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市場調查報告書
商品編碼
1193020

虛擬活動行業市場:按類型、來源、年齡組、平台分類:2021-2031 年全球機會分析和行業預測

Virtual Events Industry Market By Type, By Source, By Age group, By Platform : Global Opportunity Analysis and Industry Forecast, 2021-2031

出版日期: | 出版商: Allied Market Research | 英文 259 Pages | 商品交期: 2-3個工作天內

價格

全球虛擬活動行業市場預計2021年達到3063億美元,2022-2031年復合年增長率為13%,2031年達到10248億美元。

虛擬活動是一種基於互聯網或網絡的活動,允許用戶通過電話或任何平台與大量觀眾互動。 虛擬活動涵蓋從視頻和音頻會議到直播和廣播的廣泛活動。 數字模擬活動通常包括網絡研討會、會議、虛擬博覽會、展覽會和節日、娛樂以及公司為慶祝產品發布和新服務推出而舉辦的其他促銷和體育活動。

虛擬活動提供了一個用戶友好的環境,這與參加實體活動所帶來的混亂不同。 各種活動,如商務會議、各種目的的網絡研討會、博覽會、貿易展覽和娛樂活動將在虛擬媒體中舉行。 這種舉辦活動的模式在世界各國非常流行。 虛擬活動由企業高管安排,用於交互式會話,以節省時間並消除物理模式的工作量。 此類活動可以覆蓋更廣泛的受眾,因為即使是遠程個人也可以連接並成為活動的一部分。 因此,一些跨國品牌正在逐步使用虛擬活動平台。 因此,許多公司設計並實施了在線活動平台,為市場的增長做出了重大貢獻。 在全球大流行期間,幾乎所有部門都將他們的偏好轉移到了虛擬事件上,因為它們在鎖定期間充當了自我可靠的媒體並且缺乏身體接觸。

舉辦實體活動涉及多項費用,包括場地成本、場地成本、食品和餐飲、活動租金、娛樂和製作成本。 現場費用包括活動場地收取的費用和開支,產生的費用較多。 此外,場地費包括保證金、房費、保險費、停車場費等。 此外,還包括餐飲、餐費、服務員人工費等。 另一方面,虛擬活動的運營成本較低,因為它們不產生酒店、餐飲和差旅費用,但它們仍然需要在技術平台、演講者錄音、演示文稿編輯等方面進行大量投資。 虛擬活動還提供諸如與會者反饋、節省時間、活動靈活性、強大的數據收集和降低的廣告成本等好處。 因此,上述所有這些因素都在支持虛擬活動市場的增長。

虛擬展會對參展商的入場費很低,對參與者幾乎沒有入場費。 活動價格因城市而異。 這些交易會、集市和節日的平均價格在 10 到 100 美元左右。 有些行業適合虛擬貿易展,有些行業不適合。 在遊戲行業,虛擬貿易展已經建立並且可能會非常受歡迎,但研究表明,在服裝、製造和服務等行業,客戶想要全面的感官體驗。。 虛擬節日是舉辦一天以上、持續一周左右的活動。 Latitude Festival 2021、Isle of Wight Festival、Leeds Festival、Reading Festival 和 Isle of Wight Festival 等音樂節是年度盛事。

虛擬娛樂活動是一種經濟高效的方式,可以將來自世界各地的大量與會者聚集在一個平台上。 數字模擬活動使用基於網絡的平台連接來自世界各地的參與者,並具有互動和參與功能,如投票、問答和聊天框。 根據 AMR 的研究,與在酒吧、俱樂部表演和競技場現場直播相比,過去幾年參加音樂會和國際音樂的觀眾數量有了顯著增長。 這是因為音樂會和活動為發起人和品牌提供了與音樂會觀眾互動的獨特機會。 此外,流媒體服務以及新的發行方式和媒體平台正在為音樂行業創造新的機會,為品牌與世界頂級藝術家合作和互動提供新的機會。

在全球市場展望中,歐洲被認為是一個成熟的活動市場。 利益相關者增加研發支出正在推動該地區的市場增長。 歐洲國家也看到對在線年度會議和產品展示的需求激增,這有望為虛擬活動提供商創造有利可圖的機會。 領先的公司現在正在進入這一領域,以滿足該地區企業不斷增長的需求,從而推動市場的增長。

亞太地區的高速經濟增長正在影響該地區的商業環境。 由於 IoT(物聯網)的日益普及,該地區的企業在虛擬活動上花費更多,這推動了虛擬活動市場的增長。 亞太虛擬活動市場正處於增長階段,預計將受到更多公司採用虛擬活動舉辦產品發布和展示等活動的進一步推動。

虛擬活動市場根據類型、來源、年齡段和平台進行細分。 按類型分為網絡研討會、虛擬博覽會、展覽會和節日、娛樂、會議等。 按來源分為門票銷售、贊助和其他。 按年齡段分為20歲以下、21-40歲、40歲及以上。 按平台劃分,分為Web平台和XR平台。

主要參與者將產品發布和擴展作為在虛擬活動市場中保持競爭力的關鍵策略。 本報告介紹的主要公司有 London Filmed、American Program Bureau, INC.、Pace Digital、Revolution CMES、Showcase Events、Target Exhibitions、TCJ Management Co.Ltd.、The Collaborative Exchange、Vietapps Co., Ltd. 和 Includes Morph數字解決方案私人有限公司。

對利益相關者的主要好處

  • 本報告提供了 2021 年至 2031 年虛擬活動行業市場分析的細分市場、當前趨勢、估計和趨勢的定量分析,以確定虛擬活動行業引人注目的市場機會。
  • 市場研究提供了有關關鍵驅動因素、市場限制和機會的信息。
  • 波特的五力分析強調了買方和供應商在使利益相關者做出以利潤為導向的業務決策和加強供應商-買方網絡方面的潛力。
  • 對虛擬活動行業市場細分的詳細分析有助於確定當前的市場機會。
  • 每個地區的主要國家/地區是根據其對全球市場的收入貢獻繪製的。
  • 市場參與者定位有助於基準化,並提供對市場參與者當前位置的清晰了解。
  • 報告分析了區域和全球虛擬活動行業的市場趨勢、主要參與者、細分市場、應用領域和市場增長戰略。

內容

第1章介紹

第 2 章執行摘要

第 3 章市場概述

  • 市場定義和範圍
  • 主要發現
    • 主要投資領域
  • 波特的五力分析
  • 主要公司的定位
  • 市場動態
    • 司機
    • 約束因素
    • 機會
  • COVID-19 影響分析

第 4 章虛擬活動行業市場,按類型

  • 概覽
    • 市場規模和預測
  • 網絡研討會
    • 主要市場趨勢、增長動力和機遇
    • 市場規模和預測:按地區
    • 市場分析:按國家/地區分類
  • 虛擬博覽會/節日
    • 主要市場趨勢、增長因素和機遇
    • 市場規模和預測:按地區
    • 市場分析:按國家/地區分類
  • 娛樂
    • 主要市場趨勢、增長因素和機遇
    • 市場規模和預測:按地區
    • 市場分析:按國家/地區分類
  • 會議
    • 主要市場趨勢、增長因素和機遇
    • 市場規模和預測:按地區
    • 市場分析:按國家/地區分類
  • 其他
    • 主要市場趨勢、增長因素和機遇
    • 市場規模和預測:按地區
    • 市場分析:按國家/地區分類

第 5 章虛擬活動行業市場:按來源

  • 概覽
    • 市場規模和預測
  • 門票銷售
    • 主要市場趨勢、增長動力和機遇
    • 市場規模和預測:按地區
    • 市場分析:按國家/地區分類
  • 贊助
    • 主要市場趨勢、增長因素和機遇
    • 市場規模和預測:按地區
    • 市場分析:按國家/地區分類
  • 其他
    • 主要市場趨勢、增長因素和機遇
    • 市場規模和預測:按地區
    • 市場分析:按國家/地區分類

第 6 章虛擬活動行業市場:按年齡組分類

  • 概覽
    • 市場規模和預測
  • 20 歲以下
    • 主要市場趨勢、增長因素和機遇
    • 市場規模和預測:按地區
    • 市場分析:國家分析
  • 21-40 歲
    • 主要市場趨勢、增長因素和機遇
    • 市場規模和預測:按地區
    • 市場分析:按國家/地區分類
  • 40 歲以上
    • 主要市場趨勢、增長因素和機遇
    • 市場規模和預測:按地區
    • 市場分析:按國家/地區分類

