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バーチャルリアリティ(VR)ソーシャルプラットフォームの世界市場レポート 2024年

Virtual Reality (VR) Social Platforms Global Market Report 2024


出版日
ページ情報
英文 175 Pages
納期
2~10営業日
カスタマイズ可能
適宜更新あり
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=144.06円
バーチャルリアリティ(VR)ソーシャルプラットフォームの世界市場レポート 2024年
出版日: 2024年07月01日
発行: The Business Research Company
ページ情報: 英文 175 Pages
納期: 2~10営業日
GIIご利用のメリット
  • 全表示
  • 概要
  • 目次
概要

バーチャルリアリティ(VR)ソーシャルプラットフォーム市場規模は、今後数年間で飛躍的な成長が見込まれます。2028年にはCAGR78.0%で150億3,000万米ドルに成長します。予測期間中に予想される成長は、5Gとエッジコンピューティング技術の進歩、メタバースの発展、拡大現実の統合、AIとパーソナライゼーション機能の実装、医療とウェルネスアプリケーションの採用増加など、いくつかの要因によるものと考えられます。予測期間中に予想される主要動向には、ソーシャルプレゼンスとインタラクションの強化、クロスプラットフォームの互換性、仮想イベントと集会、収益化戦略、規制と倫理的側面に関する考察などがあります。

バーチャルリアリティ(VR)ソーシャルプラットフォーム市場の成長は、5Gネットワークの発展によって促進されると予測されます。第5世代のセルラーネットワーク技術である5Gネットワークは、モバイル通信やデータ伝送の速度向上、遅延の低減、大容量化を実現します。この開発は、より高速なデータ通信と低遅延を可能にし、IoTや自律走行車などの新技術の進歩を促進する、接続性の向上に対する需要の高まりによって推進されています。高速で低遅延の接続を提供することで、5Gネットワークは、VRソーシャルプラットフォームが、仮想環境での没入体験やユーザー間のリアルタイムのインタラクションを強化することを可能にします。例えば、Telefonaktiebolaget LM Ericssonは2023年11月、2023年第3四半期に1億6,300万件の5G契約が追加され、合計14億件に達したと報告しました。同報告書はまた、世界の5G契約数が2029年までに53億を超え、全モバイル契約数の58%を占めると予測しました。このように、5Gネットワークの発展は、VRソーシャルプラットフォーム市場の成長を促進しています。

VRソーシャルプラットフォーム市場の大手企業は、没入型かつ相互接続型の仮想体験に対する需要の高まりに対応するため、メタバース・インフラストラクチャ・システムの開発に注力しています。メタバース・インフラストラクチャ・システムは、相互接続された仮想環境をサポートする基盤技術やフレームワークを包含し、さまざまなプラットフォームやデバイス間でのシームレスなインタラクションや体験を促進します。例えば、Dentsu Group Inc.は2023年9月にXambrを発表しました。Xambrは、メタバース内でのエンターテイメントとインタラクションを強化するために設計された新しい仮想体験プラットフォームです。Xambrは、複数のデバイスにまたがるアクセシビリティを確保し、バーチャル領域におけるブランド体験やサービスを向上させるため、高品質なグラフィックスと高度なデータ分析機能を活用して、個人とビジネス目的に適した没入型体験を記載しています。

目次

第1章 エグゼクティブ概要

第2章 市場の特徴

第3章 市場動向と戦略

第4章 マクロ経済シナリオ

  • 高インフレが市場に与える影響
  • ウクライナ・ロシア戦争が市場に与える影響
  • COVID-19による市場への影響

第5章 世界の市場規模と成長

  • 世界のバーチャルリアリティ(VR)ソーシャルプラットフォーム市場:促進要因と抑制要因
    • 市場促進要因
    • 市場抑制要因
  • 世界のバーチャルリアリティ(VR)ソーシャルプラットフォーム市場の実績:規模と成長、2018~2023年
  • 世界のバーチャルリアリティ(VR)ソーシャルプラットフォーム市場の予測:規模と成長、2023~2028年、2033年

