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仮想現実(VR)の世界市場:デバイス別、用途別~2022年市場予測

Virtual Reality Market by Component (Hardware and Software), Technology (Non-Immersive, Semi- & Fully Immersive), Device Type (Head-Mounted Display, Gesture Control Device), Application and Geography - Global Forecast to 2022

出版元:MarketsandMarkets(米国)LinkIcon出版元について
発行年:2016年7月
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商品コード:MAM312

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【レポート紹介】
仮想現実(バーチャルリアリティ)の世界市場は本格的な市場化の段階を迎えており、その市場規模は2015年段階の13億ドルから今後急速に成長し、2022年には339億ドル市場に達すると当レポートでは予測しています。
ゲーム、エンターテインメントを筆頭に教育訓練など用途市場の広がり、ヘッドマウントディスプレイ(HMD)コンポーネントのコスト低減などは市場の支持要因と言えるでしょう。
レポートでは、2022年に至る仮想現実(VR)の世界市場予測(US$)、コンポーネント別市場(センサー、半導体、ディスプレイ、ソフトウェア)、技術タイプ別市場(非没入、半没入・完全没入型)、デバイス別市場(ヘッドマウントディスプレイ、ジェスチャーコントロール、プロジェクター等)、用途別市場(コンシューマー各種、商用各種、航空防衛、医療、インダストリアル、他)、主要国地域別市場など、詳細に細分化された市場予測データと分析を掲載しています。また主要トレンド、市場機会・課題、競合分析、VRの主要企業動向などの調査解説も盛り込み、仮想現実(VR)市場の今後展望を検証していきます。

【レポート構成概要】MAM312_pic - Virtual Reality Market - Global Forecast to 2022.jpg
◆仮想現実(VR)の世界市場予測2013-2022年
・市場規模(US$)

◆仮想現実(VR)、コンポーネント別市場-2022年予測
ハードウェア
- 半導体コンポーネント
- センサー
- ディスプレイ
ソフトウェア

◆仮想現実(VR)、技術タイプ別市場-2022年
・非没入型
・半没入、完全没入型

◆仮想現実(VR)、デバイス別市場-2022年予測と動向
・ヘッドマウントディスプレイ(HMD)
・ジェスチャーコントロールデバイス
・プロジェクター、ディスプレイウォール

◆仮想現実(VR)、用途別市場-2022年予測と動向
・コンシューマー
- ゲーム
- エンターテインメント

・商用
- 小売り
- 教育訓練
- 観光業

・航空宇宙、防衛
・医療ヘルスケア
・インダストリアル
・その他用途
(※用途別にデバイス別、国地域別の細分化市場データ掲載。詳細は目次参照)

◆主要国地域別市場-2022年と動向
北米
・米国、カナダ、メキシコ
欧州
・英国、ドイツ、フランス
・その他欧州
アジア太平洋
・日本、中国、韓国、インド
・その他アジア太平洋
その他地域
・中東アフリカ
・南米

◆市場分析
・主要トレンド
・市場ダイナミクス(ドライバー、抑制要因、機会、課題)
・バリューチェーン分析
・ファイブフォース業界競合分析

◆仮想現実(VR)のリーディング企業プロフィールと動向
・OCULUS VR, LLC
・ソニー株式会社
・SAMSUNG ELECTRONICS CO., LTD.
・HTC CORPORATION
・EON REALITY, INC.
・GOOGLE INC.
・MICROSOFT CORPORATION
・VUZIX CORPORATION
・CYBERGLOVE SYSTEMS INC.
・SENSICS, INC.
・LEAP MOTION, INC.
・SIXENSE ENTERTAINMENT, INC.
・その他イノベーター企業

(全172ページ)
【レポート詳細目次、データ項目一覧は当ページ下を参照ください】

英文詳細目次(table of contents)

【原文詳細目次】

Virtual Reality Market by Component (Hardware and Software), Technology (Non-Immersive, Semi- & Fully Immersive), Device Type (Head-Mounted Display, Gesture Control Device), Application and Geography - Global Forecast to 2022

