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市场调查报告书
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1651918

全球沉浸式内容创作市场规模研究(按组件、按技术、按最终用途)及区域预测 2022-2032

Global Immersive Content Creation Market Size Study, by Component, by Technology, by End Use, and Regional Forecasts 2022-2032

出版日期: | 出版商: Bizwit Research & Consulting LLP | 英文 285 Pages | 商品交期: 2-3个工作天内

价格
简介目录

2023 年全球沉浸式内容创作市场价值约为 125.3 亿美元,预计在 2024-2032 年预测期内实现 24.5% 的显着年复合成长率(CAGR)。沉浸式内容创作利用虚拟实境 (VR)、扩增实境 (AR) 和混合实境 (MR) 等先进技术来创造超越传统数位参与的体验。这些技术已在各个行业迅速获得关注,为客户互动、培训和讲述故事提供了无与伦比的机会。

沉浸式体验需求的激增主要由游戏和娱乐产业推动,这些产业以逼真的模拟和互动内容吸引观众。此外,沉浸式技术在教育和培训中的融合已被证明具有变革性,它提供了逼真的场景,从而提高了学习效果。随着各行业的企业认识到增强参与和体验式行销的价值,AR 和 VR 工具的采用正在加速。基于云端的平台进一步放大了这一趋势,实现了无缝的内容创建、协作和分发。

儘管成长轨迹看好,但初始投资成本高、技术限制和缺乏标准化等挑战可能会阻碍其广泛采用。此外,由于开发高品质沉浸式内容的复杂性,内容创作者在扩展营运方面面临障碍。然而,硬体能力的不断进步和 5G 网路的普及有望解决这些问题,为利害关係人带来重大机会。

从地区来看,北美在沉浸式内容创作市场占据主导地位,这得益于其强大的技术供应商生态系统、早期采用的 AR/VR 解决方案以及对创新的大量投资。美国在该地区处于领先地位,重点关注游戏、媒体和零售应用。同时,受智慧型手机普及率不断提高、政府支持数位转型的倡议以及中国、日本和印度等国家蓬勃发展的游戏社群的推动,亚太地区预计将出现最快的成长。欧洲也展现出巨大的潜力,特别是在汽车和医疗保健领域,沉浸式内容正在重塑客户和患者的体验。

目录

第 1 章:全球沉浸式内容创作市场执行摘要

  • 全球沉浸式内容创作市场规模及预测(2022-2032 年)
  • 区域概况
  • 节段概要
    • 按组件
    • 依技术分类
    • 按最终用途
  • 主要趋势
  • 经济衰退的影响
  • 分析师建议与结论

第 2 章:全球沉浸式内容创作市场定义与研究假设

  • 研究目标
  • 市场定义
  • 研究假设
    • 包容与排斥
    • 限制
    • 供给侧分析
      • 可用性
      • 基础设施
      • 监管环境
      • 市场竞争
      • 经济可行性(消费者的观点)
    • 需求面分析
      • 监理框架
      • 技术进步
      • 环境考虑
      • 消费者认知与接受度
  • 估算方法
  • 研究考虑的年份
  • 货币兑换率

第三章:全球沉浸式内容创作市场动态

  • 市场驱动因素
    • 消费者对沉浸式体验的需求不断增长
    • VR、AR 与 MR 的技术进步
    • 数位转型投资不断增加
  • 市场挑战
    • 初始硬体和生产成本高昂
    • 技术限制和标准化问题
    • 内容开发中的可扩展性挑战
  • 市场机会
    • 基于云端的沉浸式内容平台的扩展
    • 5G网路融合,提升体验交付
    • 跨不同垂直产业的新兴应用

第四章:全球沉浸式内容创作市场产业分析

  • 波特五力模型
    • 供应商的议价能力
    • 买家的议价能力
    • 新进入者的威胁
    • 替代品的威胁
    • 竞争对手
    • 波特五力模型的未来方法
    • 波特五力影响分析
  • PESTEL 分析
    • 政治的
    • 经济的
    • 社会的
    • 科技
    • 环境的
    • 合法的
  • 最佳投资机会
  • 最佳获胜策略
  • 颠覆性趋势
  • 产业专家观点
  • 分析师建议与结论

第 5 章:全球沉浸式内容创作市场规模与预测:按组成部分(2022-2032 年)

  • 细分仪表板
  • 全球沉浸式内容创作市场:组件收入趋势分析,2022 年和 2032 年(百万美元/十亿美元)
    • 硬体
    • 软体
    • 服务

第 6 章:全球沉浸式内容创作市场规模与预测:按技术分类(2022-2032 年)

