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市場調查報告書
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1534906

虛擬活動市場:現況分析與預測(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個工作天內

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簡介目錄

在預測期(2024-2032年),虛擬活動市場預計將以 18.78%的年複合成長率大幅成長。這是由科技公司之間加強合作所推動的,促進虛擬活動所需的平台和工具的整合。這就是為什麼 VR、AR 和其他沉浸式技術趨向於提高學習者和觀眾的參與度。例如,2024年4月4日,Cloud Software Group Inc.和微軟公司宣布,將透過為期八年的策略夥伴協議深化合作。該協議加強了 Citrix 虛擬應用程式和桌面平台的上市合作,並支援透過整合產品路線圖開發新的雲端和人工智慧解決方案。此外,雲端軟體集團也將向微軟的雲端及其生成人工智慧能力做出 16.5億美元的承諾。

根據服務類型,市場分為通訊、招募、行銷和培訓。到2023年,通訊將佔據壓倒性的市場佔有率。這主要推動了與會者的參與、互動和無縫內容交付。此外,清晰有效地傳達活動細節、日程安排和演講者訊息,使市場參與者能夠輕鬆瀏覽虛擬環境,推動虛擬活動市場的發展。

依應用,市場分為會議、展覽/交易會、高峰會等。2023年,會議將主導市場。這主要是為了消除地理障礙並降低與旅行和住宿相關的成本。即時串流媒體、互動式問答會話、虛擬網路休息室和點播內容等高級功能增強了體驗,並使虛擬會議更具吸引力和便利性。另外一個增值功能是能夠記錄和存檔會議以供以後查看,使與會者能夠重新存取內容或趕上錯過的演示。

市場依最終用戶細分為教育機構、企業、政府機構等。預計教育機構在預測期(2024-2032年)將以顯著的年複合成長率成長。疫情帶來的向線上學習環境的轉變凸顯了利用虛擬平台舉辦講座、研討會和工作坊的必要性。此外,虛擬活動為國際合作夥伴、特邀演講者和虛擬校園參觀提供了機會,為學生和教師帶來了巨大的潛力。根據國家教育統計中心(NCES)2024年統計顯示,2022年秋季,超過1,000萬大學生至少報名了一門遠距教育課程。其中不到一半的人在網路上學習所有課程。這些線上學習者大多是就讀四年制公立大學(740 萬)的本科生(840 萬)。

為了更了解虛擬活動的市場採用情況,將這些市場分為北美(美國、加拿大、北美其他地區)、歐洲(德國、法國、英國、西班牙、義大利、歐洲其他地區)、亞太地區(中國) ,根據其他地區(日本、印度、亞太其他地區)和世界其他地區的全球影響力進行分析。由於虛擬會議、網路研討會、線上展覽等在強大的數位基礎設施和精通技術的人口的支持下,預計亞太地區在預測期內(2024-2032年)將以顯著的年複合成長率成長。蓬勃發展的電子商務產業和數位行銷策略的興起進一步增加了對虛擬活動作為參與和品牌推廣的有效工具的需求。根據國際貿易局預測,中國將在2023年成為全球最大的電子商務市場,產生全球約50%的交易量。根據eMarketer統計,中國線上零售交易規模超過7.1億數位買家,2020年交易金額達2.29兆美元,估計2024年將達3.56兆美元。2021年,中國超越美國成為最大電子商務市場,營收達1.5兆美元。

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

目錄

第1章 市場介紹

  • 市場定義
  • 主要目的
  • 利害關係人
  • 限制

第2章 研究方法或前提

  • 調查過程
  • 調查方法
  • 受訪者簡介

第3章 執行摘要

  • 行業概況
  • 依細分市場進行預測
    • 市場成長的力量
  • 區域展望

第4章 市場動態

  • 促進因素
  • 機會
  • 抑制因素
  • 趨勢
  • PESTEL 分析
  • 需求方分析
  • 供給面分析
    • 併購
    • 投資場景
    • 產業洞察:主要新創公司及其獨特策略

第5章 價格分析

  • 區域價格分析
  • 影響價格的因素

第6章 全球虛擬活動市場收入,2022-2032年

第7章 依服務類型劃分的市場分析

  • 通訊
  • 招募
  • 行銷
  • 培訓

第8章 應用市場分析

  • 會議
  • 展覽/貿易展覽會
  • 高峰會
  • 其他

第9章 最終用戶市場分析

  • 教育機構
  • 公司
  • 政府
  • 其他

第10章 依地區劃分的市場分析

  • 北美
    • 美國
    • 加拿大
    • 其他北美地區
  • 歐洲
    • 德國
    • 法國
    • 英國
    • 西班牙
    • 義大利
    • 其他歐洲地區
  • 亞太地區
    • 中國
    • 日本
    • 印度
    • 其他亞太地區
  • 世界其他地區

第11章 價值鏈分析

  • 邊際分析
  • 進入市場的公司名單

第12章 競爭態勢

  • 競爭對手儀表板
  • 競爭市場定位分析
  • 波特五力分析

第13章 公司簡介

  • 微軟
    • 公司概況
    • 主要財務狀況
    • SWOT分析
    • 產品組合
    • 近期趨勢
  • 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 縮寫與假設

第15章 附錄

簡介目錄
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