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市场调查报告书
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虚拟实境内容创作市场:2023-2028 年全球产业趋势、份额、规模、成长、机会与预测

Virtual Reality Content Creation Market: Global Industry Trends, Share, Size, Growth, Opportunity and Forecast 2023-2028

出版日期: | 出版商: IMARC | 英文 147 Pages | 商品交期: 2-3个工作天内

价格

抽象的

市场概况:

2022年,全球虚拟实境内容创作市场规模达到32亿美元。展望未来,IMARC Group预计到2028年该市场将达到601亿美元,2023-2028年复合年增长率(CAGR)为58.5%。

虚拟实境 (VR) 内容创作是指基于电脑的应用程序,使创作者能够概念化和设计各种刺激资产或电影视图,以提供身临其境的用户体验。它包括草图开发、前期製作活动、拍摄、製作和后期製作作为标准阶段。为了在这些阶段创建虚拟内容,企业利用各种工具、方法、先进的软体和相机。目前,VR内容创作透过两种实践进行生产,其中包括电脑生成,其中世界的各个方面都是透过程式码进行设计、合成和整合的。另一方面,还有一种360度影片创作方法,其中使用全向摄影机撷取内容并随后根据要求进行编辑。 VR 内容有助于开展协作、增强客户参与度、开展活动并允许内容行销。因此,它被各行业用于行销、工程和设计内容以用于培训或促销目的。

虚拟实境内容创作市场趋势:

全球VR内容创作市场的成长可归因于媒体和娱乐领域的快速扩张以及对360度和其他创新行销方式提供精緻客户体验的需求不断增长。与此一致的是,对扩增实境(AR) 和VR 等有效头戴式显示(HMD) 系统的需求不断增长,以及消费者对其多重优势的认识不断增强,这是另一个推动成长的因素。此外,不同平台上对 VR 内容的需求不断增长,以及沉浸式室内游戏的广泛采用,以享受互动式三维 (3D) 环境,特别是在 COVID-19 大流行期间,正在支撑市场成长。此外,行销人员和品牌采用远端呈现概念来提供电脑模拟的现实体验并创建品牌知名度正在推动市场成长。除此之外,为了获得改进的虚拟刺激而不断开发的视觉显示系统(例如桌上型电脑和智慧型手机)正在为市场创造积极的前景。

本报告回答的关键问题

  • 全球虚拟实境内容创作市场有多大?
  • 2023-2028年全球虚拟实境内容创作市场的预期成长率为何?
  • 推动全球虚拟实境内容创作市场的关键因素是什么?
  • COVID-19 对全球虚拟实境内容创作市场有何影响?
  • 根据内容类型,全球虚拟实境内容创作市场的细分如何?
  • 基于组件的全球虚拟实境内容创作市场的细分情况如何?
  • 基于最终用户的全球虚拟实境内容创作市场的分化是什么?
  • 全球虚拟实境内容创作市场的重点区域有哪些?
  • 全球虚拟实境内容创作市场的主要参与者/公司有哪些?

目录

第一章:前言

第 2 章:范围与方法

  • 研究目的
  • 利害关係人
  • 资料来源
    • 主要资源
    • 二手资料
  • 市场预测
    • 自下而上的方法
    • 自上而下的方法
  • 预测方法

第 3 章:执行摘要

第 4 章:简介

  • 概述
  • 主要行业趋势

第 5 章:全球虚拟实境内容创作市场

  • 市场概况
  • 市场业绩
  • COVID-19 的影响
  • 市场预测

第 6 章:按内容类型分類的市场区隔

  • 影片
    • 市场走向
    • 市场预测
  • 360 度照片
    • 市场走向
    • 市场预测
  • 游戏
    • 市场走向
    • 市场预测

