Virtual Reality Market by Offering (Hardware and Software), Technology, Device Type (Head-Mounted Display, Gesture-Tracking Device), Application (Consumer, Commercial, Enterprise, Healthcare, Aerospace & Defense) and Geography - Global Forecast to 2024

仮想現実(VR)の世界市場予測(~2024年)

◆タイトル:Virtual Reality Market by Offering (Hardware and Software), Technology, Device Type (Head-Mounted Display, Gesture-Tracking Device), Application (Consumer, Commercial, Enterprise, Healthcare, Aerospace & Defense) and Geography - Global Forecast to 2024
◆商品コード:SE 3528
◆調査・発行会社:MarketsandMarkets
◆発行日:2019年1月21日
◆ページ数:158
◆レポート形式:PDF / 英語
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【レポートの概要】

仮想現実(VR)の世界市場は、2018年の79億米ドルから2024年には447億米ドルに達し、この期間中33.47%の年平均成長率で成長すると予測されています。この市場の成長を促す要因として、ゲームおよびエンターテインメント分野におけるHMDの普及、VR市場への巨額の投資、技術の進歩やデジタル化の拡大、そしてVR機器が手頃な価格で入手可能になっていることが考えられます。一方で、VRデバイスの全体的なパフォーマンスに影響を与えるディスプレイ表示遅延とエネルギー消費、さらには低解像度画像や運動不足による健康上の懸念により、市場全体の成長が抑制される可能性があります。当調査レポートでは、仮想現実(VR)の世界市場について調査・分析し、エグゼクティブサマリー、市場インサイト、市場概観/市場動向、提供別(ハードウェア、ソフトウェア)分析、技術別分析、デバイスの種類別(ヘッドマウントディスプレイ、ジェスチャートラッキングデバイス)分析、用途別(家電、商業、企業、ヘルスケア、航空宇宙・防衛)分析、仮想現実(VR)の世界市場規模及び予測、市場動向、競争状況、関連企業分析などの情報をお届けいたします。

“Virtual reality market projected to grow at 33.47% CAGR during 2018–2024” The virtual reality (VR) market is expected to grow from USD 7.9 billion in 2018 to USD 44.7 billion by 2024, at a CAGR of 33.47% during the forecast period. The penetration of HMDs in the gaming and entertainment sector, huge investments in VR market, advancement of technology and growing digitization, and availability of affordable VR devices are the major factors fueling the growth of the overall market. However, display latency and energy consumption affecting the overall performance of VR devices and health concerns relating to low resolution and lack of movement might restrain the overall growth of the market.
“Fully immersive technology to grow at highest CAGR during forecast period”
The fully immersive technology-based VR devices enable users to feel the virtual environment in a realistic way. Head-mounted displays (HMD) or virtual reality goggles offer a fully immersive virtual reality environment. The realistic and interactive real-time environment offered by these devices make them ideal for gaming and entertainment. The increased use of fully immersive technology in the HMDs will drive this technology in the VR market.
“Software to register high CAGR in virtual reality market during forecast period”
VR devices have been available from last 3–4 years in a good number, though the content creation for the VR devices was lacking. Recently, the VR content creation has witnessed a high growth owing to the high demand. This will boost the VR software market growth in the next 5 years. The cloud-based services for VR and SDKs will play a crucial role in the development of the VR software market.
“APAC to lead virtual reality market by 2024”
Growing consumer and commercial markets with increasing investments in countries such as Japan, India, and China would boost the growth of the VR market in APAC. The use of VR has increased in commercial and consumer markets in APAC owing to the easy availability of VR technology in the region. The low-priced VR headsets are easily available in APAC countries, which would, in turn, help the market in APAC grow at a high pace. APAC will grow at the highest CAGR and is also expected to lead the VR market by 2024.
