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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
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.
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