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Asia Pacific Virtual Reality Content Creation Market


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

Report code: SDMRCO979300 | Industry: Computers, Electrics & Communications | Published On: 43908


Asia Pacific virtual reality content creation market will grow by 75.1% over 2020-2030 with a total addressable market cap of $127.1 billion in the fast-growing region.
Highlighted with 31 tables and 41 figures, this 93-page report “Asia Pacific Virtual Reality Content Creation Market 2020-2030 by Solution, Content Type, VR Medium, Application, and Country: Trend Outlook and Growth Opportunity” is based on a comprehensive research of the entire Asia Pacific virtual reality content creation market and all its sub-segments through extensively detailed classifications. Profound analysis and assessment are generated from premium primary and secondary information sources with inputs derived from industry professionals across the value chain. In this report 2019 is the base year for market analysis, with forecast covering 2020-2030. (Please Note: The report will be updated before delivery to make sure that the latest historical year is the base year and the forecast covers at least 5 years over the base year.)
In-depth qualitative analyses include identification and investigation of the following aspects:
• Market Structure
• Growth Drivers
• Restraints and Challenges
• Emerging Product Trends & Market Opportunities
• Porter’s Fiver Forces
The trend and outlook of Asia Pacific market is forecast in optimistic, balanced, and conservative view. The balanced (most likely) projection is used to quantify Asia Pacific virtual reality content creation market in every aspect of the classification from perspectives of Solution, Content Type, VR Medium, Application, and Country.
Based on Solution, the Asia Pacific market is segmented into the following sub-markets with annual revenue ($ mn) for 2019-2030 included in each section.
• Software
• Service
Based on Content Type, the Asia Pacific 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 Asia Pacific 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 Asia Pacific 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:
• Japan
• China
• South Korea
• Australia
• India
• Rest of APAC (further segmented into Malaysia, Singapore, Indonesia, Thailand, New Zealand, Vietnam, and Sri Lanka)
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 Asia Pacific 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  Asia  Pacific  Market  by  Solution 30
3.1  Market  Overview  by  Solution 30
3.2  Software 32
3.3  Services 33
4  Segmentation  of  Asia  Pacific  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  Asia  Pacific  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  Asia  Pacific  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  Asia-Pacific  Market  2019-2030  by  Country 56
7.1  Overview  of  Asia-Pacific  Market 56
7.2  Japan 59
7.3  China 62
7.4  Australia 64
7.5  India 66
7.6  South  Korea 68
7.7  Rest  of  APAC  Region 70
8  Competitive  Landscape 72
8.1  Overview  of  Key  Vendors 72
8.2  New  Product  Launch,  Partnership,  Investment,  and  M&A 75
8.3  Company  Profiles 76
360  Labs 76
Blippar 78
Koncept  VR 79
Matterport 80
Panedia  Pty  Ltd. 81
Pixvana  Inc. 82
Scapic. 83
SubVRsive 84
VIAR  (Viar360) 85
WeMakeVR 86
9  Investing  in  Asia  Pacific  Market:  Risk  Assessment  and  Management 87
9.1  Risk  Evaluation  of  Asia  Pacific  Market 87
9.2  Critical  Success  Factors  (CSFs) 90
Related  Reports  and  Products 93
List of Tables:

Table 1. Snapshot of Asia Pacific Virtual Reality Content Creation Market, 2019-2030 15
Table 2. Main Product Trends and Market Opportunities in Asia Pacific Virtual Reality Content Creation Market 23
Table 3. Asia Pacific Virtual Reality Content Creation Market by Solution, 2019-2030, $ mn 30
Table 4. Asia Pacific Virtual Reality Content Creation Market by Content Type, 2019-2030, $ mn 34
Table 5. Asia Pacific Virtual Reality Content Creation Market: Videos by Type, 2019-2030, $ mn 38
Table 6. Asia Pacific Virtual Reality Content Creation Market by VR Medium, 2019-2030, $ mn 40
Table 7. Asia Pacific Virtual Reality Content Creation Market by Application, 2019-2030, $ mn 45
Table 8. APAC Virtual Reality Content Creation Market by Country, 2019-2030, $ mn 57
Table 9. Japan Virtual Reality Content Creation Market by Content Type, 2019-2030, $ mn 61
Table 10. Japan Virtual Reality Content Creation Market by VR Medium, 2019-2030, $ mn 61
Table 11. Japan Virtual Reality Content Creation Market by Application, 2019-2030, $ mn 61
Table 12. China Virtual Reality Content Creation Market by Content Type, 2019-2030, $ mn 63
Table 13. China Virtual Reality Content Creation Market by VR Medium, 2019-2030, $ mn 63
Table 14. China Virtual Reality Content Creation Market by Application, 2019-2030, $ mn 63
Table 15. Australia Virtual Reality Content Creation Market by Content Type, 2019-2030, $ mn 65
Table 16. Australia Virtual Reality Content Creation Market by VR Medium, 2019-2030, $ mn 65
Table 17. Australia Virtual Reality Content Creation Market by Application, 2019-2030, $ mn 65
Table 18. India Virtual Reality Content Creation Market by Content Type, 2019-2030, $ mn 67
Table 19. India Virtual Reality Content Creation Market by VR Medium, 2019-2030, $ mn 67
Table 20. India Virtual Reality Content Creation Market by Application, 2019-2030, $ mn 67
Table 21. South Korea Virtual Reality Content Creation Market by Content Type, 2019-2030, $ mn 69
Table 22. South Korea Virtual Reality Content Creation Market by VR Medium, 2019-2030, $ mn 69
Table 23. South Korea Virtual Reality Content Creation Market by Application, 2019-2030, $ mn 69
Table 24. Virtual Reality Content Creation Market in Rest of APAC by Country, 2019-2030, $ mn 71
Table 25. 360 Labs: Company Snapshot 76
Table 26. 360 Labs: Business Segmentation 76
Table 27. 360 Labs: Product Portfolio 77
Table 28. 360 Labs: Revenue, 2016-2018, $ mn 77
Table 29. 360 Labs: Recent Developments 77
Table 30. Risk Evaluation for Investing in Asia Pacific Market, 2019-2030 88
Table 31. Critical Success Factors and Key Takeaways 91
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