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市場調查報告書

全球虛擬實境 (VR) 市場:趨勢與預測

Virtual Reality (VR) Market - Growth, Trends, and Forecast (2020 - 2025)

出版商 Mordor Intelligence LLP 商品編碼 546996
出版日期 內容資訊 英文 100 Pages
商品交期: 2-3個工作天內
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全球虛擬實境 (VR) 市場:趨勢與預測 Virtual Reality (VR) Market - Growth, Trends, and Forecast (2020 - 2025)
出版日期: 2020年01月01日內容資訊: 英文 100 Pages
簡介

本報告提供全球虛擬實境 (VR) 市場相關調查分析,市場概要,市場動態,市場區隔,各地區的市場分析,競爭情形,主要企業等相關的系統性資訊。

第1章 簡介

第2章 調查手法

第3章 摘要整理

第4章 市場概要

  • 概要
  • 市場規模與預測
  • 市場佔有率估計
  • 產業價值鏈分析
  • 波特的五力分析
  • PEST分析

第5章 市場動態

  • 推動因素
  • 阻礙因素
  • 機會
  • 市場趨勢與預測

第6章 技術概述

第7章 市場區隔

  • 各產品類型
  • 各VR技術
  • 各用途
  • 各地區
    • 北美
    • 歐洲
    • 亞太地區
    • 南美
    • 中東、非洲

第8章 供應商市場佔有率分析

第9章 競爭情報:企業簡介

  • Google
  • Microsoft
  • Facebook
  • Samsung
  • Apple
  • Qualcomm Vuforia
  • METAIO's SDK
  • TotalImmersion
  • Sphero
  • SONY
  • POPAR
  • 任天堂
  • Layar
  • Aurasma
  • DAQRI
  • Zappar
  • Appshaker
  • GravityJack
  • Marxent
  • Blippar
  • Holition
  • Adornably
  • Meta
  • Improbable
  • Atheer
  • Virtuix

第10章 投資分析

  • 最近的M&A
  • 投資方案和機會

第11章 虛擬實境 (VR)的未來

第12章 免責聲明

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目錄
Product Code: 46409

Market Overview

The Virtual Reality (VR) market was valued at USD 11.52 billion in 2019 and is expected to reach USD 87.97 billion by 2025, at a CAGR of 48.7% over the forecast period 2020 - 2025. VR technology has gained widespread recognition and adoption over the past few years. Recent technological advancements in this field have revealed new enterprises. Numerous players are emerging in this market with the hopes to navigate it toward mainstream adoption.

The launch of commercial virtual reality headsets is expected to accelerate the growth of the market. Technological advancements in VR are expected to generate a plethora of VR solutions with diverse capabilities, which allow consumers to experience the utmost immersion. Making the VR experience more real serves as a key driver for market adoption and penetration.

Virtual reality has often found its application compelling, with interactive video games or even movie and television series. Virtual reality serves as a platform to project things that are otherwise too dangerous, expensive, or impractical to do.

Investments by the technology vendors are creating an advancement in the field of display technology, which is likely to change the vision of the traditional methodology. With technology giants, like Google, investing considerable amounts in the tech startups for the development of VR devices, along with other prominent players investing in their R&D over this segment, the future of the market is expected to be more competitive.

Scope of the Report

Virtual reality blurs the line between digital and physical worlds, thereby, generating a sense of being present in the virtual environment for consumers. Several multinational corporations, such as Sony and HTC, are venturing into this market space.

Key Market Trends

Mobile Hardware expected to Hold Major Share

Mobile virtual reality (VR) is the most affordable experience for consumers who want to explore VR without spending a substantial amount of money. Additionally, the portability and massive install base of smartphone users, across the world, lead to its wide-scale adoption. VR headsets rely on the smartphone to display content and use numerous specially developed apps for the same.

For instance, Matterport VR Showcase is a virtual reality app compatible with Samsung Galaxy series (Android KitKat 4.4+), for which the Oculus Gear VR app needs to be installed on the device.

In 2016, approximately 87% of the virtual reality headsets sold worldwide were mobile phone-based, meaning a user's smartphone mounted on the headset and operated as the screen. Popular mobile phone VR headsets include the Google Daydream View and Samsung Gear VR.

While VR for mobile is currently a less immersive experience than console and PC-based VR, its adoption is expected to increase over the forecast period, due to a host of technological advancements in the mobile VR space. Also, with the growth of smartphones, there is massive potential for the VR market, over the forecast period.

