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市場調查報告書

虛擬實境 (VR)的全球市場 - 預測:軟體的各應用領域,各地區,硬體設備的各終端用戶,企業分析

Virtual Reality Market Global Forecast by Software Application, Regions, End Users Hardware, Company Analysis

出版商 Renub Research 商品編碼 996643
出版日期 內容資訊 英文 92 Pages
商品交期: 最快1-2個工作天內
價格
虛擬實境 (VR)的全球市場 - 預測:軟體的各應用領域,各地區,硬體設備的各終端用戶,企業分析 Virtual Reality Market Global Forecast by Software Application, Regions, End Users Hardware, Company Analysis
出版日期: 2021年03月01日內容資訊: 英文 92 Pages
簡介

全球虛擬實境 (VR) 市場,從2020年的237億美元,預計達到2026年末為止為801億6,000萬美元,2020年∼2026年以22.52%的年複合成長率成長。

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,各市場區隔的市場分析,主要企業等相關的系統性資訊。

目錄

第1章 簡介

第2章 調查手法

第3章 摘要整理

第4章 市場動態

  • 成長促進因素
  • 課題

第5章 全球虛擬實境 (VR) 市場

第6章 市場佔有率

  • 軟體 vs. 硬體設備
  • 軟體市場佔有率:各應用領域
  • 軟體市場佔有率:各地區
  • 硬體設備市場佔有率:各終端用戶
  • 硬體設備市場佔有率:各國

第7章 軟體的各應用領域市場

  • 電玩遊戲
  • 實況活動
  • 視訊娛樂
  • 不動產
  • 零售
  • 教育
  • 醫療
  • 工程
  • 軍事

第8章 軟體的各地區市場

  • 北美
  • 南美
  • 歐洲
  • 亞洲
  • 其他地區

第9章 硬體設備的各終端用戶市場

  • 消費者
  • 企業

第10章 硬體設備的各國市場

  • 中國
  • 日本
  • 美國
  • 歐洲

第11章 數量 - 虛擬實境 (VR) 頭戴式顯示器(HMD)

第12章 企業分析

  • Sony
  • Oculus
  • HTC
目錄

Virtual Reality (VR) is a technology that produces a 3D computer-based environment where a person can traverse, inter-connect and participate in the unrealistic world. The Virtual Reality Marketing strategy changes the way products and services are developed and delivered, further transforming into increased productivity and operational efficiencies across domains like Live Events, Video Entertainment, Videogames, Education, Retail, Healthcare, Military, Engineering and Real Estate. Globally, Virtual Reality is likely to have multiple advanced applications for both consumer and enterprise in the coming years. As per Renub Research latest report, the Global Virtual Reality Market will be USD 80.16 Billion by the end of 2026.

In this report, we have bifurcated the Virtual Reality Market into hardware and software. The virtual reality hardware market constitutes sensors in the headset, which stalks the user's motion and switches the user's perspective accordingly. Besides, it also gives users the apprehension of physical omnipresence in that environment.

Learning and training and scientific visualization are amongst the most vital applications of virtual reality technology. It diminishes the investments and brings enhancement across a wide range of industries to provide extreme training situations. It is used for education purposes in several industries, including healthcare, machine operations, and corporate training. Besides, it also reduces the training budget in the form of equipment durability and logistics rebate.

In the year 2020, with the outbreak of COVID-19, Virtual Reality played a vital role in offering a comprehensive platform. The pop has led to a rise in virtual tech conferences and meet-ups since several organizations have cancelled their events and meetings. As an occurrence, tech giant Microsoft has announced to organize all its events digitally until July 2021, including its flagship Microsoft Ignite and Microsoft Build 2020. The worldwide Virtual Reality Market was at USD 23.70 Billion in the year 2020.

Regional Analysis

Europe has gained eminence over the past years due to the development and launch of innovative VR headsets targeted primarily at the region's gaming community. However, advancements in immersive technology have widened the scope of technology in several applications. The VR segment is growing, consumers are showing interest, and industry leaders recognize these areas as a potential opportunity for growth in the region. As per our research analysis, Global Virtual Reality Industry is expected to grow with a double-digit CAGR of 22.52% from 2020 to 2026.

Similarly, in the Asia Pacific region, Japan has introduced 5G commercial services in 2019, which has led to telecommunication companies' strategic initiatives to offer VR viewing platforms utilizing 5G connectivity. Furthermore, the governments' favourable initiatives, such as funds and investments to support VR companies, also boost virtual reality technology enactment in the region. This unique and useful benefit anticipates to build-up the market for Virtual Reality in the coming years.

