Europe extended reality (XR) market was valued at $ 20.98 billion in 2022 and will grow by 32.8% annually over 2022-2032, driven by the wider Internet coverage, the increasing demand for immersive experiences, prevalent mobile and smart devices, and rising demand from consumer electronics, healthcare, and other industrial sectors.
Highlighted with 46 tables and 83 figures, this 171-page report “Europe Extended Reality (XR) Market 2022-2032 by Technology (AR, VR, MX), Component (Hardware, Software, Service & Content Creation), Device Type (AR Devices, VR Devices, MR Devices), Industry Vertical, End User (Consumer, Enterprise), and Country: Trend Forecast and Growth Opportunity” is based on a comprehensive research of the entire Europe extended reality (XR) market and all its sub-segments through extensively detailed classifications. Profound analysis and assessment are generated from premium primary and secondary information sources with inputs derived from industry professionals across the value chain. The report is based on studies on 2020-2022 and provides forecast from 2023 till 2032 with 2022 as the base year. (Please note: The report will be updated before delivery so that the latest historical year is the base year, and the forecast covers at least 5 years over the base year.)
In-depth qualitative analyses include identification and investigation of the following aspects:
• Market Structure
• Growth Drivers
• Restraints and Challenges
• Emerging Product Trends & Market Opportunities
• Porter’s Fiver Forces
The trend and outlook of Europe market is forecast in optimistic, balanced, and conservative view by taking into account of COVID-19 and Russia-Ukraine conflict. The balanced (most likely) projection is used to quantify Europe extended reality (XR) market in every aspect of the classification from perspectives of Technology, Component, Device Type, Industry Vertical, End User, and Country.
Based on Technology, the Europe market is segmented into the following sub-markets with annual revenue ($ mn) and production value ($ bn) for 2022-2032 included in each main section.
• Augmented Reality (AR)
o Marker-based Augmented Reality (Passive Marker, Active Marker)
o Markerless Augmented Reality (Model-based Tracking, Image-based Processing)
o Other Technologies
• Virtual Reality (VR) (Nonimmersive Technology, Semi-Immersive Technology and Fully Immersive Technology)
• Mixed Reality (MR)
Based on Component, the Europe market is segmented into the following sub-markets with annual revenue ($ mn) production value ($ bn) for 2022-2032 included in each main section.
• Hardware
o Sensors
o Semiconductor Component
o Displays and Projectors
o Position Trackers
o Cameras
o Other Hardware
• Software
o Software Developer Kits
o Cloud-based Solutions
• Service & Content Creation
By Device Type, the Europe market is segmented into the following sub-markets with annual revenue ($ mn) for 2022-2032 included in each section.
• AR Devices
o Head-Mounted Display (HMD)
o Head-Up Display (HUD)
o Smart Glasses
o Handheld Devices and Others
• VR Devices
o Head-Mounted Display (HMD)
o Gesture-Tracking Device
o Projector & Display Wall
• MR Devices
o Wireless Devices
o Wired Devices
By Industry Vertical, the Europe market is segmented into the following sub-markets with annual revenue ($ mn) and production value ($ bn) for 2022-2032 included in each main section.
• Gaming & Entertainment
• Industrial & Manufacturing
• Aerospace & Defense
• Healthcare
• Education
• Automotive
• Retail & Marketing
• Other Verticals
By End User, the Europe market is segmented into the following sub-markets with annual revenue ($ mn) for 2022-2032 included in each section.
• Consumer
• Enterprise
o Large Enterprises
o Small- & Medium-sized Enterprises (SMEs)
Geographically, the following national/local markets are fully investigated:
• Germany
• UK
• France
• Spain
• Italy
• Netherlands
• Rest of Europe (further segmented into Russia, Switzerland, Poland, Sweden, Belgium, Austria, Ireland, Norway, Denmark, and Finland)
For each key country, detailed analysis and data for annual revenue ($ mn) are available for 2022-2032. The breakdown of national markets by Technology, Component, and Industry Vertical over the forecast years are also included.
