表紙
市場調查報告書
商品編碼
1042193

虛擬實境(VR)市場:全球產業分析,趨勢,市場規模,至2027年的預測

Virtual Reality (VR) Market: Global Industry Analysis, Trends, Market Size, and Forecasts up to 2027

出版日期: | 出版商: Infinium Global Research (IGR) | 英文 100 Pages | 商品交期: 最快1-2個工作天內

價格
  • 全貌
  • 簡介
  • 目錄
簡介

全球虛擬實境(VR)的市場規模,預計在2021年∼2027年的預測期間中,以35%的年複合成長率擴大。

本報告提供全球虛擬實境(VR)市場相關調查,市場概要,以及各提供,各設備類型,各用途,各地區的趨勢,及加入此市場的主要企業簡介等資訊。

目錄

第1章 序文

  • 報告的說明
  • 調查方法
  • 研究途徑

第2章 摘要整理

  • 虛擬實境(VR)市場概況
  • 虛擬實境(VR)市場預測
  • 虛擬實境(VR)各市場地區亮點

第3章 全球虛擬實境(VR)市場概要

  • 簡介
  • 市場動態
    • 促進因素
    • 阻礙因素
    • 市場機會
  • COVID-19對虛擬實境(VR)市場的影響分析
  • 波特的五力分析
  • IGR-成長矩陣分析
    • IGR-成長矩陣分析,各提供
    • IGR-成長矩陣分析,各設備類型
    • IGR-成長矩陣分析,各用途
    • IGR-成長矩陣分析,各地區
  • 虛擬實境(VR)市場價值鏈分析

第4章 虛擬實境(VR)市場宏觀指標分析

第5章 全球虛擬實境(VR)市場,各提供

  • 硬體設備
  • 軟體

第6章 全球虛擬實境(VR)市場,各設備類型

  • 頭戴式顯示器
  • 手勢追蹤設備
  • 投影機與顯示牆

第7章 全球虛擬實境(VR)市場,各用途

  • 商業
  • 企業
  • 醫療保健
  • 航太、防衛
  • 遊戲、娛樂
  • 其他

第8章 全球虛擬實境(VR)市場,各地區,2021年∼2027年

  • 北美
    • 北美的虛擬實境(VR)市場,各提供
    • 北美的虛擬實境(VR)市場,各設備類型
    • 北美的虛擬實境(VR)市場,各用途
    • 北美的虛擬實境(VR)市場,各國
  • 歐洲
    • 歐洲的虛擬實境(VR)市場,各提供
    • 歐洲的虛擬實境(VR)市場,各設備類型
    • 歐洲的虛擬實境(VR)市場,各用途
    • 歐洲的虛擬實境(VR)市場,各國
  • 亞太地區
    • 亞太地區的虛擬實境(VR)市場,各提供
    • 亞太地區的虛擬實境(VR)市場,各設備類型
    • 亞太地區的虛擬實境(VR)市場,各用途
    • 亞太地區的虛擬實境(VR)市場,各國
  • 其他地區
    • 其他地區的虛擬實境(VR)市場,各提供
    • 其他地區的虛擬實境(VR)市場,各設備類型
    • 其他地區的虛擬實境(VR)市場,各用途
    • 其他地區的虛擬實境(VR)市場,各國

第9章 企業簡介和競爭情形

  • 全球虛擬實境(VR)市場上競爭情形
  • 企業簡介
    • Google Inc.
    • Sony Corporation
    • Magic Leap Inc.
    • HTC Corporation
    • Microsoft Corporation
    • Osterhout Design Group
    • CyberGlove Systems
    • Leap Motion
    • Nintendo Co., Ltd.
    • Psious
目錄
Product Code: ICT003021

The report on the global virtual reality (VR) market provides qualitative and quantitative analysis for the period from 2019 to 2027. The report predicts the global virtual reality (VR) market to grow with a CAGR of 35% over the forecast period from 2021-2027. The study on virtual reality (VR) market covers the analysis of the leading geographies such as North America, Europe, Asia-Pacific, and RoW for the period of 2019 to 2027.

The report on virtual reality (VR) market is a comprehensive study and presentation of drivers, restraints, opportunities, demand factors, market size, forecasts, and trends in the global virtual reality (VR) market over the period of 2019 to 2027. Moreover, the report is a collective presentation of primary and secondary research findings.

Porter's five forces model in the report provides insights into the competitive rivalry, supplier and buyer positions in the market and opportunities for the new entrants in the global virtual reality (VR) market over the period of 2019 to 2027. Further, IGR- Growth Matrix gave in the report brings an insight into the investment areas that existing or new market players can consider.

Research Methodology

A) Primary Research

Our primary research involves extensive interviews and analysis of the opinions provided by the primary respondents. The primary research starts with identifying and approaching the primary respondents, the primary respondents are approached include

  • 1. Key Opinion Leaders associated with Infinium Global Research
  • 2. Internal and External subject matter experts
  • 3. Professionals and participants from the industry

Our primary research respondents typically include

  • 1. Executives working with leading companies in the market under review
  • 2. Product/brand/marketing managers
  • 3. CXO level executives
  • 4. Regional/zonal/ country managers
  • 5. Vice President level executives.

B) Secondary Research

Secondary research involves extensive exploring through the secondary sources of information available in both the public domain and paid sources. At Infinium Global Research, each research study is based on over 500 hours of secondary research accompanied by primary research. The information obtained through the secondary sources is validated through the crosscheck on various data sources.