第 7 章虛擬活動行業市場:按平台

  • 概覽
    • 市場規模和預測
  • 基於網絡的軟件
    • 主要市場趨勢、增長因素和機遇
    • 市場規模和預測:按地區
    • 市場分析:按國家/地區分類
  • XR 平台
    • 主要市場趨勢、增長因素和機遇
    • 市場規模和預測:按地區
    • 市場分析:按國家/地區分類

第 8 章虛擬活動行業市場:按地區

  • 概覽
    • 市場規模和預測
  • 北美
    • 主要趨勢和機會
    • 北美市場規模和預測:按類型
    • 北美市場規模和預測:按來源
    • 北美市場規模和預測:按年齡段
    • 北美市場規模和預測:按平台
    • 北美市場規模和預測:按國家/地區分類
      • 美國
      • 加拿大
      • 墨西哥
  • 歐洲
    • 主要趨勢和機會
    • 歐洲市場規模和預測:按類型
    • 歐洲市場規模和預測:按來源分類
    • 歐洲市場規模和預測:按年齡段
    • 歐洲市場規模和預測:按平台
    • 歐洲市場規模和預測:按國家/地區分類
      • 德國
      • 英國
      • 法國
      • 意大利
      • 西班牙
      • 愛爾蘭
      • 其他歐洲
  • 亞太地區
    • 主要趨勢和機會
    • 亞太市場規模和預測:按類型
    • 亞太市場規模和預測:按供應來源
    • 亞太市場規模和預測:按年齡段
    • 亞太市場規模和預測:按平台
    • 亞太地區的市場規模和預測:按國家/地區分類
      • 中國
      • 印度
      • 日本
      • 澳大利亞
      • 韓國
      • 其他亞太地區
  • 拉美
    • 主要趨勢和機會
    • LAMEA 市場規模和預測:按類型
    • LAMEA 市場規模和預測:按來源分類
    • LAMEA 市場規模和預測:按年齡段
    • LAMEA 市場規模和預測:按平台
    • LAMEA 市場規模和預測:按國家/地區分類
      • 其他拉丁美洲地區
      • 其他中東地區
      • 南非

第9章商業條件

  • 簡介
  • 關鍵成功策略
  • 10 家主要公司的產品映射
  • 比賽儀表板
  • 競爭熱圖
  • 主要發展

第10章公司簡介

  • PACE DIGITAL
  • REVOLUTION CMES
  • SHOWCASE EVENTS
  • TARGET EXHIBITIONS
  • TCJ MANAGEMENT CO. LTD
  • THE COLLABORATIVE EXCHANGE
  • VIETAPPS CO., LTD.
  • MORPH DIGITAL SOLUTIONS PRIVATE LIMITED
  • LONDON FILMED
  • AMERICAN PROGRAM BUREAU, INC.
Product Code: A06596

The global virtual events industry market size was valued at $306.3 billion in 2021, and is projected to reach $1024.8 billion by 2031, growing at a CAGR of 13% from 2022 to 2031. Virtual event is an internet- or web-based event, which allows users to interact with a large crowd over a call or through any platform. Virtual events cover a wide range of activities, from video and audio conferencing to live streaming and broadcasting. The most common type of digitally simulated events include webinar, conference, virtual expo, fairs & festivals, entertainment, and others such as promotional events and sports event organized by companies during product launch and introduction of new services.

Virtual event provides a user-friendly environment unlike experiencing chaos while attending physical events. Various events are hosted on a virtual medium such as conference for business, webinars for variety of purposes, expos, tradeshows, and entertainment. This mode of event hosting is intensively popular in countries all around the world. Virtual events are arranged by business executives for making interactive sessions, as they reduce time and eliminate effort over physical mode. These events have a greater audience reach, as individuals from remote areas can connect and be part of the events. Therefore, several multinational brands are gradually using virtual event platforms. As a result, many companies are designing and introducing online event platforms, which notably contributes toward the growth of the market. During the global pandemic, almost every sector shifted its preference to virtual events, as there is no physical contact, acting as a self-reliable medium during lockdown.

Organizing physical event involves multiple expenses, which include on-site expenses, venue costs, food & catering, event rentals, entertainment, and production expenses. On-site expenditure involves the fees and cost charged by the event venue, which incurs more cost. In addition, venue cost includes security deposit, room rental, insurance coverage, and parking. Furthermore, food & catering include cost of beverages, meals, and server labor fees. On the contrary, virtual events are less expensive, as virtual events exclude the cost of hotel rooms, food & beverages, and travel; however, using technology platforms, recording speakers, and editing presentations still require a significant investment. Other than low operational cost, virtual events offer benefits such as they facilitate attendee feedback, save time, enable event flexibility, collect powerful data, and save advertising costs. Thus, all these aforementioned factors support the growth of the virtual event market.

Virtual shows have low entry fees for exhibitors, and little to no entry fee for attendees. The prices for the events vary depending on the city. The average price for these expos, fairs, and festivals is around $10-$100. Virtual trade shows are more suitable for certain industries than others. For gaming industries, virtual trade shows are already established and likely to witness significant popularity; however, for industries such as clothing, manufacturing, and services, research shows that customers need and want the full sensory experience. Virtual festivals include events that are organized for more than one day and may last up to a week. Music festivals such as Latitude Festival 2021, Isle of Wight Festival, Leeds Festival, Reading Festival, and Isle of Wight Festival are conducted once in a year on a large scale.

Virtual entertainment events offer a cost-effective means to efficiently bring the number of attendees from all over the globe to a purposeful gathering at a single platform. Digitally simulated proceedings use web-based platforms to connect several attendees from across the world and include interactive engagement features, such as polling, question & answer sessions, and chat boxes for the attendees. According to research study of AMR, the number of viewers attending a music concert or international music has increased considerably as compared to pub, club show, or an arena gig in the fast few years. This is attributed to the fact that such music concerts and events offer valuable opportunity for promoters and brands to align themselves with people attending concerts. Moreover, streaming services in the music industry are creating new opportunities along with new distribution methods and media platforms that provide additional scope for brands to align and interact with world's leading artists.

From a global perspective, Europe is considered as the mature market for events. Rise in expenditure on R&D by engaged stakeholders fuels the growth of the market in the region. Moreover, upsurge in demand for online annual meeting, product presentation in the European countries is anticipated to create lucrative opportunities for the virtual events providers. Leading players are now venturing into this segment to cater to the growing demands of businesses in the region; thereby, driving the growth of the market.

High economic growth in the Asia-Pacific countries has influenced the business environment in this region. Business in this region has started spending more on virtual events, owing to growing popularity of IoT (Internet of things), which drives the growth of the virtual events market. The virtual events market is in its growth stage in Asia-Pacific, and is expected to further gain traction as more businesses adopt virtual events to organize events such as product launch, showcase, and others.

The virtual events market is segmented on the basis of type, source, age group, and platform. By type, the market is divided into webinar, virtual expo fairs & festivals, entertainment, conference, and others. By source, it is categorized into ticket sale, sponsorship, and others. By age group, the market is classified into below 20 years, 21 to 40 years, and above 40 years. By platform, the market is divided into web based platform and XR platform. 

 The key players have adopted product launch and expansion as their key strategies to stay competitive in the virtual events market. The key players profiled in the report include London Filmed, American Program Bureau, INC., Pace Digital, Revolution CMES, Showcase Events, Target Exhibitions, TCJ Management Co. Ltd, The Collaborative Exchange, Vietapps Co., Ltd., and Morph Digital Solutions Private Limited.

Key Benefits For Stakeholders

  • This report provides a quantitative analysis of the market segments, current trends, estimations, and dynamics of the virtual events industry market analysis from 2021 to 2031 to identify the prevailing virtual events industry market opportunities.
  • The market research is offered along with information related to key drivers, restraints, and opportunities.
  • Porter's five forces analysis highlights the potency of buyers and suppliers to enable stakeholders make profit-oriented business decisions and strengthen their supplier-buyer network.
  • In-depth analysis of the virtual events industry market segmentation assists to determine the prevailing market opportunities.
  • Major countries in each region are mapped according to their revenue contribution to the global market.
  • Market player positioning facilitates benchmarking and provides a clear understanding of the present position of the market players.
  • The report includes the analysis of the regional as well as global virtual events industry market trends, key players, market segments, application areas, and market growth strategies.

