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Home » ICT » Consumer IT » ICO-5220517
  • Global Virtual Reality (VR) Content Creation Market Insights, Opportunity, Analysis, Market Shares And Forecast 2017 – 2023

  • Publish: May 2017 | Report Code: ICO-5220517

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VR content creation is the video sharing platform that provides virtual reality environment through web- browser. It enables to create virtual asset such as apps and cinematic view. The VR content creation market is anticipated to rise with a CAGR of about 90.01% during the forecast period 2016-2023. Virtual reality is a technology that use virtual reality handset sometime multi projected environment to create realistic images, sound and other sensation that stimulate a user’s physical presence in a virtual environment. A person using virtual reality equipment is able to look around the artificial world and with the high quality of VR they can interact with virtual feature. VR (Virtual Reality) is highly gaining good popularity in the healthcare segment. VR is being broadly used in the treatment of phobia and depression such as fear of flights, post-traumatic stress disorder, social phobia and others. One of the advantage of this technology is that it helps health care professional to learn new skills without causing any danger to patient. In healthcare sector virtual reality is mostly used as a diagnostic tool which can help the physicians to get clear images of organs which later on can help for the better treatment. Investments in development of novel software’s that supports creation of enhanced 360° video for VR headsets using multiple action camera are trending in the market. For example, videostich, a startup company from France, grabbed a capital funding of 2.25 million for its real time live 360° video feed production software using multiple action camera. VR content creation tools open door into the world of virtual market that includes pre-production activities, development of sketch shoot and post-production. Enterprises which are engaged in the virtual reality content creation, use advance cameras and software. The global VR content creation market is estimated to grow impressively due to various factors such as technological advancement, increasing application in travel, media and entertainment and rising demand for the gaming sector all over the world. It provides realistic view of design and space. It can be formed as Video/Movies on various VR headsets & devices present in the market. The major challenges the VR content creation market are facing are high initial investment and lack of skilled worker in this market. Increase in demand of virtual reality content creation in the emerging countries leads to enhance the market across the region. The major restraint of VR content creation market is high cost of VR content device such as 3d cameras. The cost of VR cameras ranges between $500 to $60000. The cost of 3d cameras differs according to the technology and features of the camera. These devices are very expensive and require technically skilled individuals for its effective and efficient use.

Increasing use of VR headsets offering superior entertainment experience to consumers are also aid to the VR content creation market. Moreover, growing demand from travel, media and entertainment, and retail sectors, the VR content creation market rising awareness among consumers about virtual reality. These industries have realized the benefits they can achieve from the deployment of this relative new technology. Use of VR is increasing in the media and entertainment industry, telecommunication, automotive industry and travel industry.   The VR in automotive industry allows the user to immerse in a virtual world and configure every aspect of a vehicle and also can take it on a test drive. Currently REWIND has created a fully integrated True VR.

VR content creation market is segmented on the basis of content types, solution and end –user. Based on the content type VR content creation is sub segmented into videos, 360 degree photos and games. Google introduces street view app to create 360 degree photos. It captures everything in little rotation. Market share of this 360 degree photo is expected to increase with the highest rate during forecast period. On the basis of solution VR content creation market is sub divided into Software and service. Based on the end-user VR content creation market is sub segmented into real estate, travel, hospitality &events, media & entertainment, retail, gaming, automotive and others. Gaming is one of the emerging markets for the growth of VR content creation market and shares largest market size in term of revenue. Gaming market is expected to rise during forecasted period with the increasing demand of new 3D games all over the world. 

Geographically, VR content creation market is bifurcated into North America, Europe, Asia Pacific and Rest of the world. The primary factors which are responsible for the increased demand of VR content creation market in North America are increase in adoption of novel technologies such as virtual reality and rising of gaming culture. Increase use of VR technology in movies and healthcare is boosting the market and have created numerous scopes for future  Advanced healthcare infrastructure is also boosting the demand of the VR content creation market in North American region.  Europe is the leading market for VR content creation market due to technological advancement in the region and due to adoption of VR technologies in gaming and movies. Improved healthcare has also increased the demand of VR technology due to better diagnosis by proving clearer images of internal organs in 3D way. Asia Pacific emerges as the fastest growing market for VR content creation due to innovation in the technologies, rising awareness and exposure of virtual reality and entry of various players into the market. Countries such as India and China are estimated to grow in VR content creation market and shares huge market size in term of revenue.

