虚拟实境内容创建市场 - 2018-2028 年全球产业规模、份额、趋势、机会和预测(按内容类型、组件、最终用途部门、地区、竞争细分)
市场调查报告书
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虚拟实境内容创建市场 - 2018-2028 年全球产业规模、份额、趋势、机会和预测(按内容类型、组件、最终用途部门、地区、竞争细分)

Virtual Reality Content Creation Market - Global Industry Size, Share, Trends, Opportunities, and Forecast 2018-2028F Segmented By Content Type, By Component, By End-use Sector, By Region, Competition

出版日期: | 出版商: TechSci Research | 英文 190 Pages | 商品交期: 2-3个工作天内

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简介目录

虚拟实境内容创作市场预计将在预测期内成长,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。

全球虚拟实境内容创作市场:趋势与驱动因素

市场概况
预测期 2024-2028
2022 年市场规模 31.9亿美元
2028 年市场规模 178.5亿美元
2023-2028 年复合年增长率 33.88%
成长最快的细分市场 卫生保健
最大的市场 北美洲

游戏和娱乐产业对头戴式显示器 (HMD) 的需求成长:

电玩游戏是当今最常见的休閒活动之一,因此XBOX和其他游戏机经历了多次发展。玩电玩游戏最近作为一种休閒活动在世界范围内流行起来,并且越来越多的人越来越喜欢室内视频游戏。沉浸式游戏预计将在那些使用增强型互动式虚拟设备来获得令人着迷的体验的人中获得主流吸引力。此外,虚拟实境彻底改变了游戏产业,因为个人可以在游戏过程中在三维环境中体验和互动。这大大增加了对内容基于虚拟实境的游戏的需求。

领先的市场成员专注于生产优质产品。例如,2018年,Oculus提供了30万台PSVR(PlayStation VR)头显,HTC紧追23万台,索尼提供46.3万台,建立了相当水准的VR(虚拟实境)技术商业实施。因此,建立虚拟实境的产业显着成长。 2019 年 9 月,主要发行商发行的游戏总数约为 90 款,其中 Rift、Vive、Index 和 Windows VR 游戏名列前茅,Go 和 Gear VR(虚拟实境)游戏紧随其后。

经济实惠的虚拟实境设备的可用性:

虚拟实境 (VR) 耳机同样被认为是头戴式显示器,被视为先进电子技术的发展。目前,虚拟实境技术可能的社会影响力的持续趋势在过去的时代已经大幅升级。大多数从事虚拟实境解决方案和服务的公司都致力于获得高客户群,而由于微型设计的虚拟设备的研发活动,这反过来又降低了 VR(虚拟实境)耳机的製造成本。此外,随着近期 HTC Vive、Oculus Rift 和索尼 PlayStation VR 等低成本虚拟实境技术的出现,市场上知名企业推出的产品数量不断增加,刺激了对虚拟实境内容的需求。近年来,随着虚拟实境的蓬勃发展,以及进入虚拟实境市场的小型企业数量的增加,对差异化产品组合的需求显着增加。因此,产业领导者正在打造消费级虚拟实境耳机。因此,预计全球虚拟内容製作市场将在整个预测期内受益于巨大的收入成长潜力。

虚拟实境行销的兴起:

随着消费者寻求技术方面的参与性、互动性和个人体验,全球各地的企业越来越个性化他们的沟通,以给受众留下深刻印象,并采用增强的互动性。随着玩家采用虚拟实境设备,这导致了对虚拟实境内容的巨大需求。例如,沃尔玛最近决定购买 17,000 个 VR 耳机,以便其 100 万名员工能够接受专门培训,改善店内和线上消费者的整体体验。因此,虚拟实境行销是预计在整个预测期内推动虚拟实境内容製作市场的主要驱动力之一。

远端呈现的理念与电脑模拟的现实体验密切相关。虚拟实境内容使企业主能够有效地向消费者定位其品牌形象,并为用户提供身临其境的体验,从而使他们能够以创新的方式与最终使用产品建立联繫。因此,虚拟实境行销已成为具有整合内容策略的最强大的行销工具之一。这是推动全球虚拟实境内容创作市场成长的一些主要因素之一。

此外,尚未涉足科技和游戏产业的小型企业已经开始尝试虚拟实境技术,这意味着中小企业主要试图了解投资的成本与效益。此外,根据以色列虚拟化公司Lumus的说法,小企业主如果投资更多,就可以吸引新客户并更好地竞争。例如,2021年各企业在AR和VR领域的投资达到178亿美元,预计未来几年为大型和中小企业创造庞大的商机。

各产业对 3 维内容的高需求:

由于360度互动环境允许类人化身,预计对虚拟实境内容的需求将显着影响客户享受娱乐、工作、购物和参与社交活动的方式。预计这一因素将在未来几年推动全球市场的扩张。

随着3D和4D(立体)技术的出现,其与医疗保健和製造等行业的融合趋势有所增强,并在游戏和娱乐产业中占据主导地位。从过去几年来看,3D电影上映数量呈现上升趋势;从而刺激了对3D电视的需求。这种成长归因于 3D 内容创作需求的成长,而这反过来又有望支持市场收入和市场份额的成长。

此外,随着内容技术创作的进步,虚拟实境内容应用以及3D/4D技术市场的机会预计将在医疗保健、工业、消费、娱乐、国防和教育等领域得到推动。例如,借助具有响应式机械手和3D摄影机系统的VR手术模拟器,以及内建的感官输入,研究人员可以从新的角度研究人体腹部解剖学。这可以进一步帮助练习使用手术刀和夹子进行外科手术。因此,3D内容在为虚拟实境显示设备提供高品质内容方面发挥着至关重要的作用,从而有望推动市场成长。

全球虚拟实境内容创作市场:限制

对使用虚拟实境设备的优势缺乏认识:

由于其低成本优势,虚拟实境设备的采用率上升,推动了市场的大幅成长。然而,在新兴国家,由于对使用虚拟实境设备的优势缺乏认识,虚拟实境设备的需求并不旺盛。因此,由于虚拟实境设备製造中对先进电子产品的需求,全球市场预计将受到阻碍。

此外,消费者将虚拟实境耳机视为奢侈利基产品的观点正在减少全球个人对这些设备的需求。首先,虚拟实境内容创作者正在努力创建一款能够获得主流采用和游戏玩家广泛讚赏的独家游戏,因为以高清发布的游戏因其功能而被智能手机和视频游戏机等其他智能设备广泛采用。多使用者游戏优势。

此外,由于医疗保健等有限用例的牵引缓慢而稳定,Facebook 的 Oculus 等主要社交网路参与者正在努力将虚拟实境带给市场上的大多数消费者。这反过来又引起了人们对虚拟实境内容品质及其长时间吸引消费者的能力的担忧。因此,上述因素预计将阻碍市场成长。

虚拟实境内容盗版:

据估计,虚拟实境 (VR) 内容盗版造成的潜在破坏非常严重。由于影视盗版的兴起,未经许可的线上串流约占娱乐业电影或影视窃盗事件的 81%。从复製和破解非接触式智慧卡等智慧卡,内容窃取已发展到洩漏目标装置的晶片组、透过点对点 (P2P) 网路和檔案传输协定 (FTP) 网站共享存取权限讯息和视讯檔案。

透过宽频 IP 网路传输的影片内容不断增加,已从小众市场转变为主流市场,引发了与盗版相关的担忧。反过来,这预计将阻碍市场的成长。与内容盗版相关的复杂问题是,观众很容易被欺骗从串流媒体网站购买和访问视频,这些视频通常是由专业网页设计师复製的,因此看起来是合法的。预计这将阻碍全球虚拟实境内容创作市场的扩张。

市场部门

全球虚拟实境内容创作市场分为内容类型、组件、最终用途部门和地区。根据内容类型,市场分为影片、360 度照片和游戏。根据组件,市场分为软体和服务。根据最终用途行业,市场分为房地产、旅游和酒店、媒体和娱乐、医疗保健、零售、游戏、汽车等。依地区划分,市场分为北美、亚太地区、欧洲、南美、中东和非洲。

市场参与者

全球虚拟实境内容创作市场的主要市场参与者包括 Subvrsive、Panedia Pty Ltd、360 Labs, Inc.、Blippar Group Limited、Matterport, Inc.、Koncept VR LLC、VIAR (Viar360)、Pixvana Inc.、Scapic、WeMakeVR

报告范围:

在本报告中,全球虚拟实境内容创作市场除了详细介绍的产业趋势外,也分为以下几类:

虚拟实境内容创作市场,依内容类型:

  • 影片
  • 360 度照片
  • 游戏

虚拟实境内容创作市场,按组成部分:

  • 软体
  • 服务

虚拟实境内容创作市场,依最终用途部门划分:

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

虚拟实境内容创作市场(按地区):

  • 北美洲
  • 美国
  • 加拿大
  • 墨西哥
  • 欧洲
  • 法国
  • 德国
  • 英国
  • 义大利
  • 西班牙
  • 亚太地区
  • 中国
  • 印度
  • 日本
  • 韩国
  • 澳洲
  • 中东和非洲
  • 南非
  • 沙乌地阿拉伯
  • 阿联酋
  • 南美洲
  • 巴西
  • 阿根廷
  • 哥伦比亚

