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Asia Pacific Volumetric Video Market Size, Share & Industry Trends Analysis Report By Application, By Volumetric Capture (Hardware, Software, and Services), By Country and Growth Forecast, 2023 - 2030

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    Report

  • 82 Pages
  • June 2023
  • Region: Asia Pacific
  • Marqual IT Solutions Pvt. Ltd (KBV Research)
  • ID: 5852058
The Asia Pacific Volumetric Video Market should witness market growth of 27.7% CAGR during the forecast period (2023-2030).

Retail, healthcare, the automotive sector, and information technology are some sectors that use volumetric video. Real-time volumetric footage generated by customers via their smartphone application is used by businesses including Coca-Cola, Harley-Davidson, and Zara. As a result, the market is growing due to the increasing use of techniques like augmented reality in various business sectors. Volumetric video solution providers are implementing development plans to improve their market presence and increase their market share.

With the aid of volumetric video, performers can fully immerse themselves in the virtual worlds, the digitized backgrounds can then be shown on LED screens positioned opposite a stage. Other industries that extensively use volumetric video capturing are the gaming and e-gaming industries. Using volumetric techniques, the entire scenery can be recorded and put into a game engine.

The video game industry grew in 2020. By 2023, it is anticipated that the Southeast Asian region will have triple growth from its size in 2017. Mobile games now account for two-thirds of the industry in Singapore as casual players look for new activities to do at home. The regional gaming industry is about to experience a wave of upheaval as game producers and developers launch subscription services that let players access a selection of games for a set monthly charge. Hence, the expanding gaming industry will increase the growth of the market throughout the forecast period.

The China market dominated the Asia Pacific Volumetric Video Market by Country in 2022, and would continue to be a dominant market till 2030; thereby, achieving a market value of $867 million by 2030. The Japan market is poised to grow at a CAGR of 26.9% during (2023-2030). Additionally, The India market would showcase a CAGR of 28.5% during (2023-2030).

Based on Application, the market is segmented into Sports, Events, & Entertainment, Medical, Signage & Advertisement, Education & Training, and Others. Based on Volumetric Capture, the market is segmented into Hardware, Software, and Services. Based on countries, the market is segmented into China, Japan, India, South Korea, Singapore, Malaysia, and Rest of Asia Pacific.

The market research report covers the analysis of key stake holders of the market. Key companies profiled in the report include Microsoft Corporation, Intel Corporation, Sony Corporation, Google LLC (Alphabet Inc.), Unity Software, Inc., Metastage, 4D VIEW SOLUTIONS SAS, Stereolabs, Inc., and IO Industries Inc.

Scope of the Study

By Application

  • Sports, Events, & Entertainment
  • Medical
  • Signage & Advertisement
  • Education & Training
  • Others

By Volumetric Capture

  • Hardware
  • Software
  • Services

By Country

  • China
  • Japan
  • India
  • South Korea
  • Singapore
  • Malaysia
  • Rest of Asia Pacific

Key Market Players

List of Companies Profiled in the Report:

  • Microsoft Corporation
  • Intel Corporation
  • Sony Corporation
  • Google LLC (Alphabet Inc.)
  • Unity Software, Inc.
  • Metastage
  • 4D VIEW SOLUTIONS SAS
  • Stereolabs, Inc.
  • IO Industries Inc.

Unique Offerings

  • Exhaustive coverage
  • The highest number of Market tables and figures
  • Subscription-based model available
  • Guaranteed best price
  • Assured post sales research support with 10% customization free

