List of Figures:
Figure 1. Research Method Flow Chart 9
Figure 2. Bottom-up Approach and Top-down Approach for Market Estimation 12
Figure 3. Europe Market Forecast in Optimistic, Conservative and Balanced Perspectives, 2019-2030 14
Figure 4. Europe Virtual Reality Content Creation Market, 2019-2030, $ mn 16
Figure 5. Primary Drivers and Impact Factors of Europe Virtual Reality Content Creation Market 17
Figure 6. Primary Restraints and Impact Factors of Europe Virtual Reality Content Creation Market 20
Figure 7. Porter’s Fiver Forces Analysis of Europe Virtual Reality Content Creation Market 26
Figure 8. Breakdown of Europe Virtual Reality Content Creation Market by Solution, 2019-2030, % of Revenue 30
Figure 9. Contribution to Europe 2020-2030 Cumulative Revenue by Solution, Value ($ mn) and Share (%) 31
Figure 10. Europe Virtual Reality Content Creation Market: Software, 2019-2030, $ mn 32
Figure 11. Europe Virtual Reality Content Creation Market: Services, 2019-2030, $ mn 33
Figure 12. Breakdown of Europe Virtual Reality Content Creation Market by Content Type, 2019-2030, % of Revenue 34
Figure 13. Contribution to Europe 2020-2030 Cumulative Revenue by Content Type, Value ($ mn) and Share (%) 35
Figure 14. Europe Virtual Reality Content Creation Market: Games, 2019-2030, $ mn 36
Figure 15. Europe Virtual Reality Content Creation Market: Videos, 2019-2030, $ mn 37
Figure 16. Europe Virtual Reality Content Creation Market: Images, 2019-2030, $ mn 39
Figure 17. Breakdown of Europe Virtual Reality Content Creation Market by VR Medium, 2019-2030, % of Revenue 40
Figure 18. Contribution to Europe 2020-2030 Cumulative Revenue by VR Medium, Value ($ mn) and Share (%) 41
Figure 19. Europe Virtual Reality Content Creation Market: Mobile-based VR Content, 2019-2030, $ mn 42
Figure 20. Europe Virtual Reality Content Creation Market: Console-based VR Content, 2019-2030, $ mn 43
Figure 21. Europe Virtual Reality Content Creation Market: PC-based VR Content, 2019-2030, $ mn 44
Figure 22. Breakdown of Europe Virtual Reality Content Creation Market by Application, 2019-2030, % of Revenue 45
Figure 23. Contribution to Europe 2020-2030 Cumulative Revenue by Application, Value ($ mn) and Share (%) 46
Figure 24. Europe Virtual Reality Content Creation Market: Healthcare, 2019-2030, $ mn 47
Figure 25. Europe Virtual Reality Content Creation Market: Aerospace & Defense, 2019-2030, $ mn 48
Figure 26. Europe Virtual Reality Content Creation Market: Media & Entertainment, 2019-2030, $ mn 49
Figure 27. Europe Virtual Reality Content Creation Market: Gaming, 2019-2030, $ mn 50
Figure 28. Europe Virtual Reality Content Creation Market: Automotive, 2019-2030, $ mn 51
Figure 29. Europe Virtual Reality Content Creation Market: E-commerce & Retail, 2019-2030, $ mn 52
Figure 30. Europe Virtual Reality Content Creation Market: Tourism & Hospitality, 2019-2030, $ mn 53
Figure 31. Europe Virtual Reality Content Creation Market: Real Estate, 2019-2030, $ mn 54
Figure 32. Europe Virtual Reality Content Creation Market: Other Applications, 2019-2030, $ mn 55
Figure 33. Breakdown of European Virtual Reality Content Creation Market by Country, 2019 and 2030, % of Revenue 57
Figure 34. Contribution to Europe 2020-2030 Cumulative Revenue by Country, Value ($ mn) and Share (%) 58
Figure 35. Virtual Reality Content Creation Market in Germany, 2019-2030, $ mn 59
Figure 36. Virtual Reality Content Creation Market in UK, 2019-2030, $ mn 61
Figure 37. Virtual Reality Content Creation Market in France, 2019-2030, $ mn 63
Figure 38. Virtual Reality Content Creation Market in Russia, 2019-2030, $ mn 65
Figure 39. Virtual Reality Content Creation Market in Italy, 2019-2030, $ mn 67
Figure 40. Virtual Reality Content Creation Market in Rest of Europe, 2019-2030, $ mn 69
Figure 41. Growth Stage of Europe Virtual Reality Content Creation Industry over the Forecast Period 71
List of Tables:
Table 1. Snapshot of North America Virtual Reality Content Creation Market, 2019-2030 14
Table 2. Main Product Trends and Market Opportunities in North America Virtual Reality Content Creation Market 22
Table 3. North America Virtual Reality Content Creation Market by Solution, 2019-2030, $ mn 29
Table 4. North America Virtual Reality Content Creation Market by Content Type, 2019-2030, $ mn 33
Table 5. North America Virtual Reality Content Creation Market: Videos by Type, 2019-2030, $ mn 37
Table 6. North America Virtual Reality Content Creation Market by VR Medium, 2019-2030, $ mn 39
Table 7. North America Virtual Reality Content Creation Market by Application, 2019-2030, $ mn 44
Table 8. North America Virtual Reality Content Creation Market by Country, 2019-2030, $ mn 56
Table 9. U.S. Virtual Reality Content Creation Market by Content Type, 2019-2030, $ mn 60
Table 10. U.S. Virtual Reality Content Creation Market by VR Medium, 2019-2030, $ mn 60
Table 11. U.S. Virtual Reality Content Creation Market by Application, 2019-2030, $ mn 60
Table 12. Canada Virtual Reality Content Creation Market by Content Type, 2019-2030, $ mn 63
Table 13. Canada Virtual Reality Content Creation Market by VR Medium, 2019-2030, $ mn 63
Table 14. Canada Virtual Reality Content Creation Market by Application, 2019-2030, $ mn 63
Table 15. 360 Labs: Company Snapshot 68
Table 16. 360 Labs: Business Segmentation 68
Table 17. 360 Labs: Product Portfolio 69
Table 18. 360 Labs: Revenue, 2016-2018, $ mn 69
Table 19. 360 Labs: Recent Developments 69
Table 20. Risk Evaluation for Investing in North America Market, 2019-2030 80
Table 21. Critical Success Factors and Key Takeaways 83
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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.)
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