Key Market Segments

By Type

  • Others
  • Webinar
  • Virtual expo fairs and festivals
  • Entertainment
  • Conference

By Source

  • Ticket Sale
  • Sponsorship
  • Others

By Age group

  • Below 20 years
  • 21 to 40 years
  • Above 40 years

By Platform

  • Web based software
  • XR Platform

By Region

  • North America
    • U.S.
    • Canda
    • Mexico
  • Europe
    • Germany
    • UK
    • France
    • Italy
    • Spain
    • Ireland
    • Rest Of Europe
  • Asia-Pacific
    • China
    • India
    • Japan
    • Australia
    • South Korea
    • Rest Of Asia-Pacific
  • LAMEA
    • Rest of Latin America
    • Rest Of Middle East
    • South Africa
  • Key Market Players
    • PACE DIGITAL
    • REVOLUTION CMES
    • SHOWCASE EVENTS
    • TARGET EXHIBITIONS
    • TCJ MANAGEMENT CO. LTD
    • THE COLLABORATIVE EXCHANGE
    • VIETAPPS CO., LTD.
    • MORPH DIGITAL SOLUTIONS PRIVATE LIMITED
    • LONDON FILMED
    • AMERICAN PROGRAM BUREAU, INC.

TABLE OF CONTENTS

CHAPTER 1:INTRODUCTION

  • 1.1.Report description
  • 1.2.Key market segments
  • 1.3.Key benefits to the stakeholders
  • 1.4.Research Methodology
    • 1.4.1.Secondary research
    • 1.4.2.Primary research
    • 1.4.3.Analyst tools and models

CHAPTER 2:EXECUTIVE SUMMARY

  • 2.1.Key findings of the study
  • 2.2.CXO Perspective

CHAPTER 3:MARKET OVERVIEW

  • 3.1.Market definition and scope
  • 3.2.Key findings
    • 3.2.1.Top investment pockets
  • 3.3.Porter's five forces analysis
  • 3.4.Top player positioning
  • 3.5.Market dynamics
    • 3.5.1.Drivers
    • 3.5.2.Restraints
    • 3.5.3.Opportunities
  • 3.6.COVID-19 Impact Analysis on the market

CHAPTER 4: VIRTUAL EVENTS INDUSTRY MARKET, BY TYPE

  • 4.1 Overview
    • 4.1.1 Market size and forecast
  • 4.2 Webinar
    • 4.2.1 Key market trends, growth factors and opportunities
    • 4.2.2 Market size and forecast, by region
    • 4.2.3 Market analysis by country
  • 4.3 Virtual expo fairs and festivals
    • 4.3.1 Key market trends, growth factors and opportunities
    • 4.3.2 Market size and forecast, by region
    • 4.3.3 Market analysis by country
  • 4.4 Entertainment
    • 4.4.1 Key market trends, growth factors and opportunities
    • 4.4.2 Market size and forecast, by region
    • 4.4.3 Market analysis by country
  • 4.5 Conference
    • 4.5.1 Key market trends, growth factors and opportunities
    • 4.5.2 Market size and forecast, by region
    • 4.5.3 Market analysis by country
  • 4.6 Others
    • 4.6.1 Key market trends, growth factors and opportunities
    • 4.6.2 Market size and forecast, by region
    • 4.6.3 Market analysis by country

CHAPTER 5: VIRTUAL EVENTS INDUSTRY MARKET, BY SOURCE

  • 5.1 Overview
    • 5.1.1 Market size and forecast
  • 5.2 Ticket Sale
    • 5.2.1 Key market trends, growth factors and opportunities
    • 5.2.2 Market size and forecast, by region
    • 5.2.3 Market analysis by country
  • 5.3 Sponsorship
    • 5.3.1 Key market trends, growth factors and opportunities
    • 5.3.2 Market size and forecast, by region
    • 5.3.3 Market analysis by country
  • 5.4 Others
    • 5.4.1 Key market trends, growth factors and opportunities
    • 5.4.2 Market size and forecast, by region
    • 5.4.3 Market analysis by country

CHAPTER 6: VIRTUAL EVENTS INDUSTRY MARKET, BY AGE GROUP

  • 6.1 Overview
    • 6.1.1 Market size and forecast
  • 6.2 Below 20 years
    • 6.2.1 Key market trends, growth factors and opportunities
    • 6.2.2 Market size and forecast, by region
    • 6.2.3 Market analysis by country
  • 6.3 21 to 40 years
    • 6.3.1 Key market trends, growth factors and opportunities
    • 6.3.2 Market size and forecast, by region
    • 6.3.3 Market analysis by country
  • 6.4 Above 40 years
    • 6.4.1 Key market trends, growth factors and opportunities
    • 6.4.2 Market size and forecast, by region
    • 6.4.3 Market analysis by country

CHAPTER 7: VIRTUAL EVENTS INDUSTRY MARKET, BY PLATFORM

  • 7.1 Overview
    • 7.1.1 Market size and forecast
  • 7.2 Web based software
    • 7.2.1 Key market trends, growth factors and opportunities
    • 7.2.2 Market size and forecast, by region
    • 7.2.3 Market analysis by country
  • 7.3 XR Platform
    • 7.3.1 Key market trends, growth factors and opportunities
    • 7.3.2 Market size and forecast, by region
    • 7.3.3 Market analysis by country

