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市場調查報告書

消費者XR市場:遊戲,視訊、娛樂,零售、電子商務的預測

XR Consumer Market: Different Prospects for Gaming, Video & Entertainment, Retail & E-Commerce

出版商 IDATE DigiWorld 商品編碼 1008912
出版日期 內容資訊 英文 54 Pages
商品交期: 最快1-2個工作天內
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消費者XR市場:遊戲,視訊、娛樂,零售、電子商務的預測 XR Consumer Market: Different Prospects for Gaming, Video & Entertainment, Retail & E-Commerce
出版日期: 2021年05月12日內容資訊: 英文 54 Pages
簡介

本報告提供消費者XR市場預測調查分析,遊戲,視訊、娛樂,零售、電子商務為對象,目前XR技術,阻礙,市場趨勢、促進因素、障礙,市場預測 (各市場區隔,各技術) 相關的系統性資訊。

目錄

第1章 摘要整理

第2章 XR市場形勢

  • XR的簡介
  • XR市場最近的發展
  • XR市場的狀況

第3章 消費者XR市場

  • 零售、電子商務XR
    • XR需要提供零售什麼?
    • 零售生態系統
    • 零售XR的使用概要
    • IKEA的案例研究
    • Amazon AR的案例研究
  • 電玩遊戲XR
    • XR需要提供遊戲什麼?
    • XR遊戲生態系統
    • 遊戲XR的使用概要
    • Niantic的案例研究
    • Pokemo GO焦點
    • Half-life Alyx的案例研究
  • 視訊/娛樂XR
    • XR需要提供視訊產業什麼?
    • XR視訊、娛樂生態系統
    • 視訊、娛樂XR的使用概要
    • LGU+的案例研究
    • ARTE360 VR的案例研究

第4章 市場預測

  • 全球消費者服務XR市場預測
  • 明細:各市場區隔
目錄
Product Code: M00003MRA

This report addresses the prospects for XR in the consumer market .

Three segments are covered: gaming, video & entertainment, retail & e-commerce . Two case studies per segment provide deeper views on XR products and highlight the linked issues at stake.

This report also addresses current XR technologies and possible disruptions, market trends and drivers as well as hurdles for the future.

Finally, XR consumer market forecasts are detailed, per consumer segment and technology (AR & VR).

  • Where do we stand in terms of XR development in the consumer market?
  • Where are the best market opportunities?
  • What are the challenges and the driving forces for change?
  • What will be the size of the market in 2025 and the balance per consumer segment and technology?

Table of Contents

1. Executive Summary

2. XR market landscape

  • 2.1. Introduction to XR
    • 2.1.1. What is extended reality? (also coined XR)
    • 2.1.2. What makes AR, VR and MR different
    • 2.1.3. Focus on Mixed Reality
    • 2.1.4. How to experience eXtended Reality: the devices
    • 2.1.5. Embedded AR/VR/MR, a future opportunity for the market?
  • 2.2. Recent developments in the XR market
    • 2.2.1. The technologies behind eXtended Reality
    • 2.2.2. Recent advances in XR technology development
    • 2.2.3. 5G will favour the development of XR
    • 2.2.4. Edge computing, an enabler for low latency
    • 2.2.5. 5G & edge computing to meet XR performance requirements
    • 2.2.6. XR devices evolution over the last two years
    • 2.2.7. GAFAM heavily invested in eXtended Reality
    • 2.2.8. Volumetric video, the next step for XR?
  • 2.3. State of the XR market
    • 2.3.1. The need for XR headset to accelerate the development of the market
    • 2.3.2. AR, today mostly used on smartphones
    • 2.3.3. XR is not yet a mass consumer market

3. XR in consumer markets

  • 3.1. XR in retail and e-commerce
    • 3.1.1. What does XR have to offer to retail?
    • 3.1.2. Retail ecosystem
    • 3.1.3. Overview of some uses of XR in retail
    • 3.1.4. IKEA case study
    • 3.1.5. Amazon AR case study
  • 3.2. XR in video games
    • 3.2.1. What does XR have to offer to gaming?
    • 3.2.2. The XR gaming ecosystem
    • 3.2.3. Overview of some uses of XR in gaming
    • 3.2.4. Niantic case study
    • 3.2.5. Focus on Pokemo GO
    • 3.2.6. Half-life Alyx case study
  • 3.3. XR in video / entertainment
    • 3.3.1. What does XR have to offer to the video industry?
    • 3.3.2. The XR video and entertainment ecosystem
    • 3.3.3. Overview of some uses of XR in video and entertainment
    • 3.3.4. LGU+ case study
    • 3.3.5. ARTE360VR case study

4. Market forecasts

  • 4.1. Worldwide XR Consumer services market forecasts
  • 4.2. Breakdown by segment

List of tables and figures

2. XR market landscape

  • Comparison between AR, VR and AR
  • The technologies behind eXtended Reality
  • AR and VR requirements in terms of throughput and latency
  • The different options of edge computing facilities location generate challenges
  • Comparison between Oculus Quest 1 and 2 in terms of specification
  • Positioning of GAFAM regarding XR
  • VR and AR Headset unit shipment (consumer + pro) per segment
  • VR Headset market share as of Q4-20
  • Units of compatible devices per mobile AR platform
  • Active AR users per software platform
  • Frequency use for AR
  • Types of apps used to access AR

3. XR in consumer markets

  • Retail ecosystem
  • Overview of some uses of XR in retail
  • Type of games available in AR and VR
  • The XR gaming ecosystem
  • Overview of some uses of XR in gaming
  • Pokemon Go, Ingress Prime and Harry Potter Wizards Unite: Niantic biggest success
  • The XR video and entertainment ecosystem
  • Overview of some uses of XR in video and entertainment

4. Market forecasts

  • Market forecasts for Worldwide XR Consumer market, 2019-2025
  • Market forecasts for Worldwide AR Consumer services market, 2019-2025
  • Market forecasts for Worldwide VR Consumer services market, 2019-2025