封面
市场调查报告书
商品编码
1599312

虚拟实境内容市场:按元件、内容类型和应用程式划分 - 2025-2030 年全球预测

Virtual Reality Content Market by Component (Hardware, Software), Content Type (360 Degree Photos, Games, Videos), Application - Global Forecast 2025-2030

出版日期: | 出版商: 360iResearch | 英文 198 Pages | 商品交期: 最快1-2个工作天内

价格

本网页内容可能与最新版本有所差异。详细情况请与我们联繫。

2023年虚拟实境内容市值为333.7亿美元,预计到2024年将达到359.9亿美元,复合年增长率为7.93%,到2030年将达到569.5亿美元。

虚拟实境 (VR) 内容涵盖透过 VR 装置为身临其境型互动创建的数位环境和体验。对此类内容的需求源于在娱乐、教育、培训和其他领域提供真实模拟的能力,从根本上改变了跨行业的用户参与度。 VR内容已在游戏、房地产、旅游、医疗保健和教育等领域中得到应用,展示了其多样化的最终用途。主要成长动力包括 VR 技术的进步、硬体成本的降低以及消费者和组织采用率的提高,尤其是在新冠肺炎 (COVID-19) 疫情之后,加速了数位转型。然而,成长受到初始成本高、内容开发复杂性以及跨平台标准化需求等挑战的限制。虚拟旅游、远端教育、身临其境型零售和虚拟实境医疗保健培训等快速成长的领域存在潜在机会。企业可以透过投资可自订、以用户为中心的 VR 体验来服务利基市场,从而利用这些优势。例如,体验式零售中的VR在虚拟试衣间和互动式产品展示方面进行了创新,以增强客户体验。此外,内容创作者和 VR 硬体製造商之间的伙伴关係可以简化不同装置的内容最佳化。儘管其前景广阔,但仍存在重大局限性,例如技术碎片化和长期使用可能导致用户不适,这可能会阻碍广泛采用。因此,公司必须在其策略中优先考虑用户舒适度、无缝整合和跨平台相容性。市场的发展凸显了持续创新的必要性,尤其是在高保真互动内容的高效交付方面。研究领域包括改进感官技术、提高虚拟实境的图形和互动质量,以及探索人工智慧驱动的内容个人化。透过专注于这些创新路径,公司可以抓住不断增长的需求,同时解决现有的市场空白。随着 VR 内容日益渗透到主流应用中,永续成长需要策略重点关注根据需求量身定制的参与体验、强大的伙伴关係和跨行业适用性。

主要市场统计
基准年[2023] 333.7亿美元
预测年份 [2024] 359.9亿美元
预测年份 [2030] 569.5亿美元
复合年增长率(%) 7.93%

市场动态:揭示快速发展的虚拟实境内容市场的关键市场洞察

虚拟实境内容市场正因供需的动态交互作用而转变。了解这些不断变化的市场动态可以帮助企业做出明智的投资决策、策略决策并抓住新的商机。全面了解这些趋势可以帮助企业降低政治、地理、技术、社会和经济领域的风险,并了解消费行为及其对製造成本的影响,并更清楚地了解对采购趋势的影响。

  • 市场驱动因素
    • VR 和 AR 产品等头戴式显示器 (HMD) 的需求增加
    • 游戏和娱乐领域经济高效的 VR 设备的高可用性
    • 行销领域对VR内容的需求增加
  • 市场限制因素
    • 缺乏训练有素的专业人员
  • 市场机会
    • 对技术先进、可携式、可携式设备的需求不断增长
    • 元宇宙的出现与强大的新兴企业生态系统
  • 市场挑战
    • 安全和隐私侵犯问题

波特五力:驾驭虚拟实境内容市场的策略工具

波特的五力框架是理解市场竞争格局的重要工具。波特的五力框架为评估公司的竞争地位和探索策略机会提供了清晰的方法。该框架可帮助公司评估市场动态并确定新业务的盈利。这些见解使公司能够利用自己的优势,解决弱点并避免潜在的挑战,从而确保更强大的市场地位。

PESTLE分析:了解虚拟实境内容市场的外部影响

外部宏观环境因素在塑造虚拟实境内容市场的表现动态方面发挥着至关重要的作用。对政治、经济、社会、技术、法律和环境因素的分析提供了应对这些影响所需的资讯。透过调查 PESTLE 因素,公司可以更了解潜在的风险和机会。这种分析可以帮助公司预测法规、消费者偏好和经济趋势的变化,并为他们做出积极主动的决策做好准备。

