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Europe Virtual Reality Content Creation Market 2020-2030 by Solution, Content Type, VR Medium, Application, and Country: Trend Outlook and Growth Opportunity

March 2020 | 92 pages | ID: EC7C99FA9EAEEN
GMD Research

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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.)
1 INTRODUCTION

1.1 Industry Definition and Research Scope
  1.1.1 Industry Definition
  1.1.2 Research Scope
1.2 Research Methodology
  1.2.1 Overview of Market Research Methodology
  1.2.2 Market Assumption
  1.2.3 Secondary Data
  1.2.4 Primary Data
  1.2.5 Data Filtration and Model Design
  1.2.6 Market Size/Share Estimation
  1.2.7 Research Limitations
1.3 Executive Summary

2 MARKET OVERVIEW AND DYNAMICS

2.1 Market Size and Forecast
2.2 Major Growth Drivers
2.3 Market Restraints and Challenges
2.4 Emerging Opportunities and Market Trends
2.5 Porter’s Fiver Forces Analysis

3 SEGMENTATION OF EUROPE MARKET BY SOLUTION

3.1 Market Overview by Solution
3.2 Software
3.3 Services

4 SEGMENTATION OF EUROPE MARKET BY CONTENT TYPE

4.1 Market Overview by Content Type
4.2 Games
4.3 Videos
4.4 Images

5 SEGMENTATION OF EUROPE MARKET BY VR MEDIUM

5.1 Market Overview by VR Medium
5.2 Mobile-based VR Content
5.3 Console-based VR Content
5.4 PC-based VR Content

6 SEGMENTATION OF EUROPE MARKET BY APPLICATION

6.1 Market Overview by Application
6.2 Healthcare
6.3 Aerospace & Defense
6.4 Media & Entertainment
6.5 Gaming
6.6 Automotive
6.7 E-commerce & Retail
6.8 Tourism & Hospitality
6.9 Real Estate
6.10 Other Applications

7 EUROPEAN MARKET 2019-2030 BY COUNTRY

7.1 Overview of European Market
7.2 Germany
7.3 UK
7.4 France
7.5 Russia
7.6 Italy
7.7 Rest of European Market

8 COMPETITIVE LANDSCAPE

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

360 LABS

Blippar
Koncept VR
Matterport
Panedia Pty Ltd.
Pixvana Inc.
Scapic.
SubVRsive
VIAR (Viar360)
WeMakeVR

9 INVESTING IN EUROPE MARKET: RISK ASSESSMENT AND MANAGEMENT

9.1 Risk Evaluation of Europe Market
9.2 Critical Success Factors (CSFs)
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LIST OF TABLES

Table 1. Snapshot of Europe Virtual Reality Content Creation Market, 2019-2030
Table 2. Main Product Trends and Market Opportunities in Europe Virtual Reality Content Creation Market
Table 3. Europe Virtual Reality Content Creation Market by Solution, 2019-2030, $ mn
Table 4. Europe Virtual Reality Content Creation Market by Content Type, 2019-2030, $ mn
Table 5. Europe Virtual Reality Content Creation Market: Videos by Type, 2019-2030, $ mn
Table 6. Europe Virtual Reality Content Creation Market by VR Medium, 2019-2030, $ mn
Table 7. Europe Virtual Reality Content Creation Market by Application, 2019-2030, $ mn
Table 8. Europe Virtual Reality Content Creation Market by Country, 2019-2030, $ mn
Table 9. Germany Virtual Reality Content Creation Market by Content Type, 2019-2030, $ mn
Table 10. Germany Virtual Reality Content Creation Market by VR Medium, 2019-2030, $ mn
Table 11. Germany Virtual Reality Content Creation Market by Application, 2019-2030, $ mn
Table 12. UK Virtual Reality Content Creation Market by Content Type, 2019-2030, $ mn
Table 13. UK Virtual Reality Content Creation Market by VR Medium, 2019-2030, $ mn
Table 14. UK Virtual Reality Content Creation Market by Application, 2019-2030, $ mn
Table 15. France Virtual Reality Content Creation Market by Content Type, 2019-2030, $ mn
Table 16. France Virtual Reality Content Creation Market by VR Medium, 2019-2030, $ mn
Table 17. France Virtual Reality Content Creation Market by Application, 2019-2030, $ mn
Table 18. Russia Virtual Reality Content Creation Market by Content Type, 2019-2030, $ mn
Table 19. Russia Virtual Reality Content Creation Market by VR Medium, 2019-2030, $ mn
Table 20. Russia Virtual Reality Content Creation Market by Application, 2019-2030, $ mn
Table 21. Italy Virtual Reality Content Creation Market by Content Type, 2019-2030, $ mn
Table 22. Italy Virtual Reality Content Creation Market by VR Medium, 2019-2030, $ mn
Table 23. Italy Virtual Reality Content Creation Market by Application, 2019-2030, $ mn
Table 24. Virtual Reality Content Creation Market in Rest of Europe by Country, 2019-2030, $ mn
Table 25. 360 Labs: Company Snapshot
Table 26. 360 Labs: Business Segmentation
Table 27. 360 Labs: Product Portfolio
Table 28. 360 Labs: Revenue, 2016-2018, $ mn
Table 29. 360 Labs: Recent Developments
Table 30. Risk Evaluation for Investing in Europe Market, 2019-2030
Table 31. Critical Success Factors and Key Takeaways