第 7 章:按成分分類的市场区隔

  • 软体
    • 市场走向
    • 市场预测
  • 服务
    • 市场走向
    • 市场预测

第 8 章:最终用户的市场区隔

  • 房地产
    • 市场走向
    • 市场预测
  • 旅游和酒店业
    • 市场走向
    • 市场预测
  • 媒体与娱乐
    • 市场走向
    • 市场预测
  • 卫生保健
    • 市场走向
    • 市场预测
  • 零售
    • 市场走向
    • 市场预测
  • 赌博
    • 市场走向
    • 市场预测
  • 汽车
    • 市场走向
    • 市场预测
  • 其他的
    • 市场走向
    • 市场预测

第 9 章:按地区分類的市场区隔

  • 北美洲
    • 美国
      • 市场走向
      • 市场预测
    • 加拿大
      • 市场走向
      • 市场预测
  • 亚太
    • 中国
      • 市场走向
      • 市场预测
    • 日本
      • 市场走向
      • 市场预测
    • 印度
      • 市场走向
      • 市场预测
    • 韩国
      • 市场走向
      • 市场预测
    • 澳洲
      • 市场走向
      • 市场预测
    • 印尼
      • 市场走向
      • 市场预测
    • 其他的
      • 市场走向
      • 市场预测
  • 欧洲
    • 德国
      • 市场走向
      • 市场预测
    • 法国
      • 市场走向
      • 市场预测
    • 英国
      • 市场走向
      • 市场预测
    • 义大利
      • 市场走向
      • 市场预测
    • 西班牙
      • 市场走向
      • 市场预测
    • 俄罗斯
      • 市场走向
      • 市场预测
    • 其他的
      • 市场走向
      • 市场预测
  • 拉丁美洲
    • 巴西
      • 市场走向
      • 市场预测
    • 墨西哥
      • 市场走向
      • 市场预测
    • 其他的
      • 市场走向
      • 市场预测
  • 中东和非洲
    • 市场走向
    • 按国家/地区分類的市场细分
    • 市场预测

第 10 章:SWOT 分析

  • 概述
  • 优势
  • 弱点
  • 机会
  • 威胁

第 11 章:价值链分析

第 12 章:波特五力分析

  • 概述
  • 买家的议价能力
  • 供应商的议价能力
  • 竞争程度
  • 新进入者的威胁
  • 替代品的威胁

第 13 章:价格分析

第14章:竞争格局

  • 市场结构
  • 关键参与者
  • 关键参与者简介
    • 360 Labs
    • Blippar Group Limited
    • Dell Inc
    • Koncept VR LLC
    • Matterport Inc.
    • Panedia Pty Ltd.
    • Scapic Innovations Private Limited
    • Subvrsive
    • VIAR Inc
    • WeMakeVR
Product Code: SR112023A6486

Abstract

Market Overview:

The global virtual reality content creation market size reached US$ 3.2 Billion in 2022. Looking forward, IMARC Group expects the market to reach US$ 60.1 Billion by 2028, exhibiting a growth rate (CAGR) of 58.5% during 2023-2028.

Virtual reality (VR) content creation refers to computer-based applications that enable creators to conceptualize and design various stimulated assets or cinematic views to offer an immersive user experience. It involves the development of sketches, pre-production activities, shoot, production, and post-production as standard phases. To create virtual content during these stages, enterprises utilize various tools, approaches, advanced software, and cameras. Currently, VR content creation is produced through two practices, including computer generation, in which every aspect of the world is designed, synthesized and integrated through code. On the other hand, there is a 360-degree video creation approach, wherein omnidirectional cameras are employed to capture content and edit them later as per the requirements. VR content helps develop collaborations, enhances customer engagement, performs campaigns, and allows content marketing. As a result, it is used by industries for marketing, engineering, and designing content for training or promotional purposes.