CHAPTER 8: VIRTUAL EVENTS INDUSTRY MARKET, BY REGION

  • 8.1 Overview
    • 8.1.1 Market size and forecast
  • 8.2 North America
    • 8.2.1 Key trends and opportunities
    • 8.2.2 North America Market size and forecast, by Type
    • 8.2.3 North America Market size and forecast, by Source
    • 8.2.4 North America Market size and forecast, by Age group
    • 8.2.5 North America Market size and forecast, by Platform
    • 8.2.6 North America Market size and forecast, by country
      • 8.2.6.1 U.S.
      • 8.2.6.1.1 Market size and forecast, by Type
      • 8.2.6.1.2 Market size and forecast, by Source
      • 8.2.6.1.3 Market size and forecast, by Age group
      • 8.2.6.1.4 Market size and forecast, by Platform
      • 8.2.6.2 Canada
      • 8.2.6.2.1 Market size and forecast, by Type
      • 8.2.6.2.2 Market size and forecast, by Source
      • 8.2.6.2.3 Market size and forecast, by Age group
      • 8.2.6.2.4 Market size and forecast, by Platform
      • 8.2.6.3 Mexico
      • 8.2.6.3.1 Market size and forecast, by Type
      • 8.2.6.3.2 Market size and forecast, by Source
      • 8.2.6.3.3 Market size and forecast, by Age group
      • 8.2.6.3.4 Market size and forecast, by Platform
  • 8.3 Europe
    • 8.3.1 Key trends and opportunities
    • 8.3.2 Europe Market size and forecast, by Type
    • 8.3.3 Europe Market size and forecast, by Source
    • 8.3.4 Europe Market size and forecast, by Age group
    • 8.3.5 Europe Market size and forecast, by Platform
    • 8.3.6 Europe Market size and forecast, by country
      • 8.3.6.1 Germany
      • 8.3.6.1.1 Market size and forecast, by Type
      • 8.3.6.1.2 Market size and forecast, by Source
      • 8.3.6.1.3 Market size and forecast, by Age group
      • 8.3.6.1.4 Market size and forecast, by Platform
      • 8.3.6.2 UK
      • 8.3.6.2.1 Market size and forecast, by Type
      • 8.3.6.2.2 Market size and forecast, by Source
      • 8.3.6.2.3 Market size and forecast, by Age group
      • 8.3.6.2.4 Market size and forecast, by Platform
      • 8.3.6.3 France
      • 8.3.6.3.1 Market size and forecast, by Type
      • 8.3.6.3.2 Market size and forecast, by Source
      • 8.3.6.3.3 Market size and forecast, by Age group
      • 8.3.6.3.4 Market size and forecast, by Platform
      • 8.3.6.4 Italy
      • 8.3.6.4.1 Market size and forecast, by Type
      • 8.3.6.4.2 Market size and forecast, by Source
      • 8.3.6.4.3 Market size and forecast, by Age group
      • 8.3.6.4.4 Market size and forecast, by Platform
      • 8.3.6.5 Spain
      • 8.3.6.5.1 Market size and forecast, by Type
      • 8.3.6.5.2 Market size and forecast, by Source
      • 8.3.6.5.3 Market size and forecast, by Age group
      • 8.3.6.5.4 Market size and forecast, by Platform
      • 8.3.6.6 Ireland
      • 8.3.6.6.1 Market size and forecast, by Type
      • 8.3.6.6.2 Market size and forecast, by Source
      • 8.3.6.6.3 Market size and forecast, by Age group
      • 8.3.6.6.4 Market size and forecast, by Platform
      • 8.3.6.7 Rest of Europe
      • 8.3.6.7.1 Market size and forecast, by Type
      • 8.3.6.7.2 Market size and forecast, by Source
      • 8.3.6.7.3 Market size and forecast, by Age group
      • 8.3.6.7.4 Market size and forecast, by Platform
  • 8.4 Asia-Pacific
    • 8.4.1 Key trends and opportunities
    • 8.4.2 Asia-Pacific Market size and forecast, by Type
    • 8.4.3 Asia-Pacific Market size and forecast, by Source
    • 8.4.4 Asia-Pacific Market size and forecast, by Age group
    • 8.4.5 Asia-Pacific Market size and forecast, by Platform
    • 8.4.6 Asia-Pacific Market size and forecast, by country
      • 8.4.6.1 China
      • 8.4.6.1.1 Market size and forecast, by Type
      • 8.4.6.1.2 Market size and forecast, by Source
      • 8.4.6.1.3 Market size and forecast, by Age group
      • 8.4.6.1.4 Market size and forecast, by Platform
      • 8.4.6.2 India
      • 8.4.6.2.1 Market size and forecast, by Type
      • 8.4.6.2.2 Market size and forecast, by Source
      • 8.4.6.2.3 Market size and forecast, by Age group
      • 8.4.6.2.4 Market size and forecast, by Platform
      • 8.4.6.3 Japan
      • 8.4.6.3.1 Market size and forecast, by Type
      • 8.4.6.3.2 Market size and forecast, by Source
      • 8.4.6.3.3 Market size and forecast, by Age group
      • 8.4.6.3.4 Market size and forecast, by Platform
      • 8.4.6.4 Australia
      • 8.4.6.4.1 Market size and forecast, by Type
      • 8.4.6.4.2 Market size and forecast, by Source
      • 8.4.6.4.3 Market size and forecast, by Age group
      • 8.4.6.4.4 Market size and forecast, by Platform
      • 8.4.6.5 South Korea
      • 8.4.6.5.1 Market size and forecast, by Type
      • 8.4.6.5.2 Market size and forecast, by Source
      • 8.4.6.5.3 Market size and forecast, by Age group
      • 8.4.6.5.4 Market size and forecast, by Platform
      • 8.4.6.6 Rest of Asia-Pacific
      • 8.4.6.6.1 Market size and forecast, by Type
      • 8.4.6.6.2 Market size and forecast, by Source
      • 8.4.6.6.3 Market size and forecast, by Age group
      • 8.4.6.6.4 Market size and forecast, by Platform
  • 8.5 LAMEA
    • 8.5.1 Key trends and opportunities
    • 8.5.2 LAMEA Market size and forecast, by Type
    • 8.5.3 LAMEA Market size and forecast, by Source
    • 8.5.4 LAMEA Market size and forecast, by Age group
    • 8.5.5 LAMEA Market size and forecast, by Platform
    • 8.5.6 LAMEA Market size and forecast, by country
      • 8.5.6.1 Rest of Latin America
      • 8.5.6.1.1 Market size and forecast, by Type
      • 8.5.6.1.2 Market size and forecast, by Source
      • 8.5.6.1.3 Market size and forecast, by Age group
      • 8.5.6.1.4 Market size and forecast, by Platform
      • 8.5.6.2 Rest Of Middle East
      • 8.5.6.2.1 Market size and forecast, by Type
      • 8.5.6.2.2 Market size and forecast, by Source
      • 8.5.6.2.3 Market size and forecast, by Age group
      • 8.5.6.2.4 Market size and forecast, by Platform
      • 8.5.6.3 South Africa
      • 8.5.6.3.1 Market size and forecast, by Type
      • 8.5.6.3.2 Market size and forecast, by Source
      • 8.5.6.3.3 Market size and forecast, by Age group
      • 8.5.6.3.4 Market size and forecast, by Platform

CHAPTER 9: COMPANY LANDSCAPE

  • 9.1. Introduction
  • 9.2. Top winning strategies
  • 9.3. Product Mapping of Top 10 Player
  • 9.4. Competitive Dashboard
  • 9.5. Competitive Heatmap
  • 9.6. Key developments

CHAPTER 10: COMPANY PROFILES

  • 10.1 PACE DIGITAL
    • 10.1.1 Company overview
    • 10.1.2 Company snapshot
    • 10.1.3 Operating business segments
    • 10.1.4 Product portfolio
    • 10.1.5 Business performance
    • 10.1.6 Key strategic moves and developments
  • 10.2 REVOLUTION CMES
    • 10.2.1 Company overview
    • 10.2.2 Company snapshot
    • 10.2.3 Operating business segments
    • 10.2.4 Product portfolio
    • 10.2.5 Business performance
    • 10.2.6 Key strategic moves and developments
  • 10.3 SHOWCASE EVENTS
    • 10.3.1 Company overview
    • 10.3.2 Company snapshot
    • 10.3.3 Operating business segments
    • 10.3.4 Product portfolio
    • 10.3.5 Business performance
    • 10.3.6 Key strategic moves and developments
  • 10.4 TARGET EXHIBITIONS
    • 10.4.1 Company overview
    • 10.4.2 Company snapshot
    • 10.4.3 Operating business segments
    • 10.4.4 Product portfolio
    • 10.4.5 Business performance
    • 10.4.6 Key strategic moves and developments
  • 10.5 TCJ MANAGEMENT CO. LTD
    • 10.5.1 Company overview
    • 10.5.2 Company snapshot
    • 10.5.3 Operating business segments
    • 10.5.4 Product portfolio
    • 10.5.5 Business performance
    • 10.5.6 Key strategic moves and developments
  • 10.6 THE COLLABORATIVE EXCHANGE
    • 10.6.1 Company overview
    • 10.6.2 Company snapshot
    • 10.6.3 Operating business segments
    • 10.6.4 Product portfolio
    • 10.6.5 Business performance
    • 10.6.6 Key strategic moves and developments
  • 10.7 VIETAPPS CO., LTD.
    • 10.7.1 Company overview
    • 10.7.2 Company snapshot
    • 10.7.3 Operating business segments
    • 10.7.4 Product portfolio
    • 10.7.5 Business performance
    • 10.7.6 Key strategic moves and developments
  • 10.8 MORPH DIGITAL SOLUTIONS PRIVATE LIMITED
    • 10.8.1 Company overview
    • 10.8.2 Company snapshot
    • 10.8.3 Operating business segments
    • 10.8.4 Product portfolio
    • 10.8.5 Business performance
    • 10.8.6 Key strategic moves and developments
  • 10.9 LONDON FILMED
    • 10.9.1 Company overview
    • 10.9.2 Company snapshot
    • 10.9.3 Operating business segments
    • 10.9.4 Product portfolio
    • 10.9.5 Business performance
    • 10.9.6 Key strategic moves and developments
  • 10.10 AMERICAN PROGRAM BUREAU, INC.
    • 10.10.1 Company overview
    • 10.10.2 Company snapshot
    • 10.10.3 Operating business segments
    • 10.10.4 Product portfolio
    • 10.10.5 Business performance
    • 10.10.6 Key strategic moves and developments