第6章 市場セグメンテーション

  • 世界のバーチャルリアリティ(VR)ソーシャルプラットフォーム市場:タイプ別、実績と予測、2018~2023年、2023~2028年、2033年
  • オンプレミス
  • クラウドベース
  • 世界のバーチャルリアリティ(VR)ソーシャルプラットフォーム市場:プラットフォーム別、実績と予測、2018~2023年、2023~2028年、2033年
  • デスクトップ
  • 携帯
  • ウェブ
  • コンソール
  • 世界のバーチャルリアリティ(VR)ソーシャルプラットフォーム市場:価格モデル別、実績と予測、2018~2023年、2023~2028年、2033年
  • サブスクリプション
  • 従量課金制
  • フリーミアム
  • 世界のバーチャルリアリティ(VR)ソーシャルプラットフォーム市場:用途別、実績と予測、2018~2023年、2023~2028年、2033年
  • 個人
  • 企業
  • 教育
  • 政府
  • その他

第7章 地域別・国別分析

  • 世界のバーチャルリアリティ(VR)ソーシャルプラットフォーム市場:地域別、実績と予測、2018~2023年、2023~2028年、2033年
  • 世界のバーチャルリアリティ(VR)ソーシャルプラットフォーム市場:国別、実績と予測、2018~2023年、2023~2028年、2033年

第8章 アジア太平洋市場

第9章 中国市場

第10章 インド市場

第11章 日本市場

第12章 オーストラリア市場

第13章 インドネシア市場

第14章 韓国市場

第15章 西欧市場

第16章 英国市場

第17章 ドイツ市場

第18章 フランス市場

第19章 イタリア市場

第20章 スペイン市場

第21章 東欧市場

第22章 ロシア市場

第23章 北米市場

第24章 米国市場

第25章 カナダ市場

第26章 南米市場

第27章 ブラジル市場

第28章 中東市場

第29章 アフリカ市場

第30章 競合情勢と企業プロファイル

  • バーチャルリアリティ(VR)ソーシャルプラットフォーム市場:競合情勢
  • バーチャルリアリティ(VR)ソーシャルプラットフォーム市場:企業プロファイル
    • Meta Platforms Inc.
    • Mozilla Corporation
    • Sony Interactive Entertainment LLC
    • Oculus VR LLC
    • Rec Room Inc.

第31章 その他の大手企業と革新的企業

  • Microsoft Corporation
  • Immersive VR Education Ltd.
  • High Fidelity Inc.
  • Doghead Simulations LLC
  • Cluster Inc.
  • LiveLike VR Inc.
  • Spatial Systems Inc.
  • Glue Collaboration AS
  • Bigscreen Inc.
  • Somnium Space Limited
  • VRChat Inc.
  • MeetinVR ApS
  • VTime Holdings Ltd.
  • Social Spaces VR Ltd.
  • JanusVR Inc.

第32章 競合ベンチマーキング

第33章 競合ダッシュボード

第34章 主要な合併と買収

第35章 将来の展望と潜在的な分析

第36章 付録

目次
Product Code: r18060

Virtual reality (VR) social platforms are online environments where users can interact with others in a simulated digital world. These platforms leverage VR technology to create immersive experiences, enabling users to communicate, socialize, and engage in various activities as if they were physically present with each other. VR social platforms provide a unique avenue for connection, socializing, and exploring virtual worlds, blurring the lines between physical and digital interaction.

The primary types of virtual reality (VR) social platforms include on-premise and cloud-based solutions. An on-premise VR social platform typically refers to a virtual reality environment hosted and managed within a physical location or facility, as opposed to being cloud-based or accessible remotely. These platforms encompass desktop, mobile, web, and console applications, offering pricing models such as subscription, pay-per-use, and freemium, catering to applications across individual, enterprise, educational, governmental, and other sectors.

The virtual reality (VR) social platforms research report is one of a series of new reports from The Business Research Company that provides virtual reality (VR) social platforms market statistics, including the virtual reality (VR) social platforms industry's global market size, regional shares, competitors with a virtual reality (VR) social platforms market share, detailed virtual reality (VR) social platforms market segments, market trends and opportunities, and any further data you may need to thrive in the virtual reality (VR) social platforms industry. This virtual reality (VR) social platforms market research report delivers a complete perspective of everything you need, with an in-depth analysis of the current and future scenarios of the industry.

The virtual reality (VR) social platforms market size has grown exponentially in recent years. It will grow from $0.84 billion in 2023 to $1.50 billion in 2024 at a compound annual growth rate (CAGR) of 77.5%. The growth observed during the historic period can be attributed to several factors, including the influence of the gaming industry, user engagement, investment and funding, the availability of content creation tools, and community building efforts.

