バーチャルリアリティ(VR)の世界市場予測

◆英語タイトル:Global Virtual Reality Market Research Report - Forecast to 2027
◆商品コード:MRF805017
◆発行会社(リサーチ会社):Market Research Future
◆発行日:2018年2月24日
◆ページ数:100
◆レポート形式:英語 / PDF
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◆調査対象地域:グローバル
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【レポートの概要】

Introduction Technology in the field of virtual reality is getting innovative, resulting in new virtual reality components. VR headsets which provide semi immersive technology will be replaced by entirely immersive technology-based products such as suits which allows haptic to full body. Fully Immersive virtual reality is the appearance of an artificial surrounding which replaces user’s real-world surroundings. Immersive is a significant component of virtual reality applications like VR gaming and VR therapy. Fully immersion provides distinctive features like physical interaction, 3D audio, narrative engagement and physical feedback. Companies are integrating touch to VR experiences, while the products like sense glove and teslasuit is an effort for providing a fully immersive technology by making use of haptic feedback. The suit uses an “electro-tactile haptic feedback system which helps in delivering real experience while playing. The suit is capable of sensing from the whole body whether the soft touch of warm rain, a substantial impact or even the cold.
Key Players
The prominent players in the Virtual reality Market are Microsoft Corporation (U.S.), Sony Corporation (Japan), Google, LLC (U.S.), Qualcomm Technologies, Inc (U.S.), Facebook, Inc (U.S.), Samsung Electronics (South Korea), Vuzix Corporation (U.S.), Sensics, Inc (Columbia), Eon Reality, Inc (U.S.), Avegant Corporation (U.S.), Sixense Entertainment, Inc (U.S.), among others.
Global Virtual Reality Market Analysis & Forecast for 2027
• To provide a detailed analysis of the market structure along with a forecast of the various segments and sub-segments of the virtual reality market
• To provide insights into factors affecting the market growth
• To analyze the virtual reality market based on Porter’s five force analysis
• To provide historical and forecast revenue of the market segments and sub-segments with respect to four main geographies and their countries-, North America, Asia Pacific, Europe, Middle East and Africa
• To provide country-level analysis of the market with respect to the current market size and future perspective
• To provide country-level analysis of the market for a segment by the component, device type, technology, and industry verticals
• To provide strategic profiling of key players in the market, comprehensively analyzing their core competencies, and drawing a competitive landscape for the market
• To track and examine competitive developments such as joint ventures, strategic alliances, mergers and acquisitions, new product developments, and research and developments in the virtual reality market
Target Audience
• Electronic Component suppliers
• Semiconductor foundries
• OEMs
• Optical Component Manufacturers
• Research Firms
• Technology standards organizations, forums, alliances, and associations
• Governments
• Business Planners
Key Findings
• The global virtual reality market is expected to reach USD 101.2 Billion by 2027.
• By component, the market was dominated by hardware in 2016. The software component is expected to show the highest growth rate.
• By device type, the market was dominated by head-mounted displays in 2016. The gesture tracking device is expected to show the highest CAGR.
• By technology, the market was dominated by fully immersive in 2016 and is also expected to show the highest CAGR.
• By vertical, the market was dominated by consumer electronics in 2016 and is expected to show the highest CAGR.
• Geographically, North America was dominating in 2016. Asia Pacific will show the highest growth rate.


Regional and Country Analysis of Global Virtual Reality Market Estimation and Forecast
The global virtual reality market by region was led by North America in 2016 and has occupied 33.2% market share. Asia Pacific has successfully counted on the second position in virtual reality market, globally by occupying 31.4% market share. Asia Pacific among all regions is considered to be the fastest growing region. Europe, on the other hand, shows positive growth in the market and rest of the world is growing with slow market growth.
• North America
o U.S.
o Canada
o Mexico
• Europe
o U.K.
o Germany
o France
o Italy
o Rest of Europe
• Asia Pacific
o China
o Japan
o India
o South Korea
o Rest of Asia Pacific
• Rest of the World (RoW)

【レポートの目次】

Table of Contents:

