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Covid-19 Impact on Virtual Reality Content Creation Market, Global Research Reports 2020-2021

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  • 1.1 Research Scope
  • 1.2 Market Segmentation
  • 1.3 Research Objectives
  • 1.4 Research Methodology
    • 1.4.1 Research Process
    • 1.4.2 Data Triangulation
    • 1.4.3 Research Approach
    • 1.4.4 Base Year
  • 1.5 Coronavirus Disease 2019 (Covid-19) Impact Will Have a Severe Impact on Global Growth
    • 1.5.1 Covid-19 Impact: Global GDP Growth, 2019, 2020 and 2021 Projections
    • 1.5.2 Covid-19 Impact: Commodity Prices Indices
    • 1.5.3 Covid-19 Impact: Global Major Government Policy
  • 1.6 The Covid-19 Impact on Virtual Reality Content Creation Industry
  • 1.7 COVID-19 Impact: Virtual Reality Content Creation Market Trends
  • 2 Global Virtual Reality Content Creation Quarterly Market Size Analysis

    • 2.1 Virtual Reality Content Creation Business Impact Assessment - COVID-19
      • 2.1.1 Global Virtual Reality Content Creation Market Size, Pre-COVID-19 and Post- COVID-19 Comparison, 2015-2026
    • 2.2 Global Virtual Reality Content Creation Quarterly Market Size 2020-2021
    • 2.3 COVID-19-Driven Market Dynamics and Factor Analysis
      • 2.3.1 Drivers
      • 2.3.2 Restraints
      • 2.3.3 Opportunities
      • 2.3.4 Challenges

    3 Quarterly Competitive Assessment, 2020

    • 3.1 By Players, Global Virtual Reality Content Creation Quarterly Market Size, 2019 VS 2020
    • 3.2 By Players, Virtual Reality Content Creation Headquarters and Area Served
    • 3.3 Date of Key Players Enter into Virtual Reality Content Creation Market
    • 3.4 Key Players Virtual Reality Content Creation Product Offered
    • 3.5 Mergers & Acquisitions, Expansion Plans

    4 Impact of Covid-19 on Virtual Reality Content Creation Segments, By Type

    • 4.1 Introduction
      • 1.4.1 Videos
      • 1.4.2 360 Degree Photos
      • 1.4.3 Games
    • 4.2 By Type, Global Virtual Reality Content Creation Market Size, 2019-2021

    5 Impact of Covid-19 on Virtual Reality Content Creation Segments, By Application

    • 5.1 Overview
      • 5.5.1 Gaming and Entertainment
      • 5.5.2 Engineering
      • 5.5.3 Healthcare
      • 5.5.4 Retail
      • 5.5.5 Military and Education
      • 5.5.6 Others
    • 5.2 By Application, Global Virtual Reality Content Creation Market Size, 2019-2021
      • 5.2.1 By Application, Global Virtual Reality Content Creation Market Size by Application, 2019-2021

    6 Geographic Analysis

    • 6.1 Introduction
    • 6.2 North America
      • 6.2.1 Macroeconomic Indicators of US
      • 6.2.2 US
      • 6.2.3 Canada
    • 6.3 Europe
      • 6.3.1 Macroeconomic Indicators of Europe
      • 6.3.2 Germany
      • 6.3.3 France
      • 6.3.4 UK
      • 6.3.5 Italy
    • 6.4 Asia-Pacific
      • 6.4.1 Macroeconomic Indicators of Asia-Pacific
      • 6.4.2 China
      • 6.4.3 Japan
      • 6.4.4 South Korea
      • 6.4.5 India
      • 6.4.6 ASEAN
    • 6.5 Rest of World
      • 6.5.1 Latin America
      • 6.5.2 Middle East and Africa

