市場調查報告書

虛擬實境(VR)的全球市場:產業分析,市場規模·佔有率·成長率·趨勢·預測(2019年∼2026年)

Global Virtual Reality (VR) Market Research Report - Industry Analysis, Size, Share, Growth, Trends And Forecast 2019 to 2026

出版商 Value Market Research 商品編碼 940045
出版日期 內容資訊 英文 105 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:產業分析,市場規模·佔有率·成長率·趨勢·預測(2019年∼2026年) Global Virtual Reality (VR) Market Research Report - Industry Analysis, Size, Share, Growth, Trends And Forecast 2019 to 2026
出版日期: 2020年06月01日內容資訊: 英文 105 Pages
簡介

全球虛擬實境(VR)市場在過去數年產業大幅成長,預計從2020年∼2026年的預測期間內將更進一步大幅增長。

本報告提供全球虛擬實境(VR)市場相關分析,提供產品概要和市場基本結構,主要市場促進·阻礙因素,市場規模趨勢預測,各市場區隔及地區別詳細趨勢,市場競爭的動向,主要企業簡介等調查。

目錄

第1章 簡介

第2章 摘要整理

第3章 產業分析

  • 簡介
  • 虛擬實境(VR)市場市場成長要素
  • 虛擬實境(VR)市場市場阻礙因素
  • 虛擬實境(VR)市場機會
  • 虛擬實境(VR)市場趨勢
  • 波特的五力分析
  • 虛擬實境(VR)市場魅力分析

第4章 價值鏈分析

  • 虛擬實境(VR) 價值鏈分析
  • 虛擬實境(VR)的原料分析
  • 潛在的買主清單
  • 銷售管道

第5章 各類型市場分析

  • 各類型概要
  • 各類型的全球虛擬實境(VR)市場分析
  • 各地區硬體設備的市場分析
  • 各地區軟體的市場分析

第6章 全球虛擬實境(VR)市場分析:終端用戶類別的

  • 終端用戶類別的概要
  • 終端用戶類別的市場分析
  • 各地區消費者市場分析
  • 各地區商業市場分析

第7章 全球虛擬實境(VR)市場分析:各地區

  • 地區預測
  • 簡介
  • 北美
  • 歐洲
  • 亞太地區
  • 南美
  • 中東·非洲

第8章 VR企業的競爭情形

  • 虛擬實境(VR)市場競爭
  • 夥伴關係/合作/契約
  • 合併和收購
  • 新產品的銷售
  • 其他開發

第9章 企業簡介

  • 企業佔有率分析
  • 市場集中率
  • FOVE Inc.
  • Google LLC
  • Lenovo Group Ltd.
  • Oculus VR LLC
  • Pico Interactive Inc.
  • Samsung Electronics Co. Ltd.
  • SONY
  • StarVR Corporation
  • Unity Technologies Inc.
  • Unreal Engine and others.
  • 其他

第10章 COVID-19疫情爆發的影響分析

目錄

Value Market Research's latest report on the Global Virtual Reality (VR) Market identified a significant growth in the industry over the last few years and anticipates it to grow considerably within the forecast period of 2020-2026.

The global virtual reality (vr) market report provides a complete evaluation of the market for the forecast period. The report consists of various segments as well as an analysis of the factors playing a significant role in the market. The factors include the drivers, restraints, challenges and opportunities and the impact of these factors on the market has been provided in the report. The drivers and restraints are classified as intrinsic factors while the opportunities and challenges are classified as extrinsic factors of the market. The global virtual reality (vr) market study provides an insight on the developments of the market in terms of revenue throughout the specified period.

This report provides a complete analysis for the global virtual reality (vr) market. An in-depth secondary research, primary interviews and in-house expert reviews are responsible for providing the market estimates for the global virtual reality (vr) market. These market estimates have been put together by studying the impact of different social, political and economic factors along with the current market dynamics that are affecting the global virtual reality (vr) market growth.

The report begins with the market overview, followed by a crisp executive summary. The Porter's Five Forces analysis covered in this study will assist in understanding the five forces namely buyers bargaining power, suppliers bargaining power, threat of new entrants, the threat of substitutes and the degree of competition in the global virtual reality (vr) market. It also helps to explain the various participants such as system integrators, intermediaries and end users within the market. The report by Value Market Research also focuses on the competitive landscape of the global virtual reality (vr) market.

The market analysis involves a section exclusively to list the major players of the global virtual reality (vr) market wherein our analysts provide an insight into the financial statements of all the key players along with its key development product. The company profile section in the report also provides a business overview and financial information. The companies provided in this section can be customized as per the client's requirement.