Table of Contents

1 INTRODUCTION 14

1.1 OBJECTIVES OF THE STUDY 14
1.2 MARKET DEFINITION 14
1.3 STUDY SCOPE 15
1.3.1 MARKETS COVERED 15
1.3.2 GEOGRAPHIC SCOPE 16
1.3.3 YEARS CONSIDERED FOR THE STUDY 16
1.4 CURRENCY 17
1.5 LIMITATIONS 17
1.6 STAKEHOLDERS 17

2 RESEARCH METHODOLOGY 18

2.1 RESEARCH DATA 18
2.1.1 SECONDARY DATA 19
2.1.1.1 Key data from secondary sources 19
2.1.2 PRIMARY DATA 20
2.1.2.1 Key data from primary sources 20
2.1.2.2 Key industry insights 21
2.1.2.3 Breakdown of primaries 21
2.2 MARKET SIZE ESTIMATION 22
2.2.1 BOTTOM-UP APPROACH 22
2.2.2 TOP-DOWN APPROACH 23
2.3 MARKET BREAKDOWN & DATA TRIANGULATION 24
2.4 RESEARCH ASSUMPTIONS 25
2.4.1 ASSUMPTIONS 25

3 EXECUTIVE SUMMARY 26
4 PREMIUM INSIGHTS 31

4.1 VIRTUAL REALITY MARKET, 2016–2022 (USD BILLION) 31
4.2 VIRTUAL REALITY MARKET IN ASIA-PACIFIC 32
4.3 VIRTUAL REALITY MARKET: DEVELOPED VS. DEVELOPING MARKETS, 2015 AND 2022 (USD MILLION) 33
4.4 U.S. HOLDS THE LARGEST MARKET SHARE IN THE VIRTUAL REALITY MARKET DURING THE FORECAST PERIOD 33
4.5 VIRTUAL REALITY MARKET: BY APPLICATION 34
4.6 VIRTUAL REALITY MARKET: CONSUMER AND COMMERCIAL VERTICALS (2015) 34

5 MARKET OVERVIEW 35

5.1 INTRODUCTION 36
5.2 MARKET SEGMENTATION 36
5.2.1 VIRTUAL REALITY MARKET, BY COMPONENT 36
5.2.2 VIRTUAL REALITY MARKET, BY TECHNOLOGY 36
5.2.3 VIRTUAL REALITY MARKET, BY DEVICE TYPE 36
5.2.4 VIRTUAL REALITY MARKET, BY APPLICATION 37
5.2.5 VIRTUAL REALITY MARKET, BY GEOGRAPHY 37
5.3 MARKET EVOLUTION 38
5.4 MARKET DYNAMICS: VIRTUAL REALITY MARKET 39
5.4.1 DRIVERS 40
5.4.1.1 Increasing adoption of head-mounted displays (HMD) in gaming and entertainment sector 40
5.4.1.2 Decline in the prices of displays and other hardware components of hmds 40
5.4.1.3 Use of VR for training and simulation in defense 40
5.4.2 RESTRAINTS 41
5.4.2.1 Display latency and energy consumption affect the overall performance of virtual reality devices 41
5.4.2.2 Lack of movement and health concerns related to low resolution 41
5.4.3 OPPORTUNITIES 42
5.4.3.1 Significant number of investments in the virtual reality market 42
5.4.3.2 Increasing adoption of head-mounted displays in medical and healthcare 42
5.4.3.3 Increasing applications in the architecture & design segment 42
5.4.4 CHALLENGES 43
5.4.4.1 Developing user-friendly virtual reality and tracking systems for easy acceptance and penetration of the virtual reality 43

6 INDUSTRY TRENDS 44

6.1 INTRODUCTION 44
6.2 VALUE CHAIN ANALYSIS: VIRTUAL REALITY 44
6.3 KEY TRENDS IN THE VIRTUAL REALITY MARKET 45
6.4 PORTER’S FIVE FORCES ANALYSIS 47
6.4.1 BARGAINING POWER OF SUPPLIERS 49
6.4.2 BARGAINING POWER OF BUYERS 50
6.4.3 THREAT OF NEW ENTRANTS 51
6.4.4 THREAT OF SUBSTITUTES 52
6.4.5 INTENSITY OF RIVALRY 53

