バーチャルリアリティ機器の世界市場動向・分析2018-2025

QYResearchが発行した調査報告書(QYR8D11343)
◆英語タイトル:Global Virtual Reality Devices Industry Research Report, Growth Trends and Competitive Analysis 2018-2025
◆商品コード:QYR8D11343
◆発行会社(リサーチ会社):QYResearch
◆発行日:2018年11月26日(※2024年版があります。お問い合わせください。)
◆ページ数:114
◆レポート形式:英語 / PDF
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本調査レポートは、バーチャルリアリティ機器の世界市場について調査・分析し、種類別には、非没入型、準物理型、完全没入型に、用途別には、消費者、商業、宇宙防衛、医療、産業、その他に区分してまとめました。調査対象企業は、Oculus VR、Sony、HTC、Samsung Electronics、EON Reality、Google、Microsoft、Vuzix、CyberGlove Systems、Sensics、Leap Motion、Sixense Entertainment等です。

・レポートの概要
・グローバル成長トレンド
・バーチャルリアリティ機器の世界市場規模
・バーチャルリアリティ機器の地域別市場規模
・グローバル産業動向
・企業別市場シェア
・企業別バーチャルリアリティ機器の価格動向
・バーチャルリアリティ機器の種類別市場規模(非没入型、準物理型、完全没入型)
・バーチャルリアリティ機器の用途別市場規模(消費者、商業、宇宙防衛、医療、産業、その他)
・バーチャルリアリティ機器の北米市場(アメリカ、カナダ、メキシコ)
・バーチャルリアリティ機器のヨーロッパ市場(ドイツ、フランス、イギリス、イタリア、ロシア)
・バーチャルリアリティ機器のアジア市場(日本、中国、韓国、インド、オーストラリア、インドネシア、タイ、マレーシア、フィリピン、ベトナム)
・バーチャルリアリティ機器の中南米市場(ブラジル等)
・バーチャルリアリティ機器の中東・アフリカ市場(GCC、エジプト、南アフリカ)
・主要企業情報(Oculus VR、Sony、HTC、Samsung Electronics、EON Reality、Google、Microsoft、Vuzix、CyberGlove Systems、Sensics、Leap Motion、Sixense Entertainment)
 -企業概要、事業概要、販売・売上・市場シェア、XXX製品概要、企業動向
・バリューチェーン及び販売チャネル分析
・バーチャルリアリティ機器の市場規模予測
・バーチャルリアリティ機器の種類別市場予測2018-2025(非没入型、準物理型、完全没入型)
・バーチャルリアリティ機器の用途別市場予測2018-2025(消費者、商業、宇宙防衛、医療、産業、その他)
・バーチャルリアリティ機器の北米市場予測2018-2025(アメリカ、カナダ、メキシコ)
・バーチャルリアリティ機器のヨーロッパ市場予測2018-2025(ドイツ、フランス、イギリス、イタリア、ロシア)
・バーチャルリアリティ機器のアジア市場予測2018-2025(日本、中国、韓国、インド、オーストラリア、インドネシア、タイ、マレーシア、フィリピン、ベトナム)
・バーチャルリアリティ機器の中南米市場予測2018-2025(ブラジル等)
・バーチャルリアリティ機器の中東・アフリカ市場予測2018-2025(GCC、エジプト、南アフリカ)
・調査結果及び結論
【レポートの概要】

Virtual reality technology is a kind of computer simulation system that can create and experience the virtual world. It USES the computer to generate a simulation environment, and it is an interactive system simulation of three-dimensional dynamic scene and physical behavior that integrates multi-source information to immerse users in the environment.Increasing adoption of head-mounted displays in gaming and entertainment to drive the virtual reality market.
The Virtual Reality Devices market was valued at xx Million US$ in 2017 and is projected to reach xx Million US$ by 2025, at a CAGR of xx% during the forecast period. In this study, 2017 has been considered as the base year and 2018 to 2025 as the forecast period to estimate the market size for Virtual Reality Devices.

This study focuses on the production side and consumption side of Virtual Reality Devices, presents the global Virtual Reality Devices market size by manufacturers, regions, type and application, history breakdown data from 2013 to 2018, and forecast to 2025.
In terms of production side, this report researches the Virtual Reality Devices capacity, production, value, ex-factory price, growth rate, market share for major manufacturers, regions (or countries) and product type.
In terms of consumption side, this report focuses on the consumption of Virtual Reality Devices by regions and application. The key regions like North America, Europe, Asia-Pacific, Central & South America, Middle East and Africa etc.

