封面
市場調查報告書
商品編碼
1313538

虛擬實境內容市場:按組件(硬體、軟體)、按內容類型(360 度照片、遊戲、影片)、按用途- 2023-2030 年全球預測

Virtual Reality Content Market by Component (Hardware, Software), Content Type (360 Degree Photos, Games, Videos), Application - Cumulative Impact of COVID-19, Russia Ukraine Conflict, and High Inflation - Global Forecast 2023-2030

出版日期: | 出版商: 360iResearch | 英文 184 Pages | 商品交期: 最快1-2個工作天內

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全球虛擬實境內容市場預計到2023年將大幅成長至333.7億美元,複合年成長率為7.91%,預計到2030年將達到驚人的569.5億美元。

FPNV定位矩陣

FPNV定位矩陣對於評估全球虛擬實境內容市場至關重要。透過檢查業務策略和產品滿意度的關鍵指標,我們對供應商進行全面評估,使您能夠根據您的特定需求做出明智的資訊。這種進階分析將供應商分為四個像限,並取得了不同程度的成功:前沿 (F)、探路者 (P)、利基 (N) 和重要 (V)。

市佔率分析

市場佔有率分析可以深入了解供應商在特定市場領域的當前地位。比較供應商對總收入、基本客群和其他關鍵指標的貢獻,可以幫助公司更好地了解他們在爭奪市場佔有率時的表現以及面臨的情況。該分析還揭示了特定行業的競爭程度、累積和合併的優勢以及研究基準年的合併特徵。

本報告提供了以下幾點見解:

1. 市場滲透率:提供有關主要企業所服務的市場的全面資訊。

2. 市場開發:提供有關利潤豐厚的新興市場的詳細資訊,並分析其在成熟市場的滲透率。

3. 市場多元化:提供有關新產品發布、未開發領域、最新發展和投資的詳細資訊。

4.市場趨勢:全面了解COVID-19、俄羅斯-烏克蘭衝突和高通膨的累積影響。

5.競爭評估與資訊:對主要企業的市場佔有率、策略、產品、認證、法規狀況、專利狀況、製造能力等進行綜合評估。

6. 產品開發與創新:提供對未來技術、研發活動和突破性產品開發的見解。

本報告回答了以下問題:

1. 虛擬實境內容的全球市場規模和預測是多少?

2. 在預測期內,COVID-19 對全球虛擬實境內容市場的阻礙因素和影響有哪些?

3. 在預測期內,全球虛擬實境內容市場需要投資哪些產品/細分市場/應用程式/領域?

4.全球虛擬實境內容市場的競爭策略是什麼?

5. 全球虛擬實境內容市場的技術趨勢和法律規範是什麼?

6.全球虛擬實境內容市場主要廠商的市佔率是多少?

7. 哪些型態和策略舉措被認為適合進入全球虛擬實境內容市場?

目錄

第1章 前言

第2章 調查方法

第3章 執行摘要

第4章 市場概況

第5章 市場洞察

  • 市場動態
    • 促進因素
      • VR 和 AR 產品等頭戴式顯示器 (HMD) 的需求不斷成長
      • 遊戲和娛樂領域經濟高效的 VR 設備的高可用性
      • 行銷領域對VR內容的需求不斷增加
    • 抑制因素
      • 缺乏訓練有素的專業人員
    • 機會
      • 對技術先進、可攜式、獨立設備的需求不斷成長
      • 元宇宙的出現與強大的創業生態系統
    • 任務
      • 安全和隱私侵犯問題
  • 市場趨勢
  • COVID-19 的累積影響
  • 俄羅斯-烏克蘭衝突的累積影響
  • 高通膨的累積效應
  • 波特五力分析
  • 價值鍊和關鍵路徑分析
  • 法律規範
  • 客戶客製化

