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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 |
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。
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。
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.
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.
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.
Videos
Games
Software
Services
Real Estate
Travel and Hospitality
Media and Entertainment
Healthcare
Retail
Gaming
Automotive
Others
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
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.