市場調査レポート
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1370539

バーチャルリアリティ(VR)コンテンツ制作市場:世界の産業動向、シェア、市場規模、成長、機会、2023-2028年予測

Virtual Reality Content Creation Market: Global Industry Trends, Share, Size, Growth, Opportunity and Forecast 2023-2028

出版日: | 発行: IMARC | ページ情報: 英文 147 Pages | 納期: 2~3営業日

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バーチャルリアリティ(VR)コンテンツ制作市場:世界の産業動向、シェア、市場規模、成長、機会、2023-2028年予測
出版日: 2023年10月15日
発行: IMARC
ページ情報: 英文 147 Pages
納期: 2~3営業日
  • 全表示
  • 概要
  • 図表
  • 目次
概要

概要

市場概要:

世界のバーチャルリアリティ(VR)コンテンツ制作市場規模は、2022年に32億米ドルに達しました。今後、IMARC Groupは、2023年から2028年にかけて58.5%の成長率(CAGR)を示し、2028年までに601億米ドルに達すると予測しています。

バーチャルリアリティ(VR)コンテンツ制作は、クリエイターが様々な刺激的なアセットや映画的なビューを構想・設計し、没入感のあるユーザー体験を提供できるようにするコンピュータベースのアプリケーションを指します。標準的な段階として、スケッチの開発、プリプロダクション活動、撮影、制作、ポストプロダクションが含まれます。これらの段階でバーチャルコンテンツを制作するために、企業は様々なツール、アプローチ、高度なソフトウェア、カメラを利用します。現在、VRコンテンツの制作は、世界のあらゆる側面をコードによって設計、合成、統合するコンピュータ生成など、2つの手法によって行われています。一方、360度ビデオ制作のアプローチもあり、全方位カメラを使用してコンテンツを撮影し、後で要件に応じて編集します。VRコンテンツはコラボレーションを発展させ、顧客エンゲージメントを高め、キャンペーンを行い、コンテンツマーケティングを可能にします。その結果、マーケティング、エンジニアリング、トレーニングやプロモーション目的のコンテンツ設計などの産業で利用されています。

バーチャルリアリティ(VR)コンテンツ制作市場の動向:

世界のVRコンテンツ制作市場の成長は、メディアおよびエンターテインメント分野の急速な拡大、および絶妙な顧客体験を提供するための360度やその他の革新的なマーケティングアプローチに対する需要の高まりに起因しています。これに伴い、拡張現実(AR)やVRなどの効果的なヘッドマウントディスプレイ(HMD)システムに対するニーズが煽られ、その複数の利点に関する消費者の意識が高まっていることも、成長を促す要因として作用しています。さらに、多様なプラットフォームでのVRコンテンツに対する需要の高まりや、特にCOVID-19の流行時にインタラクティブな3次元(3D)環境を楽しむための没入型屋内ゲームの普及が、市場の成長を支えています。さらに、マーケティング担当者やブランドがコンピュータと融合した現実体験を提供し、ブランド認知度を高めるためにテレプレゼンスのコンセプトを取り入れることが、市場の成長を後押ししています。これとは別に、デスクトップやスマートフォンなどのビジュアル・ディスプレイ・システムの開発が進んでおり、より改善されたバーチャルな刺激にアクセスできることが、市場に明るい見通しを生み出しています。

本レポートで扱う主な質問

  • 世界のバーチャルリアリティ(VR)コンテンツ制作市場の規模は?
  • 2023年から2028年にかけての世界のバーチャルリアリティ(VR)コンテンツ制作市場の予想成長率は?
  • 世界のバーチャルリアリティ(VR)コンテンツ制作市場を牽引する主な要因は?
  • COVID-19が世界のバーチャルリアリティ(VR)コンテンツ制作市場に与えた影響は?
  • コンテンツタイプに基づく世界のバーチャルリアリティ(VR)コンテンツ制作市場の内訳は?
  • バーチャルリアリティ(VR)コンテンツ制作の世界市場のコンポーネント別区分は?
  • 世界のバーチャルリアリティ(VR)コンテンツ制作市場のエンドユーザー別の区分は?
  • バーチャルリアリティ(VR)コンテンツ制作の世界市場における主要地域は?
  • バーチャルリアリティ(VR)コンテンツ制作の世界市場における主要プレイヤー/企業は?