7 VIRTUAL REALITY MARKET, BY COMPONENT 54

7.1 INTRODUCTION 55
7.2 VIRTUAL REALITY MARKET FOR COMPONENTS 55
7.2.1 HARDWARE COMPONENTS IN THE VIRTUAL REALITY MARKET 57
7.2.1.1 Sensors 57
7.2.1.1.1 Accelerometers 57
7.2.1.1.2 Gyroscopes 58
7.2.1.1.3 Magnetometers 58
7.2.1.1.4 Global Positioning Systems 58
7.2.1.1.5 Proximity sensors 58
7.2.1.2 Semiconductor components 59
7.2.1.2.1 Controllers/Processors 59
7.2.1.2.2 Integrated circuits 59
7.2.1.3 Displays 59
7.2.2 SOFTWARE COMPONENTS AND SERVICES IN THE VIRTUAL REALITY MARKET 60
7.2.2.1 Software development kits 60
7.2.2.2 Cloud-based solutions 60

8 VIRTUAL REALITY MARKET, BY TECHNOLOGY 61

8.1 INTRODUCTION 62
8.2 VIRTUAL REALITY TECHNOLOGY 62
8.2.1 NON-IMMERSIVE TECHNOLOGY 63
8.2.2 SEMI-IMMERSIVE & FULLY IMMERSIVE TECHNOLOGIES 63

9 VIRTUAL REALITY MARKET, BY DEVICE TYPE 65

9.1 INTRODUCTION 66
9.2 VIRTUAL REALITY DEVICES 66
9.2.1 HEAD-MOUNTED DISPLAYS (HMDS) 67
9.2.2 GESTURE CONTROL DEVICES 68
9.2.2.1 Data gloves 69
9.2.2.2 Others 69
9.2.3 PROJECTORS & DISPLAY WALLS 70

10 VIRTUAL REALITY MARKET, BY APPLICATION 71

10.1 INTRODUCTION 72
10.2 VIRTUAL REALITY APPLICATIONS 72
10.2.1 CONSUMER 73
10.2.1.1 Gaming & entertainment 77
10.2.1.1.1 Sports 78
10.2.2 COMMERCIAL 78
10.2.2.1 Retail 79
10.2.2.2 Education & training 79
10.2.2.3 Tourism 79
10.2.3 AEROSPACE & DEFENSE 83
10.2.4 MEDICAL 86
10.2.4.1.1 Surgery 90
10.2.4.1.2 Fitness management 90
10.2.4.1.3 Pharmacy management 90
10.2.4.1.4 Medical training 90
10.2.5 INDUSTRIAL 91
10.2.6 OTHERS 94
10.2.6.1 Automotive 94
10.2.6.2 Architecture and building design 94
10.2.6.3 Enterprise solutions 95
10.2.6.4 Geospatial mining 95

11 VIRTUAL REALITY MARKET, BY GEOGRAPHY 99

11.1 INTRODUCTION 100
11.2 NORTH AMERICA 102
11.2.1 U.S. 105
11.2.2 CANADA 106
11.2.3 MEXICO 107
11.3 EUROPE 107
11.3.1 U.K. 110
11.3.2 GERMANY 111
11.3.3 FRANCE 112
11.3.4 REST OF EUROPE 113
11.4 ASIA-PACIFIC (APAC) 114
11.4.1 CHINA 116
11.4.2 INDIA 117
11.4.3 SOUTH KOREA 118
11.4.4 JAPAN 119
11.4.5 REST OF APAC 120
11.5 REST OF THE WORLD (ROW) 120
11.5.1 MIDDLE EAST & AFRICA 121
11.5.2 LATIN AMERICA 122

12 COMPETITIVE LANDSCAPE 123

12.1 INTRODUCTION 123
12.2 COMPETITIVE SCENARIO 126
12.2.1 NEW PRODUCT LAUNCHES & DEVELOPMENTS 127
12.2.2 PARTNERSHIPS 128
12.2.3 AGREEMENTS, COLLABORATIONS, AND CAPITAL FUNDINGS 129
12.2.4 ACQUISITIONS AND EXPANSIONS 130

