Press release
2017-2022 Virtual Reality (VR) Content Report on Global and United States Market, Status and Forecast, by Players, Types and Applications
This report studies the Virtual Reality (VR) Content market status and outlook of global and major regions, from angles of players, regions, product and end Application/industries; this report analyzes the top players in global and major regions, and splits the Virtual Reality (VR) Content market by product and Application/end industries.The global Virtual Reality (VR) Content market is valued at XX million USD in 2016 and is expected to reach XX million USD by the end of 2022, growing at a CAGR of XX% between 2016 and 2022.
The Asia-Pacific will occupy for more market share in following years, especially in China, also fast growing India and Southeast Asia regions.
United States will still play an important role which cannot be ignored. Any changes from United States might affect the development trend of Virtual Reality (VR) Content.
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EU also play important roles in global market, with market size of xx million USD in 2016 and will be xx million USD in 2022, with a CAGR of XX.
The major players in global market include
Netflix
Samsung
Valve
Koncept VR
VOXELUS
SubVRsive
Panedia Pty Ltd
WEMAKEVR
360 Labs
MATTERVR
Elysian Studio Private Limited (Meraki)
Matterport
Wevr
Vizor
Blippar
NextVR
Jaunt
Littlstar
Melody
Mandt VR
Digital Domain Holdings
Geographically, this report split global into several key Regions, with, revenue (million USD), market share and growth rate of Virtual Reality (VR) Content for these regions, from 2012 to 2022 (forecast)
United States
EU
Japan
China
India
Southeast Asia
On the basis of product, the Virtual Reality (VR) Content market is primarily split into
Personal computers (PCs)
Gaming consoles
Mobile devices
On the basis on the end users/Application, this report covers
Games
Entertainment
Healthcare and wellness
Travel and tourism
Others
Table of Contents
1 Industry Overview
1.1 Virtual Reality (VR) Content Market Overview
1.1.1 Virtual Reality (VR) Content Product Scope
1.1.2 Market Status and Outlook
1.2 Global Virtual Reality (VR) Content Market Size and Analysis by Regions (2012-2017)
1.2.1 United States Virtual Reality (VR) Content Market Status and Outlook
1.2.2 EU Virtual Reality (VR) Content Market Status and Outlook
1.2.3 Japan Virtual Reality (VR) Content Market Status and Outlook
1.2.4 China Virtual Reality (VR) Content Market Status and Outlook
1.2.5 India Virtual Reality (VR) Content Market Status and Outlook
1.2.6 Southeast Asia Virtual Reality (VR) Content Market Status and Outlook
1.3 Classification of Virtual Reality (VR) Content by Product
1.3.1 Global Virtual Reality (VR) Content Revenue (Million USD) and Growth (%) Comparison by Product (2012-2022)
1.3.2 Global Virtual Reality (VR) Content Revenue (Million USD) Market Share (%) by Product in 2016
1.3.3 Personal computers (PCs)
1.3.4 Gaming consoles
1.3.5 Mobile devices
1.4 Virtual Reality (VR) Content Market by End Users/Application
1.4.1 Games
1.4.2 Entertainment
1.4.3 Healthcare and wellness
1.4.4 Travel and tourism
1.4.5 Others
2 Global Virtual Reality (VR) Content Competition Analysis by Players
2.1 Global Virtual Reality (VR) Content Market Size (Million USD) by Players (2012-2017)
2.2 Competitive Status and Trend
2.2.1 Market Concentration Rate
2.2.2 Product/Service Differences
2.2.3 New Entrants
2.2.4 The Technology Trends in Future
3 Company (Top Players) Profiles and Key Data
3.1 Netflix
3.1.1 Company Profile
3.1.2 Main Business/Business Overview
3.1.3 Products, Services and Solutions
3.1.4 Netflix Virtual Reality (VR) Content Revenue (Million USD) (2012-2017)
3.1.5 Recent Developments
3.2 Samsung
3.2.1 Company Profile
3.2.2 Main Business/Business Overview
3.2.3 Products, Services and Solutions
3.2.4 Samsung Virtual Reality (VR) Content Revenue (Million USD) (2012-2017)
3.2.5 Recent Developments
3.3 Google
3.3.1 Company Profile
3.3.2 Main Business/Business Overview
3.3.3 Products, Services and Solutions
3.3.4 Google Virtual Reality (VR) Content Revenue (Million USD) (2012-2017)
3.3.5 Recent Developments
3.4 Valve
3.4.1 Company Profile
3.4.2 Main Business/Business Overview
3.4.3 Products, Services and Solutions
3.4.4 Valve Virtual Reality (VR) Content Revenue (Million USD) (2012-2017)
3.4.5 Recent Developments
3.5 Koncept VR
3.5.1 Company Profile
3.5.2 Main Business/Business Overview
3.5.3 Products, Services and Solutions
3.5.4 Koncept VR Virtual Reality (VR) Content Revenue (Million USD) (2012-2017)
3.5.5 Recent Developments
3.6 VOXELUS
3.6.1 Company Profile
3.6.2 Main Business/Business Overview
3.6.3 Products, Services and Solutions
3.6.4 VOXELUS Virtual Reality (VR) Content Revenue (Million USD) (2012-2017)
3.6.5 Recent Developments
3.7 SubVRsive
3.7.1 Company Profile
3.7.2 Main Business/Business Overview
3.7.3 Products, Services and Solutions
3.7.4 SubVRsive Virtual Reality (VR) Content Revenue (Million USD) (2012-2017)
3.7.5 Recent Developments
