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ゲーム用複合現実(MR)の世界市場分析・規模・シェア・成長・動向・予測:コンポーネント別、用途別、最終用途産業別

• 英文タイトル:Mixed Reality in Gaming Market (Component - Software and Mobile Apps; Application - Entertainment and Training/Learning; By End-Use Vertical - Government, Corporate, Theme Parks, and Personal (Individual)) - Global Industry Analysis, Size, Share, Growth, Trends and Forecast, 2017 - 2025

Transparency Market Researchが調査・発行した産業分析レポートです。ゲーム用複合現実(MR)の世界市場分析・規模・シェア・成長・動向・予測:コンポーネント別、用途別、最終用途産業別 / Mixed Reality in Gaming Market (Component - Software and Mobile Apps; Application - Entertainment and Training/Learning; By End-Use Vertical - Government, Corporate, Theme Parks, and Personal (Individual)) - Global Industry Analysis, Size, Share, Growth, Trends and Forecast, 2017 - 2025 / TPM-B04187資料のイメージです。• レポートコード:TPM-B04187
• 出版社/出版日:Transparency Market Research / 2017年11月
• レポート形態:英文、PDF、209ページ
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レポート概要
本資料は、ゲーム用複合現実(MR)の世界市場について調べ、ゲーム用複合現実(MR)の世界規模、市場動向、市場環境、コンポーネント別分析、用途別分析、最終用途産業別分析、アメリカ市場規模、ヨーロッパ市場規模、アジア市場規模、日本市場規模、中国市場規模、バリューチェーン分析、関連企業情報などをまとめた調査レポートです。
・序文・調査範囲・調査手法
・エグゼクティブサマリー
・ゲーム用複合現実(MR)の世界市場動向
・ゲーム用複合現実(MR)の世界市場環境
・ゲーム用複合現実(MR)のバリューチェーン分析
・ゲーム用複合現実(MR)の世界市場規模
・ゲーム用複合現実(MR)の世界市場規模:コンポーネント別
・ゲーム用複合現実(MR)の世界市場規模:用途別
・ゲーム用複合現実(MR)の世界市場規模:最終用途産業別
・ゲーム用複合現実(MR)の世界市場:地域別市場規模・分析
・ゲーム用複合現実(MR)の北米市場規模・予測
・ゲーム用複合現実(MR)のアメリカ市場規模・予測
・ゲーム用複合現実(MR)のヨーロッパ市場規模・予測
・ゲーム用複合現実(MR)のアジア市場規模・予測
・ゲーム用複合現実(MR)の日本市場規模・予測
・ゲーム用複合現実(MR)の中国市場規模・予測
・ゲーム用複合現実(MR)のインド市場規模・予測
・ゲーム用複合現実(MR)の中東市場規模・予測
・ゲーム用複合現実(MR)のアフリカ市場規模・予測
・競争状況・関連企業情報

Global Mixed Reality in Gaming Market: Overview

Mixed Reality in Gaming Market report provides analysis for the period 2015 – 2025, wherein the period from 2017 to 2025 is the forecast and 2016 is the base year. The report covers all the major trends and technologies playing influential role in the market’s growth over the forecast period. It also highlights the drivers, restraints, and opportunities for the analysis of market growth during the said period. The study provides a complete perspective on global mixed reality in gaming market’s evolution throughout the above mentioned forecast period in terms of revenue (US$ Mn).

The market overview section of the report demonstrates the market dynamics such as the drivers, restraints, and opportunities that influence the current nature and future status of this market, key indicators, trends and hardware analysis of market. The hardware analysis includes analysis of hardware according to the development in the MR in gaming market. Further, key market indicators included in the report provide significance of the factors which are capable of changing the market scenario. These indicators are expected to define the market position during the forecast period and provides an overview about the global mixed reality market. A market attractiveness analysis has also been provided for every segment in the report, in order to provide a thorough understanding of the overall scenario in the mixed reality in gaming market. The report also provides an overview of various strategies adopted by the key players present in the market.