市场占有率分析 了解虚拟实境内容市场的竞争状况

对虚拟实境内容市场的详细市场占有率分析可以对供应商的表现进行全面评估。公司可以透过比较收益、客户群和成长率等关键指标来揭示其竞争地位。该分析揭示了市场集中、分散和整合的趋势,为供应商提供了製定策略决策所需的洞察力,使他们能够在日益激烈的竞争中占有一席之地。

FPNV定位矩阵虚拟实境内容市场供应商绩效评估

FPNV定位矩阵是评估虚拟实境内容市场供应商的重要工具。此矩阵允许业务组织根据供应商的商务策略和产品满意度评估供应商,从而做出符合其目标的明智决策。这四个象限使您能够清晰、准确地划分供应商,并确定最能满足您的策略目标的合作伙伴和解决方案。

策略分析和建议描绘了虚拟实境内容市场的成功之路

虚拟实境内容市场的策略分析对于旨在加强其在全球市场的影响力的公司至关重要。透过审查关键资源、能力和绩效指标,公司可以识别成长机会并努力改进。这种方法使您能够克服竞争环境中的挑战,利用新的商机,并取得长期成功。

本报告对市场进行了全面分析,涵盖关键重点领域:

1. 市场渗透率:详细检视当前市场环境、主要企业的广泛资料、评估其在市场中的影响力和整体影响力。

2. 市场开拓:辨识新兴市场的成长机会,评估现有领域的扩张潜力,并提供未来成长的策略蓝图。

3. 市场多元化:分析近期产品发布、开拓地区、关键产业进展、塑造市场的策略投资。

4. 竞争评估与情报:彻底分析竞争格局,检验市场占有率、业务策略、产品系列、认证、监管核准、专利趋势、主要企业的技术进步等。

5. 产品开发与创新:重点在于有望推动未来市场成长的最尖端科技、研发活动和产品创新。

我们也回答重要问题,帮助相关人员做出明智的决策:

1.目前的市场规模和未来的成长预测是多少?

2. 哪些产品、区隔市场和地区提供最佳投资机会?

3.塑造市场的主要技术趋势和监管影响是什么?

4.主要厂商的市场占有率和竞争地位如何?

5. 推动供应商市场进入和退出策略的收益来源和策略机会是什么?

目录

第一章 前言

第二章调查方法

第三章执行摘要

第四章市场概况

第五章市场洞察

  • 市场动态
    • 促进因素
      • VR 和 AR 产品等头戴式显示器 (HMD) 的需求增加
      • 游戏和娱乐领域经济高效的 VR 设备的高可用性
      • 行销领域对VR内容的需求增加
    • 抑制因素
      • 缺乏训练有素的专业人员
    • 机会
      • 对技术先进的行动装置的需求不断增长
      • 元宇宙的出现与强大的Start-Ups生态系统
    • 任务
      • 安全和隐私侵犯问题
  • 市场区隔分析
  • 波特五力分析
  • PESTEL分析
    • 政治的
    • 经济
    • 社群
    • 技术的
    • 合法地
    • 环境

第六章虚拟实境内容市场:按组成部分

  • 硬体
  • 软体

第七章依内容类型分類的虚拟实境内容市场

  • 360度照片
  • 游戏
  • 影片

第八章虚拟实境内容市场:依应用分类

  • 游戏
  • 媒体和娱乐
  • 零售

第九章美洲虚拟实境内容市场

  • 阿根廷
  • 巴西
  • 加拿大
  • 墨西哥
  • 美国

第十章 亚太地区虚拟实境内容市场

  • 澳洲
  • 中国
  • 印度
  • 印尼
  • 日本
  • 马来西亚
  • 菲律宾
  • 新加坡
  • 韩国
  • 台湾
  • 泰国
  • 越南

第十一章 欧洲、中东和非洲虚拟实境内容市场

  • 丹麦
  • 埃及
  • 芬兰
  • 法国
  • 德国
  • 以色列
  • 义大利
  • 荷兰
  • 奈及利亚
  • 挪威
  • 波兰
  • 卡达
  • 俄罗斯
  • 沙乌地阿拉伯
  • 南非
  • 西班牙
  • 瑞典
  • 瑞士
  • 土耳其
  • 阿拉伯聯合大公国
  • 英国

第十二章竞争格局

  • 2023 年市场占有率分析
  • FPNV 定位矩阵,2023
  • 竞争情境分析
  • 战略分析和建议

公司名单

  • 360 Labs, LLC
  • Alphabet, Inc.
  • AltexSoft
  • CreativeDrive by Accenture PLC
  • Eon Reality, Inc.
  • GoPro, Inc.
  • HTC Global Services
  • KonceptVR LLC
  • Magic Leap, Inc.
  • Matterport, Inc.
  • Meta Platforms, Inc.
  • Microsoft Corporation
  • Netflix, Inc.
  • Panedia Pty Ltd.
  • Samsung Electronics Co., Ltd.
  • Sony Corporation
  • Ultraleap Limited
Product Code: MRR-030298DFFFCE

The Virtual Reality Content Market was valued at USD 33.37 billion in 2023, expected to reach USD 35.99 billion in 2024, and is projected to grow at a CAGR of 7.93%, to USD 56.95 billion by 2030.

