Virtual Meeting Software (3D Virtual Event) Market Size, Share, Growth and Global Industry Analysis By Type & Application, Regional Insights and Forecast to 2024-2032

Virtual Meeting Software (3D Virtual Event) Market Size, Share, Growth and Global Industry Analysis By Type & Application, Regional Insights and Forecast to 2024-2032



Growth Factors of Virtual Meeting Software Market

The virtual meeting software market size was valued at USD 12.11 billion in 2023, and the market is now projected to grow to USD 41.58 billion by 2032, exhibiting a CAGR of 35.5 during the forecast period of 2024-2032.

This has affected the overall supply and demand chains of the particular market. As a result of the government's lockdown and other steps to stop the coronavirus from spreading, all supply activities were postponed, which decreased the amount of product related to information and communication technology. The current COVID-19 epidemic has had an impact on workplace culture in a number of different sector verticals. Virtual meeting solution suppliers now have more chances as a result of the stay-at-home mandate. These factors affceted the virtual meeting software market growth.

This is the major factor attributing the growth of this particular market. This factor is majorly involved in taking the revenue numbers above the skies and soaring greater heights and also the sales and demands have been proliferation and increased its value to greater extent. The growing use of cloud-based virtual meeting tools like Adobe Connect, AltspaceVR, Cisco Webex, and others in a variety of industries is one of the major market drivers. To improve interactions at work, cloud-based solutions can provide smooth connectivity and help with collaboration issues. Thus, the need for cloud-based meeting solutions is probably going to be driven by the need to increase worker productivity. To obtain a competitive advantage in the market, major competitors are concentrating on releasing cutting-edge virtual meeting software built on fundamental technologies like cloud, artificial intelligence, and others. These particular growth driving factors have been recorded to attribute the virtual meeting software market share.

A latest trend has been witnessed to proliferate the market growth. This particular trend has been recorded to be the most profiting trends that have been upgraded to augment the overall market growth. The market for organic household cleansers and cleaning liquids and bars has grown as consumers' concerns about their health and the environment are becoming more and more aware. Customers and consumers want natural, scent-boosting toilet care products and dishwashing solutions that are also environmentally friendly. It is anticipated that the expanding use of 5G connectivity would stimulate the demand for virtual meeting software. The need for online meeting platforms like Virtway Events and MootUp is increasing as a result of the extensive rollout of 5G connection.

Comprehensive Analysis of Virtual Meeting Software Market

Because more and more people are looking for affordable 2D devices, like laptops or tablets, to conduct 3D virtual events across a variety of verticals, the market for VR headsets is expected to continue dominant. The market is further divided based on the function into gamification, lead retrieval, attendee management, mobile event apps, virtual events, video conferencing, and event management, among others. The deployment sector is separated into on-premises and cloud-based categories based on its breadth. The market for virtual meeting software is separated into small and medium-sized businesses and large businesses based on the size of the firm. The market is divided into several segments based on the industry, including BFSI, healthcare, IT & communications, media & entertainment, education and research, and automotive.

The North American region has augmented a lot in the past few years in this particular product market. The North American region held the biggest revenue share. Throughout the forecast period, North America is anticipated to hold a dominant revenue share in the worldwide virtual meeting software market. The need for virtual meeting solutions is increasing due to the presence of significant firms in North America, including Microsoft Corporation, IBM Corporation, Oracle Corporation, and others. To increase their global footprint, other major market participants are concentrating on introducing a new product. This particular region is actually growing a lot and is anticipated to augment more over the years.

Global markets are fiercely competitive and highly fragmented. Due to their creative packaging solutions, a few group of large market companies hold a fair amount of market share. Some of the major Companies includes Cisco Systems, Inc. (U.S.)Microsoft Corporation (U.S.), Adobe Inc. (U.S.), Aventri, Inc. (U.S.), and Walcon Virtual Events (Spain).

In July 2021, This particular company has attributed the market growth in terms of revenue and shares system. OnAIR, a new virtual event management platform, was introduced by EventsAIR. Improving customer satisfaction and assisting event planners in growing their businesses are the goals. This particular development and investment the global market has been recorded to be a boon for the market growth.

Segmentation Table

ATTRIBUTES DETAILS

Study Period 2016 – 2027

Base Year 2019

Forecast Period 2020 – 2027

Historical Period 2016 – 2018

Unit Value (USD billion)

Segmentation By Type

VR Headset

Without VR Headset

By Function

Virtual Event

Video Conferencing

Personal Video Meetings

Webinars

Mobile Event App

Event Management

Lead Retrieval

Attendee Management

Gamification

Others (Career and Education Fair, etc.)