  • 细分仪表板
  • 全球沉浸式内容创作市场:技术收入趋势分析,2022 年和 2032 年(百万美元/十亿美元)
    • 虚拟实境内容
    • 扩增实境内容
    • 混合实境内容

第 7 章:全球沉浸式内容创作市场规模与预测:依最终用途划分(2022-2032 年)

  • 细分仪表板
  • 全球沉浸式内容创作市场:2022 年和 2032 年最终用途收入趋势分析(百万美元/十亿美元)
    • 赌博
    • 娱乐与媒体
    • 教育与培训
    • 卫生保健
    • 零售与电子商务
    • 汽车
    • 其他的

第 8 章:全球沉浸式内容创作市场规模与预测:按地区(2022-2032 年)

  • 北美沉浸式内容创作市场
    • 美国沉浸式内容创作市场
      • 零件和技术细分,2022-2032 年
    • 加拿大沉浸式内容创作市场
  • 欧洲沉浸式内容创作市场
    • 英国沉浸式内容创作市场
    • 德国沉浸式内容创作市场
    • 法国沉浸式内容创作市场
    • 西班牙沉浸式内容创作市场
    • 义大利沉浸式内容创作市场
    • 欧洲其他地区沉浸式内容创作市场
  • 亚太沉浸式内容创作市场
    • 中国沉浸式内容创作市场
    • 印度沉浸式内容创作市场
    • 日本沉浸式内容创作市场
    • 澳洲沉浸式内容创作市场
    • 韩国沉浸式内容创作市场
    • 亚太其他地区沉浸式内容创作市场
  • 拉丁美洲沉浸式内容创作市场
    • 巴西沉浸式内容创作市场
    • 墨西哥沉浸式内容创作市场
    • 拉丁美洲其他地区的沉浸式内容创作市场
  • 中东与非洲沉浸式内容创作市场
    • 沙乌地阿拉伯沉浸式内容创作市场
    • 南非沉浸式内容创作市场
    • 中东和非洲其他地区沉浸式内容创作市场

第 9 章:竞争情报

  • 重点公司 SWOT 分析
    • Unity Technologies
    • Adobe Inc.
    • NVIDIA Corporation
  • 顶级市场策略
  • 公司简介
    • Unity Technologies
      • 关键讯息
      • 概述
      • 财务(取决于数据可用性)
      • 产品概述
      • 市场策略
    • Autodesk Inc.
    • Epic Games, Inc.
    • Microsoft Corporation
    • HTC Corporation
    • Sony Interactive Entertainment Inc.
    • Google LLC
    • Apple Inc.
    • Facebook Technologies, LLC (Meta)
    • Qualcomm Incorporated
    • Samsung Electronics Co., Ltd.
    • Magic Leap, Inc.
    • PTC Inc.

第 10 章:研究过程

  • 研究进程
    • 资料探勘
    • 分析
    • 市场预测
    • 验证
    • 出版
  • 研究属性
简介目录

The Global Immersive Content Creation Market is valued at approximately USD 12.53 billion in 2023 and is poised to exhibit a remarkable compound annual growth rate (CAGR) of 24.5% during the forecast period 2024-2032. Immersive content creation leverages advanced technologies such as virtual reality (VR), augmented reality (AR), and mixed reality (MR) to craft experiences that transcend traditional digital engagement. These technologies have rapidly gained traction across various industries, offering unparalleled opportunities for customer interaction, training, and storytelling.

The surge in demand for immersive experiences is primarily driven by the gaming and entertainment industries, where realistic simulations and interactive content captivate audiences. Moreover, the integration of immersive technologies in education and training has proven transformative, offering lifelike scenarios that enhance learning outcomes. As businesses across sectors recognize the value of augmented engagement and experiential marketing, the adoption of AR and VR tools is accelerating. Cloud-based platforms further amplify this trend, enabling seamless content creation, collaboration, and distribution.

Despite the promising growth trajectory, challenges such as high initial investment costs, technological limitations, and a lack of standardization could hinder widespread adoption. Additionally, content creators face barriers in scaling operations due to the complexity of developing high-quality immersive content. However, continuous advancements in hardware capabilities and the proliferation of 5G networks are expected to address these issues, fostering significant opportunities for stakeholders.

Regionally, North America dominates the immersive content creation market, buoyed by a robust ecosystem of technology providers, early adoption of AR/VR solutions, and significant investment in innovation. The U.S. leads the region with a strong focus on gaming, media, and retail applications. Meanwhile, the Asia Pacific region is projected to witness the fastest growth, driven by increasing smartphone penetration, government initiatives supporting digital transformation, and a burgeoning gaming community in countries like China, Japan, and India. Europe also demonstrates considerable potential, particularly in the automotive and healthcare sectors, where immersive content is reshaping customer and patient experiences.