竞争格局

  • 公司简介:详细分析全球虚拟实境内容创作市场中的主要公司。

可用的客製化:

  • 全球虚拟实境内容创建市场根据给定的市场资料,科技科学研究可根据公司的具体需求提供客製化服务。该报告可以使用以下自订选项:

公司资讯

  • 其他市场参与者(最多五个)的详细分析和概况分析。

目录

第 1 章:产品概述

  • 市场定义
  • 研究范围

第 2 章:研究方法

  • 基线方法
  • 计算市场规模所遵循的方法
  • 计算市场占有率所遵循的方法
  • 预测遵循的方法

第 3 章:执行摘要

第 4 章:客户之声

第 5 章:全球虚拟实境内容创作市场展望

  • 市场规模及预测
    • 按价值
  • 市占率及预测
    • 按内容类型(影片、360 度照片和游戏)
    • 按组件(软体和服务)
    • 按最终用途部门(房地产、旅游和酒店、媒体和娱乐、医疗保健、零售、游戏、汽车、其他)
    • 按地区(北美、亚太地区、欧洲、中东和非洲以及南美洲)
  • 按公司划分 (2022)
  • 市场地图

第 6 章:北美虚拟实境内容创作市场展望

  • 市场规模及预测
    • 按价值
  • 市占率及预测
    • 按内容类型
    • 按组件
    • 按最终用途部门
    • 按国家/地区
  • 北美:国家分析
    • 美国
    • 加拿大
    • 墨西哥

第 7 章:欧洲虚拟实境内容创作市场展望

  • 市场规模及预测
    • 按价值
  • 市占率及预测
    • 按内容类型
    • 按组件
    • 按最终用途部门
    • 按国家/地区
  • 欧洲:国家分析
    • 法国
    • 德国
    • 英国
    • 义大利
    • 西班牙

第 8 章:亚太地区虚拟实境内容创作市场展望

  • 市场规模及预测
    • 按价值
  • 市占率及预测
    • 按内容类型
    • 按组件
    • 按最终用途部门
    • 按国家/地区
  • 亚太地区:国家分析
    • 中国
    • 印度
    • 日本
    • 韩国
    • 澳洲

第 9 章:南美洲虚拟实境内容创作市场展望

  • 市场规模及预测
    • 按价值
  • 市占率及预测
    • 按内容类型
    • 按组件
    • 按最终用途部门
    • 按国家/地区
  • 南美洲:国家分析
    • 巴西
    • 阿根廷
    • 哥伦比亚

第 10 章:中东和非洲虚拟实境内容创作市场展望

  • 市场规模及预测
    • 按价值
  • 市占率及预测
    • 按内容类型
    • 按组件
    • 按最终用途部门
    • 按国家/地区
  • 中东和非洲:国家分析
    • 南非
    • 沙乌地阿拉伯
    • 阿联酋

第 11 章:市场动态

  • 司机
  • 挑战

第 12 章:市场趋势与发展

第13章:竞争格局

  • 竞争展望
  • 公司简介
    • Subvrsive
      • 商业概览
      • 主要人员
      • 最近的发展
      • 金融
      • 地理分布
    • Panedia Pty Ltd
      • 商业概览
      • 主要人员
      • 最近的发展
      • 金融
      • 地理分布
    • 360 Labs, Inc.
      • 商业概览
      • 主要人员
      • 最近的发展
      • 金融
      • 地理分布
    • Blippar Group Limited
      • 商业概览
      • 主要人员
      • 最近的发展
      • 金融
      • 地理分布
    • Matterport, Inc.
      • 商业概览
      • 主要人员
      • 最近的发展
      • 金融
      • 地理分布
    • KonceptVR LLC
      • 商业概览
      • 主要人员
      • 最近的发展
      • 金融
      • 地理分布
    • VIAR (Viar360)
      • 商业概览
      • 主要人员
      • 最近的发展
      • 金融
      • 地理分布
    • Pixvana Inc.
      • 商业概览
      • 主要人员
      • 最近的发展
      • 金融
      • 地理分布
    • Scapic
      • 商业概览
      • 主要人员
      • 最近的发展
      • 金融
      • 地理分布
    • WeMakeVR
      • 商业概览
      • 主要人员
      • 最近的发展
      • 金融
      • 地理分布

第 14 章:策略建议

第 15 章:关于我们与免责声明

(註:公司名单可依客户要求客製化)

简介目录
Product Code: 15825

Virtual Reality Content Creation market is expected to grow during the forecast period, and the growth can be attributed to the rapid expansion in the media and entertainment sector, along with the rising demand for 360-degree and other innovative marketing approaches to offer exquisite customer experience. In line with this, the fuelling 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 another growth-inducing factor.