The report also covers the current competitive scenario and the predicted trend; and profiles key vendors including market leaders and important emerging players.
Selected Key Players:
Acer Inc.
Apple Inc.
Atheer, Inc.
Blippar Ltd.
Catchoom Technologies, S.L.
DAQRI
Dell Technologies Inc.
EON Reality, Inc.
Google, LLC
HP Development Co., L.P.
HTC Corporation
Infinity Augmented Reality, Inc.
Intel Corporation
Intellectsoft LLC
Leap Motion, Inc.
Lumus Ltd.
Magic Leap, Inc
Meta Company
Microsoft Corp.
Niantic Inc.
Nintendo Co., Ltd.
Occipital Inc.
Oculus VR, LLC
Optinvent S.A.
Popar Co., Ltd.
Qualcomm Technologies Inc.
Samsung Co., Ltd.
Seiko Epson Corporation
Sony Corporation
Total Immersion
Universal mCloud Corp. (NGRAIN)
Virtuix
Vuzix Corp.
Wayray AG
Wikitude GmbH
Zappar Ltd.
Zugara, Inc.
(Please note: The report will be updated before delivery so that the latest historical year is the base year, and the forecast covers at least 5 years over the base year.)
1 Introduction 10
1.1 Industry Definition and Research Scope 10
1.1.1 Industry Definition 10
1.1.2 Research Scope 11
1.2 Research Methodology 14
1.2.1 Overview of Market Research Methodology 14
1.2.2 Market Assumption 15
1.2.3 Secondary Data 15
1.2.4 Primary Data 15
1.2.5 Data Filtration and Model Design 16
1.2.6 Market Size/Share Estimation 17
1.2.7 Research Limitations 18
1.3 Executive Summary 19
2 Market Overview and Dynamics 22
2.1 Market Size and Forecast 22
2.1.1 Impact of COVID-19 on World Economy 24
2.1.2 Impact of COVID-19 on the Market 27
2.1.3 Impact of Russia-Ukraine Conflict: War Slows Economic Recovery 29
2.2 Major Growth Drivers 33
2.3 Market Restraints and Challenges 38
2.4 Emerging Opportunities and Market Trends 41
2.5 Porter’s Fiver Forces Analysis 45
3 Segmentation of Europe Market by Technology 49
3.1 Market Overview by Technology 49
3.2 Augmented Reality (AR) 53
3.2.1 Marker-based AR 54
3.2.2 Markerless AR 55
3.2.3 Other Technologies 56
3.3 Virtual Reality (VR) 57
3.3.1 Nonimmersive Technology 58
3.3.2 Semi-Immersive Technology 59
3.3.3 Fully Immersive Technology 60
3.4 Mixed Reality (MR) 61
4 Segmentation of Europe Market by Component 62
4.1 Market Overview by Component 62
4.2 Hardware 66
4.2.1 Sensors 68
4.2.2 Semiconductor Component 69
4.2.3 Displays and Projectors 70
4.2.4 Position Trackers 71
4.2.5 Cameras 72
4.2.6 Other Hardware 73
4.3 Software 74
4.3.1 Software Developer Kits 75
4.3.2 Cloud-based Solutions 76
4.4 Service & Content Creation 77
5 Segmentation of Europe Market by Device Type 78
5.1 Market Overview by Device Type 78
5.2 AR Devices 80
5.2.1 Head-Mounted Display (HMD) 82
5.2.2 Head-Up Display (HUD) 83
5.2.3 Smart Glasses 84
5.2.4 Handheld Devices and Others 85
5.3 VR Devices 86
5.3.1 Head-Mounted Display (HMD) 88
5.3.2 Gesture-Tracking Device 89
5.3.3 Projector & Display Wall 90
5.4 MR Devices 91
5.4.1 Wireless Devices 92
5.4.2 Wired Devices 93
6 Segmentation of Europe Market by Industry Vertical 94
6.1 Market Overview by Industry Vertical 94
6.2 Gaming & Entertainment 98
6.3 Industrial & Manufacturing 99
6.4 Aerospace & Defense 100
6.5 Healthcare 101
6.6 Education 102
6.7 Automotive 103
6.8 Retail & Marketing 104
6.9 Other Verticals 105
7 Segmentation of Europe Market by End User 106
7.1 Market Overview by End User 106
7.2 Consumer 108
7.3 Enterprise 109
7.3.1 Large Enterprises 109
