封面
市场调查报告书
商品编码
1654465

身临其境型内容创作市场规模、份额、趋势分析报告:按组件、技术、最终用途、地区、细分预测,2025 年至 2030 年

Immersive Content Creation Market Size, Share & Trends Analysis Report By Component, By Technology, By End Use, By Region, And Segment Forecasts, 2025 - 2030

出版日期: | 出版商: Grand View Research | 英文 150 Pages | 商品交期: 2-10个工作天内

价格

身临其境型内容製作市场趋势

预计 2024 年全球身临其境型内容创作市场规模将达到 156.81 亿美元,2025 年至 2030 年期间复合年增长率为 24.5%。

虚拟实境透过提供完全身临其境型的体验,尤其是在游戏、电影和实况活动中,彻底改变了娱乐产业。创作者正在利用 VR 将观众带入奇幻世界,并让他们与环境和角色互动。 VR 也被用于体验式行销,品牌可以吸引用户透过 VR 模拟来推出产品或讲述故事。这一趋势是由VR头戴装置价格越来越便宜以及 VR 内容越来越丰富所推动的。随着科技的进步,VR 有望成为消费者娱乐和专业媒体製作不可或缺的一部分。

扩增实境(AR) 已成为零售业的强大工具,使消费者能够在购买之前即时查看产品。从虚拟试穿衣服和化妆品到视觉化家中的家具,AR 大大增强了购物体验。负责人越来越多地将 AR 融入宣传活动中,包括互动广告看板和游戏化广告,以吸引客户的注意力并创造独特的品牌体验。此外,AR 还支援即时资料迭加,让使用者能够接收有关周围环境的情况资讯。随着智慧型手机功能的提升,AR应用将更加融入日常生活和商业,进一步塑造身临其境型内容创作产业。

人工智慧(AI)在创造身临其境型内容方面发挥越来越重要的作用,从图像和影片生成到增强用户互动性。人工智慧工具使创作者能够自动化影像编辑、声音设计和脚本编写等流程,从而加快製作速度、提高成本效益。此外,人工智慧还可用于根据用户偏好来个人化内容,从而提高身临其境型内容创作产业的参与度和保留率。在身临其境型环境中,AI 可以根据使用者行为调整设定和故事,创造动态、个人化的体验。随着AI的不断发展,其对身临其境型内容创作的影响将会更大,释放无限的创造性可能性。

360 度影片提供身临其境的全方位观看体验,让使用者可以控制场景中的焦点位置。内容创作者正在将互动式叙事元素融入身临其境型内容创作中,让观众做出影响叙事方向的决定,从而创造出更具吸引力的体验。这类内容以虚拟旅游、纪录片和实况活动的形式很受欢迎,让观众可以按照自己的步调探索环境并关注不同的故事。互动式 360 度影片趋势也正在蔓延到教育和培训领域,其中互动性有可能增强身临其境型学习。随着对动态叙事的需求不断增长,360 度影片内容製作正在成为身临其境型内容製作行业创作者的必备技能。

混合实境(MR) 将物理世界与虚拟世界融为一体,透过提供高度互动的学习环境来改变教育和培训。混合实境使学生和专业人士能够参与现实世界的场景,例如医疗手术或工程模拟,而无需承担与现实世界实践相关的风险。例如,MR 可以将重要资料和指令迭加到实体物件上,为身临其境型内容创作产业提供即时指导并增强理解力。教育机构越来越多地采用混合学习工具来提供身临其境型学习体验,以提高知识保留率和实践技能。随着混合实境技术变得越来越复杂,它很可能在重塑各个领域的教育方面发挥关键作用。

随着人们寻求虚拟空间来联繫、协作和娱乐,社交 VR 平台在身临其境型内容创作行业中越来越受欢迎。使用者可以在身临其境型环境中相互交流,参与虚拟活动,甚至创建化身来在这些空间中代表自己。虚拟社群正在成为社交互动的中心,让来自世界各地的人们可以在共用空间中见面、玩游戏和一起工作。社交 VR 为传统视讯会议提供了更具吸引力和互动性的替代方案,并正在被远端团队用于协作。随着社交 VR 变得越来越普及和发展,它有望重新定义我们在虚拟环境中的社交和工作方式。

