デフォルト表紙
市場調査レポート
商品コード
1193020

バーチャルイベント業界市場:タイプ別、ソース別、年齢層別、プラットフォーム別:世界の機会分析および産業予測、2021-2031年

Virtual Events Industry Market By Type, By Source, By Age group, By Platform : Global Opportunity Analysis and Industry Forecast, 2021-2031

出版日: | 発行: Allied Market Research | ページ情報: 英文 259 Pages | 納期: 2~3営業日

価格
価格表記: USDを日本円(税抜)に換算
本日の銀行送金レート: 1USD=155.42円
バーチャルイベント業界市場:タイプ別、ソース別、年齢層別、プラットフォーム別:世界の機会分析および産業予測、2021-2031年
出版日: 2022年10月01日
発行: Allied Market Research
ページ情報: 英文 259 Pages
納期: 2~3営業日
  • 全表示
  • 概要
  • 図表
  • 目次
概要

世界のバーチャルイベント業界の市場規模は、2021年に3,063億米ドル、2022年から2031年にかけてCAGR13%で成長し、2031年には1兆248億米ドルに達すると予測されています。

バーチャルイベントとは、インターネットやウェブを利用したイベントで、ユーザーは通話や任意のプラットフォームを通じて大勢の人と交流することができます。バーチャルイベントは、ビデオやオーディオの会議からライブストリーミングや放送まで、幅広い活動をカバーしています。デジタルでシミュレートされたイベントとしては、ウェビナー、カンファレンス、バーチャルエキスポ、フェア&フェスティバル、エンターテインメント、その他、企業が製品発表や新サービス導入の際に開催するプロモーションイベントやスポーツイベントなどが一般的です。

バーチャルイベントは、物理的なイベントに参加するときの混乱とは異なり、ユーザーフレンドリーな環境を提供します。ビジネスでの会議、様々な目的でのウェビナー、博覧会、トレードショー、エンターテイメントなど、様々なイベントがバーチャルメディアで開催されます。イベントホスティングのこのモードは、世界中の国々で集中的に人気があります。仮想イベントは、物理的なモードよりも時間を短縮し、労力を排除するように、インタラクティブなセッションを行うためのビジネス-エグゼクティブによって配置されています。このようなイベントは、遠隔地にいる個人でも接続でき、イベントの一部になることができるため、より多くの聴衆にリーチすることができます。そのため、いくつかの多国籍ブランドは、徐々にバーチャルイベントプラットフォームを使用しています。その結果、多くの企業がオンライン・イベント・プラットフォームを設計・導入し、市場の成長に大きく寄与しています。世界のパンデミックの間に、ほとんどすべての部門は、ロックダウンの間に自己信頼性の高いメディアとして機能し、物理的な接触がないので、仮想イベントにその好みをシフトしました。

物理的なイベントを開催するには、現場経費、会場費、食事・ケータリング、イベントレンタル、エンターテインメント、制作費など、複数の経費がかかります。現場での支出には、イベント会場から請求される料金や費用が含まれ、より多くの費用が発生します。また、会場費には敷金、部屋代、保険料、駐車場代などが含まれます。さらに、飲食品、食事、サーバーの人件費などが含まれます。一方、バーチャル・イベントは、ホテル代、飲食品代、交通費などがかからない分、運営コストが低く抑えられますが、テクノロジー・プラットフォームの利用、スピーカーの録音、プレゼンテーションの編集などには、やはり大きな投資が必要です。また、バーチャルイベントには、参加者からのフィードバック、時間の節約、イベントの柔軟性、強力なデータ収集、広告コストの削減などの利点があります。したがって、これらすべての前述の要因は、仮想イベント市場の成長をサポートしています。

バーチャルショーは、出展者の参加費が安く、参加者の参加費もほとんどかかりません。イベントの価格は都市によって異なります。これらの博覧会、見本市、祭りの平均価格は10~100ドル程度です。バーチャルトレードショーが適している業界とそうでない業界があります。ゲーム業界では、バーチャルトレードショーがすでに確立されており、大きな人気を呼びそうだが、衣料品、製造、サービスなどの業界では、顧客が完全な感覚的体験を必要としていることが調査で分かっています。バーチャルフェスティバルは、1日以上、1週間程度で開催されるイベントです。Latitude Festival 2021、Isle of Wight Festival、Leeds Festival、Reading Festival、Isle of Wight Festivalなどの音楽フェスティバルは、年に一度、大規模に実施されるものです。

バーチャル・エンターテイメント・イベントは、世界中から集まった多数の参加者を、一つのプラットフォームで効率的に目的に合わせて集めることができる、費用対効果の高い手段です。デジタルシミュレーションイベントは、ウェブベースのプラットフォームを使って世界中の参加者をつなぎ、投票、質疑応答、チャットボックスなどのインタラクティブな参加型機能を備えています。AMRの調査によると、音楽コンサートや国際的な音楽に参加する視聴者の数は、ここ数年、パブやクラブショー、アリーナでのライブに比べてかなり増えています。これは、音楽コンサートやイベントが、プロモーターやブランドにとって、コンサートに参加する人々と連携する貴重な機会を提供しているという事実に起因しています。さらに、音楽業界ではストリーミングサービスが新しい配信方法やメディアプラットフォームとともに新たな機会を生み出しており、ブランドが世界のトップアーティストと連携し、交流するための新たな機会を提供しています。

世界市場の見通しでは、欧州はイベントの成熟市場であると考えられています。利害関係者による研究開発費の増加が、同地域の市場成長を後押ししています。また、欧州諸国では、オンライン年次総会や製品プレゼンテーションの需要が急増しており、仮想イベントプロバイダにとって有利な機会を生み出すと予想されます。大手企業は現在、同地域の企業の高まる需要に応えるため、この分野に進出しており、それによって市場の成長が促進されています。

アジア太平洋地域の高い経済成長は、同地域のビジネス環境に影響を与えています。この地域のビジネスは、IoT(モノのインターネット)の人気の高まりにより、バーチャルイベントに多くの費用を費やすようになり、それがバーチャルイベント市場の成長を促進しています。アジア太平洋地域のバーチャルイベント市場は成長段階にあり、製品発表会やショーケースなどのイベントを開催するためにバーチャルイベントを採用する企業が増えることで、さらに牽引されると予想されます。

仮想イベント市場は、タイプ、ソース、年齢層、プラットフォームに基づいてセグメント化されています。タイプ別では、ウェビナー、バーチャルエキスポ、フェア&フェスティバル、エンターテインメント、カンファレンス、その他に分類されます。ソース別では、チケット販売、スポンサーシップ、その他に分類されます。年齢層別では、20歳未満、21~40歳、40歳以上に分類されます。プラットフォーム別では、ウェブベースプラットフォームとXRプラットフォームに分類されます。

主要プレイヤーは、バーチャルイベント市場での競争力を維持するために、製品の発売と拡大を主要戦略として採用しています。本レポートで紹介する主要企業は、London Filmed、American Program Bureau, INC.、Pace Digital、Revolution CMES、Showcase Events、Target Exhibitions、TCJ Management Co.Ltd., The Collaborative Exchange, Vietapps Co., Ltd., and Morph Digital Solutions Private Limitedが含まれます。

利害関係者にとっての主なメリット

  • 当レポートは、2021年から2031年までのバーチャルイベント業界市場分析の市場セグメント、現在の動向、推定・動向の定量的分析を行い、バーチャルイベント業界の有力な市場機会を特定します。
  • 市場調査は、主要促進要因、市場抑制要因、機会に関する情報とともに提供されます。
  • ポーターのファイブフォース分析は、利害関係者が利益志向のビジネス決定を行い、サプライヤーとバイヤーのネットワークを強化できるよう、バイヤーとサプライヤーの効力を強調します。
  • バーチャルイベント業界の市場セグメンテーションの詳細な分析は、一般的な市場機会を決定するのに役立ちます。
  • 各地域の主要国は、世界市場に対する収益貢献度に応じてマッピングされています。
  • 市場プレイヤーのポジショニングは、ベンチマークを容易にし、市場プレイヤーの現在の位置づけを明確に理解することができます。
  • 当レポートでは、地域および世界の仮想イベント産業の市場動向、主要企業、市場セグメント、応用分野、市場成長戦略に関する分析を掲載しています。

