Table of Content
1 INTRODUCTION
1.1 OBJECTIVES OF THE STUDY
1.2 MARKET DEFINITION
1.2.1 INCLUSIONS & EXCLUSIONS
1.3 MARKET SCOPE
1.3.1 MARKET SEGMENTATION
1.3.2 REGIONS COVERED
1.3.3 YEARS CONSIDERED FOR THE STUDY
1.4 CURRENCY CONSIDERED
1.5 STAKEHOLDERS
1.6 SUMMARY OF CHANGES
1.6.1 RECESSION IMPACT
2 RESEARCH METHODOLOGY
2.1 RESEARCH APPROACH
2.1.1 SECONDARY DATA
2.1.2 PRIMARY DATA
2.1.2.1 Breakup of primary profiles
2.1.2.2 Key industry insights
2.2 MARKET BREAKUP & DATA TRIANGULATION
2.3 MARKET SIZE ESTIMATION
2.4 MARKET FORECAST
2.5 RESEARCH ASSUMPTIONS
2.6 LIMITATIONS OF THE STUDY
2.7 IMPACT OF RECESSION ON THE GLOBAL ENTERPRISE VIDEO MARKET
3 EXECUTIVE SUMMARY
4 PREMIUM INSIGHTS
4.1 BRIEF OVERVIEW OF THE ENTERPRISE VIDEO MARKET
4.2 ENTERPRISE VIDEO MARKET, BY OFFERING, 2024 VS 2029
4.3 ENTERPRISE VIDEO MARKET, BY APPLICATION, 2024 VS 2029
4.4 ENTERPRISE VIDEO MARKET, BY ORGANIZATION SIZE, 2024 VS 2029
4.5 ENTERPRISE VIDEO MARKET, BY DEPLOYMENT MODEL, 2024 VS 2029
4.6 ENTERPRISE VIDEO MARKET, BY VERTICALS, 2024 VS 2029
4.7 ENTERPRISE VIDEO MARKET: REGIONAL SCENARIO, 2024 VS 2029
5 MARKET OVERVIEW & INDUSTRY TRENDS
5.1 INTRODUCTION
5.2 MARKET DYNAMICS
5.2.1 DRIVERS
5.2.2 RESTRAINTS
5.2.3 OPPORTUNITIES
5.2.4 CHALLENGES
5.3 CASE STUDY ANALYSIS
5.3.1 CASE STUDY 1
5.3.2 CASE STUDY 2
5.3.3 CASE STUDY 3
5.3.4 CASE STUDY 4
5.3.5 CASE STUDY 5
5.4 VALUE CHAIN ANALYSIS
5.5 ECOSYSTEM ANALYSIS
5.6 PORTER’S FIVE FORCES ANALYSIS
5.7 PRICING ANALYSIS
5.7.1 AVERAGE SELLING PRICE TREND OF KEY PLAYERS, BY OFFERING
5.7.2 AVERAGE SELLING PRICE TREND, BY REGION
5.8 TECHNOLOGY ANALYSIS
5.8.1 KEY TECHNOLOGIES
5.8.1.1 Video Analytics (Object Detection & Recognition, Facial Recognition, Behavioral Analysis)
5.8.1.2 Artificial Intelligence (AI) and Machine Learning (ML)
5.8.1.3 Augmented & Virtual Reality (AR/VR)
5.8.1.4 Digital Rights Management (DRM)
5.8.2 COMPLIMENTARY TECHNOLOGIES
5.8.2.1 5G Technology
5.8.2.2 Blockchain
5.8.2.3 Edge Computing
5.8.2.4 Natural Language Processing (NLP)
5.8.3 ADJACENT TECHNOLOGIES
5.8.3.1 Internet of Things (IoT)
5.8.3.2 Content Delivery Networks (CDN)
5.9 PATENT ANALYSIS
5.10 TRENDS/DISRUPTIONS IMPACTING BUYERS
5.11 REGULATORY LANDSCAPE
5.11.1 REGULATORY BODIES, GOVERNMENT AGENCIES, & OTHER ORGANIZATIONS
5.11.2 REGULATIONS BY REGION
5.12 KEY STAKEHOLDERS & BUYING CRITERIA
5.12.1 KEY STAKEHOLDERS IN BUYING PROCESS
5.12.2 BUYING CRITERIA
5.13 KEY CONFERENCES & EVENTS (2024-2025)
5.14 BUSINESS MODEL ANALYSIS
5.15 INVESTMENT & FUNDING SCENARIO
6 ENTERPRISE VIDEO MARKET, BY OFFERING
6.1 INTRODUCTION
6.1.1 OFFERING TYPE: ENTERPRISE VIDEO MARKET DRIVERS
6.2 SOLUTIONS
6.2.1 VIDEO CONFERENCING
6.2.1.1 Unified Communications Platforms
6.2.1.2 Huddle Room Systems
6.2.1.3 Telepresence Systems
6.2.1.4 Desktop and Mobile Applications
6.2.1.5 Web-based Conferencing Solutions
6.2.2 VIDEO CONTENT MANAGEMENT
6.2.2.1 Video Hosting & Streaming Platforms
6.2.2.2 Content Creation & Editing Software
