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市场调查报告书
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1788389

全球虚拟内容创作市场

Virtual Content Creation

出版日期: | 出版商: Global Industry Analysts, Inc. | 英文 172 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,全球虚拟内容创作市场规模将达到 293 亿美元

全球虚拟内容创作市场规模预计在2024年为74亿美元,2030年将达到293亿美元,2024年至2030年的复合年增长率为25.8%。软体是本报告分析的细分市场之一,预计其复合年增长率为27.8%,到分析期结束时规模将达到208亿美元。服务细分市场在分析期间内的复合年增长率预计为21.8%。

美国市场规模估计为 19 亿美元,中国市场预期复合年增长率为 24.4%

美国虚拟内容创作市场规模预计2024年达到19亿美元。作为世界第二大经济体,中国预计到2030年市场规模将达到44亿美元,在2024-2030年的分析期间内,复合年增长率为24.4%。其他值得关注的区域市场包括日本和加拿大,预计在分析期间内,这两个市场的复合年增长率分别为23.9%和22.1%。在欧洲,预计德国市场的复合年增长率约为17.6%。

全球虚拟内容创作市场-主要趋势与驱动因素摘要

虚拟内容创作为何如此蓬勃发展?

近年来,由于数位媒体消费的爆炸式增长、元宇宙的兴起以及扩增实境(AR) 和虚拟实境 (VR) 等身临其境型技术的日益普及,对虚拟内容创作的需求激增。内容创作者、品牌和企业正在利用虚拟内容吸引各种数位平台上的受众,从社群媒体和影片串流服务到虚拟活动和游戏环境。电子商务和线上行销的扩张进一步推动了对视觉上引人入胜的互动内容的需求,这些内容可以增强品牌故事和消费者参与度。此外,人工智慧生成内容的日益普及正在彻底改变 3D 模型、动画和虚拟体验等数位资产的製作方式,使高品质内容製作更易于存取且更具成本效益。随着各行各业继续转向数位优先策略,虚拟内容创作正成为媒体、娱乐和行销的重要组成部分,重塑品牌和创作者在日益沉浸式的数位生态系统中与受众的联繫方式。

新兴科技如何改变虚拟内容创作?

技术进步在虚拟内容创作的演变中发挥关键作用,使更复杂、更具互动性的数位体验成为可能。人工智慧 (AI) 和机器学习演算法透过自动执行影像增强、影片编辑和 3D 资源生成等任务简化了内容製作,减少了製作高品质内容所需的时间和精力。虚幻引擎和 Unity 等即时渲染引擎的采用提高了虚拟环境的真实感和流畅性,使其更加逼真、更具吸引力。此外,动态捕捉技术和人工智慧化身使创作者能够创建超逼真的数位人类,用于虚拟活动、游戏和行销宣传活动。非同质化代币(NFT) 的兴起也为虚拟内容创作者带来了新的收益机会,使他们能够将数位资产代币化并在基于区块链的市场上出售。随着元宇宙的不断扩展,空间运算、5G 连接和触觉回馈技术的进步进一步增强了虚拟内容的互动性和真实感,使其成为数位创新的重要工具。

阻碍虚拟内容创作市场成长的挑战有哪些?

儘管虚拟内容创作市场迅速普及,但仍面临许多挑战,影响其可扩展性和可访问性。最大的障碍之一是先进内容创作工具和技术的高成本,这可能会限制独立创作者和小型企业的存取。此外,3D建模、动画和即时渲染的复杂性需要专业技能,这给了业界新手陡峭的学习曲线。智慧财产权问题和盗版构成了巨大的风险,因为虚拟内容在数位环境中很容易被复製、修改和窃取。此外,深度造假技术的兴起引发了人们对人工智慧生成内容真实性和滥用的伦理担忧,引发了关于法律规范和内容检验标准的讨论。针对各种平台和装置优化虚拟内容也带来了挑战,因为行动装置的效能限制和频宽限制会影响虚拟体验的品质和可访问性。克服这些挑战需要不断改进内容创作工具、为数位创作者提供教育计划,并加强监管措施,以确保虚拟内容传送符合伦理道德且安全可靠。

哪些因素推动了虚拟内容创作市场的成长?