目次

第1章 イントロダクション

第2章 エグゼクティブサマリー

第3章 市場の概要

  • 市場の定義と範囲
  • 主な調査結果
    • 主な投資ポケット
  • ポーターのファイブフォース分析
  • 主要企業のポジショニング
  • 市場力学
    • 促進要因
    • 抑制要因
    • 機会
  • COVID-19 影響分析

第4章 バーチャルイベント業界市場:タイプ別

  • 概要
    • 市場規模・予測
  • ウェビナー
    • 主な市場動向、成長要因と機会
    • 市場規模・予測:地域別
    • 市場分析:国別
  • 仮想博覧会・フェスティバル
    • 主な市場動向、成長要因、機会
    • 市場規模・予測:地域別
    • 市場分析:国別
  • エンターテイメント
    • 主な市場動向、成長要因、機会
    • 市場規模・予測:地域別
    • 市場分析:国別
  • カンファレンス
    • 主な市場動向、成長要因、機会
    • 市場規模・予測:地域別
    • 市場分析:国別
  • その他
    • 主な市場動向、成長要因、機会
    • 市場規模・予測:地域別
    • 市場分析:国別

第5章 バーチャルイベント業界市場:ソース別

  • 概要
    • 市場規模・予測
  • チケット販売
    • 主な市場動向、成長要因と機会
    • 市場規模・予測:地域別
    • 市場分析:国別
  • スポンサーシップ
    • 主な市場動向、成長要因、機会
    • 市場規模・予測:地域別
    • 市場分析:国別
  • その他
    • 主な市場動向、成長要因、機会
    • 市場規模・予測:地域別
    • 市場分析:国別

第6章 バーチャルイベント業界市場:年齢層別

  • 概要
    • 市場規模・予測
  • 20代以下
    • 主な市場動向・成長要因・機会
    • 市場規模・予測:地域別
    • 市場分析:国別分析
  • 21歳~40歳
    • 主な市場動向、成長要因、機会
    • 市場規模・予測:地域別
    • 市場分析:国別
  • 40歳以上
    • 主な市場動向、成長要因、機会
    • 市場規模・予測:地域別
    • 市場分析:国別

第7章 バーチャルイベント業界市場:プラットフォーム別

  • 概要
    • 市場規模・予測
  • ウェブベースソフトウェア
    • 主な市場動向、成長要因、機会
    • 市場規模・予測:地域別
    • 市場分析:国別
  • XRプラットフォーム
    • 主な市場動向、成長要因、機会
    • 市場規模・予測:地域別
    • 市場分析:国別

第8章 バーチャルイベント業界市場:地域別

  • 概要
    • 市場規模・予測
  • 北米
    • 主な動向と機会
    • 北米市場規模・予測:タイプ別
    • 北米の市場規模・予測:ソース別
    • 北米市場規模・予測:年齢層別
    • 北米市場規模・予測:プラットフォーム別
    • 北米市場規模・予測:国別
      • 米国
      • カナダ
      • メキシコ
  • 欧州
    • 主な動向と機会
    • 欧州の市場規模・予測:タイプ別
    • 欧州市場規模・予測:ソース別
    • 欧州市場規模・予測:年齢層別
    • 欧州市場規模・予測:プラットフォーム別
    • 欧州市場規模・予測:国別
      • ドイツ
      • 英国
      • フランス
      • イタリア
      • スペイン
      • アイルランド
      • その他欧州
  • アジア太平洋地域
    • 主な動向と機会
    • アジア太平洋地域の市場規模・予測:タイプ別
    • アジア太平洋地域の市場規模・予測:供給源別
    • アジア太平洋地域の市場規模・予測:年齢層別
    • アジア太平洋地域の市場規模・予測:プラットフォーム別
    • アジア太平洋地域の市場規模・予測:国別
      • 中国
      • インド
      • 日本
      • オーストラリア
      • 韓国
      • その他アジア太平洋地域
  • LAMEA
    • 主な動向と機会
    • LAMEAの市場規模・予測:タイプ別
    • LAMEAの市場規模・予測:ソース別
    • LAMEAの市場規模・予測:年齢層別
    • LAMEAの市場規模・予測:プラットフォーム別
    • LAMEAの市場規模・予測:国別
      • その他ラテンアメリカ地域
      • その他中東地域
      • 南アフリカ

第9章 企業情勢

  • イントロダクション
  • 主要成功戦略
  • 主要10社の製品マッピング
  • 競合ダッシュボード
  • 競合のヒートマップ
  • 主な発展

第10章 企業プロファイル

  • PACE DIGITAL
  • REVOLUTION CMES
  • SHOWCASE EVENTS
  • TARGET EXHIBITIONS
  • TCJ MANAGEMENT CO. LTD
  • THE COLLABORATIVE EXCHANGE
  • VIETAPPS CO., LTD.
  • MORPH DIGITAL SOLUTIONS PRIVATE LIMITED
  • LONDON FILMED
  • AMERICAN PROGRAM BUREAU, INC.
図表