身临其境型新闻利用 VR、AR 和 360 度影片来改变身临其境型内容创作产业向观众传递新闻的方式。记者可以利用这些技术让观众以第一人称观点新闻事件,从而提供更引人注目、更有影响力的体验。例如,报导机构正在使用 VR 将观众置于衝突地区或环境灾难中,从而与故事建立更深层的情感联繫。身临其境型新闻让观众亲身「体验」事件,从而使报道更具可信度和情感分量。随着身临其境型叙事成为新闻业的标准做法,身临其境型内容製作产业有可能透过创新方法加深大众对复杂议题的理解,并使世界事件人性化。

目录

第一章调查方法与范围

第 2 章执行摘要

第三章身临其境型内容创作市场-产业展望

  • 市场体系展望
  • 产业价值链分析
  • 市场动态
  • 产业分析工具

第 4 章身临其境型内容创作市场:按组成部分的估计和趋势分析

  • 细分仪表板
  • 身临其境型内容创作市场:组件变化分析,2024 年与 2030 年
  • 硬体
  • 软体
  • 服务

第 5 章身临其境型内容创作市场:按技术、估计和趋势分析

  • 细分仪表板
  • 身临其境型内容创作市场:2024 年与 2030 年技术变革分析
  • 虚拟实境 (VR) 内容
  • 扩增实境(AR) 内容
  • 混合实境(MR) 内容
  • 其他的

第六章身临其境型内容创作市场:依最终用途的估计与趋势分析

  • 细分仪表板
  • 身临其境型内容创作市场:2024 年与 2030 年的最终用途趋势分析
  • 游戏
  • 娱乐和媒体
  • 教育和培训
  • 医疗
  • 零售与电子商务
  • 其他的

第七章:区域、估计和趋势分析

  • 2024 年和 2030 年身临其境型内容创作市场(按地区)
  • 北美洲
    • 2018 年至 2030 年北美身临其境型内容创作市场估计与预测
    • 美国
    • 加拿大
    • 墨西哥
  • 欧洲
    • 2018 年至 2030 年欧洲身临其境型内容创作市场估计与预测
    • 英国
    • 德国
    • 法国
  • 亚太地区
    • 2018 年至 2030 年亚太地区身临其境型内容创作市场估计与预测
    • 中国
    • 日本
    • 印度
    • 韩国
    • 澳洲
  • 拉丁美洲
    • 2018 年至 2030 年拉丁美洲身临其境型内容创作市场估计与预测
    • 巴西
  • 中东和非洲
    • 2018 年至 2030 年中东和非洲身临其境型内容创作市场估计和预测
    • 阿拉伯聯合大公国
    • 沙乌地阿拉伯
    • 南非

第八章身临其境型内容创作市场-竞争格局

  • 公司分类
  • 公司市场定位
  • 公司热图分析
  • 公司简介/上市公司
    • Epic Games, Inc.
    • Fusion VR
    • Google LLC
    • HCL Technologies
    • HTC Corporation
    • Magic Leap
    • Meta Platforms, Inc.
    • Microsoft
    • NVIDIA Corporation
    • Sony Corporation
    • Unity Technologies.
Product Code: GVR-4-68040-496-8

Immersive Content Creation Market Trends:

The global immersive content creation market size was estimated at USD 15,681.0 million in 2024 and is expected to grow at a CAGR of 24.5% from 2025 to 2030. Virtual Reality has revolutionized the entertainment industry by offering fully immersive experiences, particularly in gaming, movies, and live events. Creators are leveraging VR to transport audiences into fantastical worlds, where they can interact with environments and characters. VR is also being used in experiential marketing, where brands provide users with VR simulations to showcase products or tell stories. The growing affordability of VR headsets and the increasing availability of VR content are driving this trend forward. As technology improves, VR is set to become an integral part of both consumer entertainment and professional media production.

Augmented Reality (AR) has become a powerful tool in retail, allowing consumers to visualize products in real-time before making a purchase. From virtual try-ons of clothing and makeup to visualizing furniture in one's own home, AR enhances the shopping experience significantly. Marketers are increasingly integrating AR into campaigns to engage customers and create unique brand experiences, such as interactive billboards and gamified advertisements. Additionally, AR allows for real-time data overlay, enabling users to receive contextual information about their surroundings. As smartphone capabilities improve, AR applications will become even more integrated into daily life and commerce, further shaping the immersive content creation industry.

