ゲーム産業におけるバーチャルリアリティ(仮想現実)の世界市場2016-2020...市場調査レポートについてご紹介

【英文タイトル】Global Virtual Reality in Gaming Market 2016-2020

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【レポートの概要(一部)】

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


【レポート販売概要】

■ タイトル:ゲーム産業におけるバーチャルリアリティ(仮想現実)の世界市場2016-2020
■ 英文:Global Virtual Reality in Gaming Market 2016-2020
■ 発行日:2016年12月12日
■ 調査会社:Technavio
■ 商品コード:IRTNTR11085
■ 調査対象地域:グローバル
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