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PUBLISHER: Prescient & Strategic Intelligence | PRODUCT CODE: 1477031

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PUBLISHER: Prescient & Strategic Intelligence | PRODUCT CODE: 1477031

Volumetric Video Market Size and Share Analysis by Offering, Vertical, Platform - Global Industry Demand Forecast to 2030

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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.

Product Code: 12803

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
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Jeroen Van Heghe

Manager - EMEA

+32-2-535-7543

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Christine Sirois

Manager - Americas

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