Virtual Reality (VR) Content encompasses digital environments and experiences created for immersive interaction via VR devices. The necessity of such content stems from its ability to provide realistic simulations for entertainment, education, training, and beyond, fundamentally shifting user engagement across sectors. VR content finds applications in gaming, real estate, tourism, healthcare, and education, among others, illustrating its diverse end-use scope. Key growth drivers include advancements in VR technology, decreasing hardware costs, and increasing consumer and institutional adoption, particularly post-COVID-19, which accelerated digital transformation. However, growth is tempered by challenges such as high initial costs, content development intricacies, and the need for standardization across platforms. Potential opportunities arise from burgeoning sectors like virtual tours, remote education, immersive retail, and VR-assisted healthcare training. Companies can capitalize on these by investing in customizable and user-centric VR experiences that cater to niche markets. For instance, VR in experiential retail could see innovations in virtual fitting rooms and interactive product displays, enhancing customer experience. Furthermore, partnerships between content creators and VR hardware producers could streamline content optimization for various devices. Despite its promising trajectory, considerable limitations include technological fragmentation and potential user discomfort from prolonged use, which may deter widespread adoption. Therefore, businesses must prioritize user comfort, seamless integration, and cross-platform compatibility in their strategies. The market's evolving nature underscores a constant demand for innovation, particularly in delivering high-fidelity, interactive content efficiently. Research areas include improving sensory technology, enhancing VR's graphical and interactive quality, and exploring AI-driven content personalization. By focusing on these innovation avenues, companies can capture burgeoning demand while addressing existing market gaps. Thus, as VR content increasingly permeates mainstream usage, a strategic emphasis on tailored, engaging experiences, robust partnerships, and cross-sectoral applicability will be crucial for sustainable growth.

KEY MARKET STATISTICS
Base Year [2023] USD 33.37 billion
Estimated Year [2024] USD 35.99 billion
Forecast Year [2030] USD 56.95 billion
CAGR (%) 7.93%

Market Dynamics: Unveiling Key Market Insights in the Rapidly Evolving Virtual Reality Content Market

The Virtual Reality Content Market is undergoing transformative changes driven by a dynamic interplay of supply and demand factors. Understanding these evolving market dynamics prepares business organizations to make informed investment decisions, refine strategic decisions, and seize new opportunities. By gaining a comprehensive view of these trends, business organizations can mitigate various risks across political, geographic, technical, social, and economic domains while also gaining a clearer understanding of consumer behavior and its impact on manufacturing costs and purchasing trends.

  • Market Drivers
    • Rise in demand for head-mounted displays (HMDs) such as VR and AR products
    • High availability of cost-efficient VR devices in the gaming and entertainment sector
    • Increase in the demand for VR content in the marketing sector
  • Market Restraints
    • Shortage of trained professionals
  • Market Opportunities
    • Rising demand for technologically advanced, portable and stand alone devices
    • Emergence of metaverse and robust startup ecosystem
  • Market Challenges
    • Security and privacy breach issues

Porter's Five Forces: A Strategic Tool for Navigating the Virtual Reality Content Market

Porter's five forces framework is a critical tool for understanding the competitive landscape of the Virtual Reality Content Market. It offers business organizations with a clear methodology for evaluating their competitive positioning and exploring strategic opportunities. This framework helps businesses assess the power dynamics within the market and determine the profitability of new ventures. With these insights, business organizations can leverage their strengths, address weaknesses, and avoid potential challenges, ensuring a more resilient market positioning.

PESTLE Analysis: Navigating External Influences in the Virtual Reality Content Market

External macro-environmental factors play a pivotal role in shaping the performance dynamics of the Virtual Reality Content Market. Political, Economic, Social, Technological, Legal, and Environmental factors analysis provides the necessary information to navigate these influences. By examining PESTLE factors, businesses can better understand potential risks and opportunities. This analysis enables business organizations to anticipate changes in regulations, consumer preferences, and economic trends, ensuring they are prepared to make proactive, forward-thinking decisions.

