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ウェアラブルゲーム企業、機器、ソリューション:市場展望と予測 2015-2020年

Wearable Gaming Companies, Devices, and Solutions: Market Outlook and Forecasts 2015 - 2020

 

出版社 出版日電子媒体価格ページ数
Mind Commerce
マインドコマース
2015年3月 US$ 1,995
シングルユーザライセンス
101p

サマリー

Overview

Wearable gaming represents an emerging entrant into the digital entertainment market that is best defined from a mobile gaming perspective.  Non-wearable mobile gaming is played on various wireless devices (smartphones, tablets, phablets, etc.), which have limited interface capabilities compared to desktop, laptop, or console gaming.  In many ways, wearable technology causes even more limitations, but also opens the door to new levels of interactivity and personal gaming intimacy.

Wearable gaming is played with small computing devices, which are body-mounted in some fashion, and seamlessly support game play with functionality not possible in traditional systems.  Mind Commerce sees Headwear as a Platform, Eyewear as a Platform, Smartwatch as a Platform, and Body-wear as a Platform all as emerging areas for next generation digital entertainment.

This research assesses the current state and future outlook of wearable gaming technology and market. Mind Commerce findings indicate that the global wearable gaming market will reach $19 billion during the study period with a 67% market share for hardware and 33% for software.   The report evaluates major players, platform, offerings, strategies, and market projections. The report also identifies the opportunities and timing for introduction of gaming into mainstream wearable technology. All purchases of Mind Commerce reports includes time with an expert analyst who will help you link key findings in the report to the business issues you're addressing. This needs to be used within three months of purchasing the report.

Target Audience:

  • All types of gaming companies
  • Wireless device manufacturers
  • Wireless infrastructure providers
  • Consumer electronics companies
  • Wearable technology developers
  • Embedded computing companies
  • Regulatory bodies and governments
  • Wireless service providers of all types
  • Mobile marketing/commerce companies
  • Augmented reality and virtual reality companies

Report Benefits:

  • Wearable gaming forecasts through 2020
  • Identify leading companies and solutions
  • Understand challenges and opportunities
  • Recognize the future for wearable gaming
  • Understand benefits of different platforms
  • Identify wearable market drivers and constraints
  • Understand  supporting capabilities and technologies


