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仮想現実(VR)市場:革新、破壊/ディスラプション&将来展望 2019-2023年


Virtual Reality Market

このレポートは、様々な産業におけるバーチャルリアリティ(仮想現実/VR)を分析し、VR市場の主要動向、市場機会、市場予測などを掲載しています。 部門別の市場予測 パソコン向けVR コン... もっと見る

 

 

出版社 出版年月 価格 ページ数 言語
Juniper Research
ジュニパーリサーチ社
2019年1月15日 お問い合わせください
ライセンス・価格情報
注文方法はこちら
109 英語

 

サマリー

このレポートは、様々な産業におけるバーチャルリアリティ(仮想現実/VR)を分析し、VR市場の主要動向、市場機会、市場予測などを掲載しています。

部門別の市場予測

  • パソコン向けVR
  • コンソール向けVR
  • スマートフォン向けVR
  • スタンドアローン型VR
  • VRコンテンツとアプリケーション
  • VR周辺機器&360度カメラ

部門別の分析

  • 広告
  • 教育
  • ゲーム
  • マルチメディア
  • 不動産
  • 小売
  • 旅行
  • トレーニング

5年間予測

  • VRヘッドセットとアクセサリの導入数、出荷台数とハードウェア収益
  • ゲーム、マルチメディアとVRギャンブルなどのVRコンテンツの導入数と収益

主要なVR技術ベンダ14社の能力と将来性ベンチマーク予測

国別市場予測

  • カナダ
  • 中国
  • ドイツ
  • 日本
  • 韓国
  • 英国
  • 米国

Overview

Juniper Research’s latest Virtual Reality research provides in-depth analysis of the VR industry across the whole value chain; covering both software and hardware. It identifies key trends and opportunities in the space for a range of players, with extensive market forecasts highlighting key opportunities in the sector, split by:

  • PC-based VR
  • Console-based VR
  • Smartphone-based VR
  • Standalone VR
  • VR Content & Apps
  • VR Consumer Peripherals & 360° Cameras

This research suite includes:

  • Deep Dive Strategy & Competition (PDF)
  • 5-Year Deep Dive Data & Forecasting (PDF)
  • Executive Summary & Core Findings (PDF)

Key Features

  • VR Market Landscape Assessment: Strategic review of the VR ecosystem, split by mobile VR, console-based VR and PC-based VR. It evaluates key player activities, notable hardware launches and shipment analysis.
  • Sector Technology Impact Analysis: Analysis of future VR prospects across 8 key vertical markets including:
    • Advertising
    • Education
    • Games
    • Multimedia
    • Real Estate
    • Retail
    • Tourism
    • Training
  • Benchmark Industry Forecasts: 5-year forecasts provided for the VR market:
    • Adoption, shipments and hardware revenues for VR headsets and accessories;
    • Adoption and revenues for VR content including games, multimedia and VR gambling.
  • Juniper Leaderboard: Key player capability and capacity assessment of 14 VR technology vendors, including:
    • DPVR
    • FOVE
    • Google
    • HTC
    • Jaunt
    • Lenovo
    • Microsoft
    • Next VR
    • Razer
    • Oculus
    • Samsung
    • Sony Interactive Entertainment
    • Unity
    • Xiaomi
  • VR Disruptors & Challengers: A VR Disruptors & Challengers Quadrant that assesses 11 innovative VR market players, aligned with strategic recommendations.

Key Questions

  1. How can stakeholders grow their VR business?
  2. How can hardware vendors increase their sales revenue?
  3. How will the VR market evolve over the next 5 years?
  4. Which VR platforms are set to experience the biggest growth?
  5. Who are the main players in VR and what are their strategies?

Companies Referenced

Interviewed: Digital Domain, Sixense, Somewhere Else.
 
Profiled: DPVR, FOVE, Google, HTC, Jaunt VR, Lenovo, Microsoft, Next VR, Oculus, Razer, Samsung, Sony, Unity Technologies, Xiaomi.
 
Included in Disruptors & Challengers Quadrant: Admix, Digital Domain, Immersive Media, InstaVR, LittlStar, Mandt Media, MelodyVR, nDreams, Sixense, Somewhere Else, The VRC (Virtual Reality Company). 
 
Mentioned: 3D bobo, 8i, ABC, Acer, Adidas, Alibaba, Alienware, Alphabet, AMD, American Express, American Museum of Natural History, Apple, Asus, BMW, Booking.com, Budweiser, Canal+, CBS, CCP, China Mobile, Climax Studios, Comcast, Common Sense Media, Creative Technology, Damai VR, Dassault Systèmes, Dell, Digital Monarch Media, Discovery Channel, Disney, Dubai Airports, Electronic Arts, Euronics, Expedia, ExxonMobil, Facebook, Fiat, GE (General Electric), Global Virtual Reality Association, Hilton Hotels, Houghton Mifflin Harcourt, HP, Huawei, HyperReal, ICC (International Champions Cup), Immersive Education, Intel, Jeep, Kickstarter, KMPG, Land Rover, Lexus, LG, London Heathrow, Magic Leap, Marriott Hotels, Marvel Studios, Mercedes-Benz, MinorityVR, Mission 828, Motorola, Multiplay, NASA, National Geographic, NBA (National Basketball Association), NBC, NetEase Games, NextBit, Nickelodeon, Nintendo, Nissan, NTT DATA, NVIDIA, OpenXR, OSVR, Otherside Entertainment, Ouya, Palace Museum, Beijing, Pandora Media, PBS, PC Gaming Alliance, Penumbra, Planetary Society, ProCore Tools, Qiy, Qualcomm, Red Bull, Renault, Resolution, Rocksteady Studios, Sensics, Seven Network, Shunwang, Six Flag Entertainment, Sydney.com, SyFy, Syntrand, TechnoBlood, Tesla, The Economist, The Wild Immersion, Three, THX, Toshiba, Toyota, TUI, Turbo Button, Ubisoft, Universal Studios, Unreal Engine, Valve, VR HotCast, VRginners, Warner Bros, Wimbledon Tennis, WWE, WWF, XYZ Films, YouKu, ZTE.

