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全球虚拟现实内容市场报告(2016-2020年)

Global Virtual Reality Content Market 2016-2020

加工时间:2017-03-20 信息来源:EMIS 索取原文[54 页]
关键词:虚拟现实;VR;内容;市场研究
摘 要:

Crowdfunding is one of the major funding methods adopted by companies to raise funds for virtual reality (VR) projects. It attracts new entrants in the market, thereby increasing the competition among vendors and reducing device prices. It also allows vendors to anticipate customer demands, directly communicate with potential buyers, and involve customers in the product development stage. This will help vendors manufacture products according to customer demands.VR has been gaining more popularity in the market after Facebook acquired Oculus for $2 billion in July 2014. In addition, Google invested $542 million in Magic Leap in October 2014, which works on virtual and augmented reality (AR) solutions.Oculus is developing a device for PC gamers; Samsung Electronics is trying to capture the mobile gaming market with the introduction of Samsung Gear VR; and Sony is developing Project Morpheus to cater to the console gaming segment.


目 录:

PART 01: Executive summary 5

Highlights 5

PART 02: Scope of the report 6

Market overview 6

End-user 7

Base year and forecast period 7

Vendor selection criteria 8

Summation error 8

Top-vendor offerings 8

PART 03: Market research methodology 9

Research methodology 9

Economic indicators 9

PART 04: Introduction 10

Key market highlights 10

PART 05: Market landscape 12

Market overview 12

Product life cycle 13

Global VR content market 14

Global VR versus VR content market 15

Global VR content users 16

Global VR market by hardware 17

Five forces analysis 18

PART 06: Market segmentation by industry 19

Global VR content market by industry 19

PART 07: Market segmentation by device 23

Global VR market by device 23

Global VR content market by PCs 26

Global VR content market by gaming consoles 27

Global VR content market by mobile devices 28

PART 08: Buying criteria 29

PART 09: Geographical segmentation 30

Global VR content market by geography 30

VR content market in Americas 33

VR content market in EMEA 34

PART 10: Key leading country 37

US 37

PART 11: Market drivers 38

PART 12: Impact of drivers 40

PART 13: Market challenges 41

PART 14: Impact of drivers and challenges 43

PART 15: Market trends 44

PART 16: Vendor landscape 46

Competitive scenario 46

Key vendors 48

Other prominent vendors 51

PART 17: Appendix 55

List of abbreviations 55

PART 18: Explore Technavio 56

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