This report provides all the essential information required to understand the key developments in the mixed reality in gaming market, growth trend of each segment and region. It also include companies’ strategies, financial information, swot analysis and developments in the company profile section that helps them to efficiently compete in the market. Also, the report provides insights related to trends and its impact on the market. Furthermore, Porter’s Five Forces analysis explains the five forces namely buyers bargaining power, suppliers bargaining power, threat of new entrant, threat of substitute and degree of competition in the mixed reality in gaming market. This report also provides the comprehensive value chain analysis for the mixed reality in gaming market. It explains the various participants including raw material supplier, manufacturers and distribution channel of the value chain operating in the market.

Global Mixed Reality in Gaming Market: Market Segmentation

The report segments the market on the basis of component, application and end-use vertical. The component segment includes software and mobile apps. On basis of application, the market is segmented into entertainment and training/learning. Based on the end-use vertical, the market is segmented into government, corporate, theme parks and personal (Individual). The report provides in-depth segment analysis of the global mixed reality in gaming market, thereby providing valuable insights at the macro as well as micro levels.

Global Mixed Reality in Gaming Market: Competitive Landscape

The report also highlights the competitive landscape of the global mixed reality in gaming market, positioning all the major players according to their presence in different regions of the world and recent key developments initiated by them in the mixed reality in gaming market. The comprehensive mixed reality in gaming market estimates are the result of our in-depth secondary research, primary interviews, and in-house expert panel reviews. These market estimates have been analyzed by taking into account the impact of different political, social, economic, and technological, along with the current market dynamics affecting mixed reality in gaming market growth.

Some of the key players profiled in the global mixed reality in gaming market include Canon Inc., CCP hf, Daqri LLC., HTC Corporation, Infinity Augmented Reality, Inc., Lenovo Group Ltd., Magic Leap, Inc., Meta Company, Microsoft Corporation (HoloLens), Osterhout Design Group, Recon Instruments, Inc., Samsung Electronics Co, Ltd., Seiko Epson Corporation, Six Flags Entertainment Corporation and Ubisoft Entertainment.

The global Mixed Reality in Gaming Market is segmented as below:

Global Mixed Reality in Gaming Market, By Component

Software
Mobile Apps
Global Mixed Reality in Gaming Market, By Application

Entertainment
Training/Learning
Global Mixed Reality in Gaming Market, By End-Use Application

Government
Corporate
Theme Parks
Personal (Individual)
Global Mixed Reality in Gaming Market, By Geography

North America
The U.S.
Canada
Rest of North America
Europe
The U.K
Germany
France
Rest of Europe
Asia Pacific (APAC)
India
China
Australia
Japan
Rest of APAC
Middle East and Africa
GCC
South Africa
Rest of MEA
South America
Brazil
Rest of South America

レポート目次

1. Preface
1.1. Market Definition and Scope
1.2. Market Segmentation
1.3. Key Research Objectives
1.4. Research Highlights

2. Assumptions and Research Methodology

3. Executive Summary : Mixed Reality in Gaming Market

4. Market Overview
4.1. Introduction
4.2. Market Dynamics
4.2.1. Drivers
4.2.2. Restraints
4.2.3. Opportunities
4.3. Key Market Indicators
4.3.1. Mixed Reality Market
4.4. Hardware Analysis of Mixed Reality in Gaming Market
4.5. Global Mixed Reality in Gaming Market Analysis and Forecasts, 2015 – 2025
4.5.1. Market Revenue Projections (US$ Mn)
4.6. Porter’s Five Force Analysis
4.7. Mixed Reality in Gaming Market Value Chain Analysis
4.8. Market Outlook

5. Global Mixed Reality in Gaming Market Analysis and Forecasts, By Component
5.1. Overview & Definitions
5.2. Key Trends
5.3. Mixed Reality in Gaming Market Size (US$ Mn) Forecast By Component, 2015 – 2025
5.3.1. Software
5.3.2. Mobile Apps
5.4. Market Attractiveness By Component

