頁面路徑選單
Development and Market of Virtual Reality Industry in Global and China
出 版 商:ASKCI
出版日期:2015/07/31
1. INTRODUCTION
In recent years, AR and VR technology have become the heat topic in technology industry, especially Google, Samsung, Microsoft, and Facebook are betting a lot in this investment. Hololens from Microsoft would be the major force in consumption AR product market, and Cardboard from Google was definite the first option in low-price VR entry level product, which estimates 1.5 million Cardboards will be sold by the end of 2015. On the other hand, Oculus Rift, HTC Vive and Project Morpheus will be the main force in non-mobile phone device realm.
It is predicted that VR industry will develop fast in the next 5 years in an average 106% CAGR; by 2020 over 430 billion products will be sold, and 21 million AR devices will be sold by 2020, 78% CAGR.
In recent years, AR and VR technology have become the heat topic in technology industry, especially Google, Samsung, Microsoft, and Facebook are betting a lot in this investment. Hololens from Microsoft would be the major force in consumption AR product market, and Cardboard from Google was definite the first option in low-price VR entry level product, which estimates 1.5 million Cardboards will be sold by the end of 2015. On the other hand, Oculus Rift, HTC Vive and Project Morpheus will be the main force in non-mobile phone device realm.
It is predicted that VR industry will develop fast in the next 5 years in an average 106% CAGR; by 2020 over 430 billion products will be sold, and 21 million AR devices will be sold by 2020, 78% CAGR.
3. MAIN CONTENT
Part Contents
Executive Summary
Definition and Methodology
1 Virtual Reality Industry
1.1 Consumption
1.2 Pricing
2 Technology
3 Global Market
3.1 Application
3.1.1 Gaming
3.1.2 Entertaining
3.1.3 Industrial
3.1.4 Medical
3.1.5 Marketing
3.2 Market Size
3.3 User Base
4 Industry Chain
4.1 Upstream
4.1.1 Component Supplier
4.1.2 Content Provider
4.1.3 Hardware And Software
4.2 Downstream
4.2.1 Consumer Product
5 Global Bellwether Company
5.1 Foreign Company
5.1.1 Google
5.1.2 Oculus
5.1.3 Microsoft
5.1.4 Sony
5.1.5 HTC
5.1.6 Samsung
5.1.7 Valve
5.1.8 NVidia
5.2 Chinese Company
5.2.1 Beijing 7invensun Technology Co., Ltd.
5.2.2 Beijing Vr-Time Technology Co., Ltd.
5.2.3 Beijing Antvr Technology Co., Ltd.
5.2.4 Beijing Baofeng Technology Co., Ltd.
5.2.5 Shanghai Daxiang Technology Co., Ltd.
5.2.6 Shanghai Snailvr Co., Ltd.
6 Chinese Market Forecast
6.1 Market Potential
6.2 Five Forces Analysis
6.3 S.W.O.T
7 Conclusion And Recommendation
ASKCI's Legal Disclaimer
Part Contents
Executive Summary
Definition and Methodology
1 Virtual Reality Industry
1.1 Consumption
1.2 Pricing
2 Technology
3 Global Market
3.1 Application
3.1.1 Gaming
3.1.2 Entertaining
3.1.3 Industrial
3.1.4 Medical
3.1.5 Marketing
3.2 Market Size
3.3 User Base
4 Industry Chain
4.1 Upstream
4.1.1 Component Supplier
4.1.2 Content Provider
4.1.3 Hardware And Software
4.2 Downstream
4.2.1 Consumer Product
5 Global Bellwether Company
5.1 Foreign Company
5.1.1 Google
5.1.2 Oculus
5.1.3 Microsoft
5.1.4 Sony
5.1.5 HTC
5.1.6 Samsung
5.1.7 Valve
5.1.8 NVidia
5.2 Chinese Company
5.2.1 Beijing 7invensun Technology Co., Ltd.
5.2.2 Beijing Vr-Time Technology Co., Ltd.
5.2.3 Beijing Antvr Technology Co., Ltd.
5.2.4 Beijing Baofeng Technology Co., Ltd.
5.2.5 Shanghai Daxiang Technology Co., Ltd.
5.2.6 Shanghai Snailvr Co., Ltd.
6 Chinese Market Forecast
6.1 Market Potential
6.2 Five Forces Analysis
6.3 S.W.O.T
7 Conclusion And Recommendation
ASKCI's Legal Disclaimer