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Virtual Reality Content Creation Market by Content Type (Videos, 360 Degree Photos, and Games), Component (Software and Services), and End-use Sector (Real Estate, Travel and Hospitality, Media and Entertainment, Healthcare, Retail, Gaming, Automotive, and Others): Global Opportunity Analysis and Industry Forecast, 2019–2026

  • ALL3347184
  • 226 Pages
  • October 2019
  • ICT & Media
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Virtual reality (VR) is a virtual environment that is created by computer-generated simulations. VR devices replicates the real-time environment into the virtual environment. For example, the driving simulators in VR headsets provide actual simulations of driving a vehicle by displaying vehicular motion and corresponding visual, motion, and audio indications to the driver. These simulations are high definition content known as VR content, which are developed with the help of software that creates three-dimensional environment or videos. Thus, the virtual reality content creation market growth is expected to rise at a significant rate in the coming years owing to proliferation of VR devices in diverse industries. The VR content is created in two different ways. First, the VR content is produced by taking a 360-degree immersive videos with the help of 360-degree camera, which has high definition such as 4K resolution. Secondly, the content is produced by making a 3-dimensional (3D) animation with the help of advanced and interactive software applications.

Rise in demand for high quality content such as 4K among individuals coupled with high availability of cost-efficient VR devices are major factors expected to drive the growth of the global virtual reality content creation market during the forecast period. Ongoing modernization of visual display electronics such as TV, desktops, and others are proliferating the demand for VR content owing to its ability to adapt to surrounding environments displaying systems and provide virtual simulations. Moreover, rise in sales of head-mounted display (HMDs) especially in gaming and entertainment sector is another factor anticipated to propel the growth of the global virtual reality content creation market. However, concerns associated with VR content piracy is a factor that hampers the growth of the global virtual reality content creation market to a certain extent. Furthermore, rise in diversification applications of VR in various industries is an opportunistic factor for the players operating in the market, which in turn is expected to fuel the growth of the global market.

The virtual reality content creation market is segmented on the basis of content type, component, end-use sector, and region. Further, the videos segment is sub-categorized into 360 degree and immersive. Based on content type, the market is categorized into videos, 360 degree photos, and games. On the basis of component, it is divided into software and services. Depending on end-use sector, it is categorized into real estate, travel & hospitality, media & entertainment, healthcare, retail, gaming, automotive, and others. Based on region, the market is analyzed across North America, Europe, Asia-Pacific, and LAMEA.

The market players operating in the virtual reality content creation market include Blippar, 360 Labs, Matterport, Koncept VR, SubVRsive, Panedia Pty Ltd., WeMakeVR, VIAR (Viar360), Pixvana Inc., and Scapic.

KEY BENEFITS FOR STAKEHOLDERS

• The study provides an in-depth analysis of the market trends to elucidate the imminent investment pockets.

• Information about key drivers, restraints, and opportunities and their impact analyses on the global virtual reality content creation market size is provided.

• Porter’s five forces analysis illustrates the potency of the buyers and suppliers operating in the industry.

• The quantitative analysis of the market from 2018 to 2026 is provided to determine the global virtual reality content creation market potential.

KEY MARKET SEGMENTS

Content Type

• Videos

o 360 Degree

o Immersive

• 360 Degree Photos

• Games

Component

• Software

• Services

End-use Sector

• Real Estate

• Travel & Hospitality

• Media & Entertainment

• Healthcare

• Retail

• Gaming

• Automotive

• Others

BY REGION

• North America

o U.S.

o Canada

• Europe

o Germany

o France

o UK

o Rest of Europe

• Asia-Pacific

o Japan

o China

o India

o Rest of Asia-Pacific

• LAMEA

o Latin America

o Middle East

o Africa

KEY MARKET PLAYERS

• Blippar

• 360 Labs

• Matterport

• Koncept VR

• SubVRsive

• Panedia Pty Ltd.

• WeMakeVR

• VIAR (Viar360)

• Pixvana Inc.

• Scapic.

