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Global VR Video Content Market Research Report 2024

Global VR Video Content Market Research Report 2024

Publishing Date : Jan, 2024

License Type :
 

Report Code : 1896432

No of Pages : 81

Synopsis
The global VR Video Content market was valued at US$ million in 2023 and is anticipated to reach US$ million by 2030, witnessing a CAGR of % during the forecast period 2024-2030.
North American market for VR Video Content is estimated to increase from $ million in 2023 to reach $ million by 2030, at a CAGR of % during the forecast period of 2024 through 2030.
Asia-Pacific market for VR Video Content is estimated to increase from $ million in 2023 to reach $ million by 2030, at a CAGR of % during the forecast period of 2024 through 2030.
The global market for VR Video Content in Real Estate is estimated to increase from $ million in 2023 to $ million by 2030, at a CAGR of % during the forecast period of 2024 through 2030.
The major global companies of VR Video Content include Blippar, 360 Labs, Matterport, Koncept VR, SubVRsive, Panedia Pty Ltd., WeMakeVR, VIAR (Viar360) and Pixvana Inc., etc. In 2023, the world's top three vendors accounted for approximately % of the revenue.
This report aims to provide a comprehensive presentation of the global market for VR Video Content, with both quantitative and qualitative analysis, to help readers develop business/growth strategies, assess the market competitive situation, analyze their position in the current marketplace, and make informed business decisions regarding VR Video Content.
Report Scope
The VR Video Content market size, estimations, and forecasts are provided in terms of revenue ($ millions), considering 2023 as the base year, with history and forecast data for the period from 2019 to 2030. This report segments the global VR Video Content market comprehensively. Regional market sizes, concerning products by Type, by Application, and by players, are also provided.
For a more in-depth understanding of the market, the report provides profiles of the competitive landscape, key competitors, and their respective market ranks. The report also discusses technological trends and new product developments.
The report will help the VR Video Content companies, new entrants, and industry chain related companies in this market with information on the revenues, sales volume, and average price for the overall market and the sub-segments across the different segments, by company, by Type, by Application, and by regions.
Market Segmentation
By Company
Blippar
360 Labs
Matterport
Koncept VR
SubVRsive
Panedia Pty Ltd.
WeMakeVR
VIAR (Viar360)
Pixvana Inc.
Scapic
Segment by Type
Software
Services
Segment by Application
Real Estate
Travel & Hospitality
Media & Entertainment
Healthcare
Retail
Gaming
Automotive
Others
By Region
North America
United States
Canada
Europe
Germany
France
UK
Italy
Russia
Nordic Countries
Rest of Europe
Asia-Pacific
China
Japan
South Korea
Southeast Asia
India
Australia
Rest of Asia
Latin America
Mexico
Brazil
Rest of Latin America
Middle East & Africa
Turkey
Saudi Arabia
UAE
Rest of MEA
Chapter Outline
Chapter 1: Introduces the report scope of the report, executive summary of different market segments (by Type, by Application, etc), including the market size of each market segment, future development potential, and so on. It offers a high-level view of the current state of the market and its likely evolution in the short to mid-term, and long term.
Chapter 2: Introduces executive summary of global market size, regional market size, this section also introduces the market dynamics, latest developments of the market, the driving factors and restrictive factors of the market, the challenges and risks faced by companies in the industry, and the analysis of relevant policies in the industry.