第6章 虛擬實境內容市場:按組成部分

  • 硬體
  • 軟體

第7章 依內容類型分類的虛擬實境內容市場

  • 360度照片
  • 遊戲
  • 影片

第8章 虛擬實境內容市場:依用途

  • 遊戲
  • 媒體與娛樂
  • 零售

第9章 美洲虛擬實境內容市場

  • 阿根廷
  • 巴西
  • 加拿大
  • 墨西哥
  • 美國

第10章 亞太虛擬實境內容市場

  • 澳洲
  • 中國
  • 印度
  • 印尼
  • 日本
  • 馬來西亞
  • 菲律賓
  • 新加坡
  • 韓國
  • 台灣
  • 泰國
  • 越南

第11章歐洲、中東和非洲虛擬實境內容市場

  • 丹麥
  • 埃及
  • 芬蘭
  • 法國
  • 德國
  • 以色列
  • 義大利
  • 荷蘭
  • 奈及利亞
  • 挪威
  • 波蘭
  • 卡達
  • 俄羅斯
  • 沙烏地阿拉伯
  • 南非
  • 西班牙
  • 瑞典
  • 瑞士
  • 土耳其
  • 阿拉伯聯合大公國
  • 英國

第12章競爭形勢

  • FPNV定位矩陣
  • 市佔率分析:主要企業
  • 競爭情境分析:主要企業

第13章上市公司名單

第14章附錄

  • 討論指南
  • 關於許可證和定價
Product Code: MRR-030298DFFFCF

The Global Virtual Reality Content Market is forecasted to grow significantly, with a projected USD 33.37 billion in 2023 at a CAGR of 7.91% and expected to reach a staggering USD 56.95 billion by 2030.

The Cumulative Impact of COVID-19, the Russia-Ukraine Conflict, and High Inflation is expected to have significant long-term effects on the Global Virtual Reality Content Market. The ongoing research considers the changes in consumer behavior, supply chain disruptions, and government interventions caused by the pandemic. Similarly, the report considers the ongoing political and economic uncertainty in Eastern Europe caused by the Russia-Ukraine Conflict and its potential implications for demand-supply balances, pressure on pricing variants, and import/export and trading. Additionally, the report addresses the impact of High Inflation on the global economy and details fiscal policies measuring and reducing its effects on demand, supply, cash flow, and currency exchange.

Market Segmentation & Coverage:

This research report categorizes the Global Virtual Reality Content Market in order to forecast the revenues and analyze trends in each of following sub-markets:

Based on Component, market is studied across Hardware and Software. The Software is projected to witness significant market share during forecast period.

Based on Content Type, market is studied across 360 Degree Photos, Games, and Videos. The 360 Degree Photos is projected to witness significant market share during forecast period.

Based on Application, market is studied across Automotive, Gaming, Media & Entertainment, and Retail. The Media & Entertainment is projected to witness significant market share during forecast period.

Based on Region, market is studied across Americas, Asia-Pacific, and Europe, Middle East & Africa. The Americas is further studied across Argentina, Brazil, Canada, Mexico, and United States. The United States is further studied across California, Florida, Illinois, New York, Ohio, Pennsylvania, and Texas. The Asia-Pacific is further studied across Australia, China, India, Indonesia, Japan, Malaysia, Philippines, Singapore, South Korea, Taiwan, Thailand, and Vietnam. The Europe, Middle East & Africa is further studied across Denmark, Egypt, Finland, France, Germany, Israel, Italy, Netherlands, Nigeria, Norway, Poland, Qatar, Russia, Saudi Arabia, South Africa, Spain, Sweden, Switzerland, Turkey, United Arab Emirates, and United Kingdom. The Americas commanded largest market share of 38.75% in 2022, followed by Europe, Middle East & Africa.

Market Statistics:

The report provides market sizing and forecasts across 7 major currencies - USD, EUR, JPY, GBP, AUD, CAD, and CHF; multiple currency support helps organization leaders to make well-informed decisions. In this report, 2018 to 2021 are considered as historical years, 2022 is base year, 2023 is estimated year, and years from 2024 to 2030 are considered as forecast period.

