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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
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.
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