There are some player of VR content creation market are Matterport, Wevr, Koncept VR, Voxelus, Subvrsive, Panedia pty Ltd, 360 Labs, Wemakevr, Mattervr, Elysian Studio Private Limited (MERAKI), Virtuix, Next VR, Discvery VR , Littlstar and others. These companies using various strategies such as product launching, merger & Acquisition, collaboration and partnership. For example, on 10 March 2017, Littlstar New York based virtual reality company made partnership with CJ Powercast to launch localized version of its VR content app in South Korea to expand its market growth.

1.       INTRODUCTION

1.1. EXECUTIVE SUMMARY

1.2. ESTIMATION METHODOLOGY

2.       MARKET OVERVIEW

2.1. GLOBAL VR CONTENT CREATION MARKET: EVOLUTION & TRANSITION

2.2. MARKET DEFINITION& SCOPE

2.3. INDUSTRY STRUCTURE

2.4. REGULATOR FRAMEWORK

2.5. TOTAL MARKET ANALYSIS

2.5.1.        TOP 5 FINDINGS

2.5.2.        TOP 5 OPPORTUNITY MARKETS

2.5.3.        TOP 5 COMPANIES

2.5.4.        TOP 3 COMPETITIVE STRATEGIES

2.6. ESTIMATION ANALYSIS

2.7. STRATEGIC ANALYSIS

2.7.1.        INVESTMENT VS. ADOPTION MODEL

2.7.2.        360 DEGREE INDUSTRY ANALYSIS

2.7.3.        PORTERS 5 FORCE MODEL

2.7.4.        SEE-SAW ANALYSIS

2.7.5.        CONSUMER ANALYSIS AND KEY BUYING CRITERIA

2.8. COMPETITIVE ANALYSIS

2.8.1.        KEY STRATEGIES & ANALYSIS

2.8.2.        MARKET SHARE

2.8.3.        TOP COMPANY ANALYSIS

2.9. STRATEGIC RECOMMENDATIONS & KEY CONCLUSIONS

2.9.1.        INVESTMENT OPPORTUNITIES BY REGIONS

2.9.2.        OPPORTUNITIES IN EMERGING APPLICATIONS

2.9.3.        INVESTMENT OPPORTUNITY IN FASTEST GROWING SEGMENT

3.       MARKET DETERMINANTS

3.1. MARKET DRIVERS

3.1.1.        APPLICATION ACROSS MAJOR END USER INDUSTRIES SUCH AS TRAVEL, MEDIA AND ENTERTAINMENT ETC.

3.1.2.        TECHNOLOGICAL INNOVATION

3.1.3.        RISING DEMAND FOR GAMING SEGMENT

3.2. MARKET RESTRAINTS

3.2.1.        HIGH COST OF VR CREATION DEVICE

3.3. MARKET OPPORTUNITIES

3.3.1.        INCREASING DEMAND IN EMERGING COUNTRIES

3.4.   MARKET CHALLENGES

3.4.1.        HIGH INITIAL INVESTMENT

3.4.2.        LACK OF SKILLED WORKER                    

4.       MARKET SEGMENTATION

4.1.                    GLOBAL VR CONTENT CREATION MARKET BY CONTENT TYPE 2014-2023 ($ MILLION)

4.1.1.        MARKET DEFINITION AND SCOPE

4.1.2.        DECISION SUPPORT DATABASE & ESTIMATION METHODOLOGY