Artificial Intelligence (AI) plays an increasingly significant role in creating immersive content, from generating images and videos to enhancing user interactivity. AI-driven tools enable creators to automate processes such as video editing, sound design, and even scriptwriting, making production faster and more cost-effective. Moreover, AI is being used to personalize content based on user preferences, improving engagement and retention within the immersive content creation industry. In immersive environments, AI can adjust the setting or storyline based on user actions, creating dynamic and personalized experiences. As AI continues to evolve, its impact on immersive content creation will only become more profound, offering limitless creative possibilities.

360-degree video offers an immersive, all-encompassing viewing experience, giving users control over where they focus within the scene. Content creators are incorporating interactive storytelling elements into their immersive content creation, where the audience can make decisions that influence the narrative's direction, creating a more engaging experience. This type of content is popular in virtual tours, documentaries, and live events, as it enables viewers to explore environments or follow different storylines at their own pace. The trend toward interactive 360-degree videos is expanding into the educational and training sectors, where immersive learning can be enhanced by interactivity. As the demand for dynamic storytelling rises, the creation of 360-degree video content is becoming an essential skill for creators in the immersive content creation industry.

Mixed Reality (MR), which blends physical and virtual worlds, is transforming education and training by providing highly interactive learning environments. MR allows students and professionals to engage in real-world scenarios, such as medical surgeries or engineering simulations, without the risks associated with real-life practice. For instance, MR can overlay critical data or instructions on physical objects, providing real-time guidance and enhancing comprehension within the immersive content creation industry. Educational institutions are increasingly adopting MR tools to create immersive learning experiences that improve knowledge retention and practical skills. As MR technology becomes more refined, it will play a crucial role in reshaping education across various fields.

Social VR platforms are gaining popularity as people seek virtual spaces for connection, collaboration, and entertainment within the immersive content creation industry. Users can interact with each other in immersive environments, attend virtual events, and even create avatars that represent them in these spaces. Virtual communities are becoming hubs for social interaction, allowing individuals from around the world to meet, play games, or work together in shared spaces. Social VR has been used for remote team collaboration, providing a more engaging and interactive alternative to traditional video conferencing. As social VR becomes more accessible and developed, it is expected to redefine how we socialize and work in virtual environments.

Immersive journalism utilizes VR, AR, and 360-degree video to transform how news is delivered to audiences within the immersive content creation industry. Journalists can use these technologies to provide viewers with a first-person perspective on news events, offering a more compelling and impactful experience. For example, news outlets have used VR to place audiences amid war zones or environmental disasters, providing a deeper emotional connection to the story. Immersive journalism enhances the credibility and emotional weight of news coverage by enabling viewers to "experience" events firsthand. As immersive storytelling becomes a standard practice in journalism, it holds the potential to deepen public understanding of complex issues and humanize global events through innovative approaches in the immersive content creation industry.

Global Immersive Content Creation Market Report Segmentation

This report forecasts revenue growth at global, regional, and country levels and provides an analysis of the latest technology trends in each of the sub-segments from 2018 to 2030. For this study, Grand View Research has segmented the global immersive content creation market report based on component, technology, end use, and region:

  • Component Outlook (Revenue, USD Million; 2018 - 2030)
  • Hardware
  • Software
  • Services
  • Technology Outlook (Revenue, USD Million; 2018 - 2030)
  • Virtual Reality (VR) Content
  • Augmented Reality (AR) Content
  • Mixed Reality (MR) Content
  • Others
  • End Use Outlook (Revenue, USD Million; 2018 - 2030)
  • Gaming
  • Entertainment & Media
  • Education & Training
  • Healthcare
  • Retail & Ecommerce
  • Automotive
  • Others
  • Regional Outlook (Revenue, USD Million; 2018-2030)
  • North America
    • U.S.
    • Canada
    • Mexico
  • Europe
    • UK
    • Germany
    • France
  • Asia Pacific
    • China
    • India
    • Japan
    • South Korea
    • Australia
  • Latin America
    • Brazil
  • Middle East & Africa
    • UAE
    • Saudi Arabia
    • South Africa

Table of Contents

Chapter 1. Methodology and Scope

  • 1.1. Market Segmentation & Scope
  • 1.2. Market Definitions
  • 1.3. Information Procurement
    • 1.3.1. Information analysis
    • 1.3.2. Market formulation & data visualization
    • 1.3.3. Data validation & publishing
  • 1.4. 1.4 Research Scope and Assumptions
    • 1.4.1. List of Data Sources

