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Covid-19 Impact on Global VR and 360 Video Market Size, Status and Forecast 2020-2026

June 2020 | 132 pages | ID: C07386DAE2E6EN
QYResearch

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VR and 360 Video market is segmented by Type, and by Application. Players, stakeholders, and other participants in the global VR and 360 Video market will be able to gain the upper hand as they use the report as a powerful resource. The segmental analysis focuses on revenue and forecast by Type and by Application in terms of revenue and forecast for the period 2015-2026.
Since the COVID-19 virus outbreak in December 2019, the disease has spread to almost 200 countries around the globe with the World Health Organization declaring it a public health emergency. The global impacts of the coronavirus disease 2019 (COVID-19) are already starting to be felt, and will significantly affect the VR and 360 Video market in 2020. The outbreak of COVID-19 has brought effects on many aspects, like flight cancellations; travel bans and quarantines; restaurants closed; all indoor events restricted; over forty countries state of emergency declared; massive slowing of the supply chain; stock market volatility; falling business confidence, growing panic among the population, and uncertainty about future.
This report also analyzes the impact of Coronavirus COVID-19 on the VR and 360 Video industry.
The key players covered in this study
  • Koncept VR
  • Light Sail VR
  • Felix & Paul Studios
  • Emblematic Group
  • BigLook 360
  • VR Playhouse
  • Penrose Studios
  • Baobab Studios
  • RYOT
  • Fable Studio
  • WITHIN
  • VR Gorilla
  • 360 Labs
  • Spherica
  • Visualize Creative Limited
  • Prosper XR
  • Axis Images
  • Vgers
  • Supersphere VR
  • Wheelhouse Media
Market segment by Type, the product can be split into
  • Documentary
  • The Film
  • TV Series
  • Other
Market segment by Application, split into
  • Cinema
  • TV Station
  • Online Media
  • Other
Market segment by Regions/Countries, this report covers
  • North America
  • Europe
  • China
  • Japan
  • Southeast Asia
  • India
  • Central & South America
The study objectives of this report are:
  • To analyze global VR and 360 Video status, future forecast, growth opportunity, key market and key players.
  • To present the VR and 360 Video development in North America, Europe, China, Japan, Southeast Asia, India and Central & South America.
To strategically profile the key players and comprehensively analyze their development plan and strategies.
  • To define, describe and forecast the market by type, market and key regions.
In this study, the years considered to estimate the market size of VR and 360 Video are as follows:
History Year: 2015-2019
Base Year: 2019
Estimated Year: 2020
Forecast Year 2020 to 2026
For the data information by region, company, type and application, 2019 is considered as the base year. Whenever data information was unavailable for the base year, the prior year has been considered.
1 REPORT OVERVIEW

1.1 Study Scope
1.2 Key Market Segments
1.3 Players Covered: Ranking by VR and 360 Video Revenue
1.4 Covid-19 Implications on Market by Type
  1.4.1 Global VR and 360 Video Market Size Growth Rate by Type: 2020 VS 2026
  1.4.2 Documentary
  1.4.3 The Film
  1.4.4 TV Series
  1.4.5 Other
1.5 Market by Application
  1.5.1 Global VR and 360 Video Market Share by Application: 2020 VS 2026
  1.5.2 Cinema
  1.5.3 TV Station
  1.5.4 Online Media
  1.5.5 Other
1.6 Coronavirus Disease 2019 (Covid-19): VR and 360 Video Industry Impact
  1.6.1 Covid-19 Impact: Global GDP Growth, 2019, 2020 and 2021 Projections
  1.6.2 Covid-19 Impact: Commodity Prices Indices
  1.6.3 Covid-19 Impact: Global Major Government Policy
1.7 Study Objectives
1.8 Years Considered

2 GLOBAL GROWTH TRENDS

2.1 Covid-19 Implications on Global VR and 360 Video Market Perspective (2015-2026)
2.2 Covid-19 Implications on Global VR and 360 Video Growth Trends by Regions
  2.2.1 VR and 360 Video Market Size by Regions: 2015 VS 2020 VS 2026
  2.2.2 VR and 360 Video Historic Market Share by Regions (2015-2020)
  2.2.3 VR and 360 Video Forecasted Market Size by Regions (2021-2026)
2.3 Industry Trends and Growth Strategy
  2.3.1 Market Top Trends
  2.3.2 Market Drivers
  2.3.3 Market Challenges
  2.3.4 Porter’s Five Forces Analysis
  2.3.5 VR and 360 Video Market Growth Strategy
  2.3.6 Primary Interviews with Key VR and 360 Video Players (Opinion Leaders)

