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市场调查报告书
商品编码
1579800

VR内容製作的全球市场

VR Content Creation

出版日期: | 出版商: Global Industry Analysts, Inc. | 英文 194 Pages | 商品交期: 最快1-2个工作天内

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简介目录

到 2030 年,全球 VR 内容创作市场将达到 3,257 亿美元

全球 VR 内容创作市场预计 2023 年为 41 亿美元,预计到 2030 年将达到 3,257 亿美元,2023-2030 年分析期间复合年增长率为 86.7%。 VR 内容创建软体/应用程式是本报告分析的细分市场之一,复合年增长率为 88.1%,预计到分析期结束时将达到 2,295 亿美元。分析期间内,VR内容製作服务领域的复合年增长率预计为83.7%。

美国市场预估成长11亿美元,中国复合年增长率80.8%

预计2023年美国VR内容製作市场规模将达11亿美元。中国作为全球第二大经济体,预计2030年市场规模将达413亿美元,2023-2030年分析期间复合年增长率为80.8%。其他值得注意的区域市场包括日本和加拿大,在分析期间预计复合年增长率分别为 77.8% 和 73.4%。在欧洲,德国预计复合年增长率为 58.6%。

全球 VR 内容製作市场 – 探索主要趋势和市场驱动因素

为什么 VR 内容製作会改变媒体和娱乐产业?

虚拟实境 (VR) 内容创作已成为媒体、娱乐和技术领域的游戏规则改变者,提供前所未有的沉浸式体验并吸引观众。但到底是什么让 VR 内容在这些产业中具有如此大的变革性呢? VR 内容创作涉及开发互动式3D体验,将使用者置于数位建构环境的中心,使他们能够即时探索和参与内容。这项技术透过提供电视和电影等传统媒体格式所没有的身临其境型观点,彻底改变了故事叙述方式。 VR头戴装置让使用者能够走进电影、游戏和虚拟世界,从内部体验它们,而不仅仅是观察它们。因此,VR 内容为电影製作人、游戏开发者、教育工作者和负责人创造了令人难忘、充满活力、引人入胜的故事,激发更强烈的情感反应。

VR 硬体和软体的进步使这项技术更容易获得和负担得起,从而导致 VR 内容创作的需求激增。游戏、娱乐、教育和房地产等行业越来越多地采用 VR 来提高用户参与度并提供互动体验。在游戏领域,VR开创了游戏玩法的新时代,玩家可以在虚拟环境中进行实体移动和交互,创造出传统游戏无法实现的真实感和沈浸感。电影和娱乐产业正在利用 VR 来製作身临其境的电影和虚拟音乐会,让观众感觉自己正在参与故事或现场活动。此外,教育机构和企业培训计画正在利用 VR 内容开发模拟现实场景的互动式学习模组,使学习更加有吸引力和有效。随着消费者对身临其境型体验的兴趣不断增长,VR 内容创作在数位媒体和娱乐的未来中发挥越来越重要的作用。

科技进步如何提升 VR 内容的创作能力?

VR 内容创作市场见证了许多技术进步,这些进步提高了 VR 体验的真实性、互动性和可近性。但推动这些发展的关键创新是什么?最重要的进步之一是开发了具有改进显示技术的高解析度VR头戴装置。最新的VR头戴装置配备了 4K 甚至 8K 显示屏,可提供更清晰的视觉效果,并减少可以看到像素之间间隙的纱门效应。这显着提高了VR内容的视觉质量,使虚拟环境更加真实和身临其境。 VR头戴装置中引入眼动追踪技术,让使用者只需注视即可控制自己的视觉和动作,创造更直觉、更自然的体验,进一步改善与内容的互动。此外,运动追踪和触觉回馈系统的进步使得创建能够动态响应使用者的动作和触控的 VR 内容成为可能,从而在虚拟世界中创造出更深层的临场感和物理性。

另一个重要的创新是 VR 内容创作平台和软体的兴起,这些平台和软体简化了开发流程。 Unity 和 Unreal Engine 等平台提供了用于创建详细 3D 模型、真实光照和互动元素的强大工具,并且已成为建立 VR 环境的行业标准。这些平台支援即时渲染、逼真纹理和人工智慧驱动的角色运动等功能,使内容创作者能够更有效率地创建高品质的 VR 体验。云端基础的内容创建工具的整合进一步扩展了 VR 开发的可访问性,允许团队远端协作并建立复杂的 VR 体验,而无需高端硬体。此外,3D 扫描和体积捕捉技术的进步使得创建逼真的 VR 内容成为可能,这些内容可以在3D上捕捉现实世界的人、物体和环境。这使得创建不仅具有视觉美感,而且植根于现实世界真实性的 VR 体验成为可能。这些创新共同提高了 VR 内容创作的能力,使开发者能够更轻鬆且更具成本效益地创造高品质的沉浸式体验。

哪些市场趋势正在推动VR内容製作在各领域的引进?

