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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

Published: 18 Mar 2020 | Report Code: 10247407 | Pages: 92

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 Five 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

 

List of Tables:

Table 1. Snapshot of Europe Virtual Reality Content Creation Market, 2019-2030    15
Table 2. Main Product Trends and Market Opportunities in Europe Virtual Reality Content Creation Market    23
Table 3. Europe Virtual Reality Content Creation Market by Solution, 2019-2030, $ mn    30
Table 4. Europe Virtual Reality Content Creation Market by Content Type, 2019-2030, $ mn    34
Table 5. Europe Virtual Reality Content Creation Market: Videos by Type, 2019-2030, $ mn    38
Table 6. Europe Virtual Reality Content Creation Market by VR Medium, 2019-2030, $ mn    40
Table 7. Europe Virtual Reality Content Creation Market by Application, 2019-2030, $ mn    45
Table 8. Europe Virtual Reality Content Creation Market by Country, 2019-2030, $ mn    58
Table 9. Germany Virtual Reality Content Creation Market by Content Type, 2019-2030, $ mn    60
Table 10. Germany Virtual Reality Content Creation Market by VR Medium, 2019-2030, $ mn    60
Table 11. Germany Virtual Reality Content Creation Market by Application, 2019-2030, $ mn    60
Table 12. UK Virtual Reality Content Creation Market by Content Type, 2019-2030, $ mn    62
Table 13. UK Virtual Reality Content Creation Market by VR Medium, 2019-2030, $ mn    62
Table 14. UK Virtual Reality Content Creation Market by Application, 2019-2030, $ mn    62
Table 15. France Virtual Reality Content Creation Market by Content Type, 2019-2030, $ mn    64
Table 16. France Virtual Reality Content Creation Market by VR Medium, 2019-2030, $ mn    64
Table 17. France Virtual Reality Content Creation Market by Application, 2019-2030, $ mn    64
Table 18. Russia Virtual Reality Content Creation Market by Content Type, 2019-2030, $ mn    66
Table 19. Russia Virtual Reality Content Creation Market by VR Medium, 2019-2030, $ mn    66
Table 20. Russia Virtual Reality Content Creation Market by Application, 2019-2030, $ mn    66
Table 21. Italy Virtual Reality Content Creation Market by Content Type, 2019-2030, $ mn    68
Table 22. Italy Virtual Reality Content Creation Market by VR Medium, 2019-2030, $ mn    68
Table 23. Italy Virtual Reality Content Creation Market by Application, 2019-2030, $ mn    68
Table 24. Virtual Reality Content Creation Market in Rest of Europe by Country, 2019-2030, $ mn    70
Table 25. 360 Labs: Company Snapshot    75
Table 26. 360 Labs: Business Segmentation    75
Table 27. 360 Labs: Product Portfolio    76
Table 28. 360 Labs: Revenue, 2016-2018, $ mn    76
Table 29. 360 Labs: Recent Developments    76
Table 30. Risk Evaluation for Investing in Europe Market, 2019-2030    87
Table 31. Critical Success Factors and Key Takeaways    90

 

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
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