虚拟内容创作市场的成长受到多种因素的推动,包括对身临其境型体验的需求不断增长、元宇宙的扩展以及人工智慧内容生成工具的整合。虚拟影响者、虚拟时尚和数位收藏品的兴起进一步推动了时尚、娱乐和游戏等行业对高品质虚拟内容的需求。向远距工作和虚拟协作的转变也推动了对数位资产的需求,使企业能够创建引人入胜的简报、培训模组和互动行销宣传活动。此外,社群媒体平台和直播服务日益增长的影响力正在鼓励品牌和内容创作者使用 AR、VR 和 3D 生成视觉效果来探索新的故事叙述格式。人工智慧驱动的内容自动化、区块链驱动的收益模型以及空间运算的持续进步预计将推动虚拟内容创作市场的持续成长,塑造数位参与和创造性表达的未来。

部分

解决方案(软体、服务)、内容类型(影片、360 度影片、身临其境型影片)、最终用途(汽车、媒体和娱乐、旅游和酒店、房地产、零售、游戏、医疗保健、其他)

受访公司范例

  • 360 Labs
  • Adobe Inc.
  • Apple Inc.
  • Autodesk Inc.
  • Blippar Group Limited
  • Epic Games, Inc.
  • Google LLC
  • Koncept VR LLC
  • Matterport, Inc.
  • Meta Platforms Inc.
  • Microsoft Corporation
  • NVIDIA Corporation
  • Panedia Pty Ltd.
  • Scapic Innovations Private Limited
  • Sony Corporation
  • Subvrsive, Inc.
  • Unity Technologies
  • VIAR Inc.
  • WeMakeVR
  • WeVR

人工智慧集成

全球产业分析师利用可操作的专家内容和人工智慧工具改变市场和竞争情报。

Global 特定产业产业SLM 的典型规范,而是建立了一个从世界各地专家收集的内容库,包括影片录影、部落格、搜寻引擎研究以及大量的公司、产品/服务和市场数据。

关税影响係数

全球产业分析师根据公司总部所在国家、製造地和进出口(成品和原始设备製造商)情况预测其竞争地位的变化。这种复杂而多面的市场动态预计将以多种方式影响竞争对手,包括销货成本(COGS) 上升、盈利下降、供应链重组以及其他微观和宏观市场动态。

目录

第一章调查方法

第二章执行摘要

  • 市场概览
  • 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
  • 其他地区

第四章 竞赛

简介目录
Product Code: MCP33289

Global Virtual Content Creation Market to Reach US$29.3 Billion by 2030

The global market for Virtual Content Creation estimated at US$7.4 Billion in the year 2024, is expected to reach US$29.3 Billion by 2030, growing at a CAGR of 25.8% over the analysis period 2024-2030. Software, one of the segments analyzed in the report, is expected to record a 27.8% CAGR and reach US$20.8 Billion by the end of the analysis period. Growth in the Services segment is estimated at 21.8% CAGR over the analysis period.

The U.S. Market is Estimated at US$1.9 Billion While China is Forecast to Grow at 24.4% CAGR

The Virtual Content Creation market in the U.S. is estimated at US$1.9 Billion in the year 2024. China, the world's second largest economy, is forecast to reach a projected market size of US$4.4 Billion by the year 2030 trailing a CAGR of 24.4% over the analysis period 2024-2030. Among the other noteworthy geographic markets are Japan and Canada, each forecast to grow at a CAGR of 23.9% and 22.1% respectively over the analysis period. Within Europe, Germany is forecast to grow at approximately 17.6% CAGR.

Global Virtual Content Creation Market - Key Trends & Drivers Summarized

Why Is Virtual Content Creation Gaining Unprecedented Momentum?

The demand for virtual content creation has skyrocketed in recent years, driven by the explosion of digital media consumption, the rise of the metaverse, and the increasing adoption of immersive technologies such as augmented reality (AR) and virtual reality (VR). Content creators, brands, and businesses are leveraging virtual content to engage audiences across various digital platforms, from social media and video streaming services to virtual events and gaming environments. The expansion of e-commerce and online marketing has further fueled the demand for visually compelling and interactive content that can enhance brand storytelling and consumer engagement. Additionally, the growing popularity of AI-generated content has revolutionized the way digital assets such as 3D models, animations, and virtual experiences are produced, making high-quality content creation more accessible and cost-effective. As industries continue to shift toward digital-first strategies, virtual content creation is becoming an essential component of media, entertainment, and marketing landscapes, reshaping how brands and creators connect with their audiences in an increasingly immersive digital ecosystem.

