Global Augmented Reality and Virtual Reality Gear Market 2017-2021

AR装置及びVR装置の世界市場2017-2021

◆タイトル:Global Augmented Reality and Virtual Reality Gear Market 2017-2021
◆商品コード:IRTNTR11769
◆調査・発行会社:Technavio (Infiniti Research Ltd.)
◆発行日:2017年1月31日
◆ページ数:113
◆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、AR装置及びVR装置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、AR装置及びVR装置の世界市場規模及び予測、技術別分析、製品別分析、需要先別分析、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 Augmented Reality and Virtual Reality Gear
AR is a technology that diminishes the line between reality and computer-generated graphics. It enhances a user’s experience, in terms of what the user sees, hears, feels, and smells. VR creates an immersive computer-generated environment that is like the real word. VR technology uses computers to develop a simulated artificial environment. With VR, a user can be a part of the experience rather than just view the content on a screen.

Technavio’s analysts forecast the global augmented reality and virtual reality gear market to grow at a CAGR of 37.45% during the period 2017-2021.

[Covered in this report]
The report covers the present scenario and the growth prospects of the global augmented reality and virtual reality gear market for 2017-2021. To calculate the market size, the report considers the unit shipment of each device is multiplied by the average selling price (ASP)..

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

Technavio’s report, Global Augmented Reality and Virtual Reality Gear Market 2017-2021, 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]
• DAQRI
• Microsoft
• Atheer
• Meta
• BAE Systems
• Samsung Electronics
• Oculus
• HTC
• Google
• Sony
• Razer
• VisusVR
• FOVE
• Starbreeze

[Market driver]
• Use of AR technology for effective advertising
• For a full, detailed list, view our report

[Market challenge]
• Lack of content
• For a full, detailed list, view our report

[Market trend]
• Growing developer interest in AR and VR apps
• For a full, detailed list, view our report

[Key questions answered in this report]
• What will the market size be in 2021 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

PART 02: Scope of the report
• Market overview
• Definitions
• Base year and forecast period
• Market size calculation
• Market segmentation by product
• End-user segments
• Geographical segmentation
• Vendor segmentation
• Common currency conversion rates
• Vendor offerings

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

PART 04: Introduction
• Key market highlights

PART 05: Market landscape
• Market overview

PART 06: Technology life cycle

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

PART 08: Market segmentation by technology
• AR
• VR

PART 09: Market segmentation by product
• Global AR and VR gear market by smart glasses
• Global AR and VR gear market by HMDs
• Global AR and VR gear market by VR cardboards
• Global AR and VR gear market by VR headsets

PART 10: Market segmentation by end-user
• Market overview
• Global AR and VR gear market by consumers
• Global AR and VR gear market by enterprises
• Global AR and VR gear market by military and defense

PART 11: Geographical segmentation
• Global AR and VR gear market by geography
• AR and VR gear market in Americas
• AR and VR gear market in EMEA
• AR and VR gear market in APAC

PART 12: Market drivers
• Improving optical design
• AR and VR gear integrated with head and eye movement trackers
• Use of AR technology for effective advertising
• Increasing number of vendors in AR and VR gear market
• Large-scale workforce automation

PART 13: Impact of drivers

PART 14: Market challenges
• Lack of content
• Connectivity issues, low awareness, and high user expectations impacting AR and VR adoption
• Simulation or motion sickness hindering VR gear adoption
• Limitations of VR cardboards
• Stringent government regulations

PART 15: Impact of drivers and challenges

PART 16: Market trends
• Growing developer interest in AR and VR apps
• Increasing crowdfunding campaigns for VR and AR start-ups
• Emergence of depth-sensing cameras
• Development of SLAM technology

PART 17: Vendor landscape
• Competitive scenario

PART 18: Appendix
• List of abbreviations

PART 19: Explore Technavio

[List of Exhibits]

