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表紙
市場調查報告書

虛擬實境市場:平台趨勢,市場分析與預測(2020年∼2025年)

Virtual Reality Markets: Platform Trends, Market Analysis & Forecasts 2020-2025

出版商 Juniper Research Ltd 商品編碼 974427
出版日期 內容資訊 英文
商品交期: 最快1-2個工作天內
價格
虛擬實境市場:平台趨勢,市場分析與預測(2020年∼2025年) Virtual Reality Markets: Platform Trends, Market Analysis & Forecasts 2020-2025
出版日期: 2020年12月01日內容資訊: 英文
簡介

本報告提供全球虛擬實境市場的相關調查,市場規模和預測,趨勢和機會,策略,成長及阻礙因素,技術開發,競爭情形,主要企業的簡介等資訊。

目錄

第1章 要點和策略性建議

  • 報告的目的和定義
  • 預測的亮點
  • 市場趨勢的亮點
  • 要點與建議

第2章 虛擬實境市場的狀況

  • VR生態系統
    • 最近的合併和收購
    • 經營模式
  • VR平台的開發
    • PC為基礎的VR
    • 行動VR
    • 主機為基礎的VR
    • 獨立的VR
  • VR技術開發
    • 頭戴裝置
    • 配件
    • VR內容
  • 產業的機會
    • 遊戲、娛樂
    • 訓練
    • 實況活動、會議
    • 醫療保健
    • 教育
    • 工程、製造
    • 零售
  • 市場動態
    • 市場成長要素
    • 市場阻礙因素

第3章 虛擬實境:競爭情形

  • 企業情勢與分析
    • 評價標準
  • 供應商的群組化和簡介
  • 業者簡介
    • DPVR
    • FOVE
    • HP
    • HTC
    • Lenovo
    • Microsoft
    • Oculus/Facebook
    • Pico Interactive
    • Sony Interactive Entertainment
    • Unity
    • Varjo
    • Valve

第4章 虛擬實境市場規模與預測

  • 預測調查手法
    • 銷售數與市場銷售額的調查手法
      • VR頭戴裝置
      • VR飾品
      • VR內容
      • VR資料
  • 各類別的預測
    • 硬體設備裝置率
      • VR頭戴裝置
      • VR飾品
    • VR應用程式的音量
    • 硬體設備的出貨
      • VR頭戴裝置
      • VR飾品
    • 硬體設備收益
      • VR頭戴裝置
      • VR配件
    • 軟體的收益
目錄

Juniper Research's latest “Virtual Reality” research provides in-depth analysis of the VR industry across the whole value chain; covering both software and hardware. It identifies key trends and opportunities in the space for a range of players, with extensive market forecasts highlighting key opportunities in the sector, split by:

  • PC-based VR
  • Console-based VR
  • Smartphone-based VR
  • Standalone VR
  • VR Content & Apps
  • VR Consumer Peripherals & 360° Cameras

This research suite includes:

  • Strategy & Forecasts (PDF)
  • 5-Year Deep Dive Data & Forecasting (PDF/IFxl)
  • 12 months' access to harvest online data platform

Key Features

  • VR Market Landscape Assessment: Strategic review of the VR ecosystem, split by mobile VR, console-based VR and PC-based VR. It evaluates key player activities, notable hardware launches and shipment analysis.
  • Sector Technology Impact Analysis: Analysis of future VR prospects across 7 key vertical markets including:
    • Games & Entertainment
    • Training
    • Live Entertainment & Conferences
    • Healthcare
    • Education
    • Engineering & Manufacturing
    • Retail
  • Benchmark Industry Forecasts: 5-year forecasts provided for the VR market:
    • Adoption, shipments and hardware revenue for VR headsets and accessories
    • Adoption and revenue for VR content, including games and multimedia
  • Juniper Research Leaderboard: Key player capability and capacity assessment of 12 VR technology vendors, including:
    • DPVR
    • FOVE
    • HP
    • HTC
    • Lenovo
    • Microsoft
    • Oculus/Facebook
    • Pico Interactive
    • Sony Interactive Entertainment
    • Unity
    • Varjo
    • Valve

Key Questions

  • 1. What forms of content will drive VR usage forward in the enterprise space?
  • 2. What are the key use cases that will drive adoption of VR?
  • 3. How can VR become more appealing to consumers?
  • 4. How can VR content be best monetised in future?
  • 5. How will the VR market and technologies evolve in the coming years?