How Are Emerging Technologies Transforming Virtual Content Creation?

Technological advancements have played a crucial role in the evolution of virtual content creation, enabling more sophisticated and interactive digital experiences. Artificial intelligence (AI) and machine learning algorithms have streamlined content production by automating tasks such as image enhancement, video editing, and 3D asset generation, reducing the time and effort required for high-quality content creation. The adoption of real-time rendering engines such as Unreal Engine and Unity has enhanced the realism and fluidity of virtual environments, making them more lifelike and engaging. Additionally, motion capture technology and AI-powered avatars have enabled creators to produce hyper-realistic digital humans for use in virtual events, gaming, and marketing campaigns. The rise of non-fungible tokens (NFTs) has also introduced new monetization opportunities for virtual content creators, allowing them to tokenize and sell digital assets on blockchain-based marketplaces. As the metaverse continues to expand, advancements in spatial computing, 5G connectivity, and haptic feedback technologies are further enhancing the interactivity and realism of virtual content, making it a vital tool for digital innovation.

What Challenges Are Hindering the Growth of the Virtual Content Creation Market?

Despite its rapid adoption, the virtual content creation market faces several challenges that impact its scalability and accessibility. One of the biggest barriers is the high cost of advanced content creation tools and technologies, which can limit access for independent creators and small businesses. Additionally, the complexity of 3D modeling, animation, and real-time rendering requires specialized skills, creating a steep learning curve for newcomers in the industry. Intellectual property concerns and copyright infringement issues also pose significant risks, as virtual content can be easily replicated, modified, or stolen in digital environments. Furthermore, the rise of deepfake technology has raised ethical concerns regarding the authenticity and misuse of AI-generated content, prompting discussions around regulatory frameworks and content verification standards. Another challenge lies in optimizing virtual content for different platforms and devices, as performance limitations on mobile devices and bandwidth constraints can affect the quality and accessibility of virtual experiences. Overcoming these challenges will require continued advancements in content creation tools, education initiatives for digital creators, and stronger regulatory measures to ensure ethical and secure virtual content distribution.

What Factors Are Driving the Growth of the Virtual Content Creation Market?

The growth in the virtual content creation market is driven by several factors, including the increasing demand for immersive digital experiences, the expansion of the metaverse, and the integration of AI-powered content generation tools. The rise of virtual influencers, virtual fashion, and digital collectibles has further propelled the need for high-quality virtual content across industries such as fashion, entertainment, and gaming. The shift toward remote work and virtual collaboration has also increased demand for digital assets, enabling businesses to create engaging presentations, training modules, and interactive marketing campaigns. Additionally, the growing influence of social media platforms and live-streaming services has encouraged brands and content creators to explore new storytelling formats using AR, VR, and 3D-generated visuals. With continuous advancements in AI-driven content automation, blockchain-powered monetization models, and spatial computing, the virtual content creation market is expected to experience sustained growth, shaping the future of digital engagement and creative expression.

SCOPE OF STUDY:

The report analyzes the Virtual Content Creation market in terms of units by the following Segments, and Geographic Regions/Countries:

Segments:

Solution (Software, Services); Content Type (Videos, 360-degree Videos, Immersive Videos); End-Use (Automotive, Media & Entertainment, Travel & Hospitality, Real Estate, Retail, Gaming, Healthcare, Others)

Geographic Regions/Countries:

World; United States; Canada; Japan; China; Europe (France; Germany; Italy; United Kingdom; and Rest of Europe); Asia-Pacific; Rest of World.

Select Competitors (Total 32 Featured) -

  • 360 Labs
  • Adobe Inc.
  • Apple Inc.
  • Autodesk Inc.
  • Blippar Group Limited
  • Epic Games, Inc.
  • Google LLC
  • Koncept VR LLC
  • Matterport, Inc.
  • Meta Platforms Inc.
  • Microsoft Corporation
  • NVIDIA Corporation
  • Panedia Pty Ltd.
  • Scapic Innovations Private Limited
  • Sony Corporation
  • Subvrsive, Inc.
  • Unity Technologies
  • VIAR Inc.
  • WeMakeVR
  • WeVR

AI INTEGRATIONS

We're transforming market and competitive intelligence with validated expert content and AI tools.