3 COVID-19 IMPLICATIONS ON COMPETITION LANDSCAPE BY KEY PLAYERS

3.1 Global Top VR and 360 Video Players by Market Size
  3.1.1 Global Top VR and 360 Video Players by Revenue (2015-2020)
  3.1.2 Global VR and 360 Video Revenue Market Share by Players (2015-2020)
  3.1.3 Global VR and 360 Video Market Share by Company Type (Tier 1, Tier 2 and Tier 3)
3.2 Global VR and 360 Video Market Concentration Ratio
  3.2.1 Global VR and 360 Video Market Concentration Ratio (CR5 and HHI)
  3.2.2 Global Top 10 and Top 5 Companies by VR and 360 Video Revenue in 2019
3.3 VR and 360 Video Key Players Head office and Area Served
3.4 Key Players VR and 360 Video Product Solution and Service
3.5 Date of Enter into VR and 360 Video Market
3.6 Mergers & Acquisitions, Expansion Plans

4 COVID-19 IMPLICATIONS ON MARKET SIZE BY TYPE (2015-2026)

4.1 Global VR and 360 Video Historic Market Size by Type (2015-2020)
4.2 Global VR and 360 Video Forecasted Market Size by Type (2021-2026)

5 COVID-19 IMPLICATIONS ON MARKET SIZE BY APPLICATION (2015-2026)

5.1 Global VR and 360 Video Market Size by Application (2015-2020)
5.2 Global VR and 360 Video Forecasted Market Size by Application (2021-2026)

6 NORTH AMERICA IMPACT OF COVID-19

6.1 North America VR and 360 Video Market Size (2015-2020)
6.2 VR and 360 Video Key Players in North America (2019-2020)
6.3 North America VR and 360 Video Market Size by Type (2015-2020)
6.4 North America VR and 360 Video Market Size by Application (2015-2020)

7 EUROPE IMPACT OF COVID-19

7.1 Europe VR and 360 Video Market Size (2015-2020)
7.2 VR and 360 Video Key Players in Europe (2019-2020)
7.3 Europe VR and 360 Video Market Size by Type (2015-2020)
7.4 Europe VR and 360 Video Market Size by Application (2015-2020)

8 CHINA IMPACT OF COVID-19

8.1 China VR and 360 Video Market Size (2015-2020)
8.2 VR and 360 Video Key Players in China (2019-2020)
8.3 China VR and 360 Video Market Size by Type (2015-2020)
8.4 China VR and 360 Video Market Size by Application (2015-2020)

9 JAPAN IMPACT OF COVID-19

9.1 Japan VR and 360 Video Market Size (2015-2020)
9.2 VR and 360 Video Key Players in Japan (2019-2020)
9.3 Japan VR and 360 Video Market Size by Type (2015-2020)
9.4 Japan VR and 360 Video Market Size by Application (2015-2020)

10 SOUTHEAST ASIA IMPACT OF COVID-19

10.1 Southeast Asia VR and 360 Video Market Size (2015-2020)
10.2 VR and 360 Video Key Players in Southeast Asia (2019-2020)
10.3 Southeast Asia VR and 360 Video Market Size by Type (2015-2020)
10.4 Southeast Asia VR and 360 Video Market Size by Application (2015-2020)

11 INDIA IMPACT OF COVID-19

11.1 India VR and 360 Video Market Size (2015-2020)
11.2 VR and 360 Video Key Players in India (2019-2020)
11.3 India VR and 360 Video Market Size by Type (2015-2020)
11.4 India VR and 360 Video Market Size by Application (2015-2020)

12 CENTRAL & SOUTH AMERICA IMPACT OF COVID-19

12.1 Central & South America VR and 360 Video Market Size (2015-2020)
12.2 VR and 360 Video Key Players in Central & South America (2019-2020)
12.3 Central & South America VR and 360 Video Market Size by Type (2015-2020)
12.4 Central & South America VR and 360 Video Market Size by Application (2015-2020)