13 COMPANY PROFILE 131

(Overview, Products and Services, Financials, Strategy & Development)*
13.1 INTRODUCTION 131
13.2 OCULUS VR, LLC 132
13.3 SONY CORPORATION 134
13.4 SAMSUNG ELECTRONICS CO., LTD. 137
13.5 HTC CORPORATION 140
13.6 EON REALITY, INC. 142
13.7 GOOGLE INC. 145
13.8 MICROSOFT CORPORATION 148
13.9 VUZIX CORPORATION 151
13.10 CYBERGLOVE SYSTEMS INC. 154
13.11 SENSICS, INC. 156
13.12 LEAP MOTION, INC. 158
13.13 SIXENSE ENTERTAINMENT, INC. 160
13.14 KEY INNOVATORS IN THE VR MARKET 162
*Details on Overview, Products and Services, Financials, Strategy & Development might not be Captured in case of Unlisted Companies.
14 APPENDIX 163

LIST OF TABLES

TABLE 1 KEY TRENDS IN THE VIRTUAL REALITY MARKET 46
TABLE 2 INTENSITY OF RIVALRY AND BARGAINING POWER OF BUYERS HAD A MAJOR IMPACT ON THE OVERALL VIRTUAL REALITY MARKET 48
TABLE 3 VIRTUAL REALITY MARKET, BY COMPONENT, 2013–2022 (USD BILLION) 56
TABLE 4 VIRTUAL REALITY MARKET FOR HARDWARE COMPONENTS, BY TYPE,
2013–2022 (USD MILLION) 56
TABLE 5 VIRTUAL REALITY MARKET FOR SOFTWARE COMPONENTS, BY TECHNOLOGY, 2013–2022 (USD MILLION) 57
TABLE 6 VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2013–2022 (USD MILLION) 64
TABLE 7 SEMI-IMMERSIVE & FULLY IMMERSIVE VIRTUAL REALITY MARKET,
BY DEVICE TYPE, 2013–2022 (USD MILLION) 64
TABLE 8 VIRTUAL REALITY MARKET, BY DEVICE TYPE, 2013–2022 (USD MILLION) 66
TABLE 9 VIRTUAL REALITY MARKET FOR HMDS, BY APPLICATION,
2013–2022 (USD MILLION) 67
TABLE 10 VIRTUAL REALITY MARKET FOR GESTURE CONTROL DEVICES, BY APPLICATION, 2013–2022 (USD MILLION) 68
TABLE 11 VIRTUAL REALITY MARKET FOR GESTURE CONTROL DEVICES, BY TYPE,
2013–2022 (USD MILLION) 69
TABLE 12 VIRTUAL REALITY MARKET FOR PROJECTORS & DISPLAY WALLS, BY APPLICATION, 2013–2022 (USD MILLION) 70
TABLE 13 VIRTUAL REALITY MARKET, BY APPLICATION, 2013–2022 (USD MILLION) 73
TABLE 14 VIRTUAL REALITY MARKET FOR CONSUMER APPLICATION, BY DEVICE TYPE,
2013–2022 (USD MILLION) 74
TABLE 15 VIRTUAL REALITY MARKET FOR CONSUMER APPLICATION, BY REGION,
2013–2022 (USD MILLION) 74
TABLE 16 VIRTUAL REALITY MARKET FOR CONSUMER APPLICATION IN NORTH AMERICA,
BY COUNTRY, 2013–2022 (USD MILLION) 75
TABLE 17 VIRTUAL REALITY MARKET FOR CONSUMER APPLICATION IN EUROPE,
BY COUNTRY, 2013–2022 (USD MILLION) 75
TABLE 18 VIRTUAL REALITY MARKET FOR CONSUMER APPLICATION IN APAC, BY COUNTRY, 2013–2022 (USD MILLION) 76
TABLE 19 VIRTUAL REALITY MARKET FOR CONSUMER APPLICATION IN ROW, BY REGION, 2013–2022 (USD MILLION) 76
TABLE 20 VIRTUAL REALITY MARKET FOR CONSUMER APPLICATION, BY TYPE,
2013–2022 (USD MILLION) 77
TABLE 21 VIRTUAL REALITY MARKET FOR COMMERCIAL APPLICATION, BY DEVICE TYPE, 2013–2022 (USD MILLION) 78
TABLE 22 VIRTUAL REALITY MARKET FOR COMMERCIAL APPLICATION, BY TYPE,