Chapter 2. Executive Summary

  • 2.1. Immersive Content Creation Market Snapshot
  • 2.2. Immersive Content Creation Market - Segment Snapshot (1/2)
  • 2.3. Immersive Content Creation Market - Segment Snapshot (2/2)
  • 2.4. Immersive Content Creation Market - Competitive Landscape Snapshot

Chapter 3. Immersive Content Creation Market - Industry Outlook

  • 3.1. Market Lineage Outlook
  • 3.2. Industry Value Chain Analysis
  • 3.3. Market Dynamics
    • 3.3.1. Market Driver Analysis
    • 3.3.2. Market Restraint Analysis
    • 3.3.3. Industry Challenges
    • 3.3.4. Industry Opportunities
  • 3.4. Industry Analysis Tools
    • 3.4.1. Porter's five forces analysis
    • 3.4.2. Macroeconomic analysis

Chapter 4. Immersive Content Creation Market: Component Estimates & Trend Analysis

  • 4.1. Segment Dashboard
  • 4.2. Immersive Content Creation Market: Component Movement Analysis, 2024 & 2030 (USD Million)
  • 4.3. Hardware
    • 4.3.1. Hardware Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
  • 4.4. Software
    • 4.4.1. Software Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
  • 4.5. Services
    • 4.5.1. Services Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)

Chapter 5. Immersive Content Creation Market: Technology Estimates & Trend Analysis

  • 5.1. Segment Dashboard
  • 5.2. Immersive Content Creation Market: Technology Movement Analysis, 2024 & 2030 (USD Million)
  • 5.3. Virtual Reality (VR) Content
    • 5.3.1. Virtual Reality (VR) Content Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
  • 5.4. Augmented Reality (AR) Content
    • 5.4.1. Augmented Reality (AR) Content Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
  • 5.5. Mixed Reality (MR) Content
    • 5.5.1. Mixed Reality (MR) Content Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
  • 5.6. Others
    • 5.6.1. Others Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)

Chapter 6. Immersive Content Creation Market: End use Estimates & Trend Analysis

  • 6.1. Segment Dashboard
  • 6.2. Immersive Content Creation Market: End Use Movement Analysis, 2024 & 2030 (USD Million)
  • 6.3. Gaming
    • 6.3.1. Gaming Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
  • 6.4. Entertainment & Media
    • 6.4.1. Entertainment & Media Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
  • 6.5. Education & Training
    • 6.5.1. Education & Training Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
  • 6.6. Healthcare
    • 6.6.1. Healthcare Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
  • 6.7. Retail & Ecommerce
    • 6.7.1. Retail & Ecommerce Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
  • 6.8. Automotive
    • 6.8.1. Automotive Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
  • 6.9. Others
    • 6.9.1. Others Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)