This report includes the following manufacturers; we can also add the other companies as you want.
Oculus VR
Sony
HTC
Samsung Electronics
EON Reality
Google
Microsoft
Vuzix
CyberGlove Systems
Sensics
Leap Motion
Sixense Entertainment

Market Segment by Product Type
Non-Immersive Type
Semi-Physical Type
Totally Immersive Type

Market Segment by Application
Consumers
Commercial
Space Defense
Medical
Industry
Other

Key Regions split in this report:
North America
United States
Canada
Mexico
Asia-Pacific
China
India
Japan
South Korea
Australia
Indonesia
Malaysia
Philippines
Thailand
Vietnam
Europe
Germany
France
UK
Italy
Russia
Central & South America
Brazil
Rest of Central & South America
Middle East & Africa

The study objectives are:
To analyze and research the global Virtual Reality Devices status and future forecast, involving capacity, production, value, consumption, growth rate (CAGR), market share, historical and forecast.
To present the key Virtual Reality Devices manufacturers, capacity, production, revenue, market share, and recent development.
To split the breakdown data by regions, type, manufacturers and applications.
To analyze the global and key regions market potential and advantage, opportunity and challenge, restraints and risks.
To identify significant trends, drivers, influence factors in global and regions.
To analyze competitive developments such as expansions, agreements, new product launches, and acquisitions in the market.

In this study, the years considered to estimate the market size of Virtual Reality Devices are as follows:
History Year: 2013-2018
Base Year: 2017
Estimated Year: 2018
Forecast Year 2018 to 2025

【レポートの目次】

Table of Contents

1 Report Overview
1.1 Research Scope
1.2 Major Manufacturers Covered in This Report
1.3 Market Segment by Type
1.3.1 Global Virtual Reality Devices Market Size Growth Rate by Type
1.3.2 Non-Immersive Type
1.3.3 Semi-Physical Type
1.3.4 Totally Immersive Type
1.4 Market Segment by Application
1.4.1 Global Virtual Reality Devices Market Share by Application (2018-2025)
1.4.2 Consumers
1.4.3 Commercial
1.4.4 Space Defense
1.4.5 Medical
1.4.6 Industry
1.4.7 Other
1.5 Study Objectives
1.6 Years Considered

2 Global Growth Trends
2.1 Production and Capacity Analysis
2.1.1 Global Virtual Reality Devices Production Value 2013-2025
2.1.2 Global Virtual Reality Devices Production 2013-2025
2.1.3 Global Virtual Reality Devices Capacity 2013-2025
2.1.4 Global Virtual Reality Devices Marketing Pricing and Trends
2.2 Key Producers Growth Rate (CAGR) 2018-2025
2.2.1 Global Virtual Reality Devices Market Size CAGR of Key Regions
2.2.2 Global Virtual Reality Devices Market Share of Key Regions
2.3 Industry Trends
2.3.1 Market Top Trends
2.3.2 Market Drivers

3 Market Share by Manufacturers
3.1 Capacity and Production by Manufacturers
3.1.1 Global Virtual Reality Devices Capacity by Manufacturers
3.1.2 Global Virtual Reality Devices Production by Manufacturers
3.2 Revenue by Manufacturers
3.2.1 Virtual Reality Devices Revenue by Manufacturers (2013-2018)
3.2.2 Virtual Reality Devices Revenue Share by Manufacturers (2013-2018)
3.2.3 Global Virtual Reality Devices Market Concentration Ratio (CR5 and HHI)
3.3 Virtual Reality Devices Price by Manufacturers
3.4 Key Manufacturers Virtual Reality Devices Plants/Factories Distribution and Area Served
3.5 Date of Key Manufacturers Enter into Virtual Reality Devices Market
3.6 Key Manufacturers Virtual Reality Devices Product Offered
3.7 Mergers & Acquisitions, Expansion Plans

4 Market Size by Type
4.1 Production and Production Value for Each Type
4.1.1 Non-Immersive Type Production and Production Value (2013-2018)
4.1.2 Semi-Physical Type Production and Production Value (2013-2018)
4.1.3 Totally Immersive Type Production and Production Value (2013-2018)
4.2 Global Virtual Reality Devices Production Market Share by Type
4.3 Global Virtual Reality Devices Production Value Market Share by Type
4.4 Virtual Reality Devices Ex-factory Price by Type

