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모바일 가상현실 : 모바일 플랫폼용 헤드 마운트 디스플레이(HMD), 액세서리 및 VR 컨텐츠 시장 분석 및 예측

Mobile Virtual Reality: Head-Mounted Displays, Accessories and VR Content for Mobile Platforms - Market Analysis and Forecasts

리서치사 Omdia | Tractica
발행일 2016년 12월 상품 코드 409977
페이지 정보 영문 66 Pages; 47 Tables, Charts & Figures
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US $ 4,200 ₩ 5,076,000 Basic License - PDF and Excel (1-5 Users)
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모바일 가상현실 : 모바일 플랫폼용 헤드 마운트 디스플레이(HMD), 액세서리 및 VR 컨텐츠 시장 분석 및 예측 Mobile Virtual Reality: Head-Mounted Displays, Accessories and VR Content for Mobile Platforms - Market Analysis and Forecasts
발행일 : 2016년 12월 페이지 정보 : 영문 66 Pages; 47 Tables, Charts & Figures

2016년에 판매된 소비자용 가상현실 헤드 마운트 디스플레이(VR HMD)의 88% 이상이 모바일로 추산되고 VR 시장에서 모바일의 우위성은 향후 수년간 지속될 것으로 보이며, 2021년 소비자용 모바일 HMD의 연간 출하량 중 4분의 3을 모바일 HMD이 구성할 것으로 전망됩니다.

모바일 VR 및 컨텐츠 시장이 해결해야 할 과제, 기술 과제, 주요 기업 및 시장 규모·예측 상세 분석, 하드웨어 출하량·예측(모바일 HMD, 카메라, 게임패드, 기타 VR 전용 컨트롤러), 컨텐츠 매출 예측(게임, 미디어) 및 모바일 VR 시장의 주요 기업 개요 등을 정리하여 전해드립니다.

제1장 개요

제2장 시장이 해결해야 할 과제

  • 서론
  • 조사 범위
  • 시장 개요
  • 시장 동향
  • 시장 발전 촉진요인
    • 스마트폰의 보급
    • 몰입감
    • VR 영상
    • B2C 마케팅의 기회
    • 스마트폰 업그레이드
    • 모바일 에코시스템/앱 스토어
    • 게임 시장
    • 웹형 VR
    • 중국
  • 시장 장벽
    • 설득력 있는 모바일 VR 컨텐츠의 부족
    • QoE(사용자 체감 품질)
  • 이용 사례
    • 게임
    • 비디오 미디어 컨텐츠
    • 소셜 VR
    • B2C 마케팅
    • 엔터프라이즈 애플리케이션
    • 웰니스 자기 계발
    • 피트니스

제3장 기술 과제

  • 서론
  • 추적
    • 위치 추적
    • 아이 트래킹(Eye Tracking)
    • 핸드 트래킹·제스처 컨트롤
  • 시야
  • 레이턴시 기술 및 가상현실 멀미(Virtual Reality Sickness) 방지
    • 직류 전정 전기 자극(Galvanic Vestibular Stimulation, GVS)
    • 시야의 제한
  • 디스플레이 기술
  • 그래픽스 프로세싱 유닛(GPU)
  • 카메라
  • 3D 오디오
  • 어댑티브 스트리밍
    • Bitmovin
    • Pixvana
  • 무선 커넥티비티 기술의 시야

제4장 주요 기업

  • 서론
  • 주요 HMD·플랫폼 기업
    • Samsung
    • HTC
    • Facebook
    • Google
    • Merge VR
    • Fibrum
    • KnoxLabs
  • 주요 구현 기술 기업
    • VisiSonics
    • Bitmovin
    • Pixvana
    • uSens
    • Leap Motion
    • vMocion
    • Improbable
    • Imagination Technologies
    • VicoVR
  • 기타 주요 기업
    • Vroom
    • Alibaba
    • Amazon
    • NextVR
    • Wevr
    • Baobab Studios
    • AltspaceVR
    • nDreams
    • Unity
    • Resolution Games
  • 기타 주요 시장 진출 기업