6. Global Mixed Reality in Gaming Market Analysis and Forecasts, By Application
6.1. Overview & Definition
6.2. Key Trends
6.3. Mixed Reality in Gaming Market Size (US$ Mn) Forecast By Application, 2015 – 2025
6.3.1. Entertainment
6.3.2. Training/Learning
6.4. Market Attractiveness By Application

7. Global Mixed Reality in Gaming Market Analysis and Forecasts, By End-Use Vertical
7.1. Overview & Definition
7.2. Key Trends
7.3. Mixed Reality in Gaming Market Size (US$ Mn) Forecast By End-Use Vertical, 2015 – 2025
7.3.1. Government
7.3.2. Corporate
7.3.3. Theme Parks
7.3.4. Personal (Individual)
7.4. Market Attractiveness By End-Use Vertical

8. Global Mixed Reality in Gaming Market Analysis and Forecasts, By Region
8.1. Key Findings
8.2. Key Trends
8.3. Mixed Reality In Gaming Market Size (US$ Mn) Forecast By Region, 2015 – 2025
8.3.1. North America
8.3.2. Europe
8.3.3. Asia Pacific
8.3.4. Middle East and Africa
8.3.5. South America
8.4. Market Attractiveness By Region

9. North America Mixed Reality in Gaming Market Analysis and Forecast
9.1. Key Findings
9.2. Key Trends
9.3. Mixed Reality in Gaming Market Size (US$ Mn) Forecast By Component, 2015 – 2025
9.3.1. Software
9.3.2. Mobile Apps
9.4. Mixed Reality In Gaming Market Size (US$ Mn) Forecast Application, 2015 – 2025
9.4.1. Entertainment
9.4.2. Training/Learning
9.5. Mixed Reality in Gaming Market Size (US$ Mn) Forecast By End-Use Vertical, 2015 – 2025
9.5.1. Government
9.5.2. Corporate
9.5.3. Theme Parks
9.5.4. Personal (Individual)
9.6. Mixed Reality in Gaming Market Size (US$ Mn) Forecast By Country, 2015 – 2025
9.6.1. U.S.
9.6.2. Canada
9.6.3. Rest of North America
9.7. Market Attractiveness Analysis
9.7.1. By Component
9.7.2. By Application
9.7.3. By End-Use Vertical
9.7.4. By Country

10. Europe Mixed Reality in Gaming Market Analysis and Forecast
10.1. Key Findings
10.2. Key Trends
10.3. Mixed Reality in Gaming Market Size (US$ Mn) Forecast By Component, 2015 – 2025
10.3.1. Software
10.3.2. Mobile Apps
10.4. Mixed Reality in Gaming Market Size (US$ Mn) Forecast By Application, 2015 – 2025
10.4.1. Entertainment
10.4.2. Training/Learning
10.5. Mixed Reality in Gaming Market Size (US$ Mn) Forecast By End-Use Vertical, 2015 – 2025
10.5.1. Government
10.5.2. Corporate
10.5.3. Theme Parks
10.5.4. Personal (Individual)
10.6. Mixed Reality in Gaming Market Size (US$ Mn) Forecast By Country, 2015 – 2025
10.6.1. Germany
10.6.2. France
10.6.3. UK
10.6.4. Rest of Europe
10.7. Market Attractiveness Analysis
10.7.1. By Component
10.7.2. By Application
10.7.3. By End-Use Vertical
10.7.4. By Country

11. Asia Pacific Mixed Reality in Gaming Market Analysis and Forecast
11.1. Key Findings
11.2. Key Trends
11.3. Mixed Reality in Gaming Market Size (US$ Mn) Forecast By Component, 2015 – 2025
11.3.1. Software
11.3.2. Mobile Apps
11.4. Mixed Reality in Gaming Market Size (US$ Mn) Forecast By Application, 2015 – 2025
11.4.1. Entertainment
11.4.2. Training/Learning
11.5. Mixed Reality in Gaming Market Size (US$ Mn) Forecast By End-Use Vertical, 2015 – 2025
11.5.1. Government
11.5.2. Corporate
11.5.3. Theme Parks
11.5.4. Personal (Individual)
11.6. Mixed Reality in Gaming Market Size (US$ Mn) Forecast By Country, 2015 – 2025
11.6.1. China
11.6.2. Japan
11.6.3. India
11.6.4. Australia
11.6.5. Rest of Asia Pacific
11.7. Market Attractiveness Analysis
11.7.1. By Component
11.7.2. By Application
11.7.3. By End-Use Vertical
11.7.4. By Country

