The Asia Pacific Volumetric Video Market would 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
Market Segments covered in the Report:
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


Companies Profiled

  • 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 from KBV Research

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