Virtual Reality Content Creation Market Trends:

The growth of the global VR content creation market can be attributed to the rapid expansion in the media and entertainment sector and the rising demand for 360-degree and other innovative marketing approaches to offer exquisite customer experience. In line with this, the fueling need for effective head-mounted display (HMD) systems, such as augmented reality (AR) and VR, and the growing consumer awareness regarding their multiple benefits are acting as another growth-inducing factor. Additionally, the escalating demand for VR content on diverse platforms and the widespread adoption of immersive indoor gaming to enjoy the interactive three-dimensional (3D) environment, especially during the COVID-19 pandemic, is supporting the market growth. Moreover, the uptake of the telepresence concept by marketers and brands to offer computer-emulated reality experiences and create brand awareness is propelling the market growth. Apart from this, the ongoing development of visual display systems, such as desktops and smartphones, to access improved virtual stimulations is creating a positive outlook for the market.

Key Market Segmentation:

IMARC Group provides an analysis of the key trends in each sub-segment of the global virtual reality content creation market report, along with forecasts at the global, regional and country level from 2023-2028. Our report has categorized the market based on content type, component and end user.

Breakup by Content Type:

Videos

360 Degree Photos

Games

Breakup by Component:

Software

Services

Breakup by End User:

Real Estate

Travel and Hospitality

Media and Entertainment

Healthcare

Retail

Gaming

Automotive

Others

Breakup by Region:

North America

United States

Canada

Asia-Pacific

China

Japan

India

South Korea

Australia

Indonesia

Others

Europe

Germany

France

United Kingdom

Italy

Spain

Russia

Others

Latin America

Brazil

Mexico

Others

Middle East and Africa

Competitive Landscape:

The competitive landscape of the industry has also been examined along with the profiles of the key players being 360 Labs, Blippar Group Limited, Dell Inc, Koncept VR LLC, Matterport Inc., Panedia Pty Ltd., Scapic Innovations Private Limited, Subvrsive, VIAR Inc and WeMakeVR.

Key Questions Answered in This Report

  • 1. How big is the global virtual reality content creation market?
  • 2. What is the expected growth rate of the global virtual reality content creation market during 2023-2028?
  • 3. What are the key factors driving the global virtual reality content creation market?
  • 4. What has been the impact of COVID-19 on the global virtual reality content creation market?
  • 5. What is the breakup of the global virtual reality content creation market based on the content type?
  • 6. What is the breakup of the global virtual reality content creation market based on the component?
  • 7. What is the breakup of the global virtual reality content creation market based on the end user?
  • 8. What are the key regions in the global virtual reality content creation market?
  • 9. Who are the key players/companies in the global virtual reality content creation market?

Table of Contents

1 Preface

2 Scope and Methodology

  • 2.1 Objectives of the Study
  • 2.2 Stakeholders
  • 2.3 Data Sources
    • 2.3.1 Primary Sources
    • 2.3.2 Secondary Sources
  • 2.4 Market Estimation
    • 2.4.1 Bottom-Up Approach
    • 2.4.2 Top-Down Approach
  • 2.5 Forecasting Methodology

3 Executive Summary

4 Introduction

  • 4.1 Overview
  • 4.2 Key Industry Trends

5 Global Virtual Reality Content Creation Market

  • 5.1 Market Overview
  • 5.2 Market Performance
  • 5.3 Impact of COVID-19
  • 5.4 Market Forecast

6 Market Breakup by Content Type

  • 6.1 Videos
    • 6.1.1 Market Trends
    • 6.1.2 Market Forecast
  • 6.2 360 Degree Photos
    • 6.2.1 Market Trends
    • 6.2.2 Market Forecast
  • 6.3 Games
    • 6.3.1 Market Trends
    • 6.3.2 Market Forecast

7 Market Breakup by Component

  • 7.1 Software
    • 7.1.1 Market Trends
    • 7.1.2 Market Forecast
  • 7.2 Services
    • 7.2.1 Market Trends
    • 7.2.2 Market Forecast