Virtual reality (VR) is a technology that repeats the real-time environment into virtual three-dimensional environment. VR devices compel VR content to display simulating visions. VR content is computer-generated replica or simulation that implies three-dimensional environment or image, which can cooperate using special electronic equipment known as VR devices. The VR content is developed with the help of a software in two different ways. First, the content is generated by taking a 360-degree immersive video with the relief of special 360 camera and with high-definition resolution. Second, the content is produced by making a 3-dimensional (3D) animation with the aid of advanced and interactive applications. The VR content quality is vital established on the following parameters such as Field of View (FOV), Frame Rate, and Latency. Extensive range of VR headsets or products have risen into the development of multiple immersive 3D content creation methods.

Global Virtual Reality Content Creation Market: Trends & Drivers

Market Overview
Forecast Period2024-2028
Market Size 2022USD 3.19 Billion
Market Size 2028USD 17.85 Billion
CAGR 2023-202833.88%
Fastest Growing SegmentHealthcare
Largest MarketNorth America

Growth In Demand for Head-Mounted Display (HMDs) in Gaming and Entertainment Sector:

Video gaming is one of the most common leisure activities nowadays, hence XBOX and other gaming consoles have undergone several developments. Playing video games has recently gained popularity as a leisure activity all around the world, and an increasing number of people are gravitating more and more towards indoor video games. Immersive gaming is expected to gain mainstream appeal among the individuals that are dwelling on enhanced interactive virtual devices for an enthralled experience. Furthermore, virtual reality has revolutionized the gaming industry, as an individual can experience and interact in a three-dimensional environment during a game. This has grown the need for games whose content is based on virtual reality, at a significant rate.

Leading market members are focusing on generating superior goods. Such as, in 2018, Oculus provided 300000 PSVR (PlayStation VR) headsets, pursued by HTC with 230000, and Sony with 463000, establishing a considerable level of business implementation of VR (Virtual Reality) technology. The industry for establishing virtual reality significant has since increased substantially as a result of this. The total number of games released by significant publishers in September 2019 was about 90, with Rift, Vive, Index, and Windows VR titles indicating the list, pursued by Go, and Gear VR (Virtual Reality) games.

Availability of Affordable Virtual Reality Devices:

Virtual reality (VR) headsets, likewise, recognized as head mount displays, are contemplated as a development in advanced electronics in terms of technology. Currently, on-going trend of probable social influence of virtual reality technology has escalated substantially over the past era. Foremost companies operating in the virtual reality solutions and services are determined for high customer base, which in turn, decline the cost of VR (virtual reality) headsets manufacturing, owing to Research & Development activities for virtual devices with miniature design. Moreover, increase in the number of product launches by prominent players in the market with recent appearance of low-cost virtual reality technologies such as HTC Vive, Oculus Rift, and the Sony PlayStation VR, fuel the demand for virtual reality content. As virtual reality is gaining high traction from the recent years and with increase in number of small-scale enterprises that are stepping into virtual reality market, the need for differentiative product portfolio is rising significantly. As a result, industry leaders are creating consumer-grade virtual reality headsets. The global virtual content production market is, thus, predicted to benefit from substantial revenue growth potential throughout the forecast period.

Rise In Virtual Reality Marketing:

Businesses across the globe are increasingly personalizing their communications to impress audiences and are employing heightened interactivities as consumers are looking for engaging, interactive, and personal experiences in the form of technological aspect. This has led to a significant demand for virtual reality content as players are adopting virtual reality devices. For instance, Walmart recently made the decision to purchase 17,000 VR headsets so that a million of its employees could get specialised training, improving the in-store and online consumers' overall experience. Thus, virtual reality marketing is one of the major drivers anticipated to fuel the market for virtual reality content production throughout the projected period.

The idea of telepresence is closely related to computer emulated reality experience. Virtual reality content is enabling business owners to position their brand image effectively to the consumers and is offering an immersive experience to users, which in turn allows them to connect with an end-use product in an innovative way. Hence, virtual reality marketing has curved into one of the most powerful marketing tools available with integrated content strategies. This is among some of the major factors that propel the growth of the global virtual reality content creation market.

Moreover, small businesses that have not stepped in the tech and gaming industries have already begun the experiment of virtual reality technology, which means SMEs are primarily trying to understand the costs against the benefits of the investment. In addition, according to Lumus, an Israeli-based virtualization company, small business owners can attract new customers and compete better if they invest more. For instance, USD 17.8 billion have been invested by various enterprises in AR and VR in 2021, which is expected to create huge business opportunities for large as well as small & medium enterprises in the upcoming years.