Instead of following the general norm of querying LLMs and Industry-specific SLMs, we built repositories of content curated from domain experts worldwide including video transcripts, blogs, search engines research, and massive amounts of enterprise, product/service, and market data.

TARIFF IMPACT FACTOR

Our new release incorporates impact of tariffs on geographical markets as we predict a shift in competitiveness of companies based on HQ country, manufacturing base, exports and imports (finished goods and OEM). This intricate and multifaceted market reality will impact competitors by increasing the Cost of Goods Sold (COGS), reducing profitability, reconfiguring supply chains, amongst other micro and macro market dynamics.

TABLE OF CONTENTS

I. METHODOLOGY

II. EXECUTIVE SUMMARY

  • 1. MARKET OVERVIEW
    • Influencer Market Insights
    • Tariff Impact on Global Supply Chain Patterns
    • Virtual Content Creation - Global Key Competitors Percentage Market Share in 2025 (E)
    • Competitive Market Presence - Strong/Active/Niche/Trivial for Players Worldwide in 2025 (E)
  • 2. FOCUS ON SELECT PLAYERS
  • 3. MARKET TRENDS & DRIVERS
    • Proliferation of Social Media Commerce Platforms Drives Demand for Scalable Virtual Content Tools
    • Creator Economy Boom Throws the Spotlight on Real-Time Digital Production Technologies
    • Adoption of AI-Based Generative Tools Spurs Growth in Automated Virtual Content Workflows
    • Rising Use of Virtual Production Pipelines in Film and Media Strengthens Business Case for Integration
    • Expansion of Metaverse Ecosystem Expands Addressable Market Opportunity for Immersive Content
    • Corporate Shift Toward Remote Work Environments Drives Adoption of Virtual Training and Onboarding Content
    • Increased Reliance on 3D and AR/VR Assets Accelerates Demand for Realistic Content Creation Platforms
    • Influencer and Brand Collaborations Generate Demand for Personalized and Dynamic Virtual Experiences
    • Integration of Virtual Avatars in Marketing Campaigns Spurs Growth in Synthetic Content Generation
    • Cloud-Based Design Studios and Virtual Editing Suites Propel Scalability and Collaboration Efficiency
    • Emergence of Virtual Influencers and AI-Created Characters Opens New Revenue Streams for Brands
    • Streaming Platform Competition Generates Accelerated Demand for High-Volume Digital Content
    • Interactive Storytelling Tools Strengthen Engagement Metrics and Enhance Marketability of Virtual Narratives
    • Convergence of Gaming Engines and Media Creation Tools Expands Creative Possibilities for Studios
    • Growth in Online Education and E-Learning Drives Demand for Modular and Interactive Virtual Content
    • Regulatory Concerns Around Deepfakes and AI Ethics Pose Compliance Challenges for Market Participants
    • Virtual Event Platforms and Digital Conferences Sustain Market Demand for Real-Time Content Generation
    • Advancements in Real-Time Rendering Technologies Fuel Adoption in Advertising and Product Visualization
    • Integration of Natural Language Processing Enhances Realism in AI-Generated Narratives
    • Strategic Partnerships Between Tech Firms and Media Houses Strengthen Innovation in Virtual Content Delivery
    • Surge in Direct-to-Avatar Commerce Propels Growth in Virtual Goods and Branded Content Creation
    • Adoption of Digital Twins in Industrial and Retail Sectors Expands Scope for Virtual Content Applications
    • Open-Source Tools and Accessible Software Democratize Entry into Professional Content Creation
    • Shift Toward Subscription-Based Creator Tools Sustains Revenue Growth Across SaaS-Based Platforms
  • 4. GLOBAL MARKET PERSPECTIVE
    • TABLE 1: World Virtual Content Creation Market Analysis of Annual Sales in US$ Million for Years 2015 through 2030
    • TABLE 2: World Recent Past, Current & Future Analysis for Virtual Content Creation by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 3: World 6-Year Perspective for Virtual 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 2025 & 2030
    • TABLE 4: World Recent Past, Current & Future Analysis for Software by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 5: World 6-Year Perspective for Software by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 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$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 7: World 6-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 2025 & 2030
    • TABLE 8: 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$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 9: World 6-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 2025 & 2030
    • TABLE 10: World Recent Past, Current & Future Analysis for Gaming by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 11: World 6-Year Perspective for Gaming by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 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$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 13: World 6-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 2025 & 2030
    • TABLE 14: World Recent Past, Current & Future Analysis for Others by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 15: World 6-Year Perspective for Others by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
    • TABLE 16: World Recent Past, Current & Future Analysis for Automotive by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 17: World 6-Year Perspective for Automotive by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
    • TABLE 18: World Recent Past, Current & Future Analysis for Media & Entertainment by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 19: World 6-Year Perspective for Media & Entertainment by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
    • TABLE 20: World Recent Past, Current & Future Analysis for Travel & Hospitality by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 21: World 6-Year Perspective for Travel & Hospitality by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
    • TABLE 22: 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$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 23: World 6-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 2025 & 2030
    • TABLE 24: World Recent Past, Current & Future Analysis for Videos by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 25: World 6-Year Perspective for Videos by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
    • TABLE 26: World Recent Past, Current & Future Analysis for 360-degree Videos by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 27: World 6-Year Perspective for 360-degree Videos by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
    • TABLE 28: World Recent Past, Current & Future Analysis for Immersive Videos by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 29: World 6-Year Perspective for Immersive Videos by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030