LIST OF TABLES

  • TABLE 1. GLOBAL VIRTUAL EVENTS INDUSTRY MARKET, BY TYPE, 2021-2031 ($MILLION)
  • TABLE 2. VIRTUAL EVENTS INDUSTRY MARKET, FOR WEBINAR, BY REGION, 2021-2031 ($MILLION)
  • TABLE 3. VIRTUAL EVENTS INDUSTRY MARKET FOR WEBINAR, BY COUNTRY, 2021-2031 ($MILLION)
  • TABLE 4. VIRTUAL EVENTS INDUSTRY MARKET, FOR VIRTUAL EXPO FAIRS AND FESTIVALS, BY REGION, 2021-2031 ($MILLION)
  • TABLE 5. VIRTUAL EVENTS INDUSTRY MARKET FOR VIRTUAL EXPO FAIRS AND FESTIVALS, BY COUNTRY, 2021-2031 ($MILLION)
  • TABLE 6. VIRTUAL EVENTS INDUSTRY MARKET, FOR ENTERTAINMENT, BY REGION, 2021-2031 ($MILLION)
  • TABLE 7. VIRTUAL EVENTS INDUSTRY MARKET FOR ENTERTAINMENT, BY COUNTRY, 2021-2031 ($MILLION)
  • TABLE 8. VIRTUAL EVENTS INDUSTRY MARKET, FOR CONFERENCE, BY REGION, 2021-2031 ($MILLION)
  • TABLE 9. VIRTUAL EVENTS INDUSTRY MARKET FOR CONFERENCE, BY COUNTRY, 2021-2031 ($MILLION)
  • TABLE 10. VIRTUAL EVENTS INDUSTRY MARKET, FOR OTHERS, BY REGION, 2021-2031 ($MILLION)
  • TABLE 11. VIRTUAL EVENTS INDUSTRY MARKET FOR OTHERS, BY COUNTRY, 2021-2031 ($MILLION)
  • TABLE 12. GLOBAL VIRTUAL EVENTS INDUSTRY MARKET, BY SOURCE, 2021-2031 ($MILLION)
  • TABLE 13. VIRTUAL EVENTS INDUSTRY MARKET, FOR TICKET SALE, BY REGION, 2021-2031 ($MILLION)
  • TABLE 14. VIRTUAL EVENTS INDUSTRY MARKET FOR TICKET SALE, BY COUNTRY, 2021-2031 ($MILLION)
  • TABLE 15. VIRTUAL EVENTS INDUSTRY MARKET, FOR SPONSORSHIP, BY REGION, 2021-2031 ($MILLION)
  • TABLE 16. VIRTUAL EVENTS INDUSTRY MARKET FOR SPONSORSHIP, BY COUNTRY, 2021-2031 ($MILLION)
  • TABLE 17. VIRTUAL EVENTS INDUSTRY MARKET, FOR OTHERS, BY REGION, 2021-2031 ($MILLION)
  • TABLE 18. VIRTUAL EVENTS INDUSTRY MARKET FOR OTHERS, BY COUNTRY, 2021-2031 ($MILLION)
  • TABLE 19. GLOBAL VIRTUAL EVENTS INDUSTRY MARKET, BY AGE GROUP, 2021-2031 ($MILLION)
  • TABLE 20. VIRTUAL EVENTS INDUSTRY MARKET, FOR BELOW 20 YEARS, BY REGION, 2021-2031 ($MILLION)
  • TABLE 21. VIRTUAL EVENTS INDUSTRY MARKET FOR BELOW 20 YEARS, BY COUNTRY, 2021-2031 ($MILLION)
  • TABLE 22. VIRTUAL EVENTS INDUSTRY MARKET, FOR 21 TO 40 YEARS, BY REGION, 2021-2031 ($MILLION)
  • TABLE 23. VIRTUAL EVENTS INDUSTRY MARKET FOR 21 TO 40 YEARS, BY COUNTRY, 2021-2031 ($MILLION)
  • TABLE 24. VIRTUAL EVENTS INDUSTRY MARKET, FOR ABOVE 40 YEARS, BY REGION, 2021-2031 ($MILLION)
  • TABLE 25. VIRTUAL EVENTS INDUSTRY MARKET FOR ABOVE 40 YEARS, BY COUNTRY, 2021-2031 ($MILLION)
  • TABLE 26. GLOBAL VIRTUAL EVENTS INDUSTRY MARKET, BY PLATFORM, 2021-2031 ($MILLION)
  • TABLE 27. VIRTUAL EVENTS INDUSTRY MARKET, FOR WEB BASED SOFTWARE, BY REGION, 2021-2031 ($MILLION)
  • TABLE 28. VIRTUAL EVENTS INDUSTRY MARKET FOR WEB BASED SOFTWARE, BY COUNTRY, 2021-2031 ($MILLION)
  • TABLE 29. VIRTUAL EVENTS INDUSTRY MARKET, FOR XR PLATFORM, BY REGION, 2021-2031 ($MILLION)
  • TABLE 30. VIRTUAL EVENTS INDUSTRY MARKET FOR XR PLATFORM, BY COUNTRY, 2021-2031 ($MILLION)
  • TABLE 31. VIRTUAL EVENTS INDUSTRY MARKET, BY REGION, 2021-2031 ($MILLION)
  • TABLE 32. NORTH AMERICA VIRTUAL EVENTS INDUSTRY MARKET, BY TYPE, 2021-2031 ($MILLION)
  • TABLE 33. NORTH AMERICA VIRTUAL EVENTS INDUSTRY MARKET, BY SOURCE, 2021-2031 ($MILLION)
  • TABLE 34. NORTH AMERICA VIRTUAL EVENTS INDUSTRY MARKET, BY AGE GROUP, 2021-2031 ($MILLION)
  • TABLE 35. NORTH AMERICA VIRTUAL EVENTS INDUSTRY MARKET, BY PLATFORM, 2021-2031 ($MILLION)
  • TABLE 36. NORTH AMERICA VIRTUAL EVENTS INDUSTRY MARKET, BY COUNTRY, 2021-2031 ($MILLION)
  • TABLE 37. U.S. VIRTUAL EVENTS INDUSTRY MARKET, BY TYPE, 2021-2031 ($MILLION)
  • TABLE 38. U.S. VIRTUAL EVENTS INDUSTRY MARKET, BY SOURCE, 2021-2031 ($MILLION)
  • TABLE 39. U.S. VIRTUAL EVENTS INDUSTRY MARKET, BY AGE GROUP, 2021-2031 ($MILLION)
  • TABLE 40. U.S. VIRTUAL EVENTS INDUSTRY MARKET, BY PLATFORM, 2021-2031 ($MILLION)
  • TABLE 41. CANADA VIRTUAL EVENTS INDUSTRY MARKET, BY TYPE, 2021-2031 ($MILLION)
  • TABLE 42. CANADA VIRTUAL EVENTS INDUSTRY MARKET, BY SOURCE, 2021-2031 ($MILLION)
  • TABLE 43. CANADA VIRTUAL EVENTS INDUSTRY MARKET, BY AGE GROUP, 2021-2031 ($MILLION)
  • TABLE 44. CANADA VIRTUAL EVENTS INDUSTRY MARKET, BY PLATFORM, 2021-2031 ($MILLION)
  • TABLE 45. MEXICO VIRTUAL EVENTS INDUSTRY MARKET, BY TYPE, 2021-2031 ($MILLION)
  • TABLE 46. MEXICO VIRTUAL EVENTS INDUSTRY MARKET, BY SOURCE, 2021-2031 ($MILLION)
  • TABLE 47. MEXICO VIRTUAL EVENTS INDUSTRY MARKET, BY AGE GROUP, 2021-2031 ($MILLION)
  • TABLE 48. MEXICO VIRTUAL EVENTS INDUSTRY MARKET, BY PLATFORM, 2021-2031 ($MILLION)
  • TABLE 49. EUROPE VIRTUAL EVENTS INDUSTRY MARKET, BY TYPE, 2021-2031 ($MILLION)
  • TABLE 50. EUROPE VIRTUAL EVENTS INDUSTRY MARKET, BY SOURCE, 2021-2031 ($MILLION)
  • TABLE 51. EUROPE VIRTUAL EVENTS INDUSTRY MARKET, BY AGE GROUP, 2021-2031 ($MILLION)
  • TABLE 52. EUROPE VIRTUAL EVENTS INDUSTRY MARKET, BY PLATFORM, 2021-2031 ($MILLION)
  • TABLE 53. EUROPE VIRTUAL EVENTS INDUSTRY MARKET, BY COUNTRY, 2021-2031 ($MILLION)
  • TABLE 54. GERMANY VIRTUAL EVENTS INDUSTRY MARKET, BY TYPE, 2021-2031 ($MILLION)
  • TABLE 55. GERMANY VIRTUAL EVENTS INDUSTRY MARKET, BY SOURCE, 2021-2031 ($MILLION)
  • TABLE 56. GERMANY VIRTUAL EVENTS INDUSTRY MARKET, BY AGE GROUP, 2021-2031 ($MILLION)
  • TABLE 57. GERMANY VIRTUAL EVENTS INDUSTRY MARKET, BY PLATFORM, 2021-2031 ($MILLION)
  • TABLE 58. UK VIRTUAL EVENTS INDUSTRY MARKET, BY TYPE, 2021-2031 ($MILLION)
  • TABLE 59. UK VIRTUAL EVENTS INDUSTRY MARKET, BY SOURCE, 2021-2031 ($MILLION)
  • TABLE 60. UK VIRTUAL EVENTS INDUSTRY MARKET, BY AGE GROUP, 2021-2031 ($MILLION)
  • TABLE 61. UK VIRTUAL EVENTS INDUSTRY MARKET, BY PLATFORM, 2021-2031 ($MILLION)
  • TABLE 62. FRANCE VIRTUAL EVENTS INDUSTRY MARKET, BY TYPE, 2021-2031 ($MILLION)
  • TABLE 63. FRANCE VIRTUAL EVENTS INDUSTRY MARKET, BY SOURCE, 2021-2031 ($MILLION)
  • TABLE 64. FRANCE VIRTUAL EVENTS INDUSTRY MARKET, BY AGE GROUP, 2021-2031 ($MILLION)
  • TABLE 65. FRANCE VIRTUAL EVENTS INDUSTRY MARKET, BY PLATFORM, 2021-2031 ($MILLION)
  • TABLE 66. ITALY VIRTUAL EVENTS INDUSTRY MARKET, BY TYPE, 2021-2031 ($MILLION)
  • TABLE 67. ITALY VIRTUAL EVENTS INDUSTRY MARKET, BY SOURCE, 2021-2031 ($MILLION)
  • TABLE 68. ITALY VIRTUAL EVENTS INDUSTRY MARKET, BY AGE GROUP, 2021-2031 ($MILLION)
  • TABLE 69. ITALY VIRTUAL EVENTS INDUSTRY MARKET, BY PLATFORM, 2021-2031 ($MILLION)
  • TABLE 70. SPAIN VIRTUAL EVENTS INDUSTRY MARKET, BY TYPE, 2021-2031 ($MILLION)
  • TABLE 71. SPAIN VIRTUAL EVENTS INDUSTRY MARKET, BY SOURCE, 2021-2031 ($MILLION)
  • TABLE 72. SPAIN VIRTUAL EVENTS INDUSTRY MARKET, BY AGE GROUP, 2021-2031 ($MILLION)
  • TABLE 73. SPAIN VIRTUAL EVENTS INDUSTRY MARKET, BY PLATFORM, 2021-2031 ($MILLION)
  • TABLE 74. IRELAND VIRTUAL EVENTS INDUSTRY MARKET, BY TYPE, 2021-2031 ($MILLION)
  • TABLE 75. IRELAND VIRTUAL EVENTS INDUSTRY MARKET, BY SOURCE, 2021-2031 ($MILLION)
  • TABLE 76. IRELAND VIRTUAL EVENTS INDUSTRY MARKET, BY AGE GROUP, 2021-2031 ($MILLION)
  • TABLE 77. IRELAND VIRTUAL EVENTS INDUSTRY MARKET, BY PLATFORM, 2021-2031 ($MILLION)
  • TABLE 78. REST OF EUROPE VIRTUAL EVENTS INDUSTRY MARKET, BY TYPE, 2021-2031 ($MILLION)
  • TABLE 79. REST OF EUROPE VIRTUAL EVENTS INDUSTRY MARKET, BY SOURCE, 2021-2031 ($MILLION)