Data & Interactive Forecast

Juniper’s latest Virtual Reality Markets forecast suite includes:
 
  • 5-year benchmark forecasts for key metrics by 8 key regions and 7 country level splits including:
    • Canada
    • China
    • Germany
    • Japan
    • South Korea
    • UK
    • US
  • Adoption, Shipments, ASPs (Average Selling Price) and Sales Revenues from VR Headsets, split by platform:
    • Console-based VR
    • PC-based VR
    • Smartphone-based VR
    • Standalone VR
  • VR content adoption and revenues forecast for:
    • Console-based VR games
    • PC-based VR games
    • Mobile VR games
    • VR multimedia apps
    • VR gambling wagers and returns
  • VR data forecasts, split by:
    • Tethered VR
    • Untethered VR
  • Access to the full set of forecast data of 160 tables and over 16,000 datapoints.
  • Interactive Excel Scenario tool allowing users the ability to manipulate Juniper’s data for 10 different metrics.
Juniper Research’s highly granular interactive Excels enable clients to manipulate Juniper’s forecast data and charts to test their own assumptions using the Interactive Scenario Tool, and compare select markets side by side in customised charts and tables. IFxls greatly increase clients’ ability to both understand a particular market and to integrate their own views into the model.

 



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目次

1. Deep Dive Strategy & Competition

1. Virtual Reality: Landscape Analysis

1.1 Introduction . 6
Figure 1.1: Types of VR Games Content Users . 6
Figure 1.2: Juniper Virtual Reality Ecosytem. 6
1.1.1 Notable Hardware Launches. 7
Table 1.3: Select Virtual Reality Headset Launches Jaunary 2017-June 2018 . 7
1.1.2 2018 VR Headset Shipment Figures . 8
Figure 1.4: Platform Share of VR Headsets, Device Shipments per annum (%) in 2018, Split by 4 VR Platforms . 8
1.2 VR Market Landscape. 9
Figure 1.5: Share of Total VR Market Value (%), Split by Revenue Origin, 2023: $27.3bn . 9
1.2.1 Landscape of Mobile VR . 10
Figure 1.6: Number of Wireless VR Headsets, Installed Base per Annum (m) Split by 8 Key Regions 2018 & 2023 . 10
1.2.2 Landscape of PC-based VR . 11
Figure 1.7: Total Number of PC-based VR Headset Users (m) Split by 4 Global Regions 2018 & 2023 . 11
1.2.3 Landscape of Console-based VR . 11
Figure 1.8: Global Number of Console-based VR Headsets, Installed Base per Annum (m) 2018 & 2023 . 12

2. Virtual Reality: Sector Technology Impact Assessment

2.1 Technology Impact Assessment . 14
Table 2.1: Juniper Technology Impact Assessement Scoring Criteria. . 15
2.1.1 Technology Impact Assessment Conclusions . 16
Figure 2.2: Juniper Competitive Web - VR Vertical Analysis . 16
2.1.2 VR Games . 17
Figure 2.3: Total VR Games Accessed per Annum (m) Split by 3 VR Device Types, 2023 . 17
2.1.3 Multimedia . 18
Figure 2.4: Total Revenue from SVOD, TVOD & PPV Content ($m) 2018 & 2023 . 18
Figure 2.5: Future VR Multimedia Roadmap to 2021 . 18
2.1.4 Training . 19
Figure 2.6: Total Savings for Enterprises by Implementing VR for Training Purposes ($m) Split by 8 Key Regions 2018-2023 . 19
2.1.5 Tourism . 20
2.1.6 Real Estate . 20
Figure 2.7: Real Estate in Virtual Reality . 20
2.1.7 Advertising . 21
Figure 2.8: Share of VR Headsets (%) Split by Platform, 2018: 49.6 million . 21
2.1.8 Education . 22
Figure 2.9: Total Number of Students with Access to VR technology for Education Purposes (m) 2018-2023 . 22
2.1.9 Retail . 23
Figure 2.10: Total Value of All VR Remote Payments for Physical Goods ($m) Split by 8 Key Regions 2018-2023 . 23

3. Virtual Reality: Technology Dynamics & Future Outlook

3.1.1 The Next 5 Years of VR: Challenges & Opportunities . 25
Figure 3.1: Juniper 5 Year VR Roadmap . 26
3.2 VR Disruptors & Challengers. 27
Figure 3.2: Virtual Reality Disruptors & Challengers . 28
3.2.1 VR Disruptors . 29
3.2.2 VR Catalyst Players . 30
3.2.3 VR Nascent Players . 32
3.2.4 VR Embryonic Players. 32