In the process of determining and verifying the market size for several segments and subsegments gathered through the secondary research, extensive primary interviews have been conducted with key industry experts in the virtual reality marketspace. The break-up of primary participants for the report has been shown below:
• By Company Type: Tier 1 – 36%, Tier 2 – 44%, and Tier 3 – 20%
• By Designation: C-level Executives – 61%, and Managers – 39%
• By Region: North America – 35%, Europe – 32%, APAC – 21%, South America – 7%, and Middle East & Africa – 5%
The report profiles key players in the virtual reality market with their respective market ranking analysis. Prominent players profiled in this report are Sony (Japan), Samsung Electronics (South Korea), Google (US), Microsoft (US), HTC (Taiwan), Oculus (US), Eon Reality (US), Vuzix (US), CyberGlove Systems (US), Leap Motion (US), Sensics (US), Sixense Enterprises (US), Nintendo (Japan), Psious (Spain), Mindmaze (Switzerland), WorldViz (US), Firsthand Technology (US), Virtuix (US), Survios (US), Merge Labs (US), SpaceVR (US), and Virtually Live (Switzerland).
Research Coverage:
This research report categorizes the global virtual reality market on the basis of technology, offering, device type, application, and geography. The report describes the major drivers, restraints, challenges, and opportunities pertaining to the virtual reality market and forecasts the same till 2024.
Key Benefits of Buying the Report
The report would help leaders/new entrants in this market in the following ways:
1. This report segments the virtual reality market comprehensively and provides the closest market size projection for all subsegments across different regions.
2. The report helps stakeholders understand the pulse of the market and provides them with information on key drivers, restraints, challenges, and opportunities for market growth.
3. This report would help stakeholders understand their competitors better and gain more insights to improve their position in the business. The competitive landscape section includes product launches, partnerships, acquisitions, collaborations, expansion, and capital funding.

【レポートの目次】

TABLE OF CONTENTS

1 INTRODUCTION 16
1.1 STUDY OBJECTIVES 16
1.2 DEFINITION 16
1.3 STUDY SCOPE 17
1.3.1 MARKETS COVERED 17
1.3.2 YEARS CONSIDERED 18
1.4 CURRENCY 18
1.5 LIMITATIONS 18
1.6 STAKEHOLDERS 19
2 RESEARCH METHODOLOGY 20
2.1 RESEARCH DATA 20
2.1.1 SECONDARY DATA 21
2.1.1.1 Secondary sources 21
2.1.2 PRIMARY DATA 22
2.1.2.1 Primary interviews with experts 22
2.1.2.2 Breakdown of primaries 22
2.1.2.3 Key data from primary sources 23
2.1.3 SECONDARY AND PRIMARY RESEARCH 24
2.1.3.1 Key industry insights 25
2.2 MARKET SIZE ESTIMATION 26
2.2.1 BOTTOM-UP APPROACH 26
2.2.2 TOP-DOWN APPROACH 27
2.3 MARKET BREAKDOWN & DATA TRIANGULATION 29
2.4 RESEARCH ASSUMPTIONS 30
3 EXECUTIVE SUMMARY 31
4 PREMIUM INSIGHTS 36
4.1 ATTRACTIVE MARKET OPPORTUNITIES IN VIRTUAL REALITY MARKET 36
4.2 VIRTUAL REALITY MARKET IN APAC, BY APPLICATION AND COUNTRY 37
4.3 VIRTUAL REALITY MARKET: DEVELOPED VS. DEVELOPING MARKETS, 2017 AND 2024 (USD BILLION) 37
4.4 VIRTUAL REALITY MARKET: MAJOR COUNTRIES 38
5 MARKET OVERVIEW 39
5.1 INTRODUCTION 39
5.2 HISTORY AND EVOLUTION OF VR TECHNOLOGY 39
5.3 MARKET DYNAMICS: VR MARKET 40
5.3.1 DRIVERS 40