By Deployment

Cloud

On-premises

By Enterprises Size

Small and Medium Enterprises (SMEs)

Large Enterprises

By Industry

BFSI

IT & Telecommunication

Education and Research

Automotive

Health Care

Media & Entertainment

Others (Utilities and Manufacturing, etc.)

By Region

North America

By Type

By Function

By Deployment

By Enterprises Size

By Industry

By Country

U.S.

By Industry

Canada

By Industry

Mexico

By Industry

Europe

By Type

By Function

By Deployment

By Enterprises Size

By Industry

By Country

UK

By Industry

Germany

By Industry

France

By Industry

Italy

By Industry

Spain

By Industry

Russia

By Industry

Benelux

By Industry

Nordics

By Industry

Rest of Europe

Asia Pacific

By Type

By Function

By Deployment

By Enterprises Size

By Industry

By Country

China

By Industry

India

By Industry

Japan

By Industry

South Korea

By Industry

ASEAN

By Industry

Oceania

By Industry

Rest of Asia Pacific

Middle East & Africa

By Type

By Function

By Deployment

By Enterprises Size

By Industry

By Country

Turkey

By Industry

Israel

By Industry

GCC

By Industry

North Africa

By Industry

South Africa

By Industry

Rest of the Middle East & Africa

South America

By Type

By Function

By Deployment

By Enterprises Size

By Industry

By Country

Brazil

By Industry

Argentina

By Industry

Rest of South America


1. Introduction
1.1. Definition, By Segment
1.2. Research Methodology/Approach
1.3. Data Sources
2. Executive Summary
3. Market Dynamics
3.1. Macro and Micro Economic Indicators
3.2. Drivers, Restraints, Opportunities and Trends
3.3. Impact of COVID-19
3.3.1. Short-term Impact
3.3.2. Long-term Impact
4. Competition Landscape
4.1. Business Strategies Adopted by Key Players
4.2. Consolidated SWOT Analysis of Key Players
4.3. Porter’s Five Force Analysis
5. Global Virtual Meeting Software (3D Virtual Event) Key Players Market Share Insights and Analysis, 2019
6. Companies Profiled (Covered for key 10 players only)
6.1. Overview
6.1.1. Key Management
6.1.2. Headquarters etc.
6.2. Offerings/Business Segments
6.3. Key Details (Key details are subjected to data availability in public domain and/or on paid databases)
6.3.1. Employee Size
6.3.2. Past and Current Revenue
6.3.3. Geographical Share
6.3.4. Business Segment Share
6.4. Recent Developments
7. Annexure/Appendix
7.1. Global Virtual Meeting Software (3D Virtual Event) Market Size Estimates and Forecasts (Quantitative Data), By Segments, 2016 – 2027
7.1.1. By Type (Value)
7.1.1.1. VR Headset
7.1.1.2. Without VR Headset
7.1.2. By Function (Value)
7.1.2.1. Virtual Event
7.1.2.2. Video Conferencing
7.1.2.2.1. Personal Video Meetings
7.1.2.2.2. Webinars
7.1.2.3. Event Management
7.1.2.4. Lead Retrieval
7.1.2.5. Attendee Management
7.1.2.6. Gamification
7.1.2.7. Others (Career and Education Fair, etc.)
7.1.3. By Deployment (Value)
7.1.3.1. Cloud
7.1.3.2. On-premises
7.1.4. By Enterprise Size (Value)
7.1.4.1. Small and Medium Enterprises
7.1.4.2. Large Enterprises
7.1.5. By Industry (Value)
7.1.5.1. BFSI
7.1.5.2. IT & Telecommunication
7.1.5.3. Education and Research
7.1.5.4. Automotive
