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Global Virtual Events Industry Market to reach USD 814.28billion by the end of 2029

Global Virtual Events Industry Market Size study & Forecast, by Type (Webinar, Virtual expo fairs and festivals, Entertainment, Conference, Others), by Source (Ticket Sale, Sponsorship, Others), by Age group (Below 20 years, 21 to 40 years, above 40 years), by Platform (Web based software, XR Platform) and Regional Analysis, 2022-2029

Product Code: OIRTT-67504437
Publish Date: 8-02-2023
Page: 200

Global Virtual Events Industry Market is valued approximately USD 306.3 billion in 2021 and is anticipated to grow with a healthy growth rate of more than 13% over the forecast period 2022-2029. Virtual Event is one that takes place online and involves participants interacting in a virtual setting rather than physically meeting. Virtual events are typically online conferences with multiple sessions that frequently include webinars and webcasts, conferences, keynote speech, workshops, and partner events among others. There are different types of platforms through which virtual events can be conducted Mobile based applications, and websites etc. The increasing adoption of Unified Communication as a Service (UCaaS)-based solutions and growing use of collaboration and communication tools across the industries as well as strategic initiatives from leading market players are key factors accelerating the market growth.

The increasing adoption of Unified Communication as a Service (UCaaS)-based solutions is contributing to the growth of the Global Virtual Events Industry Market. For instance, according to Statista – in 2019, the global unified communications & collaboration market was valued at USD 38.8 billion, and the market is projected to grow to USD 48.3 billion by 2023. Moreover, as per Statista – in 2020, the Russia’s unified communications as a service (UCaaS) market was valued at USD 160 million, and the market is projected to grow to USD 215 million by 2025. Also, growing penetration of IoT technologies and rising emergence of hybrid work culture in post covid era would create lucrative growth prospectus for the market over the forecast period. However, rising concern over data security and privacy stifles market growth throughout the forecast period of 2022-2029.

The key regions considered for the Global Virtual Events Industry Market study includes Asia Pacific, North America, Europe, Latin America, and Rest of the World. North America dominated the market in terms of revenue, owing to the dominance of leading market players and availability of advanced networking infrastructure, coupled with rising adoption of hybrid and remote work culture in the region. Whereas Asia Pacific is expected to grow with a highest CAGR during the forecast period, owing to factors such as rising advancements of networking technologies, and increasing adoption of virtual events across the industries, and growing number of small and medium sized organizations in the region.

Major market player included in this report are:
Pace Digital
Revolution Cmes
Showcase Events
Target Exhibitions
Tcj Management Co. Ltd
The Collaborative Exchange
Vietapps Co., Ltd.
Morph Digital Solutions Private Limited
London Filmed
American Program Bureau, Inc.

Recent Developments in the Market:
 In July 2021, US-based teleconferencing services provider Zoom Video Communications Inc has announced acquisition of cloud software provider Five9 Inc for a transaction value of USD 14.7 billion. This acquisition would enable Zoom to increase its enterprise presence.

 In October 2022, London, UK based Nyoum Ltd. has announced launch of LOVE, its flagship video communication platform for Android and in Asia.

Global Virtual Events Industry Market Report Scope:
Historical Data 2019-2020-2021
Base Year for Estimation 2021
Forecast period 2022-2029
Report Coverage Revenue forecast, Company Ranking, Competitive Landscape, Growth factors, and Trends
Segments Covered Type, Source, Age Group, Platform, Region
Regional Scope North America; Europe; Asia Pacific; Latin America; Rest of the World
Customization Scope Free report customization (equivalent up to 8 analyst’s working hours) with purchase. Addition or alteration to country, regional & segment scope*

The objective of the study is to define market sizes of different segments & countries in recent years and to forecast the values to the coming years. The report is designed to incorporate both qualitative and quantitative aspects of the industry within countries involved in the study.

The report also caters detailed information about the crucial aspects such as driving factors & challenges which will define the future growth of the market. Additionally, it also incorporates potential opportunities in micro markets for stakeholders to invest along with the detailed analysis of competitive landscape and product offerings of key players. The detailed segments and sub-segment of the market are explained below:

By Type
Virtual expo fairs and festivals
By Source
Ticket Sale
By Age group
Below 20 years
21 to 40 years
Above 40 years
By Platform
Web based software
XR Platform

By Region:
North America
Asia Pacific
South Korea
Latin America
Rest of the World

