Global VR Metaverse Industry Outlook 2021: Overview, Opportunities, Key Companies and Forecast to 2027
Report Code: KNJ1028183
Publisher: Date of Publish:
No. of Pages: 136 Category: Telecom and IT Publisher: Date of Publish:
Executive Summary According to GRD Survey data, the global VR Metaverse market was valued at million US$ in 2020 and is expected to reach million US$ by the end of 2027, growing at a CAGR of % in the forecast period between 2021 and 2027. This report studies the VR Metaverse market dynamics from angles such as new entries, mergers and acquisitions, fundings, exit and major technology breakthroughs. Market performance is evaluated through market size (value and volume) by players, regions, product types and end industries. This report also studies the global market competition landscape, market drivers and trends, opportunities and challenges, risks and entry barriers, sales channels, distributors and Porter's Five Forces Analysis. Geographically, this report is segmented into several key regions, with sales, revenue, market share and growth Rate of VR Metaverse in these regions, from 2016 to 2027, covering North America (United States, Canada and Mexico) Europe (Germany, France, UK, Italy, Spain and Russia, etc.) Asia-Pacific (China, Japan, Korea, Southeast Asia, India, Australia) South America (Brazil, Argentina, Colombia, etc.) Middle East and Africa (Turkey, Saudi Arabia, South Africa, etc.) Market Snapshot, By Product Type Software Hardware Market Snapshot, By Application Entertainment Marketing Education Others Main Market Players Analyzed in this report, including: Xiaomi Sensorium Corporation Samsung HUAWEI HTC Facebook The study objectives of this report are: To study and analyze the global VR Metaverse market size (value & volume) by company, key regions/countries, products and application, history data from 2016 to 2020, and forecast to 2027. To understand industry structure of VR Metaverse market by identifying its various subsegments. To share detailed information about the key factors influencing the growth of the market (growth potential, opportunities, drivers, industry-specific challenges and risks). To identify the key global VR Metaverse manufacturers and regional typical players, to define, describe and analyze their sales volume, value, market share, market competition landscape, SWOT analysis and development plans in next few years. To analyze the VR Metaverse market with respect to individual growth trends, future prospects, and their contribution to the total market. To project the value and volume of VR Metaverse submarkets, with respect to key regions (along with their respective key countries). To analyze competitive developments such as expansions, agreements, new product launches, and acquisitions in the market. To strategically profile the key players and comprehensively analyze their growth strategies. In this study, the years considered to estimate the market size of VR Metaverse are as follows: History Year: 2016-2020 Base Year: 2020 Estimated Year: 2021 Forecast Year 2021 to 2027 This report includes the estimation of market size in terms of value (million USD) and volume from top-down approach by analyzing major submarkets and their major driving factors, and verified from bottom-up approaches. Key players in the market have been identified through secondary research, and their market shares have been determined through primary and secondary research. All percentage shares, splits, and breakdowns have been determined using secondary sources and verified from primary sources. For the data information by region, company, type and application, 2020 is considered as the base year. Whenever data information was unavailable for the base year, the prior year has been considered. Key Stakeholders Considered in the study: Raw material vendors Distributors/traders/wholesalers/suppliers Regulatory authorities, including government agencies and NGO Commercial research & development (R&D) institutions Importers and exporters Government organizations, research organizations, and consulting firms Trade/Industrial associations End-use industries