LIST OF TABLES

  • TABLE 1. GLOBAL VIRTUAL EVENTS INDUSTRY MARKET, BY TYPE, 2021-2031 ($MILLION)
  • TABLE 2. VIRTUAL EVENTS INDUSTRY MARKET, FOR WEBINAR, BY REGION, 2021-2031 ($MILLION)
  • TABLE 3. VIRTUAL EVENTS INDUSTRY MARKET FOR WEBINAR, BY COUNTRY, 2021-2031 ($MILLION)
  • TABLE 4. VIRTUAL EVENTS INDUSTRY MARKET, FOR VIRTUAL EXPO FAIRS AND FESTIVALS, BY REGION, 2021-2031 ($MILLION)
  • TABLE 5. VIRTUAL EVENTS INDUSTRY MARKET FOR VIRTUAL EXPO FAIRS AND FESTIVALS, BY COUNTRY, 2021-2031 ($MILLION)
  • TABLE 6. VIRTUAL EVENTS INDUSTRY MARKET, FOR ENTERTAINMENT, BY REGION, 2021-2031 ($MILLION)
  • TABLE 7. VIRTUAL EVENTS INDUSTRY MARKET FOR ENTERTAINMENT, BY COUNTRY, 2021-2031 ($MILLION)
  • TABLE 8. VIRTUAL EVENTS INDUSTRY MARKET, FOR CONFERENCE, BY REGION, 2021-2031 ($MILLION)
  • TABLE 9. VIRTUAL EVENTS INDUSTRY MARKET FOR CONFERENCE, BY COUNTRY, 2021-2031 ($MILLION)
  • TABLE 10. VIRTUAL EVENTS INDUSTRY MARKET, FOR OTHERS, BY REGION, 2021-2031 ($MILLION)
  • TABLE 11. VIRTUAL EVENTS INDUSTRY MARKET FOR OTHERS, BY COUNTRY, 2021-2031 ($MILLION)
  • TABLE 12. GLOBAL VIRTUAL EVENTS INDUSTRY MARKET, BY SOURCE, 2021-2031 ($MILLION)
  • TABLE 13. VIRTUAL EVENTS INDUSTRY MARKET, FOR TICKET SALE, BY REGION, 2021-2031 ($MILLION)
  • TABLE 14. VIRTUAL EVENTS INDUSTRY MARKET FOR TICKET SALE, BY COUNTRY, 2021-2031 ($MILLION)
  • TABLE 15. VIRTUAL EVENTS INDUSTRY MARKET, FOR SPONSORSHIP, BY REGION, 2021-2031 ($MILLION)
  • TABLE 16. VIRTUAL EVENTS INDUSTRY MARKET FOR SPONSORSHIP, BY COUNTRY, 2021-2031 ($MILLION)
  • TABLE 17. VIRTUAL EVENTS INDUSTRY MARKET, FOR OTHERS, BY REGION, 2021-2031 ($MILLION)
  • TABLE 18. VIRTUAL EVENTS INDUSTRY MARKET FOR OTHERS, BY COUNTRY, 2021-2031 ($MILLION)
  • TABLE 19. GLOBAL VIRTUAL EVENTS INDUSTRY MARKET, BY AGE GROUP, 2021-2031 ($MILLION)
  • TABLE 20. VIRTUAL EVENTS INDUSTRY MARKET, FOR BELOW 20 YEARS, BY REGION, 2021-2031 ($MILLION)
  • TABLE 21. VIRTUAL EVENTS INDUSTRY MARKET FOR BELOW 20 YEARS, BY COUNTRY, 2021-2031 ($MILLION)
  • TABLE 22. VIRTUAL EVENTS INDUSTRY MARKET, FOR 21 TO 40 YEARS, BY REGION, 2021-2031 ($MILLION)
  • TABLE 23. VIRTUAL EVENTS INDUSTRY MARKET FOR 21 TO 40 YEARS, BY COUNTRY, 2021-2031 ($MILLION)
  • TABLE 24. VIRTUAL EVENTS INDUSTRY MARKET, FOR ABOVE 40 YEARS, BY REGION, 2021-2031 ($MILLION)
  • TABLE 25. VIRTUAL EVENTS INDUSTRY MARKET FOR ABOVE 40 YEARS, BY COUNTRY, 2021-2031 ($MILLION)
  • TABLE 26. GLOBAL VIRTUAL EVENTS INDUSTRY MARKET, BY PLATFORM, 2021-2031 ($MILLION)
  • TABLE 27. VIRTUAL EVENTS INDUSTRY MARKET, FOR WEB BASED SOFTWARE, BY REGION, 2021-2031 ($MILLION)
  • TABLE 28. VIRTUAL EVENTS INDUSTRY MARKET FOR WEB BASED SOFTWARE, BY COUNTRY, 2021-2031 ($MILLION)
  • TABLE 29. VIRTUAL EVENTS INDUSTRY MARKET, FOR XR PLATFORM, BY REGION, 2021-2031 ($MILLION)
  • TABLE 30. VIRTUAL EVENTS INDUSTRY MARKET FOR XR PLATFORM, BY COUNTRY, 2021-2031 ($MILLION)
  • TABLE 31. VIRTUAL EVENTS INDUSTRY MARKET, BY REGION, 2021-2031 ($MILLION)
  • TABLE 32. NORTH AMERICA VIRTUAL EVENTS INDUSTRY MARKET, BY TYPE, 2021-2031 ($MILLION)
  • TABLE 33. NORTH AMERICA VIRTUAL EVENTS INDUSTRY MARKET, BY SOURCE, 2021-2031 ($MILLION)
  • TABLE 34. NORTH AMERICA VIRTUAL EVENTS INDUSTRY MARKET, BY AGE GROUP, 2021-2031 ($MILLION)
  • TABLE 35. NORTH AMERICA VIRTUAL EVENTS INDUSTRY MARKET, BY PLATFORM, 2021-2031 ($MILLION)
  • TABLE 36. NORTH AMERICA VIRTUAL EVENTS INDUSTRY MARKET, BY COUNTRY, 2021-2031 ($MILLION)
  • TABLE 37. U.S. VIRTUAL EVENTS INDUSTRY MARKET, BY TYPE, 2021-2031 ($MILLION)
  • TABLE 38. U.S. VIRTUAL EVENTS INDUSTRY MARKET, BY SOURCE, 2021-2031 ($MILLION)
  • TABLE 39. U.S. VIRTUAL EVENTS INDUSTRY MARKET, BY AGE GROUP, 2021-2031 ($MILLION)
  • TABLE 40. U.S. VIRTUAL EVENTS INDUSTRY MARKET, BY PLATFORM, 2021-2031 ($MILLION)
  • TABLE 41. CANADA VIRTUAL EVENTS INDUSTRY MARKET, BY TYPE, 2021-2031 ($MILLION)
  • TABLE 42. CANADA VIRTUAL EVENTS INDUSTRY MARKET, BY SOURCE, 2021-2031 ($MILLION)
  • TABLE 43. CANADA VIRTUAL EVENTS INDUSTRY MARKET, BY AGE GROUP, 2021-2031 ($MILLION)
  • TABLE 44. CANADA VIRTUAL EVENTS INDUSTRY MARKET, BY PLATFORM, 2021-2031 ($MILLION)
  • TABLE 45. MEXICO VIRTUAL EVENTS INDUSTRY MARKET, BY TYPE, 2021-2031 ($MILLION)
  • TABLE 46. MEXICO VIRTUAL EVENTS INDUSTRY MARKET, BY SOURCE, 2021-2031 ($MILLION)
  • TABLE 47. MEXICO VIRTUAL EVENTS INDUSTRY MARKET, BY AGE GROUP, 2021-2031 ($MILLION)
  • TABLE 48. MEXICO VIRTUAL EVENTS INDUSTRY MARKET, BY PLATFORM, 2021-2031 ($MILLION)
  • TABLE 49. EUROPE VIRTUAL EVENTS INDUSTRY MARKET, BY TYPE, 2021-2031 ($MILLION)
  • TABLE 50. EUROPE VIRTUAL EVENTS INDUSTRY MARKET, BY SOURCE, 2021-2031 ($MILLION)
  • TABLE 51. EUROPE VIRTUAL EVENTS INDUSTRY MARKET, BY AGE GROUP, 2021-2031 ($MILLION)