4. Virtual Reality: The Competitive Landscape

4.1 Introduction to the Virtual Reality Landscape . 36
4.1.1 VR Player Assessment Criteria . 36
Table 4.1: Juniper Research Leaderboard Criteria - VR Development Platforms 37
Figure 4.2: Juniper Research Leaderboard - VR Development Platforms . 38
Table 4.3: Juniper Research Heatmap - VR Development Platforms . 39
4.1.2 VR Development Platform Player Positioning Analysis. 40
i. Established Leaders . 40
ii. Leading Challengers . 41
iii. Disruptors & Emulators . 42
4.2 Limitations & Interpretations . 43
4.3 VR Movers & Shakers . 44
4.4 VR Player Profiles . 46
4.4.1 DPVR . 46
i. Corporate . 46
ii. Geographic Spread . 46
iii. Key Clients & Strategic Partnerships . 46
iv. High Level View of Offerings . 46
v. Juniper View: Key Strengths & Strategic Opportunities . 47
4.4.2 FOVE . 47
i. Corporate . 47
Table 4.4: FOVE’s Funding Rounds 2015-present . 47
ii. Geographical Spread. 48
iii. Key Clients & Strategic Partnerships . 48
iv. High Level View of Offerings . 48
Table 4.5: FOVE HMD Technical Select Specifications . 48
v. Juniper View: Key Strengths & Strategic Partnerships . 48
4.4.3 Google . 49
i. Corporate . 49
Table 4.6: Google Financial Snapshot ($m), 2015-2017 . 49
Table 4.7: Google VR Acquisitions History . 49
ii. Geographical Spread. 49
iii. Key Clients & Strategic Partnerships . 49
iv. High Level View of Offerings . 49
v. Juniper View: Key Strengths & Strategic Opportunities . 50
4.4.4 HTC . 50
i. Corporate . 50
Table 4.8: HTC Financial Market Snapshot ($m) 2016-2017 . 50
ii. Geographic Spread . 51
iii. Key Clients & Strategic Partnerships . 51
iv. High Level View of Offerings . 51
Figure 4.9: HTC VIVE Pro . 51
v. Juniper View: Key Strengths & Strategic Opportunities . 52
4.4.5 Jaunt . 52
i. Corporate . 52
Table 4.10: Jaunt XR’s Funding Rounds 2013-Present. 52
ii. Geographical Spread . 53
iii. Key Clients & Strategic Partnerships . 53
iv. High Level View of Offerings . 53
v. Juniper View: Key Strengths & Strategic Opportunities . 53
4.4.6 Lenovo . 53
i. Corporate . 53
Table 4.11: Lenovo Selected Financial Information ($m) 2017-2018 (FY Year End
at 31st March) . 54
ii. Geographical Spread . 54
iii. Key Clients & Strategic Partnerships . 54
iv. High Level View of Offerings . 54
Figure 4.12: Lenovo Explorer. 54
v. Juniper View: Key Strengths & Strategic Opportunities . 55
4.4.7 Microsoft . 55
i. Corporate . 55
Table 4.13: Microsoft Financial Snapshot ($m) 2015-2017 . 55
ii. Geographical Spread . 55
iii. Key Clients & Strategic Partnerships . 55
iv. High Level View of Offerings . 56
v. Juniper View: Key Strengths & Strategic Opportunities . 56
4.4.8 NextVR . 56
i. Corporate . 56
Table 4.14: NextVR Funding Rounds September 2014-Present . 56
ii. Geographical Spread. 57
iii. Key Clients & Strategic Partnerships . 57
iv. High Level View of Offerings . 57
v. Juniper View: Key Strengths & Strategic Recommendations . 57
4.4.9 Razer . 57
i. Corporate . 57
ii. Geographical Spread. 58
iii. Key Clients & Strategic Partnerships . 58
iv. High Level View of Offerings . 58
v. Juniper View: Key Strengths & Strategic Opportunities . 58
4.4.10 Oculus . 58
i. Corporate . 58
Table 4.15: Oculus Acquisition History 2014-Present . 59
ii. Geographical Spread. 59
iii. Key Clients & Strategic Opportunities . 59
iv. High Level View of Offerings . 59
v. Juniper View: Key Strengths & Strategic Opportunities . 59
4.4.11 Samsung . 60
i. Corporate . 60
ii. Geographical Spread. 60
Table 4.16: Samsung Selected Financial Information ($m) 2016-2017 . 60
iii. Key Clients & Strategic Partnerships . 60
iv. High Level View of Offerings . 60
v. Juniper View: Key Strengths & Strategic Opportunities . 61
4.4.12 Sony Interactive Entertainment . 61
i. Corporate . 61
Table 4.17: Sony Selected Financial Information ($m) 2016-2018 (FY Ending 31st March) . 61
ii. Geographical Spread . 62
iii. Key Clients & Strategic Partnerships . 62
iv. High Level View of Offerings . 62
v. Juniper View: Key Strengths & Strategic Opportunities . 62
4.4.13 Unity . 63
i. Corporate . 63
Table 4.18: Unity Technologies Funding Round 2009-Present . 63
ii. Geographical Spread . 63
iii. Key Clients & Strategic Partnerships . 63
iv. High Level View of Offerings . 64
v. Juniper View: Key Strengths & Strategic Opportunities . 64
4.4.14 Xiaomi . 64
i. Corporate . 64
ii. Geographical Spread . 64
iii. Key Clients & Strategic Partnerships . 64
iv. High Level View of Offerings . 65
Figure 4.19: Xiaomi Mi VR Standalone & the Oculus Go . 65
v. Juniper View: Key Strengths & Strategic Opportunities . 65

2. Deep Dive Data & Forecasting

1. VR: Current Landscape & Market Forecast Summary

1.1 VR Market Summary . 5
1.1.1 Total VR Headsets . 5
Figure & Table 1.1: Number of VR Headsets, Installed Base per Annum (m) Split by 8 Key Regions 2018-2023. 5
1.1.2 Total VR Headset Shipments . 6
Figure & Table 1.2: Number of VR Headsets, Shipments per Annum (m) Split by 8 Key Regions 2018-2023 . 6
1.1.3 Total VR Market Value . 7
Figure & Table 1.3: Total VR Market Value ($m) Split by 8 Key Regions 2018-2023 . 7
Table 1.4: Total VR Market Value ($m) Split by 3 Segments 2018-2023 . 7

