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モバイル仮想現実(VR)市場分析と予測:ヘッドマウントディスプレイ、アクセサリ、モバイル用VRコンテンツプラットフォーム

Mobile Virtual Reality

Head-Mounted Displays, Accessories, and VR Content for Mobile Platforms: Market Analysis and Forecasts

 

出版社 出版年月電子版価格 ページ数図表数
Tractica
トラクティカ
2016年12月US$4,200
1-5ユーザライセンス
66 47

サマリー

トラクティカ社のレポート「モバイル仮想現実(VR)市場分析と予測:ヘッドマウントディスプレイ、アクセサリ、モバイル用VRコンテンツプラットフォーム - Head-Mounted Displays, Accessories, and VR Content for Mobile Platforms: Market Analysis and Forecasts」は市場課題、技術課題、主要産業企業、市場規模とモバイルVRハードウェアとコンテンツを予測しています。ハードウェア予測はモバイルHMDs、カメラ、ゲームパッド、その他VRコントローラーの出荷台数と収益などを予測している。コンテンツ収益予測はゲーミングとメディアに分け分析しています。全ての市場データは2014-2021年の期間、世界地域別で分析されています。また、このレポートはモバイルVR市場主要26企業の概要も掲載しています。

主な掲載内容  ※目次より抜粋

  1. エグゼクティブサマリー
  2. 市場課題
    1. 市場動向
    2. 市場成長促進要因
    3. 市場成長阻害要因
  3. 技術課題
    1. トラッキング
    2. レイテンシ技術とVR酔い予防
    3. ディスプレイ技術
    4. 画像処理ユニット
    5. カメラ
    6. 3D音声
  4. 主要企業
    1. 実現技術の主要企業
    2. その他の主要企業
  5. 市場予測
    1. トップレベルのモバイルVRの年間収益
    2. VRヘッドマウントディスプレイの年間出荷台数と年間収益
    3. コンテンツタイプ別のVRコンテンツの年間収益
    4. 地域別消費者向けVR市場

Table of Contents

As virtual reality (VR) becomes more pervasive in the consumer market, and adoption and awareness begin to increase significantly, it is mobile VR that is leading the charge and giving many users their first taste of a new way of experiencing games and media.  Tractica estimates that more than 88% of all consumer-grade VR head-mounted displays (HMDs) sold in 2016 were mobile, and the firm anticipates that the mobile domination of the VR market will continue for years to come, with mobile HMDs constituting three-quarters of annual consumer-grade HMD shipments in 2021.

Despite the momentum behind mobile VR, however, Tractica’s analysis indicates that there is much work still to be done.  VR is an extremely complex technology and there are many obstacles to a frictionless, optimized user experience.  Over time, technological breakthroughs in optics, processing efficiencies, cloud computing, software application development, and streaming, as well as increased access to higher-quality broadband, will improve and accelerate the general availability of consistently high-quality VR experiences.  While VR for mobile is currently a less immersive experience than PC and console-based VR, Tractica expects the gap to narrow between 2017 and 2021.  There is a real possibility that mobile will become not only the choice for simpler VR experiences, but the choice for the vast majority of all VR experiences.

This Tractica report provides a detailed analysis of market issues, technology issues, key industry players, and market sizing and forecasts for mobile VR hardware and content.  Hardware forecasts include unit shipments and revenue for mobile HMDs, cameras, gamepads, and other VR-specific controllers.  Content revenue forecasts are segmented into gaming and media.  All market data covers the period from 2014 to 2021 and is segmented by world region.  The report also includes profiles of 26 key players in the mobile VR market.

Key Questions Addressed:

  • How large is the market opportunity for mobile VR hardware and content?
  • How will the market be segmented by hardware category, content type, and world region?
  • How will this market grow in the coming years and which factors will drive this growth?
  • Which factors could inhibit growth during the forecast period?
  • What are the main technology trends and issues in the mobile VR market?
  • Who are the leading providers of mobile VR technology and how do their go-to-market strategies differ?

Who Needs This Report?

