analysis using qualitative and quantitative research to forecast an accurate market growth.

Table of Contents

Executive Summary

  • Market Overview

Market Landscape

  • Market ecosystem
  • Value chain analysis

Market Sizing

  • Market definition
  • Market segment analysis
  • Market size 2019
  • Market outlook: Forecast for 2019 - 2024

Five Forces Analysis

  • Five forces summary
  • Bargaining power of buyers
  • Bargaining power of suppliers
  • Threat of new entrants
  • Threat of substitutes
  • Threat of rivalry
  • Market condition

Market Segmentation by Application

  • Market segments
  • Comparison by Application
  • PCs - Market size and forecast 2019-2024
  • Consoles - Market size and forecast 2019-2024
  • Mobile devices - Market size and forecast 2019-2024
  • Market opportunity by Application

Market Segmentation by Type

  • Market segments
  • Comparison by Type
  • Hardware - Market size and forecast 2019-2024
  • Software - Market size and forecast 2019-2024
  • Accessories - Market size and forecast 2019-2024
  • Market opportunity by Type

Customer landscape

Geographic Landscape

  • Geographic segmentation
  • Geographic comparison
  • Europe - Market size and forecast 2019-2024
  • North America - Market size and forecast 2019-2024
  • APAC - Market size and forecast 2019-2024
  • South America - Market size and forecast 2019-2024
  • MEA - Market size and forecast 2019-2024
  • Key leading countries
  • Market opportunity by geography
  • Market drivers
  • Market challenges
  • Market trends

Vendor Landscape

  • Overview
  • Vendor landscape
  • Landscape disruption

Vendor Analysis

  • Vendors covered
  • Market positioning of vendors
  • Activision Blizzard Inc.
  • Alphabet Inc.
  • Carl Zeiss AG
  • Electronic Arts Inc.
  • HTC Corp.
  • Nintendo Co. Ltd.
  • Razer Inc.
  • Samsung Electronics Co. Ltd.
  • Sony Corp.
  • Unity Technologies Inc.

Appendix

  • Scope of the report
  • Currency conversion rates for US$
  • Research methodology
  • List of abbreviations

Exhibit

  • 1: Key Finding 1
  • 2: Key Finding 2
  • 3: Key Finding 3
  • 4: Key Finding 5
  • 5: Key Finding 6
  • 6: Key Finding 7
  • 7: Key Finding 8
  • 8: Key Finding 9
  • 9: Parent market
  • 10: Market characteristics
  • 11: Offerings of vendors included in the market definition
  • 12: Market segments
  • 13: Global - Market size and forecast 2019 - 2024 ($ billion)
  • 14: Global market: Year-over-year growth 2019 - 2024 (%)
  • 15: Five forces analysis 2019 & 2024
  • 16: Bargaining power of buyers
  • 17: Bargaining power of suppliers
  • 18: Threat of new entrants
  • 19: Threat of substitutes
  • 20: Threat of rivalry
  • 21: Market condition - Five forces 2019
  • 22: PCs - Market size and forecast 2019-2024 ($ billion)
  • 23: PCs - Year-over-year growth 2019-2024 (%)
  • 24: Consoles - Market size and forecast 2019-2024 ($ billion)
  • 25: Consoles - Year-over-year growth 2019-2024 (%)
  • 26: Mobile devices - Market size and forecast 2019-2024 ($ billion)
  • 27: Mobile devices - Year-over-year growth 2019-2024 (%)
  • 28: Hardware - Market size and forecast 2019-2024 ($ billion)
  • 29: Hardware - Year-over-year growth 2019-2024 (%)
  • 30: Software - Market size and forecast 2019-2024 ($ billion)
  • 31: Software - Year-over-year growth 2019-2024 (%)
  • 32: Accessories - Market size and forecast 2019-2024 ($ billion)
  • 33: Accessories - Year-over-year growth 2019-2024 (%)
  • 34: Customer landscape
  • 35: Impact of drivers and challenges
  • 36: Vendor landscape
  • 37: Landscape disruption
  • 38: Industry risks
  • 39: Vendors covered
  • 40: Market positioning of vendors
  • 41: Activision Blizzard Inc. - Overview
  • 42: Activision Blizzard Inc. - Business segments
  • 43: Activision Blizzard Inc. - Key offerings
  • 44: Activision Blizzard Inc. - Key customers
  • 45: Activision Blizzard Inc. - Segment focus
  • 46: Alphabet Inc. - Overview
  • 47: Alphabet Inc. - Business segments
  • 48: Alphabet Inc. - Key offerings
  • 49: Alphabet Inc. - Key customers
  • 50: Alphabet Inc. - Segment focus
  • 51: Electronic Arts Inc. - Overview
  • 52: Electronic Arts Inc. - Business segments
  • 53: Electronic Arts Inc. - Key offerings
  • 54: Electronic Arts Inc. - Key customers
  • 55: Electronic Arts Inc. - Segment focus
  • 56: HTC Corp. - Overview
  • 57: HTC Corp. - Business segments
  • 58: HTC Corp. - Key offerings
  • 59: HTC Corp. - Key customers
  • 60: HTC Corp. - Segment focus
  • 61: Nintendo Co. Ltd. - Overview
  • 62: Nintendo Co. Ltd. - Business segments
  • 63: Nintendo Co. Ltd. - Key offerings
  • 64: Nintendo Co. Ltd. - Key customers
  • 65: Nintendo Co. Ltd. - Segment focus
  • 66: Razer Inc. - Overview
  • 67: Razer Inc. - Business segments
  • 68: Razer Inc. - Key offerings
  • 69: Razer Inc. - Key customers
  • 70: Razer Inc. - Segment focus
  • 71: Samsung Electronics Co. Ltd. - Overview
  • 72: Samsung Electronics Co. Ltd. - Business segments
  • 73: Samsung Electronics Co. Ltd. - Key offerings
  • 74: Samsung Electronics Co. Ltd. - Key customers
  • 75: Samsung Electronics Co. Ltd. - Segment focus
  • 76: Sony Corp. - Overview
  • 77: Sony Corp. - Business segments
  • 78: Sony Corp. - Key offerings
  • 79: Sony Corp. - Key customers
  • 80: Sony Corp. - Segment focus
  • 81: Unity Technologies Inc. - Overview
  • 82: Unity Technologies Inc. - Product and service
  • 83: Unity Technologies Inc. - Key offerings
  • 84: Unity Technologies Inc. - Key customers
  • 85: Unity Technologies Inc. - Segment focus
  • 86: Carl Zeiss AG - Overview
  • 87: Carl Zeiss AG - Business segments
  • 88: Carl Zeiss AG - Key offerings
  • 89: Carl Zeiss AG - Key customers
  • 90: Carl Zeiss AG - Segment focus
  • 91: Currency conversion rates for US$
  • 92: Research Methodology
  • 93: Validation techniques employed for market sizing
  • 94: Information sources
  • 95: List of abbreviations