【レポートの概要(一部)】
1 Introduction (Page No. – 14)
1.1 Objectives of the Study
1.2 Market Definition
1.3 Study Scope
1.3.1 Markets Covered
1.3.2 Geographic Scope
1.3.3 Years Considered for the Study
1.4 Currency
1.5 Limitations
1.6 Stakeholders
2 Research Methodology (Page No. – 18)
2.1 Research Data
2.1.1 Secondary Data
2.1.1.1 Key Data From Secondary Sources
2.1.2 Primary Data
2.1.2.1 Key Data From Primary Sources
2.1.2.2 Key Industry Insights
2.1.2.3 Breakdown of Primaries
2.2 Market Size Estimation
2.2.1 Bottom-Up Approach
2.2.2 Top-Down Approach
2.3 Market Breakdown & Data Triangulation
2.4 Research Assumptions
2.4.1 Assumptions
3 Executive Summary (Page No. – 26)
4 Premium Insights (Page No. – 31)
4.1 Virtual Reality Market, 2016–2022 (USD Billion)
4.2 Market in Asia-Pacific
4.3 Market: Developed vs Developing Markets, 2015 and 2022 (USD Million)
4.4 U.S. Holds the Largest Market Share in the Market During the Forecast Period
4.5 Market: By Application
4.6 Market: Consumer and Commercial Verticals (2015)
5 Market Overview (Page No. – 35)
5.1 Introduction
5.2 Market Segmentation
5.2.1 Virtual Reality Market, By Component
5.2.2 Market, By Technology
5.2.3 Market, By Device Type
5.2.4 Market, By Application
5.2.5 Market, By Geography
5.3 Market Evolution
5.4 Market Dynamics: Market
5.4.1 Drivers
5.4.1.1 Increasing Adoption of Head-Mounted Displays (HMD) in Gaming and Entertainment Sector
5.4.1.2 Decline in the Prices of Displays and Other Hardware Components of HMDs
5.4.1.3 Use of VR for Training and Simulation in Defense
5.4.2 Restraints
5.4.2.1 Display Latency and Energy Consumption Affect the Overall Performance of Virtual Reality Devices
5.4.2.2 Lack of Movement and Health Concerns Related to Low Resolution
5.4.3 Opportunities
5.4.3.1 Significant Number of Investments in the Market
5.4.3.2 Increasing Adoption of Head-Mounted Displays in Medical and Healthcare
5.4.3.3 Increasing Applications in the Architecture & Design Segment
5.4.4 Challenges
5.4.4.1 Developing User-Friendly Virtual Reality and Tracking Systems for Easy Acceptance and Penetration of the Virtual Reality
6 Industry Trends (Page No. – 44)
6.1 Introduction
6.2 Value Chain Analysis: Virtual Reality
6.3 Key Trends in the Virtual Reality Market
6.4 Porter’s Five Forces Analysis
6.4.1 Bargaining Power of Suppliers
6.4.2 Bargaining Power of Buyers
6.4.3 Threat of New Entrants
6.4.4 Threat of Substitutes
6.4.5 Intensity of Rivalry
7 Virtual Reality Market, By Component (Page No. – 54)
7.1 Introduction
7.2 Virtual Reality Market for Components
7.2.1 Hardware Components in the Market
7.2.1.1 Sensors
7.2.1.1.1 Accelerometers
7.2.1.1.2 Gyroscopes
7.2.1.1.3 Magnetometers
7.2.1.1.4 Global Positioning Systems
7.2.1.1.5 Proximity Sensors
7.2.1.2 Semiconductor Components
7.2.1.2.1 Controllers/Processors
7.2.1.2.2 Integrated Circuits
7.2.1.3 Displays
7.2.2 Software Components and Services in the Virtual Reality Market
7.2.2.1 Software Development Kits
7.2.2.2 Cloud-Based Solutions
8 Virtual Reality Market, By Technology (Page No. – 61)
8.1 Introduction
8.2 Virtual Reality Technology
8.2.1 Non-Immersive Technology
8.2.2 Semi-Immersive & Fully Immersive Technologies
9 Virtual Reality Market, By Device Type (Page No. – 65)
9.1 Introduction
9.2 Virtual Reality Devices
9.2.1 Head-Mounted Displays (HMDs)
9.2.2 Gesture Control Devices
9.2.2.1 Data Gloves
9.2.2.2 Others
10 Virtual Reality Market, By Application (Page No. – 71)
10.1 Introduction
10.2 Virtual Reality Applications
10.2.1 Consumer
10.2.1.1 Gaming & Entertainment
10.2.1.1.1 Sports
10.2.2 Commercial
10.2.2.1 Retail
10.2.2.2 Education & Training
10.2.2.3 Tourism
10.2.3 Aerospace & Defense
10.2.4 Medical
10.2.4.1 Surgery
10.2.4.2 Fitness Management
10.2.4.3 Pharmacy Management
10.2.4.4 Medical Training
10.2.5 Industrial
10.2.6 Others
10.2.6.1 Automotive
10.2.6.2 Architecture and Building Design
10.2.6.3 Enterprise Solutions
10.2.6.4 Geospatial Mining
11 Virtual Reality Market, By Geography (Page No. – 99)
11.1 Introduction
11.2 North America
11.2.1 U.S.
11.2.2 Canada
11.2.3 Mexico
11.3 Europe
11.3.1 U.K.
11.3.2 Germany
11.3.3 France
11.3.4 Rest of Europe
11.4 Asia-Pacific (APAC)
11.4.1 China
11.4.2 India
11.4.3 South Korea
11.4.4 Japan
11.4.5 Rest of APAC
11.5 Rest of the World (RoW)
11.5.1 Middle East & Africa
11.5.2 Latin America
12 Competitive Landscape (Page No. – 123)
12.1 Introduction
12.2 Competitive Scenario
12.2.1 New Product Launches & Developments
12.2.2 Partnerships
12.2.3 Agreements, Collaborations, and Capital Fundings
12.2.4 Acquisitions and Expansions
13 Company Profile (Page No. – 131)
(Overview, Products and Services, Financials, Strategy & Development)*
13.1 Introduction
13.2 Oculus VR, LLC
13.3 Sony Corporation
13.4 Samsung Electronics Co., Ltd.
13.5 HTC Corporation
13.6 EON Reality, Inc.
13.7 Google Inc.
13.8 Microsoft Corporation
13.9 Vuzix Corporation
13.10 Cyberglove Systems Inc.
13.11 Sensics, Inc.
13.12 Leap Motion, Inc.
13.13 Sixense Entertainment, Inc.
13.14 Key Innovators in the VR Market
*Details on Overview, Products and Services, Financials, Strategy & Development Might Not Be Captured in Case of Unlisted Companies.
14 Appendix (Page No. – 163)
14.1 Insights of Industry Experts
14.2 Discussion Guide
14.3 Knowledge Store: Marketsandmarkets’ Subscription Portal
14.4 Introducing RT: Real-Time Market Intelligence
14.5 Available Customization
14.6 Related Reports
【レポート販売概要】
■ タイトル:仮想現実(VR)の世界市場:VR装置、VRソフトウェア、VR技術、VR機器(ヘッドマウントディスプレイ、ジェスチャ制御機器)■ 英文:Virtual Reality Market by Component (Hardware and Software), Technology (Non-Immersive, Semi- & Fully Immersive), Device Type (Head-Mounted Display, Gesture Control Device), Application and Geography - Global Forecast to 2022
■ 発行日:2016年7月19日
■ 調査会社:MarketsandMarkets
■ 商品コード:SE-3528
■ 調査対象地域:グローバル
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