封面
市場調查報告書
商品編碼
1477031

全球體積視訊市場:市場規模和佔有率分析(依產品供應、產業和平台)、工業需求預測(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個工作天內

價格
簡介目錄

市場概況

預計 2023 年全球體積視訊市場規模為 23.774 億美元,到 2030 年將成長至 139.396 億美元,2024 年至 2030 年複合年增長率為 28.8%。 技術進步的加速、全球體積捕捉工作室數量的增加、產品價格的提高、AR/VR 產品的頻繁使用、娛樂領域對 3D 和 360 度內容的需求不斷增長、體育技術的支出等,原因之一是迅速增加

體積影片的最大優點是它們經常用於產品行銷。 如今,現代消費者不再將傳統的廣告方法(例如戶外廣告或社群媒體)視為互動手段。 透過品牌獲取客戶已成為一項冒險行為。 因此,立體影片被認為是一種具有視覺吸引力的媒介,可以鼓勵消費者更容易辨識廣告產品。

關鍵見解

在預測期內,體積顯示器預計將成長最快,複合年增長率為 30.2%。 主要成長因素是持續的技術進步,例如 3D 顯示能力和解析度的提高,以及光學、雷射和電子學的發展。 體積顯示器允許多個觀看者同時從不同角度觀看圖像,而無需特定的眼鏡,從而增加了其吸引力。

AR/VR 頭戴式顯示器 (HMD) 對 2023 年的營收貢獻巨大。 AR/VR 小工具的可用性,特別是它們在遊戲和娛樂中的日益廣泛使用,以及生活水平的不斷提高,推動了對 HMD 真實世界視圖的需求。

2023 年,醫療類別將佔據很大的收入佔有率。 這是由於越來越多地使用全像技術來獲得 360 度視角的內臟清晰圖像。 此技術廣泛應用於醫療機構用於學生培訓目的。 此外,公共和私人公司的高研發支出正在推動增強診斷成像技術的發展。 全球診所、醫療中心、多專科醫院和手術室數量的增加也促進了該類別的市場成長。

北美在 2023 年佔據最大收入佔有率,達到 55%,預計將繼續主導市場。 這項優勢得益於AR、VR、MR等先進技術的高採用率。 該地區是許多行業參與者的所在地,對有吸引力的標牌和廣告的需求不斷增長。 此外,北美的體育廣播公司越來越希望增強現場報道,從而促使對沉浸式技術的需求增加。 體育賽事的日益普及以及對改善比賽觀看體驗的需求正在推動行業參與者的創新。

本報告分析了全球體積視訊市場,包括市場的基本結構和最新情況、主要促進和抑制因素以及全球、依地區和主要國家的市場規模前景(以貨幣為基礎) ),2017-2030) ,依產品、產業和平台劃分的詳細趨勢、市場競爭現狀以及主要公司概況。

目錄

第一章研究範圍

第二章研究方法

第 3 章執行摘要

第 4 章市場指標

第五章產業展望

  • 市場動態
    • 趨勢
    • 促進因素
    • 抑制因素/課題
    • 促進/抑制因子影響分析
  • 新型冠狀病毒感染 (COVID-19) 的影響
  • 波特五力分析

第六章世界市場

  • 摘要
  • 市場收入:依產品分類(2017-2030 年)
  • 市場收入:依產業劃分(2017-2030 年)
  • 市場收入:依平台劃分(2017-2030 年)
  • 市場收入:依地區劃分(2017-2030 年)

第七章北美市場

  • 摘要
  • 市場收入:依產品分類(2017-2030 年)
  • 市場收入:依產業劃分(2017-2030 年)
  • 市場收入:依平台劃分(2017-2030 年)
  • 市場收入:依國家/地區劃分(2017-2030 年)

第八章歐洲市場

第9章亞太市場

第10章拉丁美洲市場

第十一章中東及非洲市場

第12章美國市場

  • 摘要
  • 市場收入:依產品分類(2017-2030 年)
  • 市場收入:依產業劃分(2017-2030 年)
  • 市場收入:依平台劃分(2017-2030 年)

第十三章加拿大市場

第14章德國市場

第十五章法國市場

第十六章英國市場

第十七章義大利市場

第十八章西班牙市場

第十九章日本市場

第20章中國市場

第21章印度市場

第22章澳洲市場

第23章韓國市場

第24章巴西市場

第25章墨西哥市場

第26章沙烏地阿拉伯市場

第27章南非市場

第 28 章阿聯酋 (UAE) 市場

第29章競爭態勢

  • 市場參與者及其產品列表
  • 主要公司的競爭基準
  • 各大公司的產品基準
  • 近期策略發展

第30章公司簡介

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

第31章附錄

簡介目錄
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