Chapter 1: Introduction

1.1. Report Description

1.2. Key Benefits For Stakeholders

1.3. Key Market Segments

1.4. Key Market Players

1.5. Research Methodology

1.5.1. Secondary Research

1.5.2. Primary Research

1.5.3. Analyst Tools & Models

Chapter 2: Executive Summary

2.1. Key Findings

2.1.1. Top Impacting Factors

2.1.2. Top Investment Pockets

2.2. Cxo Perspective

Chapter 3: Market Overview

3.1. Market Definition And Scope

3.2. Key Forces Shaping The Global Virtual Reality Content Creation Market

3.3. Value Chain Analysis

3.4. Case Studies

3.4.1. Bank of America Collaborated With Omnivirt For Its Ad Marketing Components

3.4.2. Rewind Partnered With The Endemol Shine Uk

3.5. Impact of Government Regulations On The Global Virtual Reality Content Creation Market

3.6. Market Dynamics

3.6.1. Drivers

3.6.1.1. Growing Demand For Head-Mounted Display (Hmds) In Gaming And Entertainment Sector

3.6.1.2. Availability of Affordable Virtual Reality Devices

3.6.1.3. Rise In Virtual Reality Marketing

3.6.1.4. High Demand For 3-Dimensional Content Among Various Industries

3.6.2. Restraints

3.6.2.1. Lack of Awareness Regarding The Advantages Using Virtual Reality Devices

3.6.2.2. Virtual Reality Content Piracy

3.6.3. Opportunities

3.6.3.1. Penetration of Hmds In Healthcare And Architectural Applications

3.6.3.2. Use of Virtual Reality In Training And Simulation Among Aerospace & Defense And Transportation Sector

3.6.3.3. Content Marketing In Retail

3.7. Industry Roadmap of Virtual Reality Content Creation Market

3.8. Patent Analysis

3.8.1. By Region (2004–2018)

3.8.2. By Applicant

Chapter 4: Global Virtual Reality Content Creation Market, By Content Type

4.1. Overview

4.2. Videos

4.2.1. Key Market Trends, Growth Factors, And Opportunities

4.2.2. Market Size And Forecast, By Region

4.2.3. Market Analysis, By Country

4.2.4. Virtual Reality Content Creation Market, By Videos

4.2.4.1. 360 Degree

4.2.4.2. Immersive

4.2.4.3. Virtual Reality Content Creation Market Size And Forecast, By Videos

4.3. 360 Degree Photos

4.3.1. Key Market Trends, Growth Factors, And Opportunities

4.3.2. Market Size And Forecast, By Region

4.3.3. Market Analysis, By Country

4.4. Games

4.4.1. Key Market Trends, Growth Factors, And Opportunities

4.4.2. Market Size And Forecast, By Region

4.4.3. Market Analysis, By Country

Chapter 5: Global Virtual Reality Content Creation Market, By Component

5.1. Overview

5.2. Software

5.2.1. Key Market Trends, Growth Factors, And Opportunities

5.2.2. Market Size And Forecast, By Region

5.2.3. Market Analysis, By Country

5.3. Services

5.3.1. Key Market Trends, Growth Factors, And Opportunities

5.3.2. Market Size And Forecast, By Region

5.3.3. Market Analysis, By Country

Chapter 6: Global Virtual Reality Content Creation Market, By End-User

6.1. Overview

6.2. Real Estate

6.2.1. Key Market Trends, Growth Factors, And Opportunities

6.2.2. Market Size And Forecast, By Region

6.2.3. Market Analysis, By Country

6.3. Travel And Hospitality

6.3.1. Key Market Trends, Growth Factors, And Opportunities

6.3.2. Market Size And Forecast, By Region

6.3.3. Market Analysis, By Country

6.4. Media And Entertainment

6.4.1. Key Market Trends, Growth Factors, And Opportunities

6.4.2. Market Size And Forecast, By Region

6.4.3. Market Analysis, By Country

6.5. Healthcare

6.5.1. Key Market Trends, Growth Factors, And Opportunities

6.5.2. Market Size And Forecast, By Region

6.5.3. Market Analysis, By Country