Market Share Analysis: Understanding the Competitive Landscape in the Virtual Reality Content Market

A detailed market share analysis in the Virtual Reality Content Market provides a comprehensive assessment of vendors' performance. Companies can identify their competitive positioning by comparing key metrics, including revenue, customer base, and growth rates. This analysis highlights market concentration, fragmentation, and trends in consolidation, offering vendors the insights required to make strategic decisions that enhance their position in an increasingly competitive landscape.

FPNV Positioning Matrix: Evaluating Vendors' Performance in the Virtual Reality Content Market

The Forefront, Pathfinder, Niche, Vital (FPNV) Positioning Matrix is a critical tool for evaluating vendors within the Virtual Reality Content Market. This matrix enables business organizations to make well-informed decisions that align with their goals by assessing vendors based on their business strategy and product satisfaction. The four quadrants provide a clear and precise segmentation of vendors, helping users identify the right partners and solutions that best fit their strategic objectives.

Strategy Analysis & Recommendation: Charting a Path to Success in the Virtual Reality Content Market

A strategic analysis of the Virtual Reality Content Market is essential for businesses looking to strengthen their global market presence. By reviewing key resources, capabilities, and performance indicators, business organizations can identify growth opportunities and work toward improvement. This approach helps businesses navigate challenges in the competitive landscape and ensures they are well-positioned to capitalize on newer opportunities and drive long-term success.

Key Company Profiles

The report delves into recent significant developments in the Virtual Reality Content Market, highlighting leading vendors and their innovative profiles. These include 360 Labs, LLC, Alphabet, Inc., AltexSoft, CreativeDrive by Accenture PLC, Eon Reality, Inc., GoPro, Inc., HTC Global Services, KonceptVR LLC, Magic Leap, Inc., Matterport, Inc., Meta Platforms, Inc., Microsoft Corporation, Netflix, Inc., Panedia Pty Ltd., Samsung Electronics Co., Ltd., Sony Corporation, and Ultraleap Limited.

Market Segmentation & Coverage

This research report categorizes the Virtual Reality Content Market to forecast the revenues and analyze trends in each of the following sub-markets:

  • Based on Component, market is studied across Hardware and Software.
  • Based on Content Type, market is studied across 360 Degree Photos, Games, and Videos.
  • Based on Application, market is studied across Automotive, Gaming, Media & Entertainment, and Retail.
  • Based on Region, market is studied across Americas, Asia-Pacific, and Europe, Middle East & Africa. The Americas is further studied across Argentina, Brazil, Canada, Mexico, and United States. The United States is further studied across California, Florida, Illinois, New York, Ohio, Pennsylvania, and Texas. The Asia-Pacific is further studied across Australia, China, India, Indonesia, Japan, Malaysia, Philippines, Singapore, South Korea, Taiwan, Thailand, and Vietnam. The Europe, Middle East & Africa is further studied across Denmark, Egypt, Finland, France, Germany, Israel, Italy, Netherlands, Nigeria, Norway, Poland, Qatar, Russia, Saudi Arabia, South Africa, Spain, Sweden, Switzerland, Turkey, United Arab Emirates, and United Kingdom.

The report offers a comprehensive analysis of the market, covering key focus areas:

1. Market Penetration: A detailed review of the current market environment, including extensive data from top industry players, evaluating their market reach and overall influence.

2. Market Development: Identifies growth opportunities in emerging markets and assesses expansion potential in established sectors, providing a strategic roadmap for future growth.

3. Market Diversification: Analyzes recent product launches, untapped geographic regions, major industry advancements, and strategic investments reshaping the market.

4. Competitive Assessment & Intelligence: Provides a thorough analysis of the competitive landscape, examining market share, business strategies, product portfolios, certifications, regulatory approvals, patent trends, and technological advancements of key players.

5. Product Development & Innovation: Highlights cutting-edge technologies, R&D activities, and product innovations expected to drive future market growth.

The report also answers critical questions to aid stakeholders in making informed decisions:

1. What is the current market size, and what is the forecasted growth?

2. Which products, segments, and regions offer the best investment opportunities?

3. What are the key technology trends and regulatory influences shaping the market?

4. How do leading vendors rank in terms of market share and competitive positioning?

5. What revenue sources and strategic opportunities drive vendors' market entry or exit strategies?

Table of Contents

1. Preface

  • 1.1. Objectives of the Study
  • 1.2. Market Segmentation & Coverage
  • 1.3. Years Considered for the Study
  • 1.4. Currency & Pricing
  • 1.5. Language
  • 1.6. Stakeholders

2. Research Methodology

  • 2.1. Define: Research Objective
  • 2.2. Determine: Research Design
  • 2.3. Prepare: Research Instrument
  • 2.4. Collect: Data Source
  • 2.5. Analyze: Data Interpretation
  • 2.6. Formulate: Data Verification
  • 2.7. Publish: Research Report
  • 2.8. Repeat: Report Update