High Demand For 3-Dimensional Content Among Various Industries:

Due to 360-degree interactive environments that permit human-like avatars, it is projected that the demand for virtual reality content will significantly affect how customers enjoy entertainment, work, make purchases, and participate in social activities. This factor is expected to fuel market expansion on a global basis in the future years.

With the advent of 3D and 4D (dimensional) technologies, there is an increase in trend of its integration with industries such as healthcare and manufacturing, along with its dominant presence in gaming and entertainment industry. From the past few years, the rise in number of 3D movie releases has increased; thereby, boosting the demand for 3D TVs. This growth is attributing to rise in the demand for 3D content creation, which in turn, is expected to support growth of the market in terms of revenue and market share.

Furthermore, with the advancement in content technology creation, the virtual reality content applications, and opportunities in the 3D/4D technology market is expected to boost in sectors such as healthcare, industrial, consumer, entertainment, defence, and education. For example, with the help of VR surgical simulator that are responsive manipulators and 3-D camera system, with in-built sensory input, researchers can study human abdomen anatomy from a new perspective. This can further help practice surgical procedures with a scalpel and clamps. Hence, 3D content plays a crucial role in providing the virtual reality display devices with high-quality content, which in turn, is expected to boost the market growth.

Global Virtual Reality Content Creation Market: Restraints

Lack of Awareness Regarding the Advantages of Using Virtual Reality Devices:

Rise in the adoption of virtual reality devices due to its low-cost benefits has fuelled the growth of the market at a significant rate. However, in emerging countries, due to the lack of awareness regarding the advantages of using virtual reality devices, the demand for virtual reality devices is not in a momentum. Thus, the global market is expected to get hampered due to its need for advance electronics in the manufacturing of virtual reality devices.

Moreover, consumers' perspective to view virtual reality headsets as a luxury niche product is reducing the demand for these devices among individuals across the globe. Primarily, virtual reality content creators are struggling to create an exclusive game that would garner mainstream adoption and widespread appreciation among gamers as games released with high definition are widely being adopted by other smart devices such as smart phones and video gaming consoles, due to its capability of multi-user gaming advantage.

Furthermore, the major social networking players such as Facebook's Oculus is struggling to bring virtual reality to the majority of consumers in market due to slow and steady traction as limited use-cases such as in healthcare. This, in turn, has raised concerns associated with virtual reality content quality and its ability to engage consumers for longer periods. Thus, the aforementioned factors are expected to hinder the market growth.

Virtual Reality Content Piracy:

The potential disruption due to piracy of virtual reality (VR) content is estimated to be significant. Due to the rise of video piracy, unlicensed online streaming accounts for approximately 81% of film or movie and television theft in the entertainment industry. From cloning and hacking smart cards such as contactless smart, content theft has evolved to revealing the chipset of target devices, sharing access rights messages and video files via peer-to-peer (P2P) networks and File Transfer Protocol (FTP) sites.

Increase in video content streaming over broadband IP networks, which has moved from niche to mainstream market, has led to concerns associated with piracy. This, in turn, is expected to hinder the growth of the market. Complication associated with content piracy is that viewers can be easily deceived into purchasing and accessing videos from streaming sites that are often replicated from professional web designers, thus appear to be legitimate. This is expected to impede the expansion of the global virtual reality content creation market.

Market Segments

Global Virtual Reality Content Creation market is segmented into Content Type, Component, End-use Sector, and Region. Based on Content Type, the market is segmented into videos, 360-degree photos, and games. Based on Component, the market is segmented into software and services. Based on End-use Sector, the market is segmented into real estate, travel and hospitality, media and entertainment, healthcare, retail, gaming, automotive, and others. Based on region, the market is segmented into North America, Asia-Pacific, Europe, South America, and Middle East & Africa.

Market Players

Major market players in the global virtual reality content creation market are Subvrsive, Panedia Pty Ltd, 360 Labs, Inc., Blippar Group Limited, Matterport, Inc., Koncept VR LLC, VIAR (Viar360), Pixvana Inc., Scapic, WeMakeVR

Report Scope:

In this report, Global virtual reality content creation market has been segmented into following categories, in addition to the industry trends which have also been detailed below:

Virtual Reality Content Creation Market, By Content Type:

  • Videos
  • 360 Degree Photos
  • Games

Virtual Reality Content Creation Market, By Component:

  • Software
  • Services

Virtual Reality Content Creation Market, By End-use Sector:

  • Real Estate
  • Travel and Hospitality
  • Media and Entertainment
  • Healthcare
  • Retail
  • Gaming
  • Automotive
  • Others

Virtual Reality Content Creation Market, By Region:

  • North America
  • United States
  • Canada
  • Mexico
  • Europe
  • France
  • Germany
  • United Kingdom
  • Italy
  • Spain
  • Asia pacific
  • China
  • India
  • Japan
  • South Korea
  • Australia
  • Middle East & Africa
  • South Africa
  • Saudi Arabia
  • UAE
  • South America
  • Brazil
  • Argentina
  • Colombia

Competitive Landscape

  • Company Profiles: Detailed analysis of the major companies present in the global virtual reality content creation market.