FPNV Positioning Matrix:

The FPNV Positioning Matrix is essential for assessing the Global Virtual Reality Content Market. It provides a comprehensive evaluation of vendors by examining key metrics within Business Strategy and Product Satisfaction, allowing users to make informed decisions based on their specific needs. This advanced analysis then organizes these vendors into four distinct quadrants, which represent varying levels of success: Forefront (F), Pathfinder (P), Niche (N), or Vital(V).

Market Share Analysis:

The Market Share Analysis offers an insightful look at the current state of vendors in a particular market space. By comparing vendor contributions to overall revenue, customer base, and other key metrics, we can give companies a greater understanding of their performance and what they are up against when competing for market share. The analysis also sheds light on just how competitive any given sector is about accumulation, fragmentation dominance, and amalgamation traits over the base year period studied.

The report provides insights on the following pointers:

1. Market Penetration: Provides comprehensive information on the market offered by the key players

2. Market Development: Provides in-depth information about lucrative emerging markets and analyzes penetration across mature segments of the markets

3. Market Diversification: Provides detailed information about new product launches, untapped geographies, recent developments, and investments

4. Market Trends: Provides comprehensive understanding of the Cumulative Impact of COVID-19, the Russia-Ukraine Conflict, and the High Inflation

5. Competitive Assessment & Intelligence: Provides an exhaustive assessment of market shares, strategies, products, certification, regulatory approvals, patent landscape, and manufacturing capabilities of the leading players

6. Product Development & Innovation: Provides intelligent insights on future technologies, R&D activities, and breakthrough product developments

The report answers questions such as:

1. What is the market size and forecast of the Global Virtual Reality Content Market?

2. What are the inhibiting factors and impact of COVID-19 shaping the Global Virtual Reality Content Market during the forecast period?

3. Which are the products/segments/applications/areas to invest in over the forecast period in the Global Virtual Reality Content Market?

4. What is the competitive strategic window for opportunities in the Global Virtual Reality Content Market?

5. What are the technology trends and regulatory frameworks in the Global Virtual Reality Content Market?

6. What is the market share of the leading vendors in the Global Virtual Reality Content Market?

7. What modes and strategic moves are considered suitable for entering the Global Virtual Reality Content Market?

Table of Contents

1. Preface

  • 1.1. Objectives of the Study
  • 1.2. Market Segmentation & Coverage
  • 1.3. Years Considered for the Study
  • 1.4. Currency & Pricing
  • 1.5. Language
  • 1.6. Limitations
  • 1.7. Assumptions
  • 1.8. Stakeholders

2. Research Methodology

  • 2.1. Define: Research Objective
  • 2.2. Determine: Research Design
  • 2.3. Prepare: Research Instrument
  • 2.4. Collect: Data Source
  • 2.5. Analyze: Data Interpretation
  • 2.6. Formulate: Data Verification
  • 2.7. Publish: Research Report
  • 2.8. Repeat: Report Update

3. Executive Summary

4. Market Overview

  • 4.1. Introduction
  • 4.2. Virtual Reality Content Market, by Component, 2022 vs 2030
  • 4.3. Virtual Reality Content Market, by Content Type, 2022 vs 2030
  • 4.4. Virtual Reality Content Market, by Application, 2022 vs 2030
  • 4.5. Virtual Reality Content Market, by Region, 2022 vs 2030

5. Market Insights

  • 5.1. Market Dynamics
    • 5.1.1. Drivers
      • 5.1.1.1. Rise in demand for head-mounted displays (HMDs) such as VR and AR products
      • 5.1.1.2. High availability of cost-efficient VR devices in the gaming and entertainment sector
      • 5.1.1.3. Increase in the demand for VR content in the marketing sector
    • 5.1.2. Restraints
      • 5.1.2.1. Shortage of trained professionals
    • 5.1.3. Opportunities
      • 5.1.3.1. Rising demand for technologically advanced, portable and stand alone devices
      • 5.1.3.2. Emergence of metaverse and robust startup ecosystem
    • 5.1.4. Challenges
      • 5.1.4.1. Security and privacy breach issues
  • 5.2. Market Trends
  • 5.3. Cumulative Impact of COVID-19
  • 5.4. Cumulative Impact of Russia-Ukraine Conflict
  • 5.5. Cumulative Impact of High Inflation
  • 5.6. Porter's Five Forces Analysis
    • 5.6.1. Threat of New Entrants
    • 5.6.2. Threat of Substitutes
    • 5.6.3. Bargaining Power of Customers
    • 5.6.4. Bargaining Power of Suppliers
    • 5.6.5. Industry Rivalry
  • 5.7. Value Chain & Critical Path Analysis
  • 5.8. Regulatory Framework
  • 5.9. Client Customization

