市場調查報告書

VR (虛擬現實) 內容製作的全球市場

VR Content Creation

出版商 Global Industry Analysts, Inc. 商品編碼 941556
出版日期 內容資訊 英文 146 Pages
商品交期: 最快1-2個工作天內
價格
VR (虛擬現實) 內容製作的全球市場 VR Content Creation
出版日期: 2020年07月01日內容資訊: 英文 146 Pages
簡介

COVID-19危機中,2020年估算為18億美元的VR (虛擬現實) 內容製作的全球市場,預測在2020年∼2027年間將以85.7%的年複合成長率成長,2027年達到1,404億美元。市場區隔之一的軟體/應用部門在分析期間結束前預測將以87.1%的年複合成長率增長,達到993億美元的規模。

本報告提供VR (虛擬現實) 內容製作的市場調查,彙整市場定義和概要,市場成長的各種影響因素分析,市場規模的變化與預測,各種區分·地區·各主要國家的詳細分析,競爭環境,主要企業簡介等資料。

調查對象企業範例

  • 360 Labs LLC
  • Blippar
  • Elysian Studio Private Limited
  • Koncept VR
  • Matterport, Inc.
  • MATTERVR
  • Panedia Pty Ltd.
  • Subvrsive, Inc.
  • Vizor
  • Voxelus
  • WeMakeVR
  • Wevr

目錄

I. 簡介,調查手法 、 調查範圍

II. 摘要整理

第1章 市場概要

  • 全球其他競爭公司的市場佔有率
  • 全球VR (虛擬現實) 內容製作的競爭市場佔有率方案(%):2019年及2025年
  • Covid-19的影響和即將到來的全球景氣衰退

第2章 主要企業

第3章 市場趨勢與推動因素

第4章 全球市場預測

III. 市場分析

  • 各地區市場分析
  • 美國
  • 加拿大
  • 日本
  • 中國
  • 歐洲
  • 法國
  • 德國
  • 義大利
  • 英國
  • 其他歐洲
  • 亞太地區
  • 其他地區

IV. 競爭

  • 企業簡介:42
目錄
Product Code: MCP16897

Global VR Content Creation Market to Reach $140.4 Billion by 2027

Amid the COVID-19 crisis, the global market for VR Content Creation estimated at US$1.8 Billion in the year 2020, is projected to reach a revised size of US$140.4 Billion by 2027, growing at aCAGR of 85.7% over the period 2020-2027. Software/Application, one of the segments analyzed in the report, is projected to record 87.1% CAGR and reach US$99.3 Billion by the end of the analysis period. After an early analysis of the business implications of the pandemic and its induced economic crisis, growth in the Services segment is readjusted to a revised 82.6% CAGR for the next 7-year period.

The U.S. Market is Estimated at $569 Million, While China is Forecast to Grow at 81.4% CAGR

The VR Content Creation market in the U.S. is estimated at US$569 Million in the year 2020. China, the world`s second largest economy, is forecast to reach a projected market size of US$21 Billion by the year 2027 trailing a CAGR of 81.1% over the analysis period 2020 to 2027. Among the other noteworthy geographic markets are Japan and Canada, each forecast to grow at 77.8% and 73.1% respectively over the 2020-2027 period. Within Europe, Germany is forecast to grow at approximately 58.1% CAGR.We bring years of research experience to this 9th edition of our report. The 146-page report presents concise insights into how the pandemic has impacted production and the buy side for 2020 and 2021. A short-term phased recovery by key geography is also addressed.

Competitors identified in this market include, among others,

  • 360 Labs LLC
  • Blippar
  • Elysian Studio Private Limited
  • Koncept VR
  • Matterport, Inc.
  • MATTERVR
  • Panedia Pty Ltd.
  • Subvrsive, Inc.
  • Vizor
  • Voxelus
  • WeMakeVR
  • Wevr

TABLE OF CONTENTS

I. INTRODUCTION, METHODOLOGY & REPORT SCOPE

II. EXECUTIVE SUMMARY

1. MARKET OVERVIEW

  • Global Competitor Market Shares
  • VR Content Creation Competitor Market Share Scenario Worldwide (in %): 2019 & 2025
  • Impact of Covid-19 and a Looming Global Recession

