Global VR Video Content Market Insight 2020, Forecast to 2030
- Report Code : WOR1989245
- Published On: Aug, 2020
- Category : Internet Software & Services
- Pages : 117
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The VR Video Content market was valued at US$ xx in 2019, prior to COVID-19. Whereas post-COVID-19 scenario, the market for VR Video Content is projected to grow from US$ xx million in 2020, and is projected to reach xx by 2025, at a CAGR of xx% during the forecast period. Projected and forecast revenue values are in constant U.S. dollars, unadjusted for inflation. Product values are estimated based on manufacturers' revenue.
The report offers detailed coverage of VR Video Content industry and main market trends. The market research includes historical and forecast market data, demand, application details, price trends, and company shares of the leading VR Video Content by geography. The report splits the market size, by volume and value, on the basis of application type and geography.
In addition to this data, the report provides insight into drivers of market demand and strategies of suppliers. Key players are profiled, and their market shares in the global VR Video Content market are discussed.
The market is segmented by types:
Software
Services
It can be also divided by applications:
Real Estate
Travel & Hospitality
Media & Entertainment
Healthcare
Retail
Gaming
Automotive
Others
And this report covers the historical situation, present status and the future prospects of the global VR Video Content market for 2015-2025. In this report, we analyze global market from 5 geographies: Asia-Pacific, Europe, North America, Middle East & Africa, South America.
Finally, the report provides detailed profile and data information analysis of leading company.
Blippar
360 Labs
Matterport
Koncept VR
SubVRsive
Panedia Pty Ltd.
WeMakeVR
VIAR (Viar360)
Pixvana Inc.
Scapic
Report Includes:
- xx data tables and xx additional tables
- An overview of global VR Video Content market
- An detailed key players analysis across regions
- Analyses of global market trends, with historical data, estimates for 2020 and projections of compound annual growth rates (CAGRs) through 2025
- Insights into regulatory and environmental developments
- Information on the supply and demand scenario and evaluation of technological and investment opportunities in the VR Video Content market
- Profiles of major players in the industry, including Blippar, 360 Labs, Matterport, Koncept VR, SubVRsive..
Research objectives
To study and analyze the global VR Video Content consumption (value & volume) by key regions/countries, product type and application, history data from 2015 to 2019, and forecast to 2025.
To understand the structure of VR Video Content market by identifying its various subsegments.
Focuses on the key global VR Video Content manufacturers, to define, describe and analyze the sales volume, value, market share, market competition landscape, Porter's five forces analysis, SWOT analysis and development plans in next few years.
To analyze the VR Video Content with respect to individual growth trends, future prospects, and their contribution to the total market.
To share detailed information about the key factors influencing the growth of the market (growth potential, opportunities, drivers, industry-specific challenges and risks).
To project the consumption of VR Video Content submarkets, with respect to key regions (along with their respective key countries).
To analyze competitive developments such as expansions, agreements, new product launches, and acquisitions in the market.
To strategically profile the key players and comprehensively analyze their growth strategies.
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With tables and figures helping analyze worldwide Global VR Video Content market, this research provides key statistics on the state of the industry and is a valuable source of guidance and direction for companies and individuals interested in the market.
