• レポートコード:MRC23Q38901 • 出版社/出版日:QYResearch / 2023年3月 • レポート形態:英文、PDF、97ページ • 納品方法:Eメール(2-3日) • 産業分類:消費財 |
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レポート概要
本調査レポートは世界のVRグリップ市場について調査・分析し、世界のVRグリップ市場概要、メーカー別競争状況、地域別市場規模、タイプ別セグメント分析(一般式、手袋式)、用途別セグメント分析(テレビゲーム、教育、その他)、主要企業のプロファイル、市場動向などに関する情報を掲載しています。主要企業としては、Cirque、VIVE、Oculus、Sony、Antvr、Deepoon、Shinecon、Microsoft、Huawei、Vedx、Manus VR、Sensoなどが含まれています。 世界のVRグリップ市場は、2022年にXXX米ドル、2029年にはXXX米ドルに達すると予測され、予測期間の年平均成長率はXXX%です。COVID-19とロシア・ウクライナ戦争の影響は、VRグリップ市場規模を推定する際に考慮しました。本レポートは、VRグリップの世界市場を定量的・定性的な分析により包括的に提示し、読者がビジネス/成長戦略を策定し、市場競争状況を把握し、現在の市場における自社のポジションを分析し、VRグリップに関するビジネス上の意思決定に役立てることを目的としています。 ・VRグリップ市場の概要 - 製品の定義 - VRグリップのタイプ別セグメント - 世界のVRグリップ市場規模:タイプ別分析(一般式、手袋式) - VRグリップの用途別セグメント - 世界のVRグリップ市場規模:用途別分析(テレビゲーム、教育、その他) - 世界のVRグリップ市場規模予測(2018年-2029年) - VRグリップの平均価格推移(2018年-2029年) - 前提条件と制限事項 ・メーカー別競争状況 - メーカー別市場シェア - 世界の主要メーカー、業界ランキング分析 - メーカー別平均価格 - VRグリップ市場の競争状況およびトレンド ・VRグリップの地域別市場規模 - 北米のVRグリップ市場規模(2018年-2029年) - アメリカのVRグリップ市場規模(2018年-2029年) - ヨーロッパのVRグリップ市場規模(2018年-2029年) - アジア太平洋のVRグリップ市場規模(2018年-2029年) - 中国のVRグリップ市場規模(2018年-2029年) - 日本のVRグリップ市場規模(2018年-2029年) - 韓国のVRグリップ市場規模(2018年-2029年) - インドのVRグリップ市場規模(2018年-2029年) - オーストラリアのVRグリップ市場規模(2018年-2029年) - 中南米のVRグリップ市場規模(2018年-2029年) - 中東・アフリカのVRグリップ市場規模(2018年-2029年) ・タイプ別セグメント:一般式、手袋式 - 世界のVRグリップのタイプ別販売量(2018年-2023年) - 世界のVRグリップのタイプ別売上(2018年-2023年) - 世界のVRグリップのタイプ別価格 ・用途別セグメント:テレビゲーム、教育、その他 - 世界のVRグリップの用途別販売量(2018年-2023年) - 世界のVRグリップの用途別売上(2018年-2023年) - 世界のVRグリップの用途別価格 ・主要企業のプロファイル:企業情報、事業概要、売上、製品ポートフォリオ、動向 Cirque、VIVE、Oculus、Sony、Antvr、Deepoon、Shinecon、Microsoft、Huawei、Vedx、Manus VR、Senso ・産業チェーンと販売チャネルの分析 - VRグリップ産業チェーン分析 - VRグリップの主要原材料 - VRグリップの販売チャネル - VRグリップのディストリビューター - VRグリップの主要顧客 ・VRグリップ市場ダイナミクス - VRグリップの業界動向 - VRグリップ市場の成長ドライバ、課題、阻害要因 ・調査成果および結論 ・調査方法とデータソース |
Virtual Reality Grips
Highlights
The global VR Grips market was valued at US$ million in 2022 and is anticipated to reach US$ million by 2029, witnessing a CAGR of % during the forecast period 2023-2029. The influence of COVID-19 and the Netherlands-Ukraine War were considered while estimating market sizes.
North American market for VR Grips is estimated to increase from $ million in 2023 to reach $ million by 2029, at a CAGR of % during the forecast period of 2023 through 2029.
Asia-Pacific market for VR Grips is estimated to increase from $ million in 2023 to reach $ million by 2029, at a CAGR of % during the forecast period of 2023 through 2029.