2. VR Hardware Market Forecasts

2.1 VR Headsets . 9
Figure 2.1: VR Headsets, Installed Base per Annum by Category (m) Split by Platform 2018 & 2023 . 9
2.1.1 Forecast Methodology. 9
Figure 2.2: VR Headsets Methodology . 10
2.1.2 Total PC-based VR Headsets in Use . 11
Figure & Table 2.3: PC-based VR Headsets Installed Base per Annum (m) Split by 8 Key Regions 2018-2023. 11
2.1.3 Shipments of PC-based VR Headsets . 12
Figure & Tablet 2.4: Number of PC-based VR Headsets Shipped Per Annum (m) Split by 8 Key Regions 2018-2023 . 12
2.1.4 Revenues from PC-based VR Headset Sales . 13
Figure & Table 2.5: Total PC-based Hardware Revenue per Annum ($m) Split by 8 Key Regions 2018-2023 . 13
2.1.5 Console-Based VR Headsets in Use . 14
Figure & Table 2.6: Number of Console-based VR Headsets, Installed Base per Annum (m) Split by 8 Key Regions 2018-2023 . 14
2.1.6 Shipments of Console-based VR Headsets . 15
Figure & Table 2.7: Number of Console-based VR Headsets, Device Shipments per Annum (m) Split by 8 Key Regions 2018-2023 . 15
2.1.7 Revenues from Console-based VR Headset Sales . 16
Figure & Table 2.8: Console-based VR Headset Hardware Revenue per Annum ($m) Split by 8 Key Regions 2018-2023 . 16
2.1.8 Total Standalone VR Headsets in Use . 17
Figure & Table 2.9: Number of Standalone VR Headsets, Installed Base per Annum (m) Split by 8 Key Regions 2018-2023 . 17
2.1.9 Shipments of Standalone VR Headsets . 18
Figure & Table 2.10: Number of Standalone VR Headsets, Devices Shipped per Annum (m) Split by 8 Key Regions 2018-2023 . 18
2.1.10 Revenues from Standalone VR Headsets . 19
Figure & Table 2.11: Hardware Revenues for Standalone VR Headsets ($m) Split by 8 Key Regions 2018-2023 . 19
2.1.11 Total Smartphone-based VR Headsets in Use . 20
Figure & Table 2.12: Number of Smartphone-based VR headsets, Installed Base per Annum (m) Split by 8 Key Regions 2018-2023 . 20
2.1.12 Shipments of Smartphone-based VR Headsets . 21
Figure & Table 2.13: Number of Smartphone-based VR Headsets, Shipments Per Annum (m) Split by 8 Key Regions 2018-2023 . 21
2.1.13 Revenues from Smartphone-based VR Headset Sales . 22
Figure & Table 2.14: Smartphone-based VR Headset Hardware Revenues per Annum ($m) Split by 8 Key Regions 2018-2023 . 22

3. VR Peripherals Market Forecasts & Key Takeaways

3.1 VR Peripherals & Accessories. 24
Figure 3.1: VR Peripherals & Accessories Forecast Methodology . 25
3.1.1 VR User Peripherals . 26
Figure & Table 3.2: Number of Dedicated VR Accessories, Installed Base per Annum (m) Split by 8 Key Regions 2018-2023 . 26
3.1.2 VR User Peripherals Shipments . 27
Figure & Table 3.3: Number of Dedicated VR Accessories, Device Shipments per Annum (m) Split by 8 Key Regions 2018-2023 . 27
3.1.3 Revenues from VR Peripheral Sales . 28
Figure & Table 3.4: Hardware Revenues for Dedicated VR Accessories ($m) Split by 8 Key Regions 2018-2023. 28
3.1.4 VR 360° Cameras . 29
Figure & Table 3.5: Number of 360 Degree Cameras, Installed Base per Annum (m) Split by 8 Key Regions 2018-2023. 29
3.1.5 Shipments of VR 360° Cameras . 30
Figure & Table 3.6: Number of 360 Degree Cameras, Devices Shipped per Annum (m) Split by 8 Key Regions 2018-2023 . 30
3.1.6 Revenues from VR 360° Cameras . 31
Figure & Table 3.7: Hardware Revenues for 360-Degree Cameras ($m) Split by 8 Key Regions 2018-2023 . 31

4. VR Content: Market Forecasts & Key Takeaways

4.1 Virtual Reality Content . 33
4.1.1 VR Games Content . 33
4.1.2 VR Multimedia Applications . 33
4.1.3 VR Gambling . 33
Figure 4.1: PC-based & Console-based VR Forecast Methodology . 35
Figure 4.2: Mobile VR Games Methodologies . 36
4.1.4 Total Mobile VR Games Accessed . 37
Figure & Table 4.3: Total Games Accessed by Wireless VR Headsets per Annum (m) Split by 8 Key Regions 2018-2023 . 37
4.1.5 Total Revenues from Mobile VR Games Accessed . 38
Figure & Table 4.4: Total Wireless VR Games Revenue per Annum ($m) Split by 8 Key Regions 2018-2023 . 38
Table 4.5: Total Wireless VR Games Revenue per Annum ($m) Split by Monetisation Method 2018-2023 . 38
4.1.6 Total PC-based VR Games Accessed . 39
Figure & Table 4.6: Total PC-based VR Games Accessed per Annum (m) Split by 8 Key Regions 2018-2023 . 39
4.1.7 Total Revenues from PC-based VR Games . 40
Figure & Table 4.7: Total Revenues from PC VR Games Sales ($m) Split by 8 Key Regions 2018-2023 . 40
4.1.8 Total Console-based VR Games Accessed . 41
Figure & Table 4.8: Total Console-based VR Games Accessed per Annum (m) Split by 8 Key Regions 2018-2023 . 41
4.1.9 Total Revenues from Console-based VR Games . 42
Figure & Table 4.9: Total Revenues from Console VR Games Sales ($m) Split by 8 Key Regions 2018-2023 . 42
4.1.10 Total Multimedia VR Apps Accessed . 43
Figure & Table 4.10: Total Multimedia Apps Accessed by VR Headsets per Annum (m) Split by 8 Key Regions 2018-2023 . 43
4.1.11 Total Revenues from Multimedia VR Apps . 44
Figure & Table 4.11: Total VR Multimedia Apps Revenue per Annum ($m) Split by 8 Key Regions 2018-2023 . 44
Table 4.12: Total VR Multimedia Apps Revenue per Annum ($m), Split by Monetisation Strategy 2018-2023 . 44