Table of Contents

Chapter 1. Market Scope & Methodology
1.1 Market Definition
1.2 Objectives
1.3 Market Scope
1.4 Segmentation
1.4.1 Asia Pacific Volumetric Video Market, by Application
1.4.2 Asia Pacific Volumetric Video Market, by Volumetric Capture
1.4.3 Asia Pacific Volumetric Video Market, by Country
1.5 Methodology for the research
Chapter 2. Market Overview
2.1 Introduction
2.1.1 Overview
2.1.1.1 Market Composition & Scenario
2.2 Key Factors Impacting the Market
2.2.1 Market Drivers
2.2.2 Market Restraints
Chapter 3. Competition Analysis - Global
3.1 Market Share Analysis, 2021
3.2 Strategies Deployed in Volumetric Video Market
Chapter 4. Asia Pacific Volumetric Video Market by Application
4.1 Asia Pacific Sports, Events, & Entertainment Market by Country
4.2 Asia Pacific Medical Market by Country
4.3 Asia Pacific Signage & Advertisement Market by Country
4.4 Asia Pacific Education & Training Market by Country
4.5 Asia Pacific Others Market by Country
Chapter 5. Asia Pacific Volumetric Video Market by Volumetric Capture
5.1 Asia Pacific Hardware Market by Country
5.2 Asia Pacific Software Market by Country
5.3 Asia Pacific Services Market by Country
Chapter 6. Asia Pacific Volumetric Video Market by Country
6.1 China Volumetric Video Market
6.1.1 China Volumetric Video Market by Application
6.1.2 China Volumetric Video Market by Volumetric Capture
6.2 Japan Volumetric Video Market
6.2.1 Japan Volumetric Video Market by Application
6.2.2 Japan Volumetric Video Market by Volumetric Capture
6.3 India Volumetric Video Market
6.3.1 India Volumetric Video Market by Application
6.3.2 India Volumetric Video Market by Volumetric Capture
6.4 South Korea Volumetric Video Market
6.4.1 South Korea Volumetric Video Market by Application
6.4.2 South Korea Volumetric Video Market by Volumetric Capture
6.5 Singapore Volumetric Video Market
6.5.1 Singapore Volumetric Video Market by Application
6.5.2 Singapore Volumetric Video Market by Volumetric Capture
6.6 Malaysia Volumetric Video Market
6.6.1 Malaysia Volumetric Video Market by Application
6.6.2 Malaysia Volumetric Video Market by Volumetric Capture
6.7 Rest of Asia Pacific Volumetric Video Market
6.7.1 Rest of Asia Pacific Volumetric Video Market by Application
6.7.2 Rest of Asia Pacific Volumetric Video Market by Volumetric Capture
Chapter 7. Company Profiles
7.1 Microsoft Corporation
7.1.1 Company Overview
7.1.2 Financial Analysis
7.1.3 Segmental and Regional Analysis
7.1.4 Research & Development Expenses
7.1.5 Recent strategies and developments:
7.1.5.1 Partnerships, Collaborations, and Agreements:
7.1.5.2 Product Launches and Product Expansions:
7.1.6 SWOT Analysis
7.2 Intel Corporation
7.2.1 Company Overview
7.2.2 Financial Analysis
7.2.3 Segmental and Regional Analysis
7.2.4 Research & Development Expenses
7.2.5 SWOT Analysis
7.3 Sony Corporation
7.3.1 Company Overview
7.3.2 Financial Analysis
7.3.3 Segmental and Regional Analysis
7.3.4 Research & Development Expenses
7.3.5 SWOT Analysis
7.4 Google LLC (Alphabet Inc.)
7.4.1 Company Overview
7.4.2 Financial Analysis
7.4.3 Segmental and Regional Analysis
7.4.4 Research & Development Expense
7.4.5 Recent strategies and developments:
7.4.5.1 Acquisition and Mergers:
7.4.6 SWOT Analysis
7.5 Unity Software, Inc.
7.5.1 Company Overview
7.5.2 Financial Analysis
7.5.3 Regional Analysis
7.5.4 Research & Development Expenses
7.5.5 Recent strategies and developments:
7.5.5.1 Partnerships, Collaborations, and Agreements:
7.5.5.2 Product Launches and Product Expansions:
7.6 Metastage
7.6.1 Company Overview
7.6.2 Recent strategies and developments:
7.6.2.1 Partnerships, Collaborations, and Agreements:
7.7 4D VIEW SOLUTIONS SAS
7.7.1 Company Overview
7.8 Stereolabs, Inc.
7.8.1 Company Overview
7.9 IO Industries Inc.
7.9.1 Company Overview

Companies Mentioned

  • Microsoft Corporation
  • Intel Corporation
  • Sony Corporation
  • Google LLC (Alphabet Inc.)
  • Unity Software, Inc.
  • Metastage
  • 4D VIEW SOLUTIONS SAS
  • Stereolabs, Inc.
  • IO Industries Inc.

Methodology

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