Global VR Video Content Market Report 2020, Forecast to 2025
1 Scope of the Study1.1 VR Video Content Introduction
1.2 Research Programs
1.3 Analysis of Macroeconomic Indicators
1.4 Years Considered
1.5 Methodology
1.6 Data Source
1.7 Research Objectives
2 VR Video Content Industry Overview2.1 Global VR Video Content Market Size (Million USD) Comparison by Regions (2020-2025)
2.1.1 VR Video Content Global Main Region Market Analysis2.2 Market Analysis by Type
2.2.1 Software
2.2.2 Services2.3 Market Analysis by Application
2.3.1 Real Estate
2.3.2 Travel & Hospitality
2.3.3 Media & Entertainment
2.3.4 Healthcare
2.3.5 Retail
2.3.6 Gaming
2.3.7 Automotive
2.3.8 Others2.4 Global VR Video Content Revenue, Sales and Market Share by Manufacturer
2.4.1 Global VR Video Content Sales and Market Share by Manufacturer (2018-2020)
2.4.2 Global VR Video Content Revenue and Market Share by Manufacturer (2018-2020)
2.4.3 Global VR Video Content Industry Concentration Ratio (CR5 and HHI)
2.4.4 Top 5 VR Video Content Manufacturer Market Share
2.4.5 Top 10 VR Video Content Manufacturer Market Share
2.4.6 Date of Key Manufacturers Enter into VR Video Content Market
2.4.7 Key Manufacturers VR Video Content Product Offered
2.4.8 Mergers & Acquisitions Planning2.5 VR Video Content Historical Development Overview
2.6 Market Dynamics
2.6.1 Market Opportunities
2.6.2 Market Risk
2.6.3 Market Driving Force
2.6.4 Porter's Five Forces Analysis
2.7 Coronavirus Disease 2019 (Covid-19): VR Video Content Industry Impact
2.7.1 How the Covid-19 is Affecting the VR Video Content Industry
2.7.2 VR Video Content Business Impact Assessment - Covid-19
2.7.3 Market Trends and VR Video Content Potential Opportunities in the COVID-19 Landscape
2.7.4 Measures / Proposal against Covid-19
3 Related Market Analysis3.1 Related Market Overview
3.2 Macro Analysis of Upstream Markets
3.3 Key Players in Related Markets
3.4 Related Markets Trend Analysis
4 Global VR Video Content Market Size Categorized by Regions4.1 Global VR Video Content Revenue and Market Share by Regions
4.1.1 Global VR Video Content Sales and Market Share by Regions (2015-2020)
4.1.2 Global VR Video Content Revenue and Market Share by Regions (2015-2020)4.2 Europe VR Video Content Revenue and Growth Rate (2015-2020)
4.3 APAC VR Video Content Revenue and Growth Rate (2015-2020)
4.4 North America VR Video Content Revenue and Growth Rate (2015-2020)
4.5 South America VR Video Content Revenue and Growth Rate (2015-2020)
4.6 Middle East & Africa VR Video Content Revenue and Growth Rate (2015-2020)
5 Europe VR Video Content Market Size Categorized by Countries5.1 Europe VR Video Content Revenue and Market Share by Countries
5.1.1 Europe VR Video Content Revenue by Countries (2015-2020)
5.1.2 Germany VR Video Content Revenue and Growth Rate (2015-2020)
5.1.3 UK VR Video Content Revenue and Growth Rate (2015-2020)
5.1.4 France VR Video Content Revenue and Growth Rate (2015-2020)
5.1.5 Russia VR Video Content Revenue and Growth Rate (2015-2020)
5.1.6 Italy VR Video Content Revenue and Growth Rate (2015-2020)
5.1.7 Spain VR Video Content Revenue and Growth Rate (2015-2020)5.2 Europe VR Video Content Revenue (Value) by Manufacturers (2018-2020)
5.3 Europe VR Video Content Revenue and Market Share by Type (2015-2020)
5.4 Europe VR Video Content Revenue and Market Share by Application (2015-2020)
6 Asia-Pacific VR Video Content Market Size Categorized by Countries6.1 Asia-Pacific VR Video Content Revenue and Market Share by Countries
6.1.1 Asia-Pacific VR Video Content Revenue by Countries (2015-2020)
6.1.2 China VR Video Content Revenue and Growth Rate (2015-2020)