目次

第1章 序文

第2章 調査範囲と調査手法

  • 調査目的
  • 利害関係者
  • データソース
    • 一次情報
    • 二次情報
  • 市場推定
    • ボトムアップアプローチ
    • トップダウンアプローチ
  • 調査手法

第3章 エグゼクティブサマリー

第4章 イントロダクション

  • 概要
  • 主要産業動向

第5章 バーチャルリアリティ(VR)コンテンツ制作の世界市場

  • 市場概要
  • 市場実績
  • COVID-19の影響
  • 市場予測

第6章 市場内訳:コンテンツタイプ別

  • ビデオ
    • 市場動向
    • 市場予測
  • 360度写真
    • 市場動向
    • 市場予測
  • ゲーム
    • 市場動向
    • 市場予測

第7章 市場内訳:コンポーネント別

  • ソフトウェア
    • 市場動向
    • 市場予測
  • サービス
    • 市場動向
    • 市場予測

第8章 市場内訳:エンドユーザー別

  • 不動産
    • 市場動向
    • 市場予測
  • 旅行・ホスピタリティ
    • 市場動向
    • 市場予測
  • メディアとエンターテイメント
    • 市場動向
    • 市場予測
  • ヘルスケア
    • 市場動向
    • 市場予測
  • 小売
    • 市場動向
    • 市場予測
  • ゲーミング
    • 市場動向
    • 市場予測
  • 自動車
    • 市場動向
    • 市場予測
  • その他
    • 市場動向
    • 市場予測

第9章 市場内訳:地域別

  • 北米
    • 米国
      • 市場動向
      • 市場予測
    • カナダ
      • 市場動向
      • 市場予測
  • アジア太平洋
    • 中国
      • 市場動向
      • 市場予測
    • 日本
      • 市場動向
      • 市場予測
    • インド
      • 市場動向
      • 市場予測
    • 韓国
      • 市場動向
      • 市場予測
    • オーストラリア
      • 市場動向
      • 市場予測
    • インドネシア
      • 市場動向
      • 市場予測
    • その他
      • 市場動向
      • 市場予測
  • 欧州
    • ドイツ
      • 市場動向
      • 市場予測
    • フランス
      • 市場動向
      • 市場予測
    • 英国
      • 市場動向
      • 市場予測
    • イタリア
      • 市場動向
      • 市場予測
    • スペイン
      • 市場動向
      • 市場予測
    • ロシア
      • 市場動向
      • 市場予測
    • その他
      • 市場動向
      • 市場予測
  • ラテンアメリカ
    • ブラジル
      • 市場動向
      • 市場予測
    • メキシコ
      • 市場動向
      • 市場予測
    • その他
      • 市場動向
      • 市場予測
  • 中東・アフリカ地域
    • 市場動向
    • 市場内訳:国別
    • 市場予測

第10章 SWOT分析

  • 概要
  • 強み
  • 弱み
  • 機会
  • 脅威

第11章 バリューチェーン分析

第12章 ポーターのファイブフォース分析

  • 概要
  • 買い手の交渉力
  • 供給企業の交渉力
  • 競合の程度
  • 新規参入業者の脅威
  • 代替品の脅威

第13章 価格分析

第14章 競合情勢

  • 市場構造
  • 主要企業
  • 主要企業のプロファイル
    • 360 Labs
    • Blippar Group Limited
    • Dell Inc
    • Koncept VR LLC
    • Matterport Inc.
    • Panedia Pty Ltd.
    • Scapic Innovations Private Limited
    • Subvrsive
    • VIAR Inc
    • WeMakeVR
図表