VR内容创作越来越多地被各个领域采用,反映了消费者和企业不断变化的需求和兴趣。最显着的趋势之一是游戏和娱乐领域对沉浸式体验的需求不断增长。尤其是游戏产业已经将 VR 视为更具吸引力和互动性的游戏平台。随着 PlayStation VR、Oculus Rift 和 HTC Vive 等 VR专用游戏和平台的出现,开发人员正在创建允许玩家在完全实现的虚拟世界中移动、探索和互动的游戏。这种趋势不仅限于游戏;娱乐产业也正在利用虚拟实境来讲述新的故事形式。电影工作室正在製作将观众置于故事中心的 VR 电影和纪录片,音乐艺术家正在举办虚拟音乐会和表演,让粉丝从前排的观点体验事件。随着消费者对身临其境型内容的渴望增加,对高品质VR内容製作的需求预计将成长,进一步推动该领域的创新和投资。

推动 VR 内容创作采用的另一个重要趋势是 VR 在训练、教育和模拟中的使用越来越多。教育机构正在将 VR 内容纳入其课程中,以创造互动式学习体验,从而增强理解和记忆力。例如,医学院正在使用 VR 来模拟手术过程,让患者在对真实患者进行手术之前在无风险的虚拟环境中进行练习。同样,企业培训专案正在使用 VR 来开发逼真的模拟,教导员工如何处理紧急应变和机器操作等复杂情况。在房地产领域,VR 内容创作也被用来提供虚拟房产参观,让潜在买家无需亲自到场即可探索住宅和商业空间。这些应用程式凸显了 VR 内容的多功能性及其提供无法使用传统方法重现的身临其境型的现实生活体验的能力。 VR 在如此多样化的领域中的日益普及,增加了对 VR 内容创作者的需求,他们可以提供根据特定业务需求和目标量身定制的体验。

推动全球VR内容製作市场成长的因素有哪些?

全球VR内容创作市场的成长受到VR技术进步、身临其境型内容需求增加以及VR在各行业应用扩展等多种因素的推动。关键的成长要素之一是更先进、更实惠的 VR 硬体的持续发展。随着消费者和企业越来越容易使用VR头戴装置,对引人入胜的高品质 VR 内容的需求也不断增加。这一趋势得到了独立VR头戴装置,例如 Oculus Quest 系列,它提供无线体验,不需要功能强大的 PC 或主机即可运作。降低硬体成本和改善用户体验正在扩大VR内容市场,吸引新用户,并鼓励创新内容的开拓。

另一个关键驱动因素是专业人士和企业越来越多地采用 VR。医疗保健、房地产、汽车、製造等行业的公司正在使用 VR 内容为培训、产品设计、客户参与等创建逼真的模拟。例如,汽车公司正在使用 VR 创建虚拟展示室,客户可以在其中探索和自订他们的汽车,而製造公司正在使用 VR 来培训员工使用复杂的机器和流程。医疗保健产业将 VR 内容用于治疗目的,例如暴露疗法和疼痛管理,以及医疗培训和手术模拟。这些应用突显​​了人们日益认识到 VR 作为专业发展和业务运营的宝贵工具,从而推动了对专业 VR 内容创作服务的需求。

全球VR内容创作市场也受惠于VR与扩增实境(AR)、人工智慧(AI)和云端运算等其他新兴技术的日益融合。这些技术的融合为创造更具互动性和智慧的 VR 体验开闢了可能性。人工智慧被用来创建反应更灵敏、更真实的虚拟角色,而云端基础的平台正在支援大规模开发和部署 VR 内容。随着公司寻求为客户和员工创造更具吸引力和影响力的体验,利用这些技术的复杂 VR 内容的需求预计将会成长。随着VR技术的不断进步和VR用例的扩展,在技术创新、消费者需求和不断发展的行业应用的动态相互作用的推动下,全球VR内容创作市场预计将持续成长。

受访企业范例(共42例)