13KEY PLAYERS PROFILES

13.1 Koncept VR
  13.1.1 Koncept VR Company Details
  13.1.2 Koncept VR Business Overview and Its Total Revenue
  13.1.3 Koncept VR VR and 360 Video Introduction
  13.1.4 Koncept VR Revenue in VR and 360 Video Business (2015-2020))
  13.1.5 Koncept VR Recent Development and Reaction to COVID-19
13.2 Light Sail VR
  13.2.1 Light Sail VR Company Details
  13.2.2 Light Sail VR Business Overview and Its Total Revenue
  13.2.3 Light Sail VR VR and 360 Video Introduction
  13.2.4 Light Sail VR Revenue in VR and 360 Video Business (2015-2020)
  13.2.5 Light Sail VR Recent Development and Reaction to COVID-19
13.3 Felix & Paul Studios
  13.3.1 Felix & Paul Studios Company Details
  13.3.2 Felix & Paul Studios Business Overview and Its Total Revenue
  13.3.3 Felix & Paul Studios VR and 360 Video Introduction
  13.3.4 Felix & Paul Studios Revenue in VR and 360 Video Business (2015-2020)
  13.3.5 Felix & Paul Studios Recent Development and Reaction to COVID-19
13.4 Emblematic Group
  13.4.1 Emblematic Group Company Details
  13.4.2 Emblematic Group Business Overview and Its Total Revenue
  13.4.3 Emblematic Group VR and 360 Video Introduction
  13.4.4 Emblematic Group Revenue in VR and 360 Video Business (2015-2020)
  13.4.5 Emblematic Group Recent Development and Reaction to COVID-19
13.5 BigLook
  13.5.1 BigLook 360 Company Details
  13.5.2 BigLook 360 Business Overview and Its Total Revenue
  13.5.3 BigLook 360 VR and 360 Video Introduction
  13.5.4 BigLook 360 Revenue in VR and 360 Video Business (2015-2020)
  13.5.5 BigLook 360 Recent Development and Reaction to COVID-19
13.6 VR Playhouse
  13.6.1 VR Playhouse Company Details
  13.6.2 VR Playhouse Business Overview and Its Total Revenue
  13.6.3 VR Playhouse VR and 360 Video Introduction
  13.6.4 VR Playhouse Revenue in VR and 360 Video Business (2015-2020)
  13.6.5 VR Playhouse Recent Development and Reaction to COVID-19
13.7 Penrose Studios
  13.7.1 Penrose Studios Company Details
  13.7.2 Penrose Studios Business Overview and Its Total Revenue
  13.7.3 Penrose Studios VR and 360 Video Introduction
  13.7.4 Penrose Studios Revenue in VR and 360 Video Business (2015-2020)
  13.7.5 Penrose Studios Recent Development and Reaction to COVID-19
13.8 Baobab Studios
  13.8.1 Baobab Studios Company Details
  13.8.2 Baobab Studios Business Overview and Its Total Revenue
  13.8.3 Baobab Studios VR and 360 Video Introduction
  13.8.4 Baobab Studios Revenue in VR and 360 Video Business (2015-2020)
  13.8.5 Baobab Studios Recent Development and Reaction to COVID-19
13.9 RYOT
  13.9.1 RYOT Company Details
  13.9.2 RYOT Business Overview and Its Total Revenue
  13.9.3 RYOT VR and 360 Video Introduction
  13.9.4 RYOT Revenue in VR and 360 Video Business (2015-2020)
  13.9.5 RYOT Recent Development and Reaction to COVID-19
13.10 Fable Studio
  13.10.1 Fable Studio Company Details
  13.10.2 Fable Studio Business Overview and Its Total Revenue
  13.10.3 Fable Studio VR and 360 Video Introduction
  13.10.4 Fable Studio Revenue in VR and 360 Video Business (2015-2020)
  13.10.5 Fable Studio Recent Development and Reaction to COVID-19