The virtual reality (VR) social platforms market size is expected to see exponential growth in the next few years. It will grow to $15.03 billion in 2028 at a compound annual growth rate (CAGR) of 78.0%. The anticipated growth in the forecast period can be attributed to several factors, including advancements in 5G and edge computing technologies, the development of the metaverse, integration of augmented reality, the implementation of AI and personalization features, and the increasing adoption of healthcare and wellness applications. Major trends expected during the forecast period include enhanced social presence and interaction, cross-platform compatibility, virtual events and gatherings, strategies for monetization, and considerations regarding regulatory and ethical aspects.

The growth of the virtual reality (VR) social platforms market is anticipated to be propelled by the increasing development of 5G networks. 5G networks, the fifth generation of cellular network technology, offer enhanced speeds, reduced latency, and greater capacity for mobile communication and data transmission. This development is driven by the growing demand for improved connectivity, enabling faster data speeds and lower latency, and facilitating the advancement of emerging technologies such as IoT and autonomous vehicles. By providing high-speed, low-latency connections, 5G networks enable VR social platforms to deliver enhanced immersive experiences and real-time interactions among users in virtual environments. For example, Telefonaktiebolaget LM Ericsson reported in November 2023 that there were 163 million additional 5G subscriptions in the third quarter of 2023, reaching a total of 1.4 billion. The report also projected that global 5G subscriptions would exceed 5.3 billion by 2029, constituting 58% of all mobile subscriptions. Thus, the increasing development of 5G networks is fueling the growth of the VR social platforms market.

Leading companies in the VR social platforms market are concentrating on developing metaverse infrastructure systems to meet the growing demand for immersive and interconnected virtual experiences. Metaverse infrastructure systems encompass foundational technologies and frameworks supporting interconnected virtual environments, facilitating seamless interactions and experiences across various platforms and devices. For instance, Dentsu Group Inc. introduced Xambr in September 2023, a new virtual experience platform designed to enhance entertainment and interaction within the metaverse. Xambr ensures accessibility across multiple devices and offers immersive experiences suitable for personal and business purposes, leveraging high-quality graphics and advanced data analytics capabilities to elevate brand experiences and services in the virtual realm.

In June 2021, Facebook Inc. acquired BigBox VR, underscoring its commitment to investing in content that enhances social interactions within the VR community. This acquisition involved integrating BigBox VR's team into Oculus Studios, a division of Facebook. BigBox VR, a US-based company, specializes in developing platform-defining virtual reality games.

Major companies operating in the virtual reality (VR) social platforms market are Meta Platforms Inc., Mozilla Corporation, Sony Interactive Entertainment LLC, Oculus VR LLC, Rec Room Inc., Microsoft Corporation, Immersive VR Education Ltd., High Fidelity Inc., Doghead Simulations LLC, Cluster Inc., LiveLike VR Inc., Spatial Systems Inc., Glue Collaboration AS, Bigscreen Inc., Somnium Space Limited, VRChat Inc., MeetinVR ApS, VTime Holdings Ltd., Social Spaces VR Ltd., JanusVR Inc.

North America was the largest region in the virtual reality (VR) social platforms market in 2023. Asia-Pacific is expected to be the fastest-growing region in the forecast period. The regions covered in the virtual reality (VR) social platforms market report are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East, Africa.

The countries covered in the virtual reality (VR) social platforms market report are Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Russia, South Korea, UK, USA, Canada, Italy, Spain.

The virtual reality (VR) social platforms market includes revenues earned by entities by avatar creation, social spaces, real-time communication, cross-platform compatibility, and multiplayer games and activities. The market value includes the value of related goods sold by the service provider or included within the service offering. Only goods and services traded between entities or sold to end consumers are included.

The market value is defined as the revenues that enterprises gain from the sale of goods and/or services within the specified market and geography through sales, grants, or donations in terms of the currency (in USD, unless otherwise specified).

The revenues for a specified geography are consumption values that are revenues generated by organizations in the specified geography within the market, irrespective of where they are produced. It does not include revenues from resales along the supply chain, either further along the supply chain or as part of other products.

Virtual Reality (VR) Social Platforms Global Market Report 2024 from The Business Research Company provides strategists, marketers and senior management with the critical information they need to assess the market.

This report focuses on virtual reality (VR) social platforms market which is experiencing strong growth. The report gives a guide to the trends which will be shaping the market over the next ten years and beyond.