7.3.2 Small- & Medium-sized Enterprises (SMEs) 111
8 European Market 2022-2032 by Country 112
8.1 Overview of European Market 112
8.2 Germany 115
8.3 U.K. 117
8.4 France 119
8.5 Spain 121
8.6 Italy 123
8.7 Netherlands 125
8.8 Rest of European Market 127
9 Competitive Landscape 129
9.1 Overview of Key Vendors 129
9.2 New Product Launch, Partnership, Investment, and M&A 132
9.3 Company Profiles 133
Acer Inc. 133
Apple Inc. 135
Atheer, Inc. 136
Blippar Ltd. 137
Catchoom Technologies, S.L. 138
DAQRI 139
Dell Technologies Inc. 140
EON Reality, Inc. 141
Google, LLC 142
HP Development Co., L.P. 143
HTC Corporation 144
Infinity Augmented Reality, Inc. 145
Intel Corporation 146
Intellectsoft LLC 147
Leap Motion, Inc. 148
Lumus Ltd. 149
Magic Leap, Inc 150
Meta Company 151
Microsoft Corp. 152
Niantic Inc. 153
Nintendo Co., Ltd. 154
Occipital Inc. 155
Oculus VR, LLC 156
Optinvent S.A. 157
Popar Co., Ltd. 158
Qualcomm Technologies Inc. 159
Samsung Co., Ltd. 160
Seiko Epson Corporation 161
Sony Corporation 162
Total Immersion 163
Universal mCloud Corp. (NGRAIN) 164
Virtuix 165
Vuzix Corp. 166
Wayray AG 167
Wikitude GmbH 168
Zappar Ltd. 169
Zugara, Inc. 170
RELATED REPORTS 171
List of Tables:
Table 1. Snapshot of Europe Extended Reality Market in Balanced Perspective, 2022-2032 20
Table 2. World Economic Outlook, 2021-2031 25
Table 3. World Economic Outlook, 2021-2023 26
Table 4. Scenarios for Economic Impact of Ukraine Crisis 30
Table 5. Main Product Trends and Market Opportunities in Europe Extended Reality Market 41
Table 6. Europe Extended Reality Market by Technology, 2022-2032, $ mn (Demand Value) 49
Table 7. Europe Extended Reality Market by Technology, 2022-2032, $ mn (Production Value) 51
Table 8. Europe Augmented Reality Market by Technology, 2022-2032, $ mn 53
Table 9. Europe Augmented Reality Market: Marker-based AR by Type, 2022-2032, $ mn 54
Table 10. Europe Augmented Reality Market: Markerless AR by Type, 2022-2032, $ mn 55
Table 11. Europe Virtual Reality Market by Technology, 2022-2032, $ mn 57
Table 12. Europe Extended Reality Market by Component, 2022-2032, $ mn (Demand Value) 62
Table 13. Europe Extended Reality Market by Component, 2022-2032, $ mn (Production Value) 64
Table 14. Europe Extended Reality Market: Hardware by Type, 2022-2032, $ mn 67
Table 15. Europe Extended Reality Market: Software by Type, 2022-2032, $ mn 74
Table 16. Europe Extended Reality Market by Device Type, 2022-2032, $ mn 78
Table 17. Europe Augmented Reality Market by Device, 2022-2032, $ mn 81
Table 18. Europe Virtual Reality Market by Device, 2022-2032, $ mn 87
Table 19. Europe Mixed Reality (MR) Market by Device, 2022-2032, $ mn 91
Table 20. Europe Extended Reality Market by Industry Vertical, 2022-2032, $ mn (Demand Value) 94
Table 21. Europe Extended Reality Market by Industry Vertical, 2022-2032, $ mn (Production Value) 96
Table 22. Europe Extended Reality Market by End User, 2022-2032, $ mn 106
Table 23. Europe Extended Reality Market by End User, 2022-2032, $ mn 109
Table 24. Europe Extended Reality Market by Country, 2022-2032, $ mn 114
Table 25. Germany Extended Reality Market by Technology, 2022-2032, $ mn 116
Table 26. Germany Extended Reality Market by Component, 2022-2032, $ mn 116
Table 27. Germany Extended Reality Market by Industry Vertical, 2022-2032, $ mn 116