5.3.1.1 Penetration of HMDs in gaming and entertainment sector 40
5.3.1.2 Huge investments in VR market 41
5.3.1.3 Advancement of technology and growing digitization 41
5.3.1.4 Availability of affordable VR devices 41
5.3.2 RESTRAINTS 41
5.3.2.1 Display latency and energy consumption affect overall performance of VR devices 41
5.3.2.2 Health concerns relating to low resolution and lack of movement 42
5.3.3 OPPORTUNITIES 42
5.3.3.1 Penetration of HMDs in healthcare and architectural applications 42
5.3.3.2 Use of VR in aerospace & defense for training and simulation 42
5.3.4 CHALLENGES 42
5.3.4.1 Developing user-friendly VR systems 42
5.4 VALUE CHAIN ANALYSIS 43
5.5 EMERGING TRENDS 44
5.5.1 MICRODISPLAYS FOR VR 44
5.5.1.1 LOMID project 45
5.5.1.2 Kopin’s microdisplay for VR HMD 45
6 VIRTUAL REALITY MARKET, BY TECHNOLOGY 46
6.1 INTRODUCTION 47
6.2 VIRTUAL REALITY TECHNOLOGY 47
6.2.1 NONIMMERSIVE TECHNOLOGY 48
6.2.1.1 Usage of nonimmersive technology in VR software development set to drive the market 48
6.2.2 SEMI-IMMERSIVE AND FULLY IMMERSIVE TECHNOLOGY 48
6.2.2.1 Fully immersive technology to be the major driver owing to demand in VR HMDs 48
7 VIRTUAL REALITY MARKET, BY OFFERING 50
7.1 INTRODUCTION 51
7.2 HARDWARE 52
7.2.1 SENSORS 53
7.2.1.1 Accelerometer 53
7.2.1.2 Gyroscope 53
7.2.1.3 Magnetometer 53
7.2.1.4 Proximity sensor 54
7.2.2 SEMICONDUCTOR COMPONENTS 54
7.2.2.1 Controller and processor 54
7.2.2.2 Integrated circuits 54
7.2.3 DISPLAYS AND PROJECTORS 54
7.2.4 POSITION TRACKERS 54
7.2.5 CAMERAS 55
7.2.6 OTHERS 55
7.3 SOFTWARE 55
7.3.1 SDKS WILL PLAY CRUCIAL ROLE IN VR SOFTWARE MARKET 55
7.3.1.1 Software development kits 55
7.3.1.2 Cloud-based services 56
7.4 VR CONTENT CREATION 57
7.4.1 VR CONTENT CREATION IS THE KEY TO STRENGTHEN VR TECHNOLOGY AND GROWTH OF VR HARDWARE DEVICES 57
8 VIRTUAL REALITY MARKET, BY DEVICE TYPE 58
8.1 INTRODUCTION 59
8.2 VIRTUAL REALITY DEVICES 59
8.2.1 HEAD-MOUNTED DISPLAYS 60
8.2.1.1 Use of HMDs in gaming and entertainment is the major driver for growth of VR hardware devices 60
8.2.2 GESTURE-TRACKING DEVICES 62
8.2.2.1 Gesture-tracking devices to play crucial role in healthcare and gaming applications 62
8.2.2.1.1 Data gloves 62
8.2.2.1.2 Others 62
8.2.3 PROJECTORS & DISPLAY WALLS 63
8.2.3.1 Projectors & display walls are new growth avenues in VR hardware market 63
9 VIRTUAL REALITY MARKET, BY APPLICATION 65
9.1 INTRODUCTION 66
9.2 VIRTUAL REALITY APPLICATIONS 66
9.2.1 CONSUMER 67
9.2.1.1 Gaming and entertainment applications are major drivers for VR market growth 67
9.2.1.1.1 Gaming and entertainment 71
9.2.1.1.2 Sports 71
9.2.1.2 Use-cases in consumer 72
9.2.2 COMMERCIAL 72
9.2.2.1 Retail and ecommerce to drive commercial application in VR market 72
9.2.2.1.1 Retail & Ecommerce 75
9.2.2.1.2 Education and training 76
9.2.2.1.3 Travel and tourism 76
9.2.2.1.4 Advertising 76
9.2.2.2 Use-cases in commercial 77
9.2.3 ENTERPRISE 77
9.2.3.1 Increased use of VR technology and devices in industrial facilities to drive enterprise application in VR market 77
9.2.3.2 Use-cases in enterprise 80
9.2.4 HEALTHCARE 80
9.2.4.1 Patient care management and medical training & education are major applications driving the growth of VR in healthcare 80
9.2.4.1.1 Surgery 83
9.2.4.1.2 Patient care management 83
9.2.4.1.3 Fitness management 84
9.2.4.1.4 Pharmacy management 84