    7 Company Profiles

    • 7.1 360 Labs
      • 7.1.1 360 Labs Business Overview
      • 7.1.2 360 Labs Virtual Reality Content Creation Quarterly Revenue, 2020
      • 7.1.3 360 Labs Virtual Reality Content Creation Product Introduction
      • 7.1.4 360 Labs Response to COVID-19 and Related Developments
    • 7.2 Blippar
      • 7.2.1 Blippar Business Overview
      • 7.2.2 Blippar Virtual Reality Content Creation Quarterly Revenue, 2020
      • 7.2.3 Blippar Virtual Reality Content Creation Product Introduction
      • 7.2.4 Blippar Response to COVID-19 and Related Developments
    • 7.3 Koncept VR
      • 7.3.1 Koncept VR Business Overview
      • 7.3.2 Koncept VR Virtual Reality Content Creation Quarterly Revenue, 2020
      • 7.3.3 Koncept VR Virtual Reality Content Creation Product Introduction
      • 7.3.4 Koncept VR Response to COVID-19 and Related Developments
    • 7.4 Matterport
      • 7.4.1 Matterport Business Overview
      • 7.4.2 Matterport Virtual Reality Content Creation Quarterly Revenue, 2020
      • 7.4.3 Matterport Virtual Reality Content Creation Product Introduction
      • 7.4.4 Matterport Response to COVID-19 and Related Developments
    • 7.5 Panedia Pty Ltd
      • 7.5.1 Panedia Pty Ltd Business Overview
      • 7.5.2 Panedia Pty Ltd Virtual Reality Content Creation Quarterly Revenue, 2020
      • 7.5.3 Panedia Pty Ltd Virtual Reality Content Creation Product Introduction
      • 7.5.4 Panedia Pty Ltd Response to COVID-19 and Related Developments
    • 7.6 SubVRsive
      • 7.6.1 SubVRsive Business Overview
      • 7.6.2 SubVRsive Virtual Reality Content Creation Quarterly Revenue, 2020
      • 7.6.3 SubVRsive Virtual Reality Content Creation Product Introduction
      • 7.6.4 SubVRsive Response to COVID-19 and Related Developments
    • 7.7 Vizor
      • 7.7.1 Vizor Business Overview
      • 7.7.2 Vizor Virtual Reality Content Creation Quarterly Revenue, 2020
      • 7.7.3 Vizor Virtual Reality Content Creation Product Introduction
      • 7.7.4 Vizor Response to COVID-19 and Related Developments
    • 7.8 Voxelus
      • 7.8.1 Voxelus Business Overview
      • 7.8.2 Voxelus Virtual Reality Content Creation Quarterly Revenue, 2020
      • 7.8.3 Voxelus Virtual Reality Content Creation Product Introduction
      • 7.8.4 Voxelus Response to COVID-19 and Related Developments
    • 7.9 WeMakeVR
      • 7.9.1 WeMakeVR Business Overview
      • 7.9.2 WeMakeVR Virtual Reality Content Creation Quarterly Revenue, 2020
      • 7.9.3 WeMakeVR Virtual Reality Content Creation Product Introduction
      • 7.9.4 WeMakeVR Response to COVID-19 and Related Developments
    • 7.10 Wevr
      • 7.10.1 Wevr Business Overview
      • 7.10.2 Wevr Virtual Reality Content Creation Quarterly Revenue, 2020
      • 7.10.3 Wevr Virtual Reality Content Creation Product Introduction
      • 7.10.4 Wevr Response to COVID-19 and Related Developments

    8 Key Findings

      9 Appendix

      • 9.1 About US

      This report covers market size and forecasts of Virtual Reality Content Creation, including the following market information:
      Global Virtual Reality Content Creation Market Size, 2019-2021, and 2020 (quarterly data), (US$ Million)
      Global Virtual Reality Content Creation Market Size by Type and by Application, 2019-2021, and 2020 (quarterly data), (US$ Million)
      Global Virtual Reality Content Creation Market Size by Region (and Key Countries), 2019-2021, and 2020 (quarterly data), (US$ Million)
      Global Virtual Reality Content Creation Market Size by Company, 2019- 2020 (quarterly data), (US$ Million)

      Key market players
      Major competitors identified in this market include 360 Labs, Blippar, Koncept VR, Matterport, Panedia Pty Ltd, SubVRsive, Vizor, Voxelus, WeMakeVR, Wevr, etc.

      Based on the Region:
      Asia-Pacific (China, Japan, South Korea, India and ASEAN)
      North America (US and Canada)
      Europe (Germany, France, UK and Italy)
      Rest of World (Latin America, Middle East & Africa)

      Based on the Type:
      Videos
      360 Degree Photos
      Games

      Based on the Application:
      Gaming and Entertainment
      Engineering
      Healthcare
      Retail
      Military and Education
      Others

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