5 Market Size by Application
5.1 Overview
5.2 Global Virtual Reality Devices Consumption by Application

6 Production by Regions
6.1 Global Virtual Reality Devices Production (History Data) by Regions 2013-2018
6.2 Global Virtual Reality Devices Production Value (History Data) by Regions
6.3 United States
6.3.1 United States Virtual Reality Devices Production Growth Rate 2013-2018
6.3.2 United States Virtual Reality Devices Production Value Growth Rate 2013-2018
6.3.3 Key Players in United States
6.3.4 United States Virtual Reality Devices Import & Export
6.4 Europe
6.4.1 Europe Virtual Reality Devices Production Growth Rate 2013-2018
6.4.2 Europe Virtual Reality Devices Production Value Growth Rate 2013-2018
6.4.3 Key Players in Europe
6.4.4 Europe Virtual Reality Devices Import & Export
6.5 China
6.5.3 Key Players in China
6.5.2 China Virtual Reality Devices Production Value Growth Rate 2013-2018
6.5.3 Key Players in China
6.5.4 China Virtual Reality Devices Import & Export
6.6 Japan
6.6.1 Japan Virtual Reality Devices Production Growth Rate 2013-2018
6.6.2 Japan Virtual Reality Devices Production Value Growth Rate 2013-2018
6.6.3 Key Players in Japan
6.6.4 Japan Virtual Reality Devices Import & Export
6.7 Other Regions
6.7.1 South Korea
6.7.2 India
6.7.3 Southeast Asia

7 Virtual Reality Devices Consumption by Regions
7.1 Global Virtual Reality Devices Consumption (History Data) by Regions
7.2 North America
7.2.1 North America Virtual Reality Devices Consumption by Type
7.2.2 North America Virtual Reality Devices Consumption by Application
7.2.3 North America Virtual Reality Devices Consumption by Countries
7.2.4 United States
7.2.5 Canada
7.2.6 Mexico
7.3 Europe
7.3.1 Europe Virtual Reality Devices Consumption by Type
7.3.2 Europe Virtual Reality Devices Consumption by Application
7.3.3 Europe Virtual Reality Devices Consumption by Countries
7.3.4 Germany
7.3.5 France
7.3.6 UK
7.3.7 Italy
7.3.8 Russia
7.4 Asia Pacific
7.4.1 Asia Pacific Virtual Reality Devices Consumption by Type
7.4.2 Asia Pacific Virtual Reality Devices Consumption by Application
7.4.3 Asia Pacific Virtual Reality Devices Consumption by Countries
7.4.4 China
7.4.5 Japan
7.4.6 Korea
7.4.7 India
7.4.8 Australia
7.4.9 Indonesia
7.4.10 Thailand
7.4.11 Malaysia
7.4.12 Philippines
7.4.13 Vietnam
7.5 Central & South America
7.5.1 Central & South America Virtual Reality Devices Consumption by Type
7.5.2 Central & South America Virtual Reality Devices Consumption by Application
7.5.3 Central & South America Virtual Reality Devices Consumption by Countries
7.5.4 Brazil
7.6 Middle East and Africa
7.6.1 Middle East and Africa Virtual Reality Devices Consumption by Type
7.6.2 Middle East and Africa Virtual Reality Devices Consumption by Application

8 Company Profiles
8.1 Oculus VR
8.1.1 Oculus VR Company Details
8.1.2 Company Description and Business Overview
8.1.3 Production and Revenue of Virtual Reality Devices
8.1.4 Virtual Reality Devices Product Introduction
8.1.5 Oculus VR Recent Development
8.2 Sony
8.2.1 Sony Company Details
8.2.2 Company Description and Business Overview
8.2.3 Production and Revenue of Virtual Reality Devices
8.2.4 Virtual Reality Devices Product Introduction
8.2.5 Sony Recent Development
8.3 HTC
8.3.1 HTC Company Details
8.3.2 Company Description and Business Overview
8.3.3 Production and Revenue of Virtual Reality Devices
8.3.4 Virtual Reality Devices Product Introduction
8.3.5 HTC Recent Development
8.4 Samsung Electronics
8.4.1 Samsung Electronics Company Details
8.4.2 Company Description and Business Overview
8.4.3 Production and Revenue of Virtual Reality Devices
8.4.4 Virtual Reality Devices Product Introduction
8.4.5 Samsung Electronics Recent Development
8.5 EON Reality
8.5.1 EON Reality Company Details
8.5.2 Company Description and Business Overview
8.5.3 Production and Revenue of Virtual Reality Devices
8.5.4 Virtual Reality Devices Product Introduction
8.5.5 EON Reality Recent Development
8.6 Google
8.6.1 Google Company Details
8.6.2 Company Description and Business Overview
8.6.3 Production and Revenue of Virtual Reality Devices
8.6.4 Virtual Reality Devices Product Introduction
8.6.5 Google Recent Development
8.7 Microsoft
8.7.1 Microsoft Company Details
8.7.2 Company Description and Business Overview
8.7.3 Production and Revenue of Virtual Reality Devices
8.7.4 Virtual Reality Devices Product Introduction
8.7.5 Microsoft Recent Development
8.8 Vuzix
8.8.1 Vuzix Company Details
8.8.2 Company Description and Business Overview
8.8.3 Production and Revenue of Virtual Reality Devices
8.8.4 Virtual Reality Devices Product Introduction
8.8.5 Vuzix Recent Development
8.9 CyberGlove Systems
8.9.1 CyberGlove Systems Company Details
8.9.2 Company Description and Business Overview
8.9.3 Production and Revenue of Virtual Reality Devices
8.9.4 Virtual Reality Devices Product Introduction
8.9.5 CyberGlove Systems Recent Development
8.10 Sensics
8.10.1 Sensics Company Details
8.10.2 Company Description and Business Overview
8.10.3 Production and Revenue of Virtual Reality Devices
8.10.4 Virtual Reality Devices Product Introduction
8.10.5 Sensics Recent Development
8.11 Leap Motion
8.12 Sixense Entertainment

