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市场调查报告书
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1198779

虚拟现实 (VR) 内容创建服务市场 - 增长、趋势、COVID-19 影响和预测 (2023-2028)

Vr Content Creation Services Market - Growth, Trends, and Forecasts (2023 - 2028)

出版日期: | 出版商: Mordor Intelligence | 英文 120 Pages | 商品交期: 2-3个工作天内

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简介目录

虚拟现实 (VR) 内容创建服务市场预计在预测期内 (2022-2027) 的复合年增长率为 40.2%。

由于虚拟现实 (VR) 技术在媒体和娱乐、工业、医疗保健和教育领域的使用越来越多,该市场正在扩大。

*公司越来越多地使用 VR 技术,例如 OJT、远程团队的虚拟办公室、虚拟会议等培训、教育等应用,以及虚拟现实 (VR) 内容创建市场的增长。正在支持

*虚拟现实 (VR) 技术的引入具有革命性意义,它使个人能够比以往更有效地交流他们的 3D 想法和设计。 目的是利用虚拟现实内容製作技术创造更具吸引力和互动性的内容,让目标消费者沉浸在虚拟娱乐世界中。 因此,虚拟现实 (VR) 内容开发的利用率不断提高预计将在整个预测期内提振市场。

*在政府资助的推动下,亚洲 VR 市场正在迅速扩张。 包括日本 GUMI 在内的亚洲风险投资公司正在支持亚洲的发展,同时,他们对来自世界各地,尤其是欧洲的 VR 人才很感兴趣。 他们也积极参与内容製作,儘管出于文化和语言原因,他们主要针对亚洲市场。

*供应商正在合作开发先进的 VR 内容创建平台和服务。 例如,2022年5月,大龙VR与FXG视讯科技合作,结合双方的技术和资源,打造更加便捷的VR内容体系。

*内容交付、用户体验、消费者被动性、缺乏资金和配套基础设施等因素正在限制市场增长。

*虚拟现实 (VR) 技术有可能缓解大流行带来的许多挑战,从而促进广泛采用。 然而,目前整体采用率相对较低且软件有限限制了 VR 有效应对 COVID-19 挑战的能力。

VR内容製作服务市场趋势

在游戏中扩大 VR 的采用

*虚拟现实 (VR) 在游戏领域越来越受欢迎,这得益于沉浸式技术。 许多大型游戏开发公司已加入 VR 运动以改变用户体验。

*随着时间的推移,越来越多的开发者对 VR 游戏产生了兴趣。 近年来,对现有 VR 内容的添加和修改改变了游戏的形象。

*由于VR游戏所使用的概念和内容令人兴奋,VR游戏行业的市场规模正在迅速扩大。 这样,虚拟现实 (VR) 就有可能为游戏行业带来新事物。

*2021 年 4 月,Sony Interactive Entertainment 申请了一项专利,表明它正在研究用于 PS5 VR 游戏中图像升级的机器学习。 该专利还创造了一个机会来改进 PS5 VR 耳机,而不会牺牲处理能力来运行新的和改进的 VR 游戏。

*此外,2021 年 7 月,Virtex 宣布计划推出 Virtex Stadium,这是一个虚拟现实 (VR) 体育场,球迷可以在这里与来自球场中□□心的朋友一起观看比赛。 此次发布与电子竞技的日益普及以及 VR 消费设备的价格和性能下降相一致。 游戏行业主要供应商使用虚拟现实 (VR) 进行的这些技术创新和开发预计将增加对游戏和相关服务中新内容创作的需求,并促进市场增长。

北美有望占据主要市场份额

*美国在虚拟现实 (VR) 市场处于领先地位。 硬件和软件研发以硅谷为中心,硅谷是谷歌、苹果和Facebook等IT巨头的所在地。 内容製作集中在洛杉矶的主要游戏工作室和製作工作室。

*美国拥有最活跃的 VR/AR 风险投资 (VC) 基金,并积极投资早期技术。我来了。 预计此类投资将在未来继续,并有望成为市场增长的推动力。

*游戏和娱乐行业对 HMD 的需求不断增长,预计将提振该地区的市场。 此外,在航空航天/国防和建筑/规划领域越来越多地部署 VR 技术可能会成为帮助市场增长的巨大机会。

VR内容製作服务市场竞争者分析

随着许多参与者通过合作、併购和产品创新增加在该地区的存在,VR 内容製作服务市场的市场竞争日益激烈,并且市场正在向碎片化市场转变。参与者包括 Visualize Creative Limited、Panedia Pty Ltd、Fiebak Medien 等。