12. Middle East and Africa (MEA) Mixed Reality in Gaming Market Analysis and Forecast
12.1. Key Findings
12.2. Key Trends
12.3. Mixed Reality in Gaming Market Size (US$ Mn) Forecast By Components, 2015 – 2025
12.3.1. Software
12.3.2. Mobile Apps
12.4. Mixed Reality in Gaming Market Size (US$ Mn) Forecast By Application, 2015 – 2025
12.4.1. Entertainment
12.4.2. Training/Learning
12.5. Mixed Reality in Gaming Market Size (US$ Mn) Forecast By End-Use Vertical, 2015 – 2025
12.5.1. Government
12.5.2. Corporate
12.5.3. Theme Parks
12.5.4. Personal (Individual)
12.6. Mixed Reality in Gaming Market Size (US$ Mn) Forecast By Country, 2015 – 2025
12.6.1. GCC Countries
12.6.2. South Africa
12.6.3. Rest of MEA
12.7. Market Attractiveness Analysis
12.7.1. By Component
12.7.2. By Application
12.7.3. By End-Use Vertical
12.7.4. By Country

13. South America Mixed Reality in Gaming Market Analysis and Forecast
13.1. Key Findings
13.2. Key Trends
13.3. Mixed Reality In Gaming Market Size (US$ Mn) Forecast By Components, 2015 – 2025
13.3.1. Software
13.3.2. Mobile Apps
13.4. Mixed Reality in Gaming Market Size (US$ Mn) Forecast By Application, 2015 – 2025
13.4.1. Entertainment
13.4.2. Training/Learning
13.5. Mixed Reality in Gaming Market Size (US$ Mn) Forecast By End-Use Vertical, 2015 – 2025
13.5.1. Government
13.5.2. Corporate
13.5.3. Theme Parks
13.5.4. Personal (Individual)
13.6. Mixed Reality in Gaming Market Size (US$ Mn) Forecast By Country, 2015 – 2025
13.6.1. Brazil
13.6.2. Rest of South America
13.7. Market Attractiveness Analysis
13.7.1. By Component
13.7.2. By Application
13.7.3. By End-Use Vertical
13.7.4. By Country

14. Competition Landscape
14.1. Market Player – Competition Matrix
14.2. Market Share Analysis By Company (2016)
14.3. Company Profiles (Details – Overview, Financials, SWOT Analysis, Strategy)
14.3.1. Canon Inc.
• Product Portfolio
• Geographical Presence
• SWOT
• Financial Overview
• Strategy
14.3.2. CCP hf
• Product Portfolio
• Geographical Presence
• SWOT
• Financial Overview
• Strategy
14.3.3. Daqri LLC.
• Product Portfolio
• Geographical Presence
• SWOT
• Financial Overview
• Strategy
14.3.4. HTC Corporation
• Product Portfolio
• Geographical Presence
• SWOT
• Financial Overview
• Strategy
14.3.5. Infinity Augmented Reality, Inc.
• Product Portfolio
• Geographical Presence
• SWOT
• Financial Overview
• Strategy
14.3.6. Lenovo Group Ltd.
• Product Portfolio
• Geographical Presence
• SWOT
• Financial Overview
• Strategy
14.3.7. Magic Leap, Inc.
• Product Portfolio
• Geographical Presence
• SWOT
• Financial Overview
• Strategy
14.3.8. Meta Company
• Product Portfolio
• Geographical Presence
• SWOT
• Financial Overview
• Strategy
14.3.9. Microsoft Corporation (HoloLens)
• Product Portfolio
• Geographical Presence
• SWOT
• Financial Overview
• Strategy
14.3.10. Osterhout Design Group
• Product Portfolio
• Geographical Presence
• SWOT
• Financial Overview
• Strategy
14.3.11. Recon Instruments, Inc.
• Product Portfolio
• Geographical Presence
• SWOT
• Financial Overview
• Strategy
14.3.12. Samsung Electronics Co, Ltd.
• Product Portfolio
• Geographical Presence
• SWOT
• Financial Overview
• Strategy
14.3.13. Seiko Epson Corporation
• Product Portfolio
• Geographical Presence
• SWOT
• Financial Overview
• Strategy
14.3.14. Six Flags Entertainment Corporation
• Product Portfolio
• Geographical Presence
• SWOT
• Financial Overview
• Strategy
14.3.15. Ubisoft Entertainment
• Product Portfolio
• Geographical Presence
• SWOT
• Financial Overview
• Strategy