目次

Table of Contents

1.0          WHAT IS WEARABLE GAMING? 10
2.0          HISTORY OF WEARABLE GAMING             11
3.0          OVERVIEW OF WEARABLE GAMING MARKET      12
3.1          WHY WEARABLE GAMING?         12
3.2          FUTURE OUTLOOK          13
3.3          ARE PRIVACY CONCERNS OVERDONE?   14
4.0          WEARABLE GAMING MARKET POTENTIAL            15
4.1          WEARABLE PHONES        15
4.2          WEARABLE ELECTRONICS             15
4.3          OPEN SOURCE VR GAMES AND SUCCESS MANTRA           16
5.0          ROLE OF WEARABLE PAYMENTS                17
6.0          WEARABLE GAMING MARKET TREND     18
6.1          AUGMENTED REALITY AND VIRTUAL REALITY (AR AND VR)           18
6.2          CONNECTED WEARABLE               18
6.3          MOTION SENSING TECHNOLOGY INCLUDING WEARABLE 3D       18
6.4          WEARABLE HEALTHCARE THROUGH GAMING     19
6.5          HAPTIC TECHNOLOGY    19
6.6          HEADWEAR OR HEAD MOUNTED DISPLAY (HMD)              19
6.7          SERIOUS GAMING           20
6.8          GAMIFICATION                20
7.0          WEARABLE GAMING MARKET PROJECTION         21
7.1          GLOBAL WEARABLE GAMING REVENUE 2015 - 2020        21
7.2          GLOBAL WEARABLE GAMING REVENUE BY HARDWARE AND SOFTWARE 2015 - 2020       21
7.2.1      HARDWARE VS. SOFTWARE REVENUE PERCENTAGE TREND 2015 - 2020  22
7.2.2      HARDWARE AND SOFTWARE REVENUE PERCENTAGE BY TYPES 2020        23
7.3          GLOBAL WEARABLE GAMING HARDWARE UNIT SALES 2015 - 2020           25
7.3.1      HARDWARE UNIT SALES PERCENTAGE BY TYPES 2020      26
7.4          ACTIVE WEARABLE GAMER PROJECTION 2015 - 2020      28
7.4.1      WEARABLE GAMER BY TYPE 2020              29
7.4.2      AVERAGE NUMBER OF GAMER PER DEVICE 2015 - 2020 30
7.5          WEARABLE GAMING ARPPU 2015 - 2020              31
7.5.1      ARPPU BY HARDWARE AND SOFTWARE 2015 - 2020         32
7.6          AVERAGE RETAIL PRICE OF WEARABLE GAMING HARDWARE 2015 - 2020               32
7.7          WEARABLE GAMING REGIONAL MARKET SHARE 2020     33
8.0          WEARABLE GAME GENRE ANALYSIS        35
9.0          WEARABLE GAMING PLATFORM ANALYSIS          37
9.1          SMARTWATCH AS A PLATFORM                37
9.1.1      PERVASIVENESS               37
9.1.2      INTERFACE          37
9.1.3      ANDROID SMARTWATCH             37
9.1.4      APPLE WATCH   38
9.2          EYEWEAR AS A PLATFORM           38
9.2.1      GLU'S SPELLISTA              38
9.2.2      BRICKSIMPLE'S GLASSBATTLE     39
9.2.3      SAMSUNG SMART GLASS            39
9.3          HEADWEAR AS A PLATFORM      39
9.4          BODYWEAR AS A PLATORM         39
10.0        COMPANY AND HARDWARE ANALYSIS  40
10.1        VUZIX   40
10.1.1    VUZIX 1200DX-AR            40
10.1.2    VUZIX 1200DX-VR            41
10.1.3    VUZIX 1200DX   42
10.1.4    IWEAR 720          43
10.2        TECHNICAL ILLUSIONS   43
10.2.1    CASTAR                43
10.2.2    4D FORCE            44
10.3        MOFF    46