III. MARKET ANALYSIS

  • UNITED STATES
    • Virtual Content Creation Market Presence - Strong/Active/Niche/Trivial - Key Competitors in the United States for 2025 (E)
    • TABLE 30: USA Recent Past, Current & Future Analysis for Virtual Content Creation by Solution - Software and Services - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 31: USA 6-Year Perspective for Virtual Content Creation by Solution - Percentage Breakdown of Value Sales for Software and Services for the Years 2025 & 2030
    • TABLE 32: USA Recent Past, Current & Future Analysis for Virtual Content Creation by End-Use - Retail, Gaming, Healthcare, Others, Automotive, Media & Entertainment, Travel & Hospitality and Real Estate - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 33: USA 6-Year Perspective for Virtual Content Creation by End-Use - Percentage Breakdown of Value Sales for Retail, Gaming, Healthcare, Others, Automotive, Media & Entertainment, Travel & Hospitality and Real Estate for the Years 2025 & 2030
    • TABLE 34: USA Recent Past, Current & Future Analysis for Virtual Content Creation by Content Type - Videos, 360-degree Videos and Immersive Videos - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 35: USA 6-Year Perspective for Virtual Content Creation by Content Type - Percentage Breakdown of Value Sales for Videos, 360-degree Videos and Immersive Videos for the Years 2025 & 2030
  • CANADA
    • TABLE 36: Canada Recent Past, Current & Future Analysis for Virtual Content Creation by Solution - Software and Services - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 37: Canada 6-Year Perspective for Virtual Content Creation by Solution - Percentage Breakdown of Value Sales for Software and Services for the Years 2025 & 2030
    • TABLE 38: Canada Recent Past, Current & Future Analysis for Virtual Content Creation by End-Use - Retail, Gaming, Healthcare, Others, Automotive, Media & Entertainment, Travel & Hospitality and Real Estate - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 39: Canada 6-Year Perspective for Virtual Content Creation by End-Use - Percentage Breakdown of Value Sales for Retail, Gaming, Healthcare, Others, Automotive, Media & Entertainment, Travel & Hospitality and Real Estate for the Years 2025 & 2030
    • TABLE 40: Canada Recent Past, Current & Future Analysis for Virtual Content Creation by Content Type - Videos, 360-degree Videos and Immersive Videos - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 41: Canada 6-Year Perspective for Virtual Content Creation by Content Type - Percentage Breakdown of Value Sales for Videos, 360-degree Videos and Immersive Videos for the Years 2025 & 2030
  • JAPAN
    • Virtual Content Creation Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Japan for 2025 (E)
    • TABLE 42: Japan Recent Past, Current & Future Analysis for Virtual Content Creation by Solution - Software and Services - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 43: Japan 6-Year Perspective for Virtual Content Creation by Solution - Percentage Breakdown of Value Sales for Software and Services for the Years 2025 & 2030
    • TABLE 44: Japan Recent Past, Current & Future Analysis for Virtual Content Creation by End-Use - Retail, Gaming, Healthcare, Others, Automotive, Media & Entertainment, Travel & Hospitality and Real Estate - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 45: Japan 6-Year Perspective for Virtual Content Creation by End-Use - Percentage Breakdown of Value Sales for Retail, Gaming, Healthcare, Others, Automotive, Media & Entertainment, Travel & Hospitality and Real Estate for the Years 2025 & 2030
    • TABLE 46: Japan Recent Past, Current & Future Analysis for Virtual Content Creation by Content Type - Videos, 360-degree Videos and Immersive Videos - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 47: Japan 6-Year Perspective for Virtual Content Creation by Content Type - Percentage Breakdown of Value Sales for Videos, 360-degree Videos and Immersive Videos for the Years 2025 & 2030
  • CHINA
    • Virtual Content Creation Market Presence - Strong/Active/Niche/Trivial - Key Competitors in China for 2025 (E)