9 Market Forecast: Production Side
9.1 Production and Production Value Forecast
9.1.1 Global Virtual Reality Devices Capacity, Production Forecast 2018-2025
9.1.2 Global Virtual Reality Devices Production Value Forecast 2018-2025
9.2 Virtual Reality Devices Production and Production Value Forecast by Regions
9.2.1 Global Virtual Reality Devices Production Value Forecast by Regions
9.2.2 Global Virtual Reality Devices Production Forecast by Regions
9.3 Virtual Reality Devices Key Producers Forecast
9.3.1 United States
9.3.2 Europe
9.3.3 China
9.3.4 Japan
9.3.5 Other Regions
9.4 Forecast by Type
9.4.1 Global Virtual Reality Devices Production Forecast by Type
9.4.2 Global Virtual Reality Devices Production Value Forecast by Type

10 Market Forecast: Consumption Side
10.1 Consumption Forecast by Application
10.2 Virtual Reality Devices Consumption Forecast by Regions
10.3 North America Market Consumption Forecast
10.3.1 North America Virtual Reality Devices Consumption Forecast by Countries 2018-2025
10.3.2 United States
10.3.3 Canada
10.3.4 Mexico
10.4 Europe Market Consumption Forecast
10.4.1 Europe Virtual Reality Devices Consumption Forecast by Countries 2018-2025
10.4.2 Germany
10.4.3 France
10.4.4 UK
10.4.5 Italy
10.4.6 Russia
10.5 Asia Pacific Market Consumption Forecast
10.5.1 Asia Pacific Virtual Reality Devices Consumption Forecast by Countries 2018-2025
10.5.2 China
10.5.3 Japan
10.5.4 Korea
10.5.5 India
10.5.6 Australia
10.5.7 Indonesia
10.5.8 Thailand
10.5.9 Malaysia
10.5.10 Philippines
10.5.11 Vietnam
10.6 Central & South America Market Consumption Forecast
10.6.1 Central & South America Virtual Reality Devices Consumption Forecast by Country 2018-2025
10.6.2 Brazil
10.7 Middle East and Africa Market Consumption Forecast
10.7.1 Middle East and Africa Virtual Reality Devices Consumption Forecast by Countries 2018-2025
10.7.2 Middle East and Africa
10.7.3 GCC Countries
10.7.4 Egypt
10.7.5 South Africa

11 Value Chain and Sales Channels Analysis
11.1 Value Chain Analysis
11.2 Sales Channels Analysis
11.2.1 Virtual Reality Devices Sales Channels
11.2.2 Virtual Reality Devices Distributors
11.3 Virtual Reality Devices Customers

12 Opportunities & Challenges, Threat and Affecting Factors
12.1 Market Opportunities
12.2 Market Challenges
12.3 Porter’s Five Forces Analysis

13 Key Findings

14 Appendix
14.1 Research Methodology
14.1.1 Methodology/Research Approach
14.1.1.1 Research Programs/Design
14.1.1.2 Market Size Estimation
14.1.1.3 Market Breakdown and Data Triangulation
14.1.2 Data Source
14.1.2.1 Secondary Sources
14.1.2.2 Primary Sources
14.2 Author Details
14.3 Disclaimer

...

【掲載企業】

Oculus VR、Sony、HTC、Samsung Electronics、EON Reality、Google、Microsoft、Vuzix、CyberGlove Systems、Sensics、Leap Motion、Sixense Entertainment

【免責事項】
https://www.globalresearch.jp/disclaimer

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