  • TABLE 52. EUROPE VIRTUAL EVENTS INDUSTRY MARKET, BY PLATFORM, 2021-2031 ($MILLION)
  • TABLE 53. EUROPE VIRTUAL EVENTS INDUSTRY MARKET, BY COUNTRY, 2021-2031 ($MILLION)
  • TABLE 54. GERMANY VIRTUAL EVENTS INDUSTRY MARKET, BY TYPE, 2021-2031 ($MILLION)
  • TABLE 55. GERMANY VIRTUAL EVENTS INDUSTRY MARKET, BY SOURCE, 2021-2031 ($MILLION)
  • TABLE 56. GERMANY VIRTUAL EVENTS INDUSTRY MARKET, BY AGE GROUP, 2021-2031 ($MILLION)
  • TABLE 57. GERMANY VIRTUAL EVENTS INDUSTRY MARKET, BY PLATFORM, 2021-2031 ($MILLION)
  • TABLE 58. UK VIRTUAL EVENTS INDUSTRY MARKET, BY TYPE, 2021-2031 ($MILLION)
  • TABLE 59. UK VIRTUAL EVENTS INDUSTRY MARKET, BY SOURCE, 2021-2031 ($MILLION)
  • TABLE 60. UK VIRTUAL EVENTS INDUSTRY MARKET, BY AGE GROUP, 2021-2031 ($MILLION)
  • TABLE 61. UK VIRTUAL EVENTS INDUSTRY MARKET, BY PLATFORM, 2021-2031 ($MILLION)
  • TABLE 62. FRANCE VIRTUAL EVENTS INDUSTRY MARKET, BY TYPE, 2021-2031 ($MILLION)
  • TABLE 63. FRANCE VIRTUAL EVENTS INDUSTRY MARKET, BY SOURCE, 2021-2031 ($MILLION)
  • TABLE 64. FRANCE VIRTUAL EVENTS INDUSTRY MARKET, BY AGE GROUP, 2021-2031 ($MILLION)
  • TABLE 65. FRANCE VIRTUAL EVENTS INDUSTRY MARKET, BY PLATFORM, 2021-2031 ($MILLION)
  • TABLE 66. ITALY VIRTUAL EVENTS INDUSTRY MARKET, BY TYPE, 2021-2031 ($MILLION)
  • TABLE 67. ITALY VIRTUAL EVENTS INDUSTRY MARKET, BY SOURCE, 2021-2031 ($MILLION)
  • TABLE 68. ITALY VIRTUAL EVENTS INDUSTRY MARKET, BY AGE GROUP, 2021-2031 ($MILLION)
  • TABLE 69. ITALY VIRTUAL EVENTS INDUSTRY MARKET, BY PLATFORM, 2021-2031 ($MILLION)
  • TABLE 70. SPAIN VIRTUAL EVENTS INDUSTRY MARKET, BY TYPE, 2021-2031 ($MILLION)
  • TABLE 71. SPAIN VIRTUAL EVENTS INDUSTRY MARKET, BY SOURCE, 2021-2031 ($MILLION)
  • TABLE 72. SPAIN VIRTUAL EVENTS INDUSTRY MARKET, BY AGE GROUP, 2021-2031 ($MILLION)
  • TABLE 73. SPAIN VIRTUAL EVENTS INDUSTRY MARKET, BY PLATFORM, 2021-2031 ($MILLION)
  • TABLE 74. IRELAND VIRTUAL EVENTS INDUSTRY MARKET, BY TYPE, 2021-2031 ($MILLION)
  • TABLE 75. IRELAND VIRTUAL EVENTS INDUSTRY MARKET, BY SOURCE, 2021-2031 ($MILLION)
  • TABLE 76. IRELAND VIRTUAL EVENTS INDUSTRY MARKET, BY AGE GROUP, 2021-2031 ($MILLION)
  • TABLE 77. IRELAND VIRTUAL EVENTS INDUSTRY MARKET, BY PLATFORM, 2021-2031 ($MILLION)
  • TABLE 78. REST OF EUROPE VIRTUAL EVENTS INDUSTRY MARKET, BY TYPE, 2021-2031 ($MILLION)
  • TABLE 79. REST OF EUROPE VIRTUAL EVENTS INDUSTRY MARKET, BY SOURCE, 2021-2031 ($MILLION)
  • TABLE 80. REST OF EUROPE VIRTUAL EVENTS INDUSTRY MARKET, BY AGE GROUP, 2021-2031 ($MILLION)
  • TABLE 81. REST OF EUROPE VIRTUAL EVENTS INDUSTRY MARKET, BY PLATFORM, 2021-2031 ($MILLION)
  • TABLE 82. ASIA-PACIFIC VIRTUAL EVENTS INDUSTRY MARKET, BY TYPE, 2021-2031 ($MILLION)
  • TABLE 83. ASIA-PACIFIC VIRTUAL EVENTS INDUSTRY MARKET, BY SOURCE, 2021-2031 ($MILLION)
  • TABLE 84. ASIA-PACIFIC VIRTUAL EVENTS INDUSTRY MARKET, BY AGE GROUP, 2021-2031 ($MILLION)
  • TABLE 85. ASIA-PACIFIC VIRTUAL EVENTS INDUSTRY MARKET, BY PLATFORM, 2021-2031 ($MILLION)
  • TABLE 86. ASIA-PACIFIC VIRTUAL EVENTS INDUSTRY MARKET, BY COUNTRY, 2021-2031 ($MILLION)
  • TABLE 87. CHINA VIRTUAL EVENTS INDUSTRY MARKET, BY TYPE, 2021-2031 ($MILLION)
  • TABLE 88. CHINA VIRTUAL EVENTS INDUSTRY MARKET, BY SOURCE, 2021-2031 ($MILLION)
  • TABLE 89. CHINA VIRTUAL EVENTS INDUSTRY MARKET, BY AGE GROUP, 2021-2031 ($MILLION)
  • TABLE 90. CHINA VIRTUAL EVENTS INDUSTRY MARKET, BY PLATFORM, 2021-2031 ($MILLION)
  • TABLE 91. INDIA VIRTUAL EVENTS INDUSTRY MARKET, BY TYPE, 2021-2031 ($MILLION)
  • TABLE 92. INDIA VIRTUAL EVENTS INDUSTRY MARKET, BY SOURCE, 2021-2031 ($MILLION)
  • TABLE 93. INDIA VIRTUAL EVENTS INDUSTRY MARKET, BY AGE GROUP, 2021-2031 ($MILLION)
  • TABLE 94. INDIA VIRTUAL EVENTS INDUSTRY MARKET, BY PLATFORM, 2021-2031 ($MILLION)
  • TABLE 95. JAPAN VIRTUAL EVENTS INDUSTRY MARKET, BY TYPE, 2021-2031 ($MILLION)
  • TABLE 96. JAPAN VIRTUAL EVENTS INDUSTRY MARKET, BY SOURCE, 2021-2031 ($MILLION)
  • TABLE 97. JAPAN VIRTUAL EVENTS INDUSTRY MARKET, BY AGE GROUP, 2021-2031 ($MILLION)
  • TABLE 98. JAPAN VIRTUAL EVENTS INDUSTRY MARKET, BY PLATFORM, 2021-2031 ($MILLION)
  • TABLE 99. AUSTRALIA VIRTUAL EVENTS INDUSTRY MARKET, BY TYPE, 2021-2031 ($MILLION)
  • TABLE 100. AUSTRALIA VIRTUAL EVENTS INDUSTRY MARKET, BY SOURCE, 2021-2031 ($MILLION)
  • TABLE 101. AUSTRALIA VIRTUAL EVENTS INDUSTRY MARKET, BY AGE GROUP, 2021-2031 ($MILLION)
  • TABLE 102. AUSTRALIA VIRTUAL EVENTS INDUSTRY MARKET, BY PLATFORM, 2021-2031 ($MILLION)
  • TABLE 103. SOUTH KOREA VIRTUAL EVENTS INDUSTRY MARKET, BY TYPE, 2021-2031 ($MILLION)
  • TABLE 104. SOUTH KOREA VIRTUAL EVENTS INDUSTRY MARKET, BY SOURCE, 2021-2031 ($MILLION)
  • TABLE 105. SOUTH KOREA VIRTUAL EVENTS INDUSTRY MARKET, BY AGE GROUP, 2021-2031 ($MILLION)
