【レポートの概要(一部)】
TABLE OF CONTENTS
1 INTRODUCTION 16
1.1 STUDY OBJECTIVES 16
1.2 DEFINITION 16
1.3 STUDY SCOPE 17
1.3.1 MARKETS COVERED 17
1.3.2 YEARS CONSIDERED 18
1.4 CURRENCY 18
1.5 LIMITATIONS 18
1.6 STAKEHOLDERS 19
2 RESEARCH METHODOLOGY 20
2.1 RESEARCH DATA 20
2.1.1 SECONDARY DATA 21
2.1.1.1 Secondary sources 21
2.1.2 PRIMARY DATA 22
2.1.2.1 Primary interviews with experts 22
2.1.2.2 Breakdown of primaries 22
2.1.2.3 Key data from primary sources 23
2.1.3 SECONDARY AND PRIMARY RESEARCH 24
2.1.3.1 Key industry insights 25
2.2 MARKET SIZE ESTIMATION 26
2.2.1 BOTTOM-UP APPROACH 26
2.2.2 TOP-DOWN APPROACH 27
2.3 MARKET BREAKDOWN & DATA TRIANGULATION 29
2.4 RESEARCH ASSUMPTIONS 30
3 EXECUTIVE SUMMARY 31
4 PREMIUM INSIGHTS 36
4.1 ATTRACTIVE MARKET OPPORTUNITIES IN VIRTUAL REALITY MARKET 36
4.2 VIRTUAL REALITY MARKET IN APAC, BY APPLICATION AND COUNTRY 37
4.3 VIRTUAL REALITY MARKET: DEVELOPED VS. DEVELOPING MARKETS, 2017 AND 2024 (USD BILLION) 37
4.4 VIRTUAL REALITY MARKET: MAJOR COUNTRIES 38
5 MARKET OVERVIEW 39
5.1 INTRODUCTION 39
5.2 HISTORY AND EVOLUTION OF VR TECHNOLOGY 39
5.3 MARKET DYNAMICS: VR MARKET 40
5.3.1 DRIVERS 40
5.3.1.1 Penetration of HMDs in gaming and entertainment sector 40
5.3.1.2 Huge investments in VR market 41
5.3.1.3 Advancement of technology and growing digitization 41
5.3.1.4 Availability of affordable VR devices 41
5.3.2 RESTRAINTS 41
5.3.2.1 Display latency and energy consumption affect overall performance of VR devices 41
5.3.2.2 Health concerns relating to low resolution and lack of movement 42
5.3.3 OPPORTUNITIES 42
5.3.3.1 Penetration of HMDs in healthcare and architectural applications 42
5.3.3.2 Use of VR in aerospace & defense for training and simulation 42
5.3.4 CHALLENGES 42
5.3.4.1 Developing user-friendly VR systems 42
5.4 VALUE CHAIN ANALYSIS 43
5.5 EMERGING TRENDS 44
5.5.1 MICRODISPLAYS FOR VR 44
5.5.1.1 LOMID project 45
5.5.1.2 Kopin’s microdisplay for VR HMD 45
6 VIRTUAL REALITY MARKET, BY TECHNOLOGY 46
6.1 INTRODUCTION 47
6.2 VIRTUAL REALITY TECHNOLOGY 47
6.2.1 NONIMMERSIVE TECHNOLOGY 48
6.2.1.1 Usage of nonimmersive technology in VR software development set to drive the market 48
6.2.2 SEMI-IMMERSIVE AND FULLY IMMERSIVE TECHNOLOGY 48
6.2.2.1 Fully immersive technology to be the major driver owing to demand in VR HMDs 48
7 VIRTUAL REALITY MARKET, BY OFFERING 50
7.1 INTRODUCTION 51
7.2 HARDWARE 52
7.2.1 SENSORS 53
7.2.1.1 Accelerometer 53
7.2.1.2 Gyroscope 53
7.2.1.3 Magnetometer 53
7.2.1.4 Proximity sensor 54
7.2.2 SEMICONDUCTOR COMPONENTS 54
7.2.2.1 Controller and processor 54
7.2.2.2 Integrated circuits 54
7.2.3 DISPLAYS AND PROJECTORS 54
7.2.4 POSITION TRACKERS 54
7.2.5 CAMERAS 55
7.2.6 OTHERS 55
7.3 SOFTWARE 55
7.3.1 SDKS WILL PLAY CRUCIAL ROLE IN VR SOFTWARE MARKET 55
7.3.1.1 Software development kits 55
7.3.1.2 Cloud-based services 56