  • Mobile VR headset manufacturers
  • Mobile VR accessory manufacturers
  • Mobile device manufacturers
  • Media publishers, distributors, and creators
  • Semiconductor and component companies
  • Games publishers
  • Application developers
  • Investor community


目次

Table of Contents

  1. Executive Summary
    1. Introduction
    2. Market Drivers and Barriers
    3. Market Observations/Key Trends
    4. Key Industry Players
    5. Market Forecast Highlights
      1. Mobile Virtual Reality Revenue
      2. Mobile Head-Mounted Display Shipments and Revenue
  2. Market Issues
    1. Introduction
    2. Scope of Study
    3. Market Overview
    4. Market Trends
    5. Market Drivers
      1. Smartphone Penetration
      2. Immersion Experiences
      3. Virtual Reality Video
      4. Business-to-Consumer Marketing Opportunity
      5. Smartphone Upgrades
      6. Mobile Ecosystem/App Stores
      7. Games Market
      8. Web Virtual Reality
      9. China
    6. Market Barriers
      1. Lack of Compelling Mobile Virtual Reality Content
      2. Quality of Experience
        1. Lack of Positional Tracking
        2. Virtual Reality Sickness
        3. Restricted Field Of View
        4. Streaming Challenges
        5. Corrective Eyewear
        6. Smartphone Heat
        7. Trial and Error for Early Virtual Reality Applications
      3. Use Cases
        1. Games
        2. Video Media Content
        3. Social Virtual Reality
        4. Business-to-Consumer Marketing
          1. Retail E-Commerce
          2. Residential Buying/Renting
          3. Travel
        5. Enterprise Applications
        6. Wellness Self Help
        7. Fitness
  3. Technology Issues
    1. Introduction
    2. Tracking
      1. Positional Tracking
        1. Simultaneous Localization and Mapping and Computer Vision
      2. Eye Tracking
      3. Hand Tracking and Gesture Control
    3. Field of View
    4. Latency Technologies and Virtual Reality Sickness Prevention
      1. Galvanic Vestibular Stimulation
      2. Field of View restrictors
    5. Display Technology
    6. Graphics Processing Units
    7. Cameras
    8. Three-Dimensional Audio
    9. Adaptive Streaming
      1. Bitmovin
      2. Pixvana
    10. Wireless Connectivity Technologies Field of View
  4. Key Industry Players
    1. Introduction
    2. Key HMD and Platform Players
      1. Samsung
      2. HTC
      3. Facebook
        1. Content Initiatives
        2. Social VR
      4. Google
        1. Daydream
      5. Merge VR
      6. Fibrum
      7. KnoxLabs
    3. Key Enabling Technology Players
      1. VisiSonics
      2. Bitmovin
      3. Pixvana
      4. uSens
      5. Leap Motion
      6. vMocion
      7. Improbable
      8. Imagination Technologies
      9. VicoVR
    4. Other Key Players
      1. Vroom
      2. Alibaba
      3. Amazon
      4. NextVR
      5. Wevr
      6. Baobab Studios
      7. AltspaceVR
      8. nDreams
      9. Unity
      10. Resolution Games
    5. Other Selected Industry Participants
  5. Market Forecasts
    1. Introduction
    2. Data Collection
    3. Forecast Methodology
      1. Top-Level Mobile Head-Mounted Display Shipments
      2. Average Selling Prices and Revenue
    4. Top-Level Annual Mobile VR Revenue
    5. Annual Virtual Reality Head-Mounted Display Shipments and Revenue
    6. Annual Mobile Virtual Reality Accessories Shipments and Revenue
    7. Annual Virtual Reality Content Revenue by Content Type
    8. Consumer Virtual Reality Market by Region
    9. Conclusions and Recommendations
  6. Company Directory
  7. Acronym and Abbreviation List
  8. Table of Contents
  9. Table of Charts and Figures
  10. Scope of Study, Sources and Methodology, Notes

 

