Copyright Reports & Markets. All rights reserved.

Covid-19 Impact on VR and 360 Video Market, Global Research Reports 2020-2021

Buy now

1 Report Overview

  • 1.1 Study Scope
  • 1.2 Key Market Segments
  • 1.3 Players Covered: Ranking by VR and 360 Video Revenue
  • 1.4 Covid-19 Implications on Market by Type
    • 1.4.1 Global VR and 360 Video Market Size Growth Rate by Type: 2020 VS 2026
    • 1.4.2 Documentary
    • 1.4.3 The Film
    • 1.4.4 TV Series
    • 1.4.5 Other
  • 1.5 Market by Application
    • 1.5.1 Global VR and 360 Video Market Share by Application: 2020 VS 2026
    • 1.5.2 Cinema
    • 1.5.3 TV Station
    • 1.5.4 Online Media
    • 1.5.5 Other
  • 1.6 Coronavirus Disease 2019 (Covid-19): VR and 360 Video Industry Impact
    • 1.6.1 Covid-19 Impact: Global GDP Growth, 2019, 2020 and 2021 Projections
    • 1.6.2 Covid-19 Impact: Commodity Prices Indices
    • 1.6.3 Covid-19 Impact: Global Major Government Policy
  • 1.7 Study Objectives
  • 1.8 Years Considered

2 Global Growth Trends

  • 2.1 Covid-19 Implications on Global VR and 360 Video Market Perspective (2015-2026)
  • 2.2 Covid-19 Implications on Global VR and 360 Video Growth Trends by Regions
    • 2.2.1 VR and 360 Video Market Size by Regions: 2015 VS 2020 VS 2026
    • 2.2.2 VR and 360 Video Historic Market Share by Regions (2015-2020)
    • 2.2.3 VR and 360 Video Forecasted Market Size by Regions (2021-2026)
  • 2.3 Industry Trends and Growth Strategy
    • 2.3.1 Market Top Trends
    • 2.3.2 Market Drivers
    • 2.3.3 Market Challenges
    • 2.3.4 Porter’s Five Forces Analysis
    • 2.3.5 VR and 360 Video Market Growth Strategy
    • 2.3.6 Primary Interviews with Key VR and 360 Video Players (Opinion Leaders)

3 Covid-19 Implications on Competition Landscape by Key Players

  • 3.1 Global Top VR and 360 Video Players by Market Size
    • 3.1.1 Global Top VR and 360 Video Players by Revenue (2015-2020)
    • 3.1.2 Global VR and 360 Video Revenue Market Share by Players (2015-2020)
    • 3.1.3 Global VR and 360 Video Market Share by Company Type (Tier 1, Tier 2 and Tier 3)
  • 3.2 Global VR and 360 Video Market Concentration Ratio
    • 3.2.1 Global VR and 360 Video Market Concentration Ratio (CR5 and HHI)
    • 3.2.2 Global Top 10 and Top 5 Companies by VR and 360 Video Revenue in 2019
  • 3.3 VR and 360 Video Key Players Head office and Area Served
  • 3.4 Key Players VR and 360 Video Product Solution and Service
  • 3.5 Date of Enter into VR and 360 Video Market
  • 3.6 Mergers & Acquisitions, Expansion Plans

4 Covid-19 Implications on Market Size by Type (2015-2026)

  • 4.1 Global VR and 360 Video Historic Market Size by Type (2015-2020)
  • 4.2 Global VR and 360 Video Forecasted Market Size by Type (2021-2026)

5 Covid-19 Implications on Market Size by Application (2015-2026)

  • 5.1 Global VR and 360 Video Market Size by Application (2015-2020)
  • 5.2 Global VR and 360 Video Forecasted Market Size by Application (2021-2026)

6 North America Impact of COVID-19

  • 6.1 North America VR and 360 Video Market Size (2015-2020)
  • 6.2 VR and 360 Video Key Players in North America (2019-2020)
  • 6.3 North America VR and 360 Video Market Size by Type (2015-2020)
  • 6.4 North America VR and 360 Video Market Size by Application (2015-2020)

7 Europe Impact of COVID-19

  • 7.1 Europe VR and 360 Video Market Size (2015-2020)
  • 7.2 VR and 360 Video Key Players in Europe (2019-2020)
  • 7.3 Europe VR and 360 Video Market Size by Type (2015-2020)
  • 7.4 Europe VR and 360 Video Market Size by Application (2015-2020)

