Global Virtual Reality in Gaming Market 2016-2020

ゲーム産業におけるバーチャルリアリティ(仮想現実)の世界市場2016-2020

◆タイトル:Global Virtual Reality in Gaming Market 2016-2020
◆商品コード:IRTNTR11085
◆調査・発行会社:Technavio (Infiniti Research Ltd.)
◆発行日:2016年12月12日
◆ページ数:66
◆資料形式:PDF / 英語
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◆調査対象地域:グローバル
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【資料の概要】

当調査レポートでは、ゲーム産業におけるバーチャルリアリティ(仮想現実)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、バリューチェーン分析、ゲーム産業におけるバーチャルリアリティ(仮想現実)の世界市場規模及び予測、用途別分析、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、競争状況などの情報をお届けいたします。

About VR in Gaming
PC gaming can provide an immersive gaming experience to the users, with the integration of VR technology. Many vendors are integrating VR technology in their headsets. For instance, Oculus VR developed a headset in 2016 called the Oculus Rift. It is used for PC gaming like Elite Dangerous, in which virtual hands through the virtual controllers react while controlling certain movements. However, there are some VR hardware limitations with respect to using VR for PC gaming purposes. Due to high bandwidth requirements, the wireless technologies are not considered as a feasible option.

Technavio’s analysts forecast the global VR in gaming market to grow at a CAGR of 84.4% during the period 2016-2020.

[Covered in this report]
The report covers the present scenario and the growth prospects of the global VR in gaming market for 2016-2020. To calculate the market size, the report considers the revenue generated from the shipments of VR devices for gaming.

The market is divided into the following segments based on geography:
• Americas
• APAC
• EMEA

Technavio’s report, Global VR in Gaming Market 2016-2020, 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 over the coming years. The report also includes a discussion of the key vendors operating in this market.

[Key vendors]
• Fove
• Google
• HTC
• Oculus VR
• Razer
• Samsung
• Sony
• Zeiss International

[Market driver]
• Rapid increase in awareness of VR technology
• For a full, detailed list, view our report

[Market challenge]
• Limitations of hardware and software
• For a full, detailed list, view our report

[Market trend]
• Introduction of depth-sensing camera for VR headsets
• For a full, detailed list, view our report

[Key questions answered in this report]
• What will the market size be in 2020 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?

※You can request one free hour of our analyst’s time when you purchase this market report. Details are provided within the report.

【資料の目次】

Table of Contents
PART 01: Executive summary
• Highlights

PART 02: Scope of the report
• Market overview
• Top-vendor offerings

PART 03: Market research methodology
• Research methodology
• Economic indicators

PART 04: Introduction
• Key market highlights
• VR

PART 05: Global gaming market
• Global gaming market by application 2015-2020
• TV consoles
• MMOs
• Smartphones
• Casual web games
• Boxed PC
• Tablet
• Handheld gaming consoles

PART 06: Global VR headset market

PART 07: Market landscape
• Market size and forecast
• Five forces analysis

PART 08: Market segmentation by components
• Market segmentation by components
• Hardware segment
• Software segment

PART 09: Market segmentation by compatibility
• Global VR in gaming market by PCs
• Global VR in gaming market by gaming consoles
• Global VR in gaming market by mobile devices

PART 10: Geographical segmentation
• Global VR in gaming market by geography
• VR in gaming market in Americas
• VR in gaming market in EMEA
• VR in gaming market in APAC

PART 11: Market drivers
• Rapid increase in awareness of VR technology
• Growth in mobile gaming
• Decline in ASP of VR components
• Increase in funding

PART 12: Impact of drivers

PART 13: Market challenges
• Health-related issues
• Insufficient VR content
• Limitations of hardware and software

PART 14: Impact of drivers and challenges

PART 15: Market trends
• Introduction of VRD
• Growing popularity of 360-degree videos
• Introduction of depth-sensing camera for VR headsets

PART 16: Vendor landscape
• Competitive scenario
• Vendor landscape

PART 17: Appendix
• List of abbreviations

PART 18: Explore Technavio

[List of Exhibits]

Exhibit 01: Key regions
Exhibit 02: Product offerings
Exhibit 03: Components of VR device
Exhibit 04: Popular HMDs for gaming segment
Exhibit 05: Value chain analysis
Exhibit 06: VR timeline
Exhibit 07: Global gaming market segmentation by application 2015
Exhibit 08: Global gaming market segmentation by application 2020
Exhibit 09: Percentage of smartphone gamers making in-app purchases for different reasons in 2015
Exhibit 10: Percentage of tablet gamers making in-app purchases for different reasons in 2015
Exhibit 11: Global VR headset market 2015-2020 ($ billions)
Exhibit 12: Global VR market by industry 2015 (% revenue share)
Exhibit 13: Global VR in gaming market 2015-2020 ($ billions)
Exhibit 14: Global VR in gaming market 2015-2020 (millions of units)
Exhibit 15: Five forces analysis
Exhibit 16: Global VR in gaming market by components 2015 (% share)
Exhibit 17: Global VR in gaming market by components 2020 (% share)
Exhibit 18: Global VR in gaming market by compatibility 2015-2020 (% revenue share)
Exhibit 19: Global VR in gaming market by compatibility 2015-2020 ($ billions)
Exhibit 20: Global VR in gaming market by PCs 2015-2020 ($ billions)
Exhibit 21: Global VR in gaming market by gaming consoles 2015-2020 ($ billions)
Exhibit 22: Global VR in gaming market by mobile devices 2015-2020 ($ billions)
Exhibit 23: Global VR in gaming market by geography 2015-2020 (% share)
Exhibit 24: Global VR in gaming market by geography 2015-2020 ($ billions)
Exhibit 25: VR in gaming market in Americas 2015-2020 ($ billions)
Exhibit 26: VR in gaming market in EMEA 2015-2020 ($ billions)
Exhibit 27: VR in gaming market in APAC 2015-2020 ($ billions)
Exhibit 28: ASP of VR used in gaming 2015-2020 ($)
Exhibit 29: YoY growth of funding on VR
Exhibit 30: Founding members of VRVCA
Exhibit 31: Impact of drivers
Exhibit 32: Impact of drivers and challenges
Exhibit 33: Comparison of pixel-based display and VRD



【掲載企業】

Fove, Google, HTC, Oculus VR, Razer, Samsung, Sony, Zeiss International.


【資料のキーワード】

バーチャルリアリティ、仮想現実、ゲーム、ゲーム機、VRゲーム

【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)

★調査レポート[ゲーム産業におけるバーチャルリアリティ(仮想現実)の世界市場2016-2020] (Global Virtual Reality in Gaming Market 2016-2020 / IRTNTR11085)販売に関する免責事項
[ゲーム産業におけるバーチャルリアリティ(仮想現実)の世界市場2016-2020] (Global Virtual Reality in Gaming Market 2016-2020 / IRTNTR11085)についてEメールでお問い合わせ


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