List of Figures

  • Figure 1: Global: Virtual Reality Content Creation Market: Major Drivers and Challenges
  • Figure 2: Global: Virtual Reality Content Creation Market: Sales Value (in Billion US$), 2017-2022
  • Figure 3: Global: Virtual Reality Content Creation Market Forecast: Sales Value (in Billion US$), 2023-2028
  • Figure 4: Global: Virtual Reality Content Creation Market: Breakup by Content Type (in %), 2022
  • Figure 5: Global: Virtual Reality Content Creation Market: Breakup by Component (in %), 2022
  • Figure 6: Global: Virtual Reality Content Creation Market: Breakup by End User (in %), 2022
  • Figure 7: Global: Virtual Reality Content Creation Market: Breakup by Region (in %), 2022
  • Figure 8: Global: Virtual Reality Content Creation (Videos) Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 9: Global: Virtual Reality Content Creation (Videos) Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 10: Global: Virtual Reality Content Creation (360 Degree Photos) Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 11: Global: Virtual Reality Content Creation (360 Degree Photos) Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 12: Global: Virtual Reality Content Creation (Games) Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 13: Global: Virtual Reality Content Creation (Games) Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 14: Global: Virtual Reality Content Creation (Software) Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 15: Global: Virtual Reality Content Creation (Software) Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 16: Global: Virtual Reality Content Creation (Services) Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 17: Global: Virtual Reality Content Creation (Services) Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 18: Global: Virtual Reality Content Creation (Real Estate) Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 19: Global: Virtual Reality Content Creation (Real Estate) Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 20: Global: Virtual Reality Content Creation (Travel and Hospitality) Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 21: Global: Virtual Reality Content Creation (Travel and Hospitality) Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 22: Global: Virtual Reality Content Creation (Media and Entertainment) Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 23: Global: Virtual Reality Content Creation (Media and Entertainment) Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 24: Global: Virtual Reality Content Creation (Healthcare) Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 25: Global: Virtual Reality Content Creation (Healthcare) Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 26: Global: Virtual Reality Content Creation (Retail) Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 27: Global: Virtual Reality Content Creation (Retail) Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 28: Global: Virtual Reality Content Creation (Gaming) Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 29: Global: Virtual Reality Content Creation (Gaming) Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 30: Global: Virtual Reality Content Creation (Automotive) Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 31: Global: Virtual Reality Content Creation (Automotive) Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 32: Global: Virtual Reality Content Creation (Other End Users) Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 33: Global: Virtual Reality Content Creation (Other End Users) Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 34: North America: Virtual Reality Content Creation Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 35: North America: Virtual Reality Content Creation Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 36: United States: Virtual Reality Content Creation Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 37: United States: Virtual Reality Content Creation Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 38: Canada: Virtual Reality Content Creation Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 39: Canada: Virtual Reality Content Creation Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 40: Asia-Pacific: Virtual Reality Content Creation Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 41: Asia-Pacific: Virtual Reality Content Creation Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 42: China: Virtual Reality Content Creation Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 43: China: Virtual Reality Content Creation Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 44: Japan: Virtual Reality Content Creation Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 45: Japan: Virtual Reality Content Creation Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 46: India: Virtual Reality Content Creation Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 47: India: Virtual Reality Content Creation Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 48: South Korea: Virtual Reality Content Creation Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 49: South Korea: Virtual Reality Content Creation Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 50: Australia: Virtual Reality Content Creation Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 51: Australia: Virtual Reality Content Creation Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 52: Indonesia: Virtual Reality Content Creation Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 53: Indonesia: Virtual Reality Content Creation Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 54: Others: Virtual Reality Content Creation Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 55: Others: Virtual Reality Content Creation Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 56: Europe: Virtual Reality Content Creation Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 57: Europe: Virtual Reality Content Creation Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 58: Germany: Virtual Reality Content Creation Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 59: Germany: Virtual Reality Content Creation Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 60: France: Virtual Reality Content Creation Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 61: France: Virtual Reality Content Creation Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 62: United Kingdom: Virtual Reality Content Creation Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 63: United Kingdom: Virtual Reality Content Creation Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 64: Italy: Virtual Reality Content Creation Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 65: Italy: Virtual Reality Content Creation Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 66: Spain: Virtual Reality Content Creation Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 67: Spain: Virtual Reality Content Creation Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 68: Russia: Virtual Reality Content Creation Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 69: Russia: Virtual Reality Content Creation Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 70: Others: Virtual Reality Content Creation Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 71: Others: Virtual Reality Content Creation Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 72: Latin America: Virtual Reality Content Creation Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 73: Latin America: Virtual Reality Content Creation Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 74: Brazil: Virtual Reality Content Creation Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 75: Brazil: Virtual Reality Content Creation Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 76: Mexico: Virtual Reality Content Creation Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 77: Mexico: Virtual Reality Content Creation Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 78: Others: Virtual Reality Content Creation Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 79: Others: Virtual Reality Content Creation Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 80: Middle East and Africa: Virtual Reality Content Creation Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 81: Middle East and Africa: Virtual Reality Content Creation Market: Breakup by Country (in %), 2022
  • Figure 82: Middle East and Africa: Virtual Reality Content Creation Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 83: Global: Virtual Reality Content Creation Industry: SWOT Analysis
  • Figure 84: Global: Virtual Reality Content Creation Industry: Value Chain Analysis
  • Figure 85: Global: Virtual Reality Content Creation Industry: Porter's Five Forces Analysis