6.6. Retail

6.6.1. Key Market Trends, Growth Factors, And Opportunities

6.6.2. Market Size And Forecast, By Region

6.6.3. Market Analysis, By Country

6.7. Gaming

6.7.1. Key Market Trends, Growth Factors, And Opportunities

6.7.2. Market Size And Forecast, By Region

6.7.3. Market Analysis, By Country

6.8. Automotive

6.8.1. Key Market Trends, Growth Factors, And Opportunities

6.8.2. Market Size And Forecast, By Region

6.8.3. Market Analysis, By Country

6.9. Others

6.9.1. Key Market Trends, Growth Factors, And Opportunities

6.9.2. Market Size And Forecast, By Region

6.9.3. Market Analysis, By Country

Chapter 7: Global Virtual Reality Content Creation Market, By Region

7.1. Overview

7.1.1. Market Size And Forecast, By Region

7.2. North America

7.2.1. Key Market Trends, Growth Factors, And Opportunities

7.2.2. Market Size And Forecast, By Content Type

7.2.3. Market Size And Forecast, By Component

7.2.4. Market Size And Forecast, By End-User

7.2.5. Market Analysis, By Country

7.2.5.1. U.S.

7.2.5.1.1. Market Size And Forecast, By Content Type

7.2.5.1.2. Market Size And Forecast, By Component

7.2.5.1.3. Market Size And Forecast, By End-User

7.2.5.2. Canada

7.2.5.2.1. Market Size And Forecast, By Content Type

7.2.5.2.2. Market Size And Forecast, By Component

7.2.5.2.3. Market Size And Forecast, By End-User

7.3. Europe

7.3.1. Key Market Trends, Growth Factors, And Opportunities

7.3.2. Market Size And Forecast, By Content Type

7.3.3. Market Size And Forecast, By Component

7.3.4. Market Size And Forecast, By End-User

7.3.5. Market Analysis, By Country

7.3.5.1. Germany

7.3.5.1.1. Market Size And Forecast, By Content Type

7.3.5.1.2. Market Size And Forecast, By Component

7.3.5.1.3. Market Size And Forecast, By End-User

7.3.5.2. Uk

7.3.5.2.1. Market Size And Forecast, By Content Type

7.3.5.2.2. Market Size And Forecast, By Component

7.3.5.2.3. Market Size And Forecast, By End-User

7.3.5.3. France

7.3.5.3.1. Market Size And Forecast, By Content Type

7.3.5.3.2. Market Size And Forecast, By Component

7.3.5.3.3. Market Size And Forecast, By End-User

7.3.5.4. Rest of Europe

7.3.5.4.1. Market Size And Forecast, By Content Type

7.3.5.4.2. Market Size And Forecast, By Component

7.3.5.4.3. Market Size And Forecast, By End-User

7.4. Asia-Pacific

7.4.1. Key Market Trends, Growth Factors, And Opportunities

7.4.2. Market Size And Forecast, By Content Type

7.4.3. Market Size And Forecast, By Component

7.4.4. Market Size And Forecast, By End-User

7.4.5. Market Analysis, By Country

7.4.5.1. Japan

7.4.5.1.1. Market Size And Forecast, By Content Type

7.4.5.1.2. Market Size And Forecast, By Component

7.4.5.1.3. Market Size And Forecast, By End-User

7.4.5.2. China

7.4.5.2.1. Market Size And Forecast, By Content Type

7.4.5.2.2. Market Size And Forecast, By Component

7.4.5.2.3. Market Size And Forecast, By End-User

7.4.5.3. India

7.4.5.3.1. Market Size And Forecast, By Content Type

7.4.5.3.2. Market Size And Forecast, By Component

7.4.5.3.3. Market Size And Forecast, By End-User

7.4.5.4. Rest of Asia-Pacific

7.4.5.4.1. Market Size And Forecast, By Content Type

7.4.5.4.2. Market Size And Forecast, By Component

7.4.5.4.3. Market Size And Forecast, By End-User

7.5. Lamea

7.5.1. Key Market Trends, Growth Factors, And Opportunities

7.5.2. Market Size And Forecast, By Content Type

7.5.3. Market Size And Forecast, By Component

7.5.4. Market Size And Forecast, By End-User

7.5.5. Market Analysis, By Country