Available Customizations:

  • Global Virtual Reality Content Creation Market with the given market data, Tech Sci Research offers customizations according to a company's specific needs. The following customization options are available for the report:

Company Information

  • Detailed analysis and profiling of additional market players (up to five).

Table of Contents

1. Product Overview

  • 1.1. Market Definition
  • 1.2. Scope of the Study

2. Research Methodology

  • 2.1. Baseline Methodology
  • 2.2. Methodology Followed for Calculation of Market Size
  • 2.3. Methodology Followed for Calculation of Market Shares
  • 2.4. Methodology Followed for Forecasting

3. Executive Summary

4. Voice of Customer

5. Global Virtual Reality Content Creation Market Outlook

  • 5.1. Market Size & Forecast
    • 5.1.1. By Value
  • 5.2. Market Share & Forecast
    • 5.2.1. By Content Type (Videos, 360 Degree Photos, and Games)
    • 5.2.2. By Component (Software and Services)
    • 5.2.3. By End-use Sector (Real Estate, Travel and Hospitality, Media and Entertainment, Healthcare, Retail, Gaming, Automotive, Others)
    • 5.2.4. By Region (North America, Asia-Pacific, Europe, Middle East & Africa and South America)
  • 5.3. By Company (2022)
  • 5.4. Market Map

6. North America Virtual Reality Content Creation Market Outlook

  • 6.1. Market Size & Forecast
    • 6.1.1. By Value
  • 6.2. Market Share & Forecast
    • 6.2.1. By Content Type
    • 6.2.2. By Component
    • 6.2.3. By End-use Sector
    • 6.2.4. By Country
  • 6.3. North America: Country Analysis
    • 6.3.1. United States Virtual Reality Content Creation Market Outlook
      • 6.3.1.1. Market Size & Forecast
        • 6.3.1.1.1. By Value
      • 6.3.1.2. Market Share & Forecast
        • 6.3.1.2.1. By Content Type
        • 6.3.1.2.2. By Component
        • 6.3.1.2.3. By End-use Sector
    • 6.3.2. Canada Virtual Reality Content Creation Market Outlook
      • 6.3.2.1. Market Size & Forecast
        • 6.3.2.1.1. By Value
      • 6.3.2.2. Market Share & Forecast
        • 6.3.2.2.1. By Content Type
        • 6.3.2.2.2. By Component
        • 6.3.2.2.3. By End-use Sector
    • 6.3.3. Mexico Virtual Reality Content Creation Market Outlook
      • 6.3.3.1. Market Size & Forecast
        • 6.3.3.1.1. By Value
      • 6.3.3.2. Market Share & Forecast
        • 6.3.3.2.1. By Content Type
        • 6.3.3.2.2. By Component
        • 6.3.3.2.3. By End-use Sector

7. Europe Virtual Reality Content Creation Market Outlook

  • 7.1. Market Size & Forecast
    • 7.1.1. By Value
  • 7.2. Market Share & Forecast
    • 7.2.1. By Content Type
    • 7.2.2. By Component
    • 7.2.3. By End-use Sector
    • 7.2.4. By Country
  • 7.3. Europe: Country Analysis
    • 7.3.1. France Virtual Reality Content Creation Market Outlook
      • 7.3.1.1. Market Size & Forecast
        • 7.3.1.1.1. By Value
      • 7.3.1.2. Market Share & Forecast
        • 7.3.1.2.1. By Content Type
        • 7.3.1.2.2. By Component
        • 7.3.1.2.3. By End-use Sector
    • 7.3.2. Germany Virtual Reality Content Creation Market Outlook
      • 7.3.2.1. Market Size & Forecast
        • 7.3.2.1.1. By Value
      • 7.3.2.2. Market Share & Forecast
        • 7.3.2.2.1. By Content Type
        • 7.3.2.2.2. By Component
        • 7.3.2.2.3. By End-use Sector
    • 7.3.3. United Kingdom Virtual Reality Content Creation Market Outlook
      • 7.3.3.1. Market Size & Forecast
        • 7.3.3.1.1. By Value
      • 7.3.3.2. Market Share & Forecast
        • 7.3.3.2.1. By Content Type
        • 7.3.3.2.2. By Component
        • 7.3.3.2.3. By End-use Sector
    • 7.3.4. Italy Virtual Reality Content Creation Market Outlook
      • 7.3.4.1. Market Size & Forecast
        • 7.3.4.1.1. By Value
      • 7.3.4.2. Market Share & Forecast
        • 7.3.4.2.1. By Content Type
        • 7.3.4.2.2. By Component
        • 7.3.4.2.3. By End-use Sector
    • 7.3.5. Spain Virtual Reality Content Creation Market Outlook
      • 7.3.5.1. Market Size & Forecast
        • 7.3.5.1.1. By Value
      • 7.3.5.2. Market Share & Forecast
        • 7.3.5.2.1. By Content Type
        • 7.3.5.2.2. By Component
        • 7.3.5.2.3. By End-use Sector