List of Tables

  • Table 1: Global: Virtual Reality Content Creation Market: Key Industry Highlights, 2022 and 2028
  • Table 2: Global: Virtual Reality Content Creation Market Forecast: Breakup by Content Type (in Million US$), 2023-2028
  • Table 3: Global: Virtual Reality Content Creation Market Forecast: Breakup by Component (in Million US$), 2023-2028
  • Table 4: Global: Virtual Reality Content Creation Market Forecast: Breakup by End User (in Million US$), 2023-2028
  • Table 5: Global: Virtual Reality Content Creation Market Forecast: Breakup by Region (in Million US$), 2023-2028
  • Table 6: Global: Virtual Reality Content Creation Market: Competitive Structure
  • Table 7: Global: Virtual Reality Content Creation Market: Key Players
目次
Product Code: SR112023A6486

Abstract

Market Overview:

The global virtual reality content creation market size reached US$ 3.2 Billion in 2022. Looking forward, IMARC Group expects the market to reach US$ 60.1 Billion by 2028, exhibiting a growth rate (CAGR) of 58.5% during 2023-2028.

Virtual reality (VR) content creation refers to computer-based applications that enable creators to conceptualize and design various stimulated assets or cinematic views to offer an immersive user experience. It involves the development of sketches, pre-production activities, shoot, production, and post-production as standard phases. To create virtual content during these stages, enterprises utilize various tools, approaches, advanced software, and cameras. Currently, VR content creation is produced through two practices, including computer generation, in which every aspect of the world is designed, synthesized and integrated through code. On the other hand, there is a 360-degree video creation approach, wherein omnidirectional cameras are employed to capture content and edit them later as per the requirements. VR content helps develop collaborations, enhances customer engagement, performs campaigns, and allows content marketing. As a result, it is used by industries for marketing, engineering, and designing content for training or promotional purposes.

Virtual Reality Content Creation Market Trends:

The growth of the global VR content creation market can be attributed to the rapid expansion in the media and entertainment sector and the rising demand for 360-degree and other innovative marketing approaches to offer exquisite customer experience. In line with this, the fueling need for effective head-mounted display (HMD) systems, such as augmented reality (AR) and VR, and the growing consumer awareness regarding their multiple benefits are acting as another growth-inducing factor. Additionally, the escalating demand for VR content on diverse platforms and the widespread adoption of immersive indoor gaming to enjoy the interactive three-dimensional (3D) environment, especially during the COVID-19 pandemic, is supporting the market growth. Moreover, the uptake of the telepresence concept by marketers and brands to offer computer-emulated reality experiences and create brand awareness is propelling the market growth. Apart from this, the ongoing development of visual display systems, such as desktops and smartphones, to access improved virtual stimulations is creating a positive outlook for the market.

Key Market Segmentation:

IMARC Group provides an analysis of the key trends in each sub-segment of the global virtual reality content creation market report, along with forecasts at the global, regional and country level from 2023-2028. Our report has categorized the market based on content type, component and end user.