The Virtual Reality (VR) Market Report Segments the market as below -

By Type

Hardware

Mobile

Console

PC

Software

By End User Vertical

Consumer

Gaming

Media and Entertainment

Commercial

Retail

Healthcare

Military and Defense

Real Estate

Education

TABLE OF CONTENTS

1 . PREFACE

  • 1.1. Report Description
    • 1.1.1. Objective
    • 1.1.2. Target Audience
    • 1.1.3. Unique Selling Proposition (USP) & offerings
  • 1.2. Research Scope
  • 1.3. Research Methodology
    • 1.3.1. Market Research Process
    • 1.3.2. Market Research Methodology

2 . EXECUTIVE SUMMARY

  • 2.1. Highlights of Virtual Reality (Vr) Market
  • 2.2. Global Virtual Reality (Vr) Market Snapshot

3 . VIRTUAL REALITY (VR) - INDUSTRY ANALYSIS

  • 3.1. Introduction
  • 3.2. Market Drivers of Virtual Reality (Vr) Market
  • 3.3. Market Restraints of Virtual Reality (Vr) Market
  • 3.4. Opportunities of Virtual Reality (Vr) Market
  • 3.5. Trends of Virtual Reality (Vr) Market
  • 3.6. Porter's Five Force Analysis of Virtual Reality (Vr) Market
  • 3.7. Virtual Reality (Vr) Market Attractiveness Analysis
    • 3.7.1 Market Attractive Analysis by Type
    • 3.7.2 Market Attractive Analysis by End User Vertical
    • 3.7.3 Market Attractive Analysis by Region

4 . VALUE CHAIN ANALYSIS

  • 4.1. Virtual Reality (Vr) Value Chain Analysis
  • 4.2. Virtual Reality (Vr) Raw Material Analysis
    • 4.2.1. List of Raw Materials
    • 4.2.2. Virtual Reality (Vr) Raw Material Manufactures List
    • 4.2.3. Price Trend of Virtual Reality (Vr) Key Raw Materials
  • 4.3. List of Potential Buyers
  • 4.4. Marketing Channel
    • 4.4.1. Direct Marketing
    • 4.4.2. Indirect Marketing
    • 4.4.3. Marketing Channel Development Trend

5 . GLOBAL VIRTUAL REALITY (VR) MARKET ANALYSIS BY TYPE

  • 5.1 Overview by Type
  • 5.2 Global Virtual Reality (Vr) Market Analysis by Type
  • 5.3 Market Analysis of Hardware by Regions
  • 5.4 Market Analysis of Software by Regions

6 . GLOBAL VIRTUAL REALITY (VR) MARKET ANALYSIS BY END USER VERTICAL

  • 6.1 Overview by End User Vertical
  • 6.2 Global Virtual Reality (Vr) Market Analysis by End User Vertical
  • 6.3 Market Analysis of Consumer by Regions
  • 6.4 Market Analysis of Commercial by Regions

7 . GLOBAL VIRTUAL REALITY (VR) MARKET ANALYSIS BY GEOGRAPHY

  • 7.1. Regional Outlook
  • 7.2. Introduction
  • 7.3. North America
    • 7.3.1. Overview
    • 7.3.2. North America Virtual Reality (Vr) Market Estimate by Market Segment
    • 7.3.3. North America Virtual Reality (Vr) Market Estimate by Country
    • 7.3.4. United State
    • 7.3.5. Rest of North America
  • 7.4. Europe
    • 7.4.1. Overview
    • 7.4.2. Europe Virtual Reality (Vr) Market Estimate by Market Segment
    • 7.4.3. Europe Virtual Reality (Vr) Market Estimate by Country
    • 7.4.4. United Kingdom
    • 7.4.5. France
    • 7.4.6. Germany
    • 7.4.7 Rest of Europe
  • 7.5. Asia Pacific
    • 7.5.1. Overview
    • 7.5.2. Asia Pacific Virtual Reality (Vr) Market Estimate by Market Segment
    • 7.5.3. Asia Pacific Virtual Reality (Vr) Market Estimate by Country
    • 7.5.4. China
    • 7.5.5. Japan
    • 7.5.6. India
    • 7.5.7. Rest of Asia Pacific
  • 7.6. Latin America
    • 7.6.1. Overview
    • 7.6.2. Latin America Virtual Reality (Vr) Market Estimate by Market Segment
    • 7.6.3. Latin America Virtual Reality (Vr) Market Estimate by Country
    • 7.6.4. Brazil
    • 7.6.5. Rest of Latin America
  • 7.7. Middle East & Africa
    • 7.7.1. Overview
    • 7.7.2. Middle East & Africa Virtual Reality (Vr) Market Estimate by Market Segment
    • 7.7.3. Middle East & Africa Virtual Reality (Vr) Market Estimate by Country
    • 7.7.4. Middle East
    • 7.7.5. Africa