Chapter 3: Detailed analysis of VR Video Content companies’ competitive landscape, revenue market share, latest development plan, merger, and acquisition information, etc.
Chapter 4: Provides the analysis of various market segments by Type, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different market segments.
Chapter 5: Provides the analysis of various market segments by Application, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different downstream markets.
Chapter 6, 7, 8, 9, 10: North America, Europe, Asia Pacific, Latin America, Middle East and Africa segment by country. It provides a quantitative analysis of the market size and development potential of each region and its main countries and introduces the market development, future development prospects, market space, and capacity of each country in the world.
Chapter 11: Provides profiles of key players, introducing the basic situation of the main companies in the market in detail, including product sales, revenue, price, gross margin, product introduction, recent development, etc.
Chapter 12: The main points and conclusions of the report.
Index
1 Report Overview
1.1 Study Scope
1.2 Market Analysis by Type
1.2.1 Global VR Video Content Market Size Growth Rate by Type: 2019 VS 2023 VS 2030
1.2.2 Software
1.2.3 Services
1.3 Market by Application
1.3.1 Global VR Video Content Market Growth by Application: 2019 VS 2023 VS 2030
1.3.2 Real Estate
1.3.3 Travel & Hospitality
1.3.4 Media & Entertainment
1.3.5 Healthcare
1.3.6 Retail
1.3.7 Gaming
1.3.8 Automotive
1.3.9 Others
1.4 Study Objectives
1.5 Years Considered
1.6 Years Considered
2 Global Growth Trends
2.1 Global VR Video Content Market Perspective (2019-2030)
2.2 VR Video Content Growth Trends by Region
2.2.1 Global VR Video Content Market Size by Region: 2019 VS 2023 VS 2030
2.2.2 VR Video Content Historic Market Size by Region (2019-2024)
2.2.3 VR Video Content Forecasted Market Size by Region (2025-2030)
2.3 VR Video Content Market Dynamics
2.3.1 VR Video Content Industry Trends
2.3.2 VR Video Content Market Drivers
2.3.3 VR Video Content Market Challenges
2.3.4 VR Video Content Market Restraints
3 Competition Landscape by Key Players
3.1 Global Top VR Video Content Players by Revenue
3.1.1 Global Top VR Video Content Players by Revenue (2019-2024)
3.1.2 Global VR Video Content Revenue Market Share by Players (2019-2024)
3.2 Global VR Video Content Market Share by Company Type (Tier 1, Tier 2, and Tier 3)
3.3 Players Covered: Ranking by VR Video Content Revenue
3.4 Global VR Video Content Market Concentration Ratio
3.4.1 Global VR Video Content Market Concentration Ratio (CR5 and HHI)
3.4.2 Global Top 10 and Top 5 Companies by VR Video Content Revenue in 2023
3.5 VR Video Content Key Players Head office and Area Served
3.6 Key Players VR Video Content Product Solution and Service
3.7 Date of Enter into VR Video Content Market
3.8 Mergers & Acquisitions, Expansion Plans
4 VR Video Content Breakdown Data by Type
4.1 Global VR Video Content Historic Market Size by Type (2019-2024)
4.2 Global VR Video Content Forecasted Market Size by Type (2025-2030)
5 VR Video Content Breakdown Data by Application
5.1 Global VR Video Content Historic Market Size by Application (2019-2024)
5.2 Global VR Video Content Forecasted Market Size by Application (2025-2030)
6 North America
6.1 North America VR Video Content Market Size (2019-2030)
6.2 North America VR Video Content Market Growth Rate by Country: 2019 VS 2023 VS 2030
6.3 North America VR Video Content Market Size by Country (2019-2024)
6.4 North America VR Video Content Market Size by Country (2025-2030)
6.5 United States
6.6 Canada
7 Europe
7.1 Europe VR Video Content Market Size (2019-2030)
7.2 Europe VR Video Content Market Growth Rate by Country: 2019 VS 2023 VS 2030
7.3 Europe VR Video Content Market Size by Country (2019-2024)