Companies Referenced

  • Included in Juniper Research Leaderboard: DPVR, FOVE, HP, HTC, Lenovo, Microsoft, Oculus, Pico, Sony, Unity, Valve, Varjo.
  • Mentioned: Airbus, Alibaba, Amazon, AMD, Apple, ArtEngine, Artomatix, ASOS, Audi, Bethesda Softworks, Boeing, C2Care, CableLabs, ChilliConnec, China Life, China Mobile Research Institute, Crunchbase, Crytek, Dassault Systèmes, DeePoon, deltaDNA, Diakse, eBay, Edify, Eon Reality, Epic Games, Facebook, FIFA, Foundry, Foxconn, Global Virtual Reality Association, Google, GoPro, Hewlett-Packard, Hôpital de la Conception, Huawei, IKEA, Immersive, Intel, inXile, Jaunt , Khronos Group, Kickstarter, King's College London, LiveLike, MAK, Marvel, MelodyVR, Mengniu, Micron, Mindmaze, NASSCOM, Nature Treks VR, NBA, NextVR, NFL, Ninja Theory, Nokia, NVIDIA, Obvioos, Olorama, Omen, Palace Museum, PCSD (PC and Smart Devices Group), Pimax, Qualcomm, Reality Labs, Saab, Samsung, Sanzuru Games, SGO, Sky, Snobal, Teslasuit, Toshiba, Toyota, Trillenium, Ultraleap, Unreal Engine, US Army, Valve, Verizon, Virtuix, Volkswagen, VoodooPC, WizDish, Xiaomi, Xilinx, XRHealth, Zoom.

Data & Interactive Forecast

Juniper Research's “Virtual Reality” forecast suite showcases key data findings, broken down by global regions. In addition, the report provides explanation and assumptions behind the market growth. An interactive Excel provides raw data split by device types, together with hardware and software revenue for each device type. Analysis tools enable users to create custom charts for specific markets or sectors.

  • Total installed base, shipments and revenue forecasts for:
    • Virtual Reality Headsets, split by:
      • PC-based VR Headsets
      • Mobile VR Headsets
      • Console-based VR Headsets
      • Standalone VR headsets
      • VR accessories
      • Consumer 360° cameras
  • Usage and revenue for VR content, covering:
    • VR games
    • VR multimedia apps
  • Regional splits for 8 key regions, as well as country-level data splits, are given for:
    • Australia
    • Brazil
    • Canada
    • China
    • Denmark
    • France
    • Germany
    • India
    • Japan
    • Mexico
    • Netherlands
    • Norway
    • Portugal
    • Saudi Arabia
    • South Korea
    • Spain
    • Sweden
    • UK
    • US
  • Interactive Scenario Tool allowing users to manipulate Juniper Research's data for 10 different metrics.
  • Access to the full set of forecast data of 148 tables and over 28,000 datapoints.

Juniper Research's highly granular IFxls (Interactive Excels) enable clients to manipulate Juniper Research's forecast data and charts to test their own assumptions using the Interactive Scenario Tool, as well as comparing select markets side by side in customised charts and tables. IFxls greatly increase clients' ability to both understand a particular market and to integrate their own views into the model.

Table of Contents

1. Key Takeaways & Strategic Recommendations

  • 1.1 Report Objectives and Definition
  • 1.2 Forecast Highlights
  • 1.3 Market Trends Highlights
  • 1.4 Key Takeaways and Recommendations

2. Virtual Reality Market Status

  • 2.1 VR Ecosystem
    • Figure 2.1: VR Ecosystem Graphic
    • 2.1.1 Recent Mergers & Acquisitions
    • 2.1.2 Business Models
      • Figure 2.2: Current Monetisation Streams
  • 2.2 VR Platform Developments
    • 2.2.1 PC-based VR
    • 2.2.2 Mobile VR
    • 2.2.3 Console-based VR
    • 2.2.4 Standalone VR
      • Figure 2.3: Headset Installed Base by Platform 2020 & 2025
  • 2.3 VR Technology Developments
    • 2.3.1 Headsets
      • Table 2.4 Examples of 2019-2021 Headset Launches
    • 2.3.2 Accessories
      • Figure 2.5: Electro-tactile haptic feedback system - Teslasuit
    • 2.3.3 VR Content
  • 2.4 Vertical Opportunities
    • 2.4.1 Games & Entertainment
      • Figure 2.6: Total VR Games Accessed per annum (m), Split by 3 VR Games Types, 2025
    • 2.4.2 Training
    • 2.4.3 Live Events & Conferences
    • 2.4.4 Healthcare
    • 2.4.5 Education
    • 2.4.6 Engineering and Manufacturing
    • 2.4.7 Retail
      • Figure 2.7: IKEA walk-through kitchen
  • 2.5 Market Dynamics
    • 2.5.1 Market Drivers
    • 2.5.2 Market Constraints