  • 360 Labs LLC
  • Blippar
  • Elysian Studio Private Limited
  • Koncept VR
  • Matterport, Inc.
  • MATTERVR
  • Panedia Pty Ltd.
  • Subvrsive, Inc.
  • Vizor
  • Voxelus
  • WeMakeVR
  • Wevr

目录

第一章调查方法

第 2 章执行摘要

  • 市场概况
  • 主要企业
  • 市场趋势和驱动因素
  • 全球市场展望

第三章市场分析

  • 美国
  • 加拿大
  • 日本
  • 中国
  • 欧洲
  • 法国
  • 德国
  • 义大利
  • 英国
  • 其他欧洲国家
  • 亚太地区
  • 其他领域

第四章 比赛

简介目录
Product Code: MCP16897

Global VR Content Creation Market to Reach US$325.7 Billion by 2030

The global market for VR Content Creation estimated at US$4.1 Billion in the year 2023, is expected to reach US$325.7 Billion by 2030, growing at a CAGR of 86.7% over the analysis period 2023-2030. VR Content Creation Software/Application, one of the segments analyzed in the report, is expected to record a 88.1% CAGR and reach US$229.5 Billion by the end of the analysis period. Growth in the VR Content Creation Services segment is estimated at 83.7% CAGR over the analysis period.

The U.S. Market is Estimated at US$1.1 Billion While China is Forecast to Grow at 80.8% CAGR

The VR Content Creation market in the U.S. is estimated at US$1.1 Billion in the year 2023. China, the world's second largest economy, is forecast to reach a projected market size of US$41.3 Billion by the year 2030 trailing a CAGR of 80.8% over the analysis period 2023-2030. Among the other noteworthy geographic markets are Japan and Canada, each forecast to grow at a CAGR of 77.8% and 73.4% respectively over the analysis period. Within Europe, Germany is forecast to grow at approximately 58.6% CAGR.

Global VR Content Creation Market - Key Trends & Growth Drivers Explored

Why Is VR Content Creation Transforming the Media and Entertainment Industry?

Virtual Reality (VR) content creation has become a game-changer in the media, entertainment, and technology sectors, providing immersive experiences that captivate audiences like never before. But what exactly makes VR content so transformative in these industries? VR content creation involves developing interactive and three-dimensional experiences that place users at the center of a digitally constructed environment, enabling them to explore and engage with the content in real time. This technology has revolutionized storytelling by offering an immersive perspective that traditional media formats, such as television or cinema, cannot match. With VR headsets, users can step inside movies, games, and virtual worlds, experiencing them from within rather than merely observing. As a result, VR content has opened up new possibilities for filmmakers, game developers, educators, and marketers to create dynamic and engaging narratives that evoke a stronger emotional response and leave a lasting impression.

The demand for VR content creation has surged as advancements in VR hardware and software have made the technology more accessible and affordable. Industries such as gaming, entertainment, education, and real estate are increasingly adopting VR to enhance user engagement and provide interactive experiences. In the gaming sector, VR has introduced a new era of gameplay where players can physically move and interact with the virtual environment, creating a sense of presence and immersion that traditional games cannot achieve. The film and entertainment industry is leveraging VR to create immersive movies and virtual concerts, allowing viewers to feel as though they are part of the story or live event. Additionally, educational institutions and corporate training programs are using VR content to develop interactive learning modules that simulate real-world scenarios, making learning more engaging and effective. As consumer interest in immersive experiences continues to grow, VR content creation is poised to play an increasingly central role in the future of digital media and entertainment.

How Are Technological Advancements Elevating the Capabilities of VR Content Creation?

The VR content creation market has witnessed numerous technological advancements that have enhanced the realism, interactivity, and accessibility of VR experiences. But what are the key innovations driving these developments? One of the most significant advancements is the development of high-resolution VR headsets with improved display technology. Modern VR headsets feature 4K and even 8K displays, providing crystal-clear visuals and reducing the screen door effect, where gaps between pixels are visible. This has significantly enhanced the visual quality of VR content, making virtual environments more realistic and immersive. The introduction of eye-tracking technology in VR headsets has further improved content interaction by allowing users to control their view and actions with just their gaze, creating a more intuitive and natural experience. Additionally, advancements in motion tracking and haptic feedback systems have enabled the creation of VR content that responds dynamically to user movements and touch, providing a deeper sense of presence and physicality within virtual worlds.