제5장 시장 예측

  • 서론
  • 데이터 수집
  • 예측 방법
    • 톱레벨 모바일 헤드 마운트 디스플레이 출하량
    • 평균 판매 가격(ASP)·매출
  • 톱레벨 연간 모바일 VR 매출
  • 연간 VR HMD 출하량·매출
  • 연간 모바일 VR 액세서리 출하량·매출
  • 연간 VR 컨텐츠 매출 : 컨텐츠 종류별
  • 소비자용 VR 시장 : 지역별
  • 결론·제안

제6장 기업 디렉토리

제7장 두자어·약어 리스트

제8장 목차

제9장 도표

제10장 조사 범위·정보원·조사 방법·주석

KSA 17.01.24

As virtual reality (VR) becomes more pervasive in the consumer market, and adoption and awareness begin to increase significantly, it is mobile VR that is leading the charge and giving many users their first taste of a new way of experiencing games and media. Tractica estimates that more than 88% of all consumer-grade VR head-mounted displays (HMDs) sold in 2016 were mobile, and the firm anticipates that the mobile domination of the VR market will continue for years to come, with mobile HMDs constituting three-quarters of annual consumer-grade HMD shipments in 2021.

Despite the momentum behind mobile VR, however, Tractica's analysis indicates that there is much work still to be done. VR is an extremely complex technology and there are many obstacles to a frictionless, optimized user experience. Over time, technological breakthroughs in optics, processing efficiencies, cloud computing, software application development, and streaming, as well as increased access to higher-quality broadband, will improve and accelerate the general availability of consistently high-quality VR experiences. While VR for mobile is currently a less immersive experience than PC and console-based VR, Tractica expects the gap to narrow between 2017 and 2021. There is a real possibility that mobile will become not only the choice for simpler VR experiences, but the choice for the vast majority of all VR experiences.

This Tractica report provides a detailed analysis of market issues, technology issues, key industry players, and market sizing and forecasts for mobile VR hardware and content. Hardware forecasts include unit shipments and revenue for mobile HMDs, cameras, gamepads, and other VR-specific controllers. Content revenue forecasts are segmented into gaming and media. All market data covers the period from 2014 to 2021 and is segmented by world region. The report also includes profiles of 26 key players in the mobile VR market.

Key Questions Addressed:

  • How large is the market opportunity for mobile VR hardware and content?
  • How will the market be segmented by hardware category, content type, and world region?
  • How will this market grow in the coming years and which factors will drive this growth?
  • Which factors could inhibit growth during the forecast period?
  • What are the main technology trends and issues in the mobile VR market?
  • Who are the leading providers of mobile VR technology and how do their go-to-market strategies differ?

Who Needs This Report?

  • Mobile VR headset manufacturers
  • Mobile VR accessory manufacturers
  • Mobile device manufacturers
  • Media publishers, distributors, and creators
  • Semiconductor and component companies
  • Games publishers
  • Application developers
  • Investor community

Table of Contents

1. Executive Summary

  • 1.1. Introduction
  • 1.2. Market Drivers and Barriers
  • 1.3. Market Observations/Key Trends
  • 1.4. Key Industry Players
  • 1.5. Market Forecast Highlights
    • 1.5.1. Mobile Virtual Reality Revenue
    • 1.5.2. Mobile Head-Mounted Display Shipments and Revenue

