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全球虚拟现实游戏市场报告(2016-20210年)

Global Virtual Reality in Gaming Market 2016-2020

加工时间:2017-08-25 信息来源:EMIS 索取原文[63 页]
关键词:虚拟现实游戏;VR;软件;硬件
摘 要:

VR is a computer generated 3D environment, which engages the user in the virtual world by interacting with it. The user will be completely engaged in the environment and will be able to play around with virtual objects and also execute a series of actions.

Augmented reality (AR) AR technology helps in blending the digital content with the physical world. Computer generated images are displayed by it in the user's field of vision, and relevant information about the objects is provided in the real world. The user can scan the physical real world environment and get an enhanced or augmented experience by adding virtual computer-generated information.


目 录:

PART 01: Executive summary 6

Highlights 6

PART 02: Scope of the report 7

Market overview 7

Top-vendor offerings 10

PART 03: Market research methodology 11

Research methodology 11

Economic indicators 11

PART 04: Introduction 12

Key market highlights 12

VR 12

PART 05: Global gaming market 19

Global gaming market by application 2015-2020 19

TV consoles 20

MMOs 21

Smartphones 21

Casual web games 22

Boxed PC 22

Tablet 23

Handheld gaming consoles 24

PART 06: Global VR headset market 25

PART 07: Market landscape 29

Market size and forecast 29

Five forces analysis 31

PART 08: Market segmentation by components 32

Market segmentation by components 32

Hardware segment 33

Software segment 33

PART 09: Market segmentation by compatibility 34

Global VR in gaming market by PCs 35

Global VR in gaming market by gaming consoles 36

Global VR in gaming market by mobile devices 37

PART 10: Geographical segmentation 39

Global VR in gaming market by geography 39

VR in gaming market in Americas 40

VR in gaming market in EMEA 42

VR in gaming market in APAC 43

PART 11: Market drivers 46

Rapid increase in awareness of VR technology 46

Growth in mobile gaming 46

Decline in ASP of VR components 47

Increase in funding 47

PART 12: Impact of drivers 51

PART 13: Market challenges 52

Health-related issues 52

Insufficient VR content 52

Limitations of hardware and software 53

PART 14: Impact of drivers and challenges 54

PART 15: Market trends 55

Introduction of VRD 55

Growing popularity of 360-degree videos 56

Introduction of depth-sensing camera for VR headsets 57

PART 16: Vendor landscape 58

Competitive scenario 58

Vendor landscape 61

PART 17: Appendix 64

List of abbreviations 64

PART 18: Explore Technavio 65


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