6. Virtual Reality Content Market, by Component

  • 6.1. Introduction
  • 6.2. Hardware
  • 6.3. Software

7. Virtual Reality Content Market, by Content Type

  • 7.1. Introduction
  • 7.2. 360 Degree Photos
  • 7.3. Games
  • 7.4. Videos

8. Virtual Reality Content Market, by Application

  • 8.1. Introduction
  • 8.2. Automotive
  • 8.3. Gaming
  • 8.4. Media & Entertainment
  • 8.5. Retail

9. Americas Virtual Reality Content Market

  • 9.1. Introduction
  • 9.2. Argentina
  • 9.3. Brazil
  • 9.4. Canada
  • 9.5. Mexico
  • 9.6. United States

10. Asia-Pacific Virtual Reality Content Market

  • 10.1. Introduction
  • 10.2. Australia
  • 10.3. China
  • 10.4. India
  • 10.5. Indonesia
  • 10.6. Japan
  • 10.7. Malaysia
  • 10.8. Philippines
  • 10.9. Singapore
  • 10.10. South Korea
  • 10.11. Taiwan
  • 10.12. Thailand
  • 10.13. Vietnam

11. Europe, Middle East & Africa Virtual Reality Content Market

  • 11.1. Introduction
  • 11.2. Denmark
  • 11.3. Egypt
  • 11.4. Finland
  • 11.5. France
  • 11.6. Germany
  • 11.7. Israel
  • 11.8. Italy
  • 11.9. Netherlands
  • 11.10. Nigeria
  • 11.11. Norway
  • 11.12. Poland
  • 11.13. Qatar
  • 11.14. Russia
  • 11.15. Saudi Arabia
  • 11.16. South Africa
  • 11.17. Spain
  • 11.18. Sweden
  • 11.19. Switzerland
  • 11.20. Turkey
  • 11.21. United Arab Emirates
  • 11.22. United Kingdom

12. Competitive Landscape

  • 12.1. FPNV Positioning Matrix
  • 12.2. Market Share Analysis, By Key Player
  • 12.3. Competitive Scenario Analysis, By Key Player

13. List of Company Mentioned

14. Appendix

  • 14.1. Discussion Guide
  • 14.2. License & Pricing

LIST OF FIGURES

  • FIGURE 1. VIRTUAL REALITY CONTENT MARKET RESEARCH PROCESS
  • FIGURE 2. VIRTUAL REALITY CONTENT MARKET SIZE, 2022 VS 2030
  • FIGURE 3. VIRTUAL REALITY CONTENT MARKET SIZE, 2018-2030 (USD MILLION)
  • FIGURE 4. VIRTUAL REALITY CONTENT MARKET SIZE, BY COMPONENT, 2022 VS 2030 (%)
  • FIGURE 5. VIRTUAL REALITY CONTENT MARKET SIZE, BY CONTENT TYPE, 2022 VS 2030 (%)
  • FIGURE 6. VIRTUAL REALITY CONTENT MARKET SIZE, BY APPLICATION, 2022 VS 2030 (%)
  • FIGURE 7. VIRTUAL REALITY CONTENT MARKET SIZE, BY REGION, 2022 VS 2030 (%)
  • FIGURE 8. VIRTUAL REALITY CONTENT MARKET DYNAMICS
  • FIGURE 9. VIRTUAL REALITY CONTENT MARKET SIZE, BY COMPONENT, 2022 VS 2023 VS 2030 (USD MILLION)
  • FIGURE 10. VIRTUAL REALITY CONTENT MARKET SIZE, BY CONTENT TYPE, 2022 VS 2023 VS 2030 (USD MILLION)
  • FIGURE 11. VIRTUAL REALITY CONTENT MARKET SIZE, BY APPLICATION, 2022 VS 2023 VS 2030 (USD MILLION)
  • FIGURE 12. AMERICAS VIRTUAL REALITY CONTENT MARKET SIZE, BY COUNTRY, 2022 VS 2023 VS 2030 (USD MILLION)
  • FIGURE 13. UNITED STATES VIRTUAL REALITY CONTENT MARKET SIZE, BY STATE, 2022 VS 2023 VS 2030 (USD MILLION)
  • FIGURE 14. ASIA-PACIFIC VIRTUAL REALITY CONTENT MARKET SIZE, BY COUNTRY, 2022 VS 2023 VS 2030 (USD MILLION)
  • FIGURE 15. EUROPE, MIDDLE EAST & AFRICA VIRTUAL REALITY CONTENT MARKET SIZE, BY COUNTRY, 2022 VS 2023 VS 2030 (USD MILLION)
  • FIGURE 16. VIRTUAL REALITY CONTENT MARKET, FPNV POSITIONING MATRIX, 2022
  • FIGURE 17. VIRTUAL REALITY CONTENT MARKET SHARE, BY KEY PLAYER, 2022