13.11 WITHIN
  10.11.1 WITHIN Company Details
  10.11.2 WITHIN Business Overview and Its Total Revenue
  10.11.3 WITHIN VR and 360 Video Introduction
  10.11.4 WITHIN Revenue in VR and 360 Video Business (2015-2020)
  10.11.5 WITHIN Recent Development and Reaction to COVID-19
13.12 VR Gorilla
  10.12.1 VR Gorilla Company Details
  10.12.2 VR Gorilla Business Overview and Its Total Revenue
  10.12.3 VR Gorilla VR and 360 Video Introduction
  10.12.4 VR Gorilla Revenue in VR and 360 Video Business (2015-2020)
  10.12.5 VR Gorilla Recent Development and Reaction to COVID-19
13.13 360 Labs
  10.13.1 360 Labs Company Details
  10.13.2 360 Labs Business Overview and Its Total Revenue
  10.13.3 360 Labs VR and 360 Video Introduction
  10.13.4 360 Labs Revenue in VR and 360 Video Business (2015-2020)
  10.13.5 360 Labs Recent Development and Reaction to COVID-19
13.14 Spherica
  10.14.1 Spherica Company Details
  10.14.2 Spherica Business Overview and Its Total Revenue
  10.14.3 Spherica VR and 360 Video Introduction
  10.14.4 Spherica Revenue in VR and 360 Video Business (2015-2020)
  10.14.5 Spherica Recent Development and Reaction to COVID-19
13.15 Visualize Creative Limited
  10.15.1 Visualize Creative Limited Company Details
  10.15.2 Visualize Creative Limited Business Overview and Its Total Revenue
  10.15.3 Visualize Creative Limited VR and 360 Video Introduction
  10.15.4 Visualize Creative Limited Revenue in VR and 360 Video Business (2015-2020)
  10.15.5 Visualize Creative Limited Recent Development and Reaction to COVID-19
13.16 Prosper XR
  10.16.1 Prosper XR Company Details
  10.16.2 Prosper XR Business Overview and Its Total Revenue
  10.16.3 Prosper XR VR and 360 Video Introduction
  10.16.4 Prosper XR Revenue in VR and 360 Video Business (2015-2020)
  10.16.5 Prosper XR Recent Development and Reaction to COVID-19
13.17 Axis Images
  10.17.1 Axis Images Company Details
  10.17.2 Axis Images Business Overview and Its Total Revenue
  10.17.3 Axis Images VR and 360 Video Introduction
  10.17.4 Axis Images Revenue in VR and 360 Video Business (2015-2020)
  10.17.5 Axis Images Recent Development and Reaction to COVID-19
13.18 Vgers
  10.18.1 Vgers Company Details
  10.18.2 Vgers Business Overview and Its Total Revenue
  10.18.3 Vgers VR and 360 Video Introduction
  10.18.4 Vgers Revenue in VR and 360 Video Business (2015-2020)
  10.18.5 Vgers Recent Development and Reaction to COVID-19
13.19 Supersphere VR
  10.19.1 Supersphere VR Company Details
  10.19.2 Supersphere VR Business Overview and Its Total Revenue
  10.19.3 Supersphere VR VR and 360 Video Introduction
  10.19.4 Supersphere VR Revenue in VR and 360 Video Business (2015-2020)
  10.19.5 Supersphere VR Recent Development and Reaction to COVID-19
13.20 Wheelhouse Media
  10.20.1 Wheelhouse Media Company Details
  10.20.2 Wheelhouse Media Business Overview and Its Total Revenue
  10.20.3 Wheelhouse Media VR and 360 Video Introduction
  10.20.4 Wheelhouse Media Revenue in VR and 360 Video Business (2015-2020)
  10.20.5 Wheelhouse Media Recent Development and Reaction to COVID-19

