封面
市场调查报告书
商品编码
1477031

全球体积视讯市场:市场规模和占有率分析(依产品供应、产业和平台)、工业需求预测(截至 2030 年)

Volumetric Video Market Size and Share Analysis by Offering, Vertical, Platform - Global Industry Demand Forecast to 2030

出版日期: | 出版商: Prescient & Strategic Intelligence | 英文 220 Pages | 商品交期: 2-3个工作天内

价格
简介目录

市场概况

预计 2023 年全球体积视讯市场规模为 23.774 亿美元,到 2030 年将成长至 139.396 亿美元,2024 年至 2030 年复合年增长率为 28.8%。 技术进步的加速、全球体积捕捉工作室数量的增加、产品价格的提高、AR/VR 产品的频繁使用、娱乐领域对 3D 和 360 度内容的需求不断增长、体育技术的支出等,原因之一是迅速增加

体积影片的最大优点是它们经常用于产品行销。 如今,现代消费者不再将传统的广告方法(例如户外广告或社群媒体)视为互动手段。 透过品牌获取客户已成为一项冒险行为。 因此,立体影片被认为是一种具有视觉吸引力的媒介,可以鼓励消费者更容易辨识广告产品。

关键见解

在预测期内,体积显示器预计将成长最快,复合年增长率为 30.2%。 主要成长因素是持续的技术进步,例如 3D 显示能力和解析度的提高,以及光学、雷射和电子学的发展。 体积显示器允许多个观看者同时从不同角度观看图像,而无需特定的眼镜,从而增加了其吸引力。

AR/VR 头戴式显示器 (HMD) 对 2023 年的营收贡献巨大。 AR/VR 小工具的可用性,特别是它们在游戏和娱乐中的日益广泛使用,以及生活水平的不断提高,推动了对 HMD 真实世界视图的需求。

2023 年,医疗类别将占据很大的收入占有率。 这是由于越来越多地使用全像技术来获得 360 度视角的内臟清晰图像。 此技术广泛应用于医疗机构用于学生培训目的。 此外,公共和私人公司的高研发支出正在推动增强诊断成像技术的发展。 全球诊所、医疗中心、多专科医院和手术室数量的增加也促进了该类别的市场成长。

北美在 2023 年占据最大收入占有率,达到 55%,预计将继续主导市场。 这项优势得益于AR、VR、MR等先进技术的高采用率。 该地区是许多行业参与者的所在地,对有吸引力的标牌和广告的需求不断增长。 此外,北美的体育广播公司越来越希望增强现场报道,从而促使对沉浸式技术的需求增加。 体育赛事的日益普及以及对改善比赛观看体验的需求正在推动行业参与者的创新。

本报告分析了全球体积视讯市场,包括市场的基本结构和最新情况、主要促进和抑制因素以及全球、依地区和主要国家的市场规模前景(以货币为基础) ),2017-2030) ,依产品、产业和平台划分的详细趋势、市场竞争现状以及主要公司概况。

目录

第一章研究范围

第二章研究方法

第 3 章执行摘要

第 4 章市场指标

第五章产业展望

  • 市场动态
    • 趋势
    • 促进因素
    • 抑制因素/课题
    • 促进/抑制因子影响分析
  • 新型冠状病毒感染 (COVID-19) 的影响
  • 波特五力分析

第六章世界市场

  • 摘要
  • 市场收入:依产品分类(2017-2030 年)
  • 市场收入:依产业划分(2017-2030 年)
  • 市场收入:依平台划分(2017-2030 年)
  • 市场收入:依地区划分(2017-2030 年)

第七章北美市场

  • 摘要
  • 市场收入:依产品分类(2017-2030 年)
  • 市场收入:依产业划分(2017-2030 年)
  • 市场收入:依平台划分(2017-2030 年)
  • 市场收入:依国家/地区划分(2017-2030 年)

第八章欧洲市场

第9章亚太市场

第10章拉丁美洲市场

第十一章中东及非洲市场

第12章美国市场

  • 摘要
  • 市场收入:依产品分类(2017-2030 年)
  • 市场收入:依产业划分(2017-2030 年)
  • 市场收入:依平台划分(2017-2030 年)