9.2.4.1.5 Medical training and education 84
9.2.4.2 Use-cases in healthcare 84
9.2.5 AEROSPACE & DEFENSE 85
9.2.5.1 Simulation training to be major growth factor of VR in aerospace & defense 85
9.2.5.2 Use-case in aerospace & defense 88
9.2.6 OTHERS 88
9.2.6.1 Automotive 91
9.2.6.2 Real estate (architecture and building design) 91
9.2.6.3 Geospatial mining 91
9.2.6.4 Use-cases in other applications 92
10 VIRTUAL REALITY MARKET, GEOGRAPHICAL ANALYSIS 93
10.1 INTRODUCTION 94
10.2 NORTH AMERICA 96
10.2.1 US 98
10.2.1.1 Strong presence of VR companies in US likely to drive the market 98
10.2.2 CANADA 99
10.2.2.1 Increasing investment in cutting-edge technologies to fuel VR market growth in Canada 99
10.2.3 MEXICO 99
10.2.3.1 Evolving industries in Mexico to drive the market growth 99
10.3 EUROPE 99
10.3.1 GERMANY 101
10.3.1.1 High adoption of new technologies in manufacturing to drive the market in Germany 101
10.3.2 FRANCE 101
10.3.2.1 High adoption in retail to enhance growth of VR market in France 101
10.3.3 UK 102
10.3.3.1 Continuous focus on digitalization likely to drive growth of VR market in UK 102
10.3.4 REST OF EUROPE 102
10.3.4.1 Inflow of products and technology from UK, Germany, and France would propel VR market growth in Rest of Europe 102
10.4 APAC 103
10.4.1 CHINA 105
10.4.1.1 High number of local players producing VR devices to drive growth of VR market in China 105
10.4.2 INDIA 106
10.4.2.1 Increasing awareness of advanced technology to play crucial role in the growth of VR market in India 106
10.4.3 JAPAN 106
10.4.3.1 High growth of healthcare sector in Japan to fuel growth of VR market 106
10.4.4 SOUTH KOREA 107
10.4.4.1 Digital revolution in industrial sector in South Korea would drive growth of VR market 107
10.4.5 REST OF APAC 107
10.4.5.1 High consumer spending in Rest of APAC would boost the VR market 107
10.5 ROW 107
10.5.1 MIDDLE EAST & AFRICA 108
10.5.1.1 Oil & gas and mining to fuel growth of VR devices in Middle East and Africa 108
10.5.2 SOUTH AMERICA 108
10.5.2.1 Growing consumer market to drive growth of VR market in South America 108
11 COMPETITIVE LANDSCAPE 109
11.1 INTRODUCTION 109
11.2 COMPETITIVE SCENARIO 111
11.2.1 PRODUCT LAUNCHES & DEVELOPMENTS 111
11.2.2 PARTNERSHIPS 112
11.2.3 AGREEMENTS, COLLABORATIONS, AND CAPITAL FUNDING 112
11.2.4 ACQUISITIONS AND EXPANSIONS 113
11.3 VIRTUAL REALITY MARKET, COMPETITIVE LEADERSHIP MAPPING 114
11.3.1 VISIONARY LEADERS 115
11.3.2 DYNAMIC DIFFERTIATORS 115
11.3.3 INNOVATORS 115
11.3.4 EMERGING COMPANIES 115
12 COMPANY PROFILES 116
12.1 INTRODUCTION 116
(Business Overview, Products Offered, Recent Developments, SWOT Analysis, and MnM View)*
12.2 KEY PLAYERS 117
12.2.1 GOOGLE 117
12.2.2 MICROSOFT 120
12.2.3 OCULUS VR (FACEBOOK) 123
12.2.4 SONY 125
12.2.5 SAMSUNG ELECTRONICS 128
12.2.6 HTC 131
12.2.7 EON REALITY 134
12.2.8 VUZIX 137
12.2.9 CYBERGLOVE SYSTEMS 139
12.2.10 LEAP MOTION 141
12.2.11 SENSICS 143
12.2.12 SIXENSE ENTERPRISES 145
12.3 KEY INNOVATORS 147
12.3.1 NINTENDO 147
12.3.2 PSIOUS 147
12.3.3 MINDMAZE 148
12.3.4 FIRSTHAND TECHNOLOGY 148
12.3.5 WORLDVIZ 149
12.3.6 VIRTUIX 149
12.3.7 SURVIOS 149
12.3.8 MERGE LABS 150
12.3.9 SPACEVR 150
12.3.10 VIRTUALLY LIVE 150
*Details on Business Overview, Products Offered, Recent Developments, SWOT Analysis, and MnM View might not be captured in case of unlisted companies.