This report has analyzed the competitive landscape and provided the key players' profiles such as Sony, Facebook (Oculus) and HTC. This market research report provides a complete analysis of the Global Virtual Reality Market Growth Drivers, Challenges, and projections from 2021 to 2026.

Renub Research latest Report "Global Virtual Reality Market by Software (Videogames, Live Events, Video Entertainment, Real Estate, Retail, Education, Healthcare, Engineering, Military), Software Application Regions (North America, Latin America, Europe, Asia, Rest of the World), End Users Hardware (Consumer, Enterprise), Country-wise Hardware (China, Japan, United States, Europe) Company Analysis(Sony, Oculus & HTC)"

Software Application - Market breakup from 9 Viewpoints

  • 1. Videogames
  • 2. Live Events
  • 3. Video Entertainment
  • 4. Real Estate
  • 5. Retail
  • 6. Education
  • 7. Healthcare
  • 8. Engineering
  • 9. Military

Region - Software Application Market breakup by 5 Regions

  • 1. North America
  • 2. Latin America
  • 3. Europe
  • 4. Asia
  • 5. Rest of the World

End Users - Market breakup from two Viewpoints

  • 1. Consumer
  • 2. Enterprise

Country - Hardware Application Market breakup by 4 Countries

  • 1. China
  • 2. Japan
  • 3. United States
  • 4. Europe

All Companies have been covered from 3 Viewpoints

  • Overview
  • Initiatives & Recent Developments
  • Revenue

Company Analysis

  • 1. Sony
  • 2. Facebook (Oculus)
  • 3. HTC

Table of Contents

1. Introduction

2. Research & Methodology

3. Executive Summary

4. Market Dynamics

  • 4.1 Growth Drivers
  • 4.2 Challenges

5. Global Virtual Reality Market

6. Market Share

  • 6.1 Software vs. Hardware
  • 6.2 Software Market Share by Application
  • 6.3 Software Market Share by Region
  • 6.4 Hardware Market Share by End User
  • 6.5 Hardware Market Share by Country

7. Software Application Market

  • 7.1 Videogames
  • 7.2 Live Events
  • 7.3 Video Entertainment
  • 7.4 Real Estate
  • 7.5 Retail
  • 7.6 Education
  • 7.7 Healthcare
  • 7.8 Engineering
  • 7.9 Military

8. Software Region Market

  • 8.1 North America
  • 8.2 Latin America
  • 8.3 Europe
  • 8.4 Asia
  • 8.5 Rest of world

9. End User Hardware Market

  • 9.1 Consumer
  • 9.2 Enterprise

10. Country Hardware Market

  • 10.1 China
  • 10.2 Japan
  • 10.3 United States
  • 10.4 Europe

11. Volume - Virtual Reality Head Mounted Display (HMD)

12. Company Analysis

  • 12.1 Sony
    • 12.1.1 Company Overview
    • 12.1.2 Exposure / Initiatives to Virtual Reality
    • 12.1.3 Sales Analysis
  • 12.2 Oculus
    • 12.2.1 Company Overview
    • 12.2.2 Exposure / Initiatives to Virtual Reality
    • 12.2.3 Facebook VR Sales Analysis
  • 12.3 HTC
    • 12.3.1 Company Overview
    • 12.3.2 Exposure / Initiatives to Virtual Reality
    • 12.3.3 HTC VR Sales Analysis