6.2.2.3 Digital Asset Management (DAM) Systems
6.2.2.4 Learning Management Systems (LMS)
6.2.2.5 Video Analytics & Optimization Software
6.2.3 WEBCASTING
6.2.3.1 Virtual Event Platforms
6.2.3.2 Live Streaming Software
6.2.3.3 On-demand Video Platforms
6.2.3.4 Hybrid Events Solutions
6.3 SERVICES
6.3.1 PROFESSIONAL SERVICES
6.3.1.1 Deployment & Integration
6.3.1.2 Consulting & Advisory Services
6.3.1.3 Training & Education
6.3.2 MANAGED SERVICES
6.3.2.1 Support & Maintenance
6.3.2.2 Performance Monitoring & Optimization
6.3.2.3 Security & Compliance
7 ENTERPRISE VIDEO MARKET, BY APPLICATION
7.1 INTRODUCTION
7.1.1 PLATFORM TYPE: VIDEO ON DEMAND MARKET DRIVERS
7.2 CORPORATE COMMUNICATIONS
7.2.1 INTERNAL ANNOUNCEMENTS AND UPDATES
7.2.2 LIVE EVENTS AND CONFERENCES
7.2.3 EMPLOYEE TRAINING AND ONBOARDING
7.2.4 TOWN HALL MEETINGS
7.3 TRAINING & DEVELOPMENT
7.3.1 EMPLOYEE SKILLS DEVELOPMENT
7.3.2 COMPLIANCE TRAINING
7.3.3 SOFT SKILLS TRAINING
7.3.4 CERTIFICATION PROGRAMS
7.4 MARKETING & CLIENT ENGAGEMENT
7.4.1 PRODUCT DEMONSTRATIONS AND TUTORIALS
7.4.2 CUSTOMER TESTIMONIALS AND CASE STUDIES
7.4.3 WEBINARS
7.4.4 VIRTUAL EVENTS AND TRADE SHOWS
8 ENTERPRISE VIDEO MARKET, BY DEPLOYMENT MODEL
8.1 INTRODUCTION
8.1.1 DEPLOYMENT MODEL: ENTERPRISE VIDEO MARKET DRIVERS
8.2 CLOUD
8.3 ON-PREMISES
9 ENTERPRISE VIDEO MARKET, BY ORGANIZATION SIZE
9.1 INTRODUCTION
9.1.1 ORGANIZATION SIZE: ENTERPRISE VIDEO MARKET DRIVERS
9.2 LARGE ENTERPRISES
9.3 SMALL & MEDIUM-SIZED ENTERPRISES
10 ENTERPRISE VIDEO MARKET, BY VERTICALS
10.1 INTRODUCTION
10.1.1 VERTICALS: ENTERPRISE VIDEO MARKET DRIVERS
10.2 BFSI
10.2.1 BFSI: APPLICATION AREAS
10.2.1.1 Virtual Banking
10.2.1.2 Training and Compliance
10.2.1.3 Remote Financial Advisory
10.2.1.4 Other Application Areas
10.3 TELECOMMUNICATIONS
10.3.1 TELECOMMUNICATIONS: APPLICATION AREAS
10.3.1.1 Customer Support
10.3.1.2 Product Demonstrations
10.3.1.3 Internal Training and Knowledge Sharing
10.3.1.4 Other Application Areas
10.4 HEALTHCARE & LIFE SCIENCES
10.4.1 HEALTHCARE : APPLICATION AREAS
10.4.1.1 Telemedicine Consultations
10.4.1.2 Medical Training and Education
10.4.1.3 Patient Education and Wellness Programs
10.4.1.4 Other Application Areas
10.5 EDUCATION
10.5.1 EDUCATION: APPLICATION AREAS
10.5.1.1 Distance Learning and Online Classes
10.5.1.2 Virtual Laboratories
10.5.1.3 Teacher Professional Development
10.5.1.4 Other Application Areas
10.6 MEDIA & ENTERTAINMENT
10.6.1 MEDIA & ENTERTAINMENT: APPLICATION AREAS
10.6.1.1 Content Creation and Production
10.6.1.2 Live Event Streaming
10.6.1.3 Audience Engagement and Interactivity
10.6.1.4 Other Application Areas
10.7 RETAIL & CONSUMER GOODS
10.7.1 RETAIL & CONSUMER GOODS: APPLICATION AREAS
10.7.1.1 Virtual Product Demonstrations
10.7.1.2 Personalized Shopping Experiences
10.7.1.3 Training and Onboarding
10.7.1.4 Other Application Areas
10.8 IT & ITES
10.8.1 IT & ITES: APPLICATION AREAS
10.8.1.1 Remote Technical Support