 

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Summary

このレポートは、様々な産業におけるバーチャルリアリティ(仮想現実/VR)を分析し、VR市場の主要動向、市場機会、市場予測などを掲載しています。

部門別の市場予測

  • パソコン向けVR
  • コンソール向けVR
  • スマートフォン向けVR
  • スタンドアローン型VR
  • VRコンテンツとアプリケーション
  • VR周辺機器&360度カメラ

部門別の分析

  • 広告
  • 教育
  • ゲーム
  • マルチメディア
  • 不動産
  • 小売
  • 旅行
  • トレーニング

5年間予測

  • VRヘッドセットとアクセサリの導入数、出荷台数とハードウェア収益
  • ゲーム、マルチメディアとVRギャンブルなどのVRコンテンツの導入数と収益

主要なVR技術ベンダ14社の能力と将来性ベンチマーク予測

国別市場予測

  • カナダ
  • 中国
  • ドイツ
  • 日本
  • 韓国
  • 英国
  • 米国

Overview

Juniper Research’s latest Virtual Reality research provides in-depth analysis of the VR industry across the whole value chain; covering both software and hardware. It identifies key trends and opportunities in the space for a range of players, with extensive market forecasts highlighting key opportunities in the sector, split by:

  • PC-based VR
  • Console-based VR
  • Smartphone-based VR
  • Standalone VR
  • VR Content & Apps
  • VR Consumer Peripherals & 360° Cameras

This research suite includes:

  • Deep Dive Strategy & Competition (PDF)
  • 5-Year Deep Dive Data & Forecasting (PDF)
  • Executive Summary & Core Findings (PDF)

Key Features

  • VR Market Landscape Assessment: Strategic review of the VR ecosystem, split by mobile VR, console-based VR and PC-based VR. It evaluates key player activities, notable hardware launches and shipment analysis.
  • Sector Technology Impact Analysis: Analysis of future VR prospects across 8 key vertical markets including:
    • Advertising
    • Education
    • Games
    • Multimedia
    • Real Estate
    • Retail
    • Tourism
    • Training
  • Benchmark Industry Forecasts: 5-year forecasts provided for the VR market:
    • Adoption, shipments and hardware revenues for VR headsets and accessories;
    • Adoption and revenues for VR content including games, multimedia and VR gambling.
  • Juniper Leaderboard: Key player capability and capacity assessment of 14 VR technology vendors, including:
    • DPVR
    • FOVE
    • Google
    • HTC
    • Jaunt
    • Lenovo
    • Microsoft
    • Next VR
    • Razer
    • Oculus
    • Samsung
    • Sony Interactive Entertainment
    • Unity
    • Xiaomi
  • VR Disruptors & Challengers: A VR Disruptors & Challengers Quadrant that assesses 11 innovative VR market players, aligned with strategic recommendations.

Key Questions

  1. How can stakeholders grow their VR business?
  2. How can hardware vendors increase their sales revenue?
  3. How will the VR market evolve over the next 5 years?
  4. Which VR platforms are set to experience the biggest growth?
  5. Who are the main players in VR and what are their strategies?

Companies Referenced

Interviewed: Digital Domain, Sixense, Somewhere Else.
 
Profiled: DPVR, FOVE, Google, HTC, Jaunt VR, Lenovo, Microsoft, Next VR, Oculus, Razer, Samsung, Sony, Unity Technologies, Xiaomi.
 
Included in Disruptors & Challengers Quadrant: Admix, Digital Domain, Immersive Media, InstaVR, LittlStar, Mandt Media, MelodyVR, nDreams, Sixense, Somewhere Else, The VRC (Virtual Reality Company). 
 
Mentioned: 3D bobo, 8i, ABC, Acer, Adidas, Alibaba, Alienware, Alphabet, AMD, American Express, American Museum of Natural History, Apple, Asus, BMW, Booking.com, Budweiser, Canal+, CBS, CCP, China Mobile, Climax Studios, Comcast, Common Sense Media, Creative Technology, Damai VR, Dassault Systèmes, Dell, Digital Monarch Media, Discovery Channel, Disney, Dubai Airports, Electronic Arts, Euronics, Expedia, ExxonMobil, Facebook, Fiat, GE (General Electric), Global Virtual Reality Association, Hilton Hotels, Houghton Mifflin Harcourt, HP, Huawei, HyperReal, ICC (International Champions Cup), Immersive Education, Intel, Jeep, Kickstarter, KMPG, Land Rover, Lexus, LG, London Heathrow, Magic Leap, Marriott Hotels, Marvel Studios, Mercedes-Benz, MinorityVR, Mission 828, Motorola, Multiplay, NASA, National Geographic, NBA (National Basketball Association), NBC, NetEase Games, NextBit, Nickelodeon, Nintendo, Nissan, NTT DATA, NVIDIA, OpenXR, OSVR, Otherside Entertainment, Ouya, Palace Museum, Beijing, Pandora Media, PBS, PC Gaming Alliance, Penumbra, Planetary Society, ProCore Tools, Qiy, Qualcomm, Red Bull, Renault, Resolution, Rocksteady Studios, Sensics, Seven Network, Shunwang, Six Flag Entertainment, Sydney.com, SyFy, Syntrand, TechnoBlood, Tesla, The Economist, The Wild Immersion, Three, THX, Toshiba, Toyota, TUI, Turbo Button, Ubisoft, Universal Studios, Unreal Engine, Valve, VR HotCast, VRginners, Warner Bros, Wimbledon Tennis, WWE, WWF, XYZ Films, YouKu, ZTE.