2. FOCUS ON SELECT PLAYERS

3. MARKET TRENDS & DRIVERS

4. GLOBAL MARKET PERSPECTIVE

  • TABLE 1: VR Content Creation Global Market Estimates and Forecasts in US$ Thousand by Region/Country: 2020-2027
  • TABLE 2: VR Content Creation Market Share Shift across Key Geographies Worldwide: 2020 VS 2027
  • TABLE 3: Software/Application (Solution) World Market by Region/Country in US$ Thousand: 2020 to 2027
  • TABLE 4: Software/Application (Solution) Market Share Breakdown of Worldwide Sales by Region/Country: 2020 VS 2027
  • TABLE 5: Services (Solution) Potential Growth Markets Worldwide in US$ Thousand: 2020 to 2027
  • TABLE 6: Services (Solution) Market Sales Breakdown by Region/Country in Percentage: 2020 VS 2027
  • TABLE 7: Real-Estate (End-Use) Global Market Estimates & Forecasts in US$ Thousand by Region/Country: 2020-2027
  • TABLE 8: Real-Estate (End-Use) Market Share Breakdown by Region/Country: 2020 VS 2027
  • TABLE 9: Engineering (End-Use) Demand Potential Worldwide in US$ Thousand by Region/Country: 2020-2027
  • TABLE 10: Engineering (End-Use) Share Breakdown Review by Region/Country: 2020 VS 2027
  • TABLE 11: Healthcare (End-Use) Worldwide Latent Demand Forecasts in US$ Thousand by Region/Country: 2020-2027
  • TABLE 12: Healthcare (End-Use) Distribution of Global Sales by Region/Country: 2020 VS 2027
  • TABLE 13: Gaming, Media and Entertainment (End-Use) Sales Estimates and Forecasts in US$ Thousand by Region/Country for the Years 2020 through 2027
  • TABLE 14: Gaming, Media and Entertainment (End-Use) Global Market Share Distribution by Region/Country for 2020 and 2027
  • TABLE 15: Retail (End-Use) Global Opportunity Assessment in US$ Thousand by Region/Country: 2020-2027
  • TABLE 16: Retail (End-Use) Percentage Share Breakdown of Global Sales by Region/Country: 2020 VS 2027
  • TABLE 17: Other End-Uses (End-Use) Worldwide Sales in US$ Thousand by Region/Country: 2020-2027
  • TABLE 18: Other End-Uses (End-Use) Market Share Shift across Key Geographies: 2020 VS 2027