10.4        CARL ZEISS          47
10.5        IRON WILL INNOVATIONS CANADA         48
10.6        EMOTIV               50
10.7        INTELLIGENT HEADSET   51
10.8        TARSIER               52
10.9        GLASSUP             53
10.10     META    54
10.10.1  META PRO          54
10.10.2  META DEVELOPER EDITION         56
10.11     TN GAMES          57
10.12     THALMIC LABS  58
10.13     SONY     59
10.13.1  HMZ-T3W PERSONAL 3D VIEWER              59
10.13.2  PROJECT MORPHEUS     60
10.14     OCULUS RIFT     61
10.15     INFINITEEYE       62
10.16     AVEGANT            63
10.17     MIND PIRATE     64
10.18     OBJE (OBSCENE INTERACTIVE)   65
10.19     LEAP MOTION   65
10.20     MICROSOFT       66
10.20.1  KINECT 66
10.20.2  HOLOLENS          66
10.20.3  PROJECT FORTALEZA      66
10.20.4  XBOX ONE VR HEADSET 67
10.21     SHOOGEE'S DUROVIS DIVE          67
10.22     WOVEN                67
10.23     VALVE STEAMVR              68
10.24     SAMSUNG GEAR VR       68
10.25     HTC VIVE             69
10.26     STRIIV PEDOMETER         69
10.27     NIKE+ FUELBAND             70
10.28     CARL ZEISS VR ONE         70
10.29     RAZER OSVR       71
10.30     GOOGLE CARDBOARD   71
10.31     ARCHOS VR HEADSET     72
10.32     IMMERSION VRELIA VR 72
10.33     ANTVR  73
10.34     SEEBRIGHT          75
10.35     ALTERGAZE         75
10.36     PRIOVR                76
10.37     SIXENSE STEM SYSTEM  77
10.38     KOR-FX GAMING VEST  78
10.39     IMOTION             79
10.40     TACTICAL HAPTICS          79
10.41     VRCADE               80
10.42     SURVIOS              80
11.0        WEARABLE GAMING HARDWARE MARKET COMPETITION            82
12.0        WEARABLE GAMING CASE STUDY            84
12.1        GRAND THEFT AUTO (GTA)         84
12.2        NIKE AND SPORTS GAME             84
12.3        FITBIT CASUAL GAMING               85
12.4        WEAR ORBITS    85
12.5        MYLAND GAME                86
12.6        OCULUS RIFT GAMES     86
12.6.1    NAISSANCEE      86
12.6.2    PIXEL RIFT           87
12.6.3    SURGEON SIMULATOR  87
12.6.4    DOLPHINVR        88
12.6.5    CLASSROOM AQUATIC  88
12.6.6    WINDLANDS      89
12.6.7    SUPERHOT          89
12.6.8    VANGUARD V   90
12.6.9    LASERFACE         90
12.6.10  HALF-LIFE 2/TEAM FORTRESS 2  91
12.6.11  AAAA! FOR THE AWESOME         91
12.6.12  AMONG THE SLEEP         92
12.6.13  LUCKY'S TALE     92
12.6.14  THE WITNESS     93
12.7        SUMSUNG GEAR VR GAMES      94
12.7.1    HEROBOUND: FIRST STEPS           94
12.7.2    TEMPLE RUN VR               94
12.7.3    VRSE/FOR CARDBOARD APPS     95
12.7.4    ESPER    95
12.7.5    IKARUS 96
12.7.6    DREADHALLS      96
12.7.7    OCULUS 360 TOURS - WORLD, ICELAND 97
12.7.8    MATTERPORT VR             97
12.7.9    ANSHAR WARS 98
12.7.10  PLAYHEAD           99
12.7.11  TITANS OF SPACE             99
12.7.12  CIRQUE DU SOLEIL ZARKANA      100
12.7.13  DARKNET             100
12.7.14  THEBLUVR           101

