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市场调查报告书
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1534906

虚拟活动市场:现况分析与预测(2024-2032)

Virtual Events Market: Current Analysis and Forecast (2024-2032)

出版日期: | 出版商: UnivDatos Market Insights Pvt Ltd | 英文 137 Pages | 商品交期: 最快1-2个工作天内

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简介目录

在预测期(2024-2032年),虚拟活动市场预计将以 18.78%的年复合成长率大幅成长。这是由科技公司之间加强合作所推动的,促进虚拟活动所需的平台和工具的整合。这就是为什么 VR、AR 和其他沉浸式技术趋向于提高学习者和观众的参与度。例如,2024年4月4日,Cloud Software Group Inc.和微软公司宣布,将透过为期八年的策略伙伴协议深化合作。该协议加强了 Citrix 虚拟应用程式和桌面平台的上市合作,并支援透过整合产品路线图开发新的云端和人工智慧解决方案。此外,云端软体集团也将向微软的云端及其生成人工智慧能力做出 16.5亿美元的承诺。

根据服务类型,市场分为通讯、招募、行销和培训。到2023年,通讯将占据压倒性的市场占有率。这主要推动了与会者的参与、互动和无缝内容交付。此外,清晰有效地传达活动细节、日程安排和演讲者讯息,使市场参与者能够轻鬆浏览虚拟环境,推动虚拟活动市场的发展。

依应用,市场分为会议、展览/交易会、高峰会等。2023年,会议将主导市场。这主要是为了消除地理障碍并降低与旅行和住宿相关的成本。即时串流媒体、互动式问答会话、虚拟网路休息室和点播内容等高级功能增强了体验,并使虚拟会议更具吸引力和便利性。另外一个增值功能是能够记录和存檔会议以供以后查看,使与会者能够重新存取内容或赶上错过的演示。

市场依最终用户细分为教育机构、企业、政府机构等。预计教育机构在预测期(2024-2032年)将以显着的年复合成长率成长。疫情带来的向线上学习环境的转变凸显了利用虚拟平台举办讲座、研讨会和工作坊的必要性。此外,虚拟活动为国际合作伙伴、特邀演讲者和虚拟校园参观提供了机会,为学生和教师带来了巨大的潜力。根据国家教育统计中心(NCES)2024年统计显示,2022年秋季,超过1,000万大学生至少报名了一门远距教育课程。其中不到一半的人在网路上学习所有课程。这些线上学习者大多是就读四年制公立大学(740 万)的本科生(840 万)。

为了更了解虚拟活动的市场采用情况,将这些市场分为北美(美国、加拿大、北美其他地区)、欧洲(德国、法国、英国、西班牙、义大利、欧洲其他地区)、亚太地区(中国) ,根据其他地区(日本、印度、亚太其他地区)和世界其他地区的全球影响力进行分析。由于虚拟会议、网路研讨会、线上展览等在强大的数位基础设施和精通技术的人口的支持下,预计亚太地区在预测期内(2024-2032年)将以显着的年复合成长率成长。蓬勃发展的电子商务产业和数位行销策略的兴起进一步增加了对虚拟活动作为参与和品牌推广的有效工具的需求。根据国际贸易局预测,中国将在2023年成为全球最大的电子商务市场,产生全球约50%的交易量。根据eMarketer统计,中国线上零售交易规模超过7.1亿数位买家,2020年交易金额达2.29兆美元,估计2024年将达3.56兆美元。2021年,中国超越美国成为最大电子商务市场,营收达1.5兆美元。

进入市场的主要公司包括Microsoft、Adobe、Zoom Video Communications Inc.、Cisco (Webex)、Huawei Technologies Co.Ltd、ON24、Cvent Inc.、Whova、ALE International、ALE USA Inc.、Hopin等。

目录

第1章 市场介绍

  • 市场定义
  • 主要目的
  • 利害关係人
  • 限制

第2章 研究方法或前提

  • 调查过程
  • 调查方法
  • 受访者简介

第3章 执行摘要

  • 行业概况
  • 依细分市场进行预测
    • 市场成长的力量
  • 区域展望

第4章 市场动态

  • 促进因素
  • 机会
  • 抑制因素
  • 趋势
  • PESTEL 分析
  • 需求方分析
  • 供给面分析
    • 併购
    • 投资场景
    • 产业洞察:主要新创公司及其独特策略

