New

Social VR Market

2021

Social VR Market Forecast to 2028 - 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

Market Insights

Social VR Market 2028 By Component, End-user and Geography | The Insight Partners

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MARKET INTRODUCTION

Virtual reality solutions are being used by businesses and social media platforms to improve the user experience. A virtual reality headset is used in conjunction with the social VR app to create a virtual meeting room and social event experience. Users or participants on social media appear in virtual worlds as virtual characters or avatars to attend organized social events, virtual parties, and virtual team meetings. Video conferencing and online meeting platforms are becoming more popular among businesses as a way to cut down on employee travel time and meeting costs.

MARKET DYNAMICS

The social VR industry is predicted to increase in response to rising demand for an enhanced social platform incorporating VR technology. The expansion of the social VR industry is projected to be aided by technological advancements in communication standards. Furthermore, the adoption of social VR reduces company expenses by avoiding the need to invest in a separate video or VR-based communication channel, and it is predicted to improve business potential for social VR providers.
MARKET SCOPE

The "Global Social VR Market Analysis To 2028" is a specialized and in-depth study of the technology, media, and telecommunication industry with a special focus on the global market trend analysis. The social VR market report aims to provide an overview of the social VR market with detailed market segmentation by component, end-user, and geography. The global social VR market is expected to witness high growth during the forecast period. The report provides key statistics on the market status of the leading social VR market players and offers key trends and opportunities in the market.

MARKET SEGMENTATION

The global social VR market is segmented based on component, end-user. Based on component, the social VR market is segmented into hardware, software/application, services. Based on end-user, the social VR market is segmented into commercial, residential, government.

REGIONAL FRAMEWORK

The report provides a detailed overview of the industry including both qualitative and quantitative information. It provides an overview and forecast of the global social VR market based on various segments. It also provides market size and forecast estimates from the year 2017 to 2028 with respect to five major regions, namely, North America, Europe, Asia-Pacific (APAC), Middle East and Africa (MEA) and South & Central America. The social VR market by each region is later sub-segmented by respective countries and segments. The report covers the analysis and forecast of 18 countries globally along with the current trend and opportunities prevailing in the region.

The report analyzes factors affecting the social VR market from both demand and supply side and further evaluates market dynamics affecting 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& Central America after evaluating political, economic, social and technological factors affecting the social VR market in these regions.



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MARKET PLAYERS


The reports cover key developments in the social VR market as 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 the 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 filter products in the global market. Below mentioned is the list of few companies engaged in the underwriting and rating software market.

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

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

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
1.3.1 Social VR Market - By Component
1.3.2 Social VR Market - By End-user
1.3.3 Social VR Market - By Region
1.3.3.1 By Country

2. KEY TAKEAWAYS

3. RESEARCH METHODOLOGY

4. SOCIAL VR MARKET LANDSCAPE
4.1. OVERVIEW
4.2. PORTER'S FIVE FORCES ANALYSIS
4.2.1 Bargaining Power of Buyers
4.2.1 Bargaining Power of Suppliers
4.2.1 Threat of Substitute
4.2.1 Threat of New Entrants
4.2.1 Competitive 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 2028
6.3. MARKET POSITIONING/MARKET SHARE