7.4 Europe VR Video Content Market Size by Country (2025-2030)
7.5 Germany
7.6 France
7.7 U.K.
7.8 Italy
7.9 Russia
7.10 Nordic Countries
8 Asia-Pacific
8.1 Asia-Pacific VR Video Content Market Size (2019-2030)
8.2 Asia-Pacific VR Video Content Market Growth Rate by Region: 2019 VS 2023 VS 2030
8.3 Asia-Pacific VR Video Content Market Size by Region (2019-2024)
8.4 Asia-Pacific VR Video Content Market Size by Region (2025-2030)
8.5 China
8.6 Japan
8.7 South Korea
8.8 Southeast Asia
8.9 India
8.10 Australia
9 Latin America
9.1 Latin America VR Video Content Market Size (2019-2030)
9.2 Latin America VR Video Content Market Growth Rate by Country: 2019 VS 2023 VS 2030
9.3 Latin America VR Video Content Market Size by Country (2019-2024)
9.4 Latin America VR Video Content Market Size by Country (2025-2030)
9.5 Mexico
9.6 Brazil
10 Middle East & Africa
10.1 Middle East & Africa VR Video Content Market Size (2019-2030)
10.2 Middle East & Africa VR Video Content Market Growth Rate by Country: 2019 VS 2023 VS 2030
10.3 Middle East & Africa VR Video Content Market Size by Country (2019-2024)
10.4 Middle East & Africa VR Video Content Market Size by Country (2025-2030)
10.5 Turkey
10.6 Saudi Arabia
10.7 UAE
11 Key Players Profiles
11.1 Blippar
11.1.1 Blippar Company Detail
11.1.2 Blippar Business Overview
11.1.3 Blippar VR Video Content Introduction
11.1.4 Blippar Revenue in VR Video Content Business (2019-2024)
11.1.5 Blippar Recent Development
11.2 360 Labs
11.2.1 360 Labs Company Detail
11.2.2 360 Labs Business Overview
11.2.3 360 Labs VR Video Content Introduction
11.2.4 360 Labs Revenue in VR Video Content Business (2019-2024)
11.2.5 360 Labs Recent Development
11.3 Matterport
11.3.1 Matterport Company Detail
11.3.2 Matterport Business Overview
11.3.3 Matterport VR Video Content Introduction
11.3.4 Matterport Revenue in VR Video Content Business (2019-2024)
11.3.5 Matterport Recent Development
11.4 Koncept VR
11.4.1 Koncept VR Company Detail
11.4.2 Koncept VR Business Overview
11.4.3 Koncept VR VR Video Content Introduction
11.4.4 Koncept VR Revenue in VR Video Content Business (2019-2024)
11.4.5 Koncept VR Recent Development
11.5 SubVRsive
11.5.1 SubVRsive Company Detail
11.5.2 SubVRsive Business Overview
11.5.3 SubVRsive VR Video Content Introduction
11.5.4 SubVRsive Revenue in VR Video Content Business (2019-2024)
11.5.5 SubVRsive Recent Development
11.6 Panedia Pty Ltd.
11.6.1 Panedia Pty Ltd. Company Detail
11.6.2 Panedia Pty Ltd. Business Overview
11.6.3 Panedia Pty Ltd. VR Video Content Introduction
11.6.4 Panedia Pty Ltd. Revenue in VR Video Content Business (2019-2024)
11.6.5 Panedia Pty Ltd. Recent Development
11.7 WeMakeVR
11.7.1 WeMakeVR Company Detail
11.7.2 WeMakeVR Business Overview
11.7.3 WeMakeVR VR Video Content Introduction
11.7.4 WeMakeVR Revenue in VR Video Content Business (2019-2024)
11.7.5 WeMakeVR Recent Development
11.8 VIAR (Viar360)
11.8.1 VIAR (Viar360) Company Detail
11.8.2 VIAR (Viar360) Business Overview
11.8.3 VIAR (Viar360) VR Video Content Introduction
11.8.4 VIAR (Viar360) Revenue in VR Video Content Business (2019-2024)
11.8.5 VIAR (Viar360) Recent Development
11.9 Pixvana Inc.
11.9.1 Pixvana Inc. Company Detail
11.9.2 Pixvana Inc. Business Overview
11.9.3 Pixvana Inc. VR Video Content Introduction
11.9.4 Pixvana Inc. Revenue in VR Video Content Business (2019-2024)
11.9.5 Pixvana Inc. Recent Development
11.10 Scapic
11.10.1 Scapic Company Detail
11.10.2 Scapic Business Overview
11.10.3 Scapic VR Video Content Introduction
11.10.4 Scapic Revenue in VR Video Content Business (2019-2024)
11.10.5 Scapic Recent Development
12 Analyst's Viewpoints/Conclusions
13 Appendix
13.1 Research Methodology
13.1.1 Methodology/Research Approach
13.1.2 Data Source
13.2 Disclaimer
13.3 Author Details

Published By : QY Research

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