3. Virtual Reality: Competitive Landscape

  • 3.1 Player Landscape & Analysis
    • 3.1.1 Assessment Criteria
      • Table 3.1: Juniper Research Leaderboard Criteria VR Development Platforms
      • Figure 3.2: Juniper Research Leaderboard - VR Platforms
      • Table 3.3: Juniper Research Heatmap - VR Platforms
  • 3.2 Vendor Groupings & Profiles
    • 3.2.1 Disruptors & Emulators
    • 3.2.2 Leading Challengers
    • 3.2.3 Established Leaders
    • 3.2.4 Limitations of the Model and Interpretation
  • 3.3 Vendor Profiles
    • 3.3.1 DPVR
      • i. Corporate
      • ii. Geographic Spread
      • iii. Key Clients & Strategic Partnerships
      • iv. High Level View of Offerings
      • v. Juniper's View: Key Strengths & Strategic Development Opportunities
    • 3.3.2 FOVE
      • i. Corporate
      • ii. Geographic Spread
      • iii. Key Clients & Strategic Partnerships
      • iv. High Level View of Offerings
      • v. Juniper's View: Key Strengths & Strategic Development Opportunities
    • 3.3.3 HP
      • i. Corporate
        • Table 3.4: HP Financial Snapshot FY 2017-2019 ($m, FY ending October 31 st ) 40 Geographic Spread
      • ii. Key Clients & Strategic Partnerships
      • iii. High-level View of Offerings
        • Table 3.5: Reverb G2 Headset comparison
      • iv. Juniper's View: Key Strengths & Strategic Development Opportunities
    • 3.3.4 HTC
      • i. Corporate
        • Table 3.6: HTC Financial Snapshot FY2017-2019 ($m, FY ending 31 st December)
      • ii. Geographic Spread
      • iii. Key Clients & Strategic Partnerships
      • iv. High-level View of Offerings
      • v. Juniper's View: Key Strengths & Strategic Development Opportunities
    • 3.3.5 Lenovo
      • i. Corporate
        • Table 3.7: Lenovo Financial Snapshot, FY 2018-2020 ($m, FY ending 31 st March)
      • ii. Geographic Spread
      • iii. Key Clients & Strategic Partnerships
      • iv. High-level View of Offerings
      • v. Juniper's View: Key Strengths & Strategic Development Opportunities
    • 3.3.6 Microsoft
      • i. Corporate
        • Table 3.8: Microsoft Financial Snapshot 2018-2020
      • ii. Geographic Spread
      • iii. Key Clients & Strategic Partnerships
      • iv. High-level View of Offerings
      • v. Juniper's View: Key Strengths & Strategic Development Opportunities
    • .3.7 Oculus/Facebook
      • i. Corporate
      • ii. Geographic Spread
      • iii. Key Clients & Strategic Partnerships
      • iv. High-level View of Offerings
      • v. Juniper's View: Key Strengths & Strategic Development Opportunities
    • 3.3.8 Pico Interactive
      • i. Corporate
      • ii. Geographical Spread
      • iii. Key Clients & Strategic Partnerships
      • iv. High-level View of Offerings
      • v. Juniper's View: Key Strengths & Strategic Development Opportunities
    • 3.3.9 Sony Interactive Entertainment
      • i. Corporate
        • Table 3.9: Sony Financial Snapshot FY 2018-2020 (FY ending 31 st March) ($m)
      • ii. Geographic Spread
      • iii. Key Clients & Strategic Partnerships
      • iv. High-level View of Offerings
      • v. Juniper's View: Key Strengths & Strategic Development Opportunities
    • 3.3.10 Unity
      • i. Corporate
      • ii. Geographic Spread
      • iii. Key Clients & Strategic Partnerships
      • iv. High-level View of Offerings
      • v. Juniper's View: Key Strengths & Strategic Development Opportunities
    • 3.3.11 Varjo
      • i. Corporate
      • ii. Geographic Spread
      • iii. Key Clients & Strategic Partnerships
      • iv. High-level View of Offerings
      • v. Juniper's View: Key Strengths & Strategic Development Opportunities
    • 3.3.12 Valve
      • i. Corporate
      • ii. Key Clients & Strategic Partnerships
      • iii. High-level View of Offerings
      • iv. Juniper's View: Key Strengths & Strategic Development Opportunities

4. Virtual Reality Market Sizing & Forecast

  • 4.1 Forecast Methodology
    • 4.1.1 Methodology for Sales Volume & Market Value
      • i. VR Headsets
      • ii. VR Accessories
      • iii. VR Content
      • iv. VR Data
        • Figure 4.1: VR Hardware Methodology
        • Figure 4.2: VR Software Methodology
  • 4.2 Summary Forecasts by Category
    • 4.2.1 Hardware Installed Base
      • i. VR headsets
        • Figure & Table 4.3: Number of VR Headsets in use, Installed Base per annum (m), Split by Category, 2020-2025
      • ii. VR Accessories
        • Figure & Table 4.4: Number of VR Accessories, Installed Base per annum (m), Split by Category, 2020-2025
    • 4.2.2 VR Apps Volume
      • Figure & Table 4.5: Number of VR Apps in Use per annum (m), Split by Category, 2020-2025
    • 4.2.3 Hardware Shipments
      • i. VR Headsets
        • Figure & Table 4.6: Number of VR Headsets, Devices Shipped per annum (m), Split by Category, 2020-2025
      • ii. VR Accessories
        • Figure & Table 4.7: Number of VR Accessories, Devices Shipped per annum (m), Split by Category, 2020-2025
    • 4.2.4 Hardware Revenue
      • i. VR Headsets
        • Figure & Table 4.8: VR Headsets Hardware Revenue per annum ($m), Split by Category, 2020-2025
      • ii. VR Accessories
        • Figure & Table 4.9: VR Accessories Revenue per annum ($m), Split by Category, 2020-2025
    • 4.2.5 Software Revenue
      • Figure & Table 4.10: VR Software Revenue per annum ($m), Split by Category, 2020-2025