1 Executive Summary
2 Market Dynamics
2.1 Market Drivers
2.1.1 Growing demand of HMD in Gaming and Entertainment
2.1.2 Implementation of VR as part of Marketing Strategy
2.2 Market Challenges
2.2.1 High cost of manufacturing due to SoC integration
2.3 Opportunities
2.3.1 Advancement in Fully Immersive technology
2.3.2 Integration of 5G with VR
2.4 Supply Chain Analysis
2.5 Porter’s Five Forces Analysis
3 Global Virtual Reality Market, By Component
3.1 Introduction
3.2 Sub-segment
3.2.1 Hardware
3.2.1.1 Semiconductor Components
3.2.1.2 Sensors
3.2.1.3 Displays
3.2.2 Software
3.2.2.1 Software Developemnt Kits
3.2.2.2 Cloud Based
4 Global Virtual Reality Market, By Device Type
4.1 Introduction
4.2 Sub-Segment
4.2.1 Head Mounted Displays
4.2.2 Gesture Tracking Device
4.2.3 Projectors & Display Walls
4.2.4 3D Camera
5 Global Virtual Reality Market, By Technology
5.1 Introduction
5.2 Sub-Segment
5.2.1 Non-Immersive
5.2.2 Semi-Immersive
5.2.3 Fully Immersive
6 Global Virtual Reality Market, By Vertical
6.1 Introduction
6.2 Sub-segment
6.2.1 Consumer Electronics
6.2.2 Aerospace & Defence
6.2.3 Healthcare
6.2.4 Commercial
6.2.5 Industrial
6.2.6 Others
7 Global Virtual Reality Market, By Region
7.1 Introduction
7.2 Market, By Regions
7.2.1 North America
7.2.1.1 U.S.
7.2.1.2 Canada
7.2.1.3 Mexico
7.2.2 Europe
7.2.2.1 U.K.
7.2.2.2 Germany
7.2.2.3 France
7.2.2.4 Italy
7.2.2.5 Rest of Europe
7.2.3 Asia Pacific
7.2.3.1 China
7.2.3.2 Japan
7.2.3.3 India
7.2.3.4 South Korea
7.2.3.5 Rest of Asia Pacific
7.2.4 Rest of the World (RoW)
8 Competitive Landscape
8.1 Introduction
8.2 Market Share Analysis
8.3 Company Profiles
8.3.1 Microsoft Corporation
8.3.1.1 Company Overview
8.3.1.2 Product/Services Offering
8.3.1.3 Strategy
8.3.1.4 SWOT Analysis
8.3.2 Sony Corporation
8.3.2.1 Company Overview
8.3.2.2 Product /Services Offering
8.3.2.3 Strategy
8.3.2.4 SWOT Analysis
8.3.3 Google LLC
8.3.3.1 Company Overview
8.3.3.2 Product /Services Offering
8.3.3.3 Strategy
8.3.3.4 SWOT Analysis
8.3.4 Qualcomm Technologies, Inc
8.3.4.1 Company Overview
8.3.4.2 Product /Services Offering
8.3.5 Facebook, Inc
8.3.5.1 Company Overview
8.3.5.2 Product / Service offered
8.3.5.3 Strategy
8.3.5.4 SWOT Analysis
8.3.6 Samsung Electronics
8.3.6.1 Company overview
8.3.6.2 Product / Service offering
8.3.6.3 Strategy
8.3.6.4 SWOT Analysis
8.3.7 Vuzix Corporation
8.3.7.1 Company Overview
8.3.7.2 Product / Service offered
8.3.8 Sensics, Inc
8.3.8.1 Company Overview
8.3.8.2 Product / Service offered
8.3.9 Eon Reality, Inc
8.3.9.1 Company Overview
8.3.9.2 Product / Service offered
8.3.10 Avegant Corporation
8.3.10.1 Company Overview
8.3.10.2 Product /Services Offered
8.3.11 Sixense Entertainment, Inc
8.3.11.1 Company Overview
8.3.11.2 Product /Services offered
8.4 Appendix
8.5 Scope of the Study
8.5.1 Research Objective
8.5.2 Assumption
8.5.3 Limitation
8.6 Market Structure
9 Research Methodologies
9.1 Research Process
9.2 Primary Research
9.3 Secondary Research
9.4 Market Size Estimation
9.5 Forecast Model

List of Tables:

TABLE 1 GLOBAL VIRTUAL REALITY MARKET BY COMPONENT, 2017-2027 (USD BILLION)
TABLE 2 GLOBAL VIRTUAL REALITY MARKET, BY DEVICE TYPE, 2017-2027 (USD BILLION)
TABLE 3 GLOBAL VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2017-2027 (USD BILLION)
TABLE 4 GLOBAL VIRTUAL REALITY MARKET, BY VERTICAL 2017-2027 (USD BILLION)
TABLE 5 GLOBAL VIRTUAL REALITY MARKET, 2017-2027 (USD BILLION)
TABLE 6 NORTH AMERICA VIRTUAL REALITY MARKET BY COUNTRY,2017-2027 (USD BILLION)
TABLE 7 NORTH AMERICA VIRTUAL REALITY MARKET BY COMPONENT, 2017-2027 (USD BILLION)
TABLE 8 NORTH AMERICA VIRTUAL REALITY MARKET BY DEVICE TYPE, 2017-2027 (USD BILLION)
TABLE 9 NORTH AMERICA VIRTUAL REALITY MARKET BY TECHNOLOGY,2017-2027 (USD BILLION)
TABLE 10 NORTH AMERICA VIRTUAL REALITY MARKET BY VERTICAL, 2017-2027 (USD BILLION)
TABLE 11 U.S. VIRTUAL REALITY MARKET, BY COMPONENT, 2017-2027 (USD BILLION)
TABLE 12 U.S. VIRTUAL REALITY MARKET, BY DEVICE TYPE, 2017-2027 (USD BILLION)
TABLE 13 U.S. VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2017-2027 (USD BILLION)
TABLE 14 U.S. VIRTUAL REALITY MARKET, BY VERTICAL, 2017-2027 (USD BILLION)
TABLE 15 CANADA VIRTUAL REALITY MARKET, BY COMPONENT, 2017-2027 (USD BILLION)
TABLE 16 CANADA VIRTUAL REALITY MARKET, BY DEVICE TYPE, 2017-2027 (USD BILLION)
TABLE 17 CANADA VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2017-2027 (USD BILLION)
TABLE 18 CANADA VIRTUAL REALITY MARKET, BY VERTICAL, 2017-2027 (USD BILLION)
TABLE 19 MEXICO VIRTUAL REALITY MARKET, BY COMPONENT, 2017-2027 (USD BILLION)
TABLE 20 MEXICO VIRTUAL REALITY MARKET, BY DEVICE TYPE, 2017-2027 (USD BILLION)
TABLE 21 MEXICO VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2017-2027 (USD BILLION)
TABLE 22 MEXICO VIRTUAL REALITY MARKET, BY VERTICAL, 2017-2027 (USD BILLION)
TABLE 23 EUROPE VIRTUAL REALITY MARKET BY COUNTRY, 2017-2027 (USD BILLION)
TABLE 24 EUROPE VIRTUAL REALITY MARKET BY COMPONENT, 2017-2027 (USD BILLION)
TABLE 25 EUROPE VIRTUAL REALITY MARKET BY DEVICE TYPE, 2017-2027 (USD BILLION)
TABLE 26 EUROPE VIRTUAL REALITY MARKET BY TECHNOLOGY, 2017-2027 (USD BILLION)
TABLE 27 EUROPE VIRTUAL REALITY MARKET BY VERTICAL, 2017-2027 (USD BILLION)
TABLE 28 UK VIRTUAL REALITY MARKET, BY COMPONENT, 2017-2027 (USD BILLION)
TABLE 29 UK VIRTUAL REALITY MARKET, BY DEVICE TYPE, 2017-2027 (USD BILLION)
TABLE 30 UK VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2017-2027 (USD BILLION)
TABLE 31 UK VIRTUAL REALITY MARKET, BY VERTICAL, 2017-2027 (USD BILLION)
TABLE 32 GERMANY VIRTUAL REALITY MARKET, BY COMPONENT, 2017-2027 (USD BILLION)
TABLE 33 GERMANY VIRTUAL REALITY MARKET, BY DEVICE TYPE, 2017-2027 (USD BILLION)
TABLE 34 GERMANY VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2017-2027 (USD BILLION)
TABLE 35 GERMANY VIRTUAL REALITY MARKET, BY VERTICAL, 2017-2027 (USD BILLION)
TABLE 36 FRANCE VIRTUAL REALITY MARKET, BY COMPONENT, 2017-2027 (USD BILLION)
TABLE 37 FRANCE VIRTUAL REALITY MARKET, BY DEVICE TYPE, 2017-2027 (USD BILLION)
TABLE 38 FRANCE VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2017-2027 (USD BILLION)
TABLE 39 FRANCE VIRTUAL REALITY MARKET, BY VERTICAL, 2017-2027 (USD BILLION)