3. Executive Summary

4. Market Overview

5. Market Insights

  • 5.1. Market Dynamics
    • 5.1.1. Drivers
      • 5.1.1.1. Rise in demand for head-mounted displays (HMDs) such as VR and AR products
      • 5.1.1.2. High availability of cost-efficient VR devices in the gaming and entertainment sector
      • 5.1.1.3. Increase in the demand for VR content in the marketing sector
    • 5.1.2. Restraints
      • 5.1.2.1. Shortage of trained professionals
    • 5.1.3. Opportunities
      • 5.1.3.1. Rising demand for technologically advanced, portable and stand alone devices
      • 5.1.3.2. Emergence of metaverse and robust startup ecosystem
    • 5.1.4. Challenges
      • 5.1.4.1. Security and privacy breach issues
  • 5.2. Market Segmentation Analysis
  • 5.3. Porter's Five Forces Analysis
    • 5.3.1. Threat of New Entrants
    • 5.3.2. Threat of Substitutes
    • 5.3.3. Bargaining Power of Customers
    • 5.3.4. Bargaining Power of Suppliers
    • 5.3.5. Industry Rivalry
  • 5.4. PESTLE Analysis
    • 5.4.1. Political
    • 5.4.2. Economic
    • 5.4.3. Social
    • 5.4.4. Technological
    • 5.4.5. Legal
    • 5.4.6. Environmental

6. Virtual Reality Content Market, by Component

  • 6.1. Introduction
  • 6.2. Hardware
  • 6.3. Software

7. Virtual Reality Content Market, by Content Type

  • 7.1. Introduction
  • 7.2. 360 Degree Photos
  • 7.3. Games
  • 7.4. Videos

8. Virtual Reality Content Market, by Application

  • 8.1. Introduction
  • 8.2. Automotive
  • 8.3. Gaming
  • 8.4. Media & Entertainment
  • 8.5. Retail

9. Americas Virtual Reality Content Market

  • 9.1. Introduction
  • 9.2. Argentina
  • 9.3. Brazil
  • 9.4. Canada
  • 9.5. Mexico
  • 9.6. United States

10. Asia-Pacific Virtual Reality Content Market

  • 10.1. Introduction
  • 10.2. Australia
  • 10.3. China
  • 10.4. India
  • 10.5. Indonesia
  • 10.6. Japan
  • 10.7. Malaysia
  • 10.8. Philippines
  • 10.9. Singapore
  • 10.10. South Korea
  • 10.11. Taiwan
  • 10.12. Thailand
  • 10.13. Vietnam

11. Europe, Middle East & Africa Virtual Reality Content Market

  • 11.1. Introduction
  • 11.2. Denmark
  • 11.3. Egypt
  • 11.4. Finland
  • 11.5. France
  • 11.6. Germany
  • 11.7. Israel
  • 11.8. Italy
  • 11.9. Netherlands
  • 11.10. Nigeria
  • 11.11. Norway
  • 11.12. Poland
  • 11.13. Qatar
  • 11.14. Russia
  • 11.15. Saudi Arabia
  • 11.16. South Africa
  • 11.17. Spain
  • 11.18. Sweden
  • 11.19. Switzerland
  • 11.20. Turkey
  • 11.21. United Arab Emirates
  • 11.22. United Kingdom

12. Competitive Landscape

  • 12.1. Market Share Analysis, 2023
  • 12.2. FPNV Positioning Matrix, 2023
  • 12.3. Competitive Scenario Analysis
  • 12.4. Strategy Analysis & Recommendation

Companies Mentioned

  • 1. 360 Labs, LLC
  • 2. Alphabet, Inc.
  • 3. AltexSoft
  • 4. CreativeDrive by Accenture PLC
  • 5. Eon Reality, Inc.
  • 6. GoPro, Inc.
  • 7. HTC Global Services
  • 8. KonceptVR LLC
  • 9. Magic Leap, Inc.
  • 10. Matterport, Inc.
  • 11. Meta Platforms, Inc.
  • 12. Microsoft Corporation
  • 13. Netflix, Inc.
  • 14. Panedia Pty Ltd.
  • 15. Samsung Electronics Co., Ltd.
  • 16. Sony Corporation
  • 17. Ultraleap Limited