7.1.5.5. Health Care
7.1.5.6. Media & Entertainment
7.1.5.7. Others (Utilities and Manufacturing, etc.)
7.1.6. By Region (Value)
7.1.6.1. North America
7.1.6.2. Europe
7.1.6.3. Asia Pacific
7.1.6.4. Middle East & Africa
7.1.6.5. South America
7.2. North America Virtual Meeting Software (3D Virtual Event) Market Size Estimates and Forecasts (Quantitative Data), By Segments, 2016-2027
7.2.1. By Type (Value)
7.2.1.1. VR Headset
7.2.1.2. Without VR Headset
7.2.2. By Function (Value)
7.2.2.1. Virtual Event
7.2.2.2. Video Conferencing
7.2.2.2.1. Personal Video Meetings
7.2.2.2.2. Webinars
7.2.2.3. Event Management
7.2.2.4. Lead Retrieval
7.2.2.5. Attendee Management
7.2.2.6. Gamification
7.2.2.7. Others (Career and Education Fair, etc.)
7.2.3. By Deployment (Value)
7.2.3.1. Cloud
7.2.3.2. On-premises
7.2.4. By Enterprise Size (Value)
7.2.4.1. Small and Medium Enterprises
7.2.4.2. Large Enterprises
7.2.5. By Industry (Value)
7.2.5.1. BFSI
7.2.5.2. IT & Telecommunication
7.2.5.3. Education and Research
7.2.5.4. Automotive
7.2.5.5. Health Care
7.2.5.6. Media & Entertainment
7.2.5.7. Others (Utilities and Manufacturing, etc.)
7.2.6. By Country (Value)
7.2.6.1. US
7.2.6.1.1. By Industry (Value)
7.2.6.1.1.1. BFSI
7.2.6.1.1.2. IT & Telecommunication
7.2.6.1.1.3. Education and Research
7.2.6.1.1.4. Automotive
7.2.6.1.1.5. Health Care
7.2.6.1.1.6. Media & Entertainment
7.2.6.1.1.7. Others (Utilities and Manufacturing, etc.)
7.2.6.2. Canada
7.2.6.2.1. By Industry (Value)
7.2.6.2.1.1. BFSI
7.2.6.2.1.2. IT & Telecommunication
7.2.6.2.1.3. Education and Research
7.2.6.2.1.4. Automotive
7.2.6.2.1.5. Health Care
7.2.6.2.1.6. Media & Entertainment
7.2.6.2.1.7. Others (Utilities and Manufacturing, etc.)
7.2.6.3. Mexico
7.2.6.3.1. By Industry (Value)
7.2.6.3.1.1. BFSI
7.2.6.3.1.2. IT & Telecommunication
7.2.6.3.1.3. Education and Research
7.2.6.3.1.4. Automotive
7.2.6.3.1.5. Health Care
7.2.6.3.1.6. Media & Entertainment
7.2.6.3.1.7. Others (Utilities and Manufacturing, etc.)
7.3. Europe Virtual Meeting Software (3D Virtual Event) Market Size Estimates and Forecasts (Quantitative Data), By Segments, 2016-2027
7.3.1. By Type (Value)
7.3.1.1. VR Headset
7.3.1.2. Without VR Headset
7.3.2. By Function (Value)
7.3.2.1. Virtual Event
7.3.2.2. Video Conferencing
7.3.2.2.1. Personal Video Meetings
7.3.2.2.2. Webinars
7.3.2.3. Event Management
7.3.2.4. Lead Retrieval
7.3.2.5. Attendee Management
7.3.2.6. Gamification
7.3.2.7. Others (Career and Education Fair, etc.)
7.3.3. By Deployment (Value)
7.3.3.1. Cloud
7.3.3.2. On-premises
7.3.4. By Enterprise Size (Value)
7.3.4.1. Small and Medium Enterprises
7.3.4.2. Large Enterprises
7.3.5. By Industry (Value)
7.3.5.1. BFSI
7.3.5.2. IT & Telecommunication
7.3.5.3. Education and Research
7.3.5.4. Automotive
7.3.5.5. Health Care
7.3.5.6. Media & Entertainment
7.3.5.7. Others (Utilities and Manufacturing, etc.)
7.3.6. By Country (Value)
7.3.6.1. United Kingdom
7.3.6.1.1. By Industry (Value)
7.3.6.1.1.1. BFSI
7.3.6.1.1.2. IT & Telecommunication
7.3.6.1.1.3. Education and Research
7.3.6.1.1.4. Automotive
7.3.6.1.1.5. Health Care
7.3.6.1.1.6. Media & Entertainment