第十三章加拿大市场

第14章德国市场

第十五章法国市场

第十六章英国市场

第十七章义大利市场

第十八章西班牙市场

第十九章日本市场

第20章中国市场

第21章印度市场

第22章澳洲市场

第23章韩国市场

第24章巴西市场

第25章墨西哥市场

第26章沙乌地阿拉伯市场

第27章南非市场

第 28 章阿联酋 (UAE) 市场

第29章竞争态势

  • 市场参与者及其产品列表
  • 主要公司的竞争基准
  • 各大公司的产品基准
  • 近期策略发展

第30章公司简介

  • Microsoft Corporation
  • Intel Corporation
  • 4Dviews
  • 8i
  • IO Industries Inc.
  • Scatter
  • Metastage
  • Mark Roberts Motion Control

第31章附录

简介目录
Product Code: 12803

Market Overview

The global volumetric video market size is estimated at USD 2,377.4 million in 2023, and it is expected to increase to USD 13,939.6 million by 2030, advancing at a CAGR of 28.8% during 2024-2030. The increasing rate of technological advancement, the increment in volumetric capture studio numbers worldwide, the upswing in product rates, the frequent use of AR/VR products, the mounting demand for 3D and 360° content in the entertainment sector, and the surge in spending on sports technologies are some of the reasons that can be attributed to that.

The greatest advantage of volumetric videos is their popular application in the marketing of products because they help to catch the customer's attention with them. Nowadays modern consumers do not engage with conventional ads like out-of-home (OOH) advertisements or social media and volumetric advertisements in the way they use to interact with them. Winning over customers by the brands has become a risky venture. Following this, volumetric video is considered as a visually attractive medium that can incite consumers to be more likely to relate to the advertised product.

in the summer of 2020, a limited-edition smartphone, called Samsung Galaxy S20 FE 5G BTS, in cooperation with another K-pop band BTS was launched by South Korean company Samsung Electronics. Speaking of this, the company came up with BTS AR emojis that are based on volumetric capture technology, and use of which one is able to get 3D representations of band players. The endostyle emojis are much more real and expressive than the 2D emojis and, therefore, the fans like them more quickly.

Key Insights

Volumetric displays are expected to have the fastest growth, with a CAGR of 30.2% during the forecast period.

This growth is driven by ongoing technological advancements, including improved features and resolutions in 3D displays, and developments in optics, lasers, and electronics.

Volumetric displays allow multiple viewers to see the image simultaneously from different angles without requiring specific eyewear, enhancing their appeal.

AR/VR Head-Mounted Displays (HMDs) made a significant revenue contribution in 2023.

The availability and increasing usage of AR/VR gadgets, especially for gaming and entertainment, along with rising living standards, contribute to the demand for real-world views on HMDs.

The medical category holds a significant revenue share in 2023.

This is due to the increasing application of holographic technology for clear images of internal organs with a 360-degree view.

High R&D spending by public and private firms is driving the development of enhanced diagnostic imaging technologies.

The technology is widely used in medical institutions for student training purposes.

The growing number of clinics, medical centers, multispecialty hospitals, and surgeries globally contributes to the growth of this category in the market.

Volumetric displays are projected to experience rapid growth with a CAGR of 30.2% during the forecast period.

This growth is fueled by ongoing technological advancements aimed at enhancing features and resolutions in 3D displays.

North America holds the largest revenue share of 55% in 2023, and it is expected to continue dominating the market.

This dominance is attributed to the high adoption rate of advanced technologies like AR, VR, and MR.

The region benefits from a large number of industry players and a growing demand for attractive signage and advertisements.

In addition, there is a rising need among sports broadcasters in North America to enhance live coverage, leading to increased demand for immersive technologies.

The growing popularity of sporting events and the demand for enhanced match viewing experiences are driving innovation among industry players. For example, ESPN has introduced a new broadcasting format aimed at providing more immersive viewing experiences for NBA fans.

Table of Contents

Chapter 1. Research Scope

  • 1.1. Research Objectives
  • 1.2. Market Definition
  • 1.3. Analysis Period
  • 1.4. Market Size Breakdown by Segments
    • 1.4.1. Market size breakdown, by offering
    • 1.4.2. Market size breakdown, by vertical
    • 1.4.3. Market size breakdown, by platform
    • 1.4.4. Market size breakdown, by region
    • 1.4.5. Market size breakdown, by country
  • 1.5. Market Data Reporting Unit
    • 1.5.1. Value
  • 1.6. Key Stakeholders

