表紙
市場調查報告書
商品編碼
1040458

遊戲用虛擬實境(VR)的全球市場(2021年∼2027年)

Virtual Reality (VR) in Gaming Market 2021-2027

出版日期: | 出版商: Orion Market Research Pvt Ltd | 英文 | 商品交期: 2-3個工作天內

價格
  • 全貌
  • 簡介
  • 目錄
簡介

全球遊戲用虛擬實境(VR)的市場規模在預測期間內預計將以約18.0%大幅年複合成長率成長。帶動這個市場的主要原因有在家電,遊戲等各種產業的VR需求提升,在零售領域的互動視訊平台的需求增加,智慧型手機等智慧裝置的普及率上升等。

自 2019 年 12 月以來,COVID-19 大流行對全球 VR 市場產生了積極影響。流行病正在推動企業的數位化轉型,行業更關注用於客戶交互的數位平台。此外,遠程工作人員與數位資源更加一致。在這場大流行中,電子商務市場和虛擬活動也在快速增長,推動了虛擬現實市場的發展。

本報告提供全球遊戲用虛擬實境(VR)市場調查,提供市場概要,市場的推動因素與阻礙因素分析,COVID-19的影響,市場機會,設備類型·遊戲類型·各地區的市場分析,主要企業的簡介等系統性資訊。

目錄

第1章 報告概要

第2章 市場概要與洞察

  • 調查範圍
  • 分析師的洞察和目前市場趨勢

第3章 競爭情形

  • 主要企業分析
    • 概要
    • 財務分析
    • SWOT分析
    • 最近的開發
  • 主要策略分析
  • COVID-19對主要企業的影響

第4章 市場決策要素

  • 促進因素
  • 阻礙因素
  • 市場機會

第5章 市場細分化

  • 虛擬遊戲的全球市場:不同設備類型
    • 遊戲主機
    • 桌上型電腦(桌面)
    • 智慧型手機
  • 虛擬遊戲的全球市場:遊戲各類型
    • 賽車遊戲
    • 冒險遊戲
    • 格鬥遊戲
    • 射擊遊戲
    • 懸疑驚悚遊戲
    • 科學幻想遊戲
    • 模擬遊戲
    • 其他遊戲

第6章 地區分析

  • 北美
    • 美國
    • 加拿大
  • 歐洲
    • 英國
    • 德國
    • 義大利
    • 西班牙
    • 法國
    • 其他歐洲
  • 亞太地區
    • 中國
    • 印度
    • 日本
    • 韓國
    • 其他亞太地區
  • 其他地區

第7章 企業簡介

  • Advanced Micro Devices, Inc.
  • Arctic Sun VRVR
  • bHaptics, Inc.
  • Cloudhead Games Ltd.
  • Firsthand Technology Inc.
  • GoogleLLC
  • HTC Corp.
  • Microsoft, Inc.
  • nDreams Ltd.
  • Niantic, Inc.
  • Nintendo Co., Ltd.
  • NVIDIA Corp.
  • Oculus(Facebook Technologies, LLC.)
  • Samsung Corp.
  • Sony Interactive Entertainment LLC
  • Surreal VR Studios
  • UBISOFT ENTERTAINMENT SA
  • Unity Technologies, Inc.
目錄
Product Code: OMR2024009

Global VR Market Research By Components (Hardware and Software), By Systems (Non-immersive VR, Semi-immersive VR, and Fully immersive VR), By Application (Entertainment, Gaming, Tourism, Automotive, Training and education, Defense, and Healthcare), By Device (Head-Mounted Display, Gesture-Tracking Device, and Projectors &Display Wall ) Forecast, 2021-2027

The global virtual reality (VR) market is growing at a significant CAGR of around 18.0% during the forecast period. The market is mainly driven due to various factors including rising demand for VR in various industries such as consumer electronics, gaming, increasing demand for interactive video platforms in the retail sector, rising penetration of smartphones and other smart devices

The COVID-19 pandemic has a positive impact on the global VR market since December 2019. The pandemic has increased the digital transformation of companies, The industries are focusing more on the digital platform to interact with their customers. as well Persons working from home are more consistent on digital sources. The e-commerce market is growing faster in this pandemic and virtual reality can be taken benefit of by creating an artificial vision of the clothes that people like, also superimpose the image of furniture on the place it needs to be placed, the growing adoption of virtual events is driving the growth of the market in COVID-19 pandemic.