7.4 VR CONTENT CREATION 57
7.4.1 VR CONTENT CREATION IS THE KEY TO STRENGTHEN VR TECHNOLOGY AND GROWTH OF VR HARDWARE DEVICES 57
8 VIRTUAL REALITY MARKET, BY DEVICE TYPE 58
8.1 INTRODUCTION 59
8.2 VIRTUAL REALITY DEVICES 59
8.2.1 HEAD-MOUNTED DISPLAYS 60
8.2.1.1 Use of HMDs in gaming and entertainment is the major driver for growth of VR hardware devices 60
8.2.2 GESTURE-TRACKING DEVICES 62
8.2.2.1 Gesture-tracking devices to play crucial role in healthcare and gaming applications 62
8.2.2.1.1 Data gloves 62
8.2.2.1.2 Others 62
8.2.3 PROJECTORS & DISPLAY WALLS 63
8.2.3.1 Projectors & display walls are new growth avenues in VR hardware market 63
9 VIRTUAL REALITY MARKET, BY APPLICATION 65
9.1 INTRODUCTION 66
9.2 VIRTUAL REALITY APPLICATIONS 66
9.2.1 CONSUMER 67
9.2.1.1 Gaming and entertainment applications are major drivers for VR market growth 67
9.2.1.1.1 Gaming and entertainment 71
9.2.1.1.2 Sports 71
9.2.1.2 Use-cases in consumer 72
9.2.2 COMMERCIAL 72
9.2.2.1 Retail and ecommerce to drive commercial application in VR market 72
9.2.2.1.1 Retail & Ecommerce 75
9.2.2.1.2 Education and training 76
9.2.2.1.3 Travel and tourism 76
9.2.2.1.4 Advertising 76
9.2.2.2 Use-cases in commercial 77
9.2.3 ENTERPRISE 77
9.2.3.1 Increased use of VR technology and devices in industrial facilities to drive enterprise application in VR market 77
9.2.3.2 Use-cases in enterprise 80
9.2.4 HEALTHCARE 80
9.2.4.1 Patient care management and medical training & education are major applications driving the growth of VR in healthcare 80
9.2.4.1.1 Surgery 83
9.2.4.1.2 Patient care management 83
9.2.4.1.3 Fitness management 84
9.2.4.1.4 Pharmacy management 84
9.2.4.1.5 Medical training and education 84
9.2.4.2 Use-cases in healthcare 84
9.2.5 AEROSPACE & DEFENSE 85
9.2.5.1 Simulation training to be major growth factor of VR in aerospace & defense 85
9.2.5.2 Use-case in aerospace & defense 88
9.2.6 OTHERS 88
9.2.6.1 Automotive 91
9.2.6.2 Real estate (architecture and building design) 91
9.2.6.3 Geospatial mining 91
9.2.6.4 Use-cases in other applications 92
10 VIRTUAL REALITY MARKET, GEOGRAPHICAL ANALYSIS 93
10.1 INTRODUCTION 94
10.2 NORTH AMERICA 96
10.2.1 US 98
10.2.1.1 Strong presence of VR companies in US likely to drive the market 98
10.2.2 CANADA 99
10.2.2.1 Increasing investment in cutting-edge technologies to fuel VR market growth in Canada 99
10.2.3 MEXICO 99
10.2.3.1 Evolving industries in Mexico to drive the market growth 99
10.3 EUROPE 99
10.3.1 GERMANY 101
10.3.1.1 High adoption of new technologies in manufacturing to drive the market in Germany 101
10.3.2 FRANCE 101
10.3.2.1 High adoption in retail to enhance growth of VR market in France 101
10.3.3 UK 102
10.3.3.1 Continuous focus on digitalization likely to drive growth of VR market in UK 102
10.3.4 REST OF EUROPE 102
