Global Mobile Augmented Reality and Virtual Reality Apps Market 2016-2020

モバイルAR(拡張現実)・VR(仮想現実)アプリの世界市場2016-2020

◆タイトル:Global Mobile Augmented Reality and Virtual Reality Apps Market 2016-2020
◆商品コード:IRTNTR11046
◆調査・発行会社:Technavio (Infiniti Research Ltd.)
◆発行日:2016年12月13日
◆ページ数:68
◆資料形式:PDF / 英語
◆納品方法:Eメール(受注後24時間以内)
◆調査対象地域:グローバル
◆産業分野:IT
◆販売価格オプション(消費税別)
Single User(1名利用)USD2,500 ⇒換算¥272,500見積依頼/購入/質問フォーム
Five User(~5名利用)USD3,000 ⇒換算¥327,000見積依頼/購入/質問フォーム
Enterprise License(全社内共有可)USD4,000 ⇒換算¥436,000見積依頼/購入/質問フォーム
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【資料の概要】

当調査レポートでは、モバイルAR(拡張現実)・VR(仮想現実)アプリ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、モバイルAR(拡張現実)・VR(仮想現実)アプリの世界市場規模及び予測、需要先別分析、地域別分析/市場規模、購買基準、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 Mobile AR and VR Apps
AR technology offers an experience of reality enhanced with virtual images and a virtual environment. AR technology blends digital content with the physical world. AR technology, with the help of a mobile app, displays computer-generated images in the user’s field of vision, offering relevant information about real-world objects. It allows users to scan the physical environment while providing an enhanced, or augmented, experience by adding virtual computer-generated information. End-users can use this technology through mobile apps. VR is an artificial environment that is created using software and hardware. The content is in 3D form, giving users a virtual experience. The 3D image is the simplest form of VR that can be explored on a PC by using a keyboard or mouse as a controller to move the image or zoom in or out. The more advanced technologies include actual rooms that are augmented with wearable computers, VR headsets that allow users to feel display images, and wrap-around display screens.

Technavio’s analysts forecast the global mobile AR and VR apps market to grow at a CAGR of 74.4% during the period 2016-2020.

[Covered in this report]
The report covers the present scenario and the growth prospects of the global mobile AR and VR apps market for 2016-2020. To calculate the market size, the report considers the revenue generated from mobile AR and VR app downloads by the following end-users:
• Enterprises
• Consumers

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

Technavio’s report, Global Thoracic Surgery 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]
• Augmented Pixels
• Aurasma
• Blippar
• Catchoom
• DAQRI
• Wikitude

[Other prominent vendors]
• 8i
• Alphaeon
• AltspaceVR
• Alchemy VR
• Apple (Metaio)
• Blippar
• CCP Games
• EEVO
• Facebook
• Google
• GoPro
• High Fidelity
• HTC
• Improbable
• Infinity Augmented Reality
• Inglobe Technologies
• Jaunt
• Legend3D
• Linden Lab
• Marxent
• Matterport
• Movidius
• MyDreamVR
• NextVR
• NGRAIN
• Nod Labs
• Reload Studios
• Resolution Games
• uSens
• Virtalis
• Virtuix
• Viscira
• VividWorks
• VRideo
• Seabery
• Snaploader
• Total Immersion
• WorldViz

[Market driver]
• High penetration of AR technology in advertising sector
• For a full, detailed list, view our report

[Market challenge]
• Lack of interoperability of mobile AR and VR apps across mobile platforms
• For a full, detailed list, view our report

[Market trend]
• Growing collaboration with mobile AR content providers
• 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
• Highlight

PART 02: Scope of the report
• Market overview
• End-user segments
• Base year and forecast period
• Vendor selection criteria
• Summation error
• Top-vendor offerings

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

PART 04: Introduction
• Key market highlights

PART 05: Market landscape
• Market overview
• Product life cycle
• Global mobile AR and VR apps market
• Five forces analysis

PART 06: Market segmentation by end-user
• Global mobile AR and VR apps market by end-user
• Global mobile AR and VR apps market by enterprises
• Global mobile AR and VR apps market by consumers

PART 07: Buying criteria

PART 08: Market segmentation by industry
• Global mobile AR and VR apps market by industry
• Global mobile AR and VR apps market in gaming and entertainment sector
• Global mobile AR and VR apps market in marketing and advertisement sector
• Global mobile AR and VR apps market in retail sector
• Global mobile AR and VR apps market in industrial sector
• Global mobile AR and VR apps market in healthcare and wellness sector