Reasons to Purchase

  • Gain a truly global perspective with the most comprehensive report available on this market covering 50+ geographies.
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  • Assess the Russia - Ukraine war's impact on agriculture, energy and mineral commodity supply and its direct and indirect impact on the market.
  • Measure the impact of high global inflation on market growth.
  • Create regional and country strategies on the basis of local data and analysis.
  • Identify growth segments for investment.
  • Outperform competitors using forecast data and the drivers and trends shaping the market.
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  • Benchmark performance against key competitors.
  • Suitable for supporting your internal and external presentations with reliable high quality data and analysis
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  • All data from the report will also be delivered in an excel dashboard format.

Where is the largest and fastest growing market for virtual reality (VR) social platforms ? How does the market relate to the overall economy, demography and other similar markets? What forces will shape the market going forward? The virtual reality (VR) social platforms market global report from the Business Research Company answers all these questions and many more.

The report covers market characteristics, size and growth, segmentation, regional and country breakdowns, competitive landscape, market shares, trends and strategies for this market. It traces the market's historic and forecast market growth by geography.

  • The market characteristics section of the report defines and explains the market.
  • The market size section gives the market size ($b) covering both the historic growth of the market, and forecasting its development.
  • The forecasts are made after considering the major factors currently impacting the market. These include:

The impact of sanctions, supply chain disruptions, and altered demand for goods and services due to the Russian Ukraine war, impacting various macro-economic factors and parameters in the Eastern European region and its subsequent effect on global markets.

The impact of higher inflation in many countries and the resulting spike in interest rates.

The continued but declining impact of COVID-19 on supply chains and consumption patterns.

  • Market segmentations break down the market into sub markets.
  • The regional and country breakdowns section gives an analysis of the market in each geography and the size of the market by geography and compares their historic and forecast growth. It covers the growth trajectory of COVID-19 for all regions, key developed countries and major emerging markets.
  • The competitive landscape chapter gives a description of the competitive nature of the market, market shares, and a description of the leading companies. Key financial deals which have shaped the market in recent years are identified.
  • The trends and strategies section analyses the shape of the market as it emerges from the crisis and suggests how companies can grow as the market recovers.

Scope

  • Markets Covered:1) By Type: On-Premise; Cloud-Based
  • 2) By Platform: Desktop; Mobile; Web; Console
  • 3) By Pricing Model: Subscription; Pay-Per-Use; Freemium
  • 4) By Application: Individual; Enterprise; Educational; Government; Other Applications
  • Companies Mentioned: Meta Platforms Inc.; Mozilla Corporation; Sony Interactive Entertainment LLC; Oculus VR LLC; Rec Room Inc.
  • Countries: Australia; Brazil; China; France; Germany; India; Indonesia; Japan; Russia; South Korea; UK; USA; Canada; Italy; Spain
  • Regions: Asia-Pacific; Western Europe; Eastern Europe; North America; South America; Middle East; Africa
  • Time series: Five years historic and ten years forecast.
  • Data: Ratios of market size and growth to related markets, GDP proportions, expenditure per capita,
  • Data segmentations: country and regional historic and forecast data, market share of competitors, market segments.
  • Sourcing and Referencing: Data and analysis throughout the report is sourced using end notes.
  • Delivery format: PDF, Word and Excel Data Dashboard.

Table of Contents

1. Executive Summary

2. Virtual Reality (VR) Social Platforms Market Characteristics

3. Virtual Reality (VR) Social Platforms Market Trends And Strategies

4. Virtual Reality (VR) Social Platforms Market - Macro Economic Scenario

  • 4.1. Impact Of High Inflation On The Market
  • 4.2. Ukraine-Russia War Impact On The Market
  • 4.3. COVID-19 Impact On The Market

5. Global Virtual Reality (VR) Social Platforms Market Size and Growth

  • 5.1. Global Virtual Reality (VR) Social Platforms Market Drivers and Restraints
    • 5.1.1. Drivers Of The Market
    • 5.1.2. Restraints Of The Market
  • 5.2. Global Virtual Reality (VR) Social Platforms Historic Market Size and Growth, 2018 - 2023, Value ($ Billion)
  • 5.3. Global Virtual Reality (VR) Social Platforms Forecast Market Size and Growth, 2023 - 2028, 2033F, Value ($ Billion)

