市場調查報告書

虛擬實境- 全球市場預測(2018年∼2027年)

Virtual Reality - Global Market Outlook (2018-2027)

出版商 Stratistics Market Research Consulting 商品編碼 932662
出版日期 內容資訊 英文 199 Pages
商品交期: 2-3個工作天內
價格
虛擬實境- 全球市場預測(2018年∼2027年) Virtual Reality - Global Market Outlook (2018-2027)
出版日期: 2020年03月01日內容資訊: 英文 199 Pages
簡介

全球虛擬實境市場在2018年達到79億美元,在2018年∼2027年間,預測將以31.2%的年複合成長率繼續成長,2027年將達到910億美元的規模。市場推動成長的主要要素,是合理價格的VR設備的數位化與可用性的提高,在遊戲及娛樂領域的HMD普及,虛擬實境市場的莫大投資。但,低解析度和動向的缺乏相關健康上的疑慮,是抑制市場成長的要素。

本報告提供全球虛擬實境市場的相關調查,成長及阻礙因素,市場機會和威脅,各提供、各技術、各設備類型、各平台、各終端用戶、各地區的市場分析,發展趨勢,主要企業的簡介等資訊。

目錄

第1章 摘要整理

第2章 簡介

第3章 市場趨勢分析

  • 簡介
  • 促進因素
  • 阻礙因素
  • 市場機會
  • 威脅
  • 科技分析
  • 終端用戶分析
  • 應用分析
  • 新興市場
  • Covid-19的影響

第4章 波特的五力分析

  • 供應商談判力
  • 買主談判力
  • 替代品的威脅
  • 新加入廠商的威脅
  • 競爭對手

第5章 全球虛擬實境市場:各提供

  • 簡介
  • 軟體
    • 雲端基礎的服務
    • 軟體開發套件
    • VR內容的作成
  • 硬體設備
    • 相機
    • 感測器
    • 位置追蹤
    • 顯示器和投影機
    • 半導體零件
    • 其他的硬體設備

第6章 全球虛擬實境市場:各技術

  • 簡介
  • 非身臨其境型
  • 半身臨其境型
  • 完全身臨其境型

第7章 全球虛擬實境市場:各設備類型

  • 簡介
  • 手勢追蹤設備
    • 資料手套
  • 投影機&展示牆
  • 頭戴式顯示器(HMD)
  • 3D相機

第8章 全球虛擬實境市場:各平台

  • 簡介
  • 主機VR
  • 行動VR
  • PC VR

第9章 全球虛擬實境市場:各終端用戶

  • 簡介
  • 商業
    • 廣告
    • 教育和培訓
    • 旅遊與觀光
    • 零售&電子商務
  • 航太及防衛
  • 企業
    • 中小企業
    • 大企業
  • 消費者
    • 遊戲和娛樂
  • 醫療保健
    • 藥局管理
    • 手術和治療
    • 健身管理
    • 患者管理
    • 醫療訓練
  • E學習
  • 電訊
  • 工業用
  • 製造
  • 政府及金融機關
  • 電子產品廠商
  • 其他終端用戶
    • 不動產
    • 汽車
    • 地理空間挖掘

第10章 全球虛擬實境市場:各用途

  • 簡介
  • 加演節目
  • 訓練與模擬
  • 調查開發
  • 其他的用途
    • 建模
    • 3D原型製作

第11章 全球虛擬實境市場: 各地區

  • 簡介
  • 北美
    • 美國
    • 加拿大
    • 墨西哥
  • 歐洲
    • 德國
    • 英國
    • 義大利
    • 法國
    • 西班牙
    • 其他歐洲
  • 亞太地區
    • 日本
    • 中國
    • 印度
    • 澳洲
    • 紐西蘭
    • 韓國
    • 其他亞太地區
  • 南美
    • 阿根廷
    • 巴西
    • 智利
    • 其他
  • 中東、非洲地區
    • 沙烏地阿拉伯
    • 阿拉伯聯合大公國
    • 卡達
    • 南非
    • 中東和近東及非洲的其他中東的地區

第12章 主要發展

  • 契約,夥伴關係,合作,合資企業
  • 收購與合併
  • 新產品的銷售
  • 擴張
  • 其他主要策略

第13章 公司分析

  • Sony
  • HTC
  • Google
  • Vuzix
  • Apple Inc.
  • Microsoft
  • Samsung Electronics
  • Eon Reality
  • Facebook, Inc
  • CyberGlove Systems
  • Sensics
  • Sixense Enterprises
  • Merge Labs
  • Qualcomm Technologies, Inc
  • Dessault Systems SE
  • Lenovo Group Ltd.
  • Autodesk Inc.
  • Magic Leap, Inc.
目錄

According to Stratistics MRC, the Global Virtual Reality market is accounted for $7.90 billion in 2018 and is expected to reach $91.00 billion by 2027 growing at a CAGR of 31.2% during the forecast period. Some of the key factors propelling the market growth are growing digitization and availability of affordable VR devices, penetration of HMDs in gaming and entertainment sector, huge investment in virtual reality market. However, health concerns relating to low resolution and lack of movement is the restraining factor for the growth of the market.