Chapter 2. Research Methodology

  • 2.1. Secondary Research
    • 2.1.1. Paid
    • 2.1.2. Unpaid
    • 2.1.3. P&S Intelligence database
  • 2.2. Primary Research
  • 2.3. Market Size Estimation
  • 2.4. Data Triangulation
  • 2.5. Currency Conversion Rates
  • 2.6. Assumptions for the Study
  • 2.7. Notes and Caveats

Chapter 3. Executive Summary

Chapter 4. Market Indicators

Chapter 5. Industry Outlook

  • 5.1. Market Dynamics
    • 5.1.1. Trends
    • 5.1.2. Drivers
    • 5.1.3. Restraints/challenges
    • 5.1.4. Impact analysis of drivers/restraints
  • 5.2. Impact of COVID-19
  • 5.3. Porter's Five Forces Analysis
    • 5.3.1. Bargaining power of buyers
    • 5.3.2. Bargaining power of suppliers
    • 5.3.3. Threat of new entrants
    • 5.3.4. Intensity of rivalry
    • 5.3.5. Threat of substitutes

Chapter 6. Global Market

  • 6.1. Overview
  • 6.2. Market Revenue, by Offering (2017-2030)
  • 6.3. Market Revenue, by Vertical (2017-2030)
  • 6.4. Market Revenue, by Platform (2017-2030)
  • 6.5. Market Revenue, by Region (2017-2030)

Chapter 7. North America Market

  • 7.1. Overview
  • 7.2. Market Revenue, by Offering (2017-2030)
  • 7.3. Market Revenue, by Vertical (2017-2030)
  • 7.4. Market Revenue, by Platform (2017-2030)
  • 7.5. Market Revenue, by Country (2017-2030)

Chapter 8. Europe Market

  • 8.1. Overview
  • 8.2. Market Revenue, by Offering (2017-2030)
  • 8.3. Market Revenue, by Vertical (2017-2030)
  • 8.4. Market Revenue, by Platform (2017-2030)
  • 8.5. Market Revenue, by Country (2017-2030)

Chapter 9. APAC Market

  • 9.1. Overview
  • 9.2. Market Revenue, by Offering (2017-2030)
  • 9.3. Market Revenue, by Vertical (2017-2030)
  • 9.4. Market Revenue, by Platform (2017-2030)
  • 9.5. Market Revenue, by Country (2017-2030)

Chapter 10. LATAM Market

  • 10.1. Overview
  • 10.2. Market Revenue, by Offering (2017-2030)
  • 10.3. Market Revenue, by Vertical (2017-2030)
  • 10.4. Market Revenue, by Platform (2017-2030)
  • 10.5. Market Revenue, by Country (2017-2030)

Chapter 11. MEA Market

  • 11.1. Overview
  • 11.2. Market Revenue, by Offering (2017-2030)
  • 11.3. Market Revenue, by Vertical (2017-2030)
  • 11.4. Market Revenue, by Platform (2017-2030)
  • 11.5. Market Revenue, by Country (2017-2030)

Chapter 12. U.S. Market

  • 12.1. Overview
  • 12.2. Market Revenue, by Offering (2017-2030)
  • 12.3. Market Revenue, by Vertical (2017-2030)
  • 12.4. Market Revenue, by Platform (2017-2030)

Chapter 13. Canada Market

  • 13.1. Overview
  • 13.2. Market Revenue, by Offering (2017-2030)
  • 13.3. Market Revenue, by Vertical (2017-2030)
  • 13.4. Market Revenue, by Platform (2017-2030)

Chapter 14. Germany Market

  • 14.1. Overview
  • 14.2. Market Revenue, by Offering (2017-2030)
  • 14.3. Market Revenue, by Vertical (2017-2030)
  • 14.4. Market Revenue, by Platform (2017-2030)

Chapter 15. France Market

  • 15.1. Overview
  • 15.2. Market Revenue, by Offering (2017-2030)
  • 15.3. Market Revenue, by Vertical (2017-2030)
  • 15.4. Market Revenue, by Platform (2017-2030)

Chapter 16. U.K. Market

  • 16.1. Overview
  • 16.2. Market Revenue, by Offering (2017-2030)
  • 16.3. Market Revenue, by Vertical (2017-2030)
  • 16.4. Market Revenue, by Platform (2017-2030)

Chapter 17. Italy Market

  • 17.1. Overview
  • 17.2. Market Revenue, by Offering (2017-2030)
  • 17.3. Market Revenue, by Vertical (2017-2030)
  • 17.4. Market Revenue, by Platform (2017-2030)