6. Virtual Reality (VR) Social Platforms Market Segmentation

  • 6.1. Global Virtual Reality (VR) Social Platforms Market, Segmentation By Type, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • On-Premise
  • Cloud-Based
  • 6.2. Global Virtual Reality (VR) Social Platforms Market, Segmentation By Platform, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • Desktop
  • Mobile
  • Web
  • Console
  • 6.3. Global Virtual Reality (VR) Social Platforms Market, Segmentation By Pricing Model, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • Subscription
  • Pay-Per-Use
  • Freemium
  • 6.4. Global Virtual Reality (VR) Social Platforms Market, Segmentation By Application, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • Individual
  • Enterprise
  • Educational
  • Government
  • Other Applications

7. Virtual Reality (VR) Social Platforms Market Regional And Country Analysis

  • 7.1. Global Virtual Reality (VR) Social Platforms Market, Split By Region, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 7.2. Global Virtual Reality (VR) Social Platforms Market, Split By Country, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

8. Asia-Pacific Virtual Reality (VR) Social Platforms Market

  • 8.1. Asia-Pacific Virtual Reality (VR) Social Platforms Market Overview
  • Region Information, Impact Of COVID-19, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
  • 8.2. Asia-Pacific Virtual Reality (VR) Social Platforms Market, Segmentation By Type, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 8.3. Asia-Pacific Virtual Reality (VR) Social Platforms Market, Segmentation By Platform, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 8.4. Asia-Pacific Virtual Reality (VR) Social Platforms Market, Segmentation By Application, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

9. China Virtual Reality (VR) Social Platforms Market

  • 9.1. China Virtual Reality (VR) Social Platforms Market Overview
  • 9.2. China Virtual Reality (VR) Social Platforms Market, Segmentation By Type, Historic and Forecast, 2018-2023, 2023-2028F, 2033F,$ Billion
  • 9.3. China Virtual Reality (VR) Social Platforms Market, Segmentation By Platform, Historic and Forecast, 2018-2023, 2023-2028F, 2033F,$ Billion
  • 9.4. China Virtual Reality (VR) Social Platforms Market, Segmentation By Application, Historic and Forecast, 2018-2023, 2023-2028F, 2033F,$ Billion

10. India Virtual Reality (VR) Social Platforms Market

  • 10.1. India Virtual Reality (VR) Social Platforms Market, Segmentation By Type, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 10.2. India Virtual Reality (VR) Social Platforms Market, Segmentation By Platform, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 10.3. India Virtual Reality (VR) Social Platforms Market, Segmentation By Application, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

11. Japan Virtual Reality (VR) Social Platforms Market

  • 11.1. Japan Virtual Reality (VR) Social Platforms Market Overview
  • 11.2. Japan Virtual Reality (VR) Social Platforms Market, Segmentation By Type, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 11.3. Japan Virtual Reality (VR) Social Platforms Market, Segmentation By Platform, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 11.4. Japan Virtual Reality (VR) Social Platforms Market, Segmentation By Application, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

12. Australia Virtual Reality (VR) Social Platforms Market

  • 12.1. Australia Virtual Reality (VR) Social Platforms Market, Segmentation By Type, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 12.2. Australia Virtual Reality (VR) Social Platforms Market, Segmentation By Platform, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 12.3. Australia Virtual Reality (VR) Social Platforms Market, Segmentation By Application, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

13. Indonesia Virtual Reality (VR) Social Platforms Market

  • 13.1. Indonesia Virtual Reality (VR) Social Platforms Market, Segmentation By Type, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 13.2. Indonesia Virtual Reality (VR) Social Platforms Market, Segmentation By Platform, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 13.3. Indonesia Virtual Reality (VR) Social Platforms Market, Segmentation By Application, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

14. South Korea Virtual Reality (VR) Social Platforms Market

  • 14.1. South Korea Virtual Reality (VR) Social Platforms Market Overview
  • 14.2. South Korea Virtual Reality (VR) Social Platforms Market, Segmentation By Type, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 14.3. South Korea Virtual Reality (VR) Social Platforms Market, Segmentation By Platform, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 14.4. South Korea Virtual Reality (VR) Social Platforms Market, Segmentation By Application, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

15. Western Europe Virtual Reality (VR) Social Platforms Market

  • 15.1. Western Europe Virtual Reality (VR) Social Platforms Market Overview
  • 15.2. Western Europe Virtual Reality (VR) Social Platforms Market, Segmentation By Type, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 15.3. Western Europe Virtual Reality (VR) Social Platforms Market, Segmentation By Platform, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 15.4. Western Europe Virtual Reality (VR) Social Platforms Market, Segmentation By Application, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