3.8 Panedia Pty Ltd
3.8.1 Company Profile
3.8.2 Main Business/Business Overview
3.8.3 Products, Services and Solutions
3.8.4 Panedia Pty Ltd Virtual Reality (VR) Content Revenue (Million USD) (2012-2017)
3.8.5 Recent Developments
3.9 WEMAKEVR
3.9.1 Company Profile
3.9.2 Main Business/Business Overview
3.9.3 Products, Services and Solutions
3.9.4 WEMAKEVR Virtual Reality (VR) Content Revenue (Million USD) (2012-2017)
3.9.5 Recent Developments
3.10 360 Labs
3.10.1 Company Profile
3.10.2 Main Business/Business Overview
3.10.3 Products, Services and Solutions
3.10.4 360 Labs Virtual Reality (VR) Content Revenue (Million USD) (2012-2017)
3.10.5 Recent Developments
3.11 MATTERVR
3.12 Elysian Studio Private Limited (Meraki)
3.13 Matterport
3.14 Wevr
3.15 Vizor
3.16 Blippar
3.17 NextVR
3.18 Jaunt
3.19 Littlstar
3.20 Melody
3.21 Mandt VR
3.22 Digital Domain Holdings
4 Global Virtual Reality (VR) Content Market Size by Product and Application (2012-2017)
4.1 Global Virtual Reality (VR) Content Market Size by Product (2012-2017)
4.2 Global Virtual Reality (VR) Content Market Size by Application (2012-2017)
4.3 Potential Application of Virtual Reality (VR) Content in Future
4.4 Top Consumer / End Users of Virtual Reality (VR) Content
5 United States Virtual Reality (VR) Content Development Status and Outlook
5.1 United States Virtual Reality (VR) Content Market Size (2012-2017)
5.2 United States Virtual Reality (VR) Content Market Size and Market Share by Players (2012-2017)
5.3 United States Virtual Reality (VR) Content Market Size by Application (2012-2017)
6 EU Virtual Reality (VR) Content Development Status and Outlook
6.1 EU Virtual Reality (VR) Content Market Size (2012-2017)
6.2 EU Virtual Reality (VR) Content Market Size and Market Share by Players (2012-2017)
6.3 EU Virtual Reality (VR) Content Market Size by Application (2012-2017)
7 Japan Virtual Reality (VR) Content Development Status and Outlook
7.1 Japan Virtual Reality (VR) Content Market Size (2012-2017)
7.2 Japan Virtual Reality (VR) Content Market Size and Market Share by Players (2012-2017)
7.3 Japan Virtual Reality (VR) Content Market Size by Application (2012-2017)
8 China Virtual Reality (VR) Content Development Status and Outlook
8.1 China Virtual Reality (VR) Content Market Size and Forecast (2012-2017)
8.2 China Virtual Reality (VR) Content Market Size and Market Share by Players (2012-2017)
8.3 China Virtual Reality (VR) Content Market Size by Application (2012-2017)
9 India Virtual Reality (VR) Content Development Status and Outlook
9.1 India Virtual Reality (VR) Content Market Size and Forecast (2012-2017)
9.2 India Virtual Reality (VR) Content Market Size and Market Share by Players (2012-2017)
9.3 India Virtual Reality (VR) Content Market Size by Application (2012-2017)
10 Southeast Asia Virtual Reality (VR) Content Development Status and Outlook
10.1 Southeast Asia Virtual Reality (VR) Content Market Size and Forecast (2012-2017)
10.2 Southeast Asia Virtual Reality (VR) Content Market Size and Market Share by Players (2012-2017)
10.3 Southeast Asia Virtual Reality (VR) Content Market Size by Application (2012-2017)
11 Market Forecast by Regions, Product and Application (2017-2022)
11.1 Global Virtual Reality (VR) Content Market Size (Million USD) by Regions (2017-2022)
11.1.1 United States Virtual Reality (VR) Content Revenue and Growth Rate (2017-2022)
11.1.2 EU Virtual Reality (VR) Content Revenue and Growth Rate (2017-2022)
11.1.3 China Virtual Reality (VR) Content Revenue and Growth Rate (2017-2022)
11.1.4 Japan Virtual Reality (VR) Content Revenue and Growth Rate (2017-2022)
11.1.5 Southeast Asia Virtual Reality (VR) Content Revenue and Growth Rate (2017-2022)
11.1.6 India Virtual Reality (VR) Content Revenue and Growth Rate (2017-2022)
11.2 Global Virtual Reality (VR) Content Market Size by Application (2017-2022)
11.3 Global Virtual Reality (VR) Content Market Size by Product (2017-2022)
12 Virtual Reality (VR) Content Market Dynamics
12.1 Virtual Reality (VR) Content Market Opportunities
12.2 Virtual Reality (VR) Content Challenge and Risk
12.2.1 Competition from Opponents
12.2.2 Downside Risks of Economy
12.3 Virtual Reality (VR) Content Market Constraints and Threat
12.3.1 Threat from Substitute
12.3.2 Government Policy
12.3.3 Technology Risks
12.4 Virtual Reality (VR) Content Market Driving Force
12.4.1 Growing Demand from Emerging Markets
12.4.2 Potential Application
13 Market Effect Factors Analysis
13.1 Technology Progress/Risk
13.1.1 Substitutes
13.1.2 Technology Progress in Related Industry
13.2 Consumer Needs Trend/Customer Preference
13.3 External Environmental Change
13.3.1 Economic Fluctuations
13.3.2 Other Risk Factors
14 Research Finding /Conclusion
15 Methodology and Data Source
15.1 Methodology/Research Approach
15.1.1 Research Programs/Design
15.1.2 Market Size Estimation
15.1.3 Market Breakdown and Data Triangulation
15.2 Data Source
15.2.1 Secondary Sources
15.2.2 Primary Sources
15.3 Disclaimer
15.4 Author List
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