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세계의 위치 기반 가상현실(VR) 시장(2019-2023년)

Global Location-based Virtual Reality (VR) Market 2019-2023

리서치사 TechNavio (Infiniti Research Ltd.)
발행일 2019년 05월 상품 코드 843058
페이지 정보 영문 109 Pages
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세계의 위치 기반 가상현실(VR) 시장(2019-2023년) Global Location-based Virtual Reality (VR) Market 2019-2023
발행일 : 2019년 05월 페이지 정보 : 영문 109 Pages

본 상품은 영문 자료로 한글과 영문목차에 불일치하는 내용이 있을 경우 영문을 우선합니다. 정확한 검토를 위해 영문목차를 참고해주시기 바랍니다.

세계 위치 기반 가상현실(VR) 시장의 성장을 이끌 것으로 예상되는 주요인은 VR 헤드셋 및 게임 애플리케이션용 모션 컨트롤러와 같은 기타 VR 기기를 통해 VR 기술 구현이 크게 증가한 것입니다. 위치 기반 가상현실(VR) 시장은 2023년까지 약 36%의 연평균 복합 성장률(CAGR)을 나타낼 전망입니다.

세계의 위치 기반 가상현실(VR) 시장을 조사했으며, 시장 개요, 용도 및 지역별 시장 규모 추이와 예측, 시장 성장요인 및 과제 분석, 경쟁 구도, 주요 기업 개요 등의 정보를 제공합니다.

목차

제1장 주요 요약

제2장 보고서의 범위

제3장 시장 상황

  • 시장 생태계
  • 시장의 특징
  • 시장 세분화 분석

제4장 시장 규모

  • 시장 정의
  • 시장 규모
  • 시장 규모와 예측

제5장 Five Forces 분석

  • 구매자의 협상력
  • 공급 기업의 협상력
  • 신규 진출기업의 위협
  • 대체품의 위협
  • 경쟁 기업간 경쟁 관계
  • 시장 현황

제6장 시장 세분화 : 용도별

  • 시장 세분화 : 용도별
  • 시장 비교 : 용도별
  • VR 아케이드
  • VR 시네마
  • VR 테마파크
  • 시장 기회 : 용도별

제7장 고객 상황

제8장 지역 상황

  • 시장 세분화 : 지역별
  • 시장 비교 : 지역별
  • 아시아태평양
  • 북미
  • 유럽
  • 중동 및 아프리카
  • 남미
  • 주요 국가
  • 시장 기회

제9장 의사결정 프레임워크

제10장 성장요인과 과제

  • 시장 성장요인
  • 시장의 과제

제11장 시장 동향

  • VR 헤드셋에서의 인사이드 아웃 트랙킹 기술(inside-out tracking technology) 응용
  • 360도 컨텐츠의 인기
  • 위치 기반 VR로 주목을 끄는 eSports

제12장 벤더 상황

  • 개요
  • 파괴적 혁신

제13장 벤더 분석

  • 대상 벤더
  • 벤더 분류
  • 벤더의 시장 포지셔닝
  • Exit Reality
  • HTC Corp.
  • IMAX Corp.
  • The VOID LLC
  • Vrstudios Inc.

제14장 부록

  • 조사 방법
  • 약어 리스트
  • 벤더의 시장 포지셔닝 정의

제15장 TECHNAVIO에 대해

LSH 19.05.23

About this market

A major factor that is expected to drive the growth of the global location-based VR market is the significant increase in the implementation of VR technology by means of VR headsets and other VR devices such as motion controllers for gaming applications. Furthermore. products such as 0culusTouch controllers conform to the gamers hands, enabling finger recognition and gesture-controlled gaming, thus enhancing the gaming experience. These technological innovations are expected to fuel the adoption of VR in gaming, which will support the growth of the global location-based VR market during the forecast period. Technavio' s analysts have predicted that the location-based virtual reality (VR) market will register a CAGR of almost 36% by 2023.

