Social VR Market Forecast to 2027 - COVID-19 Impact and Global Analysis By Component (Hardware, Software/Application, Services); End-user (Commercial, Residential, Government) and Geography

Report Code: TIPRE00019399 | No. of Pages: 150 | Category: Technology, Media and Telecommunications | Status: Upcoming
Covid
MARKET INTRODUCTION

The social VR system allows the participant to choose their virtual characters for participating in virtual social meeting events. The social VR is a next-generation social platform to enhance the meeting experience for users and companies. Social media users or participants appear as virtual characters or Avatars in virtual environments to attend organized social events, virtual parties, and virtual team meetings. Adoption of video conferencing and online meeting platforms is increasing among enterprises to reduce the travel time of employees and expenses on commercial meetings. Demand for social VR systems is increasing among social media platform companies to provide advanced platforms to interact with others in a virtual environment as they interact in real life.

MARKET DYNAMICS

Increasing demand for an advanced social platform with VR technology is expected to drive the growth of the social VR market. Advancements in technology regarding communication standards are expected to boost the growth of the social VR market. Adoption of social VR helps to minimize the business expenditure by investing in the separate video or VR based communication channel and is expected to create better business opportunities for providers of social VR.

MARKET SCOPE

The "Global Social VR Market Analysis to 2027" is a specialized and in-depth study of the social VR market with a special focus on the global market trend analysis. The report aims to provide an overview of social VR market with detailed market segmentation by component, end user. The global social VR market expected to witness high growth during the forecast period. The report provides key statistics on the market status of the leading social VR market player and offers key trends and opportunities in the social VR market.

MARKET SEGMENTATION

The global social VR market is segmented on the basis of component, end user. On the basis of component, market is segmented as hardware, software/application, services. On the basis of end user, market is segmented as commercial, residential, government



REGIONAL FRAMEWORK

The report provides a detailed overview of the industry including both qualitative and quantitative information. It provides overview and forecast of the global social VR market based on various segments. It also provides market size and forecast estimates from year 2018 to 2027 with respect to five major regions, namely; North America, Europe, Asia-Pacific (APAC), Middle East and Africa (MEA) and South America. The social VR market by each region is later sub-segmented by respective countries and segments. The report covers analysis and forecast of 18 countries globally along with current trend and opportunities prevailing in the region.

The report analyzes factors affecting social VR market from both demand and supply side and further evaluates market dynamics effecting the market during the forecast period i.e., drivers, restraints, opportunities, and future trend. The report also provides exhaustive PEST analysis for all five regions namely; North America, Europe, APAC, MEA and South America after evaluating political, economic, social and technological factors effecting the social VR market in these regions.




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MARKET PLAYERS


The reports cover key developments in the social VR market organic and inorganic growth strategies. Various companies are focusing on organic growth strategies such as product launches, product approvals and others such as patents and events. Inorganic growth strategies activities witnessed in the market were acquisitions, and partnership & collaborations. These activities have paved way for expansion of business and customer base of market players. The market players from social VR market are anticipated to lucrative growth opportunities in the future with the rising demand for social VR market. Below mentioned is the list of few companies engaged in the social VR market.

The report also includes the profiles of key social VR market companies along with their SWOT analysis and market strategies. In addition, the report focuses on leading industry players with information such as company profiles, components and services offered, financial information of last 3 years, key development in past five years.

  •   Vrideo
  •   Padraft
  •   Emergent VR
  •   Altspace VR
  •   Bigscreen, Inc.
  •   VRChat Inc.
  •   HTC Corporation
  •   Facebook Technologies, LLC
  •   Google LLC
  •   Microsoft Corporation.


The Insight Partner's dedicated research and analysis team consist of experienced professionals with advanced statistical expertise and offer various customization options in the existing study.


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TABLE OF CONTENTS

1.INTRODUCTION
1.1.SCOPE OF THE STUDY
1.2.THE INSIGHT PARTNERS RESEARCH REPORT GUIDANCE
1.3.MARKET SEGMENTATION
1.3.1Social VR Market - By Component
1.3.2Social VR Market - By End-user
1.3.3Social VR Market - By Region
1.3.3.1By Country

2.KEY TAKEAWAYS

3.RESEARCH METHODOLOGY

4.SOCIAL VR MARKET LANDSCAPE
4.1.OVERVIEW
4.2.PORTERâ™S FIVE FORCES ANALYSIS
4.2.1Bargaining Power of Buyers
4.2.1Bargaining Power of Suppliers
4.2.1Threat of Substitute
4.2.1Threat of New Entrants
4.2.1Competitive Rivalry
4.3.ECOSYSTEM ANALYSIS
4.4.EXPERT OPINIONS

5.SOCIAL VR MARKET - KEY MARKET DYNAMICS
5.1.KEY MARKET DRIVERS
5.2.KEY MARKET RESTRAINTS
5.3.KEY MARKET OPPORTUNITIES
5.4.FUTURE TRENDS
5.5.IMPACT ANALYSIS OF DRIVERS AND RESTRAINTS