  • TABLE 80. REST OF EUROPE VIRTUAL EVENTS INDUSTRY MARKET, BY AGE GROUP, 2021-2031 ($MILLION)
  • TABLE 81. REST OF EUROPE VIRTUAL EVENTS INDUSTRY MARKET, BY PLATFORM, 2021-2031 ($MILLION)
  • TABLE 82. ASIA-PACIFIC VIRTUAL EVENTS INDUSTRY MARKET, BY TYPE, 2021-2031 ($MILLION)
  • TABLE 83. ASIA-PACIFIC VIRTUAL EVENTS INDUSTRY MARKET, BY SOURCE, 2021-2031 ($MILLION)
  • TABLE 84. ASIA-PACIFIC VIRTUAL EVENTS INDUSTRY MARKET, BY AGE GROUP, 2021-2031 ($MILLION)
  • TABLE 85. ASIA-PACIFIC VIRTUAL EVENTS INDUSTRY MARKET, BY PLATFORM, 2021-2031 ($MILLION)
  • TABLE 86. ASIA-PACIFIC VIRTUAL EVENTS INDUSTRY MARKET, BY COUNTRY, 2021-2031 ($MILLION)
  • TABLE 87. CHINA VIRTUAL EVENTS INDUSTRY MARKET, BY TYPE, 2021-2031 ($MILLION)
  • TABLE 88. CHINA VIRTUAL EVENTS INDUSTRY MARKET, BY SOURCE, 2021-2031 ($MILLION)
  • TABLE 89. CHINA VIRTUAL EVENTS INDUSTRY MARKET, BY AGE GROUP, 2021-2031 ($MILLION)
  • TABLE 90. CHINA VIRTUAL EVENTS INDUSTRY MARKET, BY PLATFORM, 2021-2031 ($MILLION)
  • TABLE 91. INDIA VIRTUAL EVENTS INDUSTRY MARKET, BY TYPE, 2021-2031 ($MILLION)
  • TABLE 92. INDIA VIRTUAL EVENTS INDUSTRY MARKET, BY SOURCE, 2021-2031 ($MILLION)
  • TABLE 93. INDIA VIRTUAL EVENTS INDUSTRY MARKET, BY AGE GROUP, 2021-2031 ($MILLION)
  • TABLE 94. INDIA VIRTUAL EVENTS INDUSTRY MARKET, BY PLATFORM, 2021-2031 ($MILLION)
  • TABLE 95. JAPAN VIRTUAL EVENTS INDUSTRY MARKET, BY TYPE, 2021-2031 ($MILLION)
  • TABLE 96. JAPAN VIRTUAL EVENTS INDUSTRY MARKET, BY SOURCE, 2021-2031 ($MILLION)
  • TABLE 97. JAPAN VIRTUAL EVENTS INDUSTRY MARKET, BY AGE GROUP, 2021-2031 ($MILLION)
  • TABLE 98. JAPAN VIRTUAL EVENTS INDUSTRY MARKET, BY PLATFORM, 2021-2031 ($MILLION)
  • TABLE 99. AUSTRALIA VIRTUAL EVENTS INDUSTRY MARKET, BY TYPE, 2021-2031 ($MILLION)
  • TABLE 100. AUSTRALIA VIRTUAL EVENTS INDUSTRY MARKET, BY SOURCE, 2021-2031 ($MILLION)
  • TABLE 101. AUSTRALIA VIRTUAL EVENTS INDUSTRY MARKET, BY AGE GROUP, 2021-2031 ($MILLION)
  • TABLE 102. AUSTRALIA VIRTUAL EVENTS INDUSTRY MARKET, BY PLATFORM, 2021-2031 ($MILLION)
  • TABLE 103. SOUTH KOREA VIRTUAL EVENTS INDUSTRY MARKET, BY TYPE, 2021-2031 ($MILLION)
  • TABLE 104. SOUTH KOREA VIRTUAL EVENTS INDUSTRY MARKET, BY SOURCE, 2021-2031 ($MILLION)
  • TABLE 105. SOUTH KOREA VIRTUAL EVENTS INDUSTRY MARKET, BY AGE GROUP, 2021-2031 ($MILLION)
  • TABLE 106. SOUTH KOREA VIRTUAL EVENTS INDUSTRY MARKET, BY PLATFORM, 2021-2031 ($MILLION)
  • TABLE 107. REST OF ASIA-PACIFIC VIRTUAL EVENTS INDUSTRY MARKET, BY TYPE, 2021-2031 ($MILLION)
  • TABLE 108. REST OF ASIA-PACIFIC VIRTUAL EVENTS INDUSTRY MARKET, BY SOURCE, 2021-2031 ($MILLION)
  • TABLE 109. REST OF ASIA-PACIFIC VIRTUAL EVENTS INDUSTRY MARKET, BY AGE GROUP, 2021-2031 ($MILLION)
  • TABLE 110. REST OF ASIA-PACIFIC VIRTUAL EVENTS INDUSTRY MARKET, BY PLATFORM, 2021-2031 ($MILLION)
  • TABLE 111. LAMEA VIRTUAL EVENTS INDUSTRY MARKET, BY TYPE, 2021-2031 ($MILLION)
  • TABLE 112. LAMEA VIRTUAL EVENTS INDUSTRY MARKET, BY SOURCE, 2021-2031 ($MILLION)
  • TABLE 113. LAMEA VIRTUAL EVENTS INDUSTRY MARKET, BY AGE GROUP, 2021-2031 ($MILLION)
  • TABLE 114. LAMEA VIRTUAL EVENTS INDUSTRY MARKET, BY PLATFORM, 2021-2031 ($MILLION)
  • TABLE 115. LAMEA VIRTUAL EVENTS INDUSTRY MARKET, BY COUNTRY, 2021-2031 ($MILLION)
  • TABLE 116. REST OF LATIN AMERICA VIRTUAL EVENTS INDUSTRY MARKET, BY TYPE, 2021-2031 ($MILLION)
  • TABLE 117. REST OF LATIN AMERICA VIRTUAL EVENTS INDUSTRY MARKET, BY SOURCE, 2021-2031 ($MILLION)
  • TABLE 118. REST OF LATIN AMERICA VIRTUAL EVENTS INDUSTRY MARKET, BY AGE GROUP, 2021-2031 ($MILLION)
  • TABLE 119. REST OF LATIN AMERICA VIRTUAL EVENTS INDUSTRY MARKET, BY PLATFORM, 2021-2031 ($MILLION)
  • TABLE 120. REST OF MIDDLE EAST VIRTUAL EVENTS INDUSTRY MARKET, BY TYPE, 2021-2031 ($MILLION)
  • TABLE 121. REST OF MIDDLE EAST VIRTUAL EVENTS INDUSTRY MARKET, BY SOURCE, 2021-2031 ($MILLION)
  • TABLE 122. REST OF MIDDLE EAST VIRTUAL EVENTS INDUSTRY MARKET, BY AGE GROUP, 2021-2031 ($MILLION)
  • TABLE 123. REST OF MIDDLE EAST VIRTUAL EVENTS INDUSTRY MARKET, BY PLATFORM, 2021-2031 ($MILLION)
  • TABLE 124. SOUTH AFRICA VIRTUAL EVENTS INDUSTRY MARKET, BY TYPE, 2021-2031 ($MILLION)
  • TABLE 125. SOUTH AFRICA VIRTUAL EVENTS INDUSTRY MARKET, BY SOURCE, 2021-2031 ($MILLION)
  • TABLE 126. SOUTH AFRICA VIRTUAL EVENTS INDUSTRY MARKET, BY AGE GROUP, 2021-2031 ($MILLION)
  • TABLE 127. SOUTH AFRICA VIRTUAL EVENTS INDUSTRY MARKET, BY PLATFORM, 2021-2031 ($MILLION)
  • TABLE 128.PACE DIGITAL: COMPANY SNAPSHOT
  • TABLE 129.PACE DIGITAL: OPERATING SEGMENTS
  • TABLE 130.PACE DIGITAL: PRODUCT PORTFOLIO
  • TABLE 131.PACE DIGITAL: NET SALES,
  • TABLE 132.PACE DIGITAL: KEY STRATERGIES
  • TABLE 133.REVOLUTION CMES: COMPANY SNAPSHOT
  • TABLE 134.REVOLUTION CMES: OPERATING SEGMENTS
  • TABLE 135.REVOLUTION CMES: PRODUCT PORTFOLIO
  • TABLE 136.REVOLUTION CMES: NET SALES,
  • TABLE 137.REVOLUTION CMES: KEY STRATERGIES
  • TABLE 138.SHOWCASE EVENTS: COMPANY SNAPSHOT
  • TABLE 139.SHOWCASE EVENTS: OPERATING SEGMENTS
  • TABLE 140.SHOWCASE EVENTS: PRODUCT PORTFOLIO
  • TABLE 141.SHOWCASE EVENTS: NET SALES,
  • TABLE 142.SHOWCASE EVENTS: KEY STRATERGIES
  • TABLE 143.TARGET EXHIBITIONS: COMPANY SNAPSHOT
  • TABLE 144.TARGET EXHIBITIONS: OPERATING SEGMENTS
  • TABLE 145.TARGET EXHIBITIONS: PRODUCT PORTFOLIO
  • TABLE 146.TARGET EXHIBITIONS: NET SALES,
  • TABLE 147.TARGET EXHIBITIONS: KEY STRATERGIES
  • TABLE 148.TCJ MANAGEMENT CO. LTD: COMPANY SNAPSHOT
  • TABLE 149.TCJ MANAGEMENT CO. LTD: OPERATING SEGMENTS
  • TABLE 150.TCJ MANAGEMENT CO. LTD: PRODUCT PORTFOLIO
  • TABLE 151.TCJ MANAGEMENT CO. LTD: NET SALES,
  • TABLE 152.TCJ MANAGEMENT CO. LTD: KEY STRATERGIES
  • TABLE 153.THE COLLABORATIVE EXCHANGE: COMPANY SNAPSHOT
  • TABLE 154.THE COLLABORATIVE EXCHANGE: OPERATING SEGMENTS
  • TABLE 155.THE COLLABORATIVE EXCHANGE: PRODUCT PORTFOLIO
  • TABLE 156.THE COLLABORATIVE EXCHANGE: NET SALES,
  • TABLE 157.THE COLLABORATIVE EXCHANGE: KEY STRATERGIES
  • TABLE 158.VIETAPPS CO., LTD.: COMPANY SNAPSHOT
  • TABLE 159.VIETAPPS CO., LTD.: OPERATING SEGMENTS
  • TABLE 160.VIETAPPS CO., LTD.: PRODUCT PORTFOLIO
  • TABLE 161.VIETAPPS CO., LTD.: NET SALES,
  • TABLE 162.VIETAPPS CO., LTD.: KEY STRATERGIES
  • TABLE 163.MORPH DIGITAL SOLUTIONS PRIVATE LIMITED: COMPANY SNAPSHOT
  • TABLE 164.MORPH DIGITAL SOLUTIONS PRIVATE LIMITED: OPERATING SEGMENTS
  • TABLE 165.MORPH DIGITAL SOLUTIONS PRIVATE LIMITED: PRODUCT PORTFOLIO
  • TABLE 166.MORPH DIGITAL SOLUTIONS PRIVATE LIMITED: NET SALES,
  • TABLE 167.MORPH DIGITAL SOLUTIONS PRIVATE LIMITED: KEY STRATERGIES
  • TABLE 168.LONDON FILMED: COMPANY SNAPSHOT
  • TABLE 169.LONDON FILMED: OPERATING SEGMENTS
  • TABLE 170.LONDON FILMED: PRODUCT PORTFOLIO
  • TABLE 171.LONDON FILMED: NET SALES,
  • TABLE 172.LONDON FILMED: KEY STRATERGIES
  • TABLE 173.AMERICAN PROGRAM BUREAU, INC.: COMPANY SNAPSHOT
  • TABLE 174.AMERICAN PROGRAM BUREAU, INC.: OPERATING SEGMENTS
  • TABLE 175.AMERICAN PROGRAM BUREAU, INC.: PRODUCT PORTFOLIO
  • TABLE 176.AMERICAN PROGRAM BUREAU, INC.: NET SALES,
  • TABLE 177.AMERICAN PROGRAM BUREAU, INC.: KEY STRATERGIES