7.5.5.1. Latin America

7.5.5.1.1. Market Size And Forecast, By Content Type

7.5.5.1.2. Market Size And Forecast, By Component

7.5.5.1.3. Market Size And Forecast, By End-User

7.5.5.2. Middle East

7.5.5.2.1. Market Size And Forecast, By Content Type

7.5.5.2.2. Market Size And Forecast, By Component

7.5.5.2.3. Market Size And Forecast, By End-User

7.5.5.3. Africa

7.5.5.3.1. Market Size And Forecast, By Content Type

7.5.5.3.2. Market Size And Forecast, By Component

7.5.5.3.3. Market Size And Forecast, By End-User

Chapter 8: Competitive Landscape

8.1. Market Share Analysis, 2018

8.2. Competitive Dashboard

Chapter 9: Company Profiles

9.1. 360 Labs

9.1.1. Company Overview

9.1.2. Key Executives

9.1.3. Company Snapshot

9.1.4. Product Portfolio

9.1.5. Key Strategic Moves And Developments

9.2. Blippar

9.2.1. Company Overview

9.2.2. Key Executives

9.2.3. Company Snapshot

9.2.4. Product Portfolio

9.2.5. Key Strategic Moves And Developments

9.3. Koncept Vr

9.3.1. Company Overview

9.3.2. Key Executives

9.3.3. Company Snapshot

9.3.4. Product Portfolio

9.3.5. Key Strategic Moves And Developments

9.4. Matterport, Inc.

9.4.1. Company Overview

9.4.2. Key Executives

9.4.3. Company Snapshot

9.4.4. Product Portfolio

9.4.5. Key Strategic Moves And Developments

9.5. Panedia Pty Ltd

9.5.1. Company Overview

9.5.2. Key Executives

9.5.3. Company Snapshot

9.5.4. Product Portfolio

9.5.5. Key Strategic Moves And Developments

9.6. Pixvana Inc.

9.6.1. Company Overview

9.6.2. Key Executives

9.6.3. Company Snapshot

9.6.4. Product Portfolio

9.6.5. Key Strategic Moves And Developments

9.7. Scapic

9.7.1. Company Overview

9.7.2. Key Executives

9.7.3. Company Snapshot

9.7.4. Product Portfolio

9.7.5. Key Strategic Moves And Developments

9.8. Subvrsive

9.8.1. Company Overview

9.8.2. Key Executives

9.8.3. Company Snapshot

9.8.4. Product Portfolio

9.8.5. Key Strategic Moves And Developments

9.9. Viar

9.9.1. Company Overview

9.9.2. Key Executives

9.9.3. Company Snapshot

9.9.4. Product Portfolio

9.10. Wemakevr

9.10.1. Company Overview

9.10.2. Key Executives

9.10.3. Company Snapshot

9.10.4. Product Portfolio

List of Tables

Table 01. Global Virtual Reality Content Creation Market, By Content Type, 2018–2026 ($Million)

Table 02. Global Virtual Reality Content Creation Market Revenue For Videos, By Region, 2018–2026 ($Million)

Table 03. Global Virtual Reality Content Creation Market Revenue For Videos, By Type, 2018–2026 ($Million)

Table 04. Global Virtual Reality Content Creation Market Revenue For 360 Degree Photos, By Region, 2018–2026 ($Million)

Table 05. Global Virtual Reality Content Creation Market Revenue, By Component, 2018-2026 ($Million)

Table 06. Global Virtual Reality Content Creation Market Revenue For Software, By Region 2018–2026 ($Million)

Table 07. Global Virtual Reality Content Creation Market Revenue Services, By Region 2018–2026 ($Million)

Table 08. Global Virtual Reality Content Creation Market Revenue, By End-User, 2018–2026 ($Million)

Table 09. Global Virtual Reality Content Creation Market Revenue For Real Estate, By Region 2018–2026 ($Million)

Table 10. Global Virtual Reality Content Creation Market Revenue For Travel And Hospitality, By Region 2018–2026 ($Million)

Table 11. Global Virtual Reality Content Creation Market Revenue For Media And Entertainment, By Region 2018–2026 ($Million)

Table 12. Global Virtual Reality Content Creation Market Revenue For Retail, By Region 2018–2026 ($Million)