III. MARKET ANALYSIS

  • GEOGRAPHIC MARKET ANALYSIS
  • UNITED STATES
    • Market Facts & Figures
    • US VR Content Creation Market Share (in %) by Company: 2019 & 2025
    • Market Analytics
    • TABLE 19: United States VR Content Creation Market Estimates and Projections in US$ Thousand by Solution: 2020 to 2027
    • TABLE 20: United States VR Content Creation Market Share Breakdown by Solution: 2020 VS 2027
    • TABLE 21: United States VR Content Creation Latent Demand Forecasts in US$ Thousand by End-Use: 2020 to 2027
    • TABLE 22: VR Content Creation Market Share Breakdown in the United States by End-Use: 2020 VS 2027
  • CANADA
    • TABLE 23: Canadian VR Content Creation Market Estimates and Forecasts in US$ Thousand by Solution: 2020 to 2027
    • TABLE 24: VR Content Creation Market in Canada: Percentage Share Breakdown of Sales by Solution for 2020 and 2027
    • TABLE 25: Canadian VR Content Creation Market Quantitative Demand Analysis in US$ Thousand by End-Use: 2020 to 2027
    • TABLE 26: Canadian VR Content Creation Market Share Analysis by End-Use: 2020 VS 2027
  • JAPAN
    • TABLE 27: Japanese Market for VR Content Creation: Annual Sales Estimates and Projections in US$ Thousand by Solution for the Period 2020-2027
    • TABLE 28: Japanese VR Content Creation Market Share Analysis by Solution: 2020 VS 2027
    • TABLE 29: Japanese Demand Estimates and Forecasts for VR Content Creation in US$ Thousand by End-Use: 2020 to 2027
    • TABLE 30: VR Content Creation Market Share Shift in Japan by End-Use: 2020 VS 2027
  • CHINA
    • TABLE 31: Chinese VR Content Creation Market Growth Prospects in US$ Thousand by Solution for the Period 2020-2027
    • TABLE 32: Chinese VR Content Creation Market by Solution: Percentage Breakdown of Sales for 2020 and 2027
    • TABLE 33: Chinese Demand for VR Content Creation in US$ Thousand by End-Use: 2020 to 2027
    • TABLE 34: Chinese VR Content Creation Market Share Breakdown by End-Use: 2020 VS 2027
  • EUROPE
    • Market Facts & Figures
    • European VR Content Creation Market: Competitor Market Share Scenario (in %) for 2019 & 2025
    • Market Analytics
    • TABLE 35: European VR Content Creation Market Demand Scenario in US$ Thousand by Region/Country: 2018-2025
    • TABLE 36: European VR Content Creation Market Share Shift by Region/Country: 2020 VS 2027
    • TABLE 37: European VR Content Creation Market Estimates and Forecasts in US$ Thousand by Solution: 2020-2027
    • TABLE 38: European VR Content Creation Market Share Breakdown by Solution: 2020 VS 2027
    • TABLE 39: European VR Content Creation Addressable Market Opportunity in US$ Thousand by End-Use: 2020-2027
    • TABLE 40: European VR Content Creation Market Share Analysis by End-Use: 2020 VS 2027
  • FRANCE
    • TABLE 41: VR Content Creation Market in France by Solution: Estimates and Projections in US$ Thousand for the Period 2020-2027
    • TABLE 42: French VR Content Creation Market Share Analysis by Solution: 2020 VS 2027
    • TABLE 43: VR Content Creation Quantitative Demand Analysis in France in US$ Thousand by End-Use: 2020-2027
    • TABLE 44: French VR Content Creation Market Share Analysis: A 7-Year Perspective by End-Use for 2020 and 2027
  • GERMANY
    • TABLE 45: VR Content Creation Market in Germany: Recent Past, Current and Future Analysis in US$ Thousand by Solution for the Period 2020-2027
    • TABLE 46: German VR Content Creation Market Share Breakdown by Solution: 2020 VS 2027
    • TABLE 47: VR Content Creation Market in Germany: Annual Sales Estimates and Forecasts in US$ Thousand by End-Use for the Period 2020-2027
    • TABLE 48: VR Content Creation Market Share Distribution in Germany by End-Use: 2020 VS 2027
  • ITALY
    • TABLE 49: Italian VR Content Creation Market Growth Prospects in US$ Thousand by Solution for the Period 2020-2027
    • TABLE 50: Italian VR Content Creation Market by Solution: Percentage Breakdown of Sales for 2020 and 2027
    • TABLE 51: Italian Demand for VR Content Creation in US$ Thousand by End-Use: 2020 to 2027
    • TABLE 52: Italian VR Content Creation Market Share Breakdown by End-Use: 2020 VS 2027
  • UNITED KINGDOM
    • TABLE 53: United Kingdom Market for VR Content Creation: Annual Sales Estimates and Projections in US$ Thousand by Solution for the Period 2020-2027
    • TABLE 54: United Kingdom VR Content Creation Market Share Analysis by Solution: 2020 VS 2027
    • TABLE 55: United Kingdom Demand Estimates and Forecasts for VR Content Creation in US$ Thousand by End-Use: 2020 to 2027
    • TABLE 56: VR Content Creation Market Share Shift in the United Kingdom by End-Use: 2020 VS 2027
  • REST OF EUROPE
    • TABLE 57: Rest of Europe VR Content Creation Market Estimates and Forecasts in US$ Thousand by Solution: 2020-2027
    • TABLE 58: Rest of Europe VR Content Creation Market Share Breakdown by Solution: 2020 VS 2027
    • TABLE 59: Rest of Europe VR Content Creation Addressable Market Opportunity in US$ Thousand by End-Use: 2020-2027
    • TABLE 60: Rest of Europe VR Content Creation Market Share Analysis by End-Use: 2020 VS 2027
  • ASIA-PACIFIC
    • TABLE 61: VR Content Creation Market in Asia-Pacific by Solution: Estimates and Projections in US$ Thousand for the Period 2020-2027
    • TABLE 62: Asia-Pacific VR Content Creation Market Share Analysis by Solution: 2020 VS 2027
    • TABLE 63: VR Content Creation Quantitative Demand Analysis in Asia-Pacific in US$ Thousand by End-Use: 2020-2027
    • TABLE 64: Asia-Pacific VR Content Creation Market Share Analysis: A 7-Year Perspective by End-Use for 2020 and 2027
  • REST OF WORLD
    • TABLE 65: Rest of World VR Content Creation Market Estimates and Forecasts in US$ Thousand by Solution: 2020 to 2027
    • TABLE 66: VR Content Creation Market in Rest of World: Percentage Share Breakdown of Sales by Solution for 2020 and 2027
    • TABLE 67: Rest of World VR Content Creation Market Quantitative Demand Analysis in US$ Thousand by End-Use: 2020 to 2027
    • TABLE 68: Rest of World VR Content Creation Market Share Analysis by End-Use: 2020 VS 2027

IV. COMPETITION

  • Total Companies Profiled: 42