4.1.3.        COMPARATIVE ANALYSIS ACROSS MARKET SEGMENTS

4.1.4.        OPPORTUNITY MATRIX

4.1.5.        MARKET SEGMENTATION

4.1.5.1.                      GLOBAL VIDEOS VR CONTENT CREATION MARKET

4.1.5.1.1.         APPLICATION

4.1.5.1.2.         ADOPTION SCENARIO & MARKET DETERMINANTS

4.1.5.1.3.         MARKET ESTIMATIONS AND FORECASTS 2014-2023 ($ MILLION)

4.1.5.1.4.         TOP PLAYERS & KEY PRODUCTS

4.1.5.1.5.         KEY CONCLUSIONS

4.1.5.2.                      GLOBAL 360 DEGREE PHOTO VR CONTENT CREATION MARKET

4.1.5.2.1.         APPLICATION

4.1.5.2.2.         ADOPTION SCENARIO & MARKET DETERMINANTS

4.1.5.2.3.         MARKET ESTIMATIONS AND FORECASTS 2014-2023 ($ MILLION)

4.1.5.2.4.         TOP PLAYERS & KEY PRODUCTS

4.1.5.2.5.         KEY CONCLUSIONS

4.1.5.3.                      GLOBAL GAMES VR CONTENT CREATION MARKET

4.1.5.3.1.         APPLICATION

4.1.5.3.2.         ADOPTION SCENARIO & MARKET DETERMINANTS

4.1.5.3.3.         MARKET ESTIMATIONS AND FORECASTS 2014-2023 ($ MILLION)

4.1.5.3.4.         TOP PLAYERS & KEY PRODUCTS

4.1.5.3.5.         KEY CONCLUSIONS

4.2.                    GLOBAL VR CONTENT CREATION MARKET BY SOLUTION 2014-2023 ($ MILLION)

4.2.1.        MARKET DEFINITION AND SCOPE

4.2.2.        DECISION SUPPORT DATABASE & ESTIMATION METHODOLOGY

4.2.3.        COMPARATIVE ANALYSIS ACROSS MARKET SEGMENTS

4.2.4.        OPPORTUNITY MATRIX

4.2.5.        MARKET SEGMENTATION

 

4.2.5.1.                      GLOBAL VR CONTENT CREATION  BY SOFTWARE MARKET

4.2.5.1.1.         APPLICATION

4.2.5.1.2.         ADOPTION SCENARIO & MARKET DETERMINANTS

4.2.5.1.3.         MARKET ESTIMATIONS AND FORECASTS 2014-2023 ($ MILLION)

4.2.5.1.4.         TOP PLAYERS & KEY PRODUCTS

4.2.5.1.5.         KEY CONCLUSIONS

4.2.5.2.                      GLOBAL VR CONTENT CREATION BY SERVICE  MARKET

4.2.5.2.1.         APPLICATION

4.2.5.2.2.         ADOPTION SCENARIO & MARKET DETERMINANTS

4.2.5.2.3.         MARKET ESTIMATIONS AND FORECASTS 2014-2023 ($ MILLION)

4.2.5.2.4.         TOP PLAYERS & KEY PRODUCTS

4.2.5.2.5.         KEY CONCLUSIONS

4.3.                    GLOBAL VR CONTENT CREATION MARKET BY END-USER SECTOR 2014-2023 ($ MILLION)

4.3.1.        MARKET DEFINITION AND SCOPE

4.3.2.        DECISION SUPPORT DATABASE & ESTIMATION METHODOLOGY

4.3.3.        COMPARATIVE ANALYSIS ACROSS MARKET SEGMENTS

4.3.4.        OPPORTUNITY MATRIX

4.3.5.        MARKET SEGMENTATION

 

 