14ANALYST'S VIEWPOINTS/CONCLUSIONS

15APPENDIX

15.1 Research Methodology
  15.1.1 Methodology/Research Approach
  15.1.2 Data Source
15.2 Disclaimer
15.3 Author Details

LIST OF TABLES

Table 1. VR and 360 Video Key Market Segments
Table 2. Key Players Covered: Ranking by VR and 360 Video Revenue
Table 3. Ranking of Global Top VR and 360 Video Manufacturers by Revenue (US$ Million) in 2019
Table 4. Global VR and 360 Video Market Size Growth Rate by Type (US$ Million): 2020 VS 2026
Table 5. Key Players of Documentary
Table 6. Key Players of The Film
Table 7. Key Players of TV Series
Table 8. Key Players of Other
Table 9. COVID-19 Impact Global Market: (Four VR and 360 Video Market Size Forecast Scenarios)
Table 10. Opportunities and Trends for VR and 360 Video Players in the COVID-19 Landscape
Table 11. Present Opportunities in China & Elsewhere Due to the Coronavirus Crisis
Table 12. Key Regions/Countries Measures against Covid-19 Impact
Table 13. Proposal for VR and 360 Video Players to Combat Covid-19 Impact
Table 14. Global VR and 360 Video Market Size Growth by Application (US$ Million): 2020 VS 2026
Table 15. Global VR and 360 Video Market Size by Regions (US$ Million): 2020 VS 2026
Table 16. Global VR and 360 Video Market Size by Regions (2015-2020) (US$ Million)
Table 17. Global VR and 360 Video Market Share by Regions (2015-2020)
Table 18. Global VR and 360 Video Forecasted Market Size by Regions (2021-2026) (US$ Million)
Table 19. Global VR and 360 Video Market Share by Regions (2021-2026)
Table 20. Market Top Trends
Table 21. Key Drivers: Impact Analysis
Table 22. Key Challenges
Table 23. VR and 360 Video Market Growth Strategy
Table 24. Main Points Interviewed from Key VR and 360 Video Players
Table 25. Global VR and 360 Video Revenue by Players (2015-2020) (Million US$)
Table 26. Global VR and 360 Video Market Share by Players (2015-2020)
Table 27. Global Top VR and 360 Video Players by Company Type (Tier 1, Tier 2 and Tier 3) (based on the Revenue in VR and 360 Video as of 2019)
Table 28. Global VR and 360 Video by Players Market Concentration Ratio (CR5 and HHI)
Table 29. Key Players Headquarters and Area Served
Table 30. Key Players VR and 360 Video Product Solution and Service
Table 31. Date of Enter into VR and 360 Video Market
Table 32. Mergers & Acquisitions, Expansion Plans
Table 33. Global VR and 360 Video Market Size by Type (2015-2020) (Million US$)
Table 34. Global VR and 360 Video Market Size Share by Type (2015-2020)
Table 35. Global VR and 360 Video Revenue Market Share by Type (2021-2026)
Table 36. Global VR and 360 Video Market Size Share by Application (2015-2020)
Table 37. Global VR and 360 Video Market Size by Application (2015-2020) (Million US$)
Table 38. Global VR and 360 Video Market Size Share by Application (2021-2026)
Table 39. North America Key Players VR and 360 Video Revenue (2019-2020) (Million US$)
Table 40. North America Key Players VR and 360 Video Market Share (2019-2020)
Table 41. North America VR and 360 Video Market Size by Type (2015-2020) (Million US$)
Table 42. North America VR and 360 Video Market Share by Type (2015-2020)
Table 43. North America VR and 360 Video Market Size by Application (2015-2020) (Million US$)
Table 44. North America VR and 360 Video Market Share by Application (2015-2020)
Table 45. Europe Key Players VR and 360 Video Revenue (2019-2020) (Million US$)
Table 46. Europe Key Players VR and 360 Video Market Share (2019-2020)
Table 47. Europe VR and 360 Video Market Size by Type (2015-2020) (Million US$)
Table 48. Europe VR and 360 Video Market Share by Type (2015-2020)
Table 49. Europe VR and 360 Video Market Size by Application (2015-2020) (Million US$)
Table 50. Europe VR and 360 Video Market Share by Application (2015-2020)