2. Market Issues

  • 2.1. Introduction
  • 2.2. Scope of Study
  • 2.3. Market Overview
  • 2.4. Market Trends
  • 2.5. Market Drivers
    • 2.5.1. Smartphone Penetration
    • 2.5.2. Immersion Experiences
    • 2.5.3. Virtual Reality Video
    • 2.5.4. Business-to-Consumer Marketing Opportunity
    • 2.5.5. Smartphone Upgrades
    • 2.5.6. Mobile Ecosystem/App Stores
    • 2.5.7. Games Market
    • 2.5.8. Web Virtual Reality
    • 2.5.9. China
  • 2.6. Market Barriers
    • 2.6.1. Lack of Compelling Mobile Virtual Reality Content
    • 2.6.2. Quality of Experience
      • 2.6.2.1. Lack of Positional Tracking
      • 2.6.2.2. Virtual Reality Sickness
      • 2.6.2.3. Restricted Field Of View
      • 2.6.2.4. Streaming Challenges
      • 2.6.2.5. Corrective Eyewear
      • 2.6.2.6. Smartphone Heat
      • 2.6.2.7. Trial and Error for Early Virtual Reality Applications
  • 2.7. Use Cases
    • 2.7.1. Games
    • 2.7.2. Video Media Content
    • 2.7.3. Social Virtual Reality
    • 2.7.4. Business-to-Consumer Marketing
      • 2.7.4.1. Retail E-Commerce
      • 2.7.4.2. Residential Buying/Renting
      • 2.7.4.3. Travel
    • 2.7.5. Enterprise Applications
    • 2.7.6. Wellness Self Help
    • 2.7.7. Fitness

3. Technology Issues

  • 3.1. Introduction
  • 3.2. Tracking
    • 3.2.1. Positional Tracking
      • 3.2.1.1. Simultaneous Localization and Mapping and Computer Vision
    • 3.2.2. Eye Tracking
    • 3.2.3. Hand Tracking and Gesture Control
  • 3.3. Field of View
  • 3.4. Latency Technologies and Virtual Reality Sickness Prevention
    • 3.4.1. Galvanic Vestibular Stimulation
    • 3.4.2. Field of View restrictors
  • 3.5. Display Technology
  • 3.6. Graphics Processing Units
  • 3.7. Cameras
  • 3.8. Three-Dimensional Audio
  • 3.9. Adaptive Streaming
    • 3.9.1. Bitmovin
    • 3.9.2. Pixvana
  • 3.10. Wireless Connectivity Technologies Field of View

4. Key Industry Players

  • 4.1. Introduction
  • 4.2. Key HMD and Platform Players
    • 4.2.1. Samsung
    • 4.2.2. HTC
    • 4.2.3. Facebook
      • 4.2.3.1. Content Initiatives
      • 4.2.3.2. Social VR
    • 4.2.4. Google
      • 4.2.4.1. Daydream
    • 4.2.5. Merge VR
    • 4.2.6. Fibrum
    • 4.2.7. KnoxLabs
  • 4.3. Key Enabling Technology Players
    • 4.3.1. VisiSonics
    • 4.3.2. Bitmovin
    • 4.3.3. Pixvana
    • 4.3.4. uSens
    • 4.3.5. Leap Motion
    • 4.3.6. vMocion
    • 4.3.7. Improbable
    • 4.3.8. Imagination Technologies
    • 4.3.9. VicoVR
  • 4.4. Other Key Players
    • 4.4.1. Vroom
    • 4.4.2. Alibaba
    • 4.4.3. Amazon
    • 4.4.4. NextVR
    • 4.4.5. Wevr
    • 4.4.6. Baobab Studios
    • 4.4.7. AltspaceVR
    • 4.4.8. nDreams
    • 4.4.9. Unity
    • 4.4.10. Resolution Games
  • 4.5. Other Selected Industry Participants

5. Market Forecasts

  • 5.1. Introduction
  • 5.2. Data Collection
  • 5.3. Forecast Methodology
    • 5.3.1. Top-Level Mobile Head-Mounted Display Shipments
    • 5.3.2. Average Selling Prices and Revenue
  • 5.4. Top-Level Annual Mobile VR Revenue
  • 5.5. Annual Virtual Reality Head-Mounted Display Shipments and Revenue
  • 5.6. Annual Mobile Virtual Reality Accessories Shipments and Revenue
  • 5.7. Annual Virtual Reality Content Revenue by Content Type
  • 5.8. Consumer Virtual Reality Market by Region
  • 5.9. Conclusions and Recommendations

