沉浸式娱乐:AR(增强现实)、VR(虚拟现实)、Metaverse
市场调查报告书
商品编码
1246788

沉浸式娱乐:AR(增强现实)、VR(虚拟现实)、Metaverse

Immersive Entertainment- AR, VR, and the Metaverse

出版日期: | 出版商: Parks Associates | 英文 57 Slides | 商品交期: 最快1-2个工作天内

价格
简介目录

总结

游戏在流行文化中的兴起恰逢人机界面技术的成熟,这些技术使娱乐、学习和互动更加身临其境。 这种广泛的沉浸式娱乐类别从游戏用例扩展到虚拟和增强现实硬件和体验。

消费电子/游戏生态系统中的科技巨头和玩家正在寻找下一代沉浸式体验的元宇宙。

本报告审视了 VR/AR 市场主要参与者的竞争格局,并审视了沉浸式娱乐的当前部署状态和未来前景。 我们还评估了消费者对 VR 的态度、采用障碍以及对元宇宙概念的理解。

分析师意见

Metaverse 代表了一代人的机会,可以构建可与网络规模相媲美的消费者互动平台。

内容

执行摘要

XR概念的理解

  • VR(虚拟现实)和 AR(增强现实):不同模型的演变
  • XR(交叉现实)之路
  • 了解 VR 概念
  • 了解 VR/AR
  • 对 VR/AR 的了解:按家庭收入和世代划分
  • 对 VR 概念的理解:按代
  • 了解 VR 概念:按家庭收入
  • 对 VR 产品的了解:按代
  • 对 VR 产品的了解:按家庭收入

VR 购买/所有权状态

  • VR 耳机体验
  • 对 VR 技术的态度
  • VR 所有权状态
  • 过去 6 个月内购买的设备
  • VR 耳机的购买价格范围
  • 未来购买游戏机的重要功能
  • 拥有的 VR 耳机的顶级品牌
  • 购买/收到的 VR 耳机的顶级品牌
  • 最近购买的 VR 耳机的品牌份额
  • 您拥有的 VR 耳机的顶级品牌

XR 用法

  • 使用 VR 的频率
  • VR 使用频率:按世代划分
  • 对 VR 持积极态度
  • 对 VR 的消极态度
  • AR活动的执行情况
  • AR 活动:按代
  • AR 活动:按性别分类

XR 的未来前景

  • VR 试用体验中引入 VR 的障碍
  • 您可能会使用 VR 耳机进行的活动
  • VR 所有者开展的活动
  • 购买 VR 的意向
  • 游戏玩家的 VR 购买意向:按产品类别
  • 购买意向:按计算机操作系统
  • 引入 VR 的障碍
  • VR 头盔的演变
  • AR 眼镜的演变
简介目录

SYNOPSIS:

The rise of gaming's prominence within popular culture has coincided with the maturation of human-machine interface technologies that make entertainment, learning, and interaction more immersive. This broad immersive entertainment category reaches beyond gaming use cases and includes virtual and augmented reality hardware and experiences.

Tech giants and consumer electronics/gaming ecosystem players see opportunity in a metaverse construct as the next generation of immersive experiences. This study examines immersive entertainment adoption and perspectives today, with competitive insights on key players' performance in the VR and AR markets. It also assesses consumer attitudes toward VR, barriers to adoption, and familiarity with metaverse concepts.

ANALYST INSIGHT:

"The metaverse represents a generational opportunity to create a dominant consumer interactivity platform on the scale of the web." - Ross Rubin , Contributing Analyst, Parks Associates.

Table of Contents

Executive Summary

  • Familiarity with XR Concepts
  • VR Ownership in Internet Households
  • Device Purchased in the Last 6 Months
  • Top Brands of VR Headset Owned
  • Top Brands of VR Headset Purchased or Received
  • Barriers to VR Adoption by VR Trial Experience
  • AR Activities Performed by Gender
  • AR Activities Performed by Generation

XR Concept Familiarity

  • Virtual reality and augmented reality are evolving within divergent models.
  • The Road to XR
  • Familiarity with Virtual Reality Concepts
  • Familiarity with Virtual & Augmented Reality
  • VR & AR Familiarity by Household Income and Generations
  • Familiarity with Virtual Reality Concepts by Generation
  • Familiarity with Virtual Reality Concepts by Household Income
  • Familiarity with Virtual Reality Products by Generation
  • Familiarity with Virtual Reality Products by Household Income

VR Purchase and Ownership

  • Virtual Reality Headset Experience
  • Attitudes Towards VR Technology
  • VR Ownership
  • Device Purchased in the Last 6 Months
  • VR Headset Purchase Price Range
  • Important Feature for Future Gaming Console Purchases
  • Top Brands of VR Headset Owned
  • Top Brands of VR Headset Purchased or Received
  • VR Headset Brand Share of Recently Purchased Products
  • Top Brands of VR Headset Owned

XR Usage

  • Virtual Reality Use Frequency
  • Virtual Reality Use Frequency by Generation
  • Positive Attitudes Toward VR
  • Negative Attitudes Toward VR
  • AR Activities Performed
  • AR Activities Performed by Generation
  • AR Activities by Gender

XR Outlook

  • Barriers to VR Adoption by VR Trial Experience
  • Activities Likely to Perform with a VR Headset
  • Activities Performed by VR Owners
  • VR Purchase Intention
  • VR Purchase Intention by Gamers by Products Owned Category
  • Purchase Intention by Computer OS
  • Barriers to VR Adoption
  • VR Headset Evolution
  • AR Eyewear Evolution