Table 13. Global Virtual Reality Content Creation Market Revenue For Healthcare, By Region 2018–2026 ($Million)

Table 14. Global Virtual Reality Content Creation Market Revenue For Gaming, By Region 2018–2026 ($Million)

Table 15. Global Virtual Reality Content Creation Market Revenue For Automotive, By Region 2018–2026 ($Million)

Table 16. Global Virtual Reality Content Creation Market Revenue For Others, By Region 2018–2026 ($Million)

Table 17. Global Virtual Reality Content Creation Market Revenue, By Region, 2018–2026 ($Million)

Table 18. North America Virtual Reality Content Creation Market Revenue, By Content Type 2018–2026 ($Million)

Table 19. North America Virtual Reality Content Creation Market Revenue, By Component, 2018–2026 ($Million)

Table 20. North America Virtual Reality Content Creation Market Revenue, By End-User 2018–2026 ($Million)

Table 21. North America Virtual Reality Content Creation Market Revenue, By Country, 2018–2026 ($Million)

Table 22. U.S. Virtual Reality Content Creation Market Revenue, By Content Type 2018–2026 ($Million)

Table 23. U.S. Virtual Reality Content Creation Market Revenue, By Component, 2018–2026 ($Million)

Table 24. U.S. Virtual Reality Content Creation Market Revenue, By End-User, 2018–2026 ($Million)

Table 25. Canada Virtual Reality Content Creation Market Revenue, By Content Type 2018–2026 ($Million)

Table 26. Canada Virtual Reality Content Creation Market Revenue, By Component, 2018–2026 ($Million)

Table 27. Canada Virtual Reality Content Creation Market Revenue, By End-User, 2018–2026 ($Million)

Table 28. Europe Virtual Reality Content Creation Market Revenue, By Content Type 2018–2026 ($Million)

Table 29. Europe Virtual Reality Content Creation Market Revenue, By Component, 2018–2026 ($Million)

Table 30. Europe Virtual Reality Content Creation Market Revenue, By End-User 2018–2026 ($Million)

Table 31. Europe Virtual Reality Content Creation Market Revenue, By Country, 2018–2026 ($Million)

Table 32. Germany Virtual Reality Content Creation Market Revenue, By Content Type 2018–2026 ($Million)

Table 33. Germany Virtual Reality Content Creation Market Revenue, By Component, 2018–2026 ($Million)

Table 34. Germany Virtual Reality Content Creation Market Revenue, By End-User, 2018–2026 ($Million)

Table 35. Uk Virtual Reality Content Creation Market Revenue, By Content Type 2018–2026 ($Million)

Table 36. Uk Virtual Reality Content Creation Market Revenue, By Component, 2018–2026 ($Million)

Table 37. Uk Virtual Reality Content Creation Market Revenue, By End-User, 2018–2026 ($Million)

Table 38. France Virtual Reality Content Creation Market Revenue, By Content Type 2018–2026 ($Million)

Table 39. France Virtual Reality Content Creation Market Revenue, By Component, 2018–2026 ($Million)

Table 40. France Virtual Reality Content Creation Market Revenue, By End-User, 2018–2026 ($Million)

Table 41. Rest of Europe Virtual Reality Content Creation Market Revenue, By Content Type 2018–2026 ($Million)

Table 42. Rest of Europe Virtual Reality Content Creation Market Revenue, By Component, 2018–2026 ($Million)

Table 43. Rest of Europe Virtual Reality Content Creation Market Revenue, By End-User, 2018–2026 ($Million)

Table 44. Asia-Pacific Virtual Reality Content Creation Market Revenue, By Content Type 2018–2026 ($Million)

Table 45. Asia-Pacific Virtual Reality Content Creation Market Revenue, By Component, 2018–2026 ($Million)

Table 46. Asia-Pacific Virtual Reality Content Creation Market Revenue, By End-User 2018–2026 ($Million)

Table 47. Asia-Pacific Virtual Reality Content Creation Market Revenue, By Country, 2018–2026 ($Million)

Table 48. Japan Virtual Reality Content Creation Market Revenue, By Content Type 2018–2026 ($Million)

Table 49. Japan Virtual Reality Content Creation Market Revenue, By Component, 2018–2026 ($Million)