6.SOCIAL VR MARKET - GLOBAL MARKET ANALYSIS
6.1.SOCIAL VR - GLOBAL MARKET OVERVIEW
6.2.SOCIAL VR - GLOBAL MARKET AND FORECAST TO 2027
6.3.MARKET POSITIONING/MARKET SHARE

7.SOCIAL VR MARKET - REVENUE AND FORECASTS TO 2027 â" COMPONENT
7.1.OVERVIEW
7.2.COMPONENT MARKET FORECASTS AND ANALYSIS
7.3.HARDWARE
7.3.1.Overview
7.3.2.Hardware Market Forecast and Analysis
7.4.SOFTWARE/APPLICATION
7.4.1.Overview
7.4.2.Software/Application Market Forecast and Analysis
7.5.SERVICES
7.5.1.Overview
7.5.2.Services Market Forecast and Analysis
8.SOCIAL VR MARKET - REVENUE AND FORECASTS TO 2027 â" END-USER
8.1.OVERVIEW
8.2.END-USER MARKET FORECASTS AND ANALYSIS
8.3.COMMERCIAL
8.3.1.Overview
8.3.2.Commercial Market Forecast and Analysis
8.4.RESIDENTIAL
8.4.1.Overview
8.4.2.Residential Market Forecast and Analysis
8.5.GOVERNMENT
8.5.1.Overview
8.5.2.Government Market Forecast and Analysis

9.SOCIAL VR MARKET REVENUE AND FORECASTS TO 2027 â" GEOGRAPHICAL ANALYSIS
9.1.NORTH AMERICA
9.1.1North America Social VR Market Overview
9.1.2North America Social VR Market Forecasts and Analysis
9.1.3North America Social VR Market Forecasts and Analysis - By Component
9.1.4North America Social VR Market Forecasts and Analysis - By End-user
9.1.5North America Social VR Market Forecasts and Analysis - By Countries
9.1.5.1United States Social VR Market
9.1.5.1.1United States Social VR Market by Component
9.1.5.1.2United States Social VR Market by End-user
9.1.5.2Canada Social VR Market
9.1.5.2.1Canada Social VR Market by Component
9.1.5.2.2Canada Social VR Market by End-user
9.1.5.3Mexico Social VR Market
9.1.5.3.1Mexico Social VR Market by Component
9.1.5.3.2Mexico Social VR Market by End-user
9.2.EUROPE
9.2.1Europe Social VR Market Overview
9.2.2Europe Social VR Market Forecasts and Analysis
9.2.3Europe Social VR Market Forecasts and Analysis - By Component
9.2.4Europe Social VR Market Forecasts and Analysis - By End-user
9.2.5Europe Social VR Market Forecasts and Analysis - By Countries
9.2.5.1Germany Social VR Market
9.2.5.1.1Germany Social VR Market by Component
9.2.5.1.2Germany Social VR Market by End-user
9.2.5.2France Social VR Market
9.2.5.2.1France Social VR Market by Component
9.2.5.2.2France Social VR Market by End-user
9.2.5.3Italy Social VR Market
9.2.5.3.1Italy Social VR Market by Component
9.2.5.3.2Italy Social VR Market by End-user
9.2.5.4United Kingdom Social VR Market
9.2.5.4.1United Kingdom Social VR Market by Component
9.2.5.4.2United Kingdom Social VR Market by End-user
9.2.5.5Russia Social VR Market
9.2.5.5.1Russia Social VR Market by Component
9.2.5.5.2Russia Social VR Market by End-user
9.2.5.6Rest of Europe Social VR Market
9.2.5.6.1Rest of Europe Social VR Market by Component
9.2.5.6.2Rest of Europe Social VR Market by End-user
9.3.ASIA-PACIFIC
9.3.1Asia-Pacific Social VR Market Overview
9.3.2Asia-Pacific Social VR Market Forecasts and Analysis
9.3.3Asia-Pacific Social VR Market Forecasts and Analysis - By Component
9.3.4Asia-Pacific Social VR Market Forecasts and Analysis - By End-user
9.3.5Asia-Pacific Social VR Market Forecasts and Analysis - By Countries
9.3.5.1Australia Social VR Market
9.3.5.1.1Australia Social VR Market by Component
9.3.5.1.2Australia Social VR Market by End-user
9.3.5.2China Social VR Market
9.3.5.2.1China Social VR Market by Component
9.3.5.2.2China Social VR Market by End-user
9.3.5.3India Social VR Market
9.3.5.3.1India Social VR Market by Component
9.3.5.3.2India Social VR Market by End-user
9.3.5.4Japan Social VR Market
9.3.5.4.1Japan Social VR Market by Component
9.3.5.4.2Japan Social VR Market by End-user
9.3.5.5South Korea Social VR Market
9.3.5.5.1South Korea Social VR Market by Component
9.3.5.5.2South Korea Social VR Market by End-user
9.3.5.6Rest of Asia-Pacific Social VR Market
9.3.5.6.1Rest of Asia-Pacific Social VR Market by Component
9.3.5.6.2Rest of Asia-Pacific Social VR Market by End-user
9.4.MIDDLE EAST AND AFRICA
9.4.1Middle East and Africa Social VR Market Overview
9.4.2Middle East and Africa Social VR Market Forecasts and Analysis
9.4.3Middle East and Africa Social VR Market Forecasts and Analysis - By Component
9.4.4Middle East and Africa Social VR Market Forecasts and Analysis - By End-user
9.4.5Middle East and Africa Social VR Market Forecasts and Analysis - By Countries
9.4.5.1South Africa Social VR Market
9.4.5.1.1South Africa Social VR Market by Component
9.4.5.1.2South Africa Social VR Market by End-user
9.4.5.2Saudi Arabia Social VR Market
9.4.5.2.1Saudi Arabia Social VR Market by Component
9.4.5.2.2Saudi Arabia Social VR Market by End-user
9.4.5.3U.A.E Social VR Market
9.4.5.3.1U.A.E Social VR Market by Component
9.4.5.3.2U.A.E Social VR Market by End-user
9.4.5.4Rest of Middle East and Africa Social VR Market
9.4.5.4.1Rest of Middle East and Africa Social VR Market by Component
9.4.5.4.2Rest of Middle East and Africa Social VR Market by End-user
9.5.SOUTH AND CENTRAL AMERICA
9.5.1South and Central America Social VR Market Overview
9.5.2South and Central America Social VR Market Forecasts and Analysis
9.5.3South and Central America Social VR Market Forecasts and Analysis - By Component
9.5.4South and Central America Social VR Market Forecasts and Analysis - By End-user
9.5.5South and Central America Social VR Market Forecasts and Analysis - By Countries
9.5.5.1Brazil Social VR Market
9.5.5.1.1Brazil Social VR Market by Component
9.5.5.1.2Brazil Social VR Market by End-user
9.5.5.2Argentina Social VR Market
9.5.5.2.1Argentina Social VR Market by Component
9.5.5.2.2Argentina Social VR Market by End-user
9.5.5.3Rest of South and Central America Social VR Market
9.5.5.3.1Rest of South and Central America Social VR Market by Component
9.5.5.3.2Rest of South and Central America Social VR Market by End-user