8 . COMPETITIVE LANDSCAPE OF THE VIRTUAL REALITY (VR) COMPANIES

  • 8.1. Virtual Reality (Vr) Market Competition
  • 8.2. Partnership/Collaboration/Agreement
  • 8.3. Merger And Acquisitions
  • 8.4. New Product Launch
  • 8.5. Other Developments

9 . COMPANY PROFILES OF VIRTUAL REALITY (VR) INDUSTRY

  • 9.1. Company Share Analysis
  • 9.2. Market Concentration Rate
  • 9.3. FOVE Inc.
    • 9.3.1. Company Overview
    • 9.3.2. Financials
    • 9.3.3. Products
    • 9.3.4. Recent Developments
  • 9.4. Google LLC
    • 9.4.1. Company Overview
    • 9.4.2. Financials
    • 9.4.3. Products
    • 9.4.4. Recent Developments
  • 9.5. Lenovo Group Ltd.
    • 9.5.1. Company Overview
    • 9.5.2. Financials
    • 9.5.3. Products
    • 9.5.4. Recent Developments
  • 9.6. Oculus VR LLC
    • 9.6.1. Company Overview
    • 9.6.2. Financials
    • 9.6.3. Products
    • 9.6.4. Recent Developments
  • 9.7. Pico Interactive Inc.
    • 9.7.1. Company Overview
    • 9.7.2. Financials
    • 9.7.3. Products
    • 9.7.4. Recent Developments
  • 9.8. Samsung Electronics Co. Ltd.
    • 9.8.1. Company Overview
    • 9.8.2. Financials
    • 9.8.3. Products
    • 9.8.4. Recent Developments
  • 9.9. Sony Corporation
    • 9.9.1. Company Overview
    • 9.9.2. Financials
    • 9.9.3. Products
    • 9.9.4. Recent Developments
  • 9.10. StarVR Corporation
    • 9.10.1. Company Overview
    • 9.10.2. Financials
    • 9.10.3. Products
    • 9.10.4. Recent Developments
  • 9.11. Unity Technologies Inc.
    • 9.11.1. Company Overview
    • 9.11.2. Financials
    • 9.11.3. Products
    • 9.11.4. Recent Developments
  • 9.12. Unreal Engine and others.
    • 9.12.1. Company Overview
    • 9.12.2. Financials
    • 9.12.3. Products
    • 9.12.4. Recent Developments
  • 9.13. Others
    • 9.13.1. Company Overview
    • 9.13.2. Financials
    • 9.13.3. Products
    • 9.13.4. Recent Developments

10. IMPACT ANALYSIS OF COVID-19 OUTBREAK

  • 10.1. Impact Analysis of Covid-19 Outbreak on the Market
    • 10.1.1. Direct Impact on Production
    • 10.1.2. Supply Chain and Market Disruption
    • 10.1.3. Financial Impact on Firms and Financial Markets
  • 10.2. COVID-19 Impact Analysis by Production, Import, Export and Demand
  • 10.3. Pre V/S Post COVID-19 Market
  • 10.4. Estimated Impact of the Coronavirus (COVID-19) Epidemic on the Market Size in 2020, by Scenario
  • 10.5. COVID-19: Micro and Macro Factor Analysis on the Market

Note: in company profiling, financial details and recent development are subject to availability or might not be covered in case of private companies.