4.3.5.1.                      GLOBAL VR CONTENT CREATION BY REAL ESTATE MARKET

4.3.5.1.1.         APPLICATION

4.3.5.1.2.         ADOPTION SCENARIO & MARKET DETERMINANTS

4.3.5.1.3.         MARKET ESTIMATIONS AND FORECASTS 2014-2023 ($ MILLION)

4.3.5.1.4.         TOP PLAYERS & KEY PRODUCTS

4.3.5.1.5.         KEY CONCLUSIONS

4.3.5.2.                      GLOBAL VR CONTENT CREATION  BY TRAVEL, HOSPITALITY AND EVENTS  MARKET

4.3.5.2.1.         APPLICATION

4.3.5.2.2.         ADOPTION SCENARIO & MARKET DETERMINANTS

4.3.5.2.3.         MARKET ESTIMATIONS AND FORECASTS 2014-2023 ($ MILLION)

4.3.5.2.4.         TOP PLAYERS & KEY PRODUCTS

4.3.5.2.5.         KEY CONCLUSIONS

4.3.5.3.                      GLOBAL VR CONTENT CREATION BY MEDIA AND ENTERTAINMENT MARKET

4.3.5.3.1.         APPLICATION

4.3.5.3.2.         ADOPTION SCENARIO & MARKET DETERMINANTS

4.3.5.3.3.         MARKET ESTIMATIONS AND FORECASTS 2014-2023 ($ MILLION)

4.3.5.3.4.         TOP PLAYERS & KEY PRODUCTS

4.3.5.3.5.         KEY CONCLUSIONS

4.3.5.4.                      GLOBAL VR CONTENT CREATION BY RETAIL MARKET

4.3.5.4.1.         APPLICATION

4.3.5.4.2.         ADOPTION SCENARIO & MARKET DETERMINANTS

4.3.5.4.3.         MARKET ESTIMATIONS AND FORECASTS 2014-2023 ($ MILLION)

4.3.5.4.4.         TOP PLAYERS & KEY PRODUCTS

4.3.5.4.5.         KEY CONCLUSIONS

4.3.5.5.                      GLOBAL VR  CONTENT CREATION  BY GAMING MARKET

4.3.5.5.1.         APPLICATION

4.3.5.5.2.         ADOPTION SCENARIO & MARKET DETERMINANTS

4.3.5.5.3.         MARKET ESTIMATIONS AND FORECASTS 2014-2023 ($ MILLION)

4.3.5.5.4.         TOP PLAYERS & KEY PRODUCTS

4.3.5.5.5.         KEY CONCLUSIONS

4.3.5.6.                      GLOBAL VR CONTENT CREATION BY AUTOMOTIVE MARKET

4.3.5.6.1.         APPLICATION

4.3.5.6.2.         ADOPTION SCENARIO & MARKET DETERMINANTS

4.3.5.6.3.         MARKET ESTIMATIONS AND FORECASTS 2014-2023 ($ MILLION)

4.3.5.6.4.         TOP PLAYERS & KEY PRODUCTS

4.3.5.6.5.         KEY CONCLUSIONS

4.3.5.7.                      GLOBAL VR CONTENT CREATION  BY OTHERS ELECTRONICS MARKET

4.3.5.7.1.         APPLICATION

4.3.5.7.2.         ADOPTION SCENARIO & MARKET DETERMINANTS

4.3.5.7.3.         MARKET ESTIMATIONS AND FORECASTS 2014-2023 ($ MILLION)