13 APPENDIX 151
13.1 INSIGHTS OF INDUSTRY EXPERTS 151
13.2 DISCUSSION GUIDE 152
13.3 KNOWLEDGE STORE: MARKETSANDMARKETS’ SUBSCRIPTION PORTAL 154
13.4 AVAILABLE CUSTOMIZATIONS 156
13.5 RELATED REPORTS 156
13.6 AUTHOR DETAILS 157

LIST OF TABLES

TABLE 1 VR MARKET, BY TECHNOLOGY, 2016–2024 (USD MILLION) 47
TABLE 2 VR MARKET FOR NONIMMERSIVE TECHNOLOGY, BY OFFERING,
2016–2024 (USD MILLION) 48
TABLE 3 VR MARKET FOR SEMI- AND FULLY IMMERSIVE TECHNOLOGIES,
BY OFFERING, 2016–2024 (USD MILLION) 49
TABLE 4 VR MARKET, BY OFFERING, 2016–2024 (USD MILLION) 51
TABLE 5 VR MARKET, HARDWARE, 2016–2024 (USD MILLION) 52
TABLE 6 VR MARKET FOR SOFTWARE, BY APPLICATION, 2016–2024 (USD MILLION) 56
TABLE 7 VIRTUAL REALITY MARKET, DEVICE TYPE, 2016–2024 (USD MILLION) 59
TABLE 8 VIRTUAL REALITY MARKET, DEVICE TYPE, 2016–2024 (THOUSAND UNITS) 60
TABLE 9 VIRTUAL REALITY HMD MARKET, BY APPLICATION, 2016–2024 (USD MILLION) 61
TABLE 10 VIRTUAL REALITY MARKET FOR GESTURE-TRACKING DEVICES,
BY APPLICATION, 2016–2024 (USD MILLION) 62
TABLE 11 VIRTUAL REALITY MARKET FOR PROJECTORS & DISPLAY WALLS,
BY APPLICATION, 2016–2024 (USD MILLION) 63
TABLE 12 VIRTUAL REALITY MARKET, BY APPLICATION, 2016–2024 (USD MILLION) 66
TABLE 13 VIRTUAL REALITY MARKET FOR CONSUMER APPLICATIONS, BY DEVICE TYPE, 2016–2024 (USD MILLION) 67
TABLE 14 VIRTUAL REALITY MARKET FOR CONSUMER APPLICATIONS, BY REGION,
2016–2024 (USD MILLION) 68
TABLE 15 VIRTUAL REALITY MARKET FOR CONSUMER APPLICATIONS IN NORTH AMERICA,
BY COUNTRY, 2016–2024 (USD MILLION) 69
TABLE 16 VIRTUAL REALITY MARKET FOR CONSUMER APPLICATIONS IN EUROPE,
BY COUNTRY, 2016–2024 (USD MILLION) 69
TABLE 17 VIRTUAL REALITY MARKET FOR CONSUMER APPLICATIONS IN APAC, BY COUNTRY, 2016–2024 (USD MILLION) 70
TABLE 18 VIRTUAL REALITY MARKET FOR CONSUMER APPLICATIONS IN ROW, BY REGION, 2016–2024 (USD MILLION) 70
TABLE 19 VIRTUAL REALITY MARKET FOR COMMERCIAL APPLICATIONS, BY DEVICE TYPE, 2016–2024 (USD MILLION) 72
TABLE 20 VIRTUAL REALITY MARKET FOR COMMERCIAL APPLICATIONS, BY REGION,
2016–2024 (USD MILLION) 73
TABLE 21 VIRTUAL REALITY MARKET FOR COMMERCIAL APPLICATIONS IN NORTH AMERICA, BY COUNTRY, 2016–2024 (USD MILLION) 73
TABLE 22 VIRTUAL REALITY MARKET FOR COMMERCIAL APPLICATIONS IN EUROPE,
BY COUNTRY, 2016–2024 (USD MILLION) 74
TABLE 23 VIRTUAL REALITY MARKET FOR COMMERCIAL APPLICATIONS IN APAC,