Market Overview

Growing investment in VR technology

With the growing investments in VR technology and the growing adoption of VR, the global location-based VR market will grow significantly during the forecast period. As a result of its growing popularity, investors are coming forward to invest in VR technology. For instance, more than 25 venture firms and corporates have started the VR Venture Capital Alliance to encourage the growth of VR technology.

High VR content development cost

A VR project is a combination of several different components. Hence, there are several cost factors to be considered while developing VR content. They include the costs incurred during the creation and distribution of VR content and the cost of hardware and software. The high pricing of content development will hinder the growth of the global location-based VR market as the high content prices can lead to high ticket prices for consumers availing location-based VR services.

For the detailed list of factors that will drive and challenge the growth of the location-based virtual reality (VR) market during the 2019-2023, view our report.

Competitive Landscape

The market appears to be fragmented and with the presence of several companies including The VOID LLC and VRstudios the competitive environment is quite intense. Factors such as the increase in the implementation of VR technology and growing investments in VR technology, will provide considerable growth opportunities to location-based virtual reality (VR) manufactures. Exit Reality, HTC Corp., IMAX Corp., The VOID LLC, and VRstudios Inc are some of the major companies covered in this report.

TABLE OF CONTENTS

PART 01: EXECUTIVE SUMMARY

PART 02: SCOPE OF THE REPORT

  • 2.1 Preface
  • 2.2 Preface
  • 2.3 Currency conversion rates for US$

PART 03: MARKET LANDSCAPE

  • Market ecosystem
  • Market characteristics
  • Market segmentation analysis

PART 04: MARKET SIZING

  • Market definition
  • Market sizing 2018
  • Market size and forecast 2018-2023

PART 05: FIVE FORCES ANALYSIS

  • Bargaining power of buyers
  • Bargaining power of suppliers
  • Threat of new entrants
  • Threat of substitutes
  • Threat of rivalry
  • Market condition

PART 06: MARKET SEGMENTATION BY APPLICATION

  • Market segmentation by application
  • Comparison by application
  • VR arcades - Market size and forecast 2018-2023
  • VR cinemas - Market size and forecast 2018-2023
  • VR theme parks - Market size and forecast 2018-2023
  • Market opportunity by application

PART 07: CUSTOMER LANDSCAPE

PART 08: GEOGRAPHIC LANDSCAPE

  • Geographic segmentation
  • Geographic comparison
  • APAC - Market size and forecast 2018-2023
  • North America - Market size and forecast 2018-2023
  • Europe - Market size and forecast 2018-2023
  • MEA - Market size and forecast 2018-2023
  • South America - Market size and forecast 2018-2023
  • Key leading countries
  • Market opportunity

PART 09: DECISION FRAMEWORK

PART 10: DRIVERS AND CHALLENGES

  • Market drivers
  • Market challenges

PART 11: MARKET TRENDS

  • Use of inside-out tracking technology in VR headsets
  • Growing popularity of 360-degree content
  • eSports gaining traction in location-based VR

PART 12: VENDOR LANDSCAPE

  • Overview
  • Landscape disruption

PART 13: VENDOR ANALYSIS

  • Vendors covered
  • Vendor classification
  • Market positioning of vendors
  • Exit Reality
  • HTC Corp.
  • IMAX Corp.
  • The VOID LLC
  • Vrstudios Inc.

PART 14: APPENDIX

  • Research methodology
  • List of abbreviations
  • Definition of market positioning of vendors