Virtual Reality (VR) is transforming the way we relate with the objects and environment around us. Virtual presents a 3D computer generated environment which a person can explore and interact with and the person becomes a part of the near-reality world. Virtual reality is gaining popularity across various sectors such as healthcare, entertainment, real-estate, education, etc. It is being used to offer training to doctors and employees to avoid any mistakes. Digital meetings and conferences in a real-time are becoming possible with Virtual Reality. It is making it more expedient for architects to evaluate designs and see how the structure will look in real.

By device type, gesture-tracking devices are used as input devices for VR systems. These tracking devices track the user's movements and enable the user to interact with the virtual environment. Gesture-tracking devices include data gloves, treadmills, and controllers to facilitate gesture and action tracking in VR applications. These devices might be helpful for surgeons during surgery. During a surgical intervention, the surgeon needs to control surgical devices such as X-ray, drill, and endoscope; a contact-free, gesture-based controller can be used by the surgeon, which, in turn, would help in touchless approach.

Based on the geography, North America is expected to have considerable market growth during the forecast period, the use of VR in various applications, especially in consumer electronics, is helping the growth of the VR market in this region. Applications such as aerospace & defense, healthcare, consumer, and commercial are utilizing VR technologies for further advancements. The US has many global players featuring VR products and solutions. This helps North America stand out as the major region in the global VR market. The increased use of VR for applications such as tourism and ecommerce, as well as for training purposes, has helped drive the VR market in the region.

Some of the key players in virtual reality market include Sony, HTC, Google, Vuzix, Apple Inc., Microsoft, Samsung Electronics, Eon Reality, Facebook, Inc, CyberGlove Systems, Sensics, Sixense Enterprises, Merge Labs, Qualcomm Technologies, Inc, Dessault Systems SE, Lenovo Group Ltd., Autodesk Inc., and Magic Leap, Inc.

Offerings Covered:

  • Software
  • Hardware

Technologies Covered:

  • Non-Immersive
  • Semi-Immersive
  • Fully Immersive

Device Types Covered:

  • Gesture-Tracking Devices
  • Projectors & Display Walls
  • Head-Mounted Displays (HMDs)
  • 3D Cameras

Platforms Covered:

  • Console VR
  • Mobile VR
  • PC VR

End Users Covered:

  • Commercial
  • Aerospace & Defense
  • Enterprise
  • Consumer
  • Healthcare
  • E-Learning
  • Telecommunication
  • Industrial
  • Manufacturing
  • Governmental & Financial Institutions
  • Electronic Product Manufacturers
  • Other End Users

Applications Covered:

  • Attraction
  • Training & Simulation
  • Research & Development
  • Other Applications

Regions Covered:

  • North America
    • US
    • Canada
    • Mexico
  • Europe
    • Germany
    • France
    • Italy
    • UK
    • Spain
    • Rest of Europe
  • Asia Pacific
    • Japan
    • China
    • India
    • Australia
    • New Zealand
    • Rest of Asia Pacific
  • South America
    • Argentina
    • Brazil
    • Chile
    • Rest of South America
  • Middle East & Africa
    • Saudi Arabia
    • UAE
    • Qatar
    • South Africa
    • Rest of Middle East & Africa

What our report offers:

  • Market share assessments for the regional and country-level segments
  • Strategic recommendations for the new entrants
  • Covers Market data for the years 2017, 2018, 2019, 2023 and 2027
  • Market Trends (Drivers, Constraints, Opportunities, Threats, Challenges, Investment Opportunities, and recommendations)
  • Strategic analysis: Drivers and Constraints, Product/Technology Analysis, Porter's five forces analysis, SWOT analysis, etc.
  • Strategic recommendations in key business segments based on the market estimations
  • Competitive landscaping mapping the key common trends
  • Company profiling with detailed strategies, financials, and recent developments
  • Supply chain trends mapping the latest technological advancements

Free Customization Offerings:

All the customers of this report will be entitled to receive one of the following free customization options:

  • Company Profiling
    • Comprehensive profiling of additional market players (up to 3)
    • SWOT Analysis of key players (up to 3)
  • Regional Segmentation
    • Market estimations, Forecasts and CAGR of any prominent country as per the client's interest (Note: Depends on feasibility check)
  • Competitive Benchmarking
    • Benchmarking of key players based on product portfolio, geographical presence, and strategic alliances

Table of Contents

1 Executive Summary

2 Preface

  • 2.1 Abstract
  • 2.2 Stake Holders
  • 2.3 Research Scope
  • 2.4 Research Methodology
    • 2.4.1 Data Mining
    • 2.4.2 Data Analysis
    • 2.4.3 Data Validation
    • 2.4.4 Research Approach
  • 2.5 Research Sources
    • 2.5.1 Primary Research Sources
    • 2.5.2 Secondary Research Sources
    • 2.5.3 Assumptions

3 Market Trend Analysis

  • 3.1 Introduction
  • 3.2 Drivers
  • 3.3 Restraints
  • 3.4 Opportunities
  • 3.5 Threats
  • 3.6 Technology Analysis
  • 3.7 End User Analysis
  • 3.8 Application Analysis
  • 3.9 Emerging Markets
  • 3.10 Impact of Covid-19

4 Porters Five Force Analysis

  • 4.1 Bargaining power of suppliers
  • 4.2 Bargaining power of buyers
  • 4.3 Threat of substitutes
  • 4.4 Threat of new entrants
  • 4.5 Competitive rivalry

5 Global Virtual Reality Market, By Offering

  • 5.1 Introduction
  • 5.2 Software
    • 5.2.1 Cloud-Based Services
    • 5.2.2 Software Development Kits
    • 5.2.3 VR Content Creation
  • 5.3 Hardware
    • 5.3.1 Cameras
    • 5.3.2 Sensors
      • 5.3.2.1 Gyroscope
      • 5.3.2.2 Proximity Sensor
      • 5.3.2.3 Accelerometer
      • 5.3.2.4 Magnetometer
    • 5.3.3 Position Trackers
    • 5.3.4 Displays and Projectors
    • 5.3.5 Semiconductor Components
      • 5.3.5.1 Integrated Circuits
      • 5.3.5.2 Controller and Processor
    • 5.3.6 Other Hardwares
      • 5.3.6.1 Computer/Video Generator and Combiner

6 Global Virtual Reality Market, By Technology

  • 6.1 Introduction
  • 6.2 Non-Immersive
  • 6.3 Semi-Immersive
  • 6.4 Fully Immersive

7 Global Virtual Reality Market, By Device Type

  • 7.1 Introduction
  • 7.2 Gesture-Tracking Devices
    • 7.2.1 Data Gloves
  • 7.3 Projectors & Display Walls
  • 7.4 Head-Mounted Displays (HMDs)
  • 7.5 3D Cameras

8 Global Virtual Reality Market, By Platform

  • 8.1 Introduction
  • 8.2 Console VR
  • 8.3 Mobile VR
  • 8.4 PC VR

9 Global Virtual Reality Market, By End User

  • 9.1 Introduction
  • 9.2 Commercial
    • 9.2.1 Advertising
    • 9.2.2 Education & Training
    • 9.2.3 Travel and Tourism
    • 9.2.4 Retail & Ecommerce
  • 9.3 Aerospace & Defense
  • 9.4 Enterprise
    • 9.4.1 Small- & Medium-sized Enterprises
    • 9.4.2 Large Enterprises
  • 9.5 Consumer
    • 9.5.1 Gaming and Entertainment
      • 9.5.1.1 Sports
  • 9.6 Healthcare
    • 9.6.1 Pharmacy Management
    • 9.6.2 Surgery & Treatments
    • 9.6.3 Fitness Management
    • 9.6.4 Patient Care Management
    • 9.6.5 Medical Training
  • 9.7 E-Learning
  • 9.8 Telecommunication
  • 9.9 Industrial
  • 9.10 Manufacturing
  • 9.11 Governmental & Financial Institutions
  • 9.12 Electronic Product Manufacturers
  • 9.13 Other End Users
    • 9.13.1 Real Estate
      • 9.13.1.1 Building Design
      • 9.13.1.2 Architecture
    • 9.13.2 Automotive
    • 9.13.3 Geospatial Mining

10 Global Virtual Reality Market, By Application

  • 10.1 Introduction
  • 10.2 Attraction
  • 10.3 Training & Simulation
  • 10.4 Research & Development
  • 10.5 Other Applications
    • 10.5.1 Modelling
    • 10.5.2 3D Prototyping