  • TABLE 106. SOUTH KOREA VIRTUAL EVENTS INDUSTRY MARKET, BY PLATFORM, 2021-2031 ($MILLION)
  • TABLE 107. REST OF ASIA-PACIFIC VIRTUAL EVENTS INDUSTRY MARKET, BY TYPE, 2021-2031 ($MILLION)
  • TABLE 108. REST OF ASIA-PACIFIC VIRTUAL EVENTS INDUSTRY MARKET, BY SOURCE, 2021-2031 ($MILLION)
  • TABLE 109. REST OF ASIA-PACIFIC VIRTUAL EVENTS INDUSTRY MARKET, BY AGE GROUP, 2021-2031 ($MILLION)
  • TABLE 110. REST OF ASIA-PACIFIC VIRTUAL EVENTS INDUSTRY MARKET, BY PLATFORM, 2021-2031 ($MILLION)
  • TABLE 111. LAMEA VIRTUAL EVENTS INDUSTRY MARKET, BY TYPE, 2021-2031 ($MILLION)
  • TABLE 112. LAMEA VIRTUAL EVENTS INDUSTRY MARKET, BY SOURCE, 2021-2031 ($MILLION)
  • TABLE 113. LAMEA VIRTUAL EVENTS INDUSTRY MARKET, BY AGE GROUP, 2021-2031 ($MILLION)
  • TABLE 114. LAMEA VIRTUAL EVENTS INDUSTRY MARKET, BY PLATFORM, 2021-2031 ($MILLION)
  • TABLE 115. LAMEA VIRTUAL EVENTS INDUSTRY MARKET, BY COUNTRY, 2021-2031 ($MILLION)
  • TABLE 116. REST OF LATIN AMERICA VIRTUAL EVENTS INDUSTRY MARKET, BY TYPE, 2021-2031 ($MILLION)
  • TABLE 117. REST OF LATIN AMERICA VIRTUAL EVENTS INDUSTRY MARKET, BY SOURCE, 2021-2031 ($MILLION)
  • TABLE 118. REST OF LATIN AMERICA VIRTUAL EVENTS INDUSTRY MARKET, BY AGE GROUP, 2021-2031 ($MILLION)
  • TABLE 119. REST OF LATIN AMERICA VIRTUAL EVENTS INDUSTRY MARKET, BY PLATFORM, 2021-2031 ($MILLION)
  • TABLE 120. REST OF MIDDLE EAST VIRTUAL EVENTS INDUSTRY MARKET, BY TYPE, 2021-2031 ($MILLION)
  • TABLE 121. REST OF MIDDLE EAST VIRTUAL EVENTS INDUSTRY MARKET, BY SOURCE, 2021-2031 ($MILLION)
  • TABLE 122. REST OF MIDDLE EAST VIRTUAL EVENTS INDUSTRY MARKET, BY AGE GROUP, 2021-2031 ($MILLION)
  • TABLE 123. REST OF MIDDLE EAST VIRTUAL EVENTS INDUSTRY MARKET, BY PLATFORM, 2021-2031 ($MILLION)
  • TABLE 124. SOUTH AFRICA VIRTUAL EVENTS INDUSTRY MARKET, BY TYPE, 2021-2031 ($MILLION)
  • TABLE 125. SOUTH AFRICA VIRTUAL EVENTS INDUSTRY MARKET, BY SOURCE, 2021-2031 ($MILLION)
  • TABLE 126. SOUTH AFRICA VIRTUAL EVENTS INDUSTRY MARKET, BY AGE GROUP, 2021-2031 ($MILLION)
  • TABLE 127. SOUTH AFRICA VIRTUAL EVENTS INDUSTRY MARKET, BY PLATFORM, 2021-2031 ($MILLION)
  • TABLE 128.PACE DIGITAL: COMPANY SNAPSHOT
  • TABLE 129.PACE DIGITAL: OPERATING SEGMENTS
  • TABLE 130.PACE DIGITAL: PRODUCT PORTFOLIO
  • TABLE 131.PACE DIGITAL: NET SALES,
  • TABLE 132.PACE DIGITAL: KEY STRATERGIES
  • TABLE 133.REVOLUTION CMES: COMPANY SNAPSHOT
  • TABLE 134.REVOLUTION CMES: OPERATING SEGMENTS
  • TABLE 135.REVOLUTION CMES: PRODUCT PORTFOLIO
  • TABLE 136.REVOLUTION CMES: NET SALES,
  • TABLE 137.REVOLUTION CMES: KEY STRATERGIES
  • TABLE 138.SHOWCASE EVENTS: COMPANY SNAPSHOT
  • TABLE 139.SHOWCASE EVENTS: OPERATING SEGMENTS
  • TABLE 140.SHOWCASE EVENTS: PRODUCT PORTFOLIO
  • TABLE 141.SHOWCASE EVENTS: NET SALES,
  • TABLE 142.SHOWCASE EVENTS: KEY STRATERGIES
  • TABLE 143.TARGET EXHIBITIONS: COMPANY SNAPSHOT
  • TABLE 144.TARGET EXHIBITIONS: OPERATING SEGMENTS
  • TABLE 145.TARGET EXHIBITIONS: PRODUCT PORTFOLIO
  • TABLE 146.TARGET EXHIBITIONS: NET SALES,
  • TABLE 147.TARGET EXHIBITIONS: KEY STRATERGIES
  • TABLE 148.TCJ MANAGEMENT CO. LTD: COMPANY SNAPSHOT
  • TABLE 149.TCJ MANAGEMENT CO. LTD: OPERATING SEGMENTS
  • TABLE 150.TCJ MANAGEMENT CO. LTD: PRODUCT PORTFOLIO
  • TABLE 151.TCJ MANAGEMENT CO. LTD: NET SALES,
  • TABLE 152.TCJ MANAGEMENT CO. LTD: KEY STRATERGIES
  • TABLE 153.THE COLLABORATIVE EXCHANGE: COMPANY SNAPSHOT
  • TABLE 154.THE COLLABORATIVE EXCHANGE: OPERATING SEGMENTS
  • TABLE 155.THE COLLABORATIVE EXCHANGE: PRODUCT PORTFOLIO
  • TABLE 156.THE COLLABORATIVE EXCHANGE: NET SALES,
  • TABLE 157.THE COLLABORATIVE EXCHANGE: KEY STRATERGIES
  • TABLE 158.VIETAPPS CO., LTD.: COMPANY SNAPSHOT
  • TABLE 159.VIETAPPS CO., LTD.: OPERATING SEGMENTS
  • TABLE 160.VIETAPPS CO., LTD.: PRODUCT PORTFOLIO
  • TABLE 161.VIETAPPS CO., LTD.: NET SALES,
  • TABLE 162.VIETAPPS CO., LTD.: KEY STRATERGIES
  • TABLE 163.MORPH DIGITAL SOLUTIONS PRIVATE LIMITED: COMPANY SNAPSHOT
  • TABLE 164.MORPH DIGITAL SOLUTIONS PRIVATE LIMITED: OPERATING SEGMENTS
  • TABLE 165.MORPH DIGITAL SOLUTIONS PRIVATE LIMITED: PRODUCT PORTFOLIO
  • TABLE 166.MORPH DIGITAL SOLUTIONS PRIVATE LIMITED: NET SALES,
  • TABLE 167.MORPH DIGITAL SOLUTIONS PRIVATE LIMITED: KEY STRATERGIES
  • TABLE 168.LONDON FILMED: COMPANY SNAPSHOT
  • TABLE 169.LONDON FILMED: OPERATING SEGMENTS
  • TABLE 170.LONDON FILMED: PRODUCT PORTFOLIO
  • TABLE 171.LONDON FILMED: NET SALES,
  • TABLE 172.LONDON FILMED: KEY STRATERGIES
  • TABLE 173.AMERICAN PROGRAM BUREAU, INC.: COMPANY SNAPSHOT
  • TABLE 174.AMERICAN PROGRAM BUREAU, INC.: OPERATING SEGMENTS
  • TABLE 175.AMERICAN PROGRAM BUREAU, INC.: PRODUCT PORTFOLIO
  • TABLE 176.AMERICAN PROGRAM BUREAU, INC.: NET SALES,
  • TABLE 177.AMERICAN PROGRAM BUREAU, INC.: KEY STRATERGIES

