仮想現実コンテンツ作成の世界市場:コンテンツタイプ別(ビデオ、360度写真、ゲーム)、コンポーネント別(ソフトウェア、サービス)、最終用途セクター(不動産、旅行とホスピタリティ、メディアとエンターテイメント、ヘルスケア、小売、ゲーム、自動車、その他)...市場調査レポートについてご紹介

【英文タイトル】Virtual Reality Content Creation Market by Content Type (Videos, 360 Degree Photos, and Games), Component (Software and Services), and End-use Sector (Real Estate, Travel and Hospitality, Media and Entertainment, Healthcare, Retail, Gaming, Automotive, and Others): Global Opportunity Analysis and Industry Forecast, 2019-2026

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【レポートの概要(一部)】

Chapter 1: Introduction

1.1. Report Description
1.2. Key Benefits For Stakeholders
1.3. Key Market Segments
1.4. Key Market Players
1.5. Research Methodology

1.5.1. Secondary Research
1.5.2. Primary Research
1.5.3. Analyst Tools & Models

Chapter 2: Executive Summary

2.1. Key Findings

2.1.1. Top Impacting Factors
2.1.2. Top Investment Pockets

2.2. Cxo Perspective

Chapter 3: Market Overview

3.1. Market Definition And Scope
3.2. Key Forces Shaping The Global Virtual Reality Content Creation Market
3.3. Value Chain Analysis
3.4. Case Studies

3.4.1. Bank of America Collaborated With Omnivirt For Its Ad Marketing Components
3.4.2. Rewind Partnered With The Endemol Shine Uk

3.5. Impact of Government Regulations On The Global Virtual Reality Content Creation Market
3.6. Market Dynamics

3.6.1. Drivers

3.6.1.1. Growing Demand For Head-Mounted Display (Hmds) In Gaming And Entertainment Sector
3.6.1.2. Availability of Affordable Virtual Reality Devices
3.6.1.3. Rise In Virtual Reality Marketing
3.6.1.4. High Demand For 3-Dimensional Content Among Various Industries

3.6.2. Restraints

3.6.2.1. Lack of Awareness Regarding The Advantages Using Virtual Reality Devices
3.6.2.2. Virtual Reality Content Piracy

3.6.3. Opportunities

3.6.3.1. Penetration of Hmds In Healthcare And Architectural Applications
3.6.3.2. Use of Virtual Reality In Training And Simulation Among Aerospace & Defense And Transportation Sector
3.6.3.3. Content Marketing In Retail

3.7. Industry Roadmap of Virtual Reality Content Creation Market
3.8. Patent Analysis

3.8.1. By Region (2004–2018)
3.8.2. By Applicant

Chapter 4: Global Virtual Reality Content Creation Market, By Content Type

4.1. Overview
4.2. Videos

4.2.1. Key Market Trends, Growth Factors, And Opportunities
4.2.2. Market Size And Forecast, By Region
4.2.3. Market Analysis, By Country
4.2.4. Virtual Reality Content Creation Market, By Videos

4.2.4.1. 360 Degree
4.2.4.2. Immersive
4.2.4.3. Virtual Reality Content Creation Market Size And Forecast, By Videos

4.3. 360 Degree Photos

4.3.1. Key Market Trends, Growth Factors, And Opportunities
4.3.2. Market Size And Forecast, By Region
4.3.3. Market Analysis, By Country

4.4. Games

4.4.1. Key Market Trends, Growth Factors, And Opportunities
4.4.2. Market Size And Forecast, By Region
4.4.3. Market Analysis, By Country

Chapter 5: Global Virtual Reality Content Creation Market, By Component

5.1. Overview
5.2. Software

5.2.1. Key Market Trends, Growth Factors, And Opportunities
5.2.2. Market Size And Forecast, By Region
5.2.3. Market Analysis, By Country

5.3. Services

5.3.1. Key Market Trends, Growth Factors, And Opportunities
5.3.2. Market Size And Forecast, By Region
5.3.3. Market Analysis, By Country

Chapter 6: Global Virtual Reality Content Creation Market, By End-User

6.1. Overview
6.2. Real Estate

6.2.1. Key Market Trends, Growth Factors, And Opportunities
6.2.2. Market Size And Forecast, By Region
6.2.3. Market Analysis, By Country