LIST OF TABLES

  • TABLE 1. VIRTUAL REALITY CONTENT MARKET SEGMENTATION & COVERAGE
  • TABLE 2. UNITED STATES DOLLAR EXCHANGE RATE, 2018-2022
  • TABLE 3. VIRTUAL REALITY CONTENT MARKET SIZE, 2018-2030 (USD MILLION)
  • TABLE 4. VIRTUAL REALITY CONTENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 5. VIRTUAL REALITY CONTENT MARKET SIZE, BY HARDWARE, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 6. VIRTUAL REALITY CONTENT MARKET SIZE, BY SOFTWARE, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 7. VIRTUAL REALITY CONTENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 8. VIRTUAL REALITY CONTENT MARKET SIZE, BY 360 DEGREE PHOTOS, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 9. VIRTUAL REALITY CONTENT MARKET SIZE, BY GAMES, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 10. VIRTUAL REALITY CONTENT MARKET SIZE, BY VIDEOS, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 11. VIRTUAL REALITY CONTENT MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 12. VIRTUAL REALITY CONTENT MARKET SIZE, BY AUTOMOTIVE, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 13. VIRTUAL REALITY CONTENT MARKET SIZE, BY GAMING, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 14. VIRTUAL REALITY CONTENT MARKET SIZE, BY MEDIA & ENTERTAINMENT, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 15. VIRTUAL REALITY CONTENT MARKET SIZE, BY RETAIL, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 16. AMERICAS VIRTUAL REALITY CONTENT MARKET SIZE, BY COUNTRY, 2018-2030 (USD MILLION)
  • TABLE 17. AMERICAS VIRTUAL REALITY CONTENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 18. AMERICAS VIRTUAL REALITY CONTENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 19. AMERICAS VIRTUAL REALITY CONTENT MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 20. ARGENTINA VIRTUAL REALITY CONTENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 21. ARGENTINA VIRTUAL REALITY CONTENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 22. ARGENTINA VIRTUAL REALITY CONTENT MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 23. BRAZIL VIRTUAL REALITY CONTENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 24. BRAZIL VIRTUAL REALITY CONTENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 25. BRAZIL VIRTUAL REALITY CONTENT MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 26. CANADA VIRTUAL REALITY CONTENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 27. CANADA VIRTUAL REALITY CONTENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 28. CANADA VIRTUAL REALITY CONTENT MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 29. MEXICO VIRTUAL REALITY CONTENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 30. MEXICO VIRTUAL REALITY CONTENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 31. MEXICO VIRTUAL REALITY CONTENT MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 32. UNITED STATES VIRTUAL REALITY CONTENT MARKET SIZE, BY STATE, 2018-2030 (USD MILLION)
  • TABLE 33. UNITED STATES VIRTUAL REALITY CONTENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 34. UNITED STATES VIRTUAL REALITY CONTENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 35. UNITED STATES VIRTUAL REALITY CONTENT MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 36. ASIA-PACIFIC VIRTUAL REALITY CONTENT MARKET SIZE, BY COUNTRY, 2018-2030 (USD MILLION)
  • TABLE 37. ASIA-PACIFIC VIRTUAL REALITY CONTENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 38. ASIA-PACIFIC VIRTUAL REALITY CONTENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 39. ASIA-PACIFIC VIRTUAL REALITY CONTENT MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 40. AUSTRALIA VIRTUAL REALITY CONTENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 41. AUSTRALIA VIRTUAL REALITY CONTENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 42. AUSTRALIA VIRTUAL REALITY CONTENT MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 43. CHINA VIRTUAL REALITY CONTENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 44. CHINA VIRTUAL REALITY CONTENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 45. CHINA VIRTUAL REALITY CONTENT MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 46. INDIA VIRTUAL REALITY CONTENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 47. INDIA VIRTUAL REALITY CONTENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 48. INDIA VIRTUAL REALITY CONTENT MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 