List of Figures

  • Figure-01: Global Virtual Reality Market (Million US$), 2016 - 2020
  • Figure-02: Global Forecast for - Virtual Reality Market (Million US$), 2021 - 2026
  • Figure-03: Application - Videogames Market (Million US$), 2016 - 2020
  • Figure-04: Application - Forecast for Videogames Market (Million US$), 2021 - 2026
  • Figure-05: Application - Live Events Market (Million US$), 2017 - 2020
  • Figure-06: Application - Forecast for Live Events Market (Million US$), 2021 - 2026
  • Figure-07: Application - Video Entertainment Market (Million US$), 2017 - 2020
  • Figure-08: Application - Forecast for Video Entertainment Market (Million US$), 2021 - 2026
  • Figure-09: Application - Real Estate Market (Million US$), 2017 - 2020
  • Figure-10: Application - Forecast for Real Estate Market (Million US$), 2021 - 2026
  • Figure-11: Application - Retail Market (Million US$), 2017 - 2020
  • Figure-12: Application - Forecast for Retail Market (Million US$), 2021 - 2026
  • Figure-13: Application - Education Market (Million US$), 2018 - 2020
  • Figure-14: Application - Forecast for Education Market (Million US$), 2021 - 2026
  • Figure-15: Application - Healthcare Market (Million US$), 2017 - 2020
  • Figure-16: Application - Forecast for Healthcare Market (Million US$), 2021 - 2026
  • Figure-17: Application - Engineering Market (Million US$), 2017 - 2020
  • Figure-18: Application - Forecast for Engineering Market (Million US$), 2021 - 2026
  • Figure-19: Application - Military Market (Million US$), 2016 - 2020
  • Figure-20: Application - Forecast for Military Market (Million US$), 2021 - 2026
  • Figure-21: North America - VR Software Market (Million US$), 2016 - 2020
  • Figure-22: North America - Forecast for VR Software Market (Million US$), 2021 - 2026
  • Figure-23: Latin America - VR Software Market (Million US$), 2016 - 2020
  • Figure-24: Latin America - Forecast for VR Software Market (Million US$), 2021 - 2026
  • Figure-25: Europe - VR Software Market (Million US$), 2016 - 2020
  • Figure-26: Europe - Forecast for VR Software Market (Million US$), 2021 - 2026
  • Figure-27: Asia - VR Software Market (Million US$), 2016 - 2020
  • Figure-28: Asia - Forecast for VR Software Market (Million US$), 2021 - 2026
  • Figure-29: Rest of world - VR Software Market (Million US$), 2016 - 2020
  • Figure-30: Rest of world - Forecast for VR Software Market (Million US$), 2021 - 2026
  • Figure-31: End User - VR Software Consumer Market (Million US$), 2018 - 2020
  • Figure-32: End User - Forecast for VR Software Consumer Market (Million US$), 2021 - 2026
  • Figure-33: End User - VR Software Enterprise Market (Million US$), 2018 - 2020
  • Figure-34: End User - Forecast for VR Software Enterprise Market (Million US$), 2021 - 2026
  • Figure-35: China - VR Software Market (Million US$), 2016 - 2020
  • Figure-36: China - Forecast for VR Software Market (Million US$), 2021 - 2026
  • Figure-37: Japan - VR Software Market (Million US$), 2016 - 2020
  • Figure-38: Japan - Forecast for VR Software Market (Million US$), 2021 - 2026
  • Figure-39: United States - VR Software Market (Million US$), 2016 - 2020
  • Figure-40: United States - Forecast for VR Software Market (Million US$), 2021 - 2026
  • Figure-41: Europe - VR Software Market (Million US$), 2016 - 2020
  • Figure-42: Europe - Forecast for VR Software Market (Million US$), 2021 - 2026
  • Figure-43: Virtual Reality Head Mounted Display Market (Million US$), 2017 - 2020
  • Figure-44: Forecast for - Virtual Reality Head Mounted Display Market (Million US$), 2021 - 2026
  • Figure-45: Sony - Global Revenue (Million US$), 2017 - 2020
  • Figure-46: Sony - Forecast for Global Revenue (Million US$), 2021 - 2026
  • Figure-47: Oculus - Global Revenue (Million US$), 2017 - 2020
  • Figure-48: Oculus - Forecast for Global Revenue (Million US$), 2021 - 2026
  • Figure-49: HTC - Global Revenue (Million US$), 2017 - 2020
  • Figure-50: HTC - Forecast for Global Revenue (Million US$), 2021 - 2026

List of Tables

  • Table-01: Global Virtual Reality Software vs. Hardware (Percent), 2016 - 2020
  • Table-02: Global - Forecast for Virtual RealitySoftware vs. Hardware (Percent), 2021 - 2026
  • Table-03: Global - VR Software Market Share by Application (Percent), 2016 - 2020
  • Table-04: Global - Forecast for VR Software Market Share by Application (Percent), 2021 - 2026
  • Table-05: Global - VR Software Market Share by Region (Percent), 2016 - 2020
  • Table-06: Global - Forecast for VR Software Market Share by Region (Percent), 2021 - 2026
  • Table-07: Global - VR Hardware Market Share by End User (Percent), 2018 - 2020
  • Table-08: Global - Forecast for VR Hardware Market Share by End User (Percent), 2021 - 2026
  • Table-09: Global - VR Hardware Market Share by Countries (Percent), 2016 - 2020
  • Table-10: Global - Forecast for VR Hardware Market Share by Countries (Percent), 2021 - 2026