LIST OF FIGURES

  • FIGURE 1.VIRTUAL EVENTS INDUSTRY MARKET SEGMENTATION
  • FIGURE 2.VIRTUAL EVENTS INDUSTRY MARKET,2021-2031
  • FIGURE 3.VIRTUAL EVENTS INDUSTRY MARKET,2021-2031
  • FIGURE 4. TOP INVESTMENT POCKETS, BY REGION
  • FIGURE 5.PORTER FIVE-1
  • FIGURE 6.PORTER FIVE-2
  • FIGURE 7.PORTER FIVE-3
  • FIGURE 8.PORTER FIVE-4
  • FIGURE 9.PORTER FIVE-5
  • FIGURE 10.TOP PLAYER POSITIONING
  • FIGURE 11.VIRTUAL EVENTS INDUSTRY MARKET:DRIVERS, RESTRAINTS AND OPPORTUNITIES
  • FIGURE 12.VIRTUAL EVENTS INDUSTRY MARKET,BY TYPE,2021(%)
  • FIGURE 13.COMPARATIVE SHARE ANALYSIS OF WEBINAR VIRTUAL EVENTS INDUSTRY MARKET,2021-2031(%)
  • FIGURE 14.COMPARATIVE SHARE ANALYSIS OF VIRTUAL EXPO FAIRS AND FESTIVALS VIRTUAL EVENTS INDUSTRY MARKET,2021-2031(%)
  • FIGURE 15.COMPARATIVE SHARE ANALYSIS OF ENTERTAINMENT VIRTUAL EVENTS INDUSTRY MARKET,2021-2031(%)
  • FIGURE 16.COMPARATIVE SHARE ANALYSIS OF CONFERENCE VIRTUAL EVENTS INDUSTRY MARKET,2021-2031(%)
  • FIGURE 17.COMPARATIVE SHARE ANALYSIS OF OTHERS VIRTUAL EVENTS INDUSTRY MARKET,2021-2031(%)
  • FIGURE 18.VIRTUAL EVENTS INDUSTRY MARKET,BY SOURCE,2021(%)
  • FIGURE 19.COMPARATIVE SHARE ANALYSIS OF TICKET SALE VIRTUAL EVENTS INDUSTRY MARKET,2021-2031(%)
  • FIGURE 20.COMPARATIVE SHARE ANALYSIS OF SPONSORSHIP VIRTUAL EVENTS INDUSTRY MARKET,2021-2031(%)
  • FIGURE 21.COMPARATIVE SHARE ANALYSIS OF OTHERS VIRTUAL EVENTS INDUSTRY MARKET,2021-2031(%)
  • FIGURE 22.VIRTUAL EVENTS INDUSTRY MARKET,BY AGE GROUP,2021(%)
  • FIGURE 23.COMPARATIVE SHARE ANALYSIS OF BELOW 20 YEARS VIRTUAL EVENTS INDUSTRY MARKET,2021-2031(%)
  • FIGURE 24.COMPARATIVE SHARE ANALYSIS OF 21 TO 40 YEARS VIRTUAL EVENTS INDUSTRY MARKET,2021-2031(%)
  • FIGURE 25.COMPARATIVE SHARE ANALYSIS OF ABOVE 40 YEARS VIRTUAL EVENTS INDUSTRY MARKET,2021-2031(%)
  • FIGURE 26.VIRTUAL EVENTS INDUSTRY MARKET,BY PLATFORM,2021(%)
  • FIGURE 27.COMPARATIVE SHARE ANALYSIS OF WEB BASED SOFTWARE VIRTUAL EVENTS INDUSTRY MARKET,2021-2031(%)
  • FIGURE 28.COMPARATIVE SHARE ANALYSIS OF XR PLATFORM VIRTUAL EVENTS INDUSTRY MARKET,2021-2031(%)
  • FIGURE 29.VIRTUAL EVENTS INDUSTRY MARKET BY REGION,2021
  • FIGURE 30.U.S. VIRTUAL EVENTS INDUSTRY MARKET,2021-2031($MILLION)
  • FIGURE 31.CANADA VIRTUAL EVENTS INDUSTRY MARKET,2021-2031($MILLION)
  • FIGURE 32.MEXICO VIRTUAL EVENTS INDUSTRY MARKET,2021-2031($MILLION)
  • FIGURE 33.GERMANY VIRTUAL EVENTS INDUSTRY MARKET,2021-2031($MILLION)
  • FIGURE 34.UK VIRTUAL EVENTS INDUSTRY MARKET,2021-2031($MILLION)
  • FIGURE 35.FRANCE VIRTUAL EVENTS INDUSTRY MARKET,2021-2031($MILLION)
  • FIGURE 36.ITALY VIRTUAL EVENTS INDUSTRY MARKET,2021-2031($MILLION)
  • FIGURE 37.SPAIN VIRTUAL EVENTS INDUSTRY MARKET,2021-2031($MILLION)
  • FIGURE 38.IRELAND VIRTUAL EVENTS INDUSTRY MARKET,2021-2031($MILLION)
  • FIGURE 39.REST OF EUROPE VIRTUAL EVENTS INDUSTRY MARKET,2021-2031($MILLION)
  • FIGURE 40.CHINA VIRTUAL EVENTS INDUSTRY MARKET,2021-2031($MILLION)
  • FIGURE 41.INDIA VIRTUAL EVENTS INDUSTRY MARKET,2021-2031($MILLION)
  • FIGURE 42.JAPAN VIRTUAL EVENTS INDUSTRY MARKET,2021-2031($MILLION)
  • FIGURE 43.AUSTRALIA VIRTUAL EVENTS INDUSTRY MARKET,2021-2031($MILLION)
  • FIGURE 44.SOUTH KOREA VIRTUAL EVENTS INDUSTRY MARKET,2021-2031($MILLION)
  • FIGURE 45.REST OF ASIA-PACIFIC VIRTUAL EVENTS INDUSTRY MARKET,2021-2031($MILLION)
  • FIGURE 46.REST OF LATIN AMERICA VIRTUAL EVENTS INDUSTRY MARKET,2021-2031($MILLION)
  • FIGURE 47.REST OF MIDDLE EAST VIRTUAL EVENTS INDUSTRY MARKET,2021-2031($MILLION)
  • FIGURE 48.SOUTH AFRICA VIRTUAL EVENTS INDUSTRY MARKET,2021-2031($MILLION)
  • FIGURE 49. TOP WINNING STRATEGIES, BY YEAR
  • FIGURE 50. TOP WINNING STRATEGIES, BY DEVELOPMENT
  • FIGURE 51. TOP WINNING STRATEGIES, BY COMPANY
  • FIGURE 52.PRODUCT MAPPING OF TOP 10 PLAYERS
  • FIGURE 53.COMPETITIVE DASHBOARD
  • FIGURE 54.COMPETITIVE HEATMAP OF TOP 10 KEY PLAYERS
  • FIGURE 55.PACE DIGITAL.: NET SALES ,($MILLION)
  • FIGURE 56.REVOLUTION CMES.: NET SALES ,($MILLION)
  • FIGURE 57.SHOWCASE EVENTS.: NET SALES ,($MILLION)
  • FIGURE 58.TARGET EXHIBITIONS.: NET SALES ,($MILLION)
  • FIGURE 59.TCJ MANAGEMENT CO. LTD.: NET SALES ,($MILLION)
  • FIGURE 60.THE COLLABORATIVE EXCHANGE.: NET SALES ,($MILLION)
  • FIGURE 61.VIETAPPS CO., LTD..: NET SALES ,($MILLION)
  • FIGURE 62.MORPH DIGITAL SOLUTIONS PRIVATE LIMITED.: NET SALES ,($MILLION)
  • FIGURE 63.LONDON FILMED.: NET SALES ,($MILLION)
  • FIGURE 64.AMERICAN PROGRAM BUREAU, INC..: NET SALES ,($MILLION)