Breakup by Content Type:

Videos

360 Degree Photos

Games

Breakup by Component:

Software

Services

Breakup by End User:

Real Estate

Travel and Hospitality

Media and Entertainment

Healthcare

Retail

Gaming

Automotive

Others

Breakup by Region:

North America

United States

Canada

Asia-Pacific

China

Japan

India

South Korea

Australia

Indonesia

Others

Europe

Germany

France

United Kingdom

Italy

Spain

Russia

Others

Latin America

Brazil

Mexico

Others

Middle East and Africa

Competitive Landscape:

The competitive landscape of the industry has also been examined along with the profiles of the key players being 360 Labs, Blippar Group Limited, Dell Inc, Koncept VR LLC, Matterport Inc., Panedia Pty Ltd., Scapic Innovations Private Limited, Subvrsive, VIAR Inc and WeMakeVR.

Key Questions Answered in This Report

  • 1. How big is the global virtual reality content creation market?
  • 2. What is the expected growth rate of the global virtual reality content creation market during 2023-2028?
  • 3. What are the key factors driving the global virtual reality content creation market?
  • 4. What has been the impact of COVID-19 on the global virtual reality content creation market?
  • 5. What is the breakup of the global virtual reality content creation market based on the content type?
  • 6. What is the breakup of the global virtual reality content creation market based on the component?
  • 7. What is the breakup of the global virtual reality content creation market based on the end user?
  • 8. What are the key regions in the global virtual reality content creation market?
  • 9. Who are the key players/companies in the global virtual reality content creation market?

Table of Contents

1 Preface

2 Scope and Methodology

  • 2.1 Objectives of the Study
  • 2.2 Stakeholders
  • 2.3 Data Sources
    • 2.3.1 Primary Sources
    • 2.3.2 Secondary Sources
  • 2.4 Market Estimation
    • 2.4.1 Bottom-Up Approach
    • 2.4.2 Top-Down Approach
  • 2.5 Forecasting Methodology

3 Executive Summary

4 Introduction

  • 4.1 Overview
  • 4.2 Key Industry Trends

5 Global Virtual Reality Content Creation Market

  • 5.1 Market Overview
  • 5.2 Market Performance
  • 5.3 Impact of COVID-19
  • 5.4 Market Forecast

6 Market Breakup by Content Type

  • 6.1 Videos
    • 6.1.1 Market Trends
    • 6.1.2 Market Forecast
  • 6.2 360 Degree Photos
    • 6.2.1 Market Trends
    • 6.2.2 Market Forecast
  • 6.3 Games
    • 6.3.1 Market Trends
    • 6.3.2 Market Forecast

7 Market Breakup by Component

  • 7.1 Software
    • 7.1.1 Market Trends
    • 7.1.2 Market Forecast
  • 7.2 Services
    • 7.2.1 Market Trends
    • 7.2.2 Market Forecast

8 Market Breakup by End User

  • 8.1 Real Estate
    • 8.1.1 Market Trends
    • 8.1.2 Market Forecast
  • 8.2 Travel and Hospitality
    • 8.2.1 Market Trends
    • 8.2.2 Market Forecast
  • 8.3 Media and Entertainment
    • 8.3.1 Market Trends
    • 8.3.2 Market Forecast
  • 8.4 Healthcare
    • 8.4.1 Market Trends
    • 8.4.2 Market Forecast
  • 8.5 Retail
    • 8.5.1 Market Trends
    • 8.5.2 Market Forecast
  • 8.6 Gaming
    • 8.6.1 Market Trends
    • 8.6.2 Market Forecast
  • 8.7 Automotive
    • 8.7.1 Market Trends
    • 8.7.2 Market Forecast
  • 8.8 Others
    • 8.8.1 Market Trends
    • 8.8.2 Market Forecast