TABLE 40 ITALY VIRTUAL REALITY MARKET, BY COMPONENT, 2017-2027 (USD BILLION)
TABLE 41 ITALY VIRTUAL REALITY MARKET, BY DEVICE TYPE, 2017-2027 (USD BILLION)
TABLE 42 ITALY VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2017-2027 (USD BILLION)
TABLE 43 ITALY VIRTUAL REALITY MARKET, BY VERTICAL, 2017-2027 (USD BILLION)
TABLE 44 REST OF EUROPE VIRTUAL REALITY MARKET, BY COMPONENT, 2017-2027 (USD BILLION)
TABLE 45 REST OF EUROPE VIRTUAL REALITY MARKET, BY DEVICE TYPE, 2017-2027 (USD BILLION)
TABLE 46 REST OF EUROPE VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2017-2027 (USD BILLION)
TABLE 47 REST OF EUROPE VIRTUAL REALITY MARKET, BY VERTICAL, 2017-2027 (USD BILLION)
TABLE 48 ASIA PACIFIC VIRTUAL REALITY MARKET BY COUNTRY, 2017-2027 (USD BILLION)
TABLE 49 ASIA PACIFIC VIRTUAL REALITY MARKET BY COMPONENT, 2017-2027 (USD BILLION)
TABLE 50 ASIA PACIFIC VIRTUAL REALITY MARKET BY DEVICE TYPE, 2017-2027 (USD BILLION)
TABLE 51 ASIA PACIFIC VIRTUAL REALITY MARKET BY TECHNOLOGY, 2017-2027 (USD BILLION)
TABLE 52 ASIA PACIFIC VIRTUAL REALITY MARKET BY VERTICAL, 2017-2027 (USD BILLION)
TABLE 53 CHINA VIRTUAL REALITY MARKET, BY COMPONENT, 2017-2027 (USD BILLION)
TABLE 54 CHINA VIRTUAL REALITY MARKET, BY DEVICE TYPE, 2017-2027 (USD BILLION)
TABLE 55 CHINA VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2017-2027 (USD BILLION)
TABLE 56 CHINA VIRTUAL REALITY MARKET, BY VERTICAL, 2017-2027 (USD BILLION)
TABLE 57 JAPAN VIRTUAL REALITY MARKET, BY COMPONENT, 2017-2027 (USD BILLION)
TABLE 58 JAPAN VIRTUAL REALITY MARKET, BY DEVICE TYPE, 2017-2027 (USD BILLION)
TABLE 59 JAPAN VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2017-2027 (USD BILLION)
TABLE 60 JAPAN VIRTUAL REALITY MARKET, BY VERTICAL, 2017-2027 (USD BILLION)
TABLE 61 INDIA VIRTUAL REALITY MARKET, BY COMPONENT, 2017-2027 (USD BILLION)
TABLE 62 INDIA VIRTUAL REALITY MARKET, BY DEVICE TYPE, 2017-2027 (USD BILLION)
TABLE 63 INDIA VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2017-2027 (USD BILLION)
TABLE 64 INDIA VIRTUAL REALITY MARKET, BY VERTICAL, 2017-2027 (USD BILLION)
TABLE 65 SOUTH KOREA VIRTUAL REALITY MARKET, BY COMPONENT, 2017-2027 (USD BILLION)
TABLE 66 SOUTH KOREA VIRTUAL REALITY MARKET, BY DEVICE TYPE, 2017-2027 (USD BILLION)
TABLE 67 SOUTH KOREA VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2017-2027 (USD BILLION)
TABLE 68 SOUTH KOREA VIRTUAL REALITY MARKET, BY VERTICAL, 2017-2027 (USD BILLION)
TABLE 69 REST OF ASIA PACIFIC VIRTUAL REALITY MARKET, BY COMPONENT, 2017-2027 (USD BILLION)
TABLE 70 REST OF ASIA PACIFIC VIRTUAL REALITY MARKET, BY DEVICE TYPE, 2017-2027 (USD BILLION)
TABLE 71 REST OF ASIA PACIFIC VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2017-2027 (USD BILLION)
TABLE 72 REST OF ASIA PACIFIC VIRTUAL REALITY MARKET, BY VERTICAL, 2017-2027 (USD BILLION)
TABLE 73 REST OF THE WORLD VIRTUAL REALITY MARKET BY COMPONENT, 2017-2027 (USD BILLION)
TABLE 74 REST OF THE WORLD (ROW) VIRTUAL REALITY MARKET BY DEVICE TYPE, 2017-2027 (USD BILLION)
TABLE 75 REST OF THE WORLD (ROW) VIRTUAL REALITY MARKET BY TECHNOLOGY, 2017-2027 (USD BILLION)
TABLE 76 REST OF THE WORLD (ROW) VIRTUAL REALITY MARKET BY VERTICAL, 2017-2027 (USD BILLION)