8 Market Breakup by End User

  • 8.1 Real Estate
    • 8.1.1 Market Trends
    • 8.1.2 Market Forecast
  • 8.2 Travel and Hospitality
    • 8.2.1 Market Trends
    • 8.2.2 Market Forecast
  • 8.3 Media and Entertainment
    • 8.3.1 Market Trends
    • 8.3.2 Market Forecast
  • 8.4 Healthcare
    • 8.4.1 Market Trends
    • 8.4.2 Market Forecast
  • 8.5 Retail
    • 8.5.1 Market Trends
    • 8.5.2 Market Forecast
  • 8.6 Gaming
    • 8.6.1 Market Trends
    • 8.6.2 Market Forecast
  • 8.7 Automotive
    • 8.7.1 Market Trends
    • 8.7.2 Market Forecast
  • 8.8 Others
    • 8.8.1 Market Trends
    • 8.8.2 Market Forecast

9 Market Breakup by Region

  • 9.1 North America
    • 9.1.1 United States
      • 9.1.1.1 Market Trends
      • 9.1.1.2 Market Forecast
    • 9.1.2 Canada
      • 9.1.2.1 Market Trends
      • 9.1.2.2 Market Forecast
  • 9.2 Asia-Pacific
    • 9.2.1 China
      • 9.2.1.1 Market Trends
      • 9.2.1.2 Market Forecast
    • 9.2.2 Japan
      • 9.2.2.1 Market Trends
      • 9.2.2.2 Market Forecast
    • 9.2.3 India
      • 9.2.3.1 Market Trends
      • 9.2.3.2 Market Forecast
    • 9.2.4 South Korea
      • 9.2.4.1 Market Trends
      • 9.2.4.2 Market Forecast
    • 9.2.5 Australia
      • 9.2.5.1 Market Trends
      • 9.2.5.2 Market Forecast
    • 9.2.6 Indonesia
      • 9.2.6.1 Market Trends
      • 9.2.6.2 Market Forecast
    • 9.2.7 Others
      • 9.2.7.1 Market Trends
      • 9.2.7.2 Market Forecast
  • 9.3 Europe
    • 9.3.1 Germany
      • 9.3.1.1 Market Trends
      • 9.3.1.2 Market Forecast
    • 9.3.2 France
      • 9.3.2.1 Market Trends
      • 9.3.2.2 Market Forecast
    • 9.3.3 United Kingdom
      • 9.3.3.1 Market Trends
      • 9.3.3.2 Market Forecast
    • 9.3.4 Italy
      • 9.3.4.1 Market Trends
      • 9.3.4.2 Market Forecast
    • 9.3.5 Spain
      • 9.3.5.1 Market Trends
      • 9.3.5.2 Market Forecast
    • 9.3.6 Russia
      • 9.3.6.1 Market Trends
      • 9.3.6.2 Market Forecast
    • 9.3.7 Others
      • 9.3.7.1 Market Trends
      • 9.3.7.2 Market Forecast
  • 9.4 Latin America
    • 9.4.1 Brazil
      • 9.4.1.1 Market Trends
      • 9.4.1.2 Market Forecast
    • 9.4.2 Mexico
      • 9.4.2.1 Market Trends
      • 9.4.2.2 Market Forecast
    • 9.4.3 Others
      • 9.4.3.1 Market Trends
      • 9.4.3.2 Market Forecast
  • 9.5 Middle East and Africa
    • 9.5.1 Market Trends
    • 9.5.2 Market Breakup by Country
    • 9.5.3 Market Forecast

10 SWOT Analysis

  • 10.1 Overview
  • 10.2 Strengths
  • 10.3 Weaknesses
  • 10.4 Opportunities
  • 10.5 Threats

11 Value Chain Analysis

12 Porters Five Forces Analysis

  • 12.1 Overview
  • 12.2 Bargaining Power of Buyers
  • 12.3 Bargaining Power of Suppliers
  • 12.4 Degree of Competition
  • 12.5 Threat of New Entrants
  • 12.6 Threat of Substitutes