7. SOCIAL VR MARKET - REVENUE AND FORECASTS TO 2028 - 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 2028 - 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 2028 - GEOGRAPHICAL ANALYSIS
9.1. NORTH AMERICA
9.1.1 North America Social VR Market Overview
9.1.2 North America Social VR Market Forecasts and Analysis
9.1.3 North America Social VR Market Forecasts and Analysis - By Component
9.1.4 North America Social VR Market Forecasts and Analysis - By End-user
9.1.5 North America Social VR Market Forecasts and Analysis - By Countries
9.1.5.1 United States Social VR Market
9.1.5.1.1 United States Social VR Market by Component
9.1.5.1.2 United States Social VR Market by End-user
9.1.5.2 Canada Social VR Market
9.1.5.2.1 Canada Social VR Market by Component
9.1.5.2.2 Canada Social VR Market by End-user
9.1.5.3 Mexico Social VR Market
9.1.5.3.1 Mexico Social VR Market by Component
9.1.5.3.2 Mexico Social VR Market by End-user
9.2. EUROPE
9.2.1 Europe Social VR Market Overview
9.2.2 Europe Social VR Market Forecasts and Analysis
9.2.3 Europe Social VR Market Forecasts and Analysis - By Component
9.2.4 Europe Social VR Market Forecasts and Analysis - By End-user
9.2.5 Europe Social VR Market Forecasts and Analysis - By Countries
9.2.5.1 Germany Social VR Market
9.2.5.1.1 Germany Social VR Market by Component
9.2.5.1.2 Germany Social VR Market by End-user
9.2.5.2 France Social VR Market
9.2.5.2.1 France Social VR Market by Component
9.2.5.2.2 France Social VR Market by End-user
9.2.5.3 Italy Social VR Market
9.2.5.3.1 Italy Social VR Market by Component
9.2.5.3.2 Italy Social VR Market by End-user
9.2.5.4 United Kingdom Social VR Market
9.2.5.4.1 United Kingdom Social VR Market by Component
9.2.5.4.2 United Kingdom Social VR Market by End-user
9.2.5.5 Russia Social VR Market
9.2.5.5.1 Russia Social VR Market by Component
9.2.5.5.2 Russia Social VR Market by End-user
9.2.5.6 Rest of Europe Social VR Market
9.2.5.6.1 Rest of Europe Social VR Market by Component
9.2.5.6.2 Rest of Europe Social VR Market by End-user
9.3. ASIA-PACIFIC
9.3.1 Asia-Pacific Social VR Market Overview
9.3.2 Asia-Pacific Social VR Market Forecasts and Analysis
9.3.3 Asia-Pacific Social VR Market Forecasts and Analysis - By Component
9.3.4 Asia-Pacific Social VR Market Forecasts and Analysis - By End-user
9.3.5 Asia-Pacific Social VR Market Forecasts and Analysis - By Countries
9.3.5.1 Australia Social VR Market
9.3.5.1.1 Australia Social VR Market by Component
9.3.5.1.2 Australia Social VR Market by End-user
9.3.5.2 China Social VR Market
9.3.5.2.1 China Social VR Market by Component
9.3.5.2.2 China Social VR Market by End-user
9.3.5.3 India Social VR Market
9.3.5.3.1 India Social VR Market by Component
9.3.5.3.2 India Social VR Market by End-user
9.3.5.4 Japan Social VR Market
9.3.5.4.1 Japan Social VR Market by Component
9.3.5.4.2 Japan Social VR Market by End-user
9.3.5.5 South Korea Social VR Market
9.3.5.5.1 South Korea Social VR Market by Component
9.3.5.5.2 South Korea Social VR Market by End-user
9.3.5.6 Rest of Asia-Pacific Social VR Market
9.3.5.6.1 Rest of Asia-Pacific Social VR Market by Component
9.3.5.6.2 Rest of Asia-Pacific Social VR Market by End-user
9.4. MIDDLE EAST AND AFRICA
9.4.1 Middle East and Africa Social VR Market Overview
9.4.2 Middle East and Africa Social VR Market Forecasts and Analysis
9.4.3 Middle East and Africa Social VR Market Forecasts and Analysis - By Component
9.4.4 Middle East and Africa Social VR Market Forecasts and Analysis - By End-user
9.4.5 Middle East and Africa Social VR Market Forecasts and Analysis - By Countries
9.4.5.1 South Africa Social VR Market
9.4.5.1.1 South Africa Social VR Market by Component
9.4.5.1.2 South Africa Social VR Market by End-user
9.4.5.2 Saudi Arabia Social VR Market
9.4.5.2.1 Saudi Arabia Social VR Market by Component
9.4.5.2.2 Saudi Arabia Social VR Market by End-user
9.4.5.3 U.A.E Social VR Market
9.4.5.3.1 U.A.E Social VR Market by Component
9.4.5.3.2 U.A.E Social VR Market by End-user
9.4.5.4 Rest of Middle East and Africa Social VR Market
9.4.5.4.1 Rest of Middle East and Africa Social VR Market by Component
9.4.5.4.2 Rest of Middle East and Africa Social VR Market by End-user
9.5. SOUTH AND CENTRAL AMERICA
9.5.1 South and Central America Social VR Market Overview
9.5.2 South and Central America Social VR Market Forecasts and Analysis
9.5.3 South and Central America Social VR Market Forecasts and Analysis - By Component
9.5.4 South and Central America Social VR Market Forecasts and Analysis - By End-user
9.5.5 South and Central America Social VR Market Forecasts and Analysis - By Countries
9.5.5.1 Brazil Social VR Market
9.5.5.1.1 Brazil Social VR Market by Component
9.5.5.1.2 Brazil Social VR Market by End-user
9.5.5.2 Argentina Social VR Market
9.5.5.2.1 Argentina Social VR Market by Component
9.5.5.2.2 Argentina Social VR Market by End-user
9.5.5.3 Rest of South and Central America Social VR Market
9.5.5.3.1 Rest of South and Central America Social VR Market by Component
9.5.5.3.2 Rest 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. ALTSPACE VR
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. BIGSCREEN, INC.
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. FACEBOOK TECHNOLOGIES, LLC
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. GOOGLE LLC
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. HTC CORPORATION
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. MICROSOFT 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. PADRAFT
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. VRCHAT INC.
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. VRIDEO
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. Altspace VR
2. Bigscreen, Inc.
3. Emergent VR
4. Facebook Technologies, LLC
5. Google LLC
6. HTC Corporation
7. Microsoft Corporation
8. Padraft
9. VRChat Inc.
10. Vrideo
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