Data & Interactive Forecast

Juniper’s latest Virtual Reality Markets forecast suite includes:
 
  • 5-year benchmark forecasts for key metrics by 8 key regions and 7 country level splits including:
    • Canada
    • China
    • Germany
    • Japan
    • South Korea
    • UK
    • US
  • Adoption, Shipments, ASPs (Average Selling Price) and Sales Revenues from VR Headsets, split by platform:
    • Console-based VR
    • PC-based VR
    • Smartphone-based VR
    • Standalone VR
  • VR content adoption and revenues forecast for:
    • Console-based VR games
    • PC-based VR games
    • Mobile VR games
    • VR multimedia apps
    • VR gambling wagers and returns
  • VR data forecasts, split by:
    • Tethered VR
    • Untethered VR
  • Access to the full set of forecast data of 160 tables and over 16,000 datapoints.
  • Interactive Excel Scenario tool allowing users the ability to manipulate Juniper’s data for 10 different metrics.
Juniper Research’s highly granular interactive Excels enable clients to manipulate Juniper’s forecast data and charts to test their own assumptions using the Interactive Scenario Tool, and compare select markets side by side in customised charts and tables. IFxls greatly increase clients’ ability to both understand a particular market and to integrate their own views into the model.

 



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Table of Contents

1. Deep Dive Strategy & Competition

1. Virtual Reality: Landscape Analysis

1.1 Introduction . 6
Figure 1.1: Types of VR Games Content Users . 6
Figure 1.2: Juniper Virtual Reality Ecosytem. 6
1.1.1 Notable Hardware Launches. 7
Table 1.3: Select Virtual Reality Headset Launches Jaunary 2017-June 2018 . 7
1.1.2 2018 VR Headset Shipment Figures . 8
Figure 1.4: Platform Share of VR Headsets, Device Shipments per annum (%) in 2018, Split by 4 VR Platforms . 8
1.2 VR Market Landscape. 9
Figure 1.5: Share of Total VR Market Value (%), Split by Revenue Origin, 2023: $27.3bn . 9
1.2.1 Landscape of Mobile VR . 10
Figure 1.6: Number of Wireless VR Headsets, Installed Base per Annum (m) Split by 8 Key Regions 2018 & 2023 . 10
1.2.2 Landscape of PC-based VR . 11
Figure 1.7: Total Number of PC-based VR Headset Users (m) Split by 4 Global Regions 2018 & 2023 . 11
1.2.3 Landscape of Console-based VR . 11
Figure 1.8: Global Number of Console-based VR Headsets, Installed Base per Annum (m) 2018 & 2023 . 12

2. Virtual Reality: Sector Technology Impact Assessment

2.1 Technology Impact Assessment . 14
Table 2.1: Juniper Technology Impact Assessement Scoring Criteria. . 15
2.1.1 Technology Impact Assessment Conclusions . 16
Figure 2.2: Juniper Competitive Web - VR Vertical Analysis . 16
2.1.2 VR Games . 17
Figure 2.3: Total VR Games Accessed per Annum (m) Split by 3 VR Device Types, 2023 . 17
2.1.3 Multimedia . 18
Figure 2.4: Total Revenue from SVOD, TVOD & PPV Content ($m) 2018 & 2023 . 18
Figure 2.5: Future VR Multimedia Roadmap to 2021 . 18
2.1.4 Training . 19
Figure 2.6: Total Savings for Enterprises by Implementing VR for Training Purposes ($m) Split by 8 Key Regions 2018-2023 . 19
2.1.5 Tourism . 20
2.1.6 Real Estate . 20
Figure 2.7: Real Estate in Virtual Reality . 20
2.1.7 Advertising . 21
Figure 2.8: Share of VR Headsets (%) Split by Platform, 2018: 49.6 million . 21
2.1.8 Education . 22
Figure 2.9: Total Number of Students with Access to VR technology for Education Purposes (m) 2018-2023 . 22
2.1.9 Retail . 23
Figure 2.10: Total Value of All VR Remote Payments for Physical Goods ($m) Split by 8 Key Regions 2018-2023 . 23

3. Virtual Reality: Technology Dynamics & Future Outlook

3.1.1 The Next 5 Years of VR: Challenges & Opportunities . 25
Figure 3.1: Juniper 5 Year VR Roadmap . 26
3.2 VR Disruptors & Challengers. 27
Figure 3.2: Virtual Reality Disruptors & Challengers . 28
3.2.1 VR Disruptors . 29
3.2.2 VR Catalyst Players . 30
3.2.3 VR Nascent Players . 32
3.2.4 VR Embryonic Players. 32