4.3.5.7.4.         TOP PLAYERS & KEY PRODUCTS

4.3.5.7.5.         KEY CONCLUSIONS

5.       COMPETITIVE LANDSCAPE

5.1. KEY STRATEGIES

5.1.1.        LIST OF M&A

5.1.2.        LIST OF JV

5.1.3.        LIST OF PRODUCT LAUNCHES

5.1.4.        LIST OF PARTNERSHIPS

5.2. TOP 10 COMPANY ANALYSIS

6.      GLOBAL VR CONTENT CREATION MARKET BY REGION

6.1. DECISION SUPPORT DATABASE & ESTIMATION METHODOLOGY

6.2. COMPARATIVE ANALYSIS ACROSS MARKET SEGMENTS

6.3. OPPORTUNITY MATRIX

6.4.  GEOGRAPHIC SEGMENTATION

6.4.1.     NORTH AMERICA

6.4.1.1.  INDUSTRY APPLICATION ANALYSIS

6.4.1.2.  TOP COUNTRY ANALYSIS

6.4.1.2.1.    U.S.

6.4.1.2.1.1.   MARKET ESTIMATIONS AND FORECASTS 2014-2023 ($ MILLION)

6.4.1.2.1.2.   TOP PLAYERS & KEY PRODUCTS

6.4.1.2.1.3.   KEY CONCLUSIONS

6.4.1.2.2.    CANADA

6.4.1.2.2.1.   MARKET ESTIMATIONS AND FORECASTS 2014-2023($ MILLION)

6.4.1.2.2.2.   TOP PLAYERS & KEY PRODUCTS

6.4.1.2.2.3.   KEY CONCLUSIONS

6.4.2.     EUROPE

6.4.2.1.  INDUSTRY APPLICATION ANALYSIS

6.4.2.2.  TOP COUNTRY ANALYSIS

6.4.2.2.1.    UK

6.4.2.2.1.1.   MARKET ESTIMATIONS AND FORECASTS 2014-2023($ MILLION)

6.4.2.2.1.2.   TOP PLAYERS & KEY PRODUCTS

6.4.2.2.1.3.   KEY CONCLUSIONS

6.4.2.2.2.    FRANCE

6.4.2.2.2.1.   MARKET ESTIMATIONS AND FORECASTS 2014-2023($ MILLION)

6.4.2.2.2.2.   TOP PLAYERS & KEY PRODUCTS

6.4.2.2.2.3.   KEY CONCLUSIONS

6.4.2.2.3.    GERMANY

6.4.2.2.3.1.   MARKET ESTIMATIONS AND FORECASTS 2014-2023($ MILLION)

6.4.2.2.3.2.   TOP PLAYERS & KEY PRODUCTS

6.4.2.2.3.3.   KEY CONCLUSIONS

6.4.2.2.4.    SPAIN

6.4.2.2.4.1.   MARKET ESTIMATIONS AND FORECASTS 2014-2023($ MILLION)

6.4.2.2.4.2.   TOP PLAYERS & KEY PRODUCTS

6.4.2.2.4.3.   KEY CONCLUSIONS

6.4.2.2.5.    REST OF EUROPE

6.4.2.2.5.1.   MARKET ESTIMATIONS AND FORECASTS 2014-2023($ MILLION)

6.4.2.2.5.2.   TOP PLAYERS & KEY PRODUCTS

6.4.2.2.5.3.   KEY CONCLUSIONS

6.4.3.     ASIA PACIFIC

6.4.3.1.  INDUSTRY APPLICATION ANALYSIS

6.4.3.2.  TOP COUNTRY ANALYSIS

6.4.3.2.1.    CHINA

6.4.3.2.1.1.   MARKET ESTIMATIONS AND FORECASTS 2014-2023($ MILLION)

6.4.3.2.1.2.   TOP PLAYERS & KEY PRODUCTS

6.4.3.2.1.3.   KEY CONCLUSIONS

6.4.3.2.2.    INDIA

6.4.3.2.2.1.   MARKET ESTIMATIONS AND FORECASTS 2014-2023($ MILLION)