The key global manufacturers of VR Grips include Cirque, VIVE, Oculus, Sony, Antvr, Deepoon, Shinecon, Microsoft and Huawei, etc. in 2022, the world’s top three vendors accounted for approximately % of the revenue.
Report Scope
This report aims to provide a comprehensive presentation of the global market for VR Grips, with both quantitative and qualitative analysis, to help readers develop business/growth strategies, assess the market competitive situation, analyze their position in the current marketplace, and make informed business decisions regarding VR Grips.
The VR Grips market size, estimations, and forecasts are provided in terms of sales volume (K Units) and revenue ($ millions), considering 2022 as the base year, with history and forecast data for the period from 2018 to 2029. This report segments the global VR Grips market comprehensively. Regional market sizes, concerning products by type, by application and by players, are also provided.
For a more in-depth understanding of the market, the report provides profiles of the competitive landscape, key competitors, and their respective market ranks. The report also discusses technological trends and new product developments.
The report will help the VR Grips manufacturers, new entrants, and industry chain related companies in this market with information on the revenues, sales volume, and average price for the overall market and the sub-segments across the different segments, by company, by type, by application and by regions.
By Company
Cirque
VIVE
Oculus
Sony
Antvr
Deepoon
Shinecon
Microsoft
Huawei
Vedx
Manus VR
Senso
Segment by Type
General Type
Glove Type
Segment by Application
Video Game
Education
Others
Consumption by Region
North America
United States
Canada
Europe
Germany
France
U.K.
Italy
Russia
Asia-Pacific
China
Japan
South Korea
India
Australia
China Taiwan
Indonesia
Thailand
Malaysia
Latin America
Mexico
Brazil
Argentina
Middle East & Africa
Turkey
Saudi Arabia
UAE
Core Chapters
Chapter 1: Introduces the report scope of the report, executive summary of different market segments (by region, product type, application, etc), including the market size of each market segment, future development potential, and so on. It offers a high-level view of the current state of the market and its likely evolution in the short to mid-term, and long term.
Chapter 2: Detailed analysis of VR Grips manufacturers competitive landscape, price, sales and revenue market share, latest development plan, merger, and acquisition information, etc.
Chapter 3: Sales, revenue of VR Grips in regional level and country level. It provides a quantitative analysis of the market size and development potential of each region and its main countries and introduces the market development, future development prospects, market space, and market size of each country in the world.
Chapter 4: Provides the analysis of various market segments by type, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different market segments.
Chapter 5: Provides the analysis of various market segments by application, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different downstream markets.
Chapter 6: Provides profiles of key players, introducing the basic situation of the key companies in the market in detail, including product sales, revenue, price, gross margin, product introduction, recent development, etc.
Chapter 7: Analysis of industrial chain, including the upstream and downstream of the industry.
Chapter 8: Introduces the market dynamics, latest developments of the market, the driving factors and restrictive factors of the market, the challenges and risks faced by manufacturers in the industry, and the analysis of relevant policies in the industry.
Chapter 9: The main points and conclusions of the report.
1 VR Grips Market Overview
1.1 Product Overview and Scope of VR Grips
1.2 VR Grips Segment by Type
1.2.1 Global VR Grips Market Value Comparison by Type (2023-2029)
1.2.2 General Type
