ゲーム産業におけるAR(拡張現実)の世界市場...市場調査レポートについてご紹介

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

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【レポートの概要(一部)】

PART 01: Executive summary
• Highlights

PART 02: Scope of the report
• Market overview

PART 03: Market research methodology
• Research methodology
• Economic indicators

PART 04: Introduction
• Key market highlights
• Market prospects of AR

PART 05: Mobile AR value chain

PART 06: Market landscape
• Market size and forecast
• Five forces analysis

PART 07: Geographical segmentation
• EMEA
• Americas
• APAC

PART 08: Market drivers
• Increased integration of AR into mobile devices
• Growing mobile gaming market
• Simultaneous localization and mapping technology

PART 09: Impact of drivers

PART 10: Market challenges
• Lack of content
• Connectivity issues
• Lack of awareness and limitations

PART 11: Impact of drivers and challenges

PART 12: Market trends
• Crowdfunding of AR projects
• Emergence of depth-sensing cameras
• Interoperability across mobile platforms

PART 13: Buying behavior

PART 14: Vendor landscape
• Competitive scenario
• Key vendors

PART 15: Market summary
• Market attractiveness

PART 16: Analyst insights

PART 17: Appendix
• List of abbreviations

PART 18: Explore Technavio

[List of Exhibits]

Exhibit 01: AR ecosystem
Exhibit 02: Timeline of AR technology
Exhibit 03: Mobile AR value chain: Current state
Exhibit 04: Mobile AR value chain: Future state
Exhibit 05: Mobile AR value chain: Catchoom
Exhibit 06: Global AR market for gaming 2015-2020 ($ millions)
Exhibit 07: Five forces analysis
Exhibit 08: Global AR market for gaming: Geographical segmentation 2015
Exhibit 09: Global AR market for gaming by geography 2015-2020
Exhibit 10: Global AR market for gaming by geography 2015-2020 ($ millions)
Exhibit 11: AR market for gaming in EMEA 2015-2020 ($ millions)
Exhibit 12: AR market for gaming in Americas 2015-2020 ($ millions)
Exhibit 13: AR market for gaming in APAC 2015-2020 ($ millions)
Exhibit 14: Global AR market for gaming: CAGR comparison by geography
Exhibit 15: Impact of drivers
Exhibit 16: Impact of drivers and challenges
Exhibit 17: Vendor selection parameters
Exhibit 18: Global AR market for gaming: Traction by geography
Exhibit 19: Mobile device shipments 2015-2020 (billions of units)
Exhibit 20: Addressable market for AR gaming 2015-2020 (billions of users)
Exhibit 21: Average revenue per user 2015-2020


【レポート販売概要】

■ タイトル:ゲーム産業におけるAR(拡張現実)の世界市場
■ 英文:Global Augmented Reality in Gaming Market 2016-2020
■ 発行日:2016年4月15日
■ 調査会社:Technavio
■ 商品コード:IRTNTR8913
■ 調査対象地域:グローバル
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