Chapter 7. Regional Estimates & Trend Analysis

  • 7.1. Immersive Content Creation Market by Region, 2024 & 2030
  • 7.2. North America
    • 7.2.1. North America Immersive Content Creation Market Estimates & Forecasts, 2018 - 2030, (USD Million)
    • 7.2.2. U.S.
      • 7.2.2.1. U.S. Immersive Content Creation Market Estimates and Forecasts, 2018 - 2030 (USD Million)
    • 7.2.3. Canada
      • 7.2.3.1. Canada Immersive Content Creation Market Estimates and Forecasts, 2018 - 2030 (USD Million)
    • 7.2.4. Mexico
      • 7.2.4.1. Mexico Immersive Content Creation Market Estimates and Forecasts, 2018 - 2030 (USD Million)
  • 7.3. Europe
    • 7.3.1. Europe Immersive Content Creation Market Estimates and Forecasts, 2018 - 2030 (USD Million)
    • 7.3.2. UK
      • 7.3.2.1. UK Immersive Content Creation Market Estimates and Forecasts, 2018 - 2030 (USD Million)
    • 7.3.3. Germany
      • 7.3.3.1. Germany Immersive Content Creation Market Estimates and Forecasts, 2018 - 2030 (USD Million)
    • 7.3.4. France
      • 7.3.4.1. France Immersive Content Creation Market Estimates and Forecasts, 2018 - 2030 (USD Million)
  • 7.4. Asia Pacific
    • 7.4.1. Asia Pacific Immersive Content Creation Market Estimates and Forecasts, 2018 - 2030 (USD Million)
    • 7.4.2. China
      • 7.4.2.1. China Immersive Content Creation Market Estimates and Forecasts, 2018 - 2030 (USD Million)
    • 7.4.3. Japan
      • 7.4.3.1. Japan Immersive Content Creation Market Estimates and Forecasts, 2018 - 2030 (USD Million)
    • 7.4.4. India
      • 7.4.4.1. India Immersive Content Creation Market Estimates and Forecasts, 2018 - 2030 (USD Million)
    • 7.4.5. South Korea
      • 7.4.5.1. South Korea Immersive Content Creation Market Estimates and Forecasts, 2018 - 2030 (USD Million)
    • 7.4.6. Australia
      • 7.4.6.1. Australia Immersive Content Creation Market Estimates and Forecasts, 2018 - 2030 (USD Million)
  • 7.5. Latin America
    • 7.5.1. Latin America Immersive Content Creation Market Estimates and Forecasts, 2018 - 2030 (USD Million)
    • 7.5.2. Brazil
      • 7.5.2.1. Brazil Immersive Content Creation Market Estimates and Forecasts, 2018 - 2030 (USD Million)
  • 7.6. Middle East and Africa
    • 7.6.1. Middle East and Africa Immersive Content Creation Market Estimates and Forecasts, 2018 - 2030 (USD Million)
    • 7.6.2. UAE
      • 7.6.2.1. UAE Immersive Content Creation Market Estimates and Forecasts, 2018 - 2030 (USD Million)
    • 7.6.3. Saudi Arabia
      • 7.6.3.1. Saudi Arabia Immersive Content Creation Market Estimates and Forecasts, 2018 - 2030 (USD Million)
    • 7.6.4. South Africa
      • 7.6.4.1. South Africa Immersive Content Creation Market Estimates and Forecasts, 2018 - 2030 (USD Million)

Chapter 8. Immersive Content Creation Market - Competitive Landscape

  • 8.1. Company Categorization
  • 8.2. Company Market Positioning
  • 8.3. Company Heat Map Analysis
  • 8.4. Company Profiles/Listing
    • 8.4.1. Epic Games, Inc.
      • 8.4.1.1. Participant's Overview
      • 8.4.1.2. Financial Performance
      • 8.4.1.3. Product Benchmarking
      • 8.4.1.4. Recent Developments
    • 8.4.2. Fusion VR
      • 8.4.2.1. Participant's Overview
      • 8.4.2.2. Financial Performance
      • 8.4.2.3. Product Benchmarking
      • 8.4.2.4. Recent Developments
    • 8.4.3. Google LLC
      • 8.4.3.1. Participant's Overview
      • 8.4.3.2. Financial Performance
      • 8.4.3.3. Product Benchmarking
      • 8.4.3.4. Recent Developments
    • 8.4.4. HCL Technologies
      • 8.4.4.1. Participant's Overview
      • 8.4.4.2. Financial Performance
      • 8.4.4.3. Product Benchmarking
      • 8.4.4.4. Recent Developments
    • 8.4.5. HTC Corporation
      • 8.4.5.1. Participant's Overview
      • 8.4.5.2. Financial Performance
      • 8.4.5.3. Product Benchmarking
      • 8.4.5.4. Recent Developments
    • 8.4.6. Magic Leap
      • 8.4.6.1. Participant's Overview
      • 8.4.6.2. Financial Performance
      • 8.4.6.3. Product Benchmarking
      • 8.4.6.4. Recent Developments
    • 8.4.7. Meta Platforms, Inc.
      • 8.4.7.1. Participant's Overview
      • 8.4.7.2. Financial Performance
      • 8.4.7.3. Product Benchmarking
      • 8.4.7.4. Recent Developments
    • 8.4.8. Microsoft
      • 8.4.8.1. Participant's Overview
      • 8.4.8.2. Financial Performance
      • 8.4.8.3. Product Benchmarking
      • 8.4.8.4. Recent Developments
    • 8.4.9. NVIDIA Corporation
      • 8.4.9.1. Participant's Overview
      • 8.4.9.2. Financial Performance
      • 8.4.9.3. Product Benchmarking
      • 8.4.9.4. Recent Developments
    • 8.4.10. Sony Corporation
      • 8.4.10.1. Participant's Overview
      • 8.4.10.2. Financial Performance
      • 8.4.10.3. Product Benchmarking
      • 8.4.10.4. Recent Developments
    • 8.4.11. Unity Technologies.
      • 8.4.11.1. Participant's Overview
      • 8.4.11.2. Financial Performance
      • 8.4.11.3. Product Benchmarking
      • 8.4.11.4. Recent Developments