Another critical innovation is the rise of VR content creation platforms and software that streamline the development process. Platforms like Unity and Unreal Engine have become industry standards for building VR environments, offering powerful tools for creating detailed 3D models, realistic lighting, and interactive elements. These platforms support features like real-time rendering, photorealistic textures, and AI-driven character behavior, enabling content creators to produce high-quality VR experiences more efficiently. The integration of cloud-based content creation tools has further expanded the accessibility of VR development, allowing teams to collaborate remotely and build complex VR experiences without the need for high-end hardware. Moreover, advancements in 3D scanning and volumetric capture technology have enabled the creation of photorealistic VR content that captures real-world people, objects, and environments in three dimensions. This has made it possible to create VR experiences that are not only visually stunning but also rooted in real-world authenticity. These technological innovations have collectively elevated the capabilities of VR content creation, making it easier and more cost-effective for developers to produce high-quality, immersive experiences.

What Market Trends Are Driving the Adoption of VR Content Creation Across Various Sectors?

Several key market trends are shaping the adoption of VR content creation across various sectors, reflecting the evolving needs and interests of consumers and businesses. One of the most prominent trends is the growing demand for immersive experiences in gaming and entertainment. The gaming industry, in particular, has embraced VR as a platform for creating more engaging and interactive gameplay. With the advent of VR-specific games and platforms like PlayStation VR, Oculus Rift, and HTC Vive, developers are creating games that allow players to move, explore, and interact within fully realized virtual worlds. This trend is not limited to gaming; the entertainment industry is also leveraging VR for new forms of storytelling. Film studios are producing VR movies and documentaries that place viewers at the center of the narrative, while music artists are hosting virtual concerts and performances that allow fans to experience the event from a front-row perspective. As consumer appetite for immersive content grows, the demand for high-quality VR content creation is expected to increase, driving further innovation and investment in the field.

Another significant trend driving the adoption of VR content creation is the rising use of VR in training, education, and simulation. Educational institutions are incorporating VR content into their curricula to create interactive learning experiences that enhance understanding and retention. For example, medical schools are using VR to simulate surgical procedures, allowing students to practice in a risk-free virtual environment before operating on real patients. Similarly, corporate training programs are using VR to develop realistic simulations that teach employees how to handle complex situations, such as emergency response or machinery operation. The real estate sector is also embracing VR content creation to provide virtual tours of properties, enabling potential buyers to explore homes and commercial spaces without being physically present. These applications highlight the versatility of VR content and its ability to provide immersive, hands-on experiences that traditional methods cannot replicate. The increasing adoption of VR across these diverse sectors is driving demand for VR content creators who can produce tailored experiences that meet specific business needs and objectives.

What Factors Are Driving the Growth of the Global VR Content Creation Market?

The growth in the global VR content creation market is driven by several factors, including advancements in VR technology, increasing demand for immersive content, and the expansion of VR applications across various industries. One of the primary growth drivers is the ongoing development of more advanced and affordable VR hardware. As VR headsets become more accessible to consumers and businesses, the demand for engaging and high-quality VR content has risen. This trend is supported by the introduction of standalone VR headsets, such as the Oculus Quest series, which offer a tether-free experience and do not require a powerful PC or console to run. The reduction in hardware costs and the improvement in user experience have broadened the market for VR content, attracting new users and encouraging the development of innovative content.

Another significant growth driver is the increasing adoption of VR in professional and enterprise settings. Companies in industries such as healthcare, real estate, automotive, and manufacturing are using VR content to create realistic simulations for training, product design, and customer engagement. For example, automotive companies are using VR to create virtual showrooms where customers can explore and customize vehicles, while manufacturers are using VR to train employees on complex machinery and processes. The healthcare industry is leveraging VR content for therapeutic purposes, such as exposure therapy and pain management, as well as for medical training and surgical simulations. These applications highlight the growing recognition of VR as a valuable tool for professional development and business operations, driving demand for specialized VR content creation services.

The global VR content creation market is also benefiting from the increasing integration of VR with other emerging technologies, such as augmented reality (AR), artificial intelligence (AI), and cloud computing. The convergence of these technologies has expanded the possibilities for creating even more interactive and intelligent VR experiences. AI is being used to create more responsive and realistic virtual characters, while cloud-based platforms are enabling the development and deployment of VR content at scale. As businesses seek to create more engaging and impactful experiences for their customers and employees, the demand for sophisticated VR content that leverages these technologies is expected to grow. With ongoing advancements in VR technology and the expansion of VR use cases, the global VR content creation market is poised for sustained growth, driven by a dynamic interplay of technological innovation, consumer demand, and evolving industry applications.

