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
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 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 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 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 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 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 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 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 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 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 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 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 OTHER 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 MERGERS & ACQUISITIONS
5.1.2. LIST OF JOINT VENTURES
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)