【レポートの概要(一部)】
Table of Contents
PART 01: Executive summary
PART 02: Scope of the report
PART 03: Research Methodology
PART 04: Introduction
PART 05: Market landscape
• Market overview
• Market size and forecast
• Five forces analysis
PART 06: Market segmentation by product
• Global VR gaming market by product
• Global VR gaming market by PCs
• Global VR gaming market by consoles
• Global VR gaming market by mobile devices
PART 07: Market segmentation by type
• Global VR gaming market by type
• Global VR gaming market by hardware
• Global VR gaming market by software
• Global VR gaming market by accessories
PART 08: Geographical segmentation
• Global VR gaming market by geography
• VR gaming market in EMEA
• VR gaming market in Americas
• VR gaming market in APAC
PART 09: Key leading countries
• Key leading countries
• VR gaming market in US
• VR gaming market in Japan
PART 10: Decision framework
PART 11: Drivers and challenges
• Market drivers
• Impact of drivers on key customer segments
• Market challenges
• Impact of challenges on key customer segments
PART 12: Market trends
PART 13: Vendor landscape
• Competitive scenario
• Key leading vendors
• Other prominent vendors
PART 14: Appendix
• List of abbreviations
[List of Exhibits]
Exhibit 01: Major types of HMDs available in the market
Exhibit 02: Value chain analysis
Exhibit 03: Global VR gaming market: Overview
Exhibit 04: Global VR gaming market 2016-2021 ($ billions)
Exhibit 05: Five forces analysis
Exhibit 06: Global VR gaming market by product 2016 and 2021
Exhibit 07: Global VR gaming market by PCs 2016-2021 ($ billions)
Exhibit 08: Global VR gaming market by consoles 2016-2021 ($ billions)
Exhibit 09: Global VR gaming market by mobile devices 2016-2021 ($ billions)
Exhibit 10: Global VR gaming market by type 2016 and 2021 (revenue)
Exhibit 11: Global VR gaming market by hardware 2016-2021 ($ billions)
Exhibit 12: Global VR gaming market by hardware 2016-2021 (millions of units)
Exhibit 13: ASP of VR gaming hardware 2016-2021 (USD)
Exhibit 14: Global VR gaming market by software 2016-2021 ($ billions)
Exhibit 15: Global VR gaming market by accessories 2016-2021 ($ billions)
Exhibit 16: Global VR gaming market by geography in 2016 and 2021 (revenue)
Exhibit 17: VR gaming market in EMEA 2016-2021 ($ billions)
Exhibit 18: VR gaming market in Americas 2016-2021 ($ billions)
Exhibit 19: VR gaming market in APAC 2016-2021 ($ billions)
Exhibit 20: Top 10 countries 2016 (revenue)
Exhibit 21: Top 10 countries by revenue and market share 2016
Exhibit 22: VR gaming market in US 2016-2021 ($ billions)
Exhibit 23: VR gaming market in Japan 2016-2021 ($ billions)
Exhibit 24: Impact of drivers
Exhibit 25: Impact of challenges
Exhibit 26: Other prominent vendors
【レポート販売概要】
■ タイトル:VRゲームの世界市場2017-2021■ 英文:Global VR Gaming Market 2017-2021
■ 発行日:2017年3月7日
■ 調査会社:Technavio
■ 商品コード:IRTNTR11482
■ 調査対象地域:グローバル
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