List of Figures:

FIGURE 1 GLOBAL VIRTUAL REALITY MARKET: DRIVERS CHALLENGES & OPPORTUINITIES
FIGURE 2 GLOBAL VIRTUAL REALITY MARKET: SUPPLY CHAIN ANALYSIS
FIGURE 3 GLOBAL VIRTUAL REALITY MARKET: PORTER’S FIVE FORCES ANALYSIS
FIGURE 4 GLOBAL VIRTUAL REALITY MARKET BY COMPONENT, 2017-2027 (USD BILLION)
FIGURE 5 GLOBAL VIRTUAL REALITY MARKET, BY DEVICE TYPE, 2017-2027 (USD BILLION)
FIGURE 6 GLOBAL VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2017-2027 (USD BILLION)
FIGURE 7 GLOBAL VIRTUAL REALITY MARKET, BY VERTICAL 2017-2027 (USD BILLION)
FIGURE 8 GLOBAL VIRTUAL REALITY MARKET, BY REGION, 2017-2027 (USD BILLION)
FIGURE 9 NORTH AMERICA VIRTUAL REALITY MARKET BY COUNTRY,2017-2027 (USD BILLION)
FIGURE 10 NORTH AMERICA VIRTUAL REALITY MARKET BY COMPONENT, 2017-2027 (USD BILLION)
FIGURE 11 NORTH AMERICA VIRTUAL REALITY MARKET BY DEVICE TYPE, 2017- 2027 (USD BILLION)
FIGURE 12 NORTH AMERICA VIRTUAL REALITY MARKET BY TECHNOLOGY, 2017-2027 (USD BILLION)
FIGURE 13 NORTH AMERICA VIRTUAL REALITY MARKET BY VERTICAL, 2017-2027 (USD BILLION)
FIGURE 14 EUROPE VIRTUAL REALITY MARKET BY COUNTRY, 2017-2027 (USD BILLION)
FIGURE 15 EUROPE VIRTUAL REALITY MARKET BY COMPONENT, 2017-2027 (USD BILLION)
FIGURE 16 EUROPE VIRTUAL REALITY MARKET BY DEVICE TYPE, 2017-2027 (USD BILLION)
FIGURE 17 EUROPE VIRTUAL REALITY MARKET BY TECHNOLOGY, 2017-2027 (USD BILLION)
FIGURE 18 EUROPE VIRTUAL REALITY MARKET BY VERTICAL, 2017- 2027 (USD BILLION)
FIGURE 19 ASIA PACIFIC VIRTUAL REALITY MARKET BY COUNTRY, 2017-2027 (USD BILLION)
FIGURE 20 ASIA PACIFIC VIRTUAL REALITY MARKET BY COMPONENT, 2017-2027 (USD BILLION)
FIGURE 21 ASIA PACIFIC VIRTUAL REALITY MARKET BY DEVICE TYPE, 2017- 2027 (USD BILLION)
FIGURE 22 ASIA PACIFIC VIRTUAL REALITY MARKET BY TECHNOLOGY, 2017- 2027 (USD BILLION)
FIGURE 23 ASIA PACIFIC VIRTUAL REALITY MARKET BY VERTICAL, 2017- 2027 (USD BILLION)
FIGURE 24 REST OF THE WORLD (ROW) VIRTUAL REALITY MARKET BY COMPONENT, 2017-2027 (USD BILLION)
FIGURE 25 REST OF THE WORLD (ROW) VIRTUAL REALITY MARKET BY DEVICE TYPE, 2017-2027 (USD BILLION)
FIGURE 26 REST OF THE WORLD (ROW) VIRTUAL REALITY MARKET BY TECHNOLOGY, 2017- 2027 (USD BILLION)
FIGURE 27 REST OF THE WORLD (ROW) VIRTUAL REALITY MARKET BY VERTICAL, 2017-2027 (USD BILLION)
FIGURE 28 GLOBAL VIRTUAL REALITY KEY PLAYERS MARKET SHARE, 2016 (%)
FIGURE 29 GLOBAL VIRTUAL REALITY MARKET STRUCTURE
FIGURE 30 MRFR RESEARH PROCESS



【レポートのキーワード】

バーチャルリアリティ(VR)

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