The is global VR market segmented based on components, system, application, device, based on components, global VR market is segmented into hardware and software. Based on system, the global VR market is segmented into non-immersive VR, semi-immersive VR, fully immersive VR. based on the application, the global VR market is segmented into entertainment, gaming, tourism, automotive, training, and education, defense, healthcare. based on the device, the global VR market is segmented into the head-mounted display (HMD), gesture-tracking device (GTD), projectors &display wall (PDW).

The global VR market is analyzed based on the geographical regions that are contributing considerably towards the growth of the market. Based on the geography, the market is segmented into North America, Europe, Asia-Pacific, and the Rest of the World. North America held the largest share in the VR market. The factors that drive the market in the region included rising research activities in the field of VR, and the presence of key market players in the region such as Apple, Inc., Google LLC, Microsoft Corp. Invention by the US government by deploying virtual training sessions on public health veterinary, and speedy internet penetration and advancement in immersive technology. Moreover, South America is projected to witness steady growth due to rapid internet penetration and developments in immersive technology.

Research Methodology

The market study of the global VR market is incorporated by extensive primary and secondary research conducted by the research team at OMR Secondary research has been conducted to refine the available data to break down the market into various segments, derive total market size, market forecast, and growth rate. Different approaches have been worked on to derive the market value and market growth rate. Our team collects facts and data related to the market from different geography to provide a better regional outlook. In the report, the country-level analysis is provided by analyzing various regional players, regional tax laws and policies, consumer behavior, and macro-economic factors. Numbers extracted from secondary research have been authenticated by conducting proper primary research. It includes tracking down key people from the industry and interviewing them to validate the data. This enables our analyst to derive the closest possible figures without any major deviations in the actual number. Our analysts try to contact as many executives, managers, key opinion leaders, and industry experts. Primary research brings authenticity to our reports.

Secondary Sources Include

Financial reports of companies involved in the market

Whitepapers, research papers, and news blogs

Company websites and their product catalog

The report provides an in-depth analysis of market size, intended quality of the service preferred by consumers. The report will serve as a source for a 360-degree analysis of the market thoroughly integrating different models.

Market Segmentation

Global VR Market Research and Analysis by Components

Global VR Market Research and Analysis by System

Global VR Market Research and Analysis by Application

Global VR Market Research and Analysis by Device

The Report Covers

Comprehensive research methodology of the Global VR market

This report also includes a detailed and extensive market overview with key analyst insights

An exhaustive analysis of macro and micro factors influencing the market guided by key recommendations

Analysis of regional regulations and other government policies impacting the Global VR market

Insights about market determinants that are stimulating the Global VR market

Detailed and extensive market segments with the regional distribution of forecasted revenues

Extensive profiles and recent developments of market players

Table of Contents

1. Report Summary

  • Current Industry Analysis and Growth Potential Outlook
  • Impact of COVID-19 on the Global VR in Gaming Industry
  • Recovery Scenario of Global VR in Gaming Industry
  • 1.1. Research Methods and Tools
  • 1.2. Market Breakdown
    • 1.2.1. By Segments
    • 1.2.2. By Geography

2. Market Overview and Insights

  • 2.1. Scope of the Report
  • 2.2. Analyst Insight & Current Market Trends
    • 2.2.1. Key Findings
    • 2.2.2. Recommendations
    • 2.2.3. Conclusion

3. Competitive Landscape

  • 3.1. Key Company Analysis
    • 3.1.1. Overview
    • 3.1.2. Financial Analysis
    • 3.1.3. SWOT Analysis
    • 3.1.4. Recent Developments
  • 3.2. Key Strategy Analysis
  • 3.3. Impact of COVID-19on key players

4. Market Determinants

  • 4.1. Motivators
  • 4.2. Restraints
  • 4.3. Opportunities

5. Market Segmentation

  • 5.1. Global Virtual Gaming Market by Device Type
    • 5.1.1. Gaming Console
    • 5.1.2. Desktop
    • 5.1.3. Smartphones
  • 5.2. Global Virtual Gaming Market by Game Type
    • 5.2.1. Racing games
    • 5.2.2. Adventurous games
    • 5.2.3. Fighting games
    • 5.2.4. Shooting games
    • 5.2.5. Mystery thriller games
    • 5.2.6. Science fiction games
    • 5.2.7. Simulation Games
    • 5.2.8. Other games

6. Regional Analysis

  • 6.1. North America
    • 6.1.1. United States
    • 6.1.2. Canada
  • 6.2. Europe
    • 6.2.1. UK
    • 6.2.2. Germany
    • 6.2.3. Italy
    • 6.2.4. Spain
    • 6.2.5. France
    • 6.2.6. Rest of Europe
  • 6.3. Asia-Pacific
    • 6.3.1. China
    • 6.3.2. India
    • 6.3.3. Japan
    • 6.3.4. South Korea
    • 6.3.5. Rest of Asia-Pacific
  • 6.4. Rest of the World