8 China Impact of COVID-19

  • 8.1 China VR and 360 Video Market Size (2015-2020)
  • 8.2 VR and 360 Video Key Players in China (2019-2020)
  • 8.3 China VR and 360 Video Market Size by Type (2015-2020)
  • 8.4 China VR and 360 Video Market Size by Application (2015-2020)

9 Japan Impact of COVID-19

  • 9.1 Japan VR and 360 Video Market Size (2015-2020)
  • 9.2 VR and 360 Video Key Players in Japan (2019-2020)
  • 9.3 Japan VR and 360 Video Market Size by Type (2015-2020)
  • 9.4 Japan VR and 360 Video Market Size by Application (2015-2020)

10 Southeast Asia Impact of COVID-19

  • 10.1 Southeast Asia VR and 360 Video Market Size (2015-2020)
  • 10.2 VR and 360 Video Key Players in Southeast Asia (2019-2020)
  • 10.3 Southeast Asia VR and 360 Video Market Size by Type (2015-2020)
  • 10.4 Southeast Asia VR and 360 Video Market Size by Application (2015-2020)

11 India Impact of COVID-19

  • 11.1 India VR and 360 Video Market Size (2015-2020)
  • 11.2 VR and 360 Video Key Players in India (2019-2020)
  • 11.3 India VR and 360 Video Market Size by Type (2015-2020)
  • 11.4 India VR and 360 Video Market Size by Application (2015-2020)

12 Central & South America Impact of COVID-19

  • 12.1 Central & South America VR and 360 Video Market Size (2015-2020)
  • 12.2 VR and 360 Video Key Players in Central & South America (2019-2020)
  • 12.3 Central & South America VR and 360 Video Market Size by Type (2015-2020)
  • 12.4 Central & South America VR and 360 Video Market Size by Application (2015-2020)