6.4.3.2.2.2.   TOP PLAYERS & KEY PRODUCTS

6.4.3.2.2.3.   KEY CONCLUSIONS

6.4.3.2.3.    JAPAN

6.4.3.2.3.1.   MARKET ESTIMATIONS AND FORECASTS 2014-2023($ MILLION)

6.4.3.2.3.2.   TOP PLAYERS & KEY PRODUCTS

6.4.3.2.3.3.   KEY CONCLUSIONS

6.4.3.2.4.    AUSTRALIA

6.4.3.2.4.1.   MARKET ESTIMATIONS AND FORECASTS 2014-2023($ MILLION)

6.4.3.2.4.2.   TOP PLAYERS & KEY PRODUCTS

6.4.3.2.4.3.   KEY CONCLUSIONS

6.4.3.2.5.    REST OF ASIA PACIFIC

6.4.3.2.5.1.   MARKET ESTIMATIONS AND FORECASTS 2014-2023($ MILLION)

6.4.3.2.5.2.   TOP PLAYERS & KEY PRODUCTS

6.4.3.2.5.3.   KEY CONCLUSIONS

6.4.4.     ROW

6.4.4.1.  INDUSTRY APPLICATION ANALYSIS

6.4.4.2.  TOP COUNTRY ANALYSIS

6.4.4.2.1.    LATIN AMERICA

6.4.4.2.1.1.   MARKET ESTIMATIONS AND FORECASTS 2014-2023($ MILLION)

6.4.4.2.1.2.   TOP PLAYERS & KEY PRODUCTS

6.4.4.2.1.3.   KEY CONCLUSIONS

6.4.4.2.2.    MIDDLE EAST & AFRICA

6.4.4.2.2.1.   MARKET ESTIMATIONS AND FORECASTS 2014-2023($ MILLION)

6.4.4.2.2.2.   TOP PLAYERS & KEY PRODUCTS

6.4.4.2.2.3.   KEY CONCLUSIONS

7.       COMPANY PROFILES

7.1. MATTERPORT

7.1.1.        OVERVIEW

7.1.2.        PRODUCT PORTFOLIO

7.1.3.        KEY INNOVATION SECTOR

7.1.4.        STRATEGIC INITIATIVES

7.1.5.        SCOT ANALYSIS

7.1.6.        STRATEGIC ANALYSIS

7.2. WEVR

7.2.1.        OVERVIEW

7.2.2.        PRODUCT PORTFOLIO

7.2.3.        KEY INNOVATION SECTOR

7.2.4.        STRATEGIC INITIATIVES

7.2.5.        SCOT ANALYSIS

7.2.6.        STRATEGIC ANALYSIS

7.3. KONCEPT VR

7.3.1.        OVERVIEW

7.3.2.        PRODUCT PORTFOLIO

7.3.3.        KEY INNOVATION SECTOR

7.3.4.        STRATEGIC INITIATIVES

7.3.5.        SCOT ANALYSIS

7.3.6.        STRATEGIC ANALYSIS

7.4. VOXELUS

7.4.1.        OVERVIEW

7.4.2.        PRODUCT PORTFOLIO

7.4.3.        KEY INNOVATION SECTOR

7.4.4.        STRATEGIC INITIATIVES

7.4.5.        SCOT ANALYSIS

7.4.6.        STRATEGIC ANALYSIS

7.5. SUBVRSIVE

7.5.1.        OVERVIEW

7.5.2.        PRODUCT PORTFOLIO

7.5.3.        KEY INNOVATION SECTOR

7.5.4.        STRATEGIC INITIATIVES

7.5.5.        SCOT ANALYSIS

7.5.6.        STRATEGIC ANALYSIS

7.6. PANEDIA PTY LTD

7.6.1.        OVERVIEW

7.6.2.        PRODUCT PORTFOLIO