LIST OF FIGURES

  • FIGURE 1.VIRTUAL EVENTS INDUSTRY MARKET SEGMENTATION
  • FIGURE 2.VIRTUAL EVENTS INDUSTRY MARKET,2021-2031
  • FIGURE 3.VIRTUAL EVENTS INDUSTRY MARKET,2021-2031
  • FIGURE 4. TOP INVESTMENT POCKETS, BY REGION
  • FIGURE 5.PORTER FIVE-1
  • FIGURE 6.PORTER FIVE-2
  • FIGURE 7.PORTER FIVE-3
  • FIGURE 8.PORTER FIVE-4
  • FIGURE 9.PORTER FIVE-5
  • FIGURE 10.TOP PLAYER POSITIONING
  • FIGURE 11.VIRTUAL EVENTS INDUSTRY MARKET:DRIVERS, RESTRAINTS AND OPPORTUNITIES
  • FIGURE 12.VIRTUAL EVENTS INDUSTRY MARKET,BY TYPE,2021(%)
  • FIGURE 13.COMPARATIVE SHARE ANALYSIS OF WEBINAR VIRTUAL EVENTS INDUSTRY MARKET,2021-2031(%)
  • FIGURE 14.COMPARATIVE SHARE ANALYSIS OF VIRTUAL EXPO FAIRS AND FESTIVALS VIRTUAL EVENTS INDUSTRY MARKET,2021-2031(%)
  • FIGURE 15.COMPARATIVE SHARE ANALYSIS OF ENTERTAINMENT VIRTUAL EVENTS INDUSTRY MARKET,2021-2031(%)
  • FIGURE 16.COMPARATIVE SHARE ANALYSIS OF CONFERENCE VIRTUAL EVENTS INDUSTRY MARKET,2021-2031(%)
  • FIGURE 17.COMPARATIVE SHARE ANALYSIS OF OTHERS VIRTUAL EVENTS INDUSTRY MARKET,2021-2031(%)
  • FIGURE 18.VIRTUAL EVENTS INDUSTRY MARKET,BY SOURCE,2021(%)
  • FIGURE 19.COMPARATIVE SHARE ANALYSIS OF TICKET SALE VIRTUAL EVENTS INDUSTRY MARKET,2021-2031(%)
  • FIGURE 20.COMPARATIVE SHARE ANALYSIS OF SPONSORSHIP VIRTUAL EVENTS INDUSTRY MARKET,2021-2031(%)
  • FIGURE 21.COMPARATIVE SHARE ANALYSIS OF OTHERS VIRTUAL EVENTS INDUSTRY MARKET,2021-2031(%)
  • FIGURE 22.VIRTUAL EVENTS INDUSTRY MARKET,BY AGE GROUP,2021(%)
  • FIGURE 23.COMPARATIVE SHARE ANALYSIS OF BELOW 20 YEARS VIRTUAL EVENTS INDUSTRY MARKET,2021-2031(%)
  • FIGURE 24.COMPARATIVE SHARE ANALYSIS OF 21 TO 40 YEARS VIRTUAL EVENTS INDUSTRY MARKET,2021-2031(%)
  • FIGURE 25.COMPARATIVE SHARE ANALYSIS OF ABOVE 40 YEARS VIRTUAL EVENTS INDUSTRY MARKET,2021-2031(%)
  • FIGURE 26.VIRTUAL EVENTS INDUSTRY MARKET,BY PLATFORM,2021(%)
  • FIGURE 27.COMPARATIVE SHARE ANALYSIS OF WEB BASED SOFTWARE VIRTUAL EVENTS INDUSTRY MARKET,2021-2031(%)
  • FIGURE 28.COMPARATIVE SHARE ANALYSIS OF XR PLATFORM VIRTUAL EVENTS INDUSTRY MARKET,2021-2031(%)
  • FIGURE 29.VIRTUAL EVENTS INDUSTRY MARKET BY REGION,2021
  • FIGURE 30.U.S. VIRTUAL EVENTS INDUSTRY MARKET,2021-2031($MILLION)
  • FIGURE 31.CANADA VIRTUAL EVENTS INDUSTRY MARKET,2021-2031($MILLION)
  • FIGURE 32.MEXICO VIRTUAL EVENTS INDUSTRY MARKET,2021-2031($MILLION)
  • FIGURE 33.GERMANY VIRTUAL EVENTS INDUSTRY MARKET,2021-2031($MILLION)
  • FIGURE 34.UK VIRTUAL EVENTS INDUSTRY MARKET,2021-2031($MILLION)
  • FIGURE 35.FRANCE VIRTUAL EVENTS INDUSTRY MARKET,2021-2031($MILLION)
  • FIGURE 36.ITALY VIRTUAL EVENTS INDUSTRY MARKET,2021-2031($MILLION)
  • FIGURE 37.SPAIN VIRTUAL EVENTS INDUSTRY MARKET,2021-2031($MILLION)
  • FIGURE 38.IRELAND VIRTUAL EVENTS INDUSTRY MARKET,2021-2031($MILLION)
  • FIGURE 39.REST OF EUROPE VIRTUAL EVENTS INDUSTRY MARKET,2021-2031($MILLION)
  • FIGURE 40.CHINA VIRTUAL EVENTS INDUSTRY MARKET,2021-2031($MILLION)
  • FIGURE 41.INDIA VIRTUAL EVENTS INDUSTRY MARKET,2021-2031($MILLION)
  • FIGURE 42.JAPAN VIRTUAL EVENTS INDUSTRY MARKET,2021-2031($MILLION)
  • FIGURE 43.AUSTRALIA VIRTUAL EVENTS INDUSTRY MARKET,2021-2031($MILLION)
  • FIGURE 44.SOUTH KOREA VIRTUAL EVENTS INDUSTRY MARKET,2021-2031($MILLION)
  • FIGURE 45.REST OF ASIA-PACIFIC VIRTUAL EVENTS INDUSTRY MARKET,2021-2031($MILLION)
  • FIGURE 46.REST OF LATIN AMERICA VIRTUAL EVENTS INDUSTRY MARKET,2021-2031($MILLION)
  • FIGURE 47.REST OF MIDDLE EAST VIRTUAL EVENTS INDUSTRY MARKET,2021-2031($MILLION)
  • FIGURE 48.SOUTH AFRICA VIRTUAL EVENTS INDUSTRY MARKET,2021-2031($MILLION)
  • FIGURE 49. TOP WINNING STRATEGIES, BY YEAR
  • FIGURE 50. TOP WINNING STRATEGIES, BY DEVELOPMENT
  • FIGURE 51. TOP WINNING STRATEGIES, BY COMPANY
  • FIGURE 52.PRODUCT MAPPING OF TOP 10 PLAYERS
  • FIGURE 53.COMPETITIVE DASHBOARD
  • FIGURE 54.COMPETITIVE HEATMAP OF TOP 10 KEY PLAYERS
  • FIGURE 55.PACE DIGITAL.: NET SALES ,($MILLION)
  • FIGURE 56.REVOLUTION CMES.: NET SALES ,($MILLION)
  • FIGURE 57.SHOWCASE EVENTS.: NET SALES ,($MILLION)
  • FIGURE 58.TARGET EXHIBITIONS.: NET SALES ,($MILLION)
  • FIGURE 59.TCJ MANAGEMENT CO. LTD.: NET SALES ,($MILLION)
  • FIGURE 60.THE COLLABORATIVE EXCHANGE.: NET SALES ,($MILLION)
  • FIGURE 61.VIETAPPS CO., LTD..: NET SALES ,($MILLION)
  • FIGURE 62.MORPH DIGITAL SOLUTIONS PRIVATE LIMITED.: NET SALES ,($MILLION)
  • FIGURE 63.LONDON FILMED.: NET SALES ,($MILLION)
  • FIGURE 64.AMERICAN PROGRAM BUREAU, INC..: NET SALES ,($MILLION)
目次
Product Code: A06596