LIST OF FIGURES

  • FIGURE 1. VIRTUAL REALITY CONTENT MARKET RESEARCH PROCESS
  • FIGURE 2. VIRTUAL REALITY CONTENT MARKET SIZE, 2023 VS 2030
  • FIGURE 3. GLOBAL VIRTUAL REALITY CONTENT MARKET SIZE, 2018-2030 (USD MILLION)
  • FIGURE 4. GLOBAL VIRTUAL REALITY CONTENT MARKET SIZE, BY REGION, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 5. GLOBAL VIRTUAL REALITY CONTENT MARKET SIZE, BY COUNTRY, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 6. GLOBAL VIRTUAL REALITY CONTENT MARKET SIZE, BY COMPONENT, 2023 VS 2030 (%)
  • FIGURE 7. GLOBAL VIRTUAL REALITY CONTENT MARKET SIZE, BY COMPONENT, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 8. GLOBAL VIRTUAL REALITY CONTENT MARKET SIZE, BY CONTENT TYPE, 2023 VS 2030 (%)
  • FIGURE 9. GLOBAL VIRTUAL REALITY CONTENT MARKET SIZE, BY CONTENT TYPE, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 10. GLOBAL VIRTUAL REALITY CONTENT MARKET SIZE, BY APPLICATION, 2023 VS 2030 (%)
  • FIGURE 11. GLOBAL VIRTUAL REALITY CONTENT MARKET SIZE, BY APPLICATION, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 12. AMERICAS VIRTUAL REALITY CONTENT MARKET SIZE, BY COUNTRY, 2023 VS 2030 (%)
  • FIGURE 13. AMERICAS VIRTUAL REALITY CONTENT MARKET SIZE, BY COUNTRY, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 14. UNITED STATES VIRTUAL REALITY CONTENT MARKET SIZE, BY STATE, 2023 VS 2030 (%)
  • FIGURE 15. UNITED STATES VIRTUAL REALITY CONTENT MARKET SIZE, BY STATE, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 16. ASIA-PACIFIC VIRTUAL REALITY CONTENT MARKET SIZE, BY COUNTRY, 2023 VS 2030 (%)
  • FIGURE 17. ASIA-PACIFIC VIRTUAL REALITY CONTENT MARKET SIZE, BY COUNTRY, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 18. EUROPE, MIDDLE EAST & AFRICA VIRTUAL REALITY CONTENT MARKET SIZE, BY COUNTRY, 2023 VS 2030 (%)
  • FIGURE 19. EUROPE, MIDDLE EAST & AFRICA VIRTUAL REALITY CONTENT MARKET SIZE, BY COUNTRY, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 20. VIRTUAL REALITY CONTENT MARKET SHARE, BY KEY PLAYER, 2023
  • FIGURE 21. VIRTUAL REALITY CONTENT MARKET, FPNV POSITIONING MATRIX, 2023