BY COUNTRY, 2016–2024 (USD MILLION) 74
TABLE 24 VIRTUAL REALITY MARKET FOR COMMERCIAL APPLICATIONS IN ROW, BY REGION, 2016–2024 (USD MILLION) 75
TABLE 25 VIRTUAL REALITY MARKET FOR ENTERPRISE APPLICATIONS, BY DEVICE TYPE, 2016–2024 (USD MILLION) 77
TABLE 26 VIRTUAL REALITY MARKET FOR ENTERPRISE APPLICATIONS, BY REGION,
2016–2024 (USD MILLION) 78
TABLE 27 VIRTUAL REALITY MARKET FOR ENTERPRISE APPLICATIONS IN NORTH AMERICA, BY COUNTRY, 2016–2024 (USD MILLION) 78
TABLE 28 VIRTUAL REALITY MARKET FOR ENTERPRISE APPLICATIONS IN EUROPE,
BY COUNTRY, 2016–2024 (USD MILLION) 79
TABLE 29 VIRTUAL REALITY MARKET FOR ENTERPRISE APPLICATIONS IN APAC, BY COUNTRY, 2016–2024 (USD MILLION) 79
TABLE 30 VIRTUAL REALITY MARKET FOR ENTERPRISE APPLICATIONS IN ROW, BY REGION, 2016–2024 (USD MILLION) 80
TABLE 31 VIRTUAL REALITY MARKET FOR HEALTHCARE APPLICATIONS, BY DEVICE TYPE, 2016–2024 (USD MILLION) 81
TABLE 32 VIRTUAL REALITY MARKET FOR HEALTHCARE APPLICATIONS, BY REGION,
2016–2024 (USD MILLION) 81
TABLE 33 VIRTUAL REALITY MARKET FOR HEALTHCARE APPLICATIONS IN NORTH AMERICA, BY COUNTRY, 2016–2024 (USD MILLION) 82
TABLE 34 VIRTUAL REALITY MARKET FOR HEALTHCARE APPLICATIONS IN EUROPE,
BY COUNTRY, 2016–2024 (USD MILLION) 82
TABLE 35 VIRTUAL REALITY MARKET FOR HEALTHCARE APPLICATIONS IN APAC,
BY COUNTRY, 2016–2024 (USD MILLION) 83
TABLE 36 VIRTUAL REALITY MARKET FOR HEALTHCARE APPLICATIONS IN ROW, BY REGION, 2016–2024 (USD MILLION) 83
TABLE 37 VIRTUAL REALITY MARKET FOR AEROSPACE & DEFENSE APPLICATIONS, BY DEVICE TYPE, 2016–2024 (USD MILLION) 85
TABLE 38 VIRTUAL REALITY MARKET FOR AEROSPACE & DEFENSE APPLICATIONS,
BY REGION, 2016–2024 (USD MILLION) 86
TABLE 39 VIRTUAL REALITY MARKET FOR AEROSPACE & DEFENSE APPLICATIONS IN NORTH AMERICA, BY COUNTRY, 2016–2024 (USD MILLION) 86
TABLE 40 VIRTUAL REALITY MARKET FOR AEROSPACE & DEFENSE APPLICATIONS IN EUROPE, BY COUNTRY, 2016–2024 (USD MILLION) 87
TABLE 41 VIRTUAL REALITY MARKET FOR AEROSPACE & DEFENSE APPLICATIONS IN
APAC, BY COUNTRY, 2016–2024 (USD MILLION) 87
TABLE 42 VIRTUAL REALITY MARKET FOR AEROSPACE & DEFENSE APPLICATIONS IN
ROW, BY REGION, 2016–2024 (USD MILLION) 88
TABLE 43 VIRTUAL REALITY MARKET FOR OTHER APPLICATIONS, BY DEVICE TYPE,
2016–2024 (USD MILLION) 88
TABLE 44 VIRTUAL REALITY MARKET FOR OTHER APPLICATIONS, BY REGION,
2016–2024 (USD MILLION) 89
TABLE 45 VIRTUAL REALITY MARKET FOR OTHER APPLICATIONS IN NORTH AMERICA,