List of Charts, Figures, and Tables

Charts
  • Annual Mobile VR Hardware and Content Revenue by Segment, World Markets: 2014-2021
  • Annual Mobile HMD Unit Shipments by Product Type, World Markets: 2014-2021
  • Annual Mobile HMD Revenue by Product Type, World Markets: 2014-2021
  • Annual Mobile VR Hardware Unit Shipments by Product Type, World Markets: 2016-2021
  • Annual Mobile VR Hardware Revenue by Product Type, World Markets: 2016-2021
  • Annual Mobile VR Content Revenue by Content Type, World Markets: 2014-2021
  • Annual Mobile HMD Unit Shipments by Region, World Markets: 2014-2021
  • Annual Mobile HMD Revenue by Region, World Markets: 2014-2021
  • Annual Mobile VR Accessory Unit Shipments by Region, World Markets: 2014-2021
  • Annual Mobile VR Accessory Revenue by Region, World Markets: 2014-2021
  • Annual Mobile VR Content Revenue by Region, World Markets: 2014-2021
Figures
  • Screenshot GoPro Virtual Reality Video, Tahiti Surfing
  • Virtual Reality Use Drains Smartphone Batteries, Gear VR Solution from MyCharge
  • Wevr’s theBlu Is a Series that Explores Ocean Habitats Up Close and In Person
  • Mattel’s View-Master Will Feature “Batman: The Animated Series” VR Experience
  • Finch Shift Motion Controllers for Mobile Virtual Reality
  • Field of View Adaptive Streaming
  • Samsung Patent Diagram of Positional Tracking
  • Facebook VR Emoji
  • KnoxLab’s Cardboard VR for American Airlines
  • Improbable SpatialOS
  • Invasions!
  • Reggie Watts’ Virtual Comedy Show in AltspaceVR
Tables
  • Annual Mobile VR Hardware and Content Revenue by Segment, World Markets: 2014-2021
  • Annual Mobile VR Hardware Unit Shipments by Product Type, World Markets: 2014-2021
  • Annual Mobile VR Hardware Revenue by Product Type, World Markets: 2014-2021
  • Annual Mobile HMD Unit Shipments by Product Type, World Markets: 2014-2021
  • Annual Mobile VR Content Revenue by Content Type, World Markets: 2014-2021
  • Annual Mobile HMD Revenue by Product Type, World Markets: 2014-2021
  • Annual Mobile HMD Unit Shipments by Region, World Markets: 2014-2021
  • Annual Mobile HMD Revenue by Region, World Markets: 2014-2021
  • Annual Mobile VR Accessory Unit Shipments by Region, World Markets: 2014-2021
  • Annual Mobile VR Accessory Revenue by Region, World Markets: 2014-2021
  • Annual Mobile VR Content Revenue by Region, World Markets: 2014-2021
  • Annual Mobile VR Hardware Unit Shipments and Revenue by Product Type, North America: 2014-2021
  • Annual Mobile VR Hardware Unit Shipments and Revenue by Product Type, Europe: 2014-2021
  • Annual Mobile VR Hardware Unit Shipments and Revenue by Product Type, Asia Pacific: 2014-2021
  • Annual Mobile VR Hardware Unit Shipments and Revenue by Product Type, Latin America: 2014-2021
  • Annual Mobile VR Hardware Unit Shipments and Revenue by Product Type, Middle East & Africa: 2014-2021
  • Annual Mobile VR Content Revenue by Content Type, North America 2014-2021
  • Annual Mobile VR Content Revenue by Content Type, Europe: 2014-2021
  • Annual Mobile VR Content Revenue by Content Type, Asia Pacific: 2014-2021
  • Annual Mobile VR Content Revenue by Content Type, Latin America: 2014-2021
  • Annual Mobile VR Content Revenue by Content Type, Middle East & Africa: 2014-2021
  • Partial List of Mobile Head-Mounted Display Manufacturers
  • Consumer 360° Cameras
  • Additional Industry Participants

 

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プレスリリース

[プレスリリース訳]

2021年までにVRヘッドマウントディスプレイの出荷台数の総数の75%以上を占めるモバイルVR向けヘッドセット

モバイルVRヘッドマウントディスプレイ、アクセサリ、コンテンツの収益は2021年までに109億に到達

仮想現実(VR)が消費者市場に普及すると共に、採用度と認知度が大幅に上昇しています。トラクティカ社(Tractica)はモバイルVRこそが多くのユーザーにゲームとメディアの新しい体験を試す機会を与える最初のもの、先導するものだと考えています。トラクティカ社(Tractica)は2016年の消費者向けVRヘッドマウントディスプレイ(HMDs)の売上げの88%以上がモバイルヘッドセットだと予測しています。モバイルのVR市場独占はこれからの年も継続し、2021年まで消費者向けモバイルHMDsの年間出荷台数の75%を占めると予測しています。またトラクティカ社では21年までには、モバイルVRハードウェアとコンテンツの市場は109億に到達するとも予測しています。