Table 51. China Key Players VR and 360 Video Revenue (2019-2020) (Million US$)
Table 52. China Key Players VR and 360 Video Market Share (2019-2020)
Table 53. China VR and 360 Video Market Size by Type (2015-2020) (Million US$)
Table 54. China VR and 360 Video Market Share by Type (2015-2020)
Table 55. China VR and 360 Video Market Size by Application (2015-2020) (Million US$)
Table 56. China VR and 360 Video Market Share by Application (2015-2020)
Table 57. Japan Key Players VR and 360 Video Revenue (2019-2020) (Million US$)
Table 58. Japan Key Players VR and 360 Video Market Share (2019-2020)
Table 59. Japan VR and 360 Video Market Size by Type (2015-2020) (Million US$)
Table 60. Japan VR and 360 Video Market Share by Type (2015-2020)
Table 61. Japan VR and 360 Video Market Size by Application (2015-2020) (Million US$)
Table 62. Japan VR and 360 Video Market Share by Application (2015-2020)
Table 63. Southeast Asia Key Players VR and 360 Video Revenue (2019-2020) (Million US$)
Table 64. Southeast Asia Key Players VR and 360 Video Market Share (2019-2020)
Table 65. Southeast Asia VR and 360 Video Market Size by Type (2015-2020) (Million US$)
Table 66. Southeast Asia VR and 360 Video Market Share by Type (2015-2020)
Table 67. Southeast Asia VR and 360 Video Market Size by Application (2015-2020) (Million US$)
Table 68. Southeast Asia VR and 360 Video Market Share by Application (2015-2020)
Table 69. India Key Players VR and 360 Video Revenue (2019-2020) (Million US$)
Table 70. India Key Players VR and 360 Video Market Share (2019-2020)
Table 71. India VR and 360 Video Market Size by Type (2015-2020) (Million US$)
Table 72. India VR and 360 Video Market Share by Type (2015-2020)
Table 73. India VR and 360 Video Market Size by Application (2015-2020) (Million US$)
Table 74. India VR and 360 Video Market Share by Application (2015-2020)
Table 75. Central & South America Key Players VR and 360 Video Revenue (2019-2020) (Million US$)
Table 76. Central & South America Key Players VR and 360 Video Market Share (2019-2020)
Table 77. Central & South America VR and 360 Video Market Size by Type (2015-2020) (Million US$)
Table 78. Central & South America VR and 360 Video Market Share by Type (2015-2020)
Table 79. Central & South America VR and 360 Video Market Size by Application (2015-2020) (Million US$)
Table 80. Central & South America VR and 360 Video Market Share by Application (2015-2020)
Table 81. Koncept VR Company Details
Table 82. Koncept VR Business Overview
Table 83. Koncept VR Product
Table 84. Koncept VR Revenue in VR and 360 Video Business (2015-2020) (Million US$)
Table 85. Koncept VR Recent Development
Table 86. Light Sail VR Company Details
Table 87. Light Sail VR Business Overview
Table 88. Light Sail VR Product
Table 89. Light Sail VR Revenue in VR and 360 Video Business (2015-2020) (Million US$)
Table 90. Light Sail VR Recent Development
Table 91. Felix & Paul Studios Company Details
Table 92. Felix & Paul Studios Business Overview
Table 93. Felix & Paul Studios Product
Table 94. Felix & Paul Studios Revenue in VR and 360 Video Business (2015-2020) (Million US$)
Table 95. Felix & Paul Studios Recent Development
Table 96. Emblematic Group Company Details
Table 97. Emblematic Group Business Overview
Table 98. Emblematic Group Product
Table 99. Emblematic Group Revenue in VR and 360 Video Business (2015-2020) (Million US$)
Table 100. Emblematic Group Recent Development
Table 101. BigLook 360 Company Details
Table 102. BigLook 360 Business Overview
Table 103. BigLook 360 Product
Table 104. BigLook 360 Revenue in VR and 360 Video Business (2015-2020) (Million US$)
Table 105. BigLook 360 Recent Development
Table 106. VR Playhouse Company Details