7.3.6.1.1.7. Others (Utilities and Manufacturing, etc.)
7.3.6.2. Germany
7.3.6.2.1. By Industry (Value)
7.3.6.2.1.1. BFSI
7.3.6.2.1.2. IT & Telecommunication
7.3.6.2.1.3. Education and Research
7.3.6.2.1.4. Automotive
7.3.6.2.1.5. Health Care
7.3.6.2.1.6. Media & Entertainment
7.3.6.2.1.7. Others (Utilities and Manufacturing, etc.)
7.3.6.3. France
7.3.6.3.1. By Industry (Value)
7.3.6.3.1.1. BFSI
7.3.6.3.1.2. IT & Telecommunication
7.3.6.3.1.3. Education and Research
7.3.6.3.1.4. Automotive
7.3.6.3.1.5. Health Care
7.3.6.3.1.6. Media & Entertainment
7.3.6.3.1.7. Others (Utilities and Manufacturing, etc.)
7.3.6.4. Italy
7.3.6.4.1. By Industry (Value)
7.3.6.4.1.1. BFSI
7.3.6.4.1.2. IT & Telecommunication
7.3.6.4.1.3. Education and Research
7.3.6.4.1.4. Automotive
7.3.6.4.1.5. Health Care
7.3.6.4.1.6. Media & Entertainment
7.3.6.4.1.7. Others (Utilities and Manufacturing, etc.)
7.3.6.5. Spain
7.3.6.5.1. By Industry (Value)
7.3.6.5.1.1. BFSI
7.3.6.5.1.2. IT & Telecommunication
7.3.6.5.1.3. Education and Research
7.3.6.5.1.4. Automotive
7.3.6.5.1.5. Health Care
7.3.6.5.1.6. Media & Entertainment
7.3.6.5.1.7. Others (Utilities and Manufacturing, etc.)
7.3.6.6. Russia
7.3.6.6.1. By Industry (Value)
7.3.6.6.1.1. BFSI
7.3.6.6.1.2. IT & Telecommunication
7.3.6.6.1.3. Education and Research
7.3.6.6.1.4. Automotive
7.3.6.6.1.5. Health Care
7.3.6.6.1.6. Media & Entertainment
7.3.6.6.1.7. Others (Utilities and Manufacturing, etc.)
7.3.6.7. Benelux
7.3.6.7.1. By Industry (Value)
7.3.6.7.1.1. BFSI
7.3.6.7.1.2. IT & Telecommunication
7.3.6.7.1.3. Education and Research
7.3.6.7.1.4. Automotive
7.3.6.7.1.5. Health Care
7.3.6.7.1.6. Media & Entertainment
7.3.6.7.1.7. Others (Utilities and Manufacturing, etc.)
7.3.6.8. Nordics
7.3.6.8.1. By Industry (Value)
7.3.6.8.1.1. BFSI
7.3.6.8.1.2. IT & Telecommunication
7.3.6.8.1.3. Education and Research
7.3.6.8.1.4. Automotive
7.3.6.8.1.5. Health Care
7.3.6.8.1.6. Media & Entertainment
7.3.6.8.1.7. Others (Utilities and Manufacturing, etc.)
7.3.6.9. Rest of Europe
7.4. Asia Pacific Virtual Meeting Software (3D Virtual Event) Market Size Estimates and Forecasts (Quantitative Data), By Segments, 2016-2027
7.4.1. By Type (Value)
7.4.1.1. VR Headset
7.4.1.2. Without VR Headset
7.4.2. By Function (Value)
7.4.2.1. Virtual Event
7.4.2.2. Video Conferencing
7.4.2.2.1. Personal Video Meetings
7.4.2.2.2. Webinars
7.4.2.3. Event Management
7.4.2.4. Lead Retrieval
7.4.2.5. Attendee Management
7.4.2.6. Gamification
7.4.2.7. Others (Career and Education Fair, etc.)
7.4.3. By Deployment (Value)
7.4.3.1. Cloud
7.4.3.2. On-premises
7.4.4. By Enterprise Size (Value)
7.4.4.1. Small and Medium Enterprises
7.4.4.2. Large Enterprises
7.4.5. By Industry (Value)
7.4.5.1. BFSI
7.4.5.2. IT & Telecommunication
7.4.5.3. Education and Research
7.4.5.4. Automotive
7.4.5.5. Health Care
7.4.5.6. Media & Entertainment
7.4.5.7. Others (Utilities and Manufacturing, etc.)
7.4.6. By Country (Value)
7.4.6.1. China
7.4.6.1.1. By Industry (Value)
7.4.6.1.1.1. BFSI
7.4.6.1.1.2. IT & Telecommunication
7.4.6.1.1.3. Education and Research
7.4.6.1.1.4. Automotive
7.4.6.1.1.5. Health Care