10.3.4.1 Inflow of products and technology from UK, Germany, and France would propel VR market growth in Rest of Europe 102
10.4 APAC 103
10.4.1 CHINA 105
10.4.1.1 High number of local players producing VR devices to drive growth of VR market in China 105
10.4.2 INDIA 106
10.4.2.1 Increasing awareness of advanced technology to play crucial role in the growth of VR market in India 106
10.4.3 JAPAN 106
10.4.3.1 High growth of healthcare sector in Japan to fuel growth of VR market 106
10.4.4 SOUTH KOREA 107
10.4.4.1 Digital revolution in industrial sector in South Korea would drive growth of VR market 107
10.4.5 REST OF APAC 107
10.4.5.1 High consumer spending in Rest of APAC would boost the VR market 107
10.5 ROW 107
10.5.1 MIDDLE EAST & AFRICA 108
10.5.1.1 Oil & gas and mining to fuel growth of VR devices in Middle East and Africa 108
10.5.2 SOUTH AMERICA 108
10.5.2.1 Growing consumer market to drive growth of VR market in South America 108
11 COMPETITIVE LANDSCAPE 109
11.1 INTRODUCTION 109
11.2 COMPETITIVE SCENARIO 111
11.2.1 PRODUCT LAUNCHES & DEVELOPMENTS 111
11.2.2 PARTNERSHIPS 112
11.2.3 AGREEMENTS, COLLABORATIONS, AND CAPITAL FUNDING 112
11.2.4 ACQUISITIONS AND EXPANSIONS 113
11.3 VIRTUAL REALITY MARKET, COMPETITIVE LEADERSHIP MAPPING 114
11.3.1 VISIONARY LEADERS 115
11.3.2 DYNAMIC DIFFERTIATORS 115
11.3.3 INNOVATORS 115
11.3.4 EMERGING COMPANIES 115
12 COMPANY PROFILES 116
12.1 INTRODUCTION 116
(Business Overview, Products Offered, Recent Developments, SWOT Analysis, and MnM View)*
12.2 KEY PLAYERS 117
12.2.1 GOOGLE 117
12.2.2 MICROSOFT 120
12.2.3 OCULUS VR (FACEBOOK) 123
12.2.4 SONY 125
12.2.5 SAMSUNG ELECTRONICS 128
12.2.6 HTC 131
12.2.7 EON REALITY 134
12.2.8 VUZIX 137
12.2.9 CYBERGLOVE SYSTEMS 139
12.2.10 LEAP MOTION 141
12.2.11 SENSICS 143
12.2.12 SIXENSE ENTERPRISES 145
12.3 KEY INNOVATORS 147
12.3.1 NINTENDO 147
12.3.2 PSIOUS 147
12.3.3 MINDMAZE 148
12.3.4 FIRSTHAND TECHNOLOGY 148
12.3.5 WORLDVIZ 149
12.3.6 VIRTUIX 149
12.3.7 SURVIOS 149
12.3.8 MERGE LABS 150
12.3.9 SPACEVR 150
12.3.10 VIRTUALLY LIVE 150
*Details on Business Overview, Products Offered, Recent Developments, SWOT Analysis, and MnM View might not be captured in case of unlisted companies.
13 APPENDIX 151
13.1 INSIGHTS OF INDUSTRY EXPERTS 151
13.2 DISCUSSION GUIDE 152
13.3 KNOWLEDGE STORE: MARKETSANDMARKETS’ SUBSCRIPTION PORTAL 154
13.4 AVAILABLE CUSTOMIZATIONS 156
13.5 RELATED REPORTS 156
13.6 AUTHOR DETAILS 157
【レポート販売概要】
■ タイトル:仮想現実(VR)の世界市場予測(~2024年)■ 英文:Virtual Reality Market by Offering (Hardware and Software), Technology, Device Type (Head-Mounted Display, Gesture-Tracking Device), Application (Consumer, Commercial, Enterprise, Healthcare, Aerospace & Defense) and Geography - Global Forecast to 2024
■ 発行日:2019年1月21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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