11 Global Virtual Reality Market, By Geography

  • 11.1 Introduction
  • 11.2 North America
    • 11.2.1 US
    • 11.2.2 Canada
    • 11.2.3 Mexico
  • 11.3 Europe
    • 11.3.1 Germany
    • 11.3.2 UK
    • 11.3.3 Italy
    • 11.3.4 France
    • 11.3.5 Spain
    • 11.3.6 Rest of Europe
  • 11.4 Asia Pacific
    • 11.4.1 Japan
    • 11.4.2 China
    • 11.4.3 India
    • 11.4.4 Australia
    • 11.4.5 New Zealand
    • 11.4.6 South Korea
    • 11.4.7 Rest of Asia Pacific
  • 11.5 South America
    • 11.5.1 Argentina
    • 11.5.2 Brazil
    • 11.5.3 Chile
    • 11.5.4 Rest of South America
  • 11.6 Middle East & Africa
    • 11.6.1 Saudi Arabia
    • 11.6.2 UAE
    • 11.6.3 Qatar
    • 11.6.4 South Africa
    • 11.6.5 Rest of Middle East & Africa

12 Key Developments

  • 12.1 Agreements, Partnerships, Collaborations and Joint Ventures
  • 12.2 Acquisitions & Mergers
  • 12.3 New Product Launch
  • 12.4 Expansions
  • 12.5 Other Key Strategies

13 Company Profiling

  • 13.1 Sony
  • 13.2 HTC
  • 13.3 Google
  • 13.4 Vuzix
  • 13.5 Apple Inc.
  • 13.6 Microsoft
  • 13.7 Samsung Electronics
  • 13.8 Eon Reality
  • 13.9 Facebook, Inc
  • 13.10 CyberGlove Systems
  • 13.11 Sensics
  • 13.12 Sixense Enterprises
  • 13.13 Merge Labs
  • 13.14 Qualcomm Technologies, Inc
  • 13.15 Dessault Systems SE
  • 13.16 Lenovo Group Ltd.
  • 13.17 Autodesk Inc.
  • 13.18 Magic Leap, Inc.