1.2.3 Glove Type
1.3 VR Grips Segment by Application
1.3.1 Global VR Grips Market Value by Application: (2023-2029)
1.3.2 Video Game
1.3.3 Education
1.3.4 Others
1.4 Global VR Grips Market Size Estimates and Forecasts
1.4.1 Global VR Grips Revenue 2018-2029
1.4.2 Global VR Grips Sales 2018-2029
1.4.3 Global VR Grips Market Average Price (2018-2029)
1.5 Assumptions and Limitations
2 VR Grips Market Competition by Manufacturers
2.1 Global VR Grips Sales Market Share by Manufacturers (2018-2023)
2.2 Global VR Grips Revenue Market Share by Manufacturers (2018-2023)
2.3 Global VR Grips Average Price by Manufacturers (2018-2023)
2.4 Global VR Grips Industry Ranking 2021 VS 2022 VS 2023
2.5 Global Key Manufacturers of VR Grips, Manufacturing Sites & Headquarters
2.6 Global Key Manufacturers of VR Grips, Product Type & Application
2.7 VR Grips Market Competitive Situation and Trends
2.7.1 VR Grips Market Concentration Rate
2.7.2 The Global Top 5 and Top 10 Largest VR Grips Players Market Share by Revenue
2.7.3 Global VR Grips Market Share by Company Type (Tier 1, Tier 2 and Tier 3)
2.8 Manufacturers Mergers & Acquisitions, Expansion Plans
3 VR Grips Retrospective Market Scenario by Region
3.1 Global VR Grips Market Size by Region: 2018 Versus 2022 Versus 2029
3.2 Global VR Grips Global VR Grips Sales by Region: 2018-2029
3.2.1 Global VR Grips Sales by Region: 2018-2023
3.2.2 Global VR Grips Sales by Region: 2024-2029
3.3 Global VR Grips Global VR Grips Revenue by Region: 2018-2029
3.3.1 Global VR Grips Revenue by Region: 2018-2023
3.3.2 Global VR Grips Revenue by Region: 2024-2029
3.4 North America VR Grips Market Facts & Figures by Country
3.4.1 North America VR Grips Market Size by Country: 2018 VS 2022 VS 2029
3.4.2 North America VR Grips Sales by Country (2018-2029)
3.4.3 North America VR Grips Revenue by Country (2018-2029)
3.4.4 United States
3.4.5 Canada
3.5 Europe VR Grips Market Facts & Figures by Country
3.5.1 Europe VR Grips Market Size by Country: 2018 VS 2022 VS 2029
3.5.2 Europe VR Grips Sales by Country (2018-2029)
3.5.3 Europe VR Grips Revenue by Country (2018-2029)
3.5.4 Germany
3.5.5 France
3.5.6 U.K.
3.5.7 Italy
3.5.8 Russia
3.6 Asia Pacific VR Grips Market Facts & Figures by Country
3.6.1 Asia Pacific VR Grips Market Size by Country: 2018 VS 2022 VS 2029
3.6.2 Asia Pacific VR Grips Sales by Country (2018-2029)
3.6.3 Asia Pacific VR Grips Revenue by Country (2018-2029)
3.6.4 China
3.6.5 Japan
3.6.6 South Korea
3.6.7 India
3.6.8 Australia
3.6.9 China Taiwan
3.6.10 Indonesia
3.6.11 Thailand
3.6.12 Malaysia
3.7 Latin America VR Grips Market Facts & Figures by Country
3.7.1 Latin America VR Grips Market Size by Country: 2018 VS 2022 VS 2029
3.7.2 Latin America VR Grips Sales by Country (2018-2029)
3.7.3 Latin America VR Grips Revenue by Country (2018-2029)
3.7.4 Mexico
3.7.5 Brazil
3.7.6 Argentina
3.8 Middle East and Africa VR Grips Market Facts & Figures by Country
3.8.1 Middle East and Africa VR Grips Market Size by Country: 2018 VS 2022 VS 2029
3.8.2 Middle East and Africa VR Grips Sales by Country (2018-2029)
3.8.3 Middle East and Africa VR Grips Revenue by Country (2018-2029)
3.8.4 Turkey
3.8.5 Saudi Arabia
3.8.6 UAE
4 Segment by Type
4.1 Global VR Grips Sales by Type (2018-2029)
4.1.1 Global VR Grips Sales by Type (2018-2023)
4.1.2 Global VR Grips Sales by Type (2024-2029)
4.1.3 Global VR Grips Sales Market Share by Type (2018-2029)
4.2 Global VR Grips Revenue by Type (2018-2029)
4.2.1 Global VR Grips Revenue by Type (2018-2023)
4.2.2 Global VR Grips Revenue by Type (2024-2029)
4.2.3 Global VR Grips Revenue Market Share by Type (2018-2029)
4.3 Global VR Grips Price by Type (2018-2029)
5 Segment by Application
5.1 Global VR Grips Sales by Application (2018-2029)
5.1.1 Global VR Grips Sales by Application (2018-2023)
5.1.2 Global VR Grips Sales by Application (2024-2029)
5.1.3 Global VR Grips Sales Market Share by Application (2018-2029)
5.2 Global VR Grips Revenue by Application (2018-2029)