4. Virtual Reality: The Competitive Landscape

4.1 Introduction to the Virtual Reality Landscape . 36
4.1.1 VR Player Assessment Criteria . 36
Table 4.1: Juniper Research Leaderboard Criteria - VR Development Platforms 37
Figure 4.2: Juniper Research Leaderboard - VR Development Platforms . 38
Table 4.3: Juniper Research Heatmap - VR Development Platforms . 39
4.1.2 VR Development Platform Player Positioning Analysis. 40
i. Established Leaders . 40
ii. Leading Challengers . 41
iii. Disruptors & Emulators . 42
4.2 Limitations & Interpretations . 43
4.3 VR Movers & Shakers . 44
4.4 VR Player Profiles . 46
4.4.1 DPVR . 46
i. Corporate . 46
ii. Geographic Spread . 46
iii. Key Clients & Strategic Partnerships . 46
iv. High Level View of Offerings . 46
v. Juniper View: Key Strengths & Strategic Opportunities . 47
4.4.2 FOVE . 47
i. Corporate . 47
Table 4.4: FOVE’s Funding Rounds 2015-present . 47
ii. Geographical Spread. 48
iii. Key Clients & Strategic Partnerships . 48
iv. High Level View of Offerings . 48
Table 4.5: FOVE HMD Technical Select Specifications . 48
v. Juniper View: Key Strengths & Strategic Partnerships . 48
4.4.3 Google . 49
i. Corporate . 49
Table 4.6: Google Financial Snapshot ($m), 2015-2017 . 49
Table 4.7: Google VR Acquisitions History . 49
ii. Geographical Spread. 49
iii. Key Clients & Strategic Partnerships . 49
iv. High Level View of Offerings . 49
v. Juniper View: Key Strengths & Strategic Opportunities . 50
4.4.4 HTC . 50
i. Corporate . 50
Table 4.8: HTC Financial Market Snapshot ($m) 2016-2017 . 50
ii. Geographic Spread . 51
iii. Key Clients & Strategic Partnerships . 51
iv. High Level View of Offerings . 51
Figure 4.9: HTC VIVE Pro . 51
v. Juniper View: Key Strengths & Strategic Opportunities . 52
4.4.5 Jaunt . 52
i. Corporate . 52
Table 4.10: Jaunt XR’s Funding Rounds 2013-Present. 52
ii. Geographical Spread . 53
iii. Key Clients & Strategic Partnerships . 53
iv. High Level View of Offerings . 53
v. Juniper View: Key Strengths & Strategic Opportunities . 53
4.4.6 Lenovo . 53
i. Corporate . 53
Table 4.11: Lenovo Selected Financial Information ($m) 2017-2018 (FY Year End
at 31st March) . 54
ii. Geographical Spread . 54
iii. Key Clients & Strategic Partnerships . 54
iv. High Level View of Offerings . 54
Figure 4.12: Lenovo Explorer. 54
v. Juniper View: Key Strengths & Strategic Opportunities . 55
4.4.7 Microsoft . 55
i. Corporate . 55
Table 4.13: Microsoft Financial Snapshot ($m) 2015-2017 . 55
ii. Geographical Spread . 55
iii. Key Clients & Strategic Partnerships . 55
iv. High Level View of Offerings . 56
v. Juniper View: Key Strengths & Strategic Opportunities . 56
4.4.8 NextVR . 56
i. Corporate . 56
Table 4.14: NextVR Funding Rounds September 2014-Present . 56
ii. Geographical Spread. 57
iii. Key Clients & Strategic Partnerships . 57
iv. High Level View of Offerings . 57
v. Juniper View: Key Strengths & Strategic Recommendations . 57
4.4.9 Razer . 57
i. Corporate . 57
ii. Geographical Spread. 58
iii. Key Clients & Strategic Partnerships . 58
iv. High Level View of Offerings . 58
v. Juniper View: Key Strengths & Strategic Opportunities . 58
4.4.10 Oculus . 58
i. Corporate . 58
Table 4.15: Oculus Acquisition History 2014-Present . 59
ii. Geographical Spread. 59
iii. Key Clients & Strategic Opportunities . 59
iv. High Level View of Offerings . 59
v. Juniper View: Key Strengths & Strategic Opportunities . 59
4.4.11 Samsung . 60
i. Corporate . 60
ii. Geographical Spread. 60
Table 4.16: Samsung Selected Financial Information ($m) 2016-2017 . 60
iii. Key Clients & Strategic Partnerships . 60
iv. High Level View of Offerings . 60
v. Juniper View: Key Strengths & Strategic Opportunities . 61
4.4.12 Sony Interactive Entertainment . 61
i. Corporate . 61
Table 4.17: Sony Selected Financial Information ($m) 2016-2018 (FY Ending 31st March) . 61
ii. Geographical Spread . 62
iii. Key Clients & Strategic Partnerships . 62
iv. High Level View of Offerings . 62
v. Juniper View: Key Strengths & Strategic Opportunities . 62
4.4.13 Unity . 63
i. Corporate . 63
Table 4.18: Unity Technologies Funding Round 2009-Present . 63
ii. Geographical Spread . 63
iii. Key Clients & Strategic Partnerships . 63
iv. High Level View of Offerings . 64
v. Juniper View: Key Strengths & Strategic Opportunities . 64
4.4.14 Xiaomi . 64
i. Corporate . 64
ii. Geographical Spread . 64
iii. Key Clients & Strategic Partnerships . 64
iv. High Level View of Offerings . 65
Figure 4.19: Xiaomi Mi VR Standalone & the Oculus Go . 65
v. Juniper View: Key Strengths & Strategic Opportunities . 65

2. Deep Dive Data & Forecasting

1. VR: Current Landscape & Market Forecast Summary

1.1 VR Market Summary . 5
1.1.1 Total VR Headsets . 5
Figure & Table 1.1: Number of VR Headsets, Installed Base per Annum (m) Split by 8 Key Regions 2018-2023. 5
1.1.2 Total VR Headset Shipments . 6
Figure & Table 1.2: Number of VR Headsets, Shipments per Annum (m) Split by 8 Key Regions 2018-2023 . 6
1.1.3 Total VR Market Value . 7
Figure & Table 1.3: Total VR Market Value ($m) Split by 8 Key Regions 2018-2023 . 7
Table 1.4: Total VR Market Value ($m) Split by 3 Segments 2018-2023 . 7