7.6.3.        KEY INNOVATION SECTOR

7.6.4.        STRATEGIC INITIATIVES

7.6.5.        SCOT ANALYSIS

7.6.6.        STRATEGIC ANALYSIS

7.7. 360 LABS

7.7.1.        OVERVIEW

7.7.2.        PRODUCT PORTFOLIO

7.7.3.        KEY INNOVATION SECTOR

7.7.4.        STRATEGIC INITIATIVES

7.7.5.        SCOT ANALYSIS

7.7.6.        STRATEGIC ANALYSIS

7.8. WEMAKEVR

7.8.1.        OVERVIEW

7.8.2.        PRODUCT PORTFOLIO

7.8.3.        KEY INNOVATION SECTOR

7.8.4.        STRATEGIC INITIATIVES

7.8.5.        SCOT ANALYSIS

7.8.6.        STRATEGIC ANALYSIS

7.9. MATTERVR

7.9.1.        OVERVIEW

7.9.2.        PRODUCT PORTFOLIO

7.9.3.        KEY INNOVATION SECTOR

7.9.4.        STRATEGIC INITIATIVES

7.9.5.        SCOT ANALYSIS

7.9.6.        STRATEGIC ANALYSIS

7.10.                  ELYSIAN STUDIO PRIVATE LIMITED (MERAKI)

7.10.1.    OVERVIEW

7.10.2.    PRODUCT PORTFOLIO

7.10.3.    KEY INNOVATION SECTOR

7.10.4.    STRATEGIC INITIATIVES

7.10.5.    SCOT ANALYSIS

7.10.6.    STRATEGIC ANALYSIS

7.11.                   VIRTUIX

7.11.1.    OVERVIEW

7.11.2.    PRODUCT PORTFOLIO

7.11.3.    KEY INNOVATION SECTOR

7.11.4.    STRATEGIC INITIATIVES

7.11.5.    SCOT ANALYSIS

7.11.6.    STRATEGIC ANALYSIS

7.12.                  NEXT VR

7.12.1.    OVERVIEW

7.12.2.    PRODUCT PORTFOLIO

7.12.3.    KEY INNOVATION SECTOR

7.12.4.    STRATEGIC INITIATIVES

7.12.5.    SCOT ANALYSIS

7.13.                  DISCOVERY VR

7.13.1.    OVERVIEW

7.13.2.    PRODUCT PORTFOLIO

7.13.3.    KEY INNOVATION SECTOR

7.13.4.    STRATEGIC INITIATIVES

7.13.5.    SCOT ANALYSIS

7.13.6.    STRATEGIC ANALYSIS

7.14.                  LITTLSTAR

7.14.1.    OVERVIEW

7.14.2.    PRODUCT PORTFOLIO

7.14.3.    KEY INNOVATION SECTOR

7.14.4.    STRATEGIC INITIATIVES

7.14.5.    SCOT ANALYSIS

7.14.6.    STRATEGIC ANALYSIS

7.15.                  JAUNT

7.15.1.    OVERVIEW

7.15.2.    PRODUCT PORTFOLIO

7.15.3.    KEY INNOVATION SECTOR

7.15.4.    STRATEGIC INITIATIVES

7.15.5.    SCOT ANALYSIS

7.15.6.    STRATEGIC ANALYSIS

7.16.                  OTHERS

7.16.1.    OVERVIEW

7.16.2.    PRODUCT PORTFOLIO

7.16.3.    KEY INNOVATION SECTOR

7.16.4.    STRATEGIC INITIATIVES

7.16.5.    SCOT ANALYSIS

7.16.6.    STRATEGIC ANALYSIS

 

LIST OF TABLES

 