Chapter 18. Spain Market

  • 18.1. Overview
  • 18.2. Market Revenue, by Offering (2017-2030)
  • 18.3. Market Revenue, by Vertical (2017-2030)
  • 18.4. Market Revenue, by Platform (2017-2030)

Chapter 19. Japan Market

  • 19.1. Overview
  • 19.2. Market Revenue, by Offering (2017-2030)
  • 19.3. Market Revenue, by Vertical (2017-2030)
  • 19.4. Market Revenue, by Platform (2017-2030)

Chapter 20. China Market

  • 20.1. Overview
  • 20.2. Market Revenue, by Offering (2017-2030)
  • 20.3. Market Revenue, by Vertical (2017-2030)
  • 20.4. Market Revenue, by Platform (2017-2030)

Chapter 21. India Market

  • 21.1. Overview
  • 21.2. Market Revenue, by Offering (2017-2030)
  • 21.3. Market Revenue, by Vertical (2017-2030)
  • 21.4. Market Revenue, by Platform (2017-2030)

Chapter 22. Australia Market

  • 22.1. Overview
  • 22.2. Market Revenue, by Offering (2017-2030)
  • 22.3. Market Revenue, by Vertical (2017-2030)
  • 22.4. Market Revenue, by Platform (2017-2030)

Chapter 23. South Korea Market

  • 23.1. Overview
  • 23.2. Market Revenue, by Offering (2017-2030)
  • 23.3. Market Revenue, by Vertical (2017-2030)
  • 23.4. Market Revenue, by Platform (2017-2030)

Chapter 24. Brazil Market

  • 24.1. Overview
  • 24.2. Market Revenue, by Offering (2017-2030)
  • 24.3. Market Revenue, by Vertical (2017-2030)
  • 24.4. Market Revenue, by Platform (2017-2030)

Chapter 25. Mexico Market

  • 25.1. Overview
  • 25.2. Market Revenue, by Offering (2017-2030)
  • 25.3. Market Revenue, by Vertical (2017-2030)
  • 25.4. Market Revenue, by Platform (2017-2030)

Chapter 26. Saudi Arabia Market

  • 26.1. Overview
  • 26.2. Market Revenue, by Offering (2017-2030)
  • 26.3. Market Revenue, by Vertical (2017-2030)
  • 26.4. Market Revenue, by Platform (2017-2030)

Chapter 27. South Africa Market

  • 27.1. Overview
  • 27.2. Market Revenue, by Offering (2017-2030)
  • 27.3. Market Revenue, by Vertical (2017-2030)
  • 27.4. Market Revenue, by Platform (2017-2030)

Chapter 28. U.A.E. Market

  • 28.1. Overview
  • 28.2. Market Revenue, by Offering (2017-2030)
  • 28.3. Market Revenue, by Vertical (2017-2030)
  • 28.4. Market Revenue, by Platform (2017-2030)

Chapter 29. Competitive Landscape

  • 29.1. List of Market Players and their Offerings
  • 29.2. Competitive Benchmarking of Key Players
  • 29.3. Product Benchmarking of Key Players
  • 29.4. Recent Strategic Developments

Chapter 30. Company Profiles

  • 30.1. Microsoft Corporation
    • 30.1.1. Business overview
    • 30.1.2. Product and service offerings
    • 30.1.3. Key financial summary
  • 30.2. Intel Corporation
    • 30.2.1. Business overview
    • 30.2.2. Product and service offerings
    • 30.2.3. Key financial summary
  • 30.3. 4Dviews
    • 30.3.1. Business overview
    • 30.3.2. Product and service offerings
    • 30.3.3. Key financial summary
  • 30.4. 8i
    • 30.4.1. Business overview
    • 30.4.2. Product and service offerings
    • 30.4.3. Key financial summary
  • 30.5. IO Industries Inc.
    • 30.5.1. Business overview
    • 30.5.2. Product and service offerings
    • 30.5.3. Key financial summary
  • 30.6. Scatter
    • 30.6.1. Business overview
    • 30.6.2. Product and service offerings
    • 30.6.3. Key financial summary
  • 30.7. Metastage
    • 30.7.1. Business overview
    • 30.7.2. Product and service offerings
    • 30.7.3. Key financial summary
  • 30.8. Mark Roberts Motion Control
    • 30.8.1. Business overview
    • 30.8.2. Product and service offerings
    • 30.8.3. Key financial summary

Chapter 31. Appendix

  • 31.1. Abbreviations
  • 31.2. Sources and References
  • 31.3. Related Reports