Select Competitors (Total 42 Featured) -

  • 360 Labs LLC
  • Blippar
  • Elysian Studio Private Limited
  • Koncept VR
  • Matterport, Inc.
  • MATTERVR
  • Panedia Pty Ltd.
  • Subvrsive, Inc.
  • Vizor
  • Voxelus
  • WeMakeVR
  • Wevr

TABLE OF CONTENTS

I. METHODOLOGY

II. EXECUTIVE SUMMARY

  • 1. MARKET OVERVIEW
    • Influencer Market Insights
    • World Market Trajectories
    • VR Content Creation - Global Key Competitors Percentage Market Share in 2024 (E)
    • Competitive Market Presence - Strong/Active/Niche/Trivial for Players Worldwide in 2024 (E)
  • 2. FOCUS ON SELECT PLAYERS
  • 3. MARKET TRENDS & DRIVERS
    • Rising Adoption of Virtual Reality in Gaming and Entertainment Drives Growth of VR Content Creation Market
    • Surge in Demand for Immersive and Interactive VR Experiences Expands Addressable Market
    • Technological Advancements in VR Hardware and Software Propel Market Expansion
    • Rising Adoption of VR Content in Education and Training Applications Sets the Stage for Market Growth
    • Surge in Use of VR Content in Healthcare and Therapeutic Applications Expands Market Opportunities
    • Technological Innovations in 360-Degree and 3D VR Content Creation Propel Market Growth
    • Growing Use of VR Content in Real Estate and Architectural Visualization Strengthens Business Case
    • Surge in Adoption of VR Content in Marketing and Advertising Campaigns Fuels Market Growth
    • Growing Use of VR Content in Tourism and Virtual Travel Experiences Strengthens Business Case
    • Growing Adoption of VR Content in Film and Media Production Strengthens Business Case
    • Increased Focus on Developing VR Content for Augmented Reality (AR) and Mixed Reality (MR) Applications Fuels Market Demand
    • Surge in Adoption of VR Content in E-commerce and Virtual Shopping Experiences Expands Market Opportunities
  • 4. GLOBAL MARKET PERSPECTIVE
    • TABLE 1: World VR Content Creation Market Analysis of Annual Sales in US$ Thousand for Years 2014 through 2030
    • TABLE 2: World Recent Past, Current & Future Analysis for VR Content Creation by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2023 through 2030 and % CAGR
    • TABLE 3: World 7-Year Perspective for VR Content Creation by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets for Years 2024 & 2030
    • TABLE 4: World Recent Past, Current & Future Analysis for Software/Application by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2023 through 2030 and % CAGR
    • TABLE 5: World 7-Year Perspective for Software/Application by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2024 & 2030
    • TABLE 6: World Recent Past, Current & Future Analysis for Services by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2023 through 2030 and % CAGR
    • TABLE 7: World 7-Year Perspective for Services by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2024 & 2030
    • TABLE 8: World Recent Past, Current & Future Analysis for Real-Estate by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2023 through 2030 and % CAGR
    • TABLE 9: World 7-Year Perspective for Real-Estate by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2024 & 2030
    • TABLE 10: World Recent Past, Current & Future Analysis for Engineering by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2023 through 2030 and % CAGR
    • TABLE 11: World 7-Year Perspective for Engineering by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2024 & 2030
    • TABLE 12: World Recent Past, Current & Future Analysis for Healthcare by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2023 through 2030 and % CAGR
    • TABLE 13: World 7-Year Perspective for Healthcare by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2024 & 2030
    • TABLE 14: World Recent Past, Current & Future Analysis for Gaming, Media and Entertainment by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2023 through 2030 and % CAGR
    • TABLE 15: World 7-Year Perspective for Gaming, Media and Entertainment by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2024 & 2030
    • TABLE 16: World Recent Past, Current & Future Analysis for Retail by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2023 through 2030 and % CAGR
    • TABLE 17: World 7-Year Perspective for Retail by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2024 & 2030
    • TABLE 18: World Recent Past, Current & Future Analysis for Other End-Uses by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2023 through 2030 and % CAGR
    • TABLE 19: World 7-Year Perspective for Other End-Uses by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2024 & 2030