*2022 年 5 月- 上海虚拟现实 (VR) 设备设计和製造公司 DPVR 与中国 VR 製作工作室 FXG 视频科技 (FXG) 达成战略合作。协议。 通过此次合作,两家公司将结合各自的技术和资源,为用户构建更加便捷、丰富、自由的VR内容生态,并积极探索与元界相关的进一步合作机会。

其他好处

  • Excel 格式的市场预测 (ME) 表
  • 三个月的分析师支持

内容

第一章介绍

  • 研究假设和市场定义
  • 调查范围

第二章研究方法论

第 3 章执行摘要

第 4 章市场洞察

  • 市场概览
  • 工业价值链分析
  • 产业吸引力 - 波特五力分析
    • 供应商的议价能力
    • 买家的议价能力
    • 新进入者的威胁
    • 替代品的威胁
    • 竞争公司之间的敌对关係
  • 评估 COVID-19 对行业的影响

第 5 章市场动态

  • 市场驱动力
    • 基于 VR 的内容越来越受到客户的欢迎,这主要是受基于位置的 VR 体验的推动。
    • 在需要内容创建和渲染的企业用例的推动下,VR 解决方案的市场活动显着增加
  • 市场挑战
    • 基础设施问题依然存在。 另外,开发週期比较长,需要有足够的预算。
  • 市场机会
  • 工业生态系统分析
  • 当前进入 VR 电影製作的障碍
  • VR 电影製作领域的当前活动和发展
  • 概述当前的 VR 格局,包括硬件、软件和内容服务

第 6 章市场细分

  • 最终用户
    • 媒体和娱乐
    • 企业/工业
    • 其他
  • 按地区
    • 北美
    • 欧洲
    • 亚太地区

第七章竞争格局

  • 公司简介
    • Visualise Creative Limited
    • VREI
    • Panedia Pty Ltd
    • Within
    • Fieback Medien
    • Evolve Studio
    • FirebirdVR
    • FXGear Inc.

第 8 章主要利益相关者

第九章投资分析

简介目录
Product Code: 90963

The virtual reality content creation services market is expected to register a CAGR of 40.2% during the forecast period (2022-2027). The market is growing due to the increasing usage of virtual reality technology by the media and entertainment, industrial, healthcare, and education sectors.

* The use of VR technology by enterprises is increased for applications such as on-the-job training, virtual offices for remote teams, training such as virtual meetings, and education fuel the growth of the virtual reality content creation market.

* Introducing virtual reality (VR) technologies is a breakthrough, allowing individuals to communicate 3D ideas and designs more effectively than ever before. The goal of creating more intriguing and interactive content is to leverage VR content production technologies to immerse target consumers in the world of virtual entertainment. As a result, the growing use of virtual reality content development is expected to boost the market throughout the forecast period.

* The Asian VR market has rapidly expanded, driven by government funding support. Asian venture capital firms, such as the Japanese business Gumi, support Asian growth while also being interested in global VR talent, especially in Europe. Asia is also active in content creation, although it mainly focuses on the Asian market for cultural and linguistic reasons.

* The vendors are developing advanced VR content creation platforms and services by forming partnerships. For instance, in May 2022, DPVR and FXG Video Science and Technology partnered to create more convenient VR content systems by combining their technology and resources.

* Factors such as content offerings, user experience, consumer reluctance, financing, and lack of supporting infrastructure are restraining the market's growth.

* Virtual reality (VR) technology has the potential to mitigate many of the challenges brought about by the pandemic, which has spurred increased adoption. However, relatively low adoption overall and limited software still restrict the power of VR to address COVID-19 difficulties effectively.

VR Content Creation Services Market Trends

Growing Adoption of VR in Gaming

* Virtual reality is becoming popular in gaming, which has benefited from this immersive technology. Many large-scale game development companies have jumped on the VR movement to transform the user experience.

* As time passed, many developers showed interest in VR games. The addition and modification of the existing VR content have changed the image of the games in recent years.

* The VR gaming industry's market size is expanding at a rapid pace as the concepts and contents used in virtual reality games are exciting. Thus, Virtual Reality has become potential to introduce new things to the gaming industry.

* In April 2021, Sony Interactive Entertainment filed a patent, which suggests that the company is working on machine-learning for image upscaling on the PS5 VR games. The patent also creates an opportunity to improve the PS5 VR headset without sacrificing the processing power for running the new and improved VR games.

