Report Detail

Europe virtual reality content creation market reached $177.2 million in 2019 and will grow by 69.3% over 2020-2026 owing to the rising need for VR content creation in the region.
Highlighted with 31 tables and 41 figures, this 92-page report “Europe Virtual Reality Content Creation Market 2020-2030 by Solution, Content Type, VR Medium, Application, and Country: Trend Outlook and Growth Opportunity” is based on a comprehensive research of the entire Europe virtual reality content creation market and all its sub-segments through extensively detailed classifications. Profound analysis and assessment are generated from premium primary and secondary information sources with inputs derived from industry professionals across the value chain. In this report 2019 is the base year for market analysis, with forecast covering 2020-2030. (Please Note: The report will be updated before delivery to make sure that the latest historical year is the base year and the forecast covers at least 5 years over the base year.)
In-depth qualitative analyses include identification and investigation of the following aspects:
• Market Structure
• Growth Drivers
• Restraints and Challenges
• Emerging Product Trends & Market Opportunities
• Porter’s Fiver Forces
The trend and outlook of Europe market is forecast in optimistic, balanced, and conservative view. The balanced (most likely) projection is used to quantify Europe virtual reality content creation market in every aspect of the classification from perspectives of Solution, Content Type, VR Medium, Application, and Country.
Based on Solution, the Europe market is segmented into the following sub-markets with annual revenue ($ mn) for 2019-2030 included in each section.
• Software
• Service
Based on Content Type, the Europe market is segmented into the following sub-markets with annual revenue ($ mn) for 2019-2030 included in each section.
• Games
• Videos (further split into 360 Degree Videos and Immersive Videos)
• Images
Based on VR Medium, the Europe market is segmented into the following sub-markets with annual revenue ($ mn) for 2019-2030 included in each section.
• Mobile-based VR Content
• Console-based VR Content
• PC-based VR Content
Based on Application, the Europe market is segmented into the following sub-markets with annual revenue ($ mn) for 2019-2030 included in each section.
• Healthcare
• Aerospace & Defense
• Media & Entertainment
• Gaming
• Automotive
• E-commerce & Retail
• Tourism & Hospitality
• Real Estate
• Other Applications
Geographically, the following national/local markets are fully investigated:
• Germany
• UK
• France
• Spain
• Italy
• Russia
• Rest of Europe (further segmented into Belgium, Denmark, Austria, Norway, Sweden, The Netherlands, Poland, Czech Republic, Slovakia, Hungary, and Romania)
For each of the aforementioned countries, market analysis and revenue data are available for 2019-2030. The breakdown of major national markets by Content Type, VR Medium, and Application over the years 2019-2030 are also included.
The report also covers current competitive scenario and the predicted trend; and profiles key vendors including market leaders and important emerging players.
Specifically, potential risks associated with investing in Europe virtual reality content creation market are assayed quantitatively and qualitatively through GMD’s Risk Assessment System. According to the risk analysis and evaluation, Critical Success Factors (CSFs) are generated as a guidance to help investors & stockholders identify emerging opportunities, manage and minimize the risks, develop appropriate business models, and make wise strategies and decisions.
Key Players (this may not be a complete list and extra companies can be added upon request):
360 Labs
Blippar
Koncept VR
Matterport
Panedia Pty Ltd.
Pixvana Inc.
Scapic.
SubVRsive
VIAR (Viar360)
WeMakeVR
(Please Note: The report will be updated before delivery to make sure that the latest historical year is the base year and the forecast covers at least 5 years over the base year.)


Table of Contents

    1 Introduction 6

    • 1.1 Industry Definition and Research Scope 6
      • 1.1.1 Industry Definition 6
      • 1.1.2 Research Scope 7
    • 1.2 Research Methodology 9
      • 1.2.1 Overview of Market Research Methodology 9
      • 1.2.2 Market Assumption 10
      • 1.2.3 Secondary Data 10
      • 1.2.4 Primary Data 10
      • 1.2.5 Data Filtration and Model Design 11
      • 1.2.6 Market Size/Share Estimation 12
      • 1.2.7 Research Limitations 13
    • 1.3 Executive Summary 14

    2 Market Overview and Dynamics 16

    • 2.1 Market Size and Forecast 16
    • 2.2 Major Growth Drivers 17
    • 2.3 Market Restraints and Challenges 20
    • 2.4 Emerging Opportunities and Market Trends 23
    • 2.5 Porter’s Fiver Forces Analysis 26

    3 Segmentation of Europe Market by Solution 30

    • 3.1 Market Overview by Solution 30
    • 3.2 Software 32
    • 3.3 Services 33

    4 Segmentation of Europe Market by Content Type 34

    • 4.1 Market Overview by Content Type 34
    • 4.2 Games 36
    • 4.3 Videos 37
    • 4.4 Images 39

    5 Segmentation of Europe Market by VR Medium 40

    • 5.1 Market Overview by VR Medium 40
    • 5.2 Mobile-based VR Content 42
    • 5.3 Console-based VR Content 43
    • 5.4 PC-based VR Content 44

    6 Segmentation of Europe Market by Application 45

    • 6.1 Market Overview by Application 45
    • 6.2 Healthcare 47
    • 6.3 Aerospace & Defense 48
    • 6.4 Media & Entertainment 49
    • 6.5 Gaming 50
    • 6.6 Automotive 51
    • 6.7 E-commerce & Retail 52
    • 6.8 Tourism & Hospitality 53
    • 6.9 Real Estate 54
    • 6.10 Other Applications 55

    7 European Market 2019-2030 by Country 56

    • 7.1 Overview of European Market 56
    • 7.2 Germany 59
    • 7.3 UK 61
    • 7.4 France 63
    • 7.5 Russia 65
    • 7.6 Italy 67
    • 7.7 Rest of European Market 69

    8 Competitive Landscape 71

    • 8.1 Overview of Key Vendors 71
    • 8.2 New Product Launch, Partnership, Investment, and M&A 74
    • 8.3 Company Profiles 75

    360 Labs 75

      Blippar 77

        Koncept VR 78

          Matterport 79

            Panedia Pty Ltd. 80

              Pixvana Inc. 81

                Scapic. 82

                  SubVRsive 83

                    VIAR (Viar360) 84

                      WeMakeVR 85

                        9 Investing in Europe Market: Risk Assessment and Management 86

                        • 9.1 Risk Evaluation of Europe Market 86
                        • 9.2 Critical Success Factors (CSFs) 89

                        Related Reports and Products 92

                        Summary:
                        Get latest Market Research Reports on Europe Virtual Reality Content Creation. Industry analysis & Market Report on Europe Virtual Reality Content Creation is a syndicated market report, published as Europe Virtual Reality Content Creation Market 2020-2030 by Solution, Content Type, VR Medium, Application, and Country: Trend Outlook and Growth Opportunity. It is complete Research Study and Industry Analysis of Europe Virtual Reality Content Creation market, to understand, Market Demand, Growth, trends analysis and Factor Influencing market.

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