6.3. Travel And Hospitality

6.3.1. Key Market Trends, Growth Factors, And Opportunities
6.3.2. Market Size And Forecast, By Region
6.3.3. Market Analysis, By Country

6.4. Media And Entertainment

6.4.1. Key Market Trends, Growth Factors, And Opportunities
6.4.2. Market Size And Forecast, By Region
6.4.3. Market Analysis, By Country

6.5. Healthcare

6.5.1. Key Market Trends, Growth Factors, And Opportunities
6.5.2. Market Size And Forecast, By Region
6.5.3. Market Analysis, By Country

6.6. Retail

6.6.1. Key Market Trends, Growth Factors, And Opportunities
6.6.2. Market Size And Forecast, By Region
6.6.3. Market Analysis, By Country

6.7. Gaming

6.7.1. Key Market Trends, Growth Factors, And Opportunities
6.7.2. Market Size And Forecast, By Region
6.7.3. Market Analysis, By Country

6.8. Automotive

6.8.1. Key Market Trends, Growth Factors, And Opportunities
6.8.2. Market Size And Forecast, By Region
6.8.3. Market Analysis, By Country

6.9. Others

6.9.1. Key Market Trends, Growth Factors, And Opportunities
6.9.2. Market Size And Forecast, By Region
6.9.3. Market Analysis, By Country

Chapter 7: Global Virtual Reality Content Creation Market, By Region

7.1. Overview

7.1.1. Market Size And Forecast, By Region

7.2. North America

7.2.1. Key Market Trends, Growth Factors, And Opportunities
7.2.2. Market Size And Forecast, By Content Type
7.2.3. Market Size And Forecast, By Component
7.2.4. Market Size And Forecast, By End-User
7.2.5. Market Analysis, By Country

7.2.5.1. U.S.

7.2.5.1.1. Market Size And Forecast, By Content Type
7.2.5.1.2. Market Size And Forecast, By Component
7.2.5.1.3. Market Size And Forecast, By End-User

7.2.5.2. Canada

7.2.5.2.1. Market Size And Forecast, By Content Type
7.2.5.2.2. Market Size And Forecast, By Component
7.2.5.2.3. Market Size And Forecast, By End-User

7.3. Europe

7.3.1. Key Market Trends, Growth Factors, And Opportunities
7.3.2. Market Size And Forecast, By Content Type
7.3.3. Market Size And Forecast, By Component
7.3.4. Market Size And Forecast, By End-User
7.3.5. Market Analysis, By Country

7.3.5.1. Germany

7.3.5.1.1. Market Size And Forecast, By Content Type
7.3.5.1.2. Market Size And Forecast, By Component
7.3.5.1.3. Market Size And Forecast, By End-User

7.3.5.2. Uk

7.3.5.2.1. Market Size And Forecast, By Content Type
7.3.5.2.2. Market Size And Forecast, By Component
7.3.5.2.3. Market Size And Forecast, By End-User

7.3.5.3. France

7.3.5.3.1. Market Size And Forecast, By Content Type
7.3.5.3.2. Market Size And Forecast, By Component
7.3.5.3.3. Market Size And Forecast, By End-User

7.3.5.4. Rest of Europe

7.3.5.4.1. Market Size And Forecast, By Content Type
7.3.5.4.2. Market Size And Forecast, By Component
7.3.5.4.3. Market Size And Forecast, By End-User

7.4. Asia-Pacific

7.4.1. Key Market Trends, Growth Factors, And Opportunities
7.4.2. Market Size And Forecast, By Content Type
7.4.3. Market Size And Forecast, By Component
7.4.4. Market Size And Forecast, By End-User
7.4.5. Market Analysis, By Country

7.4.5.1. Japan

7.4.5.1.1. Market Size And Forecast, By Content Type
7.4.5.1.2. Market Size And Forecast, By Component
7.4.5.1.3. Market Size And Forecast, By End-User

7.4.5.2. China

7.4.5.2.1. Market Size And Forecast, By Content Type
7.4.5.2.2. Market Size And Forecast, By Component
7.4.5.2.3. Market Size And Forecast, By End-User

7.4.5.3. India

7.4.5.3.1. Market Size And Forecast, By Content Type
7.4.5.3.2. Market Size And Forecast, By Component
7.4.5.3.3. Market Size And Forecast, By End-User