Chapter 1. Executive Summary
1.1. Market Snapshot
1.2. Global & Segmental Market Estimates & Forecasts, 2019-2029 (USD Billion)
1.2.1. Virtual Events Industry Market, by Region, 2019-2029 (USD Billion)
1.2.2. Virtual Events Industry Market, by Type, 2019-2029 (USD Billion)
1.2.3. Virtual Events Industry Market, by Source, 2019-2029 (USD Billion)
1.2.4. Virtual Events Industry Market, by Age Group, 2019-2029 (USD Billion)
1.2.5. Virtual Events Industry Market, by Platform, 2019-2029 (USD Billion)
1.3. Key Trends
1.4. Estimation Methodology
1.5. Research Assumption
Chapter 2. Global Virtual Events Industry Market Definition and Scope
2.1. Objective of the Study
2.2. Market Definition & Scope
2.2.1. Scope of the Study
2.2.2. Industry Evolution
2.3. Years Considered for the Study
2.4. Currency Conversion Rates
Chapter 3. Global Virtual Events Industry Market Dynamics
3.1. Virtual Events Industry Market Impact Analysis (2019-2029)
3.1.1. Market Drivers Increasing adoption of Unified Communication as a Service (UCaaS)-based solutions Growing use of collaboration and communication tools across the industries Strategic initiatives from leading market players
3.1.2. Market Challenges Rising concern over data breaches and cyber security
3.1.3. Market Opportunities Growing penetration of IoT technologies Rising emergence of hybrid work culture in post covid era
Chapter 4. Global Virtual Events Industry Market Industry Analysis
4.1. Porter’s 5 Force Model
4.1.1. Bargaining Power of Suppliers
4.1.2. Bargaining Power of Buyers
4.1.3. Threat of New Entrants
4.1.4. Threat of Substitutes
4.1.5. Competitive Rivalry
4.2. Futuristic Approach to Porter’s 5 Force Model (2019-2029)
4.3. PEST Analysis
4.3.1. Political
4.3.2. Economical
4.3.3. Social
4.3.4. Technological
4.4. Top investment opportunity
4.5. Top winning strategies
4.6. Industry Experts Prospective
4.7. Analyst Recommendation & Conclusion
Chapter 5. Risk Assessment: COVID-19 Impact
5.1. Assessment of the overall impact of COVID-19 on the industry
5.2. Pre COVID-19 and post COVID-19 Market scenario
Chapter 6. Global Virtual Events Industry Market, by Type
6.1. Market Snapshot
6.2. Global Virtual Events Industry Market by Type, Performance – Potential Analysis
6.3. Global Virtual Events Industry Market Estimates & Forecasts by Type 2019-2029 (USD Billion)
6.4. Virtual Events Industry Market, Sub Segment Analysis
6.4.1. Webinar
6.4.2. Virtual expo fairs and festivals
6.4.3. Entertainment
6.4.4. Conference
6.4.5. Others
Chapter 7. Global Virtual Events Industry Market, by Source
7.1. Market Snapshot
7.2. Global Virtual Events Industry Market by Source, Performance – Potential Analysis
7.3. Global Virtual Events Industry Market Estimates & Forecasts by Source 2019-2029 (USD Billion)
7.4. Virtual Events Industry Market, Sub Segment Analysis
7.4.1. Ticket Sale
7.4.2. Sponsorship
7.4.3. Others
Chapter 8. Global Virtual Events Industry Market, by Age Group
8.1. Market Snapshot
8.2. Global Virtual Events Industry Market by Age Group, Performance – Potential Analysis
8.3. Global Virtual Events Industry Market Estimates & Forecasts by Age Group 2019-2029 (USD Billion)
8.4. Virtual Events Industry Market, Sub Segment Analysis
8.4.1. Below 20 years
8.4.2. 21 to 40 years
8.4.3. Above 40 years
Chapter 9. Global Virtual Events Industry Market, by Platform
9.1. Market Snapshot
9.2. Global Virtual Events Industry Market by Platform, Performance – Potential Analysis
9.3. Global Virtual Events Industry Market Estimates & Forecasts by Platform 2019-2029 (USD Billion)
9.4. Virtual Events Industry Market, Sub Segment Analysis
9.4.1. Web based software
9.4.2. XR Platform
Chapter 10. Global Virtual Events Industry Market, Regional Analysis
10.1. Virtual Events Industry Market, Regional Market Snapshot
10.2. North America Virtual Events Industry Market
10.2.1. U.S. Virtual Events Industry Market Type breakdown estimates & forecasts, 2019-2029 Source breakdown estimates & forecasts, 2019-2029 Age Group breakdown estimates & forecasts, 2019-2029 Platform breakdown estimates & forecasts, 2019-2029
10.2.2. Canada Virtual Events Industry Market
10.3. Europe Virtual Events Industry Market Snapshot
10.3.1. U.K. Virtual Events Industry Market
10.3.2. Germany Virtual Events Industry Market
10.3.3. France Virtual Events Industry Market
10.3.4. Spain Virtual Events Industry Market
10.3.5. Italy Virtual Events Industry Market
10.3.6. Rest of Europe Virtual Events Industry Market
10.4. Asia-Pacific Virtual Events Industry Market Snapshot
10.4.1. China Virtual Events Industry Market
10.4.2. India Virtual Events Industry Market
10.4.3. Japan Virtual Events Industry Market
10.4.4. Australia Virtual Events Industry Market
10.4.5. South Korea Virtual Events Industry Market
10.4.6. Rest of Asia Pacific Virtual Events Industry Market
10.5. Latin America Virtual Events Industry Market Snapshot
10.5.1. Brazil Virtual Events Industry Market
10.5.2. Mexico Virtual Events Industry Market
10.5.3. Rest of Latin America Virtual Events Industry Market
10.6. Rest of The World Virtual Events Industry Market

Chapter 11. Competitive Intelligence
11.1. Top Market Strategies
11.2. Company Profiles
11.2.1. Pace Digital Key Information Overview Financial (Subject to Data Availability) Product Summary Recent Developments
11.2.2. Revolution Cmes
11.2.3. Showcase Events
11.2.4. Target Exhibitions
11.2.5. Tcj Management Co. Ltd
11.2.6. The Collaborative Exchange
11.2.7. Vietapps Co., Ltd.
11.2.8. Morph Digital Solutions Private Limited
11.2.9. London Filmed
11.2.10. American Program Bureau, Inc.
Chapter 12. Research Process
12.1. Research Process
12.1.1. Data Mining
12.1.2. Analysis
12.1.3. Market Estimation
12.1.4. Validation
12.1.5. Publishing
12.2. Research Attributes
12.3. Research Assumption

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