15. Key Takeaway

List of Tables

Table 1: Global Mixed Reality in Gaming Market Hardware Analysis, 2015 – 2025
Table 2: Global Mixed Reality in Gaming Market Revenue (US$ Mn) Forecast and CAGR, By Component, 2015 – 2025
Table 3: Global Mixed Reality in Gaming Market CAGR Analysis, By Software
Table 4: Global Mixed Reality in Gaming Market CAGR Analysis, By Mobile Apps
Table 5: Global Mixed Reality in Gaming Market Revenue (US$ Mn) Forecast and CAGR, By Application, 2015 – 2025
Table 6: Global Mixed Reality in Gaming Market CAGR Analysis, By Application, Entertainment
Table 7: Global Mixed Reality in Gaming Market CAGR Analysis, Application, Training/Learning
Table 8: Global Mixed Reality in Gaming Market Revenue (US$ Mn) Forecast and CAGR, By End-Use Vertical, 2015 – 2025
Table 9: Global Mixed Reality in Gaming Market CAGR Analysis, By End-Use Vertical, Government
Table 10: Global Mixed Reality in Gaming Market CAGR Analysis, End-Use Vertical, Corporate
Table 11: Global Mixed Reality in Gaming Market CAGR Analysis, By End-Use Vertical, Theme Parks
Table 12: Global Mixed Reality in Gaming Market CAGR Analysis, End-Use Vertical, Personal (Individual)
Table 13: Global Mixed Reality in Gaming Market Revenue (US$ Mn) Forecast and CAGR, by Region, 2015–2025
Table 14: Global Mixed Reality in Gaming Market CAGR Analysis, By Region
Table 15: Global Mixed Reality in Gaming Market CAGR Analysis, By Region, North America
Table 16: Global Mixed Reality in Gaming Market CAGR Analysis, By Region, Europe
Table 17: Global Mixed Reality in Gaming Market CAGR Analysis, By Region, Asia Pacific
Table 18: Global Mixed Reality in Gaming Market CAGR Analysis, By Region, Middle East & Africa
Table 19: Global Mixed Reality in Gaming Market CAGR Analysis, By Region, South America
Table 20: North America Mixed Reality in Gaming Market Revenue (US$ Mn) Forecast and CAGR, By Component, 2015–2025
Table 21: North America Mixed Reality in Gaming Market Revenue (US$ Mn) Forecast and CAGR, By Application, 2015–2025
Table 22: North America Mixed Reality in Gaming Market Revenue (US$ Mn) Forecast and CAGR, By End-Use Vertical, 2015–2025
Table 23: North America Mixed Reality in Gaming Market Revenue (US$ Mn) Forecast and CAGR, By Country, 2015–2025
Table 24: North America Mixed Reality in Gaming Market CAGR Analysis, By Country, U.S.
Table 25: North America Mixed Reality in Gaming Market CAGR Analysis, By Country, Canada
Table 26: North America Mixed Reality in Gaming Market CAGR Analysis, By Country, Rest of North America
Table 27: Europe Mixed Reality in Gaming Market Revenue (US$ Mn) Forecast and CAGR, By Component, 2015–2025
Table 28: Europe Mixed Reality in Gaming Market Revenue (US$ Mn) Forecast and CAGR, By Application, 2015–2025
Table 29: Europe Mixed Reality in Gaming Market Revenue (US$ Mn) Forecast and CAGR, By End-Use Vertical, 2015–2025