LIST OF FIGURES

Figure 1. Research Method Flow Chart
Figure 2. Bottom-up Approach and Top-down Approach for Market Estimation
Figure 3. Europe Market Forecast in Optimistic, Conservative and Balanced Perspectives, 2019-2030
Figure 4. Europe Virtual Reality Content Creation Market, 2019-2030, $ mn
Figure 5. Primary Drivers and Impact Factors of Europe Virtual Reality Content Creation Market
Figure 6. Primary Restraints and Impact Factors of Europe Virtual Reality Content Creation Market
Figure 7. Porter’s Fiver Forces Analysis of Europe Virtual Reality Content Creation Market
Figure 8. Breakdown of Europe Virtual Reality Content Creation Market by Solution, 2019-2030, % of Revenue
Figure 9. Contribution to Europe 2020-2030 Cumulative Revenue by Solution, Value ($ mn) and Share (%)
Figure 10. Europe Virtual Reality Content Creation Market: Software, 2019-2030, $ mn
Figure 11. Europe Virtual Reality Content Creation Market: Services, 2019-2030, $ mn
Figure 12. Breakdown of Europe Virtual Reality Content Creation Market by Content Type, 2019-2030, % of Revenue
Figure 13. Contribution to Europe 2020-2030 Cumulative Revenue by Content Type, Value ($ mn) and Share (%)
Figure 14. Europe Virtual Reality Content Creation Market: Games, 2019-2030, $ mn
Figure 15. Europe Virtual Reality Content Creation Market: Videos, 2019-2030, $ mn
Figure 16. Europe Virtual Reality Content Creation Market: Images, 2019-2030, $ mn
Figure 17. Breakdown of Europe Virtual Reality Content Creation Market by VR Medium, 2019-2030, % of Revenue
Figure 18. Contribution to Europe 2020-2030 Cumulative Revenue by VR Medium, Value ($ mn) and Share (%)
Figure 19. Europe Virtual Reality Content Creation Market: Mobile-based VR Content, 2019-2030, $ mn
Figure 20. Europe Virtual Reality Content Creation Market: Console-based VR Content, 2019-2030, $ mn
Figure 21. Europe Virtual Reality Content Creation Market: PC-based VR Content, 2019-2030, $ mn
Figure 22. Breakdown of Europe Virtual Reality Content Creation Market by Application, 2019-2030, % of Revenue
Figure 23. Contribution to Europe 2020-2030 Cumulative Revenue by Application, Value ($ mn) and Share (%)
Figure 24. Europe Virtual Reality Content Creation Market: Healthcare, 2019-2030, $ mn
Figure 25. Europe Virtual Reality Content Creation Market: Aerospace & Defense, 2019-2030, $ mn
Figure 26. Europe Virtual Reality Content Creation Market: Media & Entertainment, 2019-2030, $ mn
Figure 27. Europe Virtual Reality Content Creation Market: Gaming, 2019-2030, $ mn
Figure 28. Europe Virtual Reality Content Creation Market: Automotive, 2019-2030, $ mn
Figure 29. Europe Virtual Reality Content Creation Market: E-commerce & Retail, 2019-2030, $ mn
Figure 30. Europe Virtual Reality Content Creation Market: Tourism & Hospitality, 2019-2030, $ mn
Figure 31. Europe Virtual Reality Content Creation Market: Real Estate, 2019-2030, $ mn
Figure 32. Europe Virtual Reality Content Creation Market: Other Applications, 2019-2030, $ mn
Figure 33. Breakdown of European Virtual Reality Content Creation Market by Country, 2019 and 2030, % of Revenue
Figure 34. Contribution to Europe 2020-2030 Cumulative Revenue by Country, Value ($ mn) and Share (%)
Figure 35. Virtual Reality Content Creation Market in Germany, 2019-2030, $ mn
Figure 36. Virtual Reality Content Creation Market in UK, 2019-2030, $ mn
Figure 37. Virtual Reality Content Creation Market in France, 2019-2030, $ mn
Figure 38. Virtual Reality Content Creation Market in Russia, 2019-2030, $ mn
Figure 39. Virtual Reality Content Creation Market in Italy, 2019-2030, $ mn
Figure 40. Virtual Reality Content Creation Market in Rest of Europe, 2019-2030, $ mn
Figure 41. Growth Stage of Europe Virtual Reality Content Creation Industry over the Forecast Period


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