2. VR Hardware Market Forecasts

2.1 VR Headsets . 9
Figure 2.1: VR Headsets, Installed Base per Annum by Category (m) Split by Platform 2018 & 2023 . 9
2.1.1 Forecast Methodology. 9
Figure 2.2: VR Headsets Methodology . 10
2.1.2 Total PC-based VR Headsets in Use . 11
Figure & Table 2.3: PC-based VR Headsets Installed Base per Annum (m) Split by 8 Key Regions 2018-2023. 11
2.1.3 Shipments of PC-based VR Headsets . 12
Figure & Tablet 2.4: Number of PC-based VR Headsets Shipped Per Annum (m) Split by 8 Key Regions 2018-2023 . 12
2.1.4 Revenues from PC-based VR Headset Sales . 13
Figure & Table 2.5: Total PC-based Hardware Revenue per Annum ($m) Split by 8 Key Regions 2018-2023 . 13
2.1.5 Console-Based VR Headsets in Use . 14
Figure & Table 2.6: Number of Console-based VR Headsets, Installed Base per Annum (m) Split by 8 Key Regions 2018-2023 . 14
2.1.6 Shipments of Console-based VR Headsets . 15
Figure & Table 2.7: Number of Console-based VR Headsets, Device Shipments per Annum (m) Split by 8 Key Regions 2018-2023 . 15
2.1.7 Revenues from Console-based VR Headset Sales . 16
Figure & Table 2.8: Console-based VR Headset Hardware Revenue per Annum ($m) Split by 8 Key Regions 2018-2023 . 16
2.1.8 Total Standalone VR Headsets in Use . 17
Figure & Table 2.9: Number of Standalone VR Headsets, Installed Base per Annum (m) Split by 8 Key Regions 2018-2023 . 17
2.1.9 Shipments of Standalone VR Headsets . 18
Figure & Table 2.10: Number of Standalone VR Headsets, Devices Shipped per Annum (m) Split by 8 Key Regions 2018-2023 . 18
2.1.10 Revenues from Standalone VR Headsets . 19
Figure & Table 2.11: Hardware Revenues for Standalone VR Headsets ($m) Split by 8 Key Regions 2018-2023 . 19
2.1.11 Total Smartphone-based VR Headsets in Use . 20
Figure & Table 2.12: Number of Smartphone-based VR headsets, Installed Base per Annum (m) Split by 8 Key Regions 2018-2023 . 20
2.1.12 Shipments of Smartphone-based VR Headsets . 21
Figure & Table 2.13: Number of Smartphone-based VR Headsets, Shipments Per Annum (m) Split by 8 Key Regions 2018-2023 . 21
2.1.13 Revenues from Smartphone-based VR Headset Sales . 22
Figure & Table 2.14: Smartphone-based VR Headset Hardware Revenues per Annum ($m) Split by 8 Key Regions 2018-2023 . 22

3. VR Peripherals Market Forecasts & Key Takeaways

3.1 VR Peripherals & Accessories. 24
Figure 3.1: VR Peripherals & Accessories Forecast Methodology . 25
3.1.1 VR User Peripherals . 26
Figure & Table 3.2: Number of Dedicated VR Accessories, Installed Base per Annum (m) Split by 8 Key Regions 2018-2023 . 26
3.1.2 VR User Peripherals Shipments . 27
Figure & Table 3.3: Number of Dedicated VR Accessories, Device Shipments per Annum (m) Split by 8 Key Regions 2018-2023 . 27
3.1.3 Revenues from VR Peripheral Sales . 28
Figure & Table 3.4: Hardware Revenues for Dedicated VR Accessories ($m) Split by 8 Key Regions 2018-2023. 28
3.1.4 VR 360° Cameras . 29
Figure & Table 3.5: Number of 360 Degree Cameras, Installed Base per Annum (m) Split by 8 Key Regions 2018-2023. 29
3.1.5 Shipments of VR 360° Cameras . 30
Figure & Table 3.6: Number of 360 Degree Cameras, Devices Shipped per Annum (m) Split by 8 Key Regions 2018-2023 . 30
3.1.6 Revenues from VR 360° Cameras . 31
Figure & Table 3.7: Hardware Revenues for 360-Degree Cameras ($m) Split by 8 Key Regions 2018-2023 . 31

4. VR Content: Market Forecasts & Key Takeaways

4.1 Virtual Reality Content . 33
4.1.1 VR Games Content . 33
4.1.2 VR Multimedia Applications . 33
4.1.3 VR Gambling . 33
Figure 4.1: PC-based & Console-based VR Forecast Methodology . 35
Figure 4.2: Mobile VR Games Methodologies . 36
4.1.4 Total Mobile VR Games Accessed . 37
Figure & Table 4.3: Total Games Accessed by Wireless VR Headsets per Annum (m) Split by 8 Key Regions 2018-2023 . 37
4.1.5 Total Revenues from Mobile VR Games Accessed . 38
Figure & Table 4.4: Total Wireless VR Games Revenue per Annum ($m) Split by 8 Key Regions 2018-2023 . 38
Table 4.5: Total Wireless VR Games Revenue per Annum ($m) Split by Monetisation Method 2018-2023 . 38
4.1.6 Total PC-based VR Games Accessed . 39
Figure & Table 4.6: Total PC-based VR Games Accessed per Annum (m) Split by 8 Key Regions 2018-2023 . 39
4.1.7 Total Revenues from PC-based VR Games . 40
Figure & Table 4.7: Total Revenues from PC VR Games Sales ($m) Split by 8 Key Regions 2018-2023 . 40
4.1.8 Total Console-based VR Games Accessed . 41
Figure & Table 4.8: Total Console-based VR Games Accessed per Annum (m) Split by 8 Key Regions 2018-2023 . 41
4.1.9 Total Revenues from Console-based VR Games . 42
Figure & Table 4.9: Total Revenues from Console VR Games Sales ($m) Split by 8 Key Regions 2018-2023 . 42
4.1.10 Total Multimedia VR Apps Accessed . 43
Figure & Table 4.10: Total Multimedia Apps Accessed by VR Headsets per Annum (m) Split by 8 Key Regions 2018-2023 . 43
4.1.11 Total Revenues from Multimedia VR Apps . 44
Figure & Table 4.11: Total VR Multimedia Apps Revenue per Annum ($m) Split by 8 Key Regions 2018-2023 . 44
Table 4.12: Total VR Multimedia Apps Revenue per Annum ($m), Split by Monetisation Strategy 2018-2023 . 44

 

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