7.4.6.1.1.6. Media & Entertainment
7.4.6.1.1.7. Others (Utilities and Manufacturing, etc.)
7.4.6.2. India
7.4.6.2.1. By Industry (Value)
7.4.6.2.1.1. BFSI
7.4.6.2.1.2. IT & Telecommunication
7.4.6.2.1.3. Education and Research
7.4.6.2.1.4. Automotive
7.4.6.2.1.5. Health Care
7.4.6.2.1.6. Media & Entertainment
7.4.6.2.1.7. Others (Utilities and Manufacturing, etc.)
7.4.6.3. Japan
7.4.6.3.1. By Industry (Value)
7.4.6.3.1.1. BFSI
7.4.6.3.1.2. IT & Telecommunication
7.4.6.3.1.3. Education and Research
7.4.6.3.1.4. Automotive
7.4.6.3.1.5. Health Care
7.4.6.3.1.6. Media & Entertainment
7.4.6.3.1.7. Others (Utilities and Manufacturing, etc.)
7.4.6.4. South Korea
7.4.6.4.1. By Industry (Value)
7.4.6.4.1.1. BFSI
7.4.6.4.1.2. IT & Telecommunication
7.4.6.4.1.3. Education and Research
7.4.6.4.1.4. Automotive
7.4.6.4.1.5. Health Care
7.4.6.4.1.6. Media & Entertainment
7.4.6.4.1.7. Others (Utilities and Manufacturing, etc.)
7.4.6.5. ASEAN
7.4.6.5.1. By Industry (Value)
7.4.6.5.1.1. BFSI
7.4.6.5.1.2. IT & Telecommunication
7.4.6.5.1.3. Education and Research
7.4.6.5.1.4. Automotive
7.4.6.5.1.5. Health Care
7.4.6.5.1.6. Media & Entertainment
7.4.6.5.1.7. Others (Utilities and Manufacturing, etc.)
7.4.6.6. Oceania
7.4.6.6.1. By Industry (Value)
7.4.6.6.1.1. BFSI
7.4.6.6.1.2. IT & Telecommunication
7.4.6.6.1.3. Education and Research
7.4.6.6.1.4. Automotive
7.4.6.6.1.5. Health Care
7.4.6.6.1.6. Media & Entertainment
7.4.6.6.1.7. Others (Utilities and Manufacturing, etc.)
7.4.6.7. Rest of Asia Pacific
7.5. Middle East & Africa Virtual Meeting Software (3D Virtual Event) Market Size Estimates and Forecasts (Quantitative Data), By Segments, 2016-2027
7.5.1. By Type (Value)
7.5.1.1. VR Headset
7.5.1.2. Without VR Headset
7.5.2. By Function (Value)
7.5.2.1. Virtual Event
7.5.2.2. Video Conferencing
7.5.2.2.1. Personal Video Meetings
7.5.2.2.2. Webinars
7.5.2.3. Event Management
7.5.2.4. Lead Retrieval
7.5.2.5. Attendee Management
7.5.2.6. Gamification
7.5.2.7. Others (Career and Education Fair, etc.)
7.5.3. By Deployment (Value)
7.5.3.1. Cloud
7.5.3.2. On-premises
7.5.4. By Enterprise Size (Value)
7.5.4.1. Small and Medium Enterprises
7.5.4.2. Large Enterprises
7.5.5. By Industry (Value)
7.5.5.1. BFSI
7.5.5.2. IT & Telecommunication
7.5.5.3. Education and Research
7.5.5.4. Automotive
7.5.5.5. Health Care
7.5.5.6. Media & Entertainment
7.5.5.7. Others (Utilities and Manufacturing, etc.)
7.5.6. By Country (Value)
7.5.6.1. Turkey
7.5.6.1.1. By Industry (Value)
7.5.6.1.1.1. BFSI
7.5.6.1.1.2. IT & Telecommunication
7.5.6.1.1.3. Education and Research
7.5.6.1.1.4. Automotive
7.5.6.1.1.5. Health Care
7.5.6.1.1.6. Media & Entertainment
7.5.6.1.1.7. Others (Utilities and Manufacturing, etc.)
7.5.6.2. Israel
7.5.6.2.1. By Industry (Value)
7.5.6.2.1.1. BFSI
7.5.6.2.1.2. IT & Telecommunication
7.5.6.2.1.3. Education and Research
7.5.6.2.1.4. Automotive
7.5.6.2.1.5. Health Care
7.5.6.2.1.6. Media & Entertainment
7.5.6.2.1.7. Others (Utilities and Manufacturing, etc.)
7.5.6.3. GCC
7.5.6.3.1. By Industry (Value)
7.5.6.3.1.1. BFSI
7.5.6.3.1.2. IT & Telecommunication
7.5.6.3.1.3. Education and Research
