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市場調查報告書

虛擬實境 (VR):生態系統的演變

Virtual Reality: The Evolving Ecosystem

出版商 Parks Associates 商品編碼 806160
出版日期 內容資訊 英文 67 Pages
商品交期: 最快1-2個工作天內
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虛擬實境 (VR):生態系統的演變 Virtual Reality: The Evolving Ecosystem
出版日期: 2019年03月31日內容資訊: 英文 67 Pages
簡介

本報告提供全球虛擬實境 (VR) 市場上生態系統的發展情形相關分析,生態系統現況,及內容的製作、發佈、活用狀況,未來市場策略方向性,市場規模趨勢預測等調查。

第1章 分析概要

第2章 現今的VR的生態系統

  • 頭戴裝置的種類
    • 智慧型手機支援系統
    • 獨立式系統
    • 遊戲主機支援系統
    • PC支援系統
  • 內容傳送平台

第3章 VR內容和使用案例

  • 遊戲
    • 遊戲的種類
    • 遊戲的發佈手段
    • 課題
  • 非遊戲系娛樂
    • 課題
    • 影片
    • 運動
    • 內容的發佈來源
  • 商務用途

第4章 VR提供(播送)流通管道

  • 家用VR
  • 零售用VR

第5章 VR的成功相關考察

第6章 未來預測:全球VR用頭戴裝置的擁有數 (今後6年份)

  • 預測手法
  • 未來預測

第7章 分析結果與建議

第8章 附錄

目錄

Virtual reality is capturing the imaginations of consumers and the video industry regarding new use cases and levels of immersion. However, for VR to succeed, a full ecosystem of devices, services, and content must exist as well as a viable economy that allows profitability. This report examines the evolving ecosystem for VR, including content creation, distribution, and monetization and the major players and new entrants that are making it all happen. The report assesses areas of opportunity and the growth of this new area of entertainment.

Table of Contents

1.0. Report Summary

  • 1.1. Purpose of Report
  • 1.2. Key Burning Questions Addressed by this Research
  • 1.3. Research Approach/Sources

2.0. Today's VR Ecosystem

  • 2.1. Types of Headsets
    • 2.1.1. Smartphone-Based Systems
    • 2.1.2. Standalone Systems
    • 2.1.3. Game Console-Based Systems
    • 2.1.4. PC-Based Systems
  • 2.2. Content Distribution Platforms

3.0. VR Content and Use Cases

  • 3.1. Gaming
    • 3.1.1. Types of Games
    • 3.1.2. Distribution of Games
    • 3.1.3. Challenges
  • 3.2. Non-Gaming Entertainment
    • 3.2.1. Challenges
    • 3.2.2. Video
    • 3.2.3. Sports
    • 3.2.4. Sources of Content
  • 3.3. Business Applications

4.0. VR Delivery Channels

  • 4.1. At-Home VR
  • 4.2. Retail VR

5.0. Considerations for VR's Success

6.0. Forecast: Global VR Headset Ownership, 2018-2023

  • 6.1. Forecast Methodology
  • 6.2. Forecast

7.0. Implications and Recommendations

8.0. Appendix

  • 8.1. Glossary
  • 8.2. Index
  • 8.3. Image Sources

List of Figures

  • Familiarity with Virtual Reality (2017-2018)
  • Virtual Reality Headset Trial Experience (2017-2018)
  • Virtual Reality Headset Adoption (2016-2018)
  • Type of Virtual Reality System Owned (Q1/18)
  • Major Smartphone-Based VR Headset
  • Net Promoter Score of Virtual Reality Headset by Device Types
  • MOCOM VR Viewer
  • NOLO VR CV1 Kit
  • Adoption of Standalone Virtual Reality Headset Brands Among VR Owners (Q1/2018)
  • Major Standalone VR Headsets
  • Sony PlayStation VR
  • Major Standalone VR Headsets
  • Adoption of PC-Based Virtual Reality Headset Brands Among VR Owners (Q1/2018)
  • Quality of Virtual Reality Apps and Content (Q1/18)
  • VR App/Content Quality by Change in VR Headset Usage (Q1/18)
  • Ready Player One's Vision of VR
  • Expected Virtual Reality Use Cases (Q1/18)
  • Virtual Reality Product Familiarity by Gaming Console Ownership (Q1/18)
  • Major VR-Specific App Stores
  • Kat Walk Mini Omnidirectional Treadmill
  • 3dRudder
  • Cybershoes
  • Most Enjoyed Leisure Activities (Q3/18)
  • VR Video Business Models
  • Sources of Non-Gaming VR Content
  • Expected Use Cases Among Intenders (2017-2018)
  • Ovation VR
  • VR Zone Shinjuku
  • The VOID Star Wars: Secrets of the Empire
  • Global VR Headset Ownership by Region (2018-2023)
  • Global VR Headset Ownership by Headset Type (2018-2023)
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