List of Tables

  • Table 1 Global Virtual Reality Market Outlook, By Region (2017-2027) ($MN)
  • Table 2 Global Virtual Reality Market Outlook, By Offering (2017-2027) ($MN)
  • Table 3 Global Virtual Reality Market Outlook, By Software (2017-2027) ($MN)
  • Table 4 Global Virtual Reality Market Outlook, By Cloud-Based Services (2017-2027) ($MN)
  • Table 5 Global Virtual Reality Market Outlook, By Software Development Kits (2017-2027) ($MN)
  • Table 6 Global Virtual Reality Market Outlook, By VR Content Creation (2017-2027) ($MN)
  • Table 7 Global Virtual Reality Market Outlook, By Hardware (2017-2027) ($MN)
  • Table 8 Global Virtual Reality Market Outlook, By Cameras (2017-2027) ($MN)
  • Table 9 Global Virtual Reality Market Outlook, By Sensors (2017-2027) ($MN)
  • Table 10 Global Virtual Reality Market Outlook, By Position Trackers (2017-2027) ($MN)
  • Table 11 Global Virtual Reality Market Outlook, By Displays and Projectors (2017-2027) ($MN)
  • Table 12 Global Virtual Reality Market Outlook, By Semiconductor Components (2017-2027) ($MN)
  • Table 13 Global Virtual Reality Market Outlook, By Other Hardwares (2017-2027) ($MN)
  • Table 14 Global Virtual Reality Market Outlook, By Technology (2017-2027) ($MN)
  • Table 15 Global Virtual Reality Market Outlook, By Non-Immersive (2017-2027) ($MN)
  • Table 16 Global Virtual Reality Market Outlook, By Semi-Immersive (2017-2027) ($MN)
  • Table 17 Global Virtual Reality Market Outlook, By Fully Immersive (2017-2027) ($MN)
  • Table 18 Global Virtual Reality Market Outlook, By Device Type (2017-2027) ($MN)
  • Table 19 Global Virtual Reality Market Outlook, By Gesture-Tracking Devices (2017-2027) ($MN)
  • Table 20 Global Virtual Reality Market Outlook, By Data Gloves (2017-2027) ($MN)
  • Table 21 Global Virtual Reality Market Outlook, By Projectors & Display Walls (2017-2027) ($MN)
  • Table 22 Global Virtual Reality Market Outlook, By Head-Mounted Displays (HMDs) (2017-2027) ($MN)
  • Table 23 Global Virtual Reality Market Outlook, By 3D Cameras (2017-2027) ($MN)
  • Table 24 Global Virtual Reality Market Outlook, By Platform (2017-2027) ($MN)
  • Table 25 Global Virtual Reality Market Outlook, By Console VR (2017-2027) ($MN)
  • Table 26 Global Virtual Reality Market Outlook, By Mobile VR (2017-2027) ($MN)
  • Table 27 Global Virtual Reality Market Outlook, By PC VR (2017-2027) ($MN)
  • Table 28 Global Virtual Reality Market Outlook, By End User (2017-2027) ($MN)
  • Table 29 Global Virtual Reality Market Outlook, By Commercial (2017-2027) ($MN)
  • Table 30 Global Virtual Reality Market Outlook, By Advertising (2017-2027) ($MN)
  • Table 31 Global Virtual Reality Market Outlook, By Education & Training (2017-2027) ($MN)
  • Table 32 Global Virtual Reality Market Outlook, By Travel and Tourism (2017-2027) ($MN)
  • Table 33 Global Virtual Reality Market Outlook, By Retail & Ecommerce (2017-2027) ($MN)
  • Table 34 Global Virtual Reality Market Outlook, By Aerospace & Defense (2017-2027) ($MN)
  • Table 35 Global Virtual Reality Market Outlook, By Enterprise (2017-2027) ($MN)
  • Table 36 Global Virtual Reality Market Outlook, By Small- & Medium-sized Enterprises (2017-2027) ($MN)
  • Table 37 Global Virtual Reality Market Outlook, By Large Enterprises (2017-2027) ($MN)
  • Table 38 Global Virtual Reality Market Outlook, By Consumer (2017-2027) ($MN)
  • Table 39 Global Virtual Reality Market Outlook, By Gaming and Entertainment (2017-2027) ($MN)
  • Table 40 Global Virtual Reality Market Outlook, By Healthcare (2017-2027) ($MN)
  • Table 41 Global Virtual Reality Market Outlook, By Pharmacy Management (2017-2027) ($MN)
  • Table 42 Global Virtual Reality Market Outlook, By Surgery & Treatments (2017-2027) ($MN)
  • Table 43 Global Virtual Reality Market Outlook, By Fitness Management (2017-2027) ($MN)
  • Table 44 Global Virtual Reality Market Outlook, By Patient Care Management (2017-2027) ($MN)
  • Table 45 Global Virtual Reality Market Outlook, By Medical Training (2017-2027) ($MN)
  • Table 46 Global Virtual Reality Market Outlook, By E-Learning (2017-2027) ($MN)
  • Table 47 Global Virtual Reality Market Outlook, By Telecommunication (2017-2027) ($MN)
  • Table 48 Global Virtual Reality Market Outlook, By Industrial (2017-2027) ($MN)
  • Table 49 Global Virtual Reality Market Outlook, By Manufacturing (2017-2027) ($MN)
  • Table 50 Global Virtual Reality Market Outlook, By Governmental & Financial Institutions (2017-2027) ($MN)
  • Table 51 Global Virtual Reality Market Outlook, By Electronic Product Manufacturers (2017-2027) ($MN)
  • Table 52 Global Virtual Reality Market Outlook, By Other End Users (2017-2027) ($MN)
  • Table 53 Global Virtual Reality Market Outlook, By Real Estate (2017-2027) ($MN)
  • Table 54 Global Virtual Reality Market Outlook, By Automotive (2017-2027) ($MN)
  • Table 55 Global Virtual Reality Market Outlook, By Geospatial Mining (2017-2027) ($MN)
  • Table 56 Global Virtual Reality Market Outlook, By Application (2017-2027) ($MN)
  • Table 57 Global Virtual Reality Market Outlook, By Attraction (2017-2027) ($MN)
  • Table 58 Global Virtual Reality Market Outlook, By Training & Simulation (2017-2027) ($MN)
  • Table 59 Global Virtual Reality Market Outlook, By Research & Development (2017-2027) ($MN)
  • Table 60 Global Virtual Reality Market Outlook, By Other Applications (2017-2027) ($MN)
  • Table 61 Global Virtual Reality Market Outlook, By Modelling (2017-2027) ($MN)
  • Table 62 Global Virtual Reality Market Outlook, By 3D Prototyping (2017-2027) ($MN)

Note: Tables for North America, Europe, APAC, South America, and Middle East & Africa Regions are also represented in the same manner as above.