Exhibit 01: Hardware of global AR and VR gear market
Exhibit 02: Global AR and VR gear market size calculation
Exhibit 03: Key countries in global AR and VR gear market
Exhibit 04: Currency exchange rates 2014-2016
Exhibit 05: Product offerings for AR
Exhibit 06: Product offerings for VR
Exhibit 07: Overview of global AR and VR gear market
Exhibit 08: Technology life cycle of AR and VR 1960-2035
Exhibit 09: Global AR and VR gear market by revenue 2016-2021 ($ billions)
Exhibit 10: Global AR and VR gear market by shipment 2016-2021 (millions of units)
Exhibit 11: Overview of VR technology
Exhibit 12: Global AR and VR gear market by product 2016-2021 (% revenue share)
Exhibit 13: Global AR and VR gear market by product 2016-2021 (% shipment share)
Exhibit 14: Global AR and VR gear market by smart glasses 2016-2021 ($ billions)
Exhibit 15: Global AR and VR gear market by smart glasses 2016-2021 (millions of units)
Exhibit 16: ASP of smart glasses 2016-2021 ($)
Exhibit 17: Global AR and VR gear market by HMDs 2016-2021 ($ billions)
Exhibit 18: Global AR and VR gear market by HMDs 2016-2021 (millions of units)
Exhibit 19: ASP of HMDs 2016-2021 ($)
Exhibit 20: Global AR and VR gear market by VR cardboards 2016-2021 ($ billions)
Exhibit 21: Global AR and VR gear market by VR cardboards 2016-2021 (millions of units)
Exhibit 22: ASP of VR cardboards 2016-2021 ($)
Exhibit 23: Global AR and VR gear market by VR headsets 2016-2021 ($ billions)
Exhibit 24: Global AR and VR gear market by VR headsets 2016-2021 (millions of units)
Exhibit 25: ASP of VR headsets 2016-2021 ($)
Exhibit 26: Global AR and VR gear market by end-user 2016-2021 (% revenue share)
Exhibit 27: Global AR and VR gear market by end-user 2016-2021 (% unit shipment)
Exhibit 28: Revenue trend line for AR and VR gear by end-user 2016-2021 ($ billions)
Exhibit 29: Shipment trend line for AR and VR gear by end-user 2016-2021 (millions of units)
Exhibit 30: Global AR and VR gear market by consumers 2016-2021 ($ billions)
Exhibit 31: Global AR and VR gear shipments for consumer sector 2016-2021 (millions of units)
Exhibit 32: Global AR and VR gear market by enterprises 2016-2021 ($ billions)
Exhibit 33: Global AR and VR gear market by enterprises 2016-2021 (millions of units)
Exhibit 34: Global AR and VR gear market by military and defense 2016-2021 ($ billions)
Exhibit 35: Global AR and VR gear market by military and defense 2016-2021 (millions of units)
Exhibit 36: Major applications of HMDs in military and defense sector
Exhibit 37: Global AR and VR gear market by geography 2016-2021 (% revenue share)
Exhibit 38: Revenue trend line for AR and VR gear by geography 2016-2021 ($ billions)
Exhibit 39: AR and VR gear market in Americas 2016-2021 ($ billions)
Exhibit 40: AR and VR gear market in Americas 2016 (% unit shipment)
Exhibit 41: AR and VR gear market in EMEA 2016-2021 ($ billions)
Exhibit 42: AR and VR gear market in EMEA 2016 (% unit shipment)
Exhibit 43: AR and VR gear market in APAC 2016-2021 ($ billions)
Exhibit 44: AR and VR gear market in APAC 2016 (% unit shipment)
Exhibit 45: Impact of drivers
Exhibit 46: Impact of drivers and challenges
Exhibit 47: Vendors in global smart glasses market
Exhibit 48: Vendors in global HMD market
Exhibit 49: Vendors in global VR cardboard market
Exhibit 50: Vendors in global VR headset market



【掲載企業】

DAQRI, Microsoft, Atheer, Meta, BAE Systems, Samsung Electronics, Oculus, HTC, Google, Sony, Razer, VisusVR, FOVE, Starbreeze.


【資料のキーワード】

AR装置、VR装置、スマートグラス、HMD、VRカードボード、VRヘッドセット

【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[AR装置及びVR装置の世界市場2017-2021] (Global Augmented Reality and Virtual Reality Gear Market 2017-2021 / IRTNTR11769)販売に関する免責事項
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