Table of Contents 1 Market Definition & Scope 1.1 Definition & Scope 1.2 VR Metaverse Product Specifications 1.3 Main Events (Entry, M&A, Exit, Technology and Capital Activity) 1.4 Global VR Metaverse Market Performance and Outlook 2 Market Development Performance under COVID-19 2.1 Influencing Factors of Industry Development in the Next Five Years 2.1.1 Drivers 2.1.2 Restraints 2.1.3 Opportunities 2.2 Porter’s Five Forces Analysis 2.3 Comparison of Alternatives and VR Metaverse 3 Supply Chain and Manufacturing Cost Analysis 3.1 Supply Chain Analysis 3.2 Raw Materials and Key Suppliers Analysis 3.2.1 Raw Materials Introduction 3.2.1 Raw Materials Key Suppliers List 3.3 VR Metaverse Sales Channel and Distributors Analysis 3.3.1 VR Metaverse Sales Channel 3.3.2 VR Metaverse Distributors 3.4 Key Buying Industries/Consumers 3.4.1 Major Buyers in Entertainment 3.4.2 Major Buyers in Marketing 3.5 VR Metaverse Manufacturing Cost Structure Analysis 4 Market Segment: by Type 4.1 VR Metaverse Type Introduction 4.1.1 Software 4.1.2 Hardware 4.2 Global VR Metaverse Sales by Type 2016-2021 4.3 Global VR Metaverse Revenue by Type 2016-2021 4.4 Global VR Metaverse Price by Type 2016-2021 5 Market Segment: by Application 5.1 VR Metaverse Type Introduction 5.1.1 Entertainment 5.1.2 Marketing 5.1.3 Education 5.1.3 Others 5.2 Global VR Metaverse Sales by Application 2016-2021 5.3 Global VR Metaverse Revenue by Application 2016-2021 5.4 Global VR Metaverse Price by Application 2016-2021 6 Marke Segment: by Region 6.1 Global VR Metaverse Market by Region 6.1.1 Global VR Metaverse Sales by Regions 6.1.2 Global VR Metaverse Revenue by Regions 6.2 North America VR Metaverse Market 2016-2021 6.3 Europe VR Metaverse Market 2016-2021 6.4 Asia Pacific VR Metaverse Market 2016-2021 6.5 South America VR Metaverse Market 2016-2021 6.6 Middle East and Africa VR Metaverse Market 2016-2021 7 North America 7.1 North America VR Metaverse Market by Country 2016-2021 7.1.1 North America VR Metaverse Sales by Country 7.1.2 North America VR Metaverse Revenue by Country 7.2 United States 7.3 Canada 7.4 Mexico 8 Europe 8.1 Europe VR Metaverse Market by Country 2016-2021 8.1.1 Europe VR Metaverse Sales by Country 8.1.2 Europe VR Metaverse Revenue by Country 8.2 Germany 8.3 France 8.4 UK 8.5 Italy 8.6 Russia 8.7 Spain 9 Asia Pacific 9.1 Asia Pacific VR Metaverse Market by Country 2016-2021 9.1.1 Asia Pacific VR Metaverse Sales by Country 9.1.2 Asia Pacific VR Metaverse Revenue by Country 9.2 China 9.3 Japan 9.4 Korea 9.5 Southeast Asia 9.6 India 9.7 Australia 10 South America 10.1 South America VR Metaverse Market by Country 2016-2021 10.1.1 South America VR Metaverse Sales by Country 10.1.2 South America VR Metaverse Revenue by Country 10.2 Brazil 10.3 Argentina 10.4 Colombia 11 Middle East and Africa 11.1 Middle East and Africa VR Metaverse Market by Country 2016-2021 11.1.1 Middle East and Africa VR Metaverse Sales by Country 11.1.2 Middle East and Africa VR Metaverse Revenue by Country 11.2 Turkey 11.3 Saudi Arabia 11.4 South Africa 12 Key Participants Company Information 12.1 Xiaomi 12.1.1 Xiaomi Company Information 12.1.2 Xiaomi VR Metaverse Product Portfolio, Specification and Application 12.1.3 Xiaomi VR Metaverse Sales, Price, Revenue and Gross Margin (2019-2021) 12.1.4 Xiaomi Key Development 12.2 Sensorium Corporation 12.2.1 Sensorium Corporation Company Information 12.2.2 Sensorium Corporation VR Metaverse Product Portfolio, Specification and Application 12.2.3 Sensorium Corporation VR Metaverse Sales, Price, Revenue and Gross Margin (2019-2021) 12.2.4 Sensorium Corporation Key Development 12.3 Samsung 12.3.1 Samsung Company Information 12.3.2 Samsung VR Metaverse Product Portfolio, Specification and Application 12.3.3 Samsung VR Metaverse Sales, Price, Revenue and Gross Margin (2019-2021) 12.3.4 Samsung Key Development 12.4 HUAWEI 12.4.1 HUAWEI Company Information 12.4.2 HUAWEI VR Metaverse Product Portfolio, Specification and Application 12.4.3 HUAWEI VR Metaverse Sales, Price, Revenue and Gross Margin (2019-2021) 12.4.4 HUAWEI Key Development 12.5 HTC 12.5.1 HTC Company Information 12.5.2 HTC VR Metaverse Product Portfolio, Specification and Application 12.5.3 HTC VR Metaverse Sales, Price, Revenue and Gross Margin (2019-2021) 12.5.4 HTC Key Development 12.6 Facebook 12.6.1 Facebook Company Information 12.6.2 Facebook VR Metaverse Product Portfolio, Specification and Application 12.6.3 Facebook VR Metaverse Sales, Price, Revenue and Gross Margin (2019-2021) 12.6.4 Facebook Key Development 13 Global VR Metaverse Market Forecast by Region by Type and by Application 13.1 Global VR Metaverse Sales, Revenue Forecast 2022-2027 13.2 Global VR Metaverse Forecast by Regions 13.2.1 Global VR Metaverse Sales Forecast by Region 2022-2027 13.2.2 Global VR Metaverse Revenue Forecast by Region 2022-2027 13.3 Global VR Metaverse Forecast by Type 13.3.1 Global VR Metaverse Sales Forecast by Type 2022-2027 13.3.2 Global VR Metaverse Revenue Forecast by Type 2022-2027 13.3.3 Global VR Metaverse Price Forecast by Type 2022-2027 13.4 Global VR Metaverse Forecast by Application 13.4.1 Global VR Metaverse Sales Forecast by Application 2022-2027 13.4.2 Global VR Metaverse Revenue Forecast by Application 2022-2027 13.4.3 Global VR Metaverse Price Forecast by Application 2022-2027 14 Analyst Views and Conclusions 15 Methodology and Data Source 15.1 Methodology 15.2 Research Data Source 15.2.1 Secondary Data 15.2.2 Primary Data 15.2.3 Market Size Estimation 15.3 Legal Disclaimer
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