9 Market Breakup by Region

  • 9.1 North America
    • 9.1.1 United States
      • 9.1.1.1 Market Trends
      • 9.1.1.2 Market Forecast
    • 9.1.2 Canada
      • 9.1.2.1 Market Trends
      • 9.1.2.2 Market Forecast
  • 9.2 Asia-Pacific
    • 9.2.1 China
      • 9.2.1.1 Market Trends
      • 9.2.1.2 Market Forecast
    • 9.2.2 Japan
      • 9.2.2.1 Market Trends
      • 9.2.2.2 Market Forecast
    • 9.2.3 India
      • 9.2.3.1 Market Trends
      • 9.2.3.2 Market Forecast
    • 9.2.4 South Korea
      • 9.2.4.1 Market Trends
      • 9.2.4.2 Market Forecast
    • 9.2.5 Australia
      • 9.2.5.1 Market Trends
      • 9.2.5.2 Market Forecast
    • 9.2.6 Indonesia
      • 9.2.6.1 Market Trends
      • 9.2.6.2 Market Forecast
    • 9.2.7 Others
      • 9.2.7.1 Market Trends
      • 9.2.7.2 Market Forecast
  • 9.3 Europe
    • 9.3.1 Germany
      • 9.3.1.1 Market Trends
      • 9.3.1.2 Market Forecast
    • 9.3.2 France
      • 9.3.2.1 Market Trends
      • 9.3.2.2 Market Forecast
    • 9.3.3 United Kingdom
      • 9.3.3.1 Market Trends
      • 9.3.3.2 Market Forecast
    • 9.3.4 Italy
      • 9.3.4.1 Market Trends
      • 9.3.4.2 Market Forecast
    • 9.3.5 Spain
      • 9.3.5.1 Market Trends
      • 9.3.5.2 Market Forecast
    • 9.3.6 Russia
      • 9.3.6.1 Market Trends
      • 9.3.6.2 Market Forecast
    • 9.3.7 Others
      • 9.3.7.1 Market Trends
      • 9.3.7.2 Market Forecast
  • 9.4 Latin America
    • 9.4.1 Brazil
      • 9.4.1.1 Market Trends
      • 9.4.1.2 Market Forecast
    • 9.4.2 Mexico
      • 9.4.2.1 Market Trends
      • 9.4.2.2 Market Forecast
    • 9.4.3 Others
      • 9.4.3.1 Market Trends
      • 9.4.3.2 Market Forecast
  • 9.5 Middle East and Africa
    • 9.5.1 Market Trends
    • 9.5.2 Market Breakup by Country
    • 9.5.3 Market Forecast

10 SWOT Analysis

  • 10.1 Overview
  • 10.2 Strengths
  • 10.3 Weaknesses
  • 10.4 Opportunities
  • 10.5 Threats

11 Value Chain Analysis

12 Porters Five Forces Analysis

  • 12.1 Overview
  • 12.2 Bargaining Power of Buyers
  • 12.3 Bargaining Power of Suppliers
  • 12.4 Degree of Competition
  • 12.5 Threat of New Entrants
  • 12.6 Threat of Substitutes

13 Price Analysis

14 Competitive Landscape

  • 14.1 Market Structure
  • 14.2 Key Players
  • 14.3 Profiles of Key Players
    • 14.3.1 360 Labs
      • 14.3.1.1 Company Overview
      • 14.3.1.2 Product Portfolio
    • 14.3.2 Blippar Group Limited
      • 14.3.2.1 Company Overview
      • 14.3.2.2 Product Portfolio
    • 14.3.3 Dell Inc
      • 14.3.3.1 Company Overview
      • 14.3.3.2 Product Portfolio
      • 14.3.3.3 Financials
      • 14.3.3.4 SWOT Analysis
    • 14.3.4 Koncept VR LLC
      • 14.3.4.1 Company Overview
      • 14.3.4.2 Product Portfolio
    • 14.3.5 Matterport Inc.
      • 14.3.5.1 Company Overview
      • 14.3.5.2 Product Portfolio
    • 14.3.6 Panedia Pty Ltd.
      • 14.3.6.1 Company Overview
      • 14.3.6.2 Product Portfolio
    • 14.3.7 Scapic Innovations Private Limited
      • 14.3.7.1 Company Overview
      • 14.3.7.2 Product Portfolio
    • 14.3.8 Subvrsive
      • 14.3.8.1 Company Overview
      • 14.3.8.2 Product Portfolio
    • 14.3.9 VIAR Inc
      • 14.3.9.1 Company Overview
      • 14.3.9.2 Product Portfolio
    • 14.3.10 WeMakeVR
      • 14.3.10.1 Company Overview
      • 14.3.10.2 Product Portfolio