沉浸式娛樂:AR(增強現實)、VR(虛擬現實)、Metaverse
市場調查報告書
商品編碼
1246788

沉浸式娛樂:AR(增強現實)、VR(虛擬現實)、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個工作天內

價格
簡介目錄

總結

遊戲在流行文化中的興起恰逢人機界面技術的成熟,這些技術使娛樂、學習和互動更加身臨其境。 這種廣泛的沉浸式娛樂類別從遊戲用例擴展到虛擬和增強現實硬件和體驗。

消費電子/遊戲生態系統中的科技巨頭和玩家正在尋找下一代沉浸式體驗的元宇宙。

本報告審視了 VR/AR 市場主要參與者的競爭格局,並審視了沉浸式娛樂的當前部署狀態和未來前景。 我們還評估了消費者對 VR 的態度、採用障礙以及對元宇宙概念的理解。

分析師意見

Metaverse 代表了一代人的機會,可以構建可與網絡規模相媲美的消費者互動平台。

內容

執行摘要

XR概念的理解

  • VR(虛擬現實)和 AR(增強現實):不同模型的演變
  • XR(交叉現實)之路
  • 了解 VR 概念
  • 了解 VR/AR
  • 對 VR/AR 的了解:按家庭收入和世代劃分
  • 對 VR 概念的理解:按代
  • 了解 VR 概念:按家庭收入
  • 對 VR 產品的了解:按代
  • 對 VR 產品的了解:按家庭收入

VR 購買/所有權狀態

  • VR 耳機體驗
  • 對 VR 技術的態度
  • VR 所有權狀態
  • 過去 6 個月內購買的設備
  • VR 耳機的購買價格範圍
  • 未來購買遊戲機的重要功能
  • 擁有的 VR 耳機的頂級品牌
  • 購買/收到的 VR 耳機的頂級品牌
  • 最近購買的 VR 耳機的品牌份額
  • 您擁有的 VR 耳機的頂級品牌

XR 用法

  • 使用 VR 的頻率
  • VR 使用頻率:按世代劃分
  • 對 VR 持積極態度
  • 對 VR 的消極態度
  • AR活動的執行情況
  • AR 活動:按代
  • AR 活動:按性別分類

XR 的未來前景

  • VR 試用體驗中引入 VR 的障礙
  • 您可能會使用 VR 耳機進行的活動
  • VR 所有者開展的活動
  • 購買 VR 的意向
  • 遊戲玩家的 VR 購買意向:按產品類別
  • 購買意向:按計算機操作系統
  • 引入 VR 的障礙
  • VR 頭盔的演變
  • AR 眼鏡的演變
簡介目錄

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