ゲーム産業における仮想現実(VR)の世界市場分析:構成要素別、デバイス別(ゲーム機、デスクトップ、スマートフォン)、国別(米国、カナダ、ドイツ、イギリス、中国、インド、日本、ブラジル、メキシコ)、セグメント予測 2014-2025...市場調査レポートについてご紹介

【英文タイトル】Virtual Reality (VR) In Gaming Market Analysis By Component, By Device (Gaming Console, Desktop, Smartphone), By Country (U.S., Canada, Germany, UK, China, India, Japan, Brazil, Mexico), And Segment Forecasts, 2014-2025

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【レポートの概要(一部)】

Table of Contents

Chapter 1. Methodology and Scope
1.1. Research Methodology
1.2. Research Scope & Assumptions
1.3. List of Data Sources
Chapter 2. Executive Summary
2.1. Virtual Reality In Gaming – Market Snapshot & Key Buying Criteria, 2014 – 2025
Chapter 3. Virtual Reality In Gaming Industry Outlook
3.1. Market Segmentation & Scope
3.2. Virtual Reality in Gaming Market Size and Growth Prospects
3.3. Virtual Reality in Gaming – Value Chain Analysis
3.4. Virtual Reality in Gaming – Market Dynamics
3.4.1. Market driver analysis
3.4.1.1. Rising demand of gaming by youth population
3.4.1.2. Increasing disposable income of buyers in developing countries
3.4.1.3. Increasing competitiveness in the virtual reality gaming space
3.4.2. Market restraint analysis
3.4.2.1. Lack of awareness and high prices of technology
3.4.2.2. Huge initial investment & device compatibility constraints
3.4.2.3. Spatial discomfort & risk of other ailments
3.5. Key Opportunities – Prioritized
3.6. Industry Analysis – Porter’s
3.7. Market Share Analysis, 2015
3.8. Virtual Reality in Gaming – Networking Devices
3.9. Virtual Reality in Gaming – PEST Analysis
3.10. VR Accessories – Specifications
3.10.1. Head Mounted Display (HMDs)
3.10.2. Motion sensing devices
3.10.3. Treadmills for VR gaming
3.10.4. VR gloves, masks, backpacks
3.10.5. VR bodysuits
Chapter 4. Component Type Estimates & Trend Analysis
4.1. Component Type Outlook – Key Takeaways
4.2. Virtual Reality in Gaming Market: Component Type Movement Analysis
4.3. Gaming Software
4.3.1. Market estimates & forecasts, 2014 – 2025 (USD Million)
4.3.2. Market estimates & forecasts by reigion, 2014 – 2025 (USD Million)
4.4. Gaming Hardware
4.4.1. Market estimates & forecasts, 2014 – 2025 (USD Million)
4.4.2. Market estimates & forecasts by reigion, 2014 – 2025 (USD Million)
Chapter 5. Device Estimates & Trend Analysis
5.1. Device Outlook – Key Takeaways
5.2. Virtual Reality in Gaming Market: Console Type Movement Analysis
5.3. Gaming Consoles
5.3.1. Market estimates & forecasts, 2014 – 2025 (USD Million)
5.3.2. Market estimates & forecasts by reigion, 2014 – 2025 (USD Million)
5.4. Desktops
5.4.1. Market estimates & forecasts, 2014 – 2025 (USD Million)
5.4.2. Market estimates & forecasts by reigion, 2014 – 2025 (USD Million)
5.5. Smartphones
5.5.1. Market estimates & forecasts, 2014 – 2025 (USD Million)
5.5.2. Market estimates & forecasts by reigion, 2014 – 2025 (USD Million)
Chapter 6. Regional Estimates & Trend Analysis
6.1. Regional Outlook – Key Takeaways
6.2. Virtual Reality in Gaming Market Share by Region, 2015 & 2025
6.3. North America
6.3.1. Market estimates & forecasts, 2014 – 2025 (USD Million)
6.3.2. Market estimates & forecasts by component, 2014 – 2025 (USD Million)
6.3.3. Market estimates & forecasts by device, 2014 – 2025 (USD Million)
6.3.4. U.S.
6.3.4.1. Market estimates & forecasts, 2014 – 2025 (USD Million)
6.3.4.2. Market estimates & forecasts by component, 2014 – 2025 (USD Million)
6.3.4.3. Market estimates & forecasts by device, 2014 – 2025 (USD Million)
6.3.5. Canada
6.3.5.1. Market estimates & forecasts, 2014 – 2025 (USD Million)
6.3.5.2. Market estimates & forecasts by component, 2014 – 2025 (USD Million)
6.3.5.3. Market estimates & forecasts by device, 2014 – 2025 (USD Million)
6.4. Europe
6.4.1. Market estimates & forecasts, 2014 – 2025 (USD Million)
6.4.2. Market estimates & forecasts by component, 2014 – 2025 (USD Million)
6.4.3. Market estimates & forecasts by device, 2014 – 2025 (USD Million)
6.4.4. Germany
6.4.4.1. Market estimates & forecasts, 2014 – 2025 (USD Million)
6.4.4.2. Market estimates & forecasts by component, 2014 – 2025 (USD Million)
6.4.4.3. Market estimates & forecasts by device, 2014 – 2025 (USD Million)
6.4.5. UK
6.4.5.1. Market estimates & forecasts, 2014 – 2025 (USD Million)
6.4.5.2. Market estimates & forecasts by component, 2014 – 2025 (USD Million)
6.4.5.3. Market estimates & forecasts by device, 2014 – 2025 (USD Million)