「モバイルVRはとても勢いがあります、しかしそこにはまだ多くのやるべき事があります。」とアナリストのMark Beccue氏は述べています。「VRはとても複雑な技術で円滑にするには多くの課題があり、最適化されたユーザの経験が必要です。」

Beccue氏はさらに「光学、処理効率、クラウドコンピューティング、ソフトウェアアプリケーション開発、ストリーミング、高品質のブロードバンドへのアクセス増加などの技術的な躍進が一般提供できる高品質VR体験を向上させ加速させています。」と続けました。

「モバイル向けVRはPC向けやコンソール向けVRより没入型が少ない」Beccue氏はいいます、「2017-2021年の間にその差はすぐわずかになるでしょう。簡単なVR体験の唯一の選択としてのモバイルではなく、全VR体験に大多数がモバイルを選択する新しい現実の可能性があります。

トラクティカ社のレポート「モバイル仮想現実(VR)市場分析と予測:ヘッドマウントディスプレイ、アクセサリ、モバイル用VRコンテンツプラットフォーム - Head-Mounted Displays, Accessories, and VR Content for Mobile Platforms: Market Analysis and Forecasts」は市場課題、技術課題、主要産業企業、市場規模とモバイルVRハードウェアとコンテンツを予測しています。ハードウェア予測はモバイルHMDs、カメラ、ゲームパッド、その他VRコントローラーの出荷台数と収益などを予測している。コンテンツ収益予測はゲーミングとメディアに分け分析しています。全ての市場データは2014-2021年の期間、世界地域別で分析されています。また、このレポートはモバイルVR市場主要26企業の概要も掲載しています。

[プレスリリース原文]

Mobile Virtual Reality Headsets Will Represent More than 75% of Total VR Head-Mounted Display Shipments through 2021

Mobile VR Head-Mounted Display, Accessory, and Content Revenue to Reach $10.9 Billion by 2021

As virtual reality (VR) becomes more pervasive in the consumer market, and adoption and awareness begin to increase significantly, a new report from Tractica finds that it is mobile VR that is leading the charge and giving many users their first taste of a new way of experiencing games and media.  Tractica estimates that more than 88% of all consumer-grade VR head-mounted displays (HMDs) sold in 2016 were mobile headsets, and the firm anticipates that the mobile domination of the VR market will continue for years to come, with mobile HMDs constituting three-quarters of annual consumer-grade HMDs shipments in 2021.  By that time, the market intelligence firm forecasts that the total market for mobile VR hardware and content will reach $10.9 billion worldwide.

 

Mobile VR has a tremendous amount of momentum, but there is much work still to be done,” says principal analyst Mark Beccue.  “VR is an extremely complex technology and there are many obstacles to a frictionless, optimized user experience.”

Beccue adds that, over time, technological breakthroughs in optics, processing efficiencies, cloud computing, software application development, and streaming, as well as increased access to higher-quality broadband, will improve and accelerate the general availability of consistently high-quality VR experiences.

“While VR for mobile is currently a less immersive experience than PC and console-based VR,” says Beccue, “the gap will narrow considerably between 2017 and 2021.  There is a real possibility that mobile will become not only the choice for simpler VR experiences, but the choice for the vast majority of all VR experiences.”

Tractica’s report, “Mobile Virtual Reality”, provides a detailed analysis of market issues, technology issues, key industry players, and market sizing and forecasts for mobile VR hardware and content.  Hardware forecasts include unit shipments and revenue for mobile HMDs, cameras, gamepads, and other VR-specific controllers.  Content revenue forecasts are segmented into gaming and media.  All market data covers the period from 2014 to 2021 and is segmented by world region.  The report also includes profiles of 26 key players in the mobile VR market.  An Executive Summary of the report is available for free download on the firm’s website.

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