第5章 价格分析

  • 区域价格分析
  • 影响价格的因素

第6章 全球虚拟活动市场收入,2022-2032年

第7章 依服务类型划分的市场分析

  • 通讯
  • 招募
  • 行销
  • 培训

第8章 应用市场分析

  • 会议
  • 展览/贸易展览会
  • 高峰会
  • 其他

第9章 最终用户市场分析

  • 教育机构
  • 公司
  • 政府
  • 其他

第10章 依地区划分的市场分析

  • 北美
    • 美国
    • 加拿大
    • 其他北美地区
  • 欧洲
    • 德国
    • 法国
    • 英国
    • 西班牙
    • 义大利
    • 其他欧洲地区
  • 亚太地区
    • 中国
    • 日本
    • 印度
    • 其他亚太地区
  • 世界其他地区

第11章 价值链分析

  • 边际分析
  • 进入市场的公司名单

第12章 竞争态势

  • 竞争对手仪表板
  • 竞争市场定位分析
  • 波特五力分析

第13章 公司简介

  • 微软
    • 公司概况
    • 主要财务状况
    • SWOT分析
    • 产品组合
    • 近期趋势
  • Adobe
  • Zoom Video Communications, Inc.
  • Cisco(Webex)
  • Huawei Technologies Co., Ltd.
  • ON24, Inc.
  • Cvent Inc.
  • Whova
  • ALE International, ALE USA Inc.
  • Hopin

第14章 缩写与假设

第15章 附录

简介目录
Product Code: UMAI212905

Virtual events are online gatherings that enable people to interact in a virtual environment on the web rather than meeting in a physical location. These events can include conferences, webinars, trade shows, product launches, training sessions, and more. They are facilitated by platforms that offer video streaming, chat functionalities, interactive features, and sometimes virtual reality experiences to mimic in-person interactions. Due to the COVID-19 pandemic, virtual events became popular since there were restrictions on social interactions that forced event organizers to adapt to online delivering of events. The reduced cost of hosting virtual events, since some affiliated expenses, such as transportation, accommodation, and rental of facilities are not required, has also played a significant role in making virtual events popular.

The Virtual Events Market is expected to grow with a significant CAGR of 18.78 % during the forecast period (2024-2032). This can be attributed to the rising collaboration amongst technology companies that makes it easier to integrate platforms and tools required for virtual events. This has tendencies towards VR, AR, and other immersive technologies that increase learner and audience involvement. For instance, on April 4, 2024, Cloud Software Group Inc. and Microsoft Corp. announced they are deepening their collaboration through an eight-year strategic partnership agreement. The agreement will strengthen the go-to-market collaboration for the Citrix virtual application and desktop platform and support the development of new cloud and AI solutions with an integrated product roadmap. Additionally, Cloud Software Group will make a USD 1.65 billion commitment to the Microsoft cloud and its generative AI capabilities.

Based on the service type, the market has been divided into communication, recruitment, marketing, and training. The communication held a dominant share of the market in 2023. This mainly facilitates engagement, interaction, and seamless content delivery to participants. Moreover, clear and efficient communication of event details, schedules, and speaker information ensures participants can navigate the virtual environment effortlessly, driving the virtual events market.

Based on the application, the market is segmented into conferences, exhibitions/trade shows, summits, and others. The conferences held a dominant share of the market in 2023. This is mainly due to eliminating geographical barriers and reducing costs associated with travel and accommodation. Advanced features such as live streaming, interactive Q&A sessions, virtual networking lounges, and on-demand content have enhanced the experience, making virtual conferences more engaging and accessible. The ability to record and archive sessions for later viewing also adds value, allowing attendees to revisit content and catch up on missed presentations.

Based on the end-user, the market is segmented into educational institutions, corporate, government, and others. Educational institutions are expected to grow with a significant CAGR in the forecast period (2024-2032). The shift to online learning environments brought about by the pandemic has underscored the need to utilize virtual platforms to offer lectures, seminars, and workshops. Furthermore, virtual events have enabled opportunities for international partnerships, guest speakers, and virtual campus visits, which have great potential for students and teachers. According to the National Center for Education Statistics (NCES), 2024 stats reveal that over 10 million college students enrolled in at least one distance education class in the fall of 2022. Slightly less than half of those students took all of their courses online. Most of these online learners are undergraduates (8.4 million) attending four-year public institutions (7.4 million).