LIST OF TABLES

  • TABLE 1. VIRTUAL REALITY CONTENT MARKET SEGMENTATION & COVERAGE
  • TABLE 2. UNITED STATES DOLLAR EXCHANGE RATE, 2018-2023
  • TABLE 3. GLOBAL VIRTUAL REALITY CONTENT MARKET SIZE, 2018-2030 (USD MILLION)
  • TABLE 4. GLOBAL VIRTUAL REALITY CONTENT MARKET SIZE, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 5. GLOBAL VIRTUAL REALITY CONTENT MARKET SIZE, BY COUNTRY, 2018-2030 (USD MILLION)
  • TABLE 6. VIRTUAL REALITY CONTENT MARKET DYNAMICS
  • TABLE 7. GLOBAL VIRTUAL REALITY CONTENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 8. GLOBAL VIRTUAL REALITY CONTENT MARKET SIZE, BY HARDWARE, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 9. GLOBAL VIRTUAL REALITY CONTENT MARKET SIZE, BY SOFTWARE, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 10. GLOBAL VIRTUAL REALITY CONTENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 11. GLOBAL VIRTUAL REALITY CONTENT MARKET SIZE, BY 360 DEGREE PHOTOS, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 12. GLOBAL VIRTUAL REALITY CONTENT MARKET SIZE, BY GAMES, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 13. GLOBAL VIRTUAL REALITY CONTENT MARKET SIZE, BY VIDEOS, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 14. GLOBAL VIRTUAL REALITY CONTENT MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 15. GLOBAL VIRTUAL REALITY CONTENT MARKET SIZE, BY AUTOMOTIVE, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 16. GLOBAL VIRTUAL REALITY CONTENT MARKET SIZE, BY GAMING, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 17. GLOBAL VIRTUAL REALITY CONTENT MARKET SIZE, BY MEDIA & ENTERTAINMENT, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 18. GLOBAL VIRTUAL REALITY CONTENT MARKET SIZE, BY RETAIL, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 19. AMERICAS VIRTUAL REALITY CONTENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 20. AMERICAS VIRTUAL REALITY CONTENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 21. AMERICAS VIRTUAL REALITY CONTENT MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 22. AMERICAS VIRTUAL REALITY CONTENT MARKET SIZE, BY COUNTRY, 2018-2030 (USD MILLION)
  • TABLE 23. ARGENTINA VIRTUAL REALITY CONTENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 24. ARGENTINA VIRTUAL REALITY CONTENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 25. ARGENTINA VIRTUAL REALITY CONTENT MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 26. BRAZIL VIRTUAL REALITY CONTENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 27. BRAZIL VIRTUAL REALITY CONTENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 28. BRAZIL VIRTUAL REALITY CONTENT MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 29. CANADA VIRTUAL REALITY CONTENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 30. CANADA VIRTUAL REALITY CONTENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 31. CANADA VIRTUAL REALITY CONTENT MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 32. MEXICO VIRTUAL REALITY CONTENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 33. MEXICO VIRTUAL REALITY CONTENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 34. MEXICO VIRTUAL REALITY CONTENT MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 35. UNITED STATES VIRTUAL REALITY CONTENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 36. UNITED STATES VIRTUAL REALITY CONTENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 37. UNITED STATES VIRTUAL REALITY CONTENT MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 38. UNITED STATES VIRTUAL REALITY CONTENT MARKET SIZE, BY STATE, 2018-2030 (USD MILLION)
  • TABLE 39. ASIA-PACIFIC VIRTUAL REALITY CONTENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 40. ASIA-PACIFIC VIRTUAL REALITY CONTENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 41. ASIA-PACIFIC VIRTUAL REALITY CONTENT MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 42. ASIA-PACIFIC VIRTUAL REALITY CONTENT MARKET SIZE, BY COUNTRY, 2018-2030 (USD MILLION)
  • TABLE 43. AUSTRALIA VIRTUAL REALITY CONTENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 44. AUSTRALIA VIRTUAL REALITY CONTENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 45. AUSTRALIA VIRTUAL REALITY CONTENT MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 46. CHINA VIRTUAL REALITY CONTENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 47. CHINA VIRTUAL REALITY CONTENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 48. CHINA VIRTUAL REALITY CONTENT MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 49. INDIA VIRTUAL REALITY CONTENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 50. INDIA VIRTUAL REALITY CONTENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 51. INDIA VIRTUAL REALITY CONTENT MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 52. INDONESIA VIRTUAL REALITY CONTENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 53. INDONESIA VIRTUAL REALITY CONTENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 54. INDONESIA VIRTUAL REALITY CONTENT MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 55. JAPAN VIRTUAL REALITY CONTENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 56. JAPAN VIRTUAL REALITY CONTENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 57. JAPAN VIRTUAL REALITY CONTENT MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 58. MALAYSIA VIRTUAL REALITY CONTENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 59. MALAYSIA VIRTUAL REALITY CONTENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 60. MALAYSIA VIRTUAL REALITY CONTENT MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 61. PHILIPPINES VIRTUAL REALITY CONTENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 62. PHILIPPINES VIRTUAL REALITY CONTENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 63. PHILIPPINES VIRTUAL REALITY CONTENT MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 64. SINGAPORE VIRTUAL REALITY CONTENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 65. SINGAPORE VIRTUAL REALITY CONTENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 66. SINGAPORE VIRTUAL REALITY CONTENT MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 67. SOUTH KOREA VIRTUAL REALITY CONTENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 68. SOUTH KOREA VIRTUAL REALITY CONTENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 69. SOUTH KOREA VIRTUAL REALITY CONTENT MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 70. TAIWAN VIRTUAL REALITY CONTENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 71. TAIWAN VIRTUAL REALITY CONTENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 72. TAIWAN VIRTUAL REALITY CONTENT MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 73. THAILAND VIRTUAL REALITY CONTENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 74. THAILAND VIRTUAL REALITY CONTENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 75. THAILAND VIRTUAL REALITY CONTENT MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 76. VIETNAM VIRTUAL REALITY CONTENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 77. VIETNAM VIRTUAL REALITY CONTENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 78. VIETNAM VIRTUAL REALITY CONTENT MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 79. EUROPE, MIDDLE EAST & AFRICA VIRTUAL REALITY CONTENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 80. EUROPE, MIDDLE EAST & AFRICA VIRTUAL REALITY CONTENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 81. EUROPE, MIDDLE EAST & AFRICA VIRTUAL REALITY CONTENT MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 82. EUROPE, MIDDLE EAST & AFRICA VIRTUAL REALITY CONTENT MARKET SIZE, BY COUNTRY, 2018-2030 (USD MILLION)