7.4.5.4. Rest of Asia-Pacific

7.4.5.4.1. Market Size And Forecast, By Content Type
7.4.5.4.2. Market Size And Forecast, By Component
7.4.5.4.3. Market Size And Forecast, By End-User

7.5. Lamea

7.5.1. Key Market Trends, Growth Factors, And Opportunities
7.5.2. Market Size And Forecast, By Content Type
7.5.3. Market Size And Forecast, By Component
7.5.4. Market Size And Forecast, By End-User
7.5.5. Market Analysis, By Country

7.5.5.1. Latin America

7.5.5.1.1. Market Size And Forecast, By Content Type
7.5.5.1.2. Market Size And Forecast, By Component
7.5.5.1.3. Market Size And Forecast, By End-User

7.5.5.2. Middle East

7.5.5.2.1. Market Size And Forecast, By Content Type
7.5.5.2.2. Market Size And Forecast, By Component
7.5.5.2.3. Market Size And Forecast, By End-User

7.5.5.3. Africa

7.5.5.3.1. Market Size And Forecast, By Content Type
7.5.5.3.2. Market Size And Forecast, By Component
7.5.5.3.3. Market Size And Forecast, By End-User

Chapter 8: Competitive Landscape

8.1. Market Share Analysis, 2018
8.2. Competitive Dashboard

Chapter 9: Company Profiles

9.1. 360 Labs

9.1.1. Company Overview
9.1.2. Key Executives
9.1.3. Company Snapshot
9.1.4. Product Portfolio
9.1.5. Key Strategic Moves And Developments

9.2. Blippar

9.2.1. Company Overview
9.2.2. Key Executives
9.2.3. Company Snapshot
9.2.4. Product Portfolio
9.2.5. Key Strategic Moves And Developments

9.3. Koncept Vr

9.3.1. Company Overview
9.3.2. Key Executives
9.3.3. Company Snapshot
9.3.4. Product Portfolio
9.3.5. Key Strategic Moves And Developments

9.4. Matterport, Inc.

9.4.1. Company Overview
9.4.2. Key Executives
9.4.3. Company Snapshot
9.4.4. Product Portfolio
9.4.5. Key Strategic Moves And Developments

9.5. Panedia Pty Ltd

9.5.1. Company Overview
9.5.2. Key Executives
9.5.3. Company Snapshot
9.5.4. Product Portfolio
9.5.5. Key Strategic Moves And Developments

9.6. Pixvana Inc.

9.6.1. Company Overview
9.6.2. Key Executives
9.6.3. Company Snapshot
9.6.4. Product Portfolio
9.6.5. Key Strategic Moves And Developments

9.7. Scapic

9.7.1. Company Overview
9.7.2. Key Executives
9.7.3. Company Snapshot
9.7.4. Product Portfolio
9.7.5. Key Strategic Moves And Developments

9.8. Subvrsive

9.8.1. Company Overview
9.8.2. Key Executives
9.8.3. Company Snapshot
9.8.4. Product Portfolio
9.8.5. Key Strategic Moves And Developments

9.9. Viar

9.9.1. Company Overview
9.9.2. Key Executives
9.9.3. Company Snapshot
9.9.4. Product Portfolio

9.10. Wemakevr

9.10.1. Company Overview
9.10.2. Key Executives
9.10.3. Company Snapshot
9.10.4. Product Portfolio


【レポート販売概要】

■ タイトル:仮想現実コンテンツ作成の世界市場:コンテンツタイプ別(ビデオ、360度写真、ゲーム)、コンポーネント別(ソフトウェア、サービス)、最終用途セクター(不動産、旅行とホスピタリティ、メディアとエンターテイメント、ヘルスケア、小売、ゲーム、自動車、その他)
■ 英文:Virtual Reality Content Creation Market by Content Type (Videos, 360 Degree Photos, and Games), Component (Software and Services), and End-use Sector (Real Estate, Travel and Hospitality, Media and Entertainment, Healthcare, Retail, Gaming, Automotive, and Others): Global Opportunity Analysis and Industry Forecast, 2019-2026
■ 発行日:2019年10月
■ 調査会社:Allied Market Research
■ 商品コード:AMR9DC052
■ 調査対象地域:グローバル
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