III. MARKET ANALYSIS

  • UNITED STATES
    • VR Content Creation Market Presence - Strong/Active/Niche/Trivial - Key Competitors in the United States for 2024 (E)
    • TABLE 20: USA Recent Past, Current & Future Analysis for VR Content Creation by Solution - Software/Application and Services - Independent Analysis of Annual Sales in US$ Thousand for the Years 2023 through 2030 and % CAGR
    • TABLE 21: USA 7-Year Perspective for VR Content Creation by Solution - Percentage Breakdown of Value Sales for Software/Application and Services for the Years 2024 & 2030
    • TABLE 22: USA Recent Past, Current & Future Analysis for VR Content Creation by End-Use - Real-Estate, Engineering, Healthcare, Gaming, Media and Entertainment, Retail and Other End-Uses - Independent Analysis of Annual Sales in US$ Thousand for the Years 2023 through 2030 and % CAGR
    • TABLE 23: USA 7-Year Perspective for VR Content Creation by End-Use - Percentage Breakdown of Value Sales for Real-Estate, Engineering, Healthcare, Gaming, Media and Entertainment, Retail and Other End-Uses for the Years 2024 & 2030
  • CANADA
    • TABLE 24: Canada Recent Past, Current & Future Analysis for VR Content Creation by Solution - Software/Application and Services - Independent Analysis of Annual Sales in US$ Thousand for the Years 2023 through 2030 and % CAGR
    • TABLE 25: Canada 7-Year Perspective for VR Content Creation by Solution - Percentage Breakdown of Value Sales for Software/Application and Services for the Years 2024 & 2030
    • TABLE 26: Canada Recent Past, Current & Future Analysis for VR Content Creation by End-Use - Real-Estate, Engineering, Healthcare, Gaming, Media and Entertainment, Retail and Other End-Uses - Independent Analysis of Annual Sales in US$ Thousand for the Years 2023 through 2030 and % CAGR
    • TABLE 27: Canada 7-Year Perspective for VR Content Creation by End-Use - Percentage Breakdown of Value Sales for Real-Estate, Engineering, Healthcare, Gaming, Media and Entertainment, Retail and Other End-Uses for the Years 2024 & 2030
  • JAPAN
    • VR Content Creation Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Japan for 2024 (E)
    • TABLE 28: Japan Recent Past, Current & Future Analysis for VR Content Creation by Solution - Software/Application and Services - Independent Analysis of Annual Sales in US$ Thousand for the Years 2023 through 2030 and % CAGR
    • TABLE 29: Japan 7-Year Perspective for VR Content Creation by Solution - Percentage Breakdown of Value Sales for Software/Application and Services for the Years 2024 & 2030
    • TABLE 30: Japan Recent Past, Current & Future Analysis for VR Content Creation by End-Use - Real-Estate, Engineering, Healthcare, Gaming, Media and Entertainment, Retail and Other End-Uses - Independent Analysis of Annual Sales in US$ Thousand for the Years 2023 through 2030 and % CAGR
    • TABLE 31: Japan 7-Year Perspective for VR Content Creation by End-Use - Percentage Breakdown of Value Sales for Real-Estate, Engineering, Healthcare, Gaming, Media and Entertainment, Retail and Other End-Uses for the Years 2024 & 2030
  • CHINA
    • VR Content Creation Market Presence - Strong/Active/Niche/Trivial - Key Competitors in China for 2024 (E)
    • TABLE 32: China Recent Past, Current & Future Analysis for VR Content Creation by Solution - Software/Application and Services - Independent Analysis of Annual Sales in US$ Thousand for the Years 2023 through 2030 and % CAGR
    • TABLE 33: China 7-Year Perspective for VR Content Creation by Solution - Percentage Breakdown of Value Sales for Software/Application and Services for the Years 2024 & 2030
    • TABLE 34: China Recent Past, Current & Future Analysis for VR Content Creation by End-Use - Real-Estate, Engineering, Healthcare, Gaming, Media and Entertainment, Retail and Other End-Uses - Independent Analysis of Annual Sales in US$ Thousand for the Years 2023 through 2030 and % CAGR
    • TABLE 35: China 7-Year Perspective for VR Content Creation by End-Use - Percentage Breakdown of Value Sales for Real-Estate, Engineering, Healthcare, Gaming, Media and Entertainment, Retail and Other End-Uses for the Years 2024 & 2030
  • EUROPE
    • VR Content Creation Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Europe for 2024 (E)