Figures

Figure 1: Pixel Miner Game on Pebble Smartwatch          13
Figure 2: Images Changing Colors from Red to Blues and Yellow to Green              16
Figure 3: Global Wearable Gaming Revenue 2015 - 2020                21
Figure 4: Global Wearable Gaming Hardware and Software Revenue 2015 - 2020              22
Figure 5: Global Wearable Gaming Hardware vs. Software Revenue 2015 - 2020                23
Figure 6: H/W vs. S/W Revenue by Hardcore, Serious and Gamification  24
Figure 7: H/W vs. S/W Revenue by Gaming Whales and Light Gamers      24
Figure 8: H/W vs. S/W Revenue Percentage by Adult Gamer and Kids     25
Figure 9: Software Revenue by Subscription Access vs. In-game Micro-transaction           25
Figure 10 Global Wearable Gaming Device Sales Projection 2015 - 2020  26
Figure 11: Wearable Gaming H/W Unit Sales by Hardcore, Serious & Gamification              27
Figure 12: Wearable Gaming H/W Unit Sales by Gaming Whales vs. Light Gamers               27
Figure 13: Wearable Gaming H/W Unit Sales by Adult Gamer vs. Kids 2020            28
Figure 14: Global Active Wearable Gamer Projection 2015 - 2020               28
Figure 15: Wearable Gamer by Hardcore, Serious, and Light Gamer 2020                29
Figure 16: Wearable Gamer Percentage Projection by Adult vs. Kids Gamer 2020               30
Figure 17: Wearable Gamer by Subscription Access vs. In-Game Micro-transaction           30
Figure 18: Average Number of Wearable Gamers by Device 2015 - 2020                31
Figure 19: Global Wearable Gaming Yearly ARPPU in US $ 2015 - 2020     31
Figure 20: Wearable Gaming ARPPU by H/W and S/W 2015 - 2020             32
Figure 21: Retail Price of Wearable Gaming Hardware Devices in US$ 2015 - 2020               33
Figure 22: Regional Market Share Projection of Wearable Gaming Market 2020  34
Figure 23: Lists of Wearable Games by Genre Categories: FPS, Simulation & RPG               36
Figure 24: PS One Game on Android Wear            38
Figure 25: Device Score of VUZIX 1200DX-AR       40
Figure 26: VUZIX 1200DX-AR Device         40
Figure 27: Device Score of VUZIX 1200DX-VR       41
Figure 28: VUZIX 1200DX-VR Device         41
Figure 29: Device Score of VUZIX 1200DX              42
Figure 30: VUZIX 1200DX Device                42
Figure 31: IWear 720 Device        43
Figure 32: Device Score of CastAR             44
Figure 33: CastAR Device              44
Figure 34: Device Score of 4D Force         45
Figure 35: 4D Force Device           45
Figure 36: Device Score of MOFF               46
Figure 37: MOFF Device                47
Figure 38: Device Score of Cinemizer OLED           48
Figure 39: Cinemizer OLED Device             48
Figure 40: Device Score of Peregrine       49
Figure 41: Peregrine Device         49
Figure 42: Device Score of EPOC Neuroheadset 50
Figure 43: EPOC Neuroheadset Device   51
Figure 44: Device Score of Intelligent Headset    52
Figure 45: Intelligent Headset Device      52
Figure 46: Device Score of Trasier Moveeye         53
Figure 47: Trasier Moveeye Device          53
Figure 48: Device Score of GlassUp          54
Figure 49: GlassUp Device            54
Figure 50: Device Score of META Pro       55
Figure 51: META Pro Device         55
Figure 52: Device Score of META Developer Edition          56
Figure 53: META Developer Edition Device           57
Figure 54: Device Score of 3RD Space Vest            57
Figure 55: 3RD Space Vest Device             58
Figure 56: Device Score of MYO armband              58
Figure 57: MYO Armband Device               59
Figure 58: Device Score of HMZ-T3W personal 3D viewer               59
Figure 59: HMZ-T3W personal 3D viewer Device                60
Figure 60: Project Morpheus Device        61
Figure 61: Device Score of Oculus Rift     62
Figure 62: Oculus Rift Device       62
Figure 63: Device Score of InfiniteEye     63
Figure 64: InfiniteEye Device       63
Figure 65: Device Score of GLYPH              64
Figure 66: GLYPH Device               64
Figure 67: Callisto Platform Operational Ecosystem           65
Figure 68: Xbox One VR Device  67
Figure 69: Valve's SteamVR Hardware System    68
Figure 70: Samsung Gear VR Device         69
Figure 71 HTC Vive Device            69
Figure 72: Striiv Pedometer         70
Figure 73: Car Zeiss VR One Device           70
Figure 74: Razer OSVR Device     71
Figure 75: Google Cardboard Device        72
Figure 76: Archos VR Headset     72
Figure 77: ImmersiON VRelia VR Headset              73
Figure 78: How ANTR is Different from Oculus and Morpheus?   74
Figure 79: ANTVR Device              74
Figure 80: Seebright Wave™ HMD            75
Figure 81: Altergaze Device         76
Figure 82: PrioVR Body Trakcing Device  77
Figure 83: STEM System Motion Tracking Platform            78
Figure 84: KOR - FX Gaming Vest              79
Figure 85: iMotion Device             79
Figure 86: Reactive Grip Device  80
Figure 87: HMD Devices (Integrated vs. Development Stage        82
Figure 88: Controller Devices vs. Development Stage      83
Figure 89 GTA Running Interface               84
Figure 90: Nike Sports Point        84
Figure 91: FitBit Lifestyle Marketing         85
Figure 92: Wear Orbits Arcade Game Apps           85
Figure 93: Myland Game based on Fitness Pedometer   86
Figure 94: Underground City of NaissanceE          87
Figure 95: Pixel Rift Game Interface         87
Figure 96: Nigel Burke's Operation on Bob            88
Figure 97: DolphinVR Emulator on Rift    88
Figure 98: Underwater Classroom Environment 89
Figure 99: Windland's Technicolor World               89
Figure 100: Superhot Prototype                90
Figure 101: Vanguard V Interface              90
Figure 102: Leaserface Game      91
Figure 103: Half-Life 2 Interface 91
Figure 104: Aaaa! For the Awesome Game Interface       92
Figure 105: 'un's House in Among the Sleep        92
Figure 106: Lucky's Tale Game Interface                93
Figure 107: The Witness's Abandoned Island       93
Figure 108: Herobound Game Interface 94
Figure 109: Temple Run Game for Samsung VR  95
Figure 110: VRSE - Cardboard Apps for VR            95
Figure 111: Esper Demo                96
Figure 112: Ikarus Demo               96
Figure 113: Dreadhalls Game      97
Figure 114: Oculus 360 virtual tourism     97
Figure 115: Matterport VR Games            98
Figure 116: Anshar Wars Game Interface              98
Figure 117: Playhead Game Shoot            99
Figure 118: Earth vs, Moon          100
Figure 119: Cirque du Soleil Zarkana Game Interface        100
Figure 120: Darknet Game Interface        101
Figure 121: Shark Passing in the Game    101

Tables

Table 1: Wearable Gaming Devices 1984 - 2008   11

 

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