6.1.3 Japan VR Video Content Revenue and Growth Rate (2015-2020)
6.1.4 Korea VR Video Content Revenue and Growth Rate (2015-2020)
6.1.5 India VR Video Content Revenue and Growth Rate (2015-2020)
6.1.6 Southeast Asia VR Video Content Revenue and Growth Rate (2015-2020)
6.1.7 Australia VR Video Content Revenue and Growth Rate (2015-2020)6.2 Asia-Pacific VR Video Content Revenue (Value) by Players (2018-2020)
6.3 Asia-Pacific VR Video Content Revenue and Market Share by Type (2015-2020)
6.4 Asia-Pacific VR Video Content Revenue and Market Share by Application (2015-2020)
7 North America VR Video Content Market Size Categorized by Countries7.1 North America VR Video Content Revenue and Market Share by Countries
7.1.1 North America VR Video Content Revenue by Countries (2015-2020)
7.1.2 United States VR Video Content Revenue and Growth Rate (2015-2020)
7.1.3 Canada VR Video Content Revenue and Growth Rate (2015-2020)
7.1.4 Mexico VR Video Content Revenue and Growth Rate (2015-2020)7.2 North America VR Video Content Revenue (Value) by Players (2018-2020)
7.3 North America VR Video Content Revenue and Market Share by Type (2015-2020)
7.4 North America VR Video Content Revenue and Market Share by Application (2015-2020)
8 South America VR Video Content Market Size Categorized by Countries8.1 South America VR Video Content Revenue and Market Share by Countries
8.1.1 South America VR Video Content Revenue by Countries (2015-2020)
8.1.2 Brazil VR Video Content Revenue and Growth Rate (2015-2020)8.2 South America VR Video Content Revenue (Value) by Players (2018-2020)
8.3 South America VR Video Content Revenue and Market Share by Type (2015-2020)
8.4 South America VR Video Content Revenue and Market Share by Application (2015-2020)
9 Middle East and Africa VR Video Content Market Size Categorized by Countries9.1 Middle East and Africa VR Video Content Revenue and Market Share by Countries
9.1.1 Middle East and Africa VR Video Content Revenue by Countries (2015-2020)
9.1.2 GCC Countries VR Video Content Revenue and Growth Rate (2015-2020)
9.1.3 Turkey VR Video Content Revenue and Growth Rate (2015-2020)
9.1.4 Egypt VR Video Content Revenue and Growth Rate (2015-2020)
9.1.5 South Africa VR Video Content Revenue and Growth Rate (2015-2020)9.2 Middle East and Africa VR Video Content Revenue (Value) by Players (2018-2020)
9.3 Middle East and Africa VR Video Content Revenue and Market Share by Type (2015-2020)
9.4 Middle East and Africa VR Video Content Revenue and Market Share by Application (2015-2020)
10 Global VR Video Content Market Segment by Type10.1 Global VR Video Content Revenue and Market Share by Type (2015-2020)
10.2 Global VR Video Content Market Forecast by Type (2020-2025)
10.3 Software Revenue Growth Rate
10.4 Services Revenue Growth Rate
11 Global VR Video Content Market Segment by Application11.1 Global VR Video Content Revenue Market Share by Application (2015-2020)
11.2 Global VR Video Content Market Forecast by Application (2020-2025)
11.3 Real Estate Revenue Growth Rate (2015-2025)
11.4 Travel & Hospitality Revenue Growth Rate (2015-2025)
11.5 Media & Entertainment Revenue Growth Rate (2015-2025)
11.6 Healthcare Revenue Growth Rate (2015-2025)
11.7 Retail Revenue Growth Rate (2015-2025)
11.8 Gaming Revenue Growth Rate (2015-2025)
11.9 Automotive Revenue Growth Rate (2015-2025)11.10 Others Revenue Growth Rate (2015-2025)
12 Market Forecast for VR Video Content12.1 Global VR Video Content Market Size Forecast (2020-2025)
12.2 VR Video Content Market Forecast by Regions (2020-2025)
12.3 Europe VR Video Content Revenue Market Forecast (2020-2025)