List of Tables

  • Table 1 Global Immersive content creation market size estimates & forecasts 2018 - 2030 (USD Million)
  • Table 2 Global Immersive content creation market, by region 2018 - 2030 (USD Million)
  • Table 3 Global Immersive content creation market, by component 2018 - 2030 (USD Million)
  • Table 4 Global Immersive content creation market, by technology 2018 - 2030 (USD Million)
  • Table 5 Global Immersive content creation market, by end use 2018 - 2030 (USD Million)
  • Table 6 Hardware Immersive content creation market, by region 2018 - 2030 (USD Million)
  • Table 7 Software Immersive content creation market, by region 2018 - 2030 (USD Million)
  • Table 8 Services Immersive content creation market, by region 2018 - 2030 (USD Million)
  • Table 9 Virtual reality (VR) content Immersive content creation market, by region 2018 - 2030 (USD Million)
  • Table 10 Augmented reality (AR) content Immersive content creation market, by region 2018 - 2030 (USD Million)
  • Table 11 Mixed reality (MR) content Immersive content creation market, by region 2018 - 2030 (USD Million)
  • Table 12 Others Immersive content creation market, by region 2018 - 2030 (USD Million)
  • Table 13 Gaming Immersive content creation market, by region 2018 - 2030 (USD Million)
  • Table 14 Entertainment & Media Immersive content creation market, by region 2018 - 2030 (USD Million)
  • Table 15 Education & Training Immersive content creation market, by region 2018 - 2030 (USD Million)
  • Table 16 Healthcare Immersive content creation market, by region 2018 - 2030 (USD Million)
  • Table 17 Retail & ecommerce Immersive content creation market, by region 2018 - 2030 (USD Million)
  • Table 18 Automotive Immersive content creation market, by region 2018 - 2030 (USD Million)
  • Table 19 Others Immersive content creation market, by region 2018 - 2030 (USD Million)
  • Table 20 North America Immersive content creation market, by component 2018 - 2030 (USD Million)
  • Table 21 North America Immersive content creation market, by technology 2018 - 2030 (USD Million)
  • Table 22 North America Immersive content creation market, by end use 2018 - 2030 (USD Million)
  • Table 23 U.S. Immersive content creation market, by component 2018 - 2030 (USD Million)
  • Table 24 U.S. Immersive content creation market, by technology 2018 - 2030 (USD Million)
  • Table 25 U.S. Immersive content creation market, by end use 2018 - 2030 (USD Million)
  • Table 26 Canada Immersive content creation market, by component 2018 - 2030 (USD Million)
  • Table 27 Canada Immersive content creation market, by technology 2018 - 2030 (USD Million)
  • Table 28 Canada Immersive content creation market, by end use 2018 - 2030 (USD Million)
  • Table 29 Mexico Immersive content creation market, by component 2018 - 2030 (USD Million)
  • Table 30 Mexico Immersive content creation market, by technology 2018 - 2030 (USD Million)
  • Table 31 Mexico Immersive content creation market, by end use 2018 - 2030 (USD Million)
  • Table 32 Europe Immersive content creation market, by component 2018 - 2030 (USD Million)
  • Table 33 Europe Immersive content creation market, by technology 2018 - 2030 (USD Million)
  • Table 34 Europe Immersive content creation market, by end use 2018 - 2030 (USD Million)
  • Table 35 UK Immersive content creation market, by component 2018 - 2030 (USD Million)
  • Table 36 UK Immersive content creation market, by technology 2018 - 2030 (USD Million)
  • Table 37 UK Immersive content creation market, by end use 2018 - 2030 (USD Million)
  • Table 38 Germany Immersive content creation market, by component 2018 - 2030 (USD Million)
  • Table 39 Germany Immersive content creation market, by technology 2018 - 2030 (USD Million)
  • Table 40 Germany Immersive content creation market, by end use 2018 - 2030 (USD Million)