Table 28. U.K. Extended Reality Market by Technology, 2022-2032, $ mn 118
Table 29. U.K. Extended Reality Market by Component, 2022-2032, $ mn 118
Table 30. U.K. Extended Reality Market by Industry Vertical, 2022-2032, $ mn 118
Table 31. France Extended Reality Market by Technology, 2022-2032, $ mn 120
Table 32. France Extended Reality Market by Component, 2022-2032, $ mn 120
Table 33. France Extended Reality Market by Industry Vertical, 2022-2032, $ mn 120
Table 34. Spain Extended Reality Market by Technology, 2022-2032, $ mn 122
Table 35. Spain Extended Reality Market by Component, 2022-2032, $ mn 122
Table 36. Spain Extended Reality Market by Industry Vertical, 2022-2032, $ mn 122
Table 37. Italy Extended Reality Market by Technology, 2022-2032, $ mn 124
Table 38. Italy Extended Reality Market by Component, 2022-2032, $ mn 124
Table 39. Italy Extended Reality Market by Industry Vertical, 2022-2032, $ mn 124
Table 40. Netherlands Extended Reality Market by Technology, 2022-2032, $ mn 126
Table 41. Netherlands Extended Reality Market by Component, 2022-2032, $ mn 126
Table 42. Netherlands Extended Reality Market by Industry Vertical, 2022-2032, $ mn 126
Table 43. Extended Reality Market in Rest of Europe by Country, 2022-2032, $ mn 128
Table 44. Acer Inc.: Company Snapshot 133
Table 45. Acer Inc.: Business Segmentation 134
Table 46. Acer Inc.: Product Portfolio 134List of Figures:
Figure 1. Research Method Flow Chart 14
Figure 2. Bottom-up Approach and Top-down Approach for Market Estimation 17
Figure 3. Europe Market Forecast in Optimistic, Conservative and Balanced Perspectives, 2022-2032 19
Figure 4. Europe Extended Reality Market by Demand Value, 2022-2032, $ mn 22
Figure 5. Europe Extended Reality Market by Production Value, 2022-2032, $ mn 23
Figure 6. Impact of COVID-19 on Business 27
Figure 7. Primary Drivers and Impact Factors of Europe Extended Reality Market 33
Figure 8. Forecast of Middle-class Population by Region, 2015-2030, million 36
Figure 9. World Digital Gaming Market, 2022-2032, $ bn 36
Figure 10. Forecast Share of Consumers Who Will Have Used AR for Online Shopping by 2025 by Country 37
Figure 11. Primary Restraints and Impact Factors of Europe Extended Reality Market 38
Figure 12. Investment Opportunity Analysis 42
Figure 13. Porter’s Fiver Forces Analysis of Europe Extended Reality Market 45
Figure 14. Breakdown of Europe Extended Reality Market by Technology, 2022-2032, % of Demand Value 50
Figure 15. Europe Addressable Market Cap in 2023-2032 by Technology, Demand Value ($ mn) and Share (%) 50
Figure 16. Breakdown of Europe Extended Reality Market by Technology, 2022-2032, % of Production Value 52
Figure 17. Europe Addressable Market Cap in 2023-2032 by Technology, Production Value ($ mn) and Share (%) 52
Figure 18. Europe Extended Reality Market by Technology: Augmented Reality (AR), 2022-2032, $ mn 53
Figure 19. Europe Augmented Reality Market by Technology: Marker-based AR, 2022-2032, $ mn 54
Figure 20. Europe Augmented Reality Market by Technology: Markerless AR, 2022-2032, $ mn 55
Figure 21. Europe Augmented Reality Market by Technology: Other Technologies, 2022-2032, $ mn 56
Figure 22. Europe Extended Reality Market by Technology: Virtual Reality (VR), 2022-2032, $ mn 57
Figure 23. Europe Virtual Reality Market by Technology: Nonimmersive Technology, 2022-2032, $ mn 58