Table 107. VR Playhouse Business Overview
Table 108. VR Playhouse Product
Table 109. VR Playhouse Revenue in VR and 360 Video Business (2015-2020) (Million US$)
Table 110. VR Playhouse Recent Development
Table 111. Penrose Studios Company Details
Table 112. Penrose Studios Business Overview
Table 113. Penrose Studios Product
Table 114. Penrose Studios Revenue in VR and 360 Video Business (2015-2020) (Million US$)
Table 115. Penrose Studios Recent Development
Table 116. Baobab Studios Business Overview
Table 117. Baobab Studios Product
Table 118. Baobab Studios Company Details
Table 119. Baobab Studios Revenue in VR and 360 Video Business (2015-2020) (Million US$)
Table 120. Baobab Studios Recent Development
Table 121. RYOT Company Details
Table 122. RYOT Business Overview
Table 123. RYOT Product
Table 124. RYOT Revenue in VR and 360 Video Business (2015-2020) (Million US$)
Table 125. RYOT Recent Development
Table 126. Fable Studio Company Details
Table 127. Fable Studio Business Overview
Table 128. Fable Studio Product
Table 129. Fable Studio Revenue in VR and 360 Video Business (2015-2020) (Million US$)
Table 130. Fable Studio Recent Development
Table 131. WITHIN Company Details
Table 132. WITHIN Business Overview
Table 133. WITHIN Product
Table 134. WITHIN Revenue in VR and 360 Video Business (2015-2020) (Million US$)
Table 135. WITHIN Recent Development
Table 136. VR Gorilla Company Details
Table 137. VR Gorilla Business Overview
Table 138. VR Gorilla Product
Table 139. VR Gorilla Revenue in VR and 360 Video Business (2015-2020) (Million US$)
Table 140. VR Gorilla Recent Development
Table 141. 360 Labs Company Details
Table 142. 360 Labs Business Overview
Table 143. 360 Labs Product
Table 144. 360 Labs Revenue in VR and 360 Video Business (2015-2020) (Million US$)
Table 145. 360 Labs Recent Development
Table 146. Spherica Company Details
Table 147. Spherica Business Overview
Table 148. Spherica Product
Table 149. Spherica Revenue in VR and 360 Video Business (2015-2020) (Million US$)
Table 150. Spherica Recent Development
Table 151. Visualize Creative Limited Company Details
Table 152. Visualize Creative Limited Business Overview
Table 153. Visualize Creative Limited Product
Table 154. Visualize Creative Limited Revenue in VR and 360 Video Business (2015-2020) (Million US$)
Table 155. Visualize Creative Limited Recent Development
Table 156. Prosper XR Company Details
Table 157. Prosper XR Business Overview
Table 158. Prosper XR Product
Table 159. Prosper XR Revenue in VR and 360 Video Business (2015-2020) (Million US$)
Table 160. Prosper XR Recent Development
Table 161. Axis Images Company Details
Table 162. Axis Images Business Overview
Table 163. Axis Images Product
Table 164. Axis Images Revenue in VR and 360 Video Business (2015-2020) (Million US$)
Table 165. Axis Images Recent Development
Table 166. Vgers Company Details
Table 167. Vgers Business Overview
Table 168. Vgers Product
Table 169. Vgers Revenue in VR and 360 Video Business (2015-2020) (Million US$)
Table 170. Vgers Recent Development
Table 171. Supersphere VR Company Details
Table 172. Supersphere VR Business Overview
Table 173. Supersphere VR Product
Table 174. Supersphere VR Revenue in VR and 360 Video Business (2015-2020) (Million US$)
Table 175. Supersphere VR Recent Development
Table 176. Wheelhouse Media Company Details
Table 177. Wheelhouse Media Business Overview
Table 178. Wheelhouse Media Product
Table 179. Wheelhouse Media Revenue in VR and 360 Video Business (2015-2020) (Million US$)
Table 180. Wheelhouse Media Recent Development
Table 181. Research Programs/Design for This Report
Table 182. Key Data Information from Secondary Sources
Table 183. Key Data Information from Primary Sources