PART 15: EXPLORE TECHNAVIO

List of Exhibits

  • Exhibit 01: Global leisure market
  • Exhibit 02: Segments of global leisure market
  • Exhibit 03: Market characteristics
  • Exhibit 04: Market segments
  • Exhibit 05: Market definition - Inclusions and exclusions checklist
  • Exhibit 06: Market size 2018
  • Exhibit 07: Global market: Size and forecast 2018-2023 ($ millions)
  • Exhibit 08: Global market: Year-over-year growth 2019-2023 (%)
  • Exhibit 09: Five forces analysis 2018
  • Exhibit 10: Five forces analysis 2023
  • Exhibit 11: Bargaining power of buyers
  • Exhibit 12: Bargaining power of suppliers
  • Exhibit 13: Threat of new entrants
  • Exhibit 14: Threat of substitutes
  • Exhibit 15: Threat of rivalry
  • Exhibit 16: Market condition - Five forces 2018
  • Exhibit 17: Application - Market share 2018-2023 (%)
  • Exhibit 18: Comparison by application
  • Exhibit 19: VR arcades - Market size and forecast 2018-2023 ($ millions)
  • Exhibit 20: VR arcades - Year-over-year growth 2019-2023 (%)
  • Exhibit 21: VR cinemas - Market size and forecast 2018-2023 ($ millions)
  • Exhibit 22: VR cinemas - Year-over-year growth 2019-2023 (%)
  • Exhibit 23: VR theme parks - Market size and forecast 2018-2023 ($ millions)
  • Exhibit 24: VR theme parks - Year-over-year growth 2019-2023 (%)
  • Exhibit 25: Market opportunity by application
  • Exhibit 26: Customer landscape
  • Exhibit 27: Market share by geography 2018-2023 (%)
  • Exhibit 28: Geographic comparison
  • Exhibit 29: APAC - Market size and forecast 2018-2023 ($ millions)
  • Exhibit 30: APAC - Year-over-year growth 2019-2023 (%)
  • Exhibit 31: North America - Market size and forecast 2018-2023 ($ millions)
  • Exhibit 32: North America - Year-over-year growth 2019-2023 (%)
  • Exhibit 33: Europe - Market size and forecast 2018-2023 ($ millions)
  • Exhibit 34: Europe - Year-over-year growth 2019-2023 (%)
  • Exhibit 35: MEA - Market size and forecast 2018-2023 ($ millions)
  • Exhibit 36: MEA - Year-over-year growth 2019-2023 (%)
  • Exhibit 37: South America - Market size and forecast 2018-2023 ($ millions)
  • Exhibit 38: South America - Year-over-year growth 2019-2023 (%)
  • Exhibit 39: Key leading countries
  • Exhibit 40: Market opportunity
  • Exhibit 41: Impact of drivers and challenges
  • Exhibit 42: Vendor landscape
  • Exhibit 43: Landscape disruption
  • Exhibit 44: Vendors covered
  • Exhibit 45: Vendor classification
  • Exhibit 46: Market positioning of vendors
  • Exhibit 47: Exit Reality - Vendor overview
  • Exhibit 48: Exit Reality - Business segments
  • Exhibit 49: Exit Reality - Key offerings
  • Exhibit 50: HTC Corp. - Vendor overview
  • Exhibit 51: HTC Corp. - Business segments
  • Exhibit 52: HTC Corp. - Organizational developments
  • Exhibit 53: HTC Corp. - Geographic focus
  • Exhibit 54: HTC Corp. - Key offerings
  • Exhibit 55: IMAX Corp. - Vendor overview
  • Exhibit 56: IMAX Corp. - Business segments
  • Exhibit 57: IMAX Corp. - Geographic focus
  • Exhibit 58: IMAX Corp. - Segment focus
  • Exhibit 59: IMAX Corp. - Key offerings
  • Exhibit 60: The VOID LLC - Vendor overview
  • Exhibit 61: The VOID LLC - Business segments
  • Exhibit 62: The VOID LLC - Key offerings
  • Exhibit 63: Vrstudios Inc. - Vendor overview
  • Exhibit 64: Vrstudios Inc. - Business segments
  • Exhibit 65: Vrstudios Inc. - Organizational developments
  • Exhibit 66: Vrstudios Inc. - Key offerings
  • Exhibit 67: Validation techniques employed for market sizing
  • Exhibit 68: Definition of market positioning of vendors
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