10.8.1.2 Internal Communication and Collaboration
10.8.1.3 Software Training and Demo
10.8.1.4 Other Application Areas
10.9 OTHER VERTICALS
11 ENTERPRISE VIDEO MARKET, BY REGION
11.1 INTRODUCTION
11.2 NORTH AMERICA
11.2.1 NORTH AMERICA: MARKET DRIVERS
11.2.2 NORTH AMERICA: RECESSION IMPACT
11.2.3 US
11.2.4 CANADA
11.3 EUROPE
11.3.1 EUROPE: MARKET DRIVERS
11.3.2 EUROPE: RECESSION IMPACT
11.3.3 UK
11.3.4 GERMANY
11.3.5 FRANCE
11.3.6 REST OF EUROPE
11.4 ASIA PACIFIC
11.4.1 ASIA PACIFIC: MARKET DRIVERS
11.4.2 ASIA PACIFIC: RECESSION IMPACT
11.4.3 CHINA
11.4.4 JAPAN
11.4.5 AUSTRALIA & NEW ZEALAND
11.4.6 REST OF ASIA PACIFIC
11.5 MIDDLE EAST & AFRICA
11.5.1 MIDDLE EAST & AFRICA: MARKET DRIVERS
11.5.2 MIDDLE EAST & AFRICA: RECESSION IMPACT
11.5.3 GCC COUNTRIES
11.5.3.1 UAE
11.5.3.2 Saudi Arabia
11.5.3.3 Rest of GCC Countries
11.5.4 SOUTH AFRICA
11.5.5 REST OF MIDDLE EAST & AFRICA
11.6 LATIN AMERICA
11.6.1 LATIN AMERICA: MARKET DRIVERS
11.6.2 LATIN AMERICA: RECESSION IMPACT
11.6.3 BRAZIL
11.6.4 MEXICO
11.6.5 REST OF LATIN AMERICA
12 COMPETITIVE LANDSCAPE
12.1 INTRODUCTION
12.2 KEY PLAYER STRATEGIES/RIGHT TO WIN
12.3 REVENUE ANALYSIS
12.4 COMPANY VALUATION & FINANCIAL METRICS
12.5 MARKET SHARE ANALYSIS
12.6 PRODUCT/BRAND COMPARISON
12.7 COMPANY EVALUATION MATRIX: KEY PLAYERS, 2023
12.7.1 STARS
12.7.2 EMERGING LEADERS
12.7.3 PERVASIVE PLAYERS
12.7.4 PARTICIPANTS
12.7.5 COMPANY FOOTPRINT: KEY PLAYERS
12.7.5.1 COMPANY FOOTPRINT
12.7.5.2 REGION FOOTPRINT
12.7.5.3 OFFERING FOOTPRINT
12.7.5.4 PLATFORM TYPE FOOTPRINT
12.7.5.5 CONTENT TYPE FOOTPRINT
12.7.5.6 DEPLOYMENT MODEL FOOTPRINT
12.7.5.7 VERTICAL FOOTPRINT
12.8 COMPANY EVALUATION MATRIX: STARTUPS/SMES, 2023
12.8.1 PROGRESSIVE COMPANIES
12.8.2 RESPONSIVE COMPANIES
12.8.3 DYNAMIC COMPANIES
12.8.4 STARTING BLOCKS
12.8.5 COMPETITIVE BENCHMARKING
12.8.5.1 DETAILED LIST OF KEY STARTUPS/SMES
12.8.5.2 COMPETITIVE BENCHMARKING OF KEY STARTUPS
12.9 KEY MARKET DEVELOPMENTS
12.9.1 NEW LAUNCHES
12.9.2 DEALS
12.9.3 OTHERS
13 COMPANY PROFILES
13.1.1 IBM
13.1.2 MICROSOFT
13.1.3 GOOGLE
13.1.4 AVAYA
13.1.5 AWS
13.1.6 CISCO
13.1.7 POLY
13.1.8 ADOBE
13.1.9 ZOOM VIDEO COMMUNICATIONS
13.1.10 LOGMEIN
13.1.11 RINGCENTRAL
13.1.12 MEDIAPLATFORM
13.1.13 INXPO
13.1.14 KOLLECTIVE TECHNOLOGY
13.1.15 HAIVISION
13.1.16 BLUEJEANS
13.1.17 KALTURA
13.1.18 LIFESIZE
13.1.19 ON24
13.1.20 ENGHOUSE SYSTEMS
13.1.21 BRIGHTCOVE
13.1.22 VIDIZMO
13.1.23 PANOPTO
13.1.24 VBRICK
13.1.25 QUMU
13.1.26 DALET DIGITAL MEDIA SYSTEMS
13.1.27 SONIC FOUNDRY
*Note –This is a tentative list of vendors; & as the research progresses the vendors will be finalized for the profiling section
14 ADJACENT MARKETS
14.1 INTRODUCTION TO ADJACENT MARKETS
14.2 LIMITATIONS
14.3 ENTERPRISE VIDEO MARKET ECOSYSTEM & ADJACENT MARKETS
14.4 ADJACENT MARKET 1
14.5 ADJACENT MARKET 2
15 APPENDIX
15.1 DISCUSSION GUIDE
15.2 KNOWLEDGE STORE: MARKETSANDMARKETS’ SUBSCRIPTION PORTAL
15.3 AVAILABLE CUSTOMIZATIONS
15.4 RELATED REPORTS
15.5 AUTHOR DETAILS