LIST OF TABLES

  • Global Market Snapshot
  • Drivers of the Global Market Impact Analysis
  • Restraints of the Global Market Impact Analysis
  • List of Raw Material
  • List of Raw Material Manufactures
  • List of Potential Buyers
  • COVID-19 Impact Analysis by Production, Import, Export and Demand
  • Pre V/S Post COVID-19 Market
  • Estimated Impact Of The Coronavirus (Covid-19) Epidemic On The Market Size In 2020, By Scenario
  • COVID-19: Micro and Macro Factor Analysis on the Market
  • Global Virtual Reality (Vr) Market Analysis by Type (USD MN)
  • Global Virtual Reality (Vr) Market Analysis in Hardware by Geography (USD MN)
  • Global Virtual Reality (Vr) Market Analysis in Software by Geography (USD MN)
  • Global Virtual Reality (Vr) Market Analysis by End User Vertical (USD MN)
  • Global Virtual Reality (Vr) Market Analysis in Consumer by Geography (USD MN)
  • Global Virtual Reality (Vr) Market Analysis in Commercial by Geography (USD MN)
  • Global Virtual Reality (Vr) Market by Geography (USD MN)
  • North America Virtual Reality (Vr) Market Analysis by Type (USD MN)
  • North America Virtual Reality (Vr) Market Estimate by End User Vertical (USD MN)
  • North America Virtual Reality (Vr) Market Estimate by Country (USD MN)
  • United State Virtual Reality (Vr) Market Analysis by Type (USD MN)
  • United State Virtual Reality (Vr) Market Estimate by End User Vertical (USD MN)
  • Rest of North America Virtual Reality (Vr) Market Analysis by Type (USD MN)
  • Rest of North America Virtual Reality (Vr) Market Estimate by End User Vertical (USD MN)
  • Europe Virtual Reality (Vr) Market Analysis by Type (USD MN)
  • Europe Virtual Reality (Vr) Market Estimate by End User Vertical (USD MN)
  • United Kingdom Virtual Reality (Vr) Market Analysis by Type (USD MN)
  • United Kingdom Virtual Reality (Vr) Market Estimate by End User Vertical (USD MN)
  • France Virtual Reality (Vr) Market Analysis by Type (USD MN)
  • France Virtual Reality (Vr) Market Estimate by End User Vertical (USD MN)
  • Germany Virtual Reality (Vr) Market Analysis by Type (USD MN)
  • Germany Virtual Reality (Vr) Market Estimate by End User Vertical (USD MN)
  • Rest of Europe Virtual Reality (Vr) Market Analysis by Type (USD MN)
  • Rest of Europe Virtual Reality (Vr) Market Estimate by End User Vertical (USD MN)
  • Asia Pacific Virtual Reality (Vr) Market Analysis by Type (USD MN)
  • Asia Pacific Virtual Reality (Vr) Market Estimate by End User Vertical (USD MN)
  • Asia Pacific Virtual Reality (Vr) Market Estimate by Country (USD MN)
  • China Virtual Reality (Vr) Market Analysis by Type (USD MN)
  • China Virtual Reality (Vr) Market Estimate by End User Vertical (USD MN)
  • Japan Virtual Reality (Vr) Market Analysis by Type (USD MN)
  • Japan Virtual Reality (Vr) Market Estimate by End User Vertical (USD MN)
  • India Virtual Reality (Vr) Market Analysis by Type (USD MN)
  • India Virtual Reality (Vr) Market Estimate by End User Vertical (USD MN)
  • Rest of Asia Pacific Virtual Reality (Vr) Market Analysis by Type (USD MN)
  • Rest of Asia Pacific Virtual Reality (Vr) Market Estimate by End User Vertical (USD MN)
  • Latin America Virtual Reality (Vr) Market Analysis by Type (USD MN)
  • Latin America Virtual Reality (Vr) Market Estimate by End User Vertical (USD MN)
  • Latin America Virtual Reality (Vr) Market Estimate by Country (USD MN)
  • Brazil Virtual Reality (Vr) Market Analysis by Type (USD MN)
  • Brazil Virtual Reality (Vr) Market Estimate by End User Vertical (USD MN)
  • Rest of Latin America Virtual Reality (Vr) Market Analysis by Type (USD MN)
  • Rest of Latin America Virtual Reality (Vr) Market Estimate by End User Vertical (USD MN)
  • Middle East & Africa Virtual Reality (Vr) Market Analysis by Type (USD MN)
  • Middle East & Africa Virtual Reality (Vr) Market Estimate by End User Vertical (USD MN)
  • Middle East & Africa Virtual Reality (Vr) Market Estimate by Country (USD MN)
  • Middle East Virtual Reality (Vr) Market Analysis by Type (USD MN)
  • Middle East Virtual Reality (Vr) Market Estimate by End User Vertical (USD MN)
  • Africa Virtual Reality (Vr) Market Analysis by Type (USD MN)
  • Africa Virtual Reality (Vr) Market Estimate by End User Vertical (USD MN)
  • Partnership/Collaboration/Agreement
  • Mergers And Acquisiton
  • New Product Launch
  • Other Developments
  • Company Market Share Analysis, 2019

LIST OF FIGURES

  • Research Scope of Virtual Reality (Vr) Report
  • Market Research Process
  • Market Research Methodology
  • Global Virtual Reality (Vr) Market Size, by Region (USD MN)
  • Porters Five Forces Analysis
  • Market Attractiveness Analysis by Type
  • Market Attractiveness Analysis by End User Vertical
  • Market Attractiveness Analysis by Region
  • Value Chain Analysis
  • Global Virtual Reality (Vr) Market Analysis by Type (USD MN)
  • Global Virtual Reality (Vr) Market Analysis in Hardware by Geography (USD MN)
  • Global Virtual Reality (Vr) Market Analysis in Software by Geography (USD MN)
  • Global Virtual Reality (Vr) Market Analysis by End User Vertical (USD MN)
  • Global Virtual Reality (Vr) Market Analysis in Consumer by Geography (USD MN)
  • Global Virtual Reality (Vr) Market Analysis in Commercial by Geography (USD MN)
  • Latin America Virtual Reality (Vr) Market by Revenue
  • Middle East & Africa Virtual Reality (Vr) Market by Revenue
  • Recent Development in Virtual Reality (Vr) Industry
  • Company Market Share Analysis, 2019
  • Kindly note that the above listed are the basic tables and figures of the report and are not limited to the TOC.