13 Price Analysis

14 Competitive Landscape

  • 14.1 Market Structure
  • 14.2 Key Players
  • 14.3 Profiles of Key Players
    • 14.3.1 360 Labs
      • 14.3.1.1 Company Overview
      • 14.3.1.2 Product Portfolio
    • 14.3.2 Blippar Group Limited
      • 14.3.2.1 Company Overview
      • 14.3.2.2 Product Portfolio
    • 14.3.3 Dell Inc
      • 14.3.3.1 Company Overview
      • 14.3.3.2 Product Portfolio
      • 14.3.3.3 Financials
      • 14.3.3.4 SWOT Analysis
    • 14.3.4 Koncept VR LLC
      • 14.3.4.1 Company Overview
      • 14.3.4.2 Product Portfolio
    • 14.3.5 Matterport Inc.
      • 14.3.5.1 Company Overview
      • 14.3.5.2 Product Portfolio
    • 14.3.6 Panedia Pty Ltd.
      • 14.3.6.1 Company Overview
      • 14.3.6.2 Product Portfolio
    • 14.3.7 Scapic Innovations Private Limited
      • 14.3.7.1 Company Overview
      • 14.3.7.2 Product Portfolio
    • 14.3.8 Subvrsive
      • 14.3.8.1 Company Overview
      • 14.3.8.2 Product Portfolio
    • 14.3.9 VIAR Inc
      • 14.3.9.1 Company Overview
      • 14.3.9.2 Product Portfolio
    • 14.3.10 WeMakeVR
      • 14.3.10.1 Company Overview
      • 14.3.10.2 Product Portfolio

