Insights on the Volumetric Video Global Market to 2026 – Sports, Events, and Entertainment to Hold a Significant Market Share

Press release content from Business Wire. The AP news staff was not involved in its creation.

Press release content from Business Wire. The AP news staff was not involved in its creation.
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“Volumetric Video Market – Forecasts from 2021 to 2026”

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The volumetric video market is evaluated at US$186.830 million in 2019 and is projected to grow at a CAGR of 26.18% to reach US$951.438 million in 2026

Volumetric video is a technique that records videos in 3D, capturing an object or a three-dimensional space such as location in real-time. The acquired data using such volumetric video techniques can be viewed using mobile phones, TV, web, or using 3D displays and VR goggles. Volumetric video can be used in shows, live events, presentations, exhibitions, and conferences. Many players in the market have established studios to facilitate volumetric video services to their clients as per their requirements on a custom-made basis. The volumetric video technology with help of multiple captures images of real objects using numerous sensors to detect the motion of the object. These images are used to create dynamically moving 3D models, which can be arbitrary viewpoints in a virtual scene.


For instance, the volumetric video used to record a person can be viewed from all the angles in their real shape and dimension. The increasing number of studios established by major market players for gaming, filmmaking, and other entertainment applications is fuelling growth in the market. For instance, Microsoft has recently partnered with an Immersive media company, Imagine room to build and operate a mixed reality studio in Australia. Moreover, Microsoft Mixed reality has also partnered with Dimension studios. Growing demand for 360/3D content and VR applications paired with the increase in content delivery devices such as AR, VR are factors driving the growth of the volumetric video market. However, the significant cost of manufacturing volumetric video is hampering the growth in the volumetric video market.


The outbreak of the novel coronavirus disease severely impacted the volumetric video market. The pandemic led to a major disruption in the sports calendar with major sporting events like Formula One, Indian Premier League, Wimbledon, and Euro 2020 among others being canceled or delayed indefinitely. Besides, to contain the spread of the virus, several major sporting leagues around the world had to take extraordinary measures of either postponing or canceling the ongoing sporting fixtures. Similar cancellations and stoppages were seen in other entertainment industries. These disruptions have impacted the revenue streams of the players operating in the volumetric video market. However, the gaming industry witnessed a boom as many people were confined within their homes and resorted to various online streaming and gaming applications. Sports, Events, and Entertainment to hold a significant market share.

Companies Mentioned

Facebook, Inc.

Intel Corporation.

Microsoft Corporation

Google LLC

LightSpace Technologies

Voxon Photonics

8I Ltd.

4D View Solutions SAS


RealView Imaging Ltd.

Key Topics Covered:

1. Introduction

2. Research Methodology

3. Executive Summary

4. Market Dynamics

4.1. Market Drivers

4.2. Market Restraints

4.3. Porters Five Forces Analysis

4.4. Industry Value Chain Analysis

5. Volumetric Video Market Analysis, by Volumetric capture Type

5.1. Introduction

5.2. Hardware

5.2.1. Camera Unit

5.2.2. Processing Unit

5.3. Software

5.4. Services

6. Volumetric Video Market Analysis, by Application

6.1. Introduction

6.2. Sports Events and Entertainment

6.3. Advertisement

6.4. Education and Training

6.5. Medical

6.6. Others

7. Volumetric Video Market Analysis, by Geography

7.1. Introduction

7.2. Americas

7.2.1. USA

7.2.2. Others

7.3. Europe Middle East and Africa

7.3.1. Germany

7.3.2. France

7.3.3. UK

7.3.4. Others

7.4. Asia Pacific

7.4.1. China

7.4.2. Japan

7.4.3. South Korea

7.4.4. Others

8. Competitive Environment and Analysis

8.1. Major Players and Strategy Analysis

8.2. Emerging Players and Market Lucrativeness

8.3. Mergers, Acquisitions, Agreements, and Collaborations

8.4. Vendor Competitiveness Matrix

9. Company Profiles

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SOURCE: Research and Markets

Copyright Business Wire 2021.

PUB: 08/27/2021 11:20 AM/DISC: 08/27/2021 11:22 AM

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