Major market players included in this report are:

  • Unity Technologies
  • Adobe Inc.
  • NVIDIA Corporation
  • Autodesk Inc.
  • Epic Games, Inc.
  • Microsoft Corporation
  • HTC Corporation
  • Sony Interactive Entertainment Inc.
  • Google LLC
  • Apple Inc.
  • Facebook Technologies, LLC (Meta)
  • Qualcomm Incorporated
  • Samsung Electronics Co., Ltd.
  • Magic Leap, Inc.
  • PTC Inc.

The detailed segments and sub-segment of the market are explained below:

By Component

  • Hardware
  • Software
  • Services

By Technology

  • Virtual Reality Content
  • Augmented Reality Content
  • Mixed Reality Content

By End Use

  • Gaming
  • Entertainment & Media
  • Education & Training
  • Healthcare
  • Retail & Ecommerce
  • Automotive
  • Others

By Region:

  • North America
  • U.S.
  • Canada
  • Europe
  • UK
  • Germany
  • France
  • Spain
  • Italy
  • Rest of Europe
  • Asia Pacific
  • China
  • India
  • Japan
  • Australia
  • South Korea
  • Rest of Asia Pacific
  • Latin America
  • Brazil
  • Mexico
  • Rest of Latin America
  • Middle East & Africa
  • Saudi Arabia
  • South Africa
  • Rest of Middle East & Africa

Years considered for the study are as follows:

  • Historical Year: 2022
  • Base Year: 2023
  • Forecast Period: 2024 to 2032

Key Takeaways:

  • Comprehensive market forecasts and analyses for a decade (2022-2032).
  • In-depth regional insights with detailed country-level breakdowns.
  • Competitive landscape highlighting major players and strategies.
  • Exploration of technological trends shaping immersive content creation.
  • Strategic recommendations to capitalize on emerging opportunities in the market.

Table of Contents

Chapter 1. Global Immersive Content Creation Market Executive Summary

  • 1.1. Global Immersive Content Creation Market Size & Forecast (2022-2032)
  • 1.2. Regional Summary
  • 1.3. Segmental Summary
    • 1.3.1. By Component
    • 1.3.2. By Technology
    • 1.3.3. By End Use
  • 1.4. Key Trends
  • 1.5. Recession Impact
  • 1.6. Analyst Recommendation & Conclusion

Chapter 2. Global Immersive Content Creation Market Definition and Research Assumptions

  • 2.1. Research Objective
  • 2.2. Market Definition
  • 2.3. Research Assumptions
    • 2.3.1. Inclusion & Exclusion
    • 2.3.2. Limitations
    • 2.3.3. Supply Side Analysis
      • 2.3.3.1. Availability
      • 2.3.3.2. Infrastructure
      • 2.3.3.3. Regulatory Environment
      • 2.3.3.4. Market Competition
      • 2.3.3.5. Economic Viability (Consumer's Perspective)
    • 2.3.4. Demand Side Analysis
      • 2.3.4.1. Regulatory Frameworks
      • 2.3.4.2. Technological Advancements
      • 2.3.4.3. Environmental Considerations
      • 2.3.4.4. Consumer Awareness & Acceptance
  • 2.4. Estimation Methodology
  • 2.5. Years Considered for the Study
  • 2.6. Currency Conversion Rates

Chapter 3. Global Immersive Content Creation Market Dynamics

  • 3.1. Market Drivers
    • 3.1.1. Rising Consumer Demand for Immersive Experiences
    • 3.1.2. Technological Advancements in VR, AR, and MR
    • 3.1.3. Growing Investment in Digital Transformation Initiatives
  • 3.2. Market Challenges
    • 3.2.1. High Initial Hardware and Production Costs
    • 3.2.2. Technological Limitations and Standardization Issues
    • 3.2.3. Scalability Challenges in Content Development
  • 3.3. Market Opportunities
    • 3.3.1. Expansion of Cloud-Based Immersive Content Platforms
    • 3.3.2. Integration of 5G Networks to Enhance Experience Delivery
    • 3.3.3. Emerging Applications Across Diverse Industry Verticals

Chapter 4. Global Immersive Content Creation 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
    • 4.1.6. Futuristic Approach to Porter's 5 Force Model
    • 4.1.7. Porter's 5 Force Impact Analysis
  • 4.2. PESTEL Analysis
    • 4.2.1. Political
    • 4.2.2. Economic
    • 4.2.3. Social
    • 4.2.4. Technological
    • 4.2.5. Environmental
    • 4.2.6. Legal
  • 4.3. Top Investment Opportunity
  • 4.4. Top Winning Strategies
  • 4.5. Disruptive Trends
  • 4.6. Industry Expert Perspective
  • 4.7. Analyst Recommendation & Conclusion