Table 50. Japan Virtual Reality Content Creation Market Revenue, By End-User, 2018–2026 ($Million)

Table 51. China Virtual Reality Content Creation Market Revenue, By Content Type 2018–2026 ($Million)

Table 52. China Virtual Reality Content Creation Market Revenue, By Component, 2018–2026 ($Million)

Table 53. China Virtual Reality Content Creation Market Revenue, By End-User, 2018–2026 ($Million)

Table 54. India Virtual Reality Content Creation Market Revenue, By Content Type 2018–2026 ($Million)

Table 55. India Virtual Reality Content Creation Market Revenue, By Component, 2018–2026 ($Million)

Table 56. India Virtual Reality Content Creation Market Revenue, By End-User, 2018–2026 ($Million)

Table 57. Rest of Asia-Pacific Virtual Reality Content Creation Market Revenue, By Content Type 2018–2026 ($Million)

Table 58. Rest of Asia-Pacific Virtual Reality Content Creation Market Revenue, By Component, 2018–2026 ($Million)

Table 59. Rest of Asia-Pacific Virtual Reality Content Creation Market Revenue, By End-User, 2018–2026 ($Million)

Table 60. Lamea Virtual Reality Content Creation Market Revenue, By Content Type 2018–2026 ($Million)

Table 61. Lamea Virtual Reality Content Creation Market Revenue, By Component, 2018–2026 ($Million)

Table 62. Lamea Virtual Reality Content Creation Market Revenue, By End-User 2018–2026 ($Million)

Table 63. Lamea Virtual Reality Content Creation Market Revenue, By Country, 2018–2026 ($Million)

Table 64. Latin America Virtual Reality Content Creation Market Revenue, By Content Type 2018–2026 ($Million)

Table 65. Latin America Virtual Reality Content Creation Market Revenue, By Component, 2018–2026 ($Million)

Table 66. Latin America Virtual Reality Content Creation Market Revenue, By End-User, 2018–2026 ($Million)

Table 67. Middle East Virtual Reality Content Creation Market Revenue, By Content Type 2018–2026 ($Million)

Table 68. Middle East Virtual Reality Content Creation Market Revenue, By Component, 2018–2026 ($Million)

Table 69. Middle East Virtual Reality Content Creation Market Revenue, By End-User, 2018–2026 ($Million)

Table 70. Africa Virtual Reality Content Creation Market Revenue, By Content Type 2018–2026 ($Million)

Table 71. Africa Virtual Reality Content Creation Market Revenue, By Component, 2018–2026 ($Million)

Table 72. Africa Virtual Reality Content Creation Market Revenue, By End-User, 2018–2026 ($Million)

Table 73. 360 Labs: Key Executives

Table 74. 360 Labs: Company Snapshot

Table 75. 360 Labs: Product Portfolio

Table 76. Blippar: Key Executives

Table 77. Blippar: Company Snapshot

Table 78. Blippar: Product Portfolio

Table 79. Koncept Vr: Key Executives

Table 80. Koncept Vr: Company Snapshot

Table 81. Koncept Vr: Product Portfolio

Table 82. Matterport, Inc.: Key Executives

Table 83. Matterport, Inc.: Company Snapshot

Table 84. Matterport, Inc.: Product Portfolio

Table 85. Panedia Pty Ltd: Key Executives

Table 86. Panedia Pty Ltd: Company Snapshot

Table 87. Panedia Pty Ltd: Product Portfolio

Table 88. Pixvana Inc.: Key Executives

Table 89. Pixvana Inc.: Company Snapshot

Table 90. Pixvana Inc.: Product Portfolio

Table 91. Scapic: Key Executives

Table 92. Scapic: Company Snapshot

Table 93. Scapic: Product Portfolio

Table 94. Subvrsive: Key Executives

Table 95. Subvrsive: Company Snapshot

Table 96.

Table 97. Subvrsive: Product Portfolio

Table 98. Viar: Key Executives

Table 99. Viar: Company Snapshot

Table 100. Viar: Product Portfolio

Table 101. Wemakevr: Key Executives

Table 102. Wemakevr: Company Snapshot

Table 103. Wemakevr: Product Portfolio

 
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