    • TABLE 36: Europe Recent Past, Current & Future Analysis for VR Content Creation by Geographic Region - France, Germany, Italy, UK and Rest of Europe Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2023 through 2030 and % CAGR
    • TABLE 37: Europe 7-Year Perspective for VR Content Creation by Geographic Region - Percentage Breakdown of Value Sales for France, Germany, Italy, UK and Rest of Europe Markets for Years 2024 & 2030
    • TABLE 38: Europe Recent Past, Current & Future Analysis for VR Content Creation by Solution - Software/Application and Services - Independent Analysis of Annual Sales in US$ Thousand for the Years 2023 through 2030 and % CAGR
    • TABLE 39: Europe 7-Year Perspective for VR Content Creation by Solution - Percentage Breakdown of Value Sales for Software/Application and Services for the Years 2024 & 2030
    • TABLE 40: Europe Recent Past, Current & Future Analysis for VR Content Creation by End-Use - Real-Estate, Engineering, Healthcare, Gaming, Media and Entertainment, Retail and Other End-Uses - Independent Analysis of Annual Sales in US$ Thousand for the Years 2023 through 2030 and % CAGR
    • TABLE 41: Europe 7-Year Perspective for VR Content Creation by End-Use - Percentage Breakdown of Value Sales for Real-Estate, Engineering, Healthcare, Gaming, Media and Entertainment, Retail and Other End-Uses for the Years 2024 & 2030
  • FRANCE
    • VR Content Creation Market Presence - Strong/Active/Niche/Trivial - Key Competitors in France for 2024 (E)
    • TABLE 42: France Recent Past, Current & Future Analysis for VR Content Creation by Solution - Software/Application and Services - Independent Analysis of Annual Sales in US$ Thousand for the Years 2023 through 2030 and % CAGR
    • TABLE 43: France 7-Year Perspective for VR Content Creation by Solution - Percentage Breakdown of Value Sales for Software/Application and Services for the Years 2024 & 2030
    • TABLE 44: France Recent Past, Current & Future Analysis for VR Content Creation by End-Use - Real-Estate, Engineering, Healthcare, Gaming, Media and Entertainment, Retail and Other End-Uses - Independent Analysis of Annual Sales in US$ Thousand for the Years 2023 through 2030 and % CAGR
    • TABLE 45: France 7-Year Perspective for VR Content Creation by End-Use - Percentage Breakdown of Value Sales for Real-Estate, Engineering, Healthcare, Gaming, Media and Entertainment, Retail and Other End-Uses for the Years 2024 & 2030
  • GERMANY
    • VR Content Creation Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Germany for 2024 (E)
    • TABLE 46: Germany Recent Past, Current & Future Analysis for VR Content Creation by Solution - Software/Application and Services - Independent Analysis of Annual Sales in US$ Thousand for the Years 2023 through 2030 and % CAGR
    • TABLE 47: Germany 7-Year Perspective for VR Content Creation by Solution - Percentage Breakdown of Value Sales for Software/Application and Services for the Years 2024 & 2030
    • TABLE 48: Germany Recent Past, Current & Future Analysis for VR Content Creation by End-Use - Real-Estate, Engineering, Healthcare, Gaming, Media and Entertainment, Retail and Other End-Uses - Independent Analysis of Annual Sales in US$ Thousand for the Years 2023 through 2030 and % CAGR
    • TABLE 49: Germany 7-Year Perspective for VR Content Creation by End-Use - Percentage Breakdown of Value Sales for Real-Estate, Engineering, Healthcare, Gaming, Media and Entertainment, Retail and Other End-Uses for the Years 2024 & 2030
  • ITALY
    • TABLE 50: Italy Recent Past, Current & Future Analysis for VR Content Creation by Solution - Software/Application and Services - Independent Analysis of Annual Sales in US$ Thousand for the Years 2023 through 2030 and % CAGR
    • TABLE 51: Italy 7-Year Perspective for VR Content Creation by Solution - Percentage Breakdown of Value Sales for Software/Application and Services for the Years 2024 & 2030
    • TABLE 52: Italy Recent Past, Current & Future Analysis for VR Content Creation by End-Use - Real-Estate, Engineering, Healthcare, Gaming, Media and Entertainment, Retail and Other End-Uses - Independent Analysis of Annual Sales in US$ Thousand for the Years 2023 through 2030 and % CAGR