49. INDONESIA VIRTUAL REALITY CONTENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 50. INDONESIA VIRTUAL REALITY CONTENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 51. INDONESIA VIRTUAL REALITY CONTENT MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 52. JAPAN VIRTUAL REALITY CONTENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 53. JAPAN VIRTUAL REALITY CONTENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 54. JAPAN VIRTUAL REALITY CONTENT MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 55. MALAYSIA VIRTUAL REALITY CONTENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 56. MALAYSIA VIRTUAL REALITY CONTENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 57. MALAYSIA VIRTUAL REALITY CONTENT MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 58. PHILIPPINES VIRTUAL REALITY CONTENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 59. PHILIPPINES VIRTUAL REALITY CONTENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 60. PHILIPPINES VIRTUAL REALITY CONTENT MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 61. SINGAPORE VIRTUAL REALITY CONTENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 62. SINGAPORE VIRTUAL REALITY CONTENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 63. SINGAPORE VIRTUAL REALITY CONTENT MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 64. SOUTH KOREA VIRTUAL REALITY CONTENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 65. SOUTH KOREA VIRTUAL REALITY CONTENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 66. SOUTH KOREA VIRTUAL REALITY CONTENT MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 67. TAIWAN VIRTUAL REALITY CONTENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 68. TAIWAN VIRTUAL REALITY CONTENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 69. TAIWAN VIRTUAL REALITY CONTENT MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 70. THAILAND VIRTUAL REALITY CONTENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 71. THAILAND VIRTUAL REALITY CONTENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 72. THAILAND VIRTUAL REALITY CONTENT MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 73. VIETNAM VIRTUAL REALITY CONTENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 74. VIETNAM VIRTUAL REALITY CONTENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 75. VIETNAM VIRTUAL REALITY CONTENT MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 76. EUROPE, MIDDLE EAST & AFRICA VIRTUAL REALITY CONTENT MARKET SIZE, BY COUNTRY, 2018-2030 (USD MILLION)
  • TABLE 77. EUROPE, MIDDLE EAST & AFRICA VIRTUAL REALITY CONTENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 78. EUROPE, MIDDLE EAST & AFRICA VIRTUAL REALITY CONTENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 79. EUROPE, MIDDLE EAST & AFRICA VIRTUAL REALITY CONTENT MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 80. DENMARK VIRTUAL REALITY CONTENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 81. DENMARK VIRTUAL REALITY CONTENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 82. DENMARK VIRTUAL REALITY CONTENT MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 83. EGYPT VIRTUAL REALITY CONTENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 84. EGYPT VIRTUAL REALITY CONTENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 85. EGYPT VIRTUAL REALITY CONTENT MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 86. FINLAND VIRTUAL REALITY CONTENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 87. FINLAND VIRTUAL REALITY CONTENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 88. FINLAND VIRTUAL REALITY CONTENT MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 89. FRANCE VIRTUAL REALITY CONTENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 90. FRANCE VIRTUAL REALITY CONTENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 91. FRANCE VIRTUAL REALITY CONTENT MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 92. GERMANY VIRTUAL REALITY CONTENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 93. GERMANY VIRTUAL REALITY CONTENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 94. GERMANY VIRTUAL REALITY CONTENT MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 95. ISRAEL VIRTUAL REALITY CONTENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 96. ISRAEL VIRTUAL REALITY CONTENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 97. ISRAEL