仮想現実の世界市場

【英語タイトル】Virtual Reality - Thematic Research

GlobalDataが出版した調査資料(GDATA9120278)・商品コード:GDATA9120278
・発行会社(調査会社):GlobalData
・発行日:2019年10月
・ページ数:43
・レポート言語:英語
・レポート形式:PDF
・納品方法:Eメール(受注後24時間以内)
・調査対象地域:グローバル
・産業分野:技術
◆販売価格オプション(消費税別)
Single User(1名様閲覧用)USD1,950 ⇒換算¥210,600見積依頼/購入/質問フォーム
Site License(同一事業所内共有可)USD3,900 ⇒換算¥421,200見積依頼/購入/質問フォーム
Enterprisewide Price(複数事業所内共有可)USD5,850 ⇒換算¥631,800見積依頼/購入/質問フォーム
販売価格オプションの説明
※お支払金額:換算金額(日本円)+消費税
※納期:即日〜2営業日(3日以上かかる場合は別途表記又はご連絡)
※お支払方法:納品日+5日以内に請求書を発行・郵送(請求書発行日より2ヶ月以内に銀行振込、振込先:三菱UFJ銀行/H&Iグローバルリサーチ株式会社、支払期限と方法は調整可能)
【レポートの概要】

Virtual Reality – Thematic Research
Summary

Virtual reality (VR) has been around, in one form or another, since the mid-1950s. At several points over the last sixty-plus years, it has been touted as the next big thing in consumer technology, without ever fulfilling its potential. Facebook’s $2bn acquisition of Oculus in 2014 prompted another wave of interest, with adherents, eager to forget VR’s chequered past, dubbing the new generation of devices that followed in the wake of this deal VR 1.0.

Devices from Oculus, Sony, Samsung, Google, and HTC (among others) gained a foothold in the market, but VR 1.0 remained a niche concern, popular primarily with affluent early adopters and hampered, like previous iterations of VR, by technical drawbacks and unrealistic expectations. Consequently, the industry finds itself in transition once again, moving between VR 1.0 and a second generation which holds the potential for more mainstream adoption.

Aided by custom silicon, untethered headsets, robust business models, new content, and enterprise applications, the nascent VR 2.0 already appears more dynamic and results-oriented than the previous generation. The integration of artificial intelligence (AI), cloud services, motion tracking, eye tracking, 3D audio, and haptics should enable second-generation VR devices to deliver truly immersive experiences. GlobalData expects the VR market, worth nearly $7bn in 2018, to become a $28bn industry by 2030, having grown at a compound annual growth rate (CAGR) of 13% over that period.

Key Highlights

- Analysis of VR tends to focus on the consumer market, but enterprise adoption is also accelerating, with notable activity in areas like retail, tourism, and healthcare. VR companies are developing domain-specific tools for functions such as training, education, and data visualization.
- At the same time, consumer-focused VR companies continue their search for the semi-mythical killer app that would make VR a mainstream hit. The market remains heavily gaming-oriented but is gaining traction in areas such as live streaming and social media. Over the next few years, players in this sector will face a battle for supremacy against related technologies, especially augmented reality (AR).

Scope

- This report provides an overview of the global virtual reality market.
- It identifies the key trends impacting growth of the theme over the next 12 to 24 months.
- It includes a comprehensive industry analysis, outlining the main growth areas and potential use cases.
- It identifies the leading players in the VR market, across all segments of the value chain.

Reasons to buy

- VR is entering its second generation, which is expected to have greater appeal to consumers as well as enterprises compared to the previous generation.
- VR technology has evolved significantly over the past five years, with improvements on both the hardware and software side. However, issues like latency, nausea, high prices, and underdeveloped ecosystems have been obstacles to widespread adoption. In this report, we look at how VR theme is shaping up and how we think it will develop over the next decade.

【レポートの目次】

Table of Contents
Players
Technology briefing
Trends
Industry analysis
Value chain
Companies
Sector scorecards
Glossary
Appendix: Our thematic research methodology





【掲載企業】

Alphabet
Amazon
Facebook
HP
HTC
Microsoft
Nvidia
Qualcomm
Samsung
Sony
Ubisoft
Unity
Virtuix
Walt Disney

★調査レポート[仮想現実の世界市場] (コード:GDATA9120278)販売に関する免責事項を必ずご確認ください。
★調査レポート[仮想現実の世界市場]についてメールでお問い合わせ


◆H&Iグローバルリサーチのお客様(例)◆