Chapter 5. Global Immersive Content Creation Market Size & Forecasts by Component (2022-2032)

  • 5.1. Segment Dashboard
  • 5.2. Global Immersive Content Creation Market: Component Revenue Trend Analysis, 2022 & 2032 (USD Million/Billion)
    • 5.2.1. Hardware
    • 5.2.2. Software
    • 5.2.3. Services

Chapter 6. Global Immersive Content Creation Market Size & Forecasts by Technology (2022-2032)

  • 6.1. Segment Dashboard
  • 6.2. Global Immersive Content Creation Market: Technology Revenue Trend Analysis, 2022 & 2032 (USD Million/Billion)
    • 6.2.1. Virtual Reality Content
    • 6.2.2. Augmented Reality Content
    • 6.2.3. Mixed Reality Content

Chapter 7. Global Immersive Content Creation Market Size & Forecasts by End Use (2022-2032)

  • 7.1. Segment Dashboard
  • 7.2. Global Immersive Content Creation Market: End Use Revenue Trend Analysis, 2022 & 2032 (USD Million/Billion)
    • 7.2.1. Gaming
    • 7.2.2. Entertainment & Media
    • 7.2.3. Education & Training
    • 7.2.4. Healthcare
    • 7.2.5. Retail & Ecommerce
    • 7.2.6. Automotive
    • 7.2.7. Others

Chapter 8. Global Immersive Content Creation Market Size & Forecasts by Region (2022-2032)

  • 8.1. North America Immersive Content Creation Market
    • 8.1.1. U.S. Immersive Content Creation Market
      • 8.1.1.1. Component & Technology Breakdown, 2022-2032
    • 8.1.2. Canada Immersive Content Creation Market
  • 8.2. Europe Immersive Content Creation Market
    • 8.2.1. U.K. Immersive Content Creation Market
    • 8.2.2. Germany Immersive Content Creation Market
    • 8.2.3. France Immersive Content Creation Market
    • 8.2.4. Spain Immersive Content Creation Market
    • 8.2.5. Italy Immersive Content Creation Market
    • 8.2.6. Rest of Europe Immersive Content Creation Market
  • 8.3. Asia-Pacific Immersive Content Creation Market
    • 8.3.1. China Immersive Content Creation Market
    • 8.3.2. India Immersive Content Creation Market
    • 8.3.3. Japan Immersive Content Creation Market
    • 8.3.4. Australia Immersive Content Creation Market
    • 8.3.5. South Korea Immersive Content Creation Market
    • 8.3.6. Rest of Asia-Pacific Immersive Content Creation Market
  • 8.4. Latin America Immersive Content Creation Market
    • 8.4.1. Brazil Immersive Content Creation Market
    • 8.4.2. Mexico Immersive Content Creation Market
    • 8.4.3. Rest of Latin America Immersive Content Creation Market
  • 8.5. Middle East & Africa Immersive Content Creation Market
    • 8.5.1. Saudi Arabia Immersive Content Creation Market
    • 8.5.2. South Africa Immersive Content Creation Market
    • 8.5.3. Rest of Middle East & Africa Immersive Content Creation Market

Chapter 9. Competitive Intelligence

  • 9.1. Key Company SWOT Analysis
    • 9.1.1. Unity Technologies
    • 9.1.2. Adobe Inc.
    • 9.1.3. NVIDIA Corporation
  • 9.2. Top Market Strategies
  • 9.3. Company Profiles
    • 9.3.1. Unity Technologies
      • 9.3.1.1. Key Information
      • 9.3.1.2. Overview
      • 9.3.1.3. Financial (Subject to Data Availability)
      • 9.3.1.4. Product Summary
      • 9.3.1.5. Market Strategies
    • 9.3.2. Autodesk Inc.
    • 9.3.3. Epic Games, Inc.
    • 9.3.4. Microsoft Corporation
    • 9.3.5. HTC Corporation
    • 9.3.6. Sony Interactive Entertainment Inc.
    • 9.3.7. Google LLC
    • 9.3.8. Apple Inc.
    • 9.3.9. Facebook Technologies, LLC (Meta)
    • 9.3.10. Qualcomm Incorporated
    • 9.3.11. Samsung Electronics Co., Ltd.
    • 9.3.12. Magic Leap, Inc.
    • 9.3.13. PTC Inc.

Chapter 10. Research Process

  • 10.1. Research Process
    • 10.1.1. Data Mining
    • 10.1.2. Analysis
    • 10.1.3. Market Estimation
    • 10.1.4. Validation
    • 10.1.5. Publishing
  • 10.2. Research Attributes