BY COUNTRY, 2016–2024 (USD MILLION) 89
TABLE 46 VIRTUAL REALITY MARKET FOR OTHER APPLICATIONS IN EUROPE, BY COUNTRY, 2016–2024 (USD MILLION) 90
TABLE 47 VIRTUAL REALITY MARKET FOR OTHER APPLICATIONS IN APAC, BY COUNTRY, 2016–2024 (USD MILLION) 90
TABLE 48 VIRTUAL REALITY MARKET FOR OTHER APPLICATIONS IN ROW, BY REGION,
2016–2024 (USD MILLION) 91
TABLE 49 VR MARKET, BY REGION, 2016–2024 (USD MILLION) 95
TABLE 50 VR MARKET IN NORTH AMERICA, BY APPLICATION, 2016–2024 (USD MILLION) 97
TABLE 51 VR MARKET IN NORTH AMERICA, BY COUNTRY, 2016–2024 (USD MILLION) 98
TABLE 52 VR MARKET IN EUROPE, BY APPLICATION, 2016–2024 (USD MILLION) 100
TABLE 53 VR MARKET IN EUROPE, BY COUNTRY, 2016–2024 (USD MILLION) 101
TABLE 54 VR MARKET IN APAC, BY APPLICATION, 2016–2024 (USD MILLION) 104
TABLE 55 VR MARKET IN APAC, BY COUNTRY, 2016–2024 (USD MILLION) 105
TABLE 56 VR MARKET IN ROW, BY APPLICATION, 2016–2024 (USD MILLION) 107
TABLE 57 VR MARKET IN ROW, BY REGION, 2016–2024 (USD MILLION) 108
TABLE 58 PRODUCT LAUNCHES & DEVELOPMENTS: VIRTUAL REALITY MARKET,
2017 & 2018 111
TABLE 59 PARTNERSHIPS: VIRTUAL REALITY MARKET, 2014–2017 112
TABLE 60 AGREEMENTS, COLLABORATIONS, AND CAPITAL FUNDING:
VIRTUAL REALITY, 2014–2017 112
TABLE 61 ACQUISITIONS AND EXPANSIONS: VIRTUAL REALITY MARKET, 2014–2017 113


LIST OF FIGURES

FIGURE 1 MARKET SEGMENTATION 17
FIGURE 2 VR MARKET: RESEARCH DESIGN 20
FIGURE 3 BOTTOM-UP APPROACH TO ARRIVE AT THE MARKET SIZE 27
FIGURE 4 TOP-DOWN APPROACH TO ARRIVE AT THE MARKET SIZE 28
FIGURE 5 DATA TRIANGULATION METHODOLOGY 29
FIGURE 6 VIRTUAL REALITY MARKET, 2016–2024 (USD BILLION) 31
FIGURE 7 HEAD-MOUNTED DISPLAYS HELD LARGEST SHARE IN VIRTUAL REALITY
MARKET IN 2017 32
FIGURE 8 CONSUMER APPLICATION TO LEAD VIRTUAL REALITY MARKET FROM
2018 TO 2024 33
FIGURE 9 APAC TO HOLD LARGEST SHARE OF VIRTUAL REALITY MARKET BY 2024 34
FIGURE 10 NORTH AMERICA HELD LARGEST SIZE OF VR MARKET FOR CONSUMER APPLICATIONS IN 2017 35
FIGURE 11 GROWING CONSUMER APPLICATIONS OF VIRTUAL REALITY TO DRIVE MARKET GROWTH DURING FORECAST PERIOD 36
FIGURE 12 CONSUMER APPLICATION AND CHINA TO HOLD LARGEST SHARE OF VIRTUAL REALITY MARKET IN APAC BY 2024 37
FIGURE 13 CHINA EXPECTED TO WITNESS HIGHEST CAGR BY 2024 37
FIGURE 14 CHINA TO GROW AT FASTEST RATE DURING FORECAST PERIOD 38
FIGURE 15 EVOLUTION OF VR TECHNOLOGY 39