    • TABLE 53: Italy 7-Year Perspective for VR Content Creation by End-Use - Percentage Breakdown of Value Sales for Real-Estate, Engineering, Healthcare, Gaming, Media and Entertainment, Retail and Other End-Uses for the Years 2024 & 2030
  • UNITED KINGDOM
    • VR Content Creation Market Presence - Strong/Active/Niche/Trivial - Key Competitors in the United Kingdom for 2024 (E)
    • TABLE 54: UK Recent Past, Current & Future Analysis for VR Content Creation by Solution - Software/Application and Services - Independent Analysis of Annual Sales in US$ Thousand for the Years 2023 through 2030 and % CAGR
    • TABLE 55: UK 7-Year Perspective for VR Content Creation by Solution - Percentage Breakdown of Value Sales for Software/Application and Services for the Years 2024 & 2030
    • TABLE 56: UK Recent Past, Current & Future Analysis for VR Content Creation by End-Use - Real-Estate, Engineering, Healthcare, Gaming, Media and Entertainment, Retail and Other End-Uses - Independent Analysis of Annual Sales in US$ Thousand for the Years 2023 through 2030 and % CAGR
    • TABLE 57: UK 7-Year Perspective for VR Content Creation by End-Use - Percentage Breakdown of Value Sales for Real-Estate, Engineering, Healthcare, Gaming, Media and Entertainment, Retail and Other End-Uses for the Years 2024 & 2030
  • REST OF EUROPE
    • TABLE 58: Rest of Europe Recent Past, Current & Future Analysis for VR Content Creation by Solution - Software/Application and Services - Independent Analysis of Annual Sales in US$ Thousand for the Years 2023 through 2030 and % CAGR
    • TABLE 59: Rest of Europe 7-Year Perspective for VR Content Creation by Solution - Percentage Breakdown of Value Sales for Software/Application and Services for the Years 2024 & 2030
    • TABLE 60: Rest of Europe Recent Past, Current & Future Analysis for VR Content Creation by End-Use - Real-Estate, Engineering, Healthcare, Gaming, Media and Entertainment, Retail and Other End-Uses - Independent Analysis of Annual Sales in US$ Thousand for the Years 2023 through 2030 and % CAGR
    • TABLE 61: Rest of Europe 7-Year Perspective for VR Content Creation by End-Use - Percentage Breakdown of Value Sales for Real-Estate, Engineering, Healthcare, Gaming, Media and Entertainment, Retail and Other End-Uses for the Years 2024 & 2030
  • ASIA-PACIFIC
    • VR Content Creation Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Asia-Pacific for 2024 (E)
    • TABLE 62: Asia-Pacific Recent Past, Current & Future Analysis for VR Content Creation by Solution - Software/Application and Services - Independent Analysis of Annual Sales in US$ Thousand for the Years 2023 through 2030 and % CAGR
    • TABLE 63: Asia-Pacific 7-Year Perspective for VR Content Creation by Solution - Percentage Breakdown of Value Sales for Software/Application and Services for the Years 2024 & 2030
    • TABLE 64: Asia-Pacific Recent Past, Current & Future Analysis for VR Content Creation by End-Use - Real-Estate, Engineering, Healthcare, Gaming, Media and Entertainment, Retail and Other End-Uses - Independent Analysis of Annual Sales in US$ Thousand for the Years 2023 through 2030 and % CAGR
    • TABLE 65: Asia-Pacific 7-Year Perspective for VR Content Creation by End-Use - Percentage Breakdown of Value Sales for Real-Estate, Engineering, Healthcare, Gaming, Media and Entertainment, Retail and Other End-Uses for the Years 2024 & 2030
  • REST OF WORLD
    • TABLE 66: Rest of World Recent Past, Current & Future Analysis for VR Content Creation by Solution - Software/Application and Services - Independent Analysis of Annual Sales in US$ Thousand for the Years 2023 through 2030 and % CAGR
    • TABLE 67: Rest of World 7-Year Perspective for VR Content Creation by Solution - Percentage Breakdown of Value Sales for Software/Application and Services for the Years 2024 & 2030
    • TABLE 68: Rest of World Recent Past, Current & Future Analysis for VR Content Creation by End-Use - Real-Estate, Engineering, Healthcare, Gaming, Media and Entertainment, Retail and Other End-Uses - Independent Analysis of Annual Sales in US$ Thousand for the Years 2023 through 2030 and % CAGR
    • TABLE 69: Rest of World 7-Year Perspective for VR Content Creation by End-Use - Percentage Breakdown of Value Sales for Real-Estate, Engineering, Healthcare, Gaming, Media and Entertainment, Retail and Other End-Uses for the Years 2024 & 2030

IV. COMPETITION