6. Company Directory

7. Acronym and Abbreviation List

8. Table of Contents

9. Table of Charts and Figures

10. Scope of Study, Sources and Methodology, Notes

Charts

  • Annual Mobile VR Hardware and Content Revenue by Segment, World Markets: 2014-2021
  • Annual Mobile HMD Unit Shipments by Product Type, World Markets: 2014-2021
  • Annual Mobile HMD Revenue by Product Type, World Markets: 2014-2021
  • Annual Mobile VR Hardware Unit Shipments by Product Type, World Markets: 2016-2021
  • Annual Mobile VR Hardware Revenue by Product Type, World Markets: 2016-2021
  • Annual Mobile VR Content Revenue by Content Type, World Markets: 2014-2021
  • Annual Mobile HMD Unit Shipments by Region, World Markets: 2014-2021
  • Annual Mobile HMD Revenue by Region, World Markets: 2014-2021
  • Annual Mobile VR Accessory Unit Shipments by Region, World Markets: 2014-2021
  • Annual Mobile VR Accessory Revenue by Region, World Markets: 2014-2021
  • Annual Mobile VR Content Revenue by Region, World Markets: 2014-2021

Figures

  • Screenshot GoPro Virtual Reality Video, Tahiti Surfing
  • Virtual Reality Use Drains Smartphone Batteries, Gear VR Solution from MyCharge
  • Wevr's theBlu Is a Series that Explores Ocean Habitats Up Close and In Person
  • Mattel's View-Master Will Feature "Batman: The Animated Series" VR Experience
  • Finch Shift Motion Controllers for Mobile Virtual Reality
  • Field of View Adaptive Streaming
  • Samsung Patent Diagram of Positional Tracking
  • Facebook VR Emoji
  • KnoxLab's Cardboard VR for American Airlines
  • Improbable SpatialOS
  • Invasions!
  • Reggie Watts' Virtual Comedy Show in AltspaceVR

Tables

  • Annual Mobile VR Hardware and Content Revenue by Segment, World Markets: 2014-2021
  • Annual Mobile VR Hardware Unit Shipments by Product Type, World Markets: 2014-2021
  • Annual Mobile VR Hardware Revenue by Product Type, World Markets: 2014-2021
  • Annual Mobile HMD Unit Shipments by Product Type, World Markets: 2014-2021
  • Annual Mobile VR Content Revenue by Content Type, World Markets: 2014-2021
  • Annual Mobile HMD Revenue by Product Type, World Markets: 2014-2021
  • Annual Mobile HMD Unit Shipments by Region, World Markets: 2014-2021
  • Annual Mobile HMD Revenue by Region, World Markets: 2014-2021
  • Annual Mobile VR Accessory Unit Shipments by Region, World Markets: 2014-2021
  • Annual Mobile VR Accessory Revenue by Region, World Markets: 2014-2021
  • Annual Mobile VR Content Revenue by Region, World Markets: 2014-2021
  • Annual Mobile VR Hardware Unit Shipments and Revenue by Product Type, North America: 2014-2021
  • Annual Mobile VR Hardware Unit Shipments and Revenue by Product Type, Europe: 2014-2021
  • Annual Mobile VR Hardware Unit Shipments and Revenue by Product Type, Asia Pacific: 2014-2021
  • Annual Mobile VR Hardware Unit Shipments and Revenue by Product Type, Latin America: 2014-2021
  • Annual Mobile VR Hardware Unit Shipments and Revenue by Product Type, Middle East & Africa: 2014-2021
  • Annual Mobile VR Content Revenue by Content Type, North America 2014-2021
  • Annual Mobile VR Content Revenue by Content Type, Europe: 2014-2021
  • Annual Mobile VR Content Revenue by Content Type, Asia Pacific: 2014-2021
  • Annual Mobile VR Content Revenue by Content Type, Latin America: 2014-2021
  • Annual Mobile VR Content Revenue by Content Type, Middle East & Africa: 2014-2021
  • Partial List of Mobile Head-Mounted Display Manufacturers
  • Consumer 360< Cameras
  • Additional Industry Participants
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