* Further, in July 2021, Virtex announced that it was planning to launch a virtual reality stadium, "Virtex Stadium," that lets the fans watch the game with their friends from the center of the field. The launch is in line with the growing popularity of e-sports and the growing affordability and performance of VR consumer devices. Such innovations and development by key vendors in the gaming industry using virtual reality are adding to the demand for new content creation in the games and related services, which is expected to propel market growth.

North America is Expected to Hold Major Share

* The United States has a leading position in the virtual reality market. R&D for hardware and software is centered around Silicon Valley with IT giants such as Google, Apple, and Facebook. The content production is concentrated around big gaming studios and production studios in Los Angeles.

* The United States offers favorable conditions for virtual reality start-ups, has the most active VR & AR venture capital (VC) funds, and is willing to invest in early technology start-ups; hence commercial VR and AR companies started in the US earlier than elsewhere. Such investments are expected to continue and are estimated to drive market growth.

* The increased demand for HMD in the gaming and entertainment industries is expected to push the regional market. Also, the increased deployment of VR technology in aerospace and defense and the architecture and planning sector may act as a major opportunity that helps in the growth of the market.

VR Content Creation Services Market Competitor Analysis

VR content creation services market is moving toward a fragmented market as the competition in the market is intensifying owing to a large number of players increasing their presence in the region through collaboration, merger & acquisition, and product innovation. Players include Visualise Creative Limited, Panedia Pty Ltd, Fiebak Medien, and others.

* May 2022 - DPVR, a Shanghai-based company specializing in virtual reality (VR) device design and manufacturing, announced a strategic cooperation agreement with FXG Video Science and Technology (FXG), a Chinese VR production studio. Through this partnership, the two companies will combine their technology and resources to create a more convenient, richer, and free VR content ecosystem for users and actively explore more cooperation opportunities related to the metaverse.

Additional Benefits:

  • The market estimate (ME) sheet in Excel format
  • 3 months of analyst support

TABLE OF CONTENTS

1 INTRODUCTION

  • 1.1 Study Assumptions and Market Definition
  • 1.2 Scope of the study

2 RESEARCH METHODOLOGY

3 EXECUTIVE SUMMARY

4 MARKET INSIGHTS

  • 4.1 Market Overview
  • 4.2 Industry Value Chain Analysis
  • 4.3 Industry Attractiveness - Porter's Five Forces Analysis
    • 4.3.1 Bargaining Power of Suppliers
    • 4.3.2 Bargaining Power of Buyers
    • 4.3.3 Threat of New Entrants
    • 4.3.4 Threat of Substitutes
    • 4.3.5 Intensity of Competitive Rivalry
  • 4.4 Assesment of Impact of COVID -19 on the Industry

5 MARKET DYNAMICS

  • 5.1 Market Drivers
    • 5.1.1 VR-Based Content is BeningIncreasingly Received by Customers, Mostly Driven by Location-Based VR Experiences
    • 5.1.2 Marked Increase in the Market Activity for VR Solutions Driven by Enterprise Use-CasesWhich Require Content Creation & Rendering
  • 5.2 Market Challenges
    • 5.2.1 Infrastructural Challenges Remain a Concern. Moreover, the Relatively Long Development Cycles Require Considerable Budget Overlay
  • 5.3 Market Opportunities
  • 5.4 Industry Ecosystem Analysis
  • 5.5 Current Entry Barriers to VR Film Production
  • 5.6 Current Activities and Developments in the VR Filmmaking Sector
  • 5.7 Overview of Current VR Landscape - Hardware, Software and Content Services

6 MARKET SEGMENTATION

  • 6.1 By End-user
    • 6.1.1 Media & Entertainment
    • 6.1.2 Enterprise & Industrial
    • 6.1.3 Others
  • 6.2 By Geography
    • 6.2.1 North America
    • 6.2.2 Europe
    • 6.2.3 Asia-Pacific

7 COMPETITIVE LANDSCAPE

  • 7.1 Company Profiles
    • 7.1.1 Visualise Creative Limited
    • 7.1.2 VREI
    • 7.1.3 Panedia Pty Ltd
    • 7.1.4 Within
    • 7.1.5 Fieback Medien
    • 7.1.6 Evolve Studio
    • 7.1.7 FirebirdVR
    • 7.1.8 FXGear Inc.

8 KEY STAKEHOLDERS

9 INVESTMENT ANALYSIS