13Key Players Profiles

  • 13.1 Koncept VR
    • 13.1.1 Koncept VR Company Details
    • 13.1.2 Koncept VR Business Overview and Its Total Revenue
    • 13.1.3 Koncept VR VR and 360 Video Introduction
    • 13.1.4 Koncept VR Revenue in VR and 360 Video Business (2015-2020))
    • 13.1.5 Koncept VR Recent Development and Reaction to COVID-19
  • 13.2 Light Sail VR
    • 13.2.1 Light Sail VR Company Details
    • 13.2.2 Light Sail VR Business Overview and Its Total Revenue
    • 13.2.3 Light Sail VR VR and 360 Video Introduction
    • 13.2.4 Light Sail VR Revenue in VR and 360 Video Business (2015-2020)
    • 13.2.5 Light Sail VR Recent Development and Reaction to COVID-19
  • 13.3 Felix & Paul Studios
    • 13.3.1 Felix & Paul Studios Company Details
    • 13.3.2 Felix & Paul Studios Business Overview and Its Total Revenue
    • 13.3.3 Felix & Paul Studios VR and 360 Video Introduction
    • 13.3.4 Felix & Paul Studios Revenue in VR and 360 Video Business (2015-2020)
    • 13.3.5 Felix & Paul Studios Recent Development and Reaction to COVID-19
  • 13.4 Emblematic Group
    • 13.4.1 Emblematic Group Company Details
    • 13.4.2 Emblematic Group Business Overview and Its Total Revenue
    • 13.4.3 Emblematic Group VR and 360 Video Introduction
    • 13.4.4 Emblematic Group Revenue in VR and 360 Video Business (2015-2020)
    • 13.4.5 Emblematic Group Recent Development and Reaction to COVID-19
  • 13.5 BigLook 360
    • 13.5.1 BigLook 360 Company Details
    • 13.5.2 BigLook 360 Business Overview and Its Total Revenue
    • 13.5.3 BigLook 360 VR and 360 Video Introduction
    • 13.5.4 BigLook 360 Revenue in VR and 360 Video Business (2015-2020)
    • 13.5.5 BigLook 360 Recent Development and Reaction to COVID-19
  • 13.6 VR Playhouse
    • 13.6.1 VR Playhouse Company Details
    • 13.6.2 VR Playhouse Business Overview and Its Total Revenue
    • 13.6.3 VR Playhouse VR and 360 Video Introduction
    • 13.6.4 VR Playhouse Revenue in VR and 360 Video Business (2015-2020)
    • 13.6.5 VR Playhouse Recent Development and Reaction to COVID-19
  • 13.7 Penrose Studios
    • 13.7.1 Penrose Studios Company Details
    • 13.7.2 Penrose Studios Business Overview and Its Total Revenue
    • 13.7.3 Penrose Studios VR and 360 Video Introduction
    • 13.7.4 Penrose Studios Revenue in VR and 360 Video Business (2015-2020)
    • 13.7.5 Penrose Studios Recent Development and Reaction to COVID-19
  • 13.8 Baobab Studios
    • 13.8.1 Baobab Studios Company Details
    • 13.8.2 Baobab Studios Business Overview and Its Total Revenue
    • 13.8.3 Baobab Studios VR and 360 Video Introduction
    • 13.8.4 Baobab Studios Revenue in VR and 360 Video Business (2015-2020)
    • 13.8.5 Baobab Studios Recent Development and Reaction to COVID-19
  • 13.9 RYOT
    • 13.9.1 RYOT Company Details
    • 13.9.2 RYOT Business Overview and Its Total Revenue
    • 13.9.3 RYOT VR and 360 Video Introduction
    • 13.9.4 RYOT Revenue in VR and 360 Video Business (2015-2020)
    • 13.9.5 RYOT Recent Development and Reaction to COVID-19
  • 13.10 Fable Studio
    • 13.10.1 Fable Studio Company Details
    • 13.10.2 Fable Studio Business Overview and Its Total Revenue
    • 13.10.3 Fable Studio VR and 360 Video Introduction
    • 13.10.4 Fable Studio Revenue in VR and 360 Video Business (2015-2020)
    • 13.10.5 Fable Studio Recent Development and Reaction to COVID-19
  • 13.11 WITHIN
    • 10.11.1 WITHIN Company Details
    • 10.11.2 WITHIN Business Overview and Its Total Revenue
    • 10.11.3 WITHIN VR and 360 Video Introduction
    • 10.11.4 WITHIN Revenue in VR and 360 Video Business (2015-2020)
    • 10.11.5 WITHIN Recent Development and Reaction to COVID-19
  • 13.12 VR Gorilla
    • 10.12.1 VR Gorilla Company Details
    • 10.12.2 VR Gorilla Business Overview and Its Total Revenue
    • 10.12.3 VR Gorilla VR and 360 Video Introduction
    • 10.12.4 VR Gorilla Revenue in VR and 360 Video Business (2015-2020)
    • 10.12.5 VR Gorilla Recent Development and Reaction to COVID-19
  • 13.13 360 Labs
    • 10.13.1 360 Labs Company Details
    • 10.13.2 360 Labs Business Overview and Its Total Revenue
    • 10.13.3 360 Labs VR and 360 Video Introduction
    • 10.13.4 360 Labs Revenue in VR and 360 Video Business (2015-2020)
    • 10.13.5 360 Labs Recent Development and Reaction to COVID-19
  • 13.14 Spherica
    • 10.14.1 Spherica Company Details
    • 10.14.2 Spherica Business Overview and Its Total Revenue
    • 10.14.3 Spherica VR and 360 Video Introduction
    • 10.14.4 Spherica Revenue in VR and 360 Video Business (2015-2020)
    • 10.14.5 Spherica Recent Development and Reaction to COVID-19
  • 13.15 Visualize Creative Limited
    • 10.15.1 Visualize Creative Limited Company Details
    • 10.15.2 Visualize Creative Limited Business Overview and Its Total Revenue
    • 10.15.3 Visualize Creative Limited VR and 360 Video Introduction
    • 10.15.4 Visualize Creative Limited Revenue in VR and 360 Video Business (2015-2020)
    • 10.15.5 Visualize Creative Limited Recent Development and Reaction to COVID-19
  • 13.16 Prosper XR
    • 10.16.1 Prosper XR Company Details
    • 10.16.2 Prosper XR Business Overview and Its Total Revenue
    • 10.16.3 Prosper XR VR and 360 Video Introduction
    • 10.16.4 Prosper XR Revenue in VR and 360 Video Business (2015-2020)
    • 10.16.5 Prosper XR Recent Development and Reaction to COVID-19
  • 13.17 Axis Images
    • 10.17.1 Axis Images Company Details
    • 10.17.2 Axis Images Business Overview and Its Total Revenue
    • 10.17.3 Axis Images VR and 360 Video Introduction
    • 10.17.4 Axis Images Revenue in VR and 360 Video Business (2015-2020)
    • 10.17.5 Axis Images Recent Development and Reaction to COVID-19
  • 13.18 Vgers
    • 10.18.1 Vgers Company Details
    • 10.18.2 Vgers Business Overview and Its Total Revenue
    • 10.18.3 Vgers VR and 360 Video Introduction
    • 10.18.4 Vgers Revenue in VR and 360 Video Business (2015-2020)
    • 10.18.5 Vgers Recent Development and Reaction to COVID-19
  • 13.19 Supersphere VR
    • 10.19.1 Supersphere VR Company Details
    • 10.19.2 Supersphere VR Business Overview and Its Total Revenue
    • 10.19.3 Supersphere VR VR and 360 Video Introduction
    • 10.19.4 Supersphere VR Revenue in VR and 360 Video Business (2015-2020)
    • 10.19.5 Supersphere VR Recent Development and Reaction to COVID-19
  • 13.20 Wheelhouse Media
    • 10.20.1 Wheelhouse Media Company Details
    • 10.20.2 Wheelhouse Media Business Overview and Its Total Revenue
    • 10.20.3 Wheelhouse Media VR and 360 Video Introduction
    • 10.20.4 Wheelhouse Media Revenue in VR and 360 Video Business (2015-2020)
    • 10.20.5 Wheelhouse Media Recent Development and Reaction to COVID-19