  • TABLE 83. DENMARK VIRTUAL REALITY CONTENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 84. DENMARK VIRTUAL REALITY CONTENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 85. DENMARK VIRTUAL REALITY CONTENT MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 86. EGYPT VIRTUAL REALITY CONTENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 87. EGYPT VIRTUAL REALITY CONTENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 88. EGYPT VIRTUAL REALITY CONTENT MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 89. FINLAND VIRTUAL REALITY CONTENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 90. FINLAND VIRTUAL REALITY CONTENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 91. FINLAND VIRTUAL REALITY CONTENT MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 92. FRANCE VIRTUAL REALITY CONTENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 93. FRANCE VIRTUAL REALITY CONTENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 94. FRANCE VIRTUAL REALITY CONTENT MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 95. GERMANY VIRTUAL REALITY CONTENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 96. GERMANY VIRTUAL REALITY CONTENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 97. GERMANY VIRTUAL REALITY CONTENT MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 98. ISRAEL VIRTUAL REALITY CONTENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 99. ISRAEL VIRTUAL REALITY CONTENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 100. ISRAEL VIRTUAL REALITY CONTENT MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 101. ITALY VIRTUAL REALITY CONTENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 102. ITALY VIRTUAL REALITY CONTENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 103. ITALY VIRTUAL REALITY CONTENT MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 104. NETHERLANDS VIRTUAL REALITY CONTENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 105. NETHERLANDS VIRTUAL REALITY CONTENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 106. NETHERLANDS VIRTUAL REALITY CONTENT MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 107. NIGERIA VIRTUAL REALITY CONTENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 108. NIGERIA VIRTUAL REALITY CONTENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 109. NIGERIA VIRTUAL REALITY CONTENT MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 110. NORWAY VIRTUAL REALITY CONTENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 111. NORWAY VIRTUAL REALITY CONTENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 112. NORWAY VIRTUAL REALITY CONTENT MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 113. POLAND VIRTUAL REALITY CONTENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 114. POLAND VIRTUAL REALITY CONTENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 115. POLAND VIRTUAL REALITY CONTENT MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 116. QATAR VIRTUAL REALITY CONTENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 117. QATAR VIRTUAL REALITY CONTENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 118. QATAR VIRTUAL REALITY CONTENT MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 119. RUSSIA VIRTUAL REALITY CONTENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 120. RUSSIA VIRTUAL REALITY CONTENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 121. RUSSIA VIRTUAL REALITY CONTENT MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 122. SAUDI ARABIA VIRTUAL REALITY CONTENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 123. SAUDI ARABIA VIRTUAL REALITY CONTENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 124. SAUDI ARABIA VIRTUAL REALITY CONTENT MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 125. SOUTH AFRICA VIRTUAL REALITY CONTENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 126. SOUTH AFRICA VIRTUAL REALITY CONTENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 127. SOUTH AFRICA VIRTUAL REALITY CONTENT MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 128. SPAIN VIRTUAL REALITY CONTENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 129. SPAIN VIRTUAL REALITY CONTENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 130. SPAIN VIRTUAL REALITY CONTENT MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 131. SWEDEN VIRTUAL REALITY CONTENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 132. SWEDEN VIRTUAL REALITY CONTENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 133. SWEDEN VIRTUAL REALITY CONTENT MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 134. SWITZERLAND VIRTUAL REALITY CONTENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 135. SWITZERLAND VIRTUAL REALITY CONTENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 136. SWITZERLAND VIRTUAL REALITY CONTENT MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 137. TURKEY VIRTUAL REALITY CONTENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 138. TURKEY VIRTUAL REALITY CONTENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 139. TURKEY VIRTUAL REALITY CONTENT MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 140. UNITED ARAB EMIRATES VIRTUAL REALITY CONTENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 141. UNITED ARAB EMIRATES VIRTUAL REALITY CONTENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 142. UNITED ARAB EMIRATES VIRTUAL REALITY CONTENT MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 143. UNITED KINGDOM VIRTUAL REALITY CONTENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 144. UNITED KINGDOM VIRTUAL REALITY CONTENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 145. UNITED KINGDOM VIRTUAL REALITY CONTENT MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 146. VIRTUAL REALITY CONTENT MARKET SHARE, BY KEY PLAYER, 2023
  • TABLE 147. VIRTUAL REALITY CONTENT MARKET, FPNV POSITIONING MATRIX, 2023