Figure 24. Europe Virtual Reality Market by Technology: Semi-Immersive Technology, 2022-2032, $ mn 59
Figure 25. Europe Virtual Reality Market by Technology: Fully Immersive Technology, 2022-2032, $ mn 60
Figure 26. Europe Extended Reality Market by Technology: Mixed Reality (MR), 2022-2032, $ mn 61
Figure 27. Breakdown of Europe Extended Reality Market by Component, 2022-2032, % of Demand Value 63
Figure 28. Europe Addressable Market Cap in 2023-2032 by Component, Demand Value ($ mn) and Share (%) 63
Figure 29. Breakdown of Europe Extended Reality Market by Component, 2022-2032, % of Production Value 65
Figure 30. Europe Addressable Market Cap in 2023-2032 by Component, Demand Production Value ($ mn) and Share (%) 65
Figure 31. Europe Extended Reality Market by Component: Hardware, 2022-2032, $ mn 66
Figure 32. Europe Extended Reality Market by Hardware: Sensors, 2022-2032, $ mn 68
Figure 33. Europe Extended Reality Market by Hardware: Semiconductor Component, 2022-2032, $ mn 69
Figure 34. Europe Extended Reality Market by Hardware: Displays and Projectors, 2022-2032, $ mn 70
Figure 35. Europe Extended Reality Market by Hardware: Position Trackers, 2022-2032, $ mn 71
Figure 36. Europe Extended Reality Market by Hardware: Cameras, 2022-2032, $ mn 72
Figure 37. Europe Extended Reality Market by Hardware: Other Hardware, 2022-2032, $ mn 73
Figure 38. Europe Extended Reality Market by Component: Software, 2022-2032, $ mn 74
Figure 39. Europe Extended Reality Market by Software: Software Developer Kits, 2022-2032, $ mn 75
Figure 40. Europe Extended Reality Market by Software: Cloud-based Solutions, 2022-2032, $ mn 76
Figure 41. Europe Extended Reality Market by Component: Service & Content Creation, 2022-2032, $ mn 77
Figure 42. Breakdown of Europe Extended Reality Market by Device Type, 2022-2032, % of Sales Revenue 79
Figure 43. Europe Addressable Market Cap in 2023-2032 by Device Type, Value ($ mn) and Share (%) 79
Figure 44. Europe Extended Reality Market by Device Type: AR Devices, 2022-2032, $ mn 80
Figure 45. Europe Augmented Reality Market by Device: Head-Mounted Display (HMD), 2022-2032, $ mn 82
Figure 46. Europe Augmented Reality Market by Device: Head-Up Display (HUD), 2022-2032, $ mn 83
Figure 47. Europe Augmented Reality Market by Device: Smart Glasses, 2022-2032, $ mn 84
Figure 48. Europe Augmented Reality Market by Device: Handheld Devices and Others, 2022-2032, $ mn 85
Figure 49. Europe Extended Reality Market by Device Type: VR Devices, 2022-2032, $ mn 86
Figure 50. Europe Virtual Reality Market by Device: Head-Mounted Display (HMD), 2022-2032, $ mn 88
Figure 51. Europe Virtual Reality Market by Device: Gesture-Tracking Device, 2022-2032, $ mn 89
Figure 52. Europe Virtual Reality Market by Device: Projector & Display Wall, 2022-2032, $ mn 90
Figure 53. Europe Extended Reality Market by Device Type: MR Devices, 2022-2032, $ mn 91
Figure 54. Europe Mixed Reality (MR) Market by Device: Wireless Devices, 2022-2032, $ mn 92
Figure 55. Europe Mixed Reality (MR) Market by Device: Wired Devices, 2022-2032, $ mn 93
Figure 56. Breakdown of Europe Extended Reality Market by Industry Vertical, 2022-2032, % of Demand Value 95
Figure 57. Europe Addressable Market Cap in 2023-2032 by Industry Vertical, Demand Value ($ mn) and Share (%) 95
Figure 58. Breakdown of Europe Extended Reality Market by Industry Vertical, 2022-2032, % of Production Value 97