  • Table 41 France Immersive content creation market, by component 2018 - 2030 (USD Million)
  • Table 42 France Immersive content creation market, by technology 2018 - 2030 (USD Million)
  • Table 43 France Immersive content creation market, by end use 2018 - 2030 (USD Million)
  • Table 44 Asia-Pacific Immersive content creation market, by component 2018 - 2030 (USD Million)
  • Table 45 Asia-Pacific Immersive content creation market, by technology 2018 - 2030 (USD Million)
  • Table 46 Asia-Pacific Immersive content creation market, by end use 2018 - 2030 (USD Million)
  • Table 47 China Immersive content creation market, by component 2018 - 2030 (USD Million)
  • Table 48 China Immersive content creation market, by technology 2018 - 2030 (USD Million)
  • Table 49 China Immersive content creation market, by end use 2018 - 2030 (USD Million)
  • Table 50 Japan Immersive content creation market, by component 2018 - 2030 (USD Million)
  • Table 51 Japan Immersive content creation market, by technology 2018 - 2030 (USD Million)
  • Table 52 Japan Immersive content creation market, by end use 2018 - 2030 (USD Million)
  • Table 53 India Immersive content creation market, by component 2018 - 2030 (USD Million)
  • Table 54 India Immersive content creation market, by technology 2018 - 2030 (USD Million)
  • Table 55 India Immersive content creation market, by end use 2018 - 2030 (USD Million)
  • Table 56 South Korea Immersive content creation market, by component 2018 - 2030 (USD Million)
  • Table 57 South Korea Immersive content creation market, by technology 2018 - 2030 (USD Million)
  • Table 58 South Korea Immersive content creation market, by end end use 2018 - 2030 (USD Million)
  • Table 59 Australia Immersive content creation market, by component 2018 - 2030 (USD Million)
  • Table 60 Australia Immersive content creation market, by technology 2018 - 2030 (USD Million)
  • Table 61 Australia Immersive content creation market, by end use 2018 - 2030 (USD Million)
  • Table 62 Latin America Immersive content creation market, by component 2018 - 2030 (USD Million)
  • Table 63 Latin America Immersive content creation market, by technology 2018 - 2030 (USD Million)
  • Table 64 Latin America Immersive content creation market, by end use 2018 - 2030 (USD Million)
  • Table 65 Brazil Immersive content creation market, by component 2018 - 2030 (USD Million)
  • Table 66 Brazil Immersive content creation market, by technology 2018 - 2030 (USD Million)
  • Table 67 Brazil Immersive content creation market, by end use 2018 - 2030 (USD Million)
  • Table 68 Middle East & Africa Immersive content creation market, by component 2018 - 2030 (USD Million)
  • Table 69 Middle East & Africa Immersive content creation market, by technology 2018 - 2030 (USD Million)
  • Table 70 Middle East & Africa Immersive content creation market, by end use 2018 - 2030 (USD Million)
  • Table 71 UAE Immersive content creation market, by component 2018 - 2030 (USD Million)
  • Table 72 UAE Immersive content creation market, by technology 2018 - 2030 (USD Million)
  • Table 73 UAE Immersive content creation market, by end use 2018 - 2030 (USD Million)
  • Table 74 South Africa Immersive content creation market, by component 2018 - 2030 (USD Million)
  • Table 75 South Africa Immersive content creation market, by technology 2018 - 2030 (USD Million)
  • Table 76 South Africa Immersive content creation market, by end use 2018 - 2030 (USD Million)
  • Table 77 Saudi Arabia Immersive content creation market, by component 2018 - 2030 (USD Million)
  • Table 78 Saudi Arabia Immersive content creation market, by technology 2018 - 2030 (USD Million)
  • Table 79 Saudi Arabia Immersive content creation market, by end use 2018 - 2030 (USD Million)