12.4 APAC VR Video Content Revenue Market Forecast (2020-2025)
12.5 North America VR Video Content Revenue Market Forecast (2020-2025)
12.6 South America VR Video Content Revenue Market Forecast (2020-2025)
12.7 Middle East & Africa VR Video Content Revenue Market Forecast (2020-2025)
13 Analysis of VR Video Content Industry Key Vendors13.1 Blippar
13.1.1 Company Details
13.1.2 Product Information
13.1.3 Blippar VR Video Content Revenue and Gross Margin (2018-2020)
13.1.4 Main Business Overview
13.1.5 Blippar News
13.2 360 Labs
13.2.1 Company Details
13.2.2 Product Information
13.2.3 360 Labs VR Video Content Revenue and Gross Margin (2018-2020)
13.2.4 Main Business Overview
13.2.5 360 Labs News13.3 Matterport
13.3.1 Company Details
13.3.2 Product Information
13.3.3 Matterport VR Video Content Revenue and Gross Margin (2018-2020)
13.3.4 Main Business Overview
13.3.5 Matterport News13.4 Koncept VR
13.4.1 Company Details
13.4.2 Product Information
13.4.3 Koncept VR VR Video Content Revenue and Gross Margin (2018-2020)
13.4.4 Main Business Overview
13.4.5 Koncept VR News13.5 SubVRsive
13.5.1 Company Details
13.5.2 Product Information
13.5.3 SubVRsive VR Video Content Revenue and Gross Margin (2018-2020)
13.5.4 Main Business Overview
13.5.5 SubVRsive News13.6 Panedia Pty Ltd.
13.6.1 Company Details
13.6.2 Product Information
13.6.3 Panedia Pty Ltd. VR Video Content Revenue and Gross Margin (2018-2020)
13.6.4 Main Business Overview
13.6.5 Panedia Pty Ltd. News
13.7 WeMakeVR
13.7.1 Company Details
13.7.2 Product Information
13.7.3 WeMakeVR VR Video Content Revenue and Gross Margin (2018-2020)
13.7.4 Main Business Overview
13.7.5 WeMakeVR News
13.8 VIAR (Viar360)
13.8.1 Company Details
13.8.2 Product Information
13.8.3 VIAR (Viar360) VR Video Content Revenue and Gross Margin (2018-2020)
13.8.4 Main Business Overview
13.8.5 VIAR (Viar360) News
13.9 Pixvana Inc.
13.9.1 Company Details
13.9.2 Product Information
13.9.3 Pixvana Inc. VR Video Content Revenue and Gross Margin (2018-2020)
13.9.4 Main Business Overview
13.9.5 Pixvana Inc. News13.10 Scapic
13.10.1 Company Details
13.10.2 Product Information
13.10.3 Scapic VR Video Content Revenue and Gross Margin (2018-2020)
13.10.4 Main Business Overview
13.10.5 Scapic News
14 Research Findings and Conclusion
15 Appendix
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The Global VR Video Content Market has been segregated into various crucial divisions including applications, types, and regions. Each market segment is intensively studied in the report contemplating its market acceptance, worthiness, demand, and growth prospects. The segmentation analysis will help the client to customize their marketing approach to have a better command of each segment and to identify the most prospective customer base.
Report Objectives / Segmentation Covered :
By Companies / players:
By Regions:
By Type:
By Application:
Frequently asked questions(FAQ's):
The Global VR Video Content Market study evaluates the year spans as follows: Historical year: 2018 to 2023; Base year: 2023; Forecast period**: 2024 to 2029 [** unless otherwise stated]
Consumer behavior changes will reshape the entire decision-making process and companies in the Global VR Video Content Industry will need to adapt quickly.
The majority of data for the Global VR Video Content Industry is gathered through primary sources, which include interviews and surveys with industry experts from the core and related industries involved in the supply chain. Secondary sources, such as SEC filings, annual reports, whitepapers, and press releases, are also used.