FIGURE 16 DEMAND FOR VR APPLICATIONS IN GAMING AND ENTERTAINMENT SECTOR WILL DRIVE GROWTH OF VR MARKET 40
FIGURE 17 VALUE CHAIN ANALYSIS (2017): MAJOR VALUES ARE ADDED DURING RESEARCH AND PRODUCT DEVELOPMENT, AND MANUFACTURING STAGES 43
FIGURE 18 ELEMENTS OF VR ECOSYSTEM 43
FIGURE 19 SEMI-AND FULLY IMMERSIVE TECHNOLOGIES DOMINATE VIRTUAL REALITY MARKET DURING FORECAST PERIOD 47
FIGURE 20 VR MARKET FOR SOFTWARE TO WITNESS HIGHER CAGR DURING FORECAST PERIOD 51
FIGURE 21 VIRTUAL REALITY MARKET FOR DISPLAYS AND PROJECTORS TO WITNESS HIGHEST CAGR DURING FORECAST PERIOD 52
FIGURE 22 VR SOFTWARE MARKET FOR ENTERPRISE APPLICATION TO WITNESS HIGHEST CAGR DURING FORECAST PERIOD 56
FIGURE 23 VIRTUAL REALITY MARKET FOR GESTURE-TRACKING DEVICES TO WITNESS HIGHEST CAGR DURING FORECAST PERIOD 59
FIGURE 24 VIRTUAL REALITY MARKET FOR GESTURE-TRACKING DEVICES TO WITNESS HIGHEST CAGR DURING FORECAST PERIOD IN TERMS OF MARKET SHIPMENTS 60
FIGURE 25 VR MARKET FOR ENTERPRISE APPLICATIONS TO WITNESS HIGHEST CAGR FROM 2018 TO 2024 66
FIGURE 26 GEOGRAPHIC SNAPSHOT: VR MARKET IN APAC TO WITNESS HIGHEST GROWTH RATE DURING FORECAST PERIOD 94
FIGURE 27 US TO HOLD LARGEST SIZE OF VR MARKET FROM 2017 TO 2024 95
FIGURE 28 NORTH AMERICA: SNAPSHOT OF VIRTUAL REALITY MARKET 97
FIGURE 29 EUROPE: SNAPSHOT OF VR MARKET 100
FIGURE 30 APAC: SNAPSHOT OF VR MARKET 104
FIGURE 31 COMPANIES ADOPTED PRODUCT LAUNCHES & DEVELOPMENTS AS KEY GROWTH STRATEGIES FROM 2014 TO 2018 109
FIGURE 32 RANKING OF TOP 5 PLAYERS IN VIRTUAL REALITY MARKET + 110
FIGURE 33 COMPANIES ADOPTED PRODUCT LAUNCHES & DEVELOPMENTS AS KEY GROWTH STRATEGIES FROM 2014 TO 2018 114
FIGURE 34 GEOGRAPHIC REVENUE MIX OF MAJOR PLAYERS 116
FIGURE 35 GOOGLE: COMPANY SNAPSHOT 117
FIGURE 36 MICROSOFT: COMPANY SNAPSHOT 120
FIGURE 37 SONY: COMPANY SNAPSHOT 125
FIGURE 38 SAMSUNG ELECTRONICS: COMPANY SNAPSHOT 128
FIGURE 39 HTC: COMPANY SNAPSHOT 131
FIGURE 40 VUZIX: COMPANY SNAPSHOT 137


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[仮想現実(VR)の世界市場予測(~2024年)] ( Virtual Reality Market by Offering (Hardware and Software), Technology, Device Type (Head-Mounted Display, Gesture-Tracking Device), Application (Consumer, Commercial, Enterprise, Healthcare, Aerospace & Defense) and Geography - Global Forecast to 2024 / SE 3528) についてEメールでお問い合わせ


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