10.INDUSTRY LANDSCAPE
10.1.MERGERS AND ACQUISITIONS
10.2.AGREEMENTS, COLLABORATIONS AND JOIN VENTURES
10.3.NEW PRODUCT LAUNCHES
10.4.EXPANSIONS AND OTHER STRATEGIC DEVELOPMENTS

11.SOCIAL VR MARKET, KEY COMPANY PROFILES
11.1.VRIDEO
11.1.1.Key Facts
11.1.2.Business Description
11.1.3.Products and Services
11.1.4.Financial Overview
11.1.5.SWOT Analysis
11.1.6.Key Developments
11.2.PADRAFT
11.2.1.Key Facts
11.2.2.Business Description
11.2.3.Products and Services
11.2.4.Financial Overview
11.2.5.SWOT Analysis
11.2.6.Key Developments
11.3.EMERGENT VR
11.3.1.Key Facts
11.3.2.Business Description
11.3.3.Products and Services
11.3.4.Financial Overview
11.3.5.SWOT Analysis
11.3.6.Key Developments
11.4.ALTSPACE VR
11.4.1.Key Facts
11.4.2.Business Description
11.4.3.Products and Services
11.4.4.Financial Overview
11.4.5.SWOT Analysis
11.4.6.Key Developments
11.5.BIGSCREEN, INC.
11.5.1.Key Facts
11.5.2.Business Description
11.5.3.Products and Services
11.5.4.Financial Overview
11.5.5.SWOT Analysis
11.5.6.Key Developments
11.6.VRCHAT INC.
11.6.1.Key Facts
11.6.2.Business Description
11.6.3.Products and Services
11.6.4.Financial Overview
11.6.5.SWOT Analysis
11.6.6.Key Developments
11.7.HTC CORPORATION
11.7.1.Key Facts
11.7.2.Business Description
11.7.3.Products and Services
11.7.4.Financial Overview
11.7.5.SWOT Analysis
11.7.6.Key Developments
11.8.FACEBOOK TECHNOLOGIES, LLC
11.8.1.Key Facts
11.8.2.Business Description
11.8.3.Products and Services
11.8.4.Financial Overview
11.8.5.SWOT Analysis
11.8.6.Key Developments
11.9.GOOGLE LLC
11.9.1.Key Facts
11.9.2.Business Description
11.9.3.Products and Services
11.9.4.Financial Overview
11.9.5.SWOT Analysis
11.9.6.Key Developments
11.10.MICROSOFT CORPORATION.
11.10.1.Key Facts
11.10.2.Business Description
11.10.3.Products and Services
11.10.4.Financial Overview
11.10.5.SWOT Analysis
11.10.6.Key Developments

12.APPENDIX
12.1.ABOUT THE INSIGHT PARTNERS
12.2.GLOSSARY OF TERMS
The List of Companies

1.Vrideo
2.Padraft
3.Emergent VR
4.Altspace VR
5.Bigscreen, Inc.
6.VRChat Inc.
7.HTC Corporation
8.Facebook Technologies, LLC
9.Google LLC
10.Microsoft Corporation.
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