2013–2022 (USD MILLION) 80
TABLE 23 VIRTUAL REALITY MARKET FOR COMMERCIAL APPLICATION, BY REGION,
2013–2022 (USD MILLION) 80
TABLE 24 VIRTUAL REALITY MARKET FOR COMMERCIAL APPLICATION IN NORTH AMERICA, BY COUNTRY, 2013–2022 (USD MILLION) 81
TABLE 25 VIRTUAL REALITY MARKET FOR COMMERCIAL APPLICATION IN EUROPE,
BY COUNTRY, 2013–2022 (USD MILLION) 81
TABLE 26 VIRTUAL REALITY MARKET FOR COMMERCIAL APPLICATION IN APAC, BY COUNTRY, 2013–2022 (USD MILLION) 82
TABLE 27 VIRTUAL REALITY MARKET FOR COMMERCIAL APPLICATION IN ROW, BY REGION, 2013–2022 (USD MILLION) 82
TABLE 28 VIRTUAL REALITY MARKET FOR AEROSPACE & DEFENSE APPLICATION,
BY DEVICE TYPE, 2013–2022 (USD MILLION) 83
TABLE 29 VIRTUAL REALITY MARKET FOR AEROSPACE & DEFENSE APPLICATION, BY REGION, 2013–2022 (USD MILLION) 84
TABLE 30 VIRTUAL REALITY MARKET FOR AEROSPACE & DEFENSE APPLICATION IN NORTH AMERICA, BY COUNTRY, 2013–2022 (USD MILLION) 84
TABLE 31 VIRTUAL REALITY MARKET FOR AEROSPACE & DEFENSE APPLICATION IN EUROPE, BY COUNTRY, 2013–2022 (USD MILLION) 85
TABLE 32 VIRTUAL REALITY MARKET FOR AEROSPACE & DEFENSE APPLICATION IN APAC,
BY COUNTRY, 2013–2022 (USD MILLION) 85
TABLE 33 VIRTUAL REALITY MARKET FOR AEROSPACE & DEFENSE APPLICATION IN ROW,
BY REGION, 2013–2022 (USD MILLION) 86
TABLE 34 VIRTUAL REALITY MARKET FOR MEDICAL APPLICATION, BY DEVICE TYPE,
2013–2022 (USD MILLION) 87
TABLE 35 VIRTUAL REALITY MARKET FOR MEDICAL APPLICATION, BY REGION,
2013–2022 (USD MILLION) 87
TABLE 36 VIRTUAL REALITY MARKET FOR MEDICAL APPLICATION IN NORTH AMERICA,
BY COUNTRY, 2013–2022 (USD MILLION) 88
TABLE 37 VIRTUAL REALITY MARKET FOR MEDICAL APPLICATION IN EUROPE, BY COUNTRY, 2013–2022 (USD MILLION) 88
TABLE 38 VIRTUAL REALITY MARKET FOR MEDICAL APPLICATION IN APAC, BY COUNTRY, 2013–2022 (USD MILLION) 89
TABLE 39 VIRTUAL REALITY MARKET FOR MEDICAL APPLICATION IN ROW, BY REGION, 2013–2022 (USD MILLION) 89
TABLE 40 VIRTUAL REALITY MARKET FOR INDUSTRIAL APPLICATION, BY DEVICE TYPE,
2013–2022 (USD MILLION) 91
TABLE 41 VIRTUAL REALITY MARKET FOR INDUSTRIAL VERTICAL, BY REGION,
2013–2022 (USD MILLION) 92
TABLE 42 VIRTUAL REALITY MARKET FOR INDUSTRIAL APPLICATION IN NORTH AMERICA,
BY COUNTRY, 2013–2022 (USD MILLION) 92
TABLE 43 VIRTUAL REALITY MARKET FOR INDUSTRIAL APPLICATION IN EUROPE,
BY COUNTRY, 2013–2022 (USD MILLION) 93
TABLE 44 VIRTUAL REALITY MARKET FOR INDUSTRIAL APPLICATION IN APAC, BY COUNTRY, 2013–2022 (USD MILLION) 93
TABLE 45 VIRTUAL REALITY MARKET FOR INDUSTRIAL APPLICATION IN ROW, BY REGION, 2013–2022 (USD MILLION) 94
TABLE 46 VIRTUAL REALITY MARKET FOR OTHER APPLICATION, BY DEVICE TYPE,
2013–2022 (USD MILLION) 95
TABLE 47 VIRTUAL REALITY MARKET FOR OTHER APPLICATIONS, BY REGION,
2013–2022 (USD MILLION) 96
TABLE 48 VIRTUAL REALITY MARKET FOR OTHER APPLICATIONS IN NORTH AMERICA,