Figure 59. Europe Addressable Market Cap in 2023-2032 by Industry Vertical, Production Value ($ mn) and Share (%) 97
Figure 60. Europe Extended Reality Market by Industry Vertical: Gaming & Entertainment, 2022-2032, $ mn 98
Figure 61. Europe Extended Reality Market by Industry Vertical: Industrial & Manufacturing, 2022-2032, $ mn 99
Figure 62. Europe Extended Reality Market by Industry Vertical: Aerospace & Defense, 2022-2032, $ mn 100
Figure 63. Europe Extended Reality Market by Industry Vertical: Healthcare, 2022-2032, $ mn 101
Figure 64. Europe Extended Reality Market by Industry Vertical: Education, 2022-2032, $ mn 102
Figure 65. Europe Extended Reality Market by Industry Vertical: Automotive, 2022-2032, $ mn 103
Figure 66. Europe Extended Reality Market by Industry Vertical: Retail & Marketing, 2022-2032, $ mn 104
Figure 67. Europe Extended Reality Market by Industry Vertical: Other Verticals, 2022-2032, $ mn 105
Figure 68. Breakdown of Europe Extended Reality Market by End User, 2022-2032, % of Revenue 107
Figure 69. Europe Addressable Market Cap in 2023-2032 by End User, Value ($ mn) and Share (%) 107
Figure 70. Europe Extended Reality Market by End User: Consumer, 2022-2032, $ mn 108
Figure 71. Europe Extended Reality Market by End User: Enterprise, 2022-2032, $ mn 109
Figure 72. Europe Extended Reality Market by End User: Large Enterprises, 2022-2032, $ mn 110
Figure 73. Europe Extended Reality Market by End User: Small- & Medium-sized Enterprises (SMEs), 2022-2032, $ mn 111
Figure 74. Breakdown of European Extended Reality Market by Country, 2022 and 2032, % of Revenue 113
Figure 75. Contribution to Europe 2023-2032 Cumulative Market by Country, Value ($ mn) and Share (%) 114
Figure 76. Extended Reality Market in Germany, 2022-2032, $ mn 115
Figure 77. Extended Reality Market in U.K., 2022-2032, $ mn 117
Figure 78. Extended Reality Market in France, 2022-2032, $ mn 119
Figure 79. Extended Reality Market in Spain, 2022-2032, $ mn 121
Figure 80. Extended Reality Market in Italy, 2022-2032, $ mn 123
Figure 81. Extended Reality Market in Netherlands, 2022-2032, $ mn 125
Figure 82. Extended Reality Market in Rest of Europe, 2022-2032, $ mn 127
Figure 83. Growth Stage of Europe Extended Reality Industry over the Forecast Period 129
Methodology/Research Approach
This research study involved the extensive usage of both primary and secondary data sources. The research process involved the study of various factors affecting the industry, including the government policy, market environment, competitive landscape, historical data, present trends in the market, technological innovation, upcoming technologies and the technical progress in related industry, and market risks, opportunities, market barriers and challenges. The following illustrative figure shows the market research methodology applied in this report.Research Programs/Design
Historical Data (2015-2019) |
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Market Forecast (2021-2026) |
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Market Size Estimation
Top-down and bottom-up approaches are used to validate the global Voluntary Carbon Offset market size market and estimate the market size for Company, regions segments, product segments and Application (end users).