The global virtual events industry market size was valued at $306.3 billion in 2021, and is projected to reach $1024.8 billion by 2031, growing at a CAGR of 13% from 2022 to 2031. Virtual event is an internet- or web-based event, which allows users to interact with a large crowd over a call or through any platform. Virtual events cover a wide range of activities, from video and audio conferencing to live streaming and broadcasting. The most common type of digitally simulated events include webinar, conference, virtual expo, fairs & festivals, entertainment, and others such as promotional events and sports event organized by companies during product launch and introduction of new services.

Virtual event provides a user-friendly environment unlike experiencing chaos while attending physical events. Various events are hosted on a virtual medium such as conference for business, webinars for variety of purposes, expos, tradeshows, and entertainment. This mode of event hosting is intensively popular in countries all around the world. Virtual events are arranged by business executives for making interactive sessions, as they reduce time and eliminate effort over physical mode. These events have a greater audience reach, as individuals from remote areas can connect and be part of the events. Therefore, several multinational brands are gradually using virtual event platforms. As a result, many companies are designing and introducing online event platforms, which notably contributes toward the growth of the market. During the global pandemic, almost every sector shifted its preference to virtual events, as there is no physical contact, acting as a self-reliable medium during lockdown.

Organizing physical event involves multiple expenses, which include on-site expenses, venue costs, food & catering, event rentals, entertainment, and production expenses. On-site expenditure involves the fees and cost charged by the event venue, which incurs more cost. In addition, venue cost includes security deposit, room rental, insurance coverage, and parking. Furthermore, food & catering include cost of beverages, meals, and server labor fees. On the contrary, virtual events are less expensive, as virtual events exclude the cost of hotel rooms, food & beverages, and travel; however, using technology platforms, recording speakers, and editing presentations still require a significant investment. Other than low operational cost, virtual events offer benefits such as they facilitate attendee feedback, save time, enable event flexibility, collect powerful data, and save advertising costs. Thus, all these aforementioned factors support the growth of the virtual event market.

Virtual shows have low entry fees for exhibitors, and little to no entry fee for attendees. The prices for the events vary depending on the city. The average price for these expos, fairs, and festivals is around $10-$100. Virtual trade shows are more suitable for certain industries than others. For gaming industries, virtual trade shows are already established and likely to witness significant popularity; however, for industries such as clothing, manufacturing, and services, research shows that customers need and want the full sensory experience. Virtual festivals include events that are organized for more than one day and may last up to a week. Music festivals such as Latitude Festival 2021, Isle of Wight Festival, Leeds Festival, Reading Festival, and Isle of Wight Festival are conducted once in a year on a large scale.

Virtual entertainment events offer a cost-effective means to efficiently bring the number of attendees from all over the globe to a purposeful gathering at a single platform. Digitally simulated proceedings use web-based platforms to connect several attendees from across the world and include interactive engagement features, such as polling, question & answer sessions, and chat boxes for the attendees. According to research study of AMR, the number of viewers attending a music concert or international music has increased considerably as compared to pub, club show, or an arena gig in the fast few years. This is attributed to the fact that such music concerts and events offer valuable opportunity for promoters and brands to align themselves with people attending concerts. Moreover, streaming services in the music industry are creating new opportunities along with new distribution methods and media platforms that provide additional scope for brands to align and interact with world's leading artists.

From a global perspective, Europe is considered as the mature market for events. Rise in expenditure on R&D by engaged stakeholders fuels the growth of the market in the region. Moreover, upsurge in demand for online annual meeting, product presentation in the European countries is anticipated to create lucrative opportunities for the virtual events providers. Leading players are now venturing into this segment to cater to the growing demands of businesses in the region; thereby, driving the growth of the market.

High economic growth in the Asia-Pacific countries has influenced the business environment in this region. Business in this region has started spending more on virtual events, owing to growing popularity of IoT (Internet of things), which drives the growth of the virtual events market. The virtual events market is in its growth stage in Asia-Pacific, and is expected to further gain traction as more businesses adopt virtual events to organize events such as product launch, showcase, and others.

The virtual events market is segmented on the basis of type, source, age group, and platform. By type, the market is divided into webinar, virtual expo fairs & festivals, entertainment, conference, and others. By source, it is categorized into ticket sale, sponsorship, and others. By age group, the market is classified into below 20 years, 21 to 40 years, and above 40 years. By platform, the market is divided into web based platform and XR platform. 

 The key players have adopted product launch and expansion as their key strategies to stay competitive in the virtual events market. The key players profiled in the report include London Filmed, American Program Bureau, INC., Pace Digital, Revolution CMES, Showcase Events, Target Exhibitions, TCJ Management Co. Ltd, The Collaborative Exchange, Vietapps Co., Ltd., and Morph Digital Solutions Private Limited.