VIRTUAL REALITY CONTENT MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 98. ITALY VIRTUAL REALITY CONTENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 99. ITALY VIRTUAL REALITY CONTENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 100. ITALY VIRTUAL REALITY CONTENT MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 101. NETHERLANDS VIRTUAL REALITY CONTENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 102. NETHERLANDS VIRTUAL REALITY CONTENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 103. NETHERLANDS VIRTUAL REALITY CONTENT MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 104. NIGERIA VIRTUAL REALITY CONTENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 105. NIGERIA VIRTUAL REALITY CONTENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 106. NIGERIA VIRTUAL REALITY CONTENT MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 107. NORWAY VIRTUAL REALITY CONTENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 108. NORWAY VIRTUAL REALITY CONTENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 109. NORWAY VIRTUAL REALITY CONTENT MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 110. POLAND VIRTUAL REALITY CONTENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 111. POLAND VIRTUAL REALITY CONTENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 112. POLAND VIRTUAL REALITY CONTENT MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 113. QATAR VIRTUAL REALITY CONTENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 114. QATAR VIRTUAL REALITY CONTENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 115. QATAR VIRTUAL REALITY CONTENT MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 116. RUSSIA VIRTUAL REALITY CONTENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 117. RUSSIA VIRTUAL REALITY CONTENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 118. RUSSIA VIRTUAL REALITY CONTENT MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 119. SAUDI ARABIA VIRTUAL REALITY CONTENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 120. SAUDI ARABIA VIRTUAL REALITY CONTENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 121. SAUDI ARABIA VIRTUAL REALITY CONTENT MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 122. SOUTH AFRICA VIRTUAL REALITY CONTENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 123. SOUTH AFRICA VIRTUAL REALITY CONTENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 124. SOUTH AFRICA VIRTUAL REALITY CONTENT MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 125. SPAIN VIRTUAL REALITY CONTENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 126. SPAIN VIRTUAL REALITY CONTENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 127. SPAIN VIRTUAL REALITY CONTENT MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 128. SWEDEN VIRTUAL REALITY CONTENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 129. SWEDEN VIRTUAL REALITY CONTENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 130. SWEDEN VIRTUAL REALITY CONTENT MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 131. SWITZERLAND VIRTUAL REALITY CONTENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 132. SWITZERLAND VIRTUAL REALITY CONTENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 133. SWITZERLAND VIRTUAL REALITY CONTENT MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 134. TURKEY VIRTUAL REALITY CONTENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 135. TURKEY VIRTUAL REALITY CONTENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 136. TURKEY VIRTUAL REALITY CONTENT MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 137. UNITED ARAB EMIRATES VIRTUAL REALITY CONTENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 138. UNITED ARAB EMIRATES VIRTUAL REALITY CONTENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 139. UNITED ARAB EMIRATES VIRTUAL REALITY CONTENT MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 140. UNITED KINGDOM VIRTUAL REALITY CONTENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 141. UNITED KINGDOM VIRTUAL REALITY CONTENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 142. UNITED KINGDOM VIRTUAL REALITY CONTENT MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 143. VIRTUAL REALITY CONTENT MARKET, FPNV POSITIONING MATRIX, 2022
  • TABLE 144. VIRTUAL REALITY CONTENT MARKET SHARE, BY KEY PLAYER, 2022
  • TABLE 145. VIRTUAL REALITY CONTENT MARKET LICENSE & PRICING