14Analyst's Viewpoints/Conclusions

    15Appendix

    • 15.1 Research Methodology
      • 15.1.1 Methodology/Research Approach
      • 15.1.2 Data Source
    • 15.2 Disclaimer

    VR and 360 Video market is segmented by Type, and by Application. Players, stakeholders, and other participants in the global VR and 360 Video market will be able to gain the upper hand as they use the report as a powerful resource. The segmental analysis focuses on revenue and forecast by Type and by Application in terms of revenue and forecast for the period 2015-2026.
    Since the COVID-19 virus outbreak in December 2019, the disease has spread to almost 200 countries around the globe with the World Health Organization declaring it a public health emergency. The global impacts of the coronavirus disease 2019 (COVID-19) are already starting to be felt, and will significantly affect the VR and 360 Video market in 2020. The outbreak of COVID-19 has brought effects on many aspects, like flight cancellations; travel bans and quarantines; restaurants closed; all indoor events restricted; over forty countries state of emergency declared; massive slowing of the supply chain; stock market volatility; falling business confidence, growing panic among the population, and uncertainty about future.
    This report also analyzes the impact of Coronavirus COVID-19 on the VR and 360 Video industry.

    The key players covered in this study
    Koncept VR
    Light Sail VR
    Felix & Paul Studios
    Emblematic Group
    BigLook 360
    VR Playhouse
    Penrose Studios
    Baobab Studios
    RYOT
    Fable Studio
    WITHIN
    VR Gorilla
    360 Labs
    Spherica
    Visualize Creative Limited
    Prosper XR
    Axis Images
    Vgers
    Supersphere VR
    Wheelhouse Media

    Market segment by Type, the product can be split into
    Documentary
    The Film
    TV Series
    Other
    Market segment by Application, split into
    Cinema
    TV Station
    Online Media
    Other

    Market segment by Regions/Countries, this report covers
    North America
    Europe
    China
    Japan
    Southeast Asia
    India
    Central & South America

    The study objectives of this report are:
    To analyze global VR and 360 Video status, future forecast, growth opportunity, key market and key players.
    To present the VR and 360 Video development in North America, Europe, China, Japan, Southeast Asia, India and Central & South America.
    To strategically profile the key players and comprehensively analyze their development plan and strategies.
    To define, describe and forecast the market by type, market and key regions.

    In this study, the years considered to estimate the market size of VR and 360 Video are as follows:
    History Year: 2015-2019
    Base Year: 2019
    Estimated Year: 2020
    Forecast Year 2020 to 2026
    For the data information by region, company, type and application, 2019 is considered as the base year. Whenever data information was unavailable for the base year, the prior year has been considered.

    Buy now