1.            GLOBAL VR CONTENT CREATION MARKET BY CONTENT TYPE 2014-2023 ($ MILLION)

2.            GLOBAL VIDEOS VR CONTENT CREATION MARKET BY GEOGRAPHY 2014-2023 ($ MILLION)

3.            GLOBAL 360 DEGREE PHOTOS VR CONTENT CREATION MARKET BY GEOGRAPHY 2014-2023 ($ MILLION)

4.            GLOBAL GAMES VR CONTENT CREATION MARKET BY GEOGRAPHY 2014-2023 ($ MILLION)

5.            GLOBAL VR CONTENT CREATION MARKET BY SOLUTION 2014-2023 ($ MILLION)

6.            GLOBAL SOFTWARE VR CONTENT CREATION MARKET BY GEOGRAPHY 2014-2023 ($ MILLION)

7.            GLOBAL SERVICES VR CONTENT CREATION MARKET BY GEOGRAPHY 2014-2023 ($ MILLION)

8.            GLOBAL VR CONTENT CREATION MARKET BY  END-USE SECTOR 2014-2023 ($ MILLION)

9.            GLOBAL REAL ESTATE  VR CONTENT CREATION MARKET BY GEOGRAPHY 2014-2023 ($ MILLION)

10.        GLOBAL TRAVEL, HOSPITALITY AND EVENTS VR CONTENT CREATION MARKET BY GEOGRAPHY 2014-2023 ($ MILLION)

11.        GLOBAL MEDIA AND ENTERTAINMENT VR CONTENT CREATION MARKET BY GEOGRAPHY 2014-2023 ($ MILLION)

12.        GLOBAL RETAIL VR CONTENT CREATION MARKET BY GEOGRAPHY 2014-2023 ($ MILLION)

13.        GLOBAL GAMING VR CONTENT CREATION MARKET BY GEOGRAPHY 2014-2023 ($ MILLION)

14.        GLOBAL AUTOMOTIVE VR CONTENT CREATION MARKET BY GEOGRAPHY 2014-2023 ($ MILLION)

15.        GLOBAL OTHERS VR CONTENT CREATION MARKET BY GEOGRAPHY 2014-2023 ($ MILLION)

16.        NORTH AMERICA VR CONTENT CREATION MARKET 2014-2023 ($ MILLION)

17.        EUROPE VR CONTENT CREATION MARKET 2014-2023 ($ MILLION)

18.        ASIA PACIFIC VR CONTENT CREATION MARKET 2014-2023 ($ MILLION)

19.        REST OF THE WORLD VR CONTENT CREATION MARKET 2014-2023 ($ MILLION)

LIST OF FIGURES

1.            GLOBAL VIDEOS VR CONTENT CREATION MARKET 2014-2023 ($ MILLION)

2.            GLOBAL 360 DEGREE PHOTOS VR CONTENT CREATION MARKET 2014-2023 ($ MILLION)

3.            GLOBAL GAMES VR CONTENT CREATION MARKET 2014-2023 ($ MILLION)

4.            GLOBAL SOFTWARE VR CONTENT CREATION MARKET 2014-2023 ($ MILLION)

5.            GLOBAL SERVICES VR CONTENT CREATION MARKET 2014-2023 ($ MILLION)

6.            GLOBAL REAL ESTATE VR CONTENT CREATION MARKET 2014-2023 ($ MILLION)

7.            GLOBAL TRAVEL, HOSPITALITY AND EVENTS VR CONTENT CREATION MARKET 2014-2023 ($ MILLION)

8.            GLOBAL MEDIA AND ENTERTAINMENT VR CONTENT CREATION MARKET 2014-2023 ($ MILLION)

9.            GLOBAL RETAIL VR CONTENT CREATION MARKET 2014-2023 ($ MILLION)

10.        GLOBAL GAMING VR CONTENT CREATION MARKET 2014-2023 ($ MILLION)

11.        GLOBAL AUTOMOTIVE VR CONTENT CREATION MARKET 2014-2023 ($ MILLION)

12.        GLOBAL OTHERS VR CONTENT CREATION MARKET 2014-2023 ($ MILLION)

13.        UNITED STATES (U.S.) VR CONTENT CREATION MARKET 2014-2023 ($ MILLION)

14.        CANADA VR CONTENT CREATION MARKET 2014-2023 ($ MILLION)

15.        UNITED KINGDOM (UK) VR CONTENT CREATION MARKET 2014-2023 ($ MILLION)

16.        FRANCE VR CONTENT CREATION MARKET 2014-2023 ($ MILLION)

17.        GERMANY VR CONTENT CREATION MARKET 2014-2023 ($ MILLION)

18.        SPAIN VR CONTENT CREATION MARKET 2014-2023 ($ MILLION)

19.        ROE VR CONTENT CREATION MARKET 2014-2023 ($ MILLION)

20.        INDIA VR CONTENT CREATION MARKET 2014-2023 ($ MILLION)

21.        CHINA VR CONTENT CREATION MARKET 2014-2023 ($ MILLION)

22.        JAPAN VR CONTENT CREATION MARKET 2014-2023 ($ MILLION)

23.        AUSTRALIA VR CONTENT CREATION MARKET 2014-2023 ($ MILLION)

24.        ROAPAC VR CONTENT CREATION MARKET 2014-2023 ($ MILLION)

25.        LATIN AMERICA VR CONTENT CREATION MARKET 2014-2023 ($ MILLION)

26.        MENA VR CONTENT CREATION MARKET 2014-2023 ($ MILLION)

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