The secondary sources of the data typically include

  • 1. Company reports and publications
  • 2. Government/institutional publications
  • 3. Trade and associations journals
  • 4. Databases such as WTO, OECD, World Bank, and among others.
  • 5. Websites and publications by research agencies

Segment Covered

The global virtual reality (VR) market is segmented on the basis of offering, device type, and application.

The Global Virtual Reality (VR) Market by Offering

  • Hardware
  • Software

The Global Virtual Reality (VR) Market by Device Type

  • Head-mounted Displays
  • Gesture-tracking Devices
  • Projectors and Display Walls

The Global Virtual Reality (VR) Market by Application

  • Commercial
  • Enterprise
  • Healthcare
  • Aerospace & Defense
  • Gaming and Entertainment
  • Others

Company Profiles

The companies covered in the report include

  • Google Inc.
  • Sony Corporation
  • Magic Leap Inc.
  • HTC Corporation
  • Microsoft Corporation
  • Osterhout Design Group
  • CyberGlove Systems
  • Leap Motion
  • Nintendo Co., Ltd.
  • Psious

What does this Report Deliver?

1. Comprehensive analysis of the global as well as regional markets of the virtual reality (VR) market.

2. Complete coverage of all the segments in the virtual reality (VR) market to analyze the trends, developments in the global market and forecast of market size up to 2027.

3. Comprehensive analysis of the companies operating in the global virtual reality (VR) market. The company profile includes analysis of product portfolio, revenue, SWOT analysis and latest developments of the company.

4. IGR- Growth Matrix presents an analysis of the product segments and geographies that market players should focus to invest, consolidate, expand and/or diversify.

Table of Contents

1. Preface

  • 1.1. Report Description
  • 1.2. Research Methods
  • 1.3. Research Approaches

2. Executive Summary

  • 2.1. Virtual Reality (VR) Market Highlights
  • 2.2. Virtual Reality (VR) Market Projection
  • 2.3. Virtual Reality (VR) Market Regional Highlights

3. Global Virtual Reality (VR) Market Overview

  • 3.1. Introduction
  • 3.2. Market Dynamics
    • 3.2.1. Drivers
    • 3.2.2. Restraints
    • 3.2.3. Opportunities
  • 3.3. Analysis of COVID-19 impact on the Virtual Reality (VR) Market
  • 3.4. Porter's Five Forces Analysis
  • 3.5. IGR-Growth Matrix Analysis
    • 3.5.1. IGR-Growth Matrix Analysis by Offering
    • 3.5.2. IGR-Growth Matrix Analysis by Device Type
    • 3.5.3. IGR-Growth Matrix Analysis by Application
    • 3.5.4. IGR-Growth Matrix Analysis by Region
  • 3.6. Value Chain Analysis of Virtual Reality (VR) Market

4. Virtual Reality (VR) Market Macro Indicator Analysis

5. Global Virtual Reality (VR) Market by Offering

  • 5.1. Hardware
  • 5.2. Software

6. Global Virtual Reality (VR) Market by Device Type

  • 6.1. Head-mounted Displays
  • 6.2. Gesture-tracking Devices
  • 6.3. Projectors and Display Walls

7. Global Virtual Reality (VR) Market by Application

  • 7.1. Commercial
  • 7.2. Enterprise
  • 7.3. Healthcare
  • 7.4. Aerospace & Defense
  • 7.5. Gaming and Entertainment
  • 7.6. Others

8. Global Virtual Reality (VR) Market by Region 2021-2027

  • 8.1. North America
    • 8.1.1. North America Virtual Reality (VR) Market by Offering
    • 8.1.2. North America Virtual Reality (VR) Market by Device Type
    • 8.1.3. North America Virtual Reality (VR) Market by Application
    • 8.1.4. North America Virtual Reality (VR) Market by Country
  • 8.2. Europe
    • 8.2.1. Europe Virtual Reality (VR) Market by Offering
    • 8.2.2. Europe Virtual Reality (VR) Market by Device Type
    • 8.2.3. Europe Virtual Reality (VR) Market by Application
    • 8.2.4. Europe Virtual Reality (VR) Market by Country
  • 8.3. Asia-Pacific
    • 8.3.1. Asia-Pacific Virtual Reality (VR) Market by Offering
    • 8.3.2. Asia-Pacific Virtual Reality (VR) Market by Device Type
    • 8.3.3. Asia-Pacific Virtual Reality (VR) Market by Application
    • 8.3.4. Asia-Pacific Virtual Reality (VR) Market by Country
  • 8.4. RoW
    • 8.4.1. RoW Virtual Reality (VR) Market by Offering
    • 8.4.2. RoW Virtual Reality (VR) Market by Device Type
    • 8.4.3. RoW Virtual Reality (VR) Market by Application
    • 8.4.4. RoW Virtual Reality (VR) Market by Sub-region

9. Company Profiles and Competitive Landscape

  • 9.1. Competitive Landscape in the Global Virtual Reality (VR) Market
  • 9.2. Companies Profiles
    • 9.2.1. Google Inc.
    • 9.2.2. Sony Corporation
    • 9.2.3. Magic Leap Inc.
    • 9.2.4. HTC Corporation
    • 9.2.5. Microsoft Corporation
    • 9.2.6. Osterhout Design Group
    • 9.2.7. CyberGlove Systems
    • 9.2.8. Leap Motion
    • 9.2.9. Nintendo Co., Ltd.
    • 9.2.10. Psious