7. Company Profiles

  • 7.1. Advanced Micro Devices, Inc.
  • 7.2. Arctic Sun VRVR
  • 7.3. bHaptics, Inc.
  • 7.4. Cloudhead Games Ltd.
  • 7.5. Firsthand Technology Inc.
  • 7.6. GoogleLLC
  • 7.7. HTC Corp.
  • 7.8. Microsoft, Inc.
  • 7.9. nDreams Ltd.
  • 7.10. Niantic, Inc.
  • 7.11. Nintendo Co., Ltd.
  • 7.12. NVIDIA Corp.
  • 7.13. Oculus (Facebook Technologies, LLC.)
  • 7.14. Samsung Corp.
  • 7.15. Sony Interactive Entertainment LLC
  • 7.16. Surreal VR Studios
  • 7.17. UBISOFT ENTERTAINMENT SA
  • 7.18. Unity Technologies, Inc.

LIST OF TABLES

  • 1. GLOBAL VR IN GAMING MARKET RESEARCH AND ANALYSIS, 2020-2027 ($ MILLION)
  • 2. GLOBAL VR IN GAMING MARKET RESEARCH AND ANALYSIS BY DEVICE TYPE, 2020-2027 ($ MILLION)
  • 3. GLOBAL GAMING CONSOLEFOR VR IN GAMING MARKET RESEARCH AND ANALYSIS BY REGION, 2020-2027 ($ MILLION)
  • 4. GLOBAL DESKTOPFOR VR IN GAMING MARKET RESEARCH AND ANALYSIS BY REGION, 2020-2027 ($ MILLION)
  • 5. GLOBAL SMARTPHONESFOR VR IN GAMING MARKET RESEARCH AND ANALYSIS BY REGION, 2020-2027 ($ MILLION)
  • 6. GLOBAL VR IN GAMING MARKET RESEARCH AND ANALYSIS BY GAME TYPE, 2020-2027 ($ MILLION)
  • 7. GLOBAL RACING GAMES MARKET RESEARCH AND ANALYSIS BY REGION, 2020-2027 ($ MILLION)
  • 8. GLOBAL ADVENTUROUS GAMES MARKET RESEARCH AND ANALYSIS BY REGION, 2020-2027 ($ MILLION)
  • 9. GLOBAL FIGHTING GAMES MARKET RESEARCH AND ANALYSIS BY REGION, 2020-2027 ($ MILLION)
  • 10. GLOBAL SHOOTING GAMES MARKET RESEARCH AND ANALYSIS BY REGION, 2020-2027 ($ MILLION)
  • 11. GLOBAL MYSTERY THRILLER GAMES MARKET RESEARCH AND ANALYSIS BY REGION, 2020-2027 ($ MILLION)
  • 12. GLOBAL SCIENCE FICTION GAMES MARKET RESEARCH AND ANALYSIS BY REGION, 2020-2027 ($ MILLION)
  • 13. GLOBAL SIMULATION GAMES MARKET RESEARCH AND ANALYSIS BY REGION, 2020-2027 ($ MILLION)
  • 14. GLOBAL OTHER GAMES MARKET RESEARCH AND ANALYSIS BY REGION, 2020-2027 ($ MILLION)
  • 15. GLOBAL VR IN GAMING MARKET RESEARCH AND ANALYSIS BY GEOGRAPHY, 2020-2027 ($ MILLION)
  • 16. NORTH AMERICAN VR IN GAMING MARKET RESEARCH AND ANALYSIS BY COUNTRY, 2020-2027 ($ MILLION)
  • 17. NORTH AMERICA VR IN GAMING MARKET RESEARCH AND ANALYSIS BY DEVICE TYPE, 2020-2027 ($ MILLION)
  • 18. NORTH AMERICAN VR IN GAMING MARKET RESEARCH AND ANALYSIS BY GAME TYPE, 2020-2027 ($ MILLION)
  • 19. EUROPEAN VR IN GAMING MARKET RESEARCH AND ANALYSIS BY COUNTRY, 2020-2027 ($ MILLION)
  • 20. EUROPEAN VR IN GAMING MARKET RESEARCH AND ANALYSIS BY DEVICE TYPE, 2020-2027 ($ MILLION)
  • 21. EUROPEAN VR IN GAMING MARKET RESEARCH AND ANALYSIS BY GAME TYPE, 2020-2027 ($ MILLION)
  • 22. ASIA-PACIFIC VR IN GAMING MARKET RESEARCH AND ANALYSIS BY COUNTRY, 2020-2027 ($ MILLION)
  • 23. ASIA-PACIFIC VR IN GAMING MARKET RESEARCH AND ANALYSIS BY DEVICE TYPE, 2020-2027 ($ MILLION)
  • 24. ASIA-PACIFIC VR IN GAMING MARKET RESEARCH AND ANALYSIS BY GAME TYPE, 2020-2027 ($ MILLION)
  • 25. REST OF THE WORLD VR IN GAMING MARKET RESEARCH AND ANALYSIS BY DEVICE TYPE, 2020-2027 ($ MILLION)
  • 26. REST OF THE WORLD VR IN GAMING MARKET RESEARCH AND ANALYSIS BY GAME TYPE, 2020-2027 ($ MILLION)