6.5. Asia Pacific
6.5.1. Market estimates & forecasts, 2014 – 2025 (USD Million)
6.5.2. Market estimates & forecasts by component, 2014 – 2025 (USD Million)
6.5.3. Market estimates & forecasts by device, 2014 – 2025 (USD Million)
6.5.4. China
6.5.4.1. Market estimates & forecasts, 2014 – 2025 (USD Million)
6.5.4.2. Market estimates & forecasts by component, 2014 – 2025 (USD Million)
6.5.4.3. Market estimates & forecasts by device, 2014 – 2025 (USD Million)
6.5.5. Japan
6.5.5.1. Market estimates & forecasts, 2014 – 2025 (USD Million)
6.5.5.2. Market estimates & forecasts by component, 2014 – 2025 (USD Million)
6.5.5.3. Market estimates & forecasts by device, 2014 – 2025 (USD Million)
6.5.6. India
6.5.6.1. Market estimates & forecasts, 2014 – 2025 (USD Million)
6.5.6.2. Market estimates & forecasts by component, 2014 – 2025 (USD Million)
6.5.6.3. Market estimates & forecasts by device, 2014 – 2025 (USD Million)
6.6. Latin America
6.6.1. Market estimates & forecasts, 2014 – 2025 (USD Million)
6.6.2. Market estimates & forecasts by component, 2014 – 2025 (USD Million)
6.6.3. Market estimates & forecasts by device, 2014 – 2025 (USD Million)
6.6.4. Brazil
6.6.4.1. Market estimates & forecasts, 2014 – 2025 (USD Million)
6.6.4.2. Market estimates & forecasts by component, 2014 – 2025 (USD Million)
6.6.4.3. Market estimates & forecasts by device, 2014 – 2025 (USD Million)
6.6.5. Mexico
6.6.5.1. Market estimates & forecasts, 2014 – 2025 (USD Million)
6.6.5.2. Market estimates & forecasts by component, 2014 – 2025 (USD Million)
6.6.5.3. Market estimates & forecasts by device, 2014 – 2025 (USD Million)
6.7. Middle East & Africa (MEA)
6.7.1. Market estimates & forecasts, 2014 – 2025 (USD Million)
6.7.2. Market estimates & forecasts by component, 2014 – 2025 (USD Million)
6.7.3. Market estimates & forecasts by device, 2014 – 2025 (USD Million)
Chapter 7. Competitive Landscape
7.1. Company Profiles
7.1.1. Sony Corporation
7.1.1.1. Company overview
7.1.1.2. Financial performance
7.1.1.3. Product benchmarking
7.1.1.4. Strategic initiatives
7.1.2. Microsoft Corporation
7.1.2.1. Company overview
7.1.2.2. Financial performance
7.1.2.3. Product benchmarking
7.1.2.4. Strategic initiatives
7.1.3. Nintendo Co. Ltd.
7.1.3.1. Company overview
7.1.3.2. Financial performance
7.1.3.3. Product benchmarking
7.1.3.4. Strategic initiatives
7.1.4. Linden Labs
7.1.4.1. Company overview
7.1.4.2. Financial performance
7.1.4.3. Product benchmarking
7.1.4.4. Strategic initiatives
7.1.5. Electronic Arts
7.1.5.1. Company overview
7.1.5.2. Financial performance
7.1.5.3. Product benchmarking
7.1.5.4. Strategic initiatives
7.1.6. Facebook/Oculus VR
7.1.6.1. Company overview
7.1.6.2. Financial performance
7.1.6.3. Product benchmarking
7.1.6.4. Strategic initiatives
7.1.7. Samsung Electronics Co. Ltd.
7.1.7.1. Company overview
7.1.7.2. Financial performance
7.1.7.3. Product benchmarking
7.1.7.4. Strategic initiatives
7.1.8. Google Inc.
7.1.8.1. Company overview
7.1.8.2. Financial performance
7.1.8.3. Product benchmarking
7.1.8.4. Strategic initiatives
7.1.9. HTC Corporation
7.1.9.1. Company overview
7.1.9.2. Financial performance
7.1.9.3. Product benchmarking
7.1.9.4. Strategic initiatives
7.1.10. Virtuix Omni
7.1.10.1. Company overview
7.1.10.2. Financial performance
7.1.10.3. Product benchmarking
7.1.10.4. Strategic initiatives
7.1.11. Leap Motion
7.1.11.1. Company overview
7.1.11.2. Financial performance
7.1.11.3. Product benchmarking
7.1.11.4. Strategic initiatives
7.1.12. Telsa Studios
7.1.12.1. Company overview
7.1.12.2. Financial performance
7.1.12.3. Product benchmarking
7.1.12.4. Strategic initiatives
7.1.13. Qualcomm Incorporated
7.1.13.1. Company overview
7.1.13.2. Financial performance
7.1.13.3. Product benchmarking
7.1.13.4. Strategic initiatives
7.1.14. Lucid VR
7.1.14.1. Company overview
7.1.14.2. Financial performance
7.1.14.3. Product benchmarking
7.1.14.4. Strategic initiatives


【レポート販売概要】

■ タイトル:ゲーム産業における仮想現実(VR)の世界市場分析:構成要素別、デバイス別(ゲーム機、デスクトップ、スマートフォン)、国別(米国、カナダ、ドイツ、イギリス、中国、インド、日本、ブラジル、メキシコ)、セグメント予測 2014-2025
■ 英文:Virtual Reality (VR) In Gaming Market Analysis By Component, By Device (Gaming Console, Desktop, Smartphone), By Country (U.S., Canada, Germany, UK, China, India, Japan, Brazil, Mexico), And Segment Forecasts, 2014-2025
■ 発行日:2017年3月15日
■ 調査会社:Grand View Research
■ 商品コード:GVIEW707016
■ 調査対象地域:グローバル
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