16. UK Virtual Reality (VR) Social Platforms Market

  • 16.1. UK Virtual Reality (VR) Social Platforms Market, Segmentation By Type, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 16.2. UK Virtual Reality (VR) Social Platforms Market, Segmentation By Platform, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 16.3. UK Virtual Reality (VR) Social Platforms Market, Segmentation By Application, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

17. Germany Virtual Reality (VR) Social Platforms Market

  • 17.1. Germany Virtual Reality (VR) Social Platforms Market, Segmentation By Type, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 17.2. Germany Virtual Reality (VR) Social Platforms Market, Segmentation By Platform, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 17.3. Germany Virtual Reality (VR) Social Platforms Market, Segmentation By Application, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

18. France Virtual Reality (VR) Social Platforms Market

  • 18.1. France Virtual Reality (VR) Social Platforms Market, Segmentation By Type, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 18.2. France Virtual Reality (VR) Social Platforms Market, Segmentation By Platform, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 18.3. France Virtual Reality (VR) Social Platforms Market, Segmentation By Application, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

19. Italy Virtual Reality (VR) Social Platforms Market

  • 19.1. Italy Virtual Reality (VR) Social Platforms Market, Segmentation By Type, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 19.2. Italy Virtual Reality (VR) Social Platforms Market, Segmentation By Platform, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 19.3. Italy Virtual Reality (VR) Social Platforms Market, Segmentation By Application, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

20. Spain Virtual Reality (VR) Social Platforms Market

  • 20.1. Spain Virtual Reality (VR) Social Platforms Market, Segmentation By Type, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 20.2. Spain Virtual Reality (VR) Social Platforms Market, Segmentation By Platform, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 20.3. Spain Virtual Reality (VR) Social Platforms Market, Segmentation By Application, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

21. Eastern Europe Virtual Reality (VR) Social Platforms Market

  • 21.1. Eastern Europe Virtual Reality (VR) Social Platforms Market Overview
  • 21.2. Eastern Europe Virtual Reality (VR) Social Platforms Market, Segmentation By Type, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 21.3. Eastern Europe Virtual Reality (VR) Social Platforms Market, Segmentation By Platform, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 21.4. Eastern Europe Virtual Reality (VR) Social Platforms Market, Segmentation By Application, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

22. Russia Virtual Reality (VR) Social Platforms Market

  • 22.1. Russia Virtual Reality (VR) Social Platforms Market, Segmentation By Type, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 22.2. Russia Virtual Reality (VR) Social Platforms Market, Segmentation By Platform, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 22.3. Russia Virtual Reality (VR) Social Platforms Market, Segmentation By Application, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

23. North America Virtual Reality (VR) Social Platforms Market

  • 23.1. North America Virtual Reality (VR) Social Platforms Market Overview
  • 23.2. North America Virtual Reality (VR) Social Platforms Market, Segmentation By Type, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 23.3. North America Virtual Reality (VR) Social Platforms Market, Segmentation By Platform, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 23.4. North America Virtual Reality (VR) Social Platforms Market, Segmentation By Application, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

24. USA Virtual Reality (VR) Social Platforms Market

  • 24.1. USA Virtual Reality (VR) Social Platforms Market Overview
  • 24.2. USA Virtual Reality (VR) Social Platforms Market, Segmentation By Type, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 24.3. USA Virtual Reality (VR) Social Platforms Market, Segmentation By Platform, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 24.4. USA Virtual Reality (VR) Social Platforms Market, Segmentation By Application, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

25. Canada Virtual Reality (VR) Social Platforms Market

  • 25.1. Canada Virtual Reality (VR) Social Platforms Market Overview
  • 25.2. Canada Virtual Reality (VR) Social Platforms Market, Segmentation By Type, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 25.3. Canada Virtual Reality (VR) Social Platforms Market, Segmentation By Platform, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 25.4. Canada Virtual Reality (VR) Social Platforms Market, Segmentation By Application, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

26. South America Virtual Reality (VR) Social Platforms Market

  • 26.1. South America Virtual Reality (VR) Social Platforms Market Overview
  • 26.2. South America Virtual Reality (VR) Social Platforms Market, Segmentation By Type, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 26.3. South America Virtual Reality (VR) Social Platforms Market, Segmentation By Platform, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 26.4. South America Virtual Reality (VR) Social Platforms Market, Segmentation By Application, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