Key Benefits For Stakeholders

  • This report provides a quantitative analysis of the market segments, current trends, estimations, and dynamics of the virtual events industry market analysis from 2021 to 2031 to identify the prevailing virtual events industry market opportunities.
  • The market research is offered along with information related to key drivers, restraints, and opportunities.
  • Porter's five forces analysis highlights the potency of buyers and suppliers to enable stakeholders make profit-oriented business decisions and strengthen their supplier-buyer network.
  • In-depth analysis of the virtual events industry market segmentation assists to determine the prevailing market opportunities.
  • Major countries in each region are mapped according to their revenue contribution to the global market.
  • Market player positioning facilitates benchmarking and provides a clear understanding of the present position of the market players.
  • The report includes the analysis of the regional as well as global virtual events industry market trends, key players, market segments, application areas, and market growth strategies.

Key Market Segments

By Type

  • Others
  • Webinar
  • Virtual expo fairs and festivals
  • Entertainment
  • Conference

By Source

  • Ticket Sale
  • Sponsorship
  • Others

By Age group

  • Below 20 years
  • 21 to 40 years
  • Above 40 years

By Platform

  • Web based software
  • XR Platform

By Region

  • North America
    • U.S.
    • Canda
    • Mexico
  • Europe
    • Germany
    • UK
    • France
    • Italy
    • Spain
    • Ireland
    • Rest Of Europe
  • Asia-Pacific
    • China
    • India
    • Japan
    • Australia
    • South Korea
    • Rest Of Asia-Pacific
  • LAMEA
    • Rest of Latin America
    • Rest Of Middle East
    • South Africa
  • Key Market Players
    • PACE DIGITAL
    • REVOLUTION CMES
    • SHOWCASE EVENTS
    • TARGET EXHIBITIONS
    • TCJ MANAGEMENT CO. LTD
    • THE COLLABORATIVE EXCHANGE
    • VIETAPPS CO., LTD.
    • MORPH DIGITAL SOLUTIONS PRIVATE LIMITED
    • LONDON FILMED
    • AMERICAN PROGRAM BUREAU, INC.

TABLE OF CONTENTS

CHAPTER 1:INTRODUCTION

  • 1.1.Report description
  • 1.2.Key market segments
  • 1.3.Key benefits to the stakeholders
  • 1.4.Research Methodology
    • 1.4.1.Secondary research
    • 1.4.2.Primary research
    • 1.4.3.Analyst tools and models

CHAPTER 2:EXECUTIVE SUMMARY

  • 2.1.Key findings of the study
  • 2.2.CXO Perspective

CHAPTER 3:MARKET OVERVIEW

  • 3.1.Market definition and scope
  • 3.2.Key findings
    • 3.2.1.Top investment pockets
  • 3.3.Porter's five forces analysis
  • 3.4.Top player positioning
  • 3.5.Market dynamics
    • 3.5.1.Drivers
    • 3.5.2.Restraints
    • 3.5.3.Opportunities
  • 3.6.COVID-19 Impact Analysis on the market

CHAPTER 4: VIRTUAL EVENTS INDUSTRY MARKET, BY TYPE

  • 4.1 Overview
    • 4.1.1 Market size and forecast
  • 4.2 Webinar
    • 4.2.1 Key market trends, growth factors and opportunities
    • 4.2.2 Market size and forecast, by region
    • 4.2.3 Market analysis by country
  • 4.3 Virtual expo fairs and festivals
    • 4.3.1 Key market trends, growth factors and opportunities
    • 4.3.2 Market size and forecast, by region
    • 4.3.3 Market analysis by country
  • 4.4 Entertainment
    • 4.4.1 Key market trends, growth factors and opportunities
    • 4.4.2 Market size and forecast, by region
    • 4.4.3 Market analysis by country
  • 4.5 Conference
    • 4.5.1 Key market trends, growth factors and opportunities
    • 4.5.2 Market size and forecast, by region
    • 4.5.3 Market analysis by country
  • 4.6 Others
    • 4.6.1 Key market trends, growth factors and opportunities
    • 4.6.2 Market size and forecast, by region
    • 4.6.3 Market analysis by country

CHAPTER 5: VIRTUAL EVENTS INDUSTRY MARKET, BY SOURCE

  • 5.1 Overview
    • 5.1.1 Market size and forecast
  • 5.2 Ticket Sale
    • 5.2.1 Key market trends, growth factors and opportunities
    • 5.2.2 Market size and forecast, by region
    • 5.2.3 Market analysis by country
  • 5.3 Sponsorship
    • 5.3.1 Key market trends, growth factors and opportunities
    • 5.3.2 Market size and forecast, by region
    • 5.3.3 Market analysis by country
  • 5.4 Others
    • 5.4.1 Key market trends, growth factors and opportunities
    • 5.4.2 Market size and forecast, by region
    • 5.4.3 Market analysis by country

CHAPTER 6: VIRTUAL EVENTS INDUSTRY MARKET, BY AGE GROUP

  • 6.1 Overview
    • 6.1.1 Market size and forecast
  • 6.2 Below 20 years
    • 6.2.1 Key market trends, growth factors and opportunities
    • 6.2.2 Market size and forecast, by region
    • 6.2.3 Market analysis by country
  • 6.3 21 to 40 years
    • 6.3.1 Key market trends, growth factors and opportunities
    • 6.3.2 Market size and forecast, by region
    • 6.3.3 Market analysis by country
  • 6.4 Above 40 years
    • 6.4.1 Key market trends, growth factors and opportunities
    • 6.4.2 Market size and forecast, by region
    • 6.4.3 Market analysis by country

CHAPTER 7: VIRTUAL EVENTS INDUSTRY MARKET, BY PLATFORM

  • 7.1 Overview
    • 7.1.1 Market size and forecast
  • 7.2 Web based software
    • 7.2.1 Key market trends, growth factors and opportunities
    • 7.2.2 Market size and forecast, by region
    • 7.2.3 Market analysis by country
  • 7.3 XR Platform
    • 7.3.1 Key market trends, growth factors and opportunities
    • 7.3.2 Market size and forecast, by region
    • 7.3.3 Market analysis by country