    • TABLE 48: China Recent Past, Current & Future Analysis for Virtual Content Creation by Solution - Software and Services - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 49: China 6-Year Perspective for Virtual Content Creation by Solution - Percentage Breakdown of Value Sales for Software and Services for the Years 2025 & 2030
    • TABLE 50: China Recent Past, Current & Future Analysis for Virtual Content Creation by End-Use - Retail, Gaming, Healthcare, Others, Automotive, Media & Entertainment, Travel & Hospitality and Real Estate - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 51: China 6-Year Perspective for Virtual Content Creation by End-Use - Percentage Breakdown of Value Sales for Retail, Gaming, Healthcare, Others, Automotive, Media & Entertainment, Travel & Hospitality and Real Estate for the Years 2025 & 2030
    • TABLE 52: China Recent Past, Current & Future Analysis for Virtual Content Creation by Content Type - Videos, 360-degree Videos and Immersive Videos - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 53: China 6-Year Perspective for Virtual Content Creation by Content Type - Percentage Breakdown of Value Sales for Videos, 360-degree Videos and Immersive Videos for the Years 2025 & 2030
  • EUROPE
    • Virtual Content Creation Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Europe for 2025 (E)
    • TABLE 54: Europe Recent Past, Current & Future Analysis for Virtual Content Creation by Geographic Region - France, Germany, Italy, UK and Rest of Europe Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 55: Europe 6-Year Perspective for Virtual Content Creation by Geographic Region - Percentage Breakdown of Value Sales for France, Germany, Italy, UK and Rest of Europe Markets for Years 2025 & 2030
    • TABLE 56: Europe Recent Past, Current & Future Analysis for Virtual Content Creation by Solution - Software and Services - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 57: Europe 6-Year Perspective for Virtual Content Creation by Solution - Percentage Breakdown of Value Sales for Software and Services for the Years 2025 & 2030
    • TABLE 58: Europe Recent Past, Current & Future Analysis for Virtual Content Creation by End-Use - Retail, Gaming, Healthcare, Others, Automotive, Media & Entertainment, Travel & Hospitality and Real Estate - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 59: Europe 6-Year Perspective for Virtual Content Creation by End-Use - Percentage Breakdown of Value Sales for Retail, Gaming, Healthcare, Others, Automotive, Media & Entertainment, Travel & Hospitality and Real Estate for the Years 2025 & 2030
    • TABLE 60: Europe Recent Past, Current & Future Analysis for Virtual Content Creation by Content Type - Videos, 360-degree Videos and Immersive Videos - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 61: Europe 6-Year Perspective for Virtual Content Creation by Content Type - Percentage Breakdown of Value Sales for Videos, 360-degree Videos and Immersive Videos for the Years 2025 & 2030
  • FRANCE
    • Virtual Content Creation Market Presence - Strong/Active/Niche/Trivial - Key Competitors in France for 2025 (E)
    • TABLE 62: France Recent Past, Current & Future Analysis for Virtual Content Creation by Solution - Software and Services - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 63: France 6-Year Perspective for Virtual Content Creation by Solution - Percentage Breakdown of Value Sales for Software and Services for the Years 2025 & 2030
    • TABLE 64: France Recent Past, Current & Future Analysis for Virtual Content Creation by End-Use - Retail, Gaming, Healthcare, Others, Automotive, Media & Entertainment, Travel & Hospitality and Real Estate - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 65: France 6-Year Perspective for Virtual Content Creation by End-Use - Percentage Breakdown of Value Sales for Retail, Gaming, Healthcare, Others, Automotive, Media & Entertainment, Travel & Hospitality and Real Estate for the Years 2025 & 2030