List of Figures

  • Fig. 1 Immersive Content Creation market segmentation
  • Fig. 2 Information procurement
  • Fig. 3 Data analysis models
  • Fig. 4 Market formulation and validation
  • Fig. 5 Data validating & publishing
  • Fig. 6 Immersive Content Creation market snapshot
  • Fig. 7 Immersive Content Creation market segment snapshot
  • Fig. 8 Immersive Content Creation market competitive landscape snapshot
  • Fig. 9 Market research process
  • Fig. 10 Market driver relevance analysis (current & future impact)
  • Fig. 11 Market restraint relevance analysis (current & future impact)
  • Fig. 12 Immersive Content Creation market, by component, key takeaways, 2018 - 2030, revenue (USD million)
  • Fig. 13 Immersive Content Creation market, by component: market share, 2024 & 2030
  • Fig. 14 Hardware market estimates & forecasts, 2018 - 2030 (USD Million)
  • Fig. 15 Software market estimates & forecasts, 2018 - 2030 (USD Million)
  • Fig. 16 Services market estimates & forecasts, 2018 - 2030 (USD Million)
  • Fig. 17 Immersive Content Creation market, by technology, key takeaways, 2018 - 2030, revenue (USD million)
  • Fig. 18 Immersive Content Creation market, by technology: market share, 2024 & 2030
  • Fig. 19 Virtual Reality (VR) Content console market estimates & forecasts, 2018 - 2030 (USD Million)
  • Fig. 20 Augmented Reality (AR) Content market estimates & forecasts, 2018 - 2030 (USD Million)
  • Fig. 21 Mixed Reality (MR) Content console market estimates & forecasts, 2018 - 2030 (USD Million)
  • Fig. 22 Others Content market estimates & forecasts, 2018 - 2030 (USD Million)
  • Fig. 23 Immersive Content Creation market, by end use, key takeaways, 2018 - 2030, revenue (USD million)
  • Fig. 24 Immersive Content Creation market, by end use: market share, 2024 & 2030
  • Fig. 25 Gaming market estimates & forecasts, 2018 - 2030 (USD Million)
  • Fig. 26 Entertainment & Media market estimates & forecasts, 2018 - 2030 (USD Million)
  • Fig. 27 Education & Training market estimates & forecasts, 2018 - 2030 (USD Million)
  • Fig. 28 Healthcare market estimates & forecasts, 2018 - 2030 (USD Million)
  • Fig. 29 Retail & Ecommerce market estimates & forecasts, 2018 - 2030 (USD Million)
  • Fig. 30 Automotive market estimates & forecasts, 2018 - 2030 (USD Million)
  • Fig. 31 Others market estimates & forecasts, 2018 - 2030 (USD Million)
  • Fig. 32 Regional marketplace: key takeaways
  • Fig. 33 North America Immersive content creation market estimates & forecast, 2018 - 2030 (USD Million)
  • Fig. 34 U.S. Immersive content creation market estimates & forecast, 2018 - 2030 (USD Million)
  • Fig. 35 Canada Immersive content creation market estimates & forecast, 2018 - 2030 (USD Million)
  • Fig. 36 Mexico Immersive content creation market estimates & forecast, 2018 - 2030 (USD Million)
  • Fig. 37 Europe Immersive content creation market estimates & forecast, 2018 - 2030 (USD Million)
  • Fig. 38 Germany Immersive content creation market estimates & forecast, 2018 - 2030 (USD Million)
  • Fig. 39 UK Immersive content creation market estimates & forecast, 2018 - 2030 (USD Million)
  • Fig. 40 France Immersive content creation market estimates & forecast, 2018 - 2030 (USD Million)
  • Fig. 41 Asia pacific Immersive content creation market estimates & forecast, 2018 - 2030 (USD Million)
  • Fig. 42 China Immersive content creation market estimates & forecast, 2018 - 2030 (USD Million)
  • Fig. 43 Japan Immersive content creation market estimates & forecast, 2018 - 2030 (USD Million)
  • Fig. 44 India Immersive content creation market estimates & forecast, 2018 - 2030 (USD Million)
  • Fig. 45 South Korea Immersive content creation market estimates & forecast, 2018 - 2030 (USD Million)
  • Fig. 46 Australia Immersive content creation market estimates & forecast, 2018 - 2030 (USD Million)
  • Fig. 47 Latin America Immersive content creation market estimates & forecast, 2018 - 2030 (USD Million)
  • Fig. 48 Brazil Immersive content creation market estimates & forecast, 2018 - 2030 (USD Million)
  • Fig. 49 MEA Immersive content creation market estimates & forecast, 2018 - 2030 (USD Million)
  • Fig. 50 UAE Immersive content creation market estimates & forecast, 2018 - 2030 (USD Million)
  • Fig. 51 South Africa Immersive content creation market estimates & forecast, 2018 - 2030 (USD Million)
  • Fig. 52 Saudi Arabia Immersive content creation market estimates & forecast, 2018 - 2030 (USD Million)
  • Fig. 53 Key company categorization
  • Fig. 54 Strategy framework