BY COUNTRY, 2013–2022 (USD MILLION) 96
TABLE 49 VIRTUAL REALITY MARKET FOR OTHER APPLICATIONS IN EUROPE, BY COUNTRY, 2013–2022 (USD MILLION) 97
TABLE 50 VIRTUAL REALITY MARKET FOR OTHER APPLICATIONS IN APAC, BY COUNTRY, 2013–2022 (USD MILLION) 97
TABLE 51 VIRTUAL REALITY MARKET FOR OTHER APPLICATIONS IN ROW, BY REGION,
2013–2022 (USD MILLION) 98
TABLE 52 VIRTUAL REALITY MARKET, BY REGION, 2013–2022 (USD BILLION) 101
TABLE 53 VIRTUAL REALITY MARKET IN NORTH AMERICA, BY APPLICATION,
2013–2022 (USD MILLION) 104
TABLE 54 VIRTUAL REALITY MARKET IN NORTH AMERICA, BY COUNTRY,
2013–2022 (USD MILLION) 104
TABLE 55 VIRTUAL REALITY MARKET IN U.S., BY APPLICATION, 2013–2022 (USD MILLION) 105
TABLE 56 VIRTUAL REALITY MARKET IN CANADA, BY APPLICATION,
2013–2022 (USD MILLION) 106
TABLE 57 VIRTUAL REALITY MARKET IN MEXICO, BY APPLICATION,
2013–2022 (USD MILLION) 107
TABLE 58 VIRTUAL REALITY MARKET IN EUROPE, BY APPLICATION,
2013–2022 (USD MILLION) 109
TABLE 59 VIRTUAL REALITY MARKET IN EUROPE, BY COUNTRY, 2013–2022 (USD MILLION) 109
TABLE 60 VIRTUAL REALITY MARKET IN U.K., BY APPLICATION, 2013–2022 (USD MILLION) 110
TABLE 61 VIRTUAL REALITY MARKET IN GERMANY, BY APPLICATION,
2013–2022 (USD MILLION) 111
TABLE 62 VIRTUAL REALITY MARKET IN FRANCE, BY APPLICATION,
2013–2022 (USD MILLION) 112
TABLE 63 VIRTUAL REALITY MARKET IN REST OF EUROPE, BY APPLICATION,
2013–2022 (USD MILLION) 113
TABLE 64 VIRTUAL REALITY MARKET IN APAC, BY APPLICATION, 2013–2022 (USD MILLION) 115
TABLE 65 VIRTUAL REALITY MARKET IN APAC, BY COUNTRY, 2013–2022 (USD MILLION) 115
TABLE 66 VIRTUAL REALITY MARKET IN CHINA, BY APPLICATION, 2013–2022 (USD MILLION) 117
TABLE 67 VIRTUAL REALITY MARKET IN INDIA, BY APPLICATION, 2013–2022 (USD MILLION) 117
TABLE 68 VIRTUAL REALITY MARKET IN SOUTH KOREA, BY APPLICATION,
2013–2022 (USD MILLION) 118
TABLE 69 VIRTUAL REALITY MARKET IN JAPAN, BY APPLICTION, 2013–2022 (USD MILLION) 119
TABLE 70 VIRTUAL REALITY MARKET IN REST OF APAC, BY APPLICATION,
2013–2022 (USD MILLION) 120
TABLE 71 VIRTUAL REALITY MARKET IN ROW, BY APPLICATION, 2013–2022 (USD MILLION) 120
TABLE 72 VIRTUAL REALITY MARKET IN ROW, BY REGION, 2013–2022 (USD MILLION) 121
TABLE 73 VIRTUAL REALITY MARKET IN MIDDLE EAST & AFRICA, BY APPLICATION,
2013–2022 (USD MILLION) 121
TABLE 74 VIRTUAL REALITY MARKET IN LATIN AMERICA, BY APPLICATION,
2013–2022 (USD MILLION) 122
TABLE 75 RANKING OF TOP 5 PLAYERS IN THE VIRTUAL REALITY MARKET 124
TABLE 76 EW PRODUCT LAUNCHES & DEVELOPMENTS: VIRTUAL REALITY MARKET,
2015–2016 127
TABLE 77 PARTNERSHIP: VIRTUAL REALITY MARKET, 2014–2016 128
TABLE 78 AGREMENTS. COLLABORATIONS, AND CAPITAL FUNDINGS: VIRTUAL REALITY, 2014–2016 129
TABLE 79 ACQUISITIONS AND EXPANSIONS: VIRTUAL REALITY MARKET, 2015–2016 130