    • TABLE 66: France Recent Past, Current & Future Analysis for Virtual Content Creation by Content Type - Videos, 360-degree Videos and Immersive Videos - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 67: France 6-Year Perspective for Virtual Content Creation by Content Type - Percentage Breakdown of Value Sales for Videos, 360-degree Videos and Immersive Videos for the Years 2025 & 2030
  • GERMANY
    • Virtual Content Creation Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Germany for 2025 (E)
    • TABLE 68: Germany Recent Past, Current & Future Analysis for Virtual Content Creation by Solution - Software and Services - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 69: Germany 6-Year Perspective for Virtual Content Creation by Solution - Percentage Breakdown of Value Sales for Software and Services for the Years 2025 & 2030
    • TABLE 70: Germany Recent Past, Current & Future Analysis for Virtual Content Creation by End-Use - Retail, Gaming, Healthcare, Others, Automotive, Media & Entertainment, Travel & Hospitality and Real Estate - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 71: Germany 6-Year Perspective for Virtual Content Creation by End-Use - Percentage Breakdown of Value Sales for Retail, Gaming, Healthcare, Others, Automotive, Media & Entertainment, Travel & Hospitality and Real Estate for the Years 2025 & 2030
    • TABLE 72: Germany Recent Past, Current & Future Analysis for Virtual Content Creation by Content Type - Videos, 360-degree Videos and Immersive Videos - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 73: Germany 6-Year Perspective for Virtual Content Creation by Content Type - Percentage Breakdown of Value Sales for Videos, 360-degree Videos and Immersive Videos for the Years 2025 & 2030
  • ITALY
    • TABLE 74: Italy Recent Past, Current & Future Analysis for Virtual Content Creation by Solution - Software and Services - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 75: Italy 6-Year Perspective for Virtual Content Creation by Solution - Percentage Breakdown of Value Sales for Software and Services for the Years 2025 & 2030
    • TABLE 76: Italy Recent Past, Current & Future Analysis for Virtual Content Creation by End-Use - Retail, Gaming, Healthcare, Others, Automotive, Media & Entertainment, Travel & Hospitality and Real Estate - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 77: Italy 6-Year Perspective for Virtual Content Creation by End-Use - Percentage Breakdown of Value Sales for Retail, Gaming, Healthcare, Others, Automotive, Media & Entertainment, Travel & Hospitality and Real Estate for the Years 2025 & 2030
    • TABLE 78: Italy Recent Past, Current & Future Analysis for Virtual Content Creation by Content Type - Videos, 360-degree Videos and Immersive Videos - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 79: Italy 6-Year Perspective for Virtual Content Creation by Content Type - Percentage Breakdown of Value Sales for Videos, 360-degree Videos and Immersive Videos for the Years 2025 & 2030
  • UNITED KINGDOM
    • Virtual Content Creation Market Presence - Strong/Active/Niche/Trivial - Key Competitors in the United Kingdom for 2025 (E)
    • TABLE 80: UK Recent Past, Current & Future Analysis for Virtual Content Creation by Solution - Software and Services - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 81: UK 6-Year Perspective for Virtual Content Creation by Solution - Percentage Breakdown of Value Sales for Software and Services for the Years 2025 & 2030
    • TABLE 82: UK Recent Past, Current & Future Analysis for Virtual Content Creation by End-Use - Retail, Gaming, Healthcare, Others, Automotive, Media & Entertainment, Travel & Hospitality and Real Estate - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 83: UK 6-Year Perspective for Virtual Content Creation by End-Use - Percentage Breakdown of Value Sales for Retail, Gaming, Healthcare, Others, Automotive, Media & Entertainment, Travel & Hospitality and Real Estate for the Years 2025 & 2030
    • TABLE 84: UK Recent Past, Current & Future Analysis for Virtual Content Creation by Content Type - Videos, 360-degree Videos and Immersive Videos - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 85: UK 6-Year Perspective for Virtual Content Creation by Content Type - Percentage Breakdown of Value Sales for Videos, 360-degree Videos and Immersive Videos for the Years 2025 & 2030