Table 30: Europe Mixed Reality in Gaming Market Revenue (US$ Mn) Forecast and CAGR, By Country, 2015–2025
Table 31: Europe Mixed Reality in Gaming Market CAGR Analysis, By Country, Germany
Table 32: Europe Mixed Reality in Gaming Market CAGR Analysis, By Country, France
Table 33: Europe Mixed Reality in Gaming Market CAGR Analysis, By Country, UK
Table 34: Europe Mixed Reality in Gaming Market CAGR Analysis, By Country, Rest of Europe
Table 35: Asia Pacific Mixed Reality in Gaming Market Revenue (US$ Mn) Forecast and CAGR, By Component, 2015–2025
Table 36: Asia Pacific Mixed Reality in Gaming Market Revenue (US$ Mn) Forecast and CAGR, By Application, 2015–2025
Table 37: Asia Pacific Mixed Reality in Gaming Market Revenue (US$ Mn) Forecast and CAGR, By End-Use Vertical, 2015–2025
Table 38: Asia Pacific Mixed Reality in Gaming Market Revenue (US$ Mn) Forecast and CAGR, By Country, 2015–2025
Table 38: Asia Pacific Mixed Reality in Gaming Market CAGR Analysis, By Country, China
Table 39: Asia Pacific Mixed Reality in Gaming Market CAGR Analysis, By Country, India
Table 40: Asia Pacific Mixed Reality in Gaming Market CAGR Analysis, By Country, Japan
Table 41: Asia Pacific Mixed Reality in Gaming Market CAGR Analysis, By Country, Australia
Table 42: Asia Pacific Mixed Reality in Gaming Market CAGR Analysis, By Country, Rest of APAC
Table 43: Middle East & Africa Mixed Reality in Gaming Market Revenue (US$ Mn) Forecast and CAGR, By Component, 2015–2025
Table 44: Middle East & Africa Mixed Reality in Gaming Market Revenue (US$ Mn) Forecast and CAGR, By Application, 2015–2025
Table 45: Middle East & Africa Mixed Reality in Gaming Market Revenue (US$ Mn) Forecast and CAGR, By End-Use Vertical, 2015–2025
Table 46: Middle East & Africa Mixed Reality in Gaming Market Revenue (US$ Mn) Forecast and CAGR, By Country, 2015–2025
Table 47: Middle East & Africa Mixed Reality in Gaming Market CAGR Analysis, By Country, GCC
Table 48: Middle East & Africa Mixed Reality in Gaming Market CAGR Analysis, By Country, South Africa
Table 49: Middle East & Africa Mixed Reality in Gaming Market CAGR Analysis, By Country, Rest of Middle East & Africa
Table 50: South America Mixed Reality in Gaming Market Revenue (US$ Mn) Forecast and CAGR, By Component, 2015–2025
Table 51: South America Mixed Reality in Gaming Market Revenue (US$ Mn) Forecast and CAGR, By Application, 2015–2025
Table 52: South America Mixed Reality in Gaming Market Revenue (US$ Mn) Forecast and CAGR, By End-Use Vertical, 2015–2025
Table 53: South America Mixed Reality in Gaming Market Revenue (US$ Mn) Forecast and CAGR, By Country, 2015–2025
Table 54: South America Mixed Reality in Gaming Market CAGR Analysis, By Country, U.S.
Table 55: South America Mixed Reality in Gaming Market CAGR Analysis, By Country, Canada
Table 56: South America Mixed Reality in Gaming Market CAGR Analysis, By Country, Rest of South Americ