LIST OF FIGURES

Figure 1. Global VR and 360 Video Market Share by Type: 2020 VS 2026
Figure 2. Documentary Features
Figure 3. The Film Features
Figure 4. TV Series Features
Figure 5. Other Features
Figure 6. Global VR and 360 Video Market Share by Application: 2020 VS 2026
Figure 7. Cinema Case Studies
Figure 8. TV Station Case Studies
Figure 9. Online Media Case Studies
Figure 10. Other Case Studies
Figure 11. VR and 360 Video Report Years Considered
Figure 12. Global VR and 360 Video Market Size YoY Growth 2015-2026 (US$ Million)
Figure 13. Global VR and 360 Video Market Share by Regions: 2020 VS 2026
Figure 14. Global VR and 360 Video Market Share by Regions (2021-2026)
Figure 15. Porter's Five Forces Analysis
Figure 16. Global VR and 360 Video Market Share by Players in 2019
Figure 17. Global Top VR and 360 Video Players by Company Type (Tier 1, Tier 2 and Tier 3) (based on the Revenue in VR and 360 Video as of 2019
Figure 18. The Top 10 and 5 Players Market Share by VR and 360 Video Revenue in 2019
Figure 19. North America VR and 360 Video Market Size YoY Growth (2015-2020) (Million US$)
Figure 20. Europe VR and 360 Video Market Size YoY Growth (2015-2020) (Million US$)
Figure 21. China VR and 360 Video Market Size YoY Growth (2015-2020) (Million US$)
Figure 22. Japan VR and 360 Video Market Size YoY Growth (2015-2020) (Million US$)
Figure 23. Southeast Asia VR and 360 Video Market Size YoY Growth (2015-2020) (Million US$)
Figure 24. India VR and 360 Video Market Size YoY Growth (2015-2020) (Million US$)
Figure 25. Central & South America VR and 360 Video Market Size YoY Growth (2015-2020) (Million US$)
Figure 26. Koncept VR Total Revenue (US$ Million): 2019 Compared with 2018
Figure 27. Koncept VR Revenue Growth Rate in VR and 360 Video Business (2015-2020)
Figure 28. Light Sail VR Total Revenue (US$ Million): 2019 Compared with 2018
Figure 29. Light Sail VR Revenue Growth Rate in VR and 360 Video Business (2015-2020)
Figure 30. Felix & Paul Studios Total Revenue (US$ Million): 2019 Compared with 2018
Figure 31. Felix & Paul Studios Revenue Growth Rate in VR and 360 Video Business (2015-2020)
Figure 32. Emblematic Group Total Revenue (US$ Million): 2019 Compared with 2018
Figure 33. Emblematic Group Revenue Growth Rate in VR and 360 Video Business (2015-2020)
Figure 34. BigLook 360 Total Revenue (US$ Million): 2019 Compared with 2018
Figure 35. BigLook 360 Revenue Growth Rate in VR and 360 Video Business (2015-2020)
Figure 36. VR Playhouse Total Revenue (US$ Million): 2019 Compared with 2018
Figure 37. VR Playhouse Revenue Growth Rate in VR and 360 Video Business (2015-2020)
Figure 38. Penrose Studios Total Revenue (US$ Million): 2019 Compared with 2018
Figure 39. Penrose Studios Revenue Growth Rate in VR and 360 Video Business (2015-2020)
Figure 40. Baobab Studios Total Revenue (US$ Million): 2019 Compared with 2018
Figure 41. Baobab Studios Revenue Growth Rate in VR and 360 Video Business (2015-2020)
Figure 42. RYOT Total Revenue (US$ Million): 2019 Compared with 2018
Figure 43. RYOT Revenue Growth Rate in VR and 360 Video Business (2015-2020)
Figure 44. Fable Studio Total Revenue (US$ Million): 2019 Compared with 2018
Figure 45. Fable Studio Revenue Growth Rate in VR and 360 Video Business (2015-2020)
Figure 46. WITHIN Total Revenue (US$ Million): 2019 Compared with 2018
Figure 47. WITHIN Revenue Growth Rate in VR and 360 Video Business (2015-2020)
Figure 48. VR Gorilla Total Revenue (US$ Million): 2019 Compared with 2018
Figure 49. VR Gorilla Revenue Growth Rate in VR and 360 Video Business (2015-2020)
Figure 50. 360 Labs Total Revenue (US$ Million): 2019 Compared with 2018
Figure 51. 360 Labs Revenue Growth Rate in VR and 360 Video Business (2015-2020)
Figure 52. Spherica Total Revenue (US$ Million): 2019 Compared with 2018
Figure 53. Spherica Revenue Growth Rate in VR and 360 Video Business (2015-2020)
Figure 54. Visualize Creative Limited Total Revenue (US$ Million): 2019 Compared with 2018
Figure 55. Visualize Creative Limited Revenue Growth Rate in VR and 360 Video Business (2015-2020)
Figure 56. Prosper XR Total Revenue (US$ Million): 2019 Compared with 2018
Figure 57. Prosper XR Revenue Growth Rate in VR and 360 Video Business (2015-2020)
Figure 58. Axis Images Total Revenue (US$ Million): 2019 Compared with 2018
Figure 59. Axis Images Revenue Growth Rate in VR and 360 Video Business (2015-2020)
Figure 60. Vgers Total Revenue (US$ Million): 2019 Compared with 2018
Figure 61. Vgers Revenue Growth Rate in VR and 360 Video Business (2015-2020)
Figure 62. Supersphere VR Total Revenue (US$ Million): 2019 Compared with 2018
Figure 63. Supersphere VR Revenue Growth Rate in VR and 360 Video Business (2015-2020)
Figure 64. Wheelhouse Media Total Revenue (US$ Million): 2019 Compared with 2018
Figure 65. Wheelhouse Media Revenue Growth Rate in VR and 360 Video Business (2015-2020)
Figure 66. Bottom-up and Top-down Approaches for This Report
Figure 67. Data Triangulation
Figure 68. Key Executives Interviewed


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