For a better understanding of the market adoption of Virtual Events, the market is analyzed based on its worldwide presence in countries such as North America (U.S., Canada, and the Rest of North America), Europe (Germany, France, U.K., Spain, Italy, Rest of Europe), Asia-Pacific (China, Japan, India, Rest of Asia-Pacific), Rest of World. Asia-Pacific is expected to grow with a significant CAGR in the forecast period (2024-2032) because of virtual conferences, webinars, and online expos due to their robust digital infrastructure and tech-savvy populations. The booming e-commerce industry and the rise of digital marketing strategies have further fueled the need for virtual events as effective tools for engagement and brand promotion. According to the International Trade Administration, in 2023, China is the largest e-commerce market globally, generating almost 50 percent of the world's transactions. According to eMarketer, China's online retail transactions reached more than 710 million digital buyers, and transactions reached $2.29 trillion in 2020, with forecasts to reach USD 3.56 trillion by 2024. In 2021, China became the largest market for e-commerce, with a revenue of USD 1.5 trillion, placing it ahead of the United States.

Some of the major players operating in the market include Microsoft; Adobe; Zoom Video Communications Inc.; Cisco (Webex); Huawei Technologies Co., Ltd.; ON24, Inc.; Cvent Inc.; Whova; ALE International, ALE USA Inc.; Hopin.

TABLE OF CONTENTS

1.MARKET INTRODUCTION

  • 1.1. Market Definitions
  • 1.2. Main Objective
  • 1.3. Stakeholders
  • 1.4. Limitation

2.RESEARCH METHODOLOGY OR ASSUMPTION

  • 2.1. Research Process of the Virtual Events Market
  • 2.2. Research Methodology of the Virtual Events Market
  • 2.3. Respondent Profile

3.EXECUTIVE SUMMARY

  • 3.1. Industry Synopsis
  • 3.2. Segmental Outlook
    • 3.2.1. Market Growth Intensity
  • 3.3. Regional Outlook

4.MARKET DYNAMICS

  • 4.1. Drivers
  • 4.2. Opportunity
  • 4.3. Restraints
  • 4.4. Trends
  • 4.5. PESTEL Analysis
  • 4.6. Demand Side Analysis
  • 4.7. Supply Side Analysis
    • 4.7.1. Merger & Acquisition
    • 4.7.2. Investment Scenario
    • 4.7.3. Industry Insights: Leading Startups and Their Unique Strategies

5.PRICING ANALYSIS

  • 5.1. Regional Pricing Analysis
  • 5.2. Price Influencing Factors

6.GLOBAL VIRTUAL EVENTS MARKET REVENUE (USD BN), 2022-2032F

7.MARKET INSIGHTS BY SERVICE TYPE

  • 7.1. Communication
  • 7.2. Recruitment
  • 7.3. Marketing
  • 7.4. Training

8.MARKET INSIGHTS BY APPLICATION

  • 8.1. Conferences
  • 8.2. Exhibitions/Trade Shows
  • 8.3. Summits
  • 8.4. Others

9.MARKET INSIGHTS BY END-USER

  • 9.1. Educational Institution
  • 9.2. Corporate
  • 9.3. Government
  • 9.4. Others

10.MARKET INSIGHTS BY REGION

  • 10.1. North America
    • 10.1.1. U.S.
    • 10.1.2. Canada
    • 10.1.3. Rest of North America
  • 10.2. Europe
    • 10.2.1. Germany
    • 10.2.2. France
    • 10.2.3. UK
    • 10.2.4. Spain
    • 10.2.5. Italy
    • 10.2.6. Rest of Europe
  • 10.3. Asia-Pacific
    • 10.3.1. China
    • 10.3.2. Japan
    • 10.3.3. India
    • 10.3.4. Rest of APAC
  • 10.4. Rest of the World

11.VALUE CHAIN ANALYSIS

  • 11.1. Marginal Analysis
  • 11.2. List of Market Participants

12.COMPETITIVE LANDSCAPE

  • 12.1. Competition Dashboard
  • 12.2. Competitor Market Positioning Analysis
  • 12.3. Porter Five Forces Analysis

13.COMPANY PROFILES

  • 13.1. Microsoft
    • 13.1.1. Company Overview
    • 13.1.2. Key Financials
    • 13.1.3. SWOT Analysis
    • 13.1.4. Product Portfolio
    • 13.1.5. Recent Developments
  • 13.2. Adobe
  • 13.3. Zoom Video Communications, Inc.
  • 13.4. Cisco (Webex)
  • 13.5. Huawei Technologies Co., Ltd.
  • 13.6. ON24, Inc.
  • 13.7. Cvent Inc.
  • 13.8. Whova
  • 13.9. ALE International, ALE USA Inc.
  • 13.10. Hopin

14.ACRONYMS & ASSUMPTION

15.ANNEXURE