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市场调查报告书

全球游戏市场上虚拟现实 :2016~2020年

Global Virtual Reality in Gaming Market 2016-2020

出版商 TechNavio (Infiniti Research Ltd.) 商品编码 335173
出版日期 内容资讯 英文 66 Pages
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价格
全球游戏市场上虚拟现实 :2016~2020年 Global Virtual Reality in Gaming Market 2016-2020
出版日期: 2016年12月12日内容资讯: 英文 66 Pages
简介

透过虚拟现实(VR)技术的整合,PC游戏的用户能品味像实际体验般的感觉。许多供应商将著VR技术纳入自家公司的头戴装置产品。然而,关于在PC游戏用途使用的VR技术硬体设备上也有限制。为了高频宽必要条件,无线技术未考虑为可能实现的选项。游戏市场上虚拟现实的全球市场,预计2016年~2020年以84.4%的年复合成长率成长。

本报告提供全球游戏市场上虚拟现实的目前方案和成长的展望,以专家意见为基础的市场分析,主要供应商分析等。

第1章 摘要整理

第2章 调查范围

  • 市场概要
  • 主要产品

第3章 市场调查手法

  • 调查手法
  • 经济指标

第4章 简介

  • 市场概要
  • VR

第5章 全球游戏市场

  • 市场区隔:各应用
  • TV用主机
  • 许多人同时参加型线上游戏(MMOs)
  • 智慧型手机
  • 休闲网站游戏
  • 箱PC
  • 平板电脑
  • 手机用游戏主机

第6章 全球VR头戴装置市场

第7章 市场形势

  • 市场规模与预测
  • 波特的五力分析

第8章 市场区隔:各零件

  • 市场区隔:各零件
  • 硬体设备部门
  • 软体部门

第9章 市场区隔:各兼容性

  • 各PC
  • 各游戏主机
  • 各行动设备

第10章 地理位置区分

  • 市场区隔:各地理
  • 南北美洲
  • 欧洲、中东、非洲
  • 亚太地区

第11章 促进要素与其影响

  • 认识的急速扩大
  • 手机游戏市场成长
  • VR零组件的ASP的减少
  • 资金筹措的增加

第12章 促进要素的影响

第13章 课题

  • 健康相关问题
  • VR内容的不足
  • 硬体设备和软体的限制

第14章 促进要素与课题的影响

第15章 市场趋势

  • VRD的引进
  • 360度相机越来越受欢迎
  • VR头戴装置导入深度感测相机

第16章 业者情势

  • 竞争模式
  • 业者情势

第17章 附录

  • 简称集

第18章 关于Technavio

图表

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目录
Product Code: IRTNTR11085

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 procurement specialist's time when you purchase this market report. Details are provided within the report.

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