27. Brazil Virtual Reality (VR) Social Platforms Market

  • 27.1. Brazil Virtual Reality (VR) Social Platforms Market, Segmentation By Type, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 27.2. Brazil Virtual Reality (VR) Social Platforms Market, Segmentation By Platform, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 27.3. Brazil Virtual Reality (VR) Social Platforms Market, Segmentation By Application, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

28. Middle East Virtual Reality (VR) Social Platforms Market

  • 28.1. Middle East Virtual Reality (VR) Social Platforms Market Overview
  • 28.2. Middle East Virtual Reality (VR) Social Platforms Market, Segmentation By Type, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 28.3. Middle East Virtual Reality (VR) Social Platforms Market, Segmentation By Platform, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 28.4. Middle East Virtual Reality (VR) Social Platforms Market, Segmentation By Application, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

29. Africa Virtual Reality (VR) Social Platforms Market

  • 29.1. Africa Virtual Reality (VR) Social Platforms Market Overview
  • 29.2. Africa Virtual Reality (VR) Social Platforms Market, Segmentation By Type, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 29.3. Africa Virtual Reality (VR) Social Platforms Market, Segmentation By Platform, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 29.4. Africa Virtual Reality (VR) Social Platforms Market, Segmentation By Application, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

30. Virtual Reality (VR) Social Platforms Market Competitive Landscape And Company Profiles

  • 30.1. Virtual Reality (VR) Social Platforms Market Competitive Landscape
  • 30.2. Virtual Reality (VR) Social Platforms Market Company Profiles
    • 30.2.1. Meta Platforms Inc.
      • 30.2.1.1. Overview
      • 30.2.1.2. Products and Services
      • 30.2.1.3. Strategy
      • 30.2.1.4. Financial Performance
    • 30.2.2. Mozilla Corporation
      • 30.2.2.1. Overview
      • 30.2.2.2. Products and Services
      • 30.2.2.3. Strategy
      • 30.2.2.4. Financial Performance
    • 30.2.3. Sony Interactive Entertainment LLC
      • 30.2.3.1. Overview
      • 30.2.3.2. Products and Services
      • 30.2.3.3. Strategy
      • 30.2.3.4. Financial Performance
    • 30.2.4. Oculus VR LLC
      • 30.2.4.1. Overview
      • 30.2.4.2. Products and Services
      • 30.2.4.3. Strategy
      • 30.2.4.4. Financial Performance
    • 30.2.5. Rec Room Inc.
      • 30.2.5.1. Overview
      • 30.2.5.2. Products and Services
      • 30.2.5.3. Strategy
      • 30.2.5.4. Financial Performance

31. Virtual Reality (VR) Social Platforms Market Other Major And Innovative Companies

  • 31.1. Microsoft Corporation
  • 31.2. Immersive VR Education Ltd.
  • 31.3. High Fidelity Inc.
  • 31.4. Doghead Simulations LLC
  • 31.5. Cluster Inc.
  • 31.6. LiveLike VR Inc.
  • 31.7. Spatial Systems Inc.
  • 31.8. Glue Collaboration AS
  • 31.9. Bigscreen Inc.
  • 31.10. Somnium Space Limited
  • 31.11. VRChat Inc.
  • 31.12. MeetinVR ApS
  • 31.13. VTime Holdings Ltd.
  • 31.14. Social Spaces VR Ltd.
  • 31.15. JanusVR Inc.

32. Global Virtual Reality (VR) Social Platforms Market Competitive Benchmarking

33. Global Virtual Reality (VR) Social Platforms Market Competitive Dashboard

34. Key Mergers And Acquisitions In The Virtual Reality (VR) Social Platforms Market

35. Virtual Reality (VR) Social Platforms Market Future Outlook and Potential Analysis

  • 35.1 Virtual Reality (VR) Social Platforms Market In 2028 - Countries Offering Most New Opportunities
  • 35.2 Virtual Reality (VR) Social Platforms Market In 2028 - Segments Offering Most New Opportunities
  • 35.3 Virtual Reality (VR) Social Platforms Market In 2028 - Growth Strategies
    • 35.3.1 Market Trend Based Strategies
    • 35.3.2 Competitor Strategies

36. Appendix

  • 36.1. Abbreviations
  • 36.2. Currencies
  • 36.3. Historic And Forecast Inflation Rates
  • 36.4. Research Inquiries
  • 36.5. The Business Research Company
  • 36.6. Copyright And Disclaimer