The market estimations in this report are based on the marketed sale price of Voluntary Carbon Offset (excluding any discounts provided by the player, distributor, wholesaler or traders). The percentage splits, market share, and breakdowns of the product segments are derived on the basis of weights assigned to each of the segments on the basis of their utilization rate and average sale price. The regional splits of the overall Voluntary Carbon Offset market and its sub-segments are based on the percentage adoption or utilization of the given product in the respective region or country.
Major Company in the market is identified through secondary research and their market revenues determined through primary and secondary research. Secondary research included the research of the annual and financial reports of the top Company; whereas, primary research included extensive interviews of key opinion leaders and industry experts such as experienced front-line staff, directors, CEOs and marketing executives. The percentage splits, market share, Growth Rate and breakdowns of the product markets are determined through using secondary sources and verified through the primary sources.
All possible factors that influence the markets included in this research study have been accounted for, viewed in extensive detail, verified through primary research, and analyzed to get the final quantitative and qualitative data. The market size for top-level markets and sub-segments is normalized, and the effect of inflation, economic downturns, and regulatory & policy changes or other factors are not accounted for in the market forecast. This data is combined and added with detailed inputs and analysis from Market Intellix and presented in this report
The following figure shows an illustrative representation of the overall market size estimation process used for this study.
Market Breakdown and Data Triangulation
After complete market engineering with calculations for market statistics; market size estimations; market forecasting; market breakdown; and data triangulation, extensive primary research was conducted to gather information and verify and validate the critical numbers arrived at. In the complete market engineering process, both top-down and bottom-up approaches were extensively used, along with several data triangulation methods, to perform market estimation and market forecasting for the overall market segments and sub-segments listed in this report. Extensive qualitative and further quantitative analysis is also done from all the numbers arrived at in the complete market engineering process to list key information throughout the report.
Data Source
Secondary Sources
Secondary sources include such as press releases, annual reports, non-profit organizations, industry associations, governmental agencies and customs data, etc. This research study involves the usage of widespread secondary sources, directories, databases such as Bloomberg Business, Wind Info, Hoovers, Factiva (Dow Jones & Company), and TRADING ECONOMICS, and News Network, statista, Federal Reserve Economic Data, annual reports, BIS Statistics, ICIS; company house documents; CAS(American Chemical Society); investor presentations; and SEC filings of companies. Secondary research was used to identify and collect information useful for the extensive, technical, market-oriented, and Hospitals study of the Voluntary Carbon Offset market. It was also used to obtain important information about the top companies, market classification and segmentation according to industry trends to the bottom-most level, and key developments related to market and technology perspectives.
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Primary Sources
In the primary research process, various sources from both the supply and demand sides were interviewed to obtain qualitative and quantitative information for this report. The primary sources from the supply side include product Company (and their competitors), opinion leaders, industry experts, research institutions, distributors, dealer and traders, as well as the raw materials suppliers and producers, etc.
The primary sources from the demand side include industry experts such as business leaders, marketing and sales directors, technology and innovation directors, supply chain executive, end use (product buyers), and related key executives from various key companies and organizations operating in the global market.
Primary research was conducted to identify segmentation Type, product price range, product Application, key Company, raw materials supply and the downstream demand, industry status and outlook, and key market dynamics such as risks, influence factors, opportunities, market barriers, industry trends, and key player strategies.
Key Executives Interviewed
Key Data Information from Primary Sources
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