5.2.1 Global VR Grips Revenue by Application (2018-2023)
5.2.2 Global VR Grips Revenue by Application (2024-2029)
5.2.3 Global VR Grips Revenue Market Share by Application (2018-2029)
5.3 Global VR Grips Price by Application (2018-2029)
6 Key Companies Profiled
6.1 Cirque
6.1.1 Cirque Corporation Information
6.1.2 Cirque Description and Business Overview
6.1.3 Cirque VR Grips Sales, Revenue and Gross Margin (2018-2023)
6.1.4 Cirque VR Grips Product Portfolio
6.1.5 Cirque Recent Developments/Updates
6.2 VIVE
6.2.1 VIVE Corporation Information
6.2.2 VIVE Description and Business Overview
6.2.3 VIVE VR Grips Sales, Revenue and Gross Margin (2018-2023)
6.2.4 VIVE VR Grips Product Portfolio
6.2.5 VIVE Recent Developments/Updates
6.3 Oculus
6.3.1 Oculus Corporation Information
6.3.2 Oculus Description and Business Overview
6.3.3 Oculus VR Grips Sales, Revenue and Gross Margin (2018-2023)
6.3.4 Oculus VR Grips Product Portfolio
6.3.5 Oculus Recent Developments/Updates
6.4 Sony
6.4.1 Sony Corporation Information
6.4.2 Sony Description and Business Overview
6.4.3 Sony VR Grips Sales, Revenue and Gross Margin (2018-2023)
6.4.4 Sony VR Grips Product Portfolio
6.4.5 Sony Recent Developments/Updates
6.5 Antvr
6.5.1 Antvr Corporation Information
6.5.2 Antvr Description and Business Overview
6.5.3 Antvr VR Grips Sales, Revenue and Gross Margin (2018-2023)
6.5.4 Antvr VR Grips Product Portfolio
6.5.5 Antvr Recent Developments/Updates
6.6 Deepoon
6.6.1 Deepoon Corporation Information
6.6.2 Deepoon Description and Business Overview
6.6.3 Deepoon VR Grips Sales, Revenue and Gross Margin (2018-2023)
6.6.4 Deepoon VR Grips Product Portfolio
6.6.5 Deepoon Recent Developments/Updates
6.7 Shinecon
6.6.1 Shinecon Corporation Information
6.6.2 Shinecon Description and Business Overview
6.6.3 Shinecon VR Grips Sales, Revenue and Gross Margin (2018-2023)
6.4.4 Shinecon VR Grips Product Portfolio
6.7.5 Shinecon Recent Developments/Updates
6.8 Microsoft
6.8.1 Microsoft Corporation Information
6.8.2 Microsoft Description and Business Overview
6.8.3 Microsoft VR Grips Sales, Revenue and Gross Margin (2018-2023)
6.8.4 Microsoft VR Grips Product Portfolio
6.8.5 Microsoft Recent Developments/Updates
6.9 Huawei
6.9.1 Huawei Corporation Information
6.9.2 Huawei Description and Business Overview
6.9.3 Huawei VR Grips Sales, Revenue and Gross Margin (2018-2023)
6.9.4 Huawei VR Grips Product Portfolio
6.9.5 Huawei Recent Developments/Updates
6.10 Vedx
6.10.1 Vedx Corporation Information
6.10.2 Vedx Description and Business Overview
6.10.3 Vedx VR Grips Sales, Revenue and Gross Margin (2018-2023)
6.10.4 Vedx VR Grips Product Portfolio
6.10.5 Vedx Recent Developments/Updates
6.11 Manus VR
6.11.1 Manus VR Corporation Information
6.11.2 Manus VR VR Grips Description and Business Overview
6.11.3 Manus VR VR Grips Sales, Revenue and Gross Margin (2018-2023)
6.11.4 Manus VR VR Grips Product Portfolio
6.11.5 Manus VR Recent Developments/Updates
6.12 Senso
6.12.1 Senso Corporation Information
6.12.2 Senso VR Grips Description and Business Overview
6.12.3 Senso VR Grips Sales, Revenue and Gross Margin (2018-2023)
6.12.4 Senso VR Grips Product Portfolio
6.12.5 Senso Recent Developments/Updates
7 Industry Chain and Sales Channels Analysis
7.1 VR Grips Industry Chain Analysis
7.2 VR Grips Key Raw Materials
7.2.1 Key Raw Materials
7.2.2 Raw Materials Key Suppliers
7.3 VR Grips Production Mode & Process
7.4 VR Grips Sales and Marketing
7.4.1 VR Grips Sales Channels
7.4.2 VR Grips Distributors
7.5 VR Grips Customers
8 VR Grips Market Dynamics
8.1 VR Grips Industry Trends
8.2 VR Grips Market Drivers
8.3 VR Grips Market Challenges
8.4 VR Grips Market Restraints
9 Research Finding and Conclusion
10 Methodology and Data Source
10.1 Methodology/Research Approach
10.1.1 Research Programs/Design
10.1.2 Market Size Estimation
10.1.3 Market Breakdown and Data Triangulation
10.2 Data Source
10.2.1 Secondary Sources
10.2.2 Primary Sources
10.3 Author List
10.4 Disclaimer