Asia-Pacific Region expected to Witness Significant Growth

Asia-Pacific is expected to hold the major share, owing to the presence of large and several emerging economies, along with the rising acceptance of virtual reality devices in the region. This is, in turn, expected to encourage industry players to invest in the region. China is expected to account for a prominent share in the region, owing to the rising adoption of VR technology in the country. VR took the center stage in China's tech scenario in 2016. Many startups related to virtual reality are also growing in the country. For instance, Palapple is developing its own VR products. The company also created a project called VResidence, which offers a number of virtual reality real estate products, including an online platform for second-hand property.

Competitive Landscape

The global virtual reality market is witnessing a rise in competitiveness among the companies. The market consists of various major players, such as Oculus, Google, HTC, Samsung, Sony, and Lenovo. In terms of market share, these major players currently dominate the market. However, with increasing innovations in the technology, many of the companies are increasing their market presence by securing new contracts and by tapping new markets.

For instance, in June 2018, Oculus Go was launched in the United Kingdom, Europe, and Canada, less than two months after its US debut. The prices for the standalone VR headset started at EUR 199 (EUR 219/CDN 270). Further, in 2018, Sony Corporation patented a VR headset that combats simulation sickness with eye-tracking and more. According to the patents, the headset would use these features to establish a "health threshold value" that could presumably tell when a VR experience was becoming too intense for the user and then act accordingly.

Reasons to Purchase this report:

  • The market estimate (ME) sheet in Excel format
  • Report customization as per the client's requirements
  • 3 months of analyst support

Table of Contents

1 INTRODUCTION

  • 1.1 Scope of the Study
  • 1.2 Study Assumptions
  • 1.3 Study Deliverables

2 RESEARCH METHODOLOGY

3 EXECUTIVE SUMMARY

4 MARKET DYNAMICS

  • 4.1 Market Overview
  • 4.2 Industry Value Chain Analysis
  • 4.3 Introduction to Market Drivers and Restraints
  • 4.4 Market Drivers
    • 4.4.1 Increasing Adoption of Virtual Reality in Commercial Application
    • 4.4.2 Increasing Demand for VR Setup for Training Across Various End-user Segments
  • 4.5 Market Restraints
    • 4.5.1 Health Risks from Using Virtual Reality Headsets in the Long Run
  • 4.6 Industry Attractiveness - Porter's Five Forces Analysis
    • 4.6.1 Bargaining Power of Suppliers
    • 4.6.2 Bargaining Power of Consumers
    • 4.6.3 Threat of New Entrants
    • 4.6.4 Threat of Substitute Products
    • 4.6.5 Competitive Rivalry within the Industry

5 MARKET SEGMENTATION

  • 5.1 By Type
    • 5.1.1 Hardware
      • 5.1.1.1 Mobile
      • 5.1.1.2 Console
      • 5.1.1.3 PC
    • 5.1.2 Software
  • 5.2 By End-user Vertical
    • 5.2.1 Consumer
      • 5.2.1.1 Gaming
      • 5.2.1.2 Media and Entertainment
    • 5.2.2 Commercial
      • 5.2.2.1 Retail
      • 5.2.2.2 Healthcare
      • 5.2.2.3 Military and Defense
      • 5.2.2.4 Real Estate
      • 5.2.2.5 Education
  • 5.3 Geography
    • 5.3.1 North America
    • 5.3.2 Europe
    • 5.3.3 Asia-Pacific
    • 5.3.4 Latin America
    • 5.3.5 Middle East & Africa

6 COMPETITIVE LANDSCAPE

  • 6.1 Company Profiles
    • 6.1.1 Oculus VR LLC
    • 6.1.2 Sony Corporation
    • 6.1.3 Samsung Electronics Co. Ltd.
    • 6.1.4 Google LLC
    • 6.1.5 Lenovo Group Ltd.
    • 6.1.6 Pico Interactive Inc.
    • 6.1.7 StarVR Corporation
    • 6.1.8 FOVE Inc.
    • 6.1.9 Unity Technologies Inc.
    • 6.1.10 Unreal Engine (Epic Games Inc.)
    • 6.1.11 Crytek GmbH
    • 6.1.12 Autodesk Inc.
    • 6.1.13 Eon Reality Inc.
    • 6.1.14 3D Systems Corporation
    • 6.1.15 Dassault Systemes SE

7 INVESTMENT ANALYSIS

8 MARKET OPPORTUNITIES AND FUTURE TRENDS

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