LIST OF FIGURES

FIGURE 1 OVERVIEW OF THE MICROMARKETS COVERED 15
FIGURE 2 GLOBAL VIRTUAL REALITY MARKET: RESEARCH DESIGN 18
FIGURE 3 MARKET SIZE ESTIMATION METHODOLOGY: BOTTOM-UP APPROACH 22
FIGURE 4 MARKET SIZE ESTIMATION METHODOLOGY: TOP-DOWN APPROACH 23
FIGURE 5 DATA TRIANGULATION 24
FIGURE 6 GLOBAL VIRTUAL REALITY MARKET, 2013–2022 (USD BILLION) 27
FIGURE 7 VIRTUAL REALITY MARKET, BY DEVICE TYPE, 2015 VS. 2022 27
FIGURE 8 CONSUMER APPLICATION EXPECTED TO WITNESS HIGHEST GROWTH IN VIRTUAL REALITY MARKET BETWEEN 2016 AND 2022 28
FIGURE 9 NORTH AMERICA HAD HIGHEST MARKET SHARE FOR VIRTUAL REALITY IN 2015 29
FIGURE 10 REGION-WISE MARKET SIZE OF TOP 2 VIRTUAL REALITY APPLICATIONS, 2015 30
FIGURE 11 ATTRACTIVE OPPORTUNITIES FOR THE VIRTUAL REALITY MARKET (2016–2022) 31
FIGURE 12 CHINA EXPECTED TO ACCOUNT FOR THE LARGEST SHARE OF MARKET IN APAC,
BY 2022 32
FIGURE 13 U.S. TO HOLD THE LARGEST MARKET BY 2022 33
FIGURE 14 U.S., CHINA, JAPAN, AND SOUTH KOREA EXPECTED TO GROW AT THE HIGHEST RATE IN THE VIRTUAL REALITY MARKET 33
FIGURE 15 THE CONSUMER AND COMMERCIAL APPLICATIONS TO DOMINATE THE VIRTUAL REALITY MARKET DURING THE FORECAST PERIOD 34
FIGURE 16 CONSUMER VERTICAL TO HAVE A PROMISING FUTURE IN THE APAC REGION BETWEEN 2016 AND 2022 34
FIGURE 17 VIRTUAL REALITY MARKET, BY GEOGRAPHY 37
FIGURE 18 HISTORY OF VIRTUAL REALITY 38
FIGURE 19 INCREASING ADOPTION OF HEAD-MOUNTED DISPLAYS IN VARIOUS APPLICATIONS IS A DRIVING FORCE FOR THE GROWTH OF THE VR MARKET 39
FIGURE 20 VALUE CHAIN ANALYSIS OF VIRTUAL REALITY (2015): MAJOR VALUE ADDED DURING RESEARCH & PRODUCT DEVELOPMENT AND MANUFACTURING STAGES 44
FIGURE 21 PORTER’S FIVE FORCES ANALYSIS:BARGAINING POWER OF BUYERS HAD THE HIGHEST IMPACT 47
FIGURE 22 VIRTUAL REALITY MARKET: PORTER’S FIVE FORCES ANALYSIS 48
FIGURE 23 INCREASE IN THE NUMBER OF SUPPLIERS WOULD REDUCE THEIR BARGAINING POWER 49
FIGURE 24 BARGAINING POWER OF BUYERS IS HIGH OWING TO THE INCREASE IN THE NUMBER OF SUPPLIERS IN THE MARKET 50
FIGURE 25 HIGH CAPITAL REQUIREMENT IS A MAJOR CHALLENGE FOR NEW ENTRANTS 51
FIGURE 26 THREAT OF SUBSTITUTES HAS A LOW IMPACT DUE TO COMPETITIVE PRICING 52
FIGURE 27 INTENSITY OF RIVALRY IS HIGH DUE TO A HIGH NUMBER OF EXISTING PLAYERS 53