LIST OF FIGURES

  • 1. IMPACT OF COVID-19 ON GLOBAL VR IN GAMING MARKET, 2020-2027 ($ MILLION)
  • 2. IMPACT OF COVID-19 ON GLOBAL VR IN GAMING MARKET BY SEGMENT, 2020-2027 ($ MILLION)
  • 3. RECOVERY OF GLOBAL VR IN GAMING MARKET, 2021-2027 (%)
  • 4. GLOBAL VR IN GAMING MARKET SHARE BY DEVICE TYPE, 2020 VS 2027 (%)
  • 5. GLOBAL VR IN GAMING MARKET SHARE BY GAME TYPE, 2020 VS 2027 (%)
  • 6. GLOBAL VR IN GAMING MARKET SHARE BY GEOGRAPHY, 2020 VS 2027 (%)
  • 7. GLOBAL GAMING CONSOLE FOR VR IN GAMING MARKET SHARE, 2020 VS 2027 (%)
  • 8. GLOBAL DESKTOP FOR VR IN GAMING MARKET SHARE, 2020 VS 2027 (%)
  • 9. GLOBAL SMARTPHONES FOR VR IN GAMING MARKET SHARE, 2020 VS 2027 (%)
  • 10. GLOBAL RACING GAMES MARKET SHARE, 2020 VS 2027 (%)
  • 11. GLOBAL ADVENTUROUS GAMES MARKET SHARE, 2020 VS 2027 (%)
  • 12. GLOBAL FIGHTING GAMES MARKET SHARE, 2020 VS 2027 (%)
  • 13. GLOBAL SHOOTING GAMES MARKET SHARE, 2020 VS 2027 (%)
  • 14. GLOBAL MYSTERY THRILLER GAMES MARKET SHARE, 2020 VS 2027 (%)
  • 15. GLOBAL SCIENCE FICTION GAMES MARKET SHARE, 2020 VS 2027 (%)
  • 16. GLOBAL SIMULATION GAMES MARKET SHARE, 2020 VS 2027 (%)
  • 17. GLOBAL OTHER GAMES MARKET SHARE, 2020 VS 2027 (%)
  • 18. US VR IN GAMING MARKET SIZE, 2020-2027 ($ MILLION)
  • 19. CANADA VR IN GAMING MARKET SIZE, 2020-2027 ($ MILLION)
  • 20. UK VR IN GAMING MARKET SIZE, 2020-2027 ($ MILLION)
  • 21. FRANCE VR IN GAMING MARKET SIZE, 2020-2027 ($ MILLION)
  • 22. GERMANY VR IN GAMING MARKET SIZE, 2020-2027 ($ MILLION)
  • 23. ITALY VR IN GAMING MARKET SIZE, 2020-2027 ($ MILLION)
  • 24. SPAIN VR IN GAMING MARKET SIZE, 2020-2027 ($ MILLION)
  • 25. ROE VR IN GAMING MARKET SIZE, 2020-2027 ($ MILLION)
  • 26. INDIA VR IN GAMING MARKET SIZE, 2020-2027 ($ MILLION)
  • 27. CHINA VR IN GAMING MARKET SIZE, 2020-2027 ($ MILLION)
  • 28. JAPAN VR IN GAMING MARKET SIZE, 2020-2027 ($ MILLION)
  • 29. SOUTH KOREA VR IN GAMING MARKET SIZE, 2020-2027 ($ MILLION)
  • 30. REST OF ASIA-PACIFIC VR IN GAMING MARKET SIZE, 2020-2027 ($ MILLION)
  • 31. REST OF THE WORLD VR IN GAMING MARKET SIZE, 2020-2027 ($ MILLION)