  • REST OF EUROPE
    • TABLE 86: Rest of Europe Recent Past, Current & Future Analysis for Virtual Content Creation by Solution - Software and Services - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 87: Rest of Europe 6-Year Perspective for Virtual Content Creation by Solution - Percentage Breakdown of Value Sales for Software and Services for the Years 2025 & 2030
    • TABLE 88: Rest of Europe Recent Past, Current & Future Analysis for Virtual Content Creation by End-Use - Retail, Gaming, Healthcare, Others, Automotive, Media & Entertainment, Travel & Hospitality and Real Estate - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 89: Rest of Europe 6-Year Perspective for Virtual Content Creation by End-Use - Percentage Breakdown of Value Sales for Retail, Gaming, Healthcare, Others, Automotive, Media & Entertainment, Travel & Hospitality and Real Estate for the Years 2025 & 2030
    • TABLE 90: Rest of Europe Recent Past, Current & Future Analysis for Virtual Content Creation by Content Type - Videos, 360-degree Videos and Immersive Videos - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 91: Rest of Europe 6-Year Perspective for Virtual Content Creation by Content Type - Percentage Breakdown of Value Sales for Videos, 360-degree Videos and Immersive Videos for the Years 2025 & 2030
  • ASIA-PACIFIC
    • Virtual Content Creation Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Asia-Pacific for 2025 (E)
    • TABLE 92: Asia-Pacific Recent Past, Current & Future Analysis for Virtual Content Creation by Solution - Software and Services - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 93: Asia-Pacific 6-Year Perspective for Virtual Content Creation by Solution - Percentage Breakdown of Value Sales for Software and Services for the Years 2025 & 2030
    • TABLE 94: Asia-Pacific Recent Past, Current & Future Analysis for Virtual Content Creation by End-Use - Retail, Gaming, Healthcare, Others, Automotive, Media & Entertainment, Travel & Hospitality and Real Estate - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 95: Asia-Pacific 6-Year Perspective for Virtual Content Creation by End-Use - Percentage Breakdown of Value Sales for Retail, Gaming, Healthcare, Others, Automotive, Media & Entertainment, Travel & Hospitality and Real Estate for the Years 2025 & 2030
    • TABLE 96: Asia-Pacific Recent Past, Current & Future Analysis for Virtual Content Creation by Content Type - Videos, 360-degree Videos and Immersive Videos - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 97: Asia-Pacific 6-Year Perspective for Virtual Content Creation by Content Type - Percentage Breakdown of Value Sales for Videos, 360-degree Videos and Immersive Videos for the Years 2025 & 2030
  • REST OF WORLD
    • TABLE 98: Rest of World Recent Past, Current & Future Analysis for Virtual Content Creation by Solution - Software and Services - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 99: Rest of World 6-Year Perspective for Virtual Content Creation by Solution - Percentage Breakdown of Value Sales for Software and Services for the Years 2025 & 2030
    • TABLE 100: Rest of World Recent Past, Current & Future Analysis for Virtual Content Creation by End-Use - Retail, Gaming, Healthcare, Others, Automotive, Media & Entertainment, Travel & Hospitality and Real Estate - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 101: Rest of World 6-Year Perspective for Virtual Content Creation by End-Use - Percentage Breakdown of Value Sales for Retail, Gaming, Healthcare, Others, Automotive, Media & Entertainment, Travel & Hospitality and Real Estate for the Years 2025 & 2030
    • TABLE 102: Rest of World Recent Past, Current & Future Analysis for Virtual Content Creation by Content Type - Videos, 360-degree Videos and Immersive Videos - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 103: Rest of World 6-Year Perspective for Virtual Content Creation by Content Type - Percentage Breakdown of Value Sales for Videos, 360-degree Videos and Immersive Videos for the Years 2025 & 2030

IV. COMPETITION