CHAPTER 8: VIRTUAL EVENTS INDUSTRY MARKET, BY REGION

  • 8.1 Overview
    • 8.1.1 Market size and forecast
  • 8.2 North America
    • 8.2.1 Key trends and opportunities
    • 8.2.2 North America Market size and forecast, by Type
    • 8.2.3 North America Market size and forecast, by Source
    • 8.2.4 North America Market size and forecast, by Age group
    • 8.2.5 North America Market size and forecast, by Platform
    • 8.2.6 North America Market size and forecast, by country
      • 8.2.6.1 U.S.
      • 8.2.6.1.1 Market size and forecast, by Type
      • 8.2.6.1.2 Market size and forecast, by Source
      • 8.2.6.1.3 Market size and forecast, by Age group
      • 8.2.6.1.4 Market size and forecast, by Platform
      • 8.2.6.2 Canada
      • 8.2.6.2.1 Market size and forecast, by Type
      • 8.2.6.2.2 Market size and forecast, by Source
      • 8.2.6.2.3 Market size and forecast, by Age group
      • 8.2.6.2.4 Market size and forecast, by Platform
      • 8.2.6.3 Mexico
      • 8.2.6.3.1 Market size and forecast, by Type
      • 8.2.6.3.2 Market size and forecast, by Source
      • 8.2.6.3.3 Market size and forecast, by Age group
      • 8.2.6.3.4 Market size and forecast, by Platform
  • 8.3 Europe
    • 8.3.1 Key trends and opportunities
    • 8.3.2 Europe Market size and forecast, by Type
    • 8.3.3 Europe Market size and forecast, by Source
    • 8.3.4 Europe Market size and forecast, by Age group
    • 8.3.5 Europe Market size and forecast, by Platform
    • 8.3.6 Europe Market size and forecast, by country
      • 8.3.6.1 Germany
      • 8.3.6.1.1 Market size and forecast, by Type
      • 8.3.6.1.2 Market size and forecast, by Source
      • 8.3.6.1.3 Market size and forecast, by Age group
      • 8.3.6.1.4 Market size and forecast, by Platform
      • 8.3.6.2 UK
      • 8.3.6.2.1 Market size and forecast, by Type
      • 8.3.6.2.2 Market size and forecast, by Source
      • 8.3.6.2.3 Market size and forecast, by Age group
      • 8.3.6.2.4 Market size and forecast, by Platform
      • 8.3.6.3 France
      • 8.3.6.3.1 Market size and forecast, by Type
      • 8.3.6.3.2 Market size and forecast, by Source
      • 8.3.6.3.3 Market size and forecast, by Age group
      • 8.3.6.3.4 Market size and forecast, by Platform
      • 8.3.6.4 Italy
      • 8.3.6.4.1 Market size and forecast, by Type
      • 8.3.6.4.2 Market size and forecast, by Source
      • 8.3.6.4.3 Market size and forecast, by Age group
      • 8.3.6.4.4 Market size and forecast, by Platform
      • 8.3.6.5 Spain
      • 8.3.6.5.1 Market size and forecast, by Type
      • 8.3.6.5.2 Market size and forecast, by Source
      • 8.3.6.5.3 Market size and forecast, by Age group
      • 8.3.6.5.4 Market size and forecast, by Platform
      • 8.3.6.6 Ireland
      • 8.3.6.6.1 Market size and forecast, by Type
      • 8.3.6.6.2 Market size and forecast, by Source
      • 8.3.6.6.3 Market size and forecast, by Age group
      • 8.3.6.6.4 Market size and forecast, by Platform
      • 8.3.6.7 Rest of Europe
      • 8.3.6.7.1 Market size and forecast, by Type
      • 8.3.6.7.2 Market size and forecast, by Source
      • 8.3.6.7.3 Market size and forecast, by Age group
      • 8.3.6.7.4 Market size and forecast, by Platform
  • 8.4 Asia-Pacific
    • 8.4.1 Key trends and opportunities
    • 8.4.2 Asia-Pacific Market size and forecast, by Type
    • 8.4.3 Asia-Pacific Market size and forecast, by Source
    • 8.4.4 Asia-Pacific Market size and forecast, by Age group
    • 8.4.5 Asia-Pacific Market size and forecast, by Platform
    • 8.4.6 Asia-Pacific Market size and forecast, by country
      • 8.4.6.1 China
      • 8.4.6.1.1 Market size and forecast, by Type
      • 8.4.6.1.2 Market size and forecast, by Source
      • 8.4.6.1.3 Market size and forecast, by Age group
      • 8.4.6.1.4 Market size and forecast, by Platform
      • 8.4.6.2 India
      • 8.4.6.2.1 Market size and forecast, by Type
      • 8.4.6.2.2 Market size and forecast, by Source
      • 8.4.6.2.3 Market size and forecast, by Age group
      • 8.4.6.2.4 Market size and forecast, by Platform
      • 8.4.6.3 Japan
      • 8.4.6.3.1 Market size and forecast, by Type
      • 8.4.6.3.2 Market size and forecast, by Source
      • 8.4.6.3.3 Market size and forecast, by Age group
      • 8.4.6.3.4 Market size and forecast, by Platform
      • 8.4.6.4 Australia
      • 8.4.6.4.1 Market size and forecast, by Type
      • 8.4.6.4.2 Market size and forecast, by Source
      • 8.4.6.4.3 Market size and forecast, by Age group
      • 8.4.6.4.4 Market size and forecast, by Platform
      • 8.4.6.5 South Korea
      • 8.4.6.5.1 Market size and forecast, by Type
      • 8.4.6.5.2 Market size and forecast, by Source
      • 8.4.6.5.3 Market size and forecast, by Age group
      • 8.4.6.5.4 Market size and forecast, by Platform
      • 8.4.6.6 Rest of Asia-Pacific
      • 8.4.6.6.1 Market size and forecast, by Type
      • 8.4.6.6.2 Market size and forecast, by Source
      • 8.4.6.6.3 Market size and forecast, by Age group
      • 8.4.6.6.4 Market size and forecast, by Platform
  • 8.5 LAMEA
    • 8.5.1 Key trends and opportunities
    • 8.5.2 LAMEA Market size and forecast, by Type
    • 8.5.3 LAMEA Market size and forecast, by Source
    • 8.5.4 LAMEA Market size and forecast, by Age group
    • 8.5.5 LAMEA Market size and forecast, by Platform
    • 8.5.6 LAMEA Market size and forecast, by country
      • 8.5.6.1 Rest of Latin America
      • 8.5.6.1.1 Market size and forecast, by Type
      • 8.5.6.1.2 Market size and forecast, by Source
      • 8.5.6.1.3 Market size and forecast, by Age group
      • 8.5.6.1.4 Market size and forecast, by Platform
      • 8.5.6.2 Rest Of Middle East
      • 8.5.6.2.1 Market size and forecast, by Type
      • 8.5.6.2.2 Market size and forecast, by Source
      • 8.5.6.2.3 Market size and forecast, by Age group
      • 8.5.6.2.4 Market size and forecast, by Platform
      • 8.5.6.3 South Africa
      • 8.5.6.3.1 Market size and forecast, by Type
      • 8.5.6.3.2 Market size and forecast, by Source
      • 8.5.6.3.3 Market size and forecast, by Age group
      • 8.5.6.3.4 Market size and forecast, by Platform

CHAPTER 9: COMPANY LANDSCAPE

  • 9.1. Introduction
  • 9.2. Top winning strategies
  • 9.3. Product Mapping of Top 10 Player
  • 9.4. Competitive Dashboard
  • 9.5. Competitive Heatmap
  • 9.6. Key developments

CHAPTER 10: COMPANY PROFILES

  • 10.1 PACE DIGITAL
    • 10.1.1 Company overview
    • 10.1.2 Company snapshot
    • 10.1.3 Operating business segments
    • 10.1.4 Product portfolio
    • 10.1.5 Business performance
    • 10.1.6 Key strategic moves and developments
  • 10.2 REVOLUTION CMES
    • 10.2.1 Company overview
    • 10.2.2 Company snapshot
    • 10.2.3 Operating business segments
    • 10.2.4 Product portfolio
    • 10.2.5 Business performance
    • 10.2.6 Key strategic moves and developments
  • 10.3 SHOWCASE EVENTS
    • 10.3.1 Company overview
    • 10.3.2 Company snapshot
    • 10.3.3 Operating business segments
    • 10.3.4 Product portfolio
    • 10.3.5 Business performance
    • 10.3.6 Key strategic moves and developments
  • 10.4 TARGET EXHIBITIONS
    • 10.4.1 Company overview
    • 10.4.2 Company snapshot
    • 10.4.3 Operating business segments
    • 10.4.4 Product portfolio
    • 10.4.5 Business performance
    • 10.4.6 Key strategic moves and developments
  • 10.5 TCJ MANAGEMENT CO. LTD
    • 10.5.1 Company overview
    • 10.5.2 Company snapshot
    • 10.5.3 Operating business segments
    • 10.5.4 Product portfolio
    • 10.5.5 Business performance
    • 10.5.6 Key strategic moves and developments
  • 10.6 THE COLLABORATIVE EXCHANGE
    • 10.6.1 Company overview
    • 10.6.2 Company snapshot
    • 10.6.3 Operating business segments
    • 10.6.4 Product portfolio
    • 10.6.5 Business performance
    • 10.6.6 Key strategic moves and developments
  • 10.7 VIETAPPS CO., LTD.
    • 10.7.1 Company overview
    • 10.7.2 Company snapshot
    • 10.7.3 Operating business segments
    • 10.7.4 Product portfolio
    • 10.7.5 Business performance
    • 10.7.6 Key strategic moves and developments
  • 10.8 MORPH DIGITAL SOLUTIONS PRIVATE LIMITED
    • 10.8.1 Company overview
    • 10.8.2 Company snapshot
    • 10.8.3 Operating business segments
    • 10.8.4 Product portfolio
    • 10.8.5 Business performance
    • 10.8.6 Key strategic moves and developments
  • 10.9 LONDON FILMED
    • 10.9.1 Company overview
    • 10.9.2 Company snapshot
    • 10.9.3 Operating business segments
    • 10.9.4 Product portfolio
    • 10.9.5 Business performance
    • 10.9.6 Key strategic moves and developments
  • 10.10 AMERICAN PROGRAM BUREAU, INC.
    • 10.10.1 Company overview
    • 10.10.2 Company snapshot
    • 10.10.3 Operating business segments
    • 10.10.4 Product portfolio
    • 10.10.5 Business performance
    • 10.10.6 Key strategic moves and developments