7.5.6.3.1.4. Automotive
7.5.6.3.1.5. Health Care
7.5.6.3.1.6. Media & Entertainment
7.5.6.3.1.7. Others (Utilities and Manufacturing, etc.)
7.5.6.4. North Africa
7.5.6.4.1. By Industry (Value)
7.5.6.4.1.1. BFSI
7.5.6.4.1.2. IT & Telecommunication
7.5.6.4.1.3. Education and Research
7.5.6.4.1.4. Automotive
7.5.6.4.1.5. Health Care
7.5.6.4.1.6. Media & Entertainment
7.5.6.4.1.7. Others (Utilities and Manufacturing, etc.)
7.5.6.5. South Africa
7.5.6.5.1. By Industry (Value)
7.5.6.5.1.1. BFSI
7.5.6.5.1.2. IT & Telecommunication
7.5.6.5.1.3. Education and Research
7.5.6.5.1.4. Automotive
7.5.6.5.1.5. Health Care
7.5.6.5.1.6. Media & Entertainment
7.5.6.5.1.7. Others (Utilities and Manufacturing, etc.)
7.5.6.6. Rest of Middle East & Africa
7.6. South America Virtual Meeting Software (3D Virtual Event) Market Size Estimates and Forecasts (Quantitative Data), By Segments, 2016-2027
7.6.1. By Type (Value)
7.6.1.1. VR Headset
7.6.1.2. Without VR Headset
7.6.2. By Function (Value)
7.6.2.1. Virtual Event
7.6.2.2. Video Conferencing
7.6.2.2.1. Personal Video Meetings
7.6.2.2.2. Webinars
7.6.2.3. Event Management
7.6.2.4. Lead Retrieval
7.6.2.5. Attendee Management
7.6.2.6. Gamification
7.6.2.7. Others (Career and Education Fair, etc.)
7.6.3. By Deployment (Value)
7.6.3.1. Cloud
7.6.3.2. On-premises
7.6.4. By Enterprise Size (Value)
7.6.4.1. Small and Medium Enterprises
7.6.4.2. Large Enterprises
7.6.5. By Industry (Value)
7.6.5.1. BFSI
7.6.5.2. IT & Telecommunication
7.6.5.3. Education and Research
7.6.5.4. Automotive
7.6.5.5. Health Care
7.6.5.6. Media & Entertainment
7.6.5.7. Others (Utilities and Manufacturing, etc.)
7.6.6. By Country (Value)
7.6.6.1. Brazil
7.6.6.1.1. By Industry (Value)
7.6.6.1.1.1. BFSI
7.6.6.1.1.2. IT & Telecommunication
7.6.6.1.1.3. Education and Research
7.6.6.1.1.4. Automotive
7.6.6.1.1.5. Health Care
7.6.6.1.1.6. Media & Entertainment
7.6.6.1.1.7. Others (Utilities and Manufacturing, etc.)
7.6.6.2. Argentina
7.6.6.2.1. By Industry (Value)
7.6.6.2.1.1. BFSI
7.6.6.2.1.2. IT & Telecommunication
7.6.6.2.1.3. Education and Research
7.6.6.2.1.4. Automotive
7.6.6.2.1.5. Health Care
7.6.6.2.1.6. Media & Entertainment
7.6.6.2.1.7. Others (Utilities and Manufacturing, etc.)
7.6.6.3. Rest of South America
8. Companies Analyzed (In order to estimate the market size and/or understanding the market ecosystem). Only top 10 players are profiled in the scope. Additionally, we are open to profile additional company(s) on specific request)
8.1. Cisco Systems, Inc.
8.2. Microsoft Corporation
8.3. Adobe Inc.
8.4. Aventri, Inc.
8.5. Walcon Virtual Events
8.6. LearnBrite - Learning Experience Platform
8.7. MootUp
8.8. LogMeIn, Inc.
8.9. Sine Wave Entertainment Ltd.
8.10. HexaFair
8.11. VirBELA
8.12. Virtway Events
8.13. Personify, Inc.
8.14. Intrado Corporation (InXpo, Inc.)
8.15. Hubilo Softech Private Limited
8.16. Pathable, Inc.
8.17. Whova Inc.
8.18. 6Connex, Inc.
8.19. vFairs
8.20. Streampoint Solutions Inc.
8.21. Livestrom SAS
8.22. EventsAIR
8.23. NexTech AR Solutions Corp.
8.24. VentureBeat (VB)
8.25. AIRMEET Inc.
8.26. EventMobi

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