8. Asia-Pacific Virtual Reality Content Creation Market Outlook

  • 8.1. Market Size & Forecast
    • 8.1.1. By Value
  • 8.2. Market Share & Forecast
    • 8.2.1. By Content Type
    • 8.2.2. By Component
    • 8.2.3. By End-use Sector
    • 8.2.4. By Country
  • 8.3. Asia-Pacific: Country Analysis
    • 8.3.1. China Virtual Reality Content Creation Market Outlook
      • 8.3.1.1. Market Size & Forecast
        • 8.3.1.1.1. By Value
      • 8.3.1.2. Market Share & Forecast
        • 8.3.1.2.1. By Content Type
        • 8.3.1.2.2. By Component
        • 8.3.1.2.3. By End-use Sector
    • 8.3.2. India Virtual Reality Content Creation Market Outlook
      • 8.3.2.1. Market Size & Forecast
        • 8.3.2.1.1. By Value
      • 8.3.2.2. Market Share & Forecast
        • 8.3.2.2.1. By Content Type
        • 8.3.2.2.2. By Component
        • 8.3.2.2.3. By End-use Sector
    • 8.3.3. Japan Virtual Reality Content Creation Market Outlook
      • 8.3.3.1. Market Size & Forecast
        • 8.3.3.1.1. By Value
      • 8.3.3.2. Market Share & Forecast
        • 8.3.3.2.1. By Content Type
        • 8.3.3.2.2. By Component
        • 8.3.3.2.3. By End-use Sector
    • 8.3.4. South Korea Virtual Reality Content Creation Market Outlook
      • 8.3.4.1. Market Size & Forecast
        • 8.3.4.1.1. By Value
      • 8.3.4.2. Market Share & Forecast
        • 8.3.4.2.1. By Content Type
        • 8.3.4.2.2. By Component
        • 8.3.4.2.3. By End-use Sector
    • 8.3.5. Australia Virtual Reality Content Creation Market Outlook
      • 8.3.5.1. Market Size & Forecast
        • 8.3.5.1.1. By Value
      • 8.3.5.2. Market Share & Forecast
        • 8.3.5.2.1. By Content Type
        • 8.3.5.2.2. By Component
        • 8.3.5.2.3. By End-use Sector

9. South America Virtual Reality Content Creation Market Outlook

  • 9.1. Market Size & Forecast
    • 9.1.1. By Value
  • 9.2. Market Share & Forecast
    • 9.2.1. By Content Type
    • 9.2.2. By Component
    • 9.2.3. By End-use Sector
    • 9.2.4. By Country
  • 9.3. South America: Country Analysis
    • 9.3.1. Brazil Virtual Reality Content Creation Market Outlook
      • 9.3.1.1. Market Size & Forecast
        • 9.3.1.1.1. By Value
      • 9.3.1.2. Market Share & Forecast
        • 9.3.1.2.1. By Content Type
        • 9.3.1.2.2. By Component
        • 9.3.1.2.3. By End-use Sector
    • 9.3.2. Argentina Virtual Reality Content Creation Market Outlook
      • 9.3.2.1. Market Size & Forecast
        • 9.3.2.1.1. By Value
      • 9.3.2.2. Market Share & Forecast
        • 9.3.2.2.1. By Content Type
        • 9.3.2.2.2. By Component
        • 9.3.2.2.3. By End-use Sector
    • 9.3.3. Colombia Virtual Reality Content Creation Market Outlook
      • 9.3.3.1. Market Size & Forecast
        • 9.3.3.1.1. By Value
      • 9.3.3.2. Market Share & Forecast
        • 9.3.3.2.1. By Content Type
        • 9.3.3.2.2. By Component
        • 9.3.3.2.3. By End-use Sector