PART 09: Geographical segmentation
• Global mobile AR and VR apps market by geography
• Mobile AR and VR apps market in EMEA
• Mobile AR and VR apps market in Americas
• Mobile AR and VR apps market in APAC

PART 10: Key leading country
• US

PART 11: Market drivers

PART 12: Impact of drivers

PART 13: Market challenges

PART 14: Impact of drivers and challenges

PART 15: Market trends

PART 16: Vendor landscape
• Competitive scenario
• Key M&A
• Key vendors
• Other prominent vendors

PART 17: Appendix
• List of abbreviations

PART 18: Explore Technavio

[List of Exhibits]

Exhibit 01: Regions considered for global mobile AR and VR apps market 2015-2020
Exhibit 02: Product offerings
Exhibit 03: Overview of global mobile AR and VR apps market
Exhibit 04: Product life cycle of mobile AR and VR apps 2015 and 2020
Exhibit 05: Global mobile AR and VR apps market 2015-2020 ($ billions)
Exhibit 06: Global mobile AR and VR apps market 2015-2020 ($ billions)
Exhibit 07: Global mobile AR and VR apps market 2015-2020 (millions of downloads)
Exhibit 08: Global mobile AR and VR apps market 2015-2020 (millions of downloads)
Exhibit 09: Five forces analysis
Exhibit 10: Global mobile AR and VR apps market by end-user 2015-2020 (% share)
Exhibit 11: Revenue comparison of global mobile AR and VR apps market by end-user 2015-2020 ($ billions)
Exhibit 12: CAGR comparison of global mobile AR and VR apps market by end-user 2015-2020 (%)
Exhibit 13: Global mobile AR and VR apps market by enterprises 2015-2020 ($ billions)
Exhibit 14: Global mobile AR and VR apps market by consumers 2015-2020 ($ billions)
Exhibit 15: Buying criteria for mobile AR and VR apps
Exhibit 16: Global mobile AR and VR apps market by industry 2015-2020 (% share of downloads)
Exhibit 17: Global mobile AR and VR apps market in gaming and entertainment sector 2015-2020 (millions of downloads)
Exhibit 18: Global mobile AR and VR apps market in marketing and advertisement sector 2015-2020 (millions of downloads)
Exhibit 19: Global mobile AR and VR apps market in retail sector 2015-2020 (millions of downloads)
Exhibit 20: Global mobile AR and VR apps market in industrial sector 2015-2020 (millions of downloads)
Exhibit 21: Global mobile AR and VR apps market in healthcare and wellness sector 2015-2020 (millions of downloads)
Exhibit 22: Global mobile AR and VR apps market by geography 2015-2020 (% revenue share)
Exhibit 23: Revenue comparison of global mobile AR and VR apps market by geography ($ billions)
Exhibit 24: CAGR comparison of global mobile AR and VR apps market by geography 2015-2020
Exhibit 25: Mobile AR and VR apps market in EMEA 2015-2020 ($ billions)
Exhibit 26: Mobile AR and VR apps market in Americas 2015-2020 ($ billions)
Exhibit 27: Mobile AR and VR apps market in APAC 2015-2020 ($ billions)
Exhibit 28: Impact of drivers
Exhibit 29: Impact of drivers and challenges
Exhibit 30: Key M&A and funding in global mobile AR and VR apps market
Exhibit 31: Other prominent vendors



【掲載企業】

Augmented Pixels, Aurasma, Blippar, Catchoom, DAQRI, Wikitude, 8i, Alphaeon, AltspaceVR, Alchemy VR, Apple (Metaio), Blippar, CCP Games, EEVO, Facebook, Google, GoPro, High Fidelity, HTC, Improbable, Infinity Augmented Reality, Inglobe Technologies, Jaunt, Legend3D, Linden Lab, Marxent, Matterport, Movidius, MyDreamVR, NextVR, NGRAIN, Nod Labs, Reload Studios, Resolution Games, uSens, Virtalis, Virtuix, Viscira, VividWorks, VRideo, Seabery, Snaploader, Total Immersion, WorldViz.

【資料のキーワード】

モバイルAR(拡張現実)、モバイルVR(仮想現実)、ARアプリ、VRアプリ、モバイル端末

【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[モバイルAR(拡張現実)・VR(仮想現実)アプリの世界市場2016-2020] (Global Mobile Augmented Reality and Virtual Reality Apps Market 2016-2020 / IRTNTR11046)販売に関する免責事項
[モバイルAR(拡張現実)・VR(仮想現実)アプリの世界市場2016-2020] (Global Mobile Augmented Reality and Virtual Reality Apps Market 2016-2020 / IRTNTR11046)についてEメールでお問い合わせ


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