FIGURE 28 VR MARKET FOR SOFTWARE COMPONENTS ESTIMATED TO GROW AT THE HIGHEST RATE BETWEEN 2016 AND 2022 55
FIGURE 29 VIRTUAL REALITY MARKET, BY TECHNOLOGY 62
FIGURE 30 MARKET FOR SEMI-IMMERSIVE AND FULLY IMMERSIVE TECHNOLOGIES EXPECTED TO GROW AT THE HIGHEST RATE BETWEEN 2016 AND 2022 62
FIGURE 31 MARKET FOR HEAD-MOUNTED DISPLAYS EXPECTED TO GROW AT THE HIGHEST RATE BETWEEN 2016 AND 2022 66
FIGURE 32 MARKET FOR CONSUMER APPLICATION LIKELY TO GROW AT THE HIGHEST RATE BY DURING THE FORECAST PERIOD 72
FIGURE 33 GEOGRAPHIC SNAPSHOT: APAC MARKET TO GROW AT THE HIGHEST RATE DURING THE FORECAST PERIOD 100
FIGURE 34 THE U.S. TO LEAD THE VIRTUAL REALITY MARKET BETWEEN 2016 AND 2022 101
FIGURE 35 VIRTUAL REALITY MARKET OVERVIEW IN NORTH AMERICA, 2015 103
FIGURE 36 VIRTUAL REALITY MARKET OVERVIEW IN EUROPE, 2015 108
FIGURE 37 VIRTUAL REALITY MARKET OVERVIEW IN APAC, 2015 114
FIGURE 38 COMPANIES ADOPTED NEW PRODUCT LAUNCHES & DEVELOPMENTS AS THE KEY GROWTH STRATEGY BETWEEN 2013 AND 2016 123
FIGURE 39 PRODUCT ANALYSIS OF MAJOR COMPANIES IN THE VIRTUAL REALITY MARKET 125
FIGURE 40 MARKET EVALUATION FRAMEWORK: NEW PRODUCT LAUNCHES & DEVELOPMENTS FUELED MARKET GROWTH BETWEEN 2013 AND 2016 126
FIGURE 41 BATTLE FOR MARKET SHARE IN THE VIRTUAL REALITY MARKET: NEW PRODUCT LAUNCHES & DEVELOPMENTS AND PARTNERSHIPS WERE THE KEY STRATEGIES 127
FIGURE 42 GEOGRAPHIC REVENUE MIX OF MAJOR PLAYERS 131
FIGURE 43 OCULUS VR, LLC: SWOT ANALYSIS 133
FIGURE 44 SONY CORPORATION: COMPANY SNAPSHOT 134
FIGURE 45 SONY CORPORATION: SWOT ANALYSIS 136
FIGURE 46 SAMSUNG ELECTRONICS CO., LTD: COMPANY SNAPSHOT 137
FIGURE 47 SAMSUNG ELECTRONICS CO., LTD.: SWOT ANALYSIS 139
FIGURE 48 HTC CORPORATION: COMPANY SNAPSHOT 140
FIGURE 49 HTC CORPORATION: SWOT ANALYS 141
FIGURE 50 EON REALITY, INC.: SWOT ANALYSIS 144
FIGURE 51 GOOGLE INC.: COMPANY SNAPSHOT 145
FIGURE 52 GOOGLE INC.: SWOT ANALYS 147
FIGURE 53 MICROSOFT COPRORATION: COMPANY SNAPSHOT 148
FIGURE 54 MICROSOFT CORPORATION: SWOT ANALYSIS 150
FIGURE 55 VUZIX CORPORATION: COMPANY SNAPSHOT 151
FIGURE 56 VUZIX CORPORATION: SWOT ANALYSIS 153

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