10. Middle East & Africa Virtual Reality Content Creation Market Outlook

  • 10.1. Market Size & Forecast
    • 10.1.1. By Value
  • 10.2. Market Share & Forecast
    • 10.2.1. By Content Type
    • 10.2.2. By Component
    • 10.2.3. By End-use Sector
    • 10.2.4. By Country
  • 10.3. Middle East & Africa: Country Analysis
    • 10.3.1. South Africa Virtual Reality Content Creation Market Outlook
      • 10.3.1.1. Market Size & Forecast
        • 10.3.1.1.1. By Value
      • 10.3.1.2. Market Share & Forecast
        • 10.3.1.2.1. By Content Type
        • 10.3.1.2.2. By Component
        • 10.3.1.2.3. By End-use Sector
    • 10.3.2. Saudi Arabia Virtual Reality Content Creation Market Outlook
      • 10.3.2.1. Market Size & Forecast
        • 10.3.2.1.1. By Value
      • 10.3.2.2. Market Share & Forecast
        • 10.3.2.2.1. By Content Type
        • 10.3.2.2.2. By Component
        • 10.3.2.2.3. By End-use Sector
    • 10.3.3. UAE Virtual Reality Content Creation Market Outlook
      • 10.3.3.1. Market Size & Forecast
        • 10.3.3.1.1. By Value
      • 10.3.3.2. Market Share & Forecast
        • 10.3.3.2.1. By Content Type
        • 10.3.3.2.2. By Component
        • 10.3.3.2.3. By End-use Sector

11. Market Dynamics

  • 11.1. Drivers
  • 11.2. Challenges

12. Market Trends and Developments

13. Competitive Landscape

  • 13.1. Competition Outlook
  • 13.2. Company Profiles
    • 13.2.1. Subvrsive
      • 13.2.1.1. Business Overview
      • 13.2.1.2. Key Personnel
      • 13.2.1.3. Recent Developments
      • 13.2.1.4. Financials
      • 13.2.1.5. Geographical Presence
    • 13.2.2. Panedia Pty Ltd
      • 13.2.2.1. Business Overview
      • 13.2.2.2. Key Personnel
      • 13.2.2.3. Recent Developments
      • 13.2.2.4. Financials
      • 13.2.2.5. Geographical Presence
    • 13.2.3. 360 Labs, Inc.
      • 13.2.3.1. Business Overview
      • 13.2.3.2. Key Personnel
      • 13.2.3.3. Recent Developments
      • 13.2.3.4. Financials
      • 13.2.3.5. Geographical Presence
    • 13.2.4. Blippar Group Limited
      • 13.2.4.1. Business Overview
      • 13.2.4.2. Key Personnel
      • 13.2.4.3. Recent Developments
      • 13.2.4.4. Financials
      • 13.2.4.5. Geographical Presence
    • 13.2.5. Matterport, Inc.
      • 13.2.5.1. Business Overview
      • 13.2.5.2. Key Personnel
      • 13.2.5.3. Recent Developments
      • 13.2.5.4. Financials
      • 13.2.5.5. Geographical Presence
    • 13.2.6. KonceptVR LLC
      • 13.2.6.1. Business Overview
      • 13.2.6.2. Key Personnel
      • 13.2.6.3. Recent Developments
      • 13.2.6.4. Financials
      • 13.2.6.5. Geographical Presence
    • 13.2.7. VIAR (Viar360)
      • 13.2.7.1. Business Overview
      • 13.2.7.2. Key Personnel
      • 13.2.7.3. Recent Developments
      • 13.2.7.4. Financials
      • 13.2.7.5. Geographical Presence
    • 13.2.8. Pixvana Inc.
      • 13.2.8.1. Business Overview
      • 13.2.8.2. Key Personnel
      • 13.2.8.3. Recent Developments
      • 13.2.8.4. Financials
      • 13.2.8.5. Geographical Presence
    • 13.2.9. Scapic
      • 13.2.9.1. Business Overview
      • 13.2.9.2. Key Personnel
      • 13.2.9.3. Recent Developments
      • 13.2.9.4. Financials
      • 13.2.9.5. Geographical Presence
    • 13.2.10. WeMakeVR
      • 13.2.10.1. Business Overview
      • 13.2.10.2. Key Personnel
      • 13.2.10.3. Recent Developments
      • 13.2.10.4. Financials
      • 13.2.10.5. Geographical Presence

14. Strategic Recommendations

15. About Us & Disclaimer

(Note: The companies list can be customized based on the client requirements)