Global Virtual Reality Market 2015-2019 - Industry Analysis

バーチャルリアリティ(VR)の世界市場2015-2019

◆タイトル:Global Virtual Reality Market 2015-2019 - Industry Analysis
◆商品コード:IRTNTR7492
◆調査・発行会社:Technavio (Infiniti Research Ltd.)
◆発行日:2015年11月18日
◆ページ数:85
◆資料形式:pdf / 英語
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【資料の概要】

当調査レポートでは、バーチャルリアリティ(VR)の世界市場について調査・分析し、エグゼクティブサマリー、市場概観、市場概観、業界の構造分析、バーチャルリアリティ(VR)の世界市場規模及び予測、需要先別分析、構成要素別分析、地域別分析/市場規模、市場の成長要因、市場の課題、市場動向、競争状況、主要企業(ベンダー)分析などの情報をお届けいたします。

About virtual reality
Virtual reality is a technology that allows a user to interact with a three-dimensional, computer-simulated environment. The main type of equipment used in virtual reality are visual devices, using either a computer screen or special stereoscopic displays; however, there are devices such as head-mounted display that provide sound for a wholesome experience. It is used in a wide variety of applications ranging from healthcare, gaming devices, public entertainment, prototype creation to military exercises.

A virtual reality system can be classified into the following:
Non-immersive virtual reality system
Semi-immersive virtual reality system
Immersive virtual reality system

Technavio’s analysts forecast the global virtual reality market to grow at a CAGR of 96.09% over the period 2014-2019.

[Covered in this report]
The report includes the present scenario and the growth prospects of global virtual reality market for the period 2015-2019. Technavio’s report, Global Virtual reality Market 2015-2019, has been prepared based on an in-depth market analysis with inputs from industry experts. The report covers the market landscape and its growth prospects in the coming years. The report includes a discussion of the key vendors operating in this market.

[Key vendors]
Avegant
Beijing ANTVR Technology
Criffin
EON Reality
Google
HTC
ImmersiON-VRelia
Leap Motion
Oculus VR
Razer
Samsung
Shoogee (Durovis Dive)
Sony
Virtalis
Virtual Realities
Vrizzmo
WorldViz

[Market Driver]
Increased awareness
For a full, detailed list, view our report

[Market challenge]
Concerns regarding criminal acts
For a full, detailed list, view our report

[Market trend]
Investments, Partnerships, and M&A
For a full, detailed list, view our report

[Key questions answered in this report]
What will the market size be in 2019 and what will the growth rate be
What are the key market trends
What is driving this market
What are the challenges to market growth
Who are the key vendors in this market space
What are the market opportunities and threats faced by the key vendors
What are the strengths and weaknesses of the key vendors

【資料の目次】

PART 01: Executive summary
Highlights

PART 02: Scope of the report
Market overview
End-user segments
Base year
Geographical areas
Market size calculation and segmentation
Common currency conversion rates

PART 03: Market research methodology
Research methodology
Economic indicators

PART 04: Introduction
Key market highlights

PART 05: Market landscape
Market overview
Components of VR system
VR transition
Market size and forecast
Five forces analysis

PART 06: Market segmentation by components
Global virtual reality market revenue contribution: Hardware versus software

PART 07: Market segmentation by end-user
Gaming
Entertainment
Industrial
E-commerce
Sports and fitness
Travel and tourism
Military and aviation

PART 08: Geographical segmentation
Global virtual reality market 2015-2019 by geography

PART 09: Market drivers

PART 10: Impact of drivers

PART 11: Market challenges

PART 12: Impact of drivers and challenges

PART 13: Market trends

PART 14: Vendor landscape
Competitive scenario

PART 15: Key vendor analysis
Avegant
Beijing ANTVR Technology
Criffin
EON Reality
Google
HTC
ImmersiON-VRelia
Leap Motion
Oculus VR
Razer
Samsung
Shoogee (Durovis Dive)
Sony
Virtalis
Virtual Realities
Vrizzmo
WorldViz

PART 16: Appendix
List of abbreviations

PART 17: Explore Technavio

[List of Exhibits]

Exhibit 01: Comparison of VR technology
Exhibit 02: Components of VR system
Exhibit 03: Global virtual reality market by revenue ($ millions)
Exhibit 04: Global virtual reality market by unit shipment (millions of units)
Exhibit 05: Five forces analysis
Exhibit 06: Global virtual reality market revenue contribution
Exhibit 07: ASP trend ($ millions)
Exhibit 08: Global virtual reality market by geography 2015-2019
Exhibit 09: Impact of drivers
Exhibit 10: Impact of drivers and challenges
Exhibit 11: Beijing ANTVR Technology: Product segmentation
Exhibit 12: EON Reality: Product segmentation
Exhibit 13: Google: Business segmentation by revenue 2014
Exhibit 14: Google: Business segmentation by revenue 2013 and 2014 ($ billions)
Exhibit 15: Google: Geographical segmentation by revenue 2014
Exhibit 16: HTC: Product segmentation
Exhibit 17: ImmersiON-VRelia: Product segmentation
Exhibit 18: Leap Motion: Product segmentation
Exhibit 19: Oculus VR: Products
Exhibit 20: Razer: Product segmentation
Exhibit 21: Samsung: Business segmentation by revenue 2014
Exhibit 22: Samsung: Business segmentation by revenue 2013 and 2014 ($ billions)
Exhibit 23: Sony: Business segmentation by revenue 2014
Exhibit 24: Sony: Business segmentation by revenue 2013 and 2014 ($ billions)
Exhibit 25: Vrizzmo: Product segmentation



【掲載企業】

Avegant, Beijing ANTVR Technology, Criffin, EON Reality, Google, HTC, ImmersiON-VRelia, Leap Motion, Oculus VR, Razer, Samsung, Shoogee (Durovis Dive), Sony, Virtalis, Virtual Realities, Vrizzmo, WorldViz

【資料のキーワード】

バーチャルリアリティ(VR)、仮想現実、VR装置、VRソフトウェア、ゲーム、エンターテインメント、産業、スポーツ

【調査方法】

一次資料による調査(業界専門家、ベンダー、代理店、顧客等を対象にしたデプスインタビュー調査など)及び二次資料による調査(Technavio独自のプラットフォーム、産業書籍、企業報告書、ニュース記事、アナリストレポート、貿易協会、政府機関発行データなど)

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