List of Figures

  • Figure 1: Global: Virtual Reality Content Creation Market: Major Drivers and Challenges
  • Figure 2: Global: Virtual Reality Content Creation Market: Sales Value (in Billion US$), 2017-2022
  • Figure 3: Global: Virtual Reality Content Creation Market Forecast: Sales Value (in Billion US$), 2023-2028
  • Figure 4: Global: Virtual Reality Content Creation Market: Breakup by Content Type (in %), 2022
  • Figure 5: Global: Virtual Reality Content Creation Market: Breakup by Component (in %), 2022
  • Figure 6: Global: Virtual Reality Content Creation Market: Breakup by End User (in %), 2022
  • Figure 7: Global: Virtual Reality Content Creation Market: Breakup by Region (in %), 2022
  • Figure 8: Global: Virtual Reality Content Creation (Videos) Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 9: Global: Virtual Reality Content Creation (Videos) Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 10: Global: Virtual Reality Content Creation (360 Degree Photos) Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 11: Global: Virtual Reality Content Creation (360 Degree Photos) Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 12: Global: Virtual Reality Content Creation (Games) Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 13: Global: Virtual Reality Content Creation (Games) Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 14: Global: Virtual Reality Content Creation (Software) Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 15: Global: Virtual Reality Content Creation (Software) Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 16: Global: Virtual Reality Content Creation (Services) Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 17: Global: Virtual Reality Content Creation (Services) Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 18: Global: Virtual Reality Content Creation (Real Estate) Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 19: Global: Virtual Reality Content Creation (Real Estate) Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 20: Global: Virtual Reality Content Creation (Travel and Hospitality) Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 21: Global: Virtual Reality Content Creation (Travel and Hospitality) Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 22: Global: Virtual Reality Content Creation (Media and Entertainment) Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 23: Global: Virtual Reality Content Creation (Media and Entertainment) Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 24: Global: Virtual Reality Content Creation (Healthcare) Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 25: Global: Virtual Reality Content Creation (Healthcare) Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 26: Global: Virtual Reality Content Creation (Retail) Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 27: Global: Virtual Reality Content Creation (Retail) Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 28: Global: Virtual Reality Content Creation (Gaming) Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 29: Global: Virtual Reality Content Creation (Gaming) Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 30: Global: Virtual Reality Content Creation (Automotive) Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 31: Global: Virtual Reality Content Creation (Automotive) Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 32: Global: Virtual Reality Content Creation (Other End Users) Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 33: Global: Virtual Reality Content Creation (Other End Users) Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 34: North America: Virtual Reality Content Creation Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 35: North America: Virtual Reality Content Creation Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 36: United States: Virtual Reality Content Creation Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 37: United States: Virtual Reality Content Creation Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 38: Canada: Virtual Reality Content Creation Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 39: Canada: Virtual Reality Content Creation Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 40: Asia-Pacific: Virtual Reality Content Creation Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 41: Asia-Pacific: Virtual Reality Content Creation Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 42: China: Virtual Reality Content Creation Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 43: China: Virtual Reality Content Creation Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 44: Japan: Virtual Reality Content Creation Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 45: Japan: Virtual Reality Content Creation Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 46: India: Virtual Reality Content Creation Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 47: India: Virtual Reality Content Creation Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 48: South Korea: Virtual Reality Content Creation Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 49: South Korea: Virtual Reality Content Creation Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 50: Australia: Virtual Reality Content Creation Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 51: Australia: Virtual Reality Content Creation Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 52: Indonesia: Virtual Reality Content Creation Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 53: Indonesia: Virtual Reality Content Creation Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 54: Others: Virtual Reality Content Creation Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 55: Others: Virtual Reality Content Creation Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 56: Europe: Virtual Reality Content Creation Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 57: Europe: Virtual Reality Content Creation Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 58: Germany: Virtual Reality Content Creation Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 59: Germany: Virtual Reality Content Creation Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 60: France: Virtual Reality Content Creation Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 61: France: Virtual Reality Content Creation Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 62: United Kingdom: Virtual Reality Content Creation Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 63: United Kingdom: Virtual Reality Content Creation Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 64: Italy: Virtual Reality Content Creation Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 65: Italy: Virtual Reality Content Creation Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 66: Spain: Virtual Reality Content Creation Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 67: Spain: Virtual Reality Content Creation Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 68: Russia: Virtual Reality Content Creation Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 69: Russia: Virtual Reality Content Creation Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 70: Others: Virtual Reality Content Creation Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 71: Others: Virtual Reality Content Creation Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 72: Latin America: Virtual Reality Content Creation Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 73: Latin America: Virtual Reality Content Creation Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 74: Brazil: Virtual Reality Content Creation Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 75: Brazil: Virtual Reality Content Creation Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 76: Mexico: Virtual Reality Content Creation Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 77: Mexico: Virtual Reality Content Creation Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 78: Others: Virtual Reality Content Creation Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 79: Others: Virtual Reality Content Creation Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 80: Middle East and Africa: Virtual Reality Content Creation Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 81: Middle East and Africa: Virtual Reality Content Creation Market: Breakup by Country (in %), 2022
  • Figure 82: Middle East and Africa: Virtual Reality Content Creation Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 83: Global: Virtual Reality Content Creation Industry: SWOT Analysis
  • Figure 84: Global: Virtual Reality Content Creation Industry: Value Chain Analysis
  • Figure 85: Global: Virtual Reality Content Creation Industry: Porter's Five Forces Analysis

List of Tables

  • Table 1: Global: Virtual Reality Content Creation Market: Key Industry Highlights, 2022 and 2028
  • Table 2: Global: Virtual Reality Content Creation Market Forecast: Breakup by Content Type (in Million US$), 2023-2028
  • Table 3: Global: Virtual Reality Content Creation Market Forecast: Breakup by Component (in Million US$), 2023-2028
  • Table 4: Global: Virtual Reality Content Creation Market Forecast: Breakup by End User (in Million US$), 2023-2028
  • Table 5: Global: Virtual Reality Content Creation Market Forecast: Breakup by Region (in Million US$), 2023-2028
  • Table 6: Global: Virtual Reality Content Creation Market: Competitive Structure
  • Table 7: Global: Virtual Reality Content Creation Market: Key Players