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市场调查报告书
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1901747

虚拟实境内容创作市场-全球产业规模、份额、趋势、机会和预测,依内容类型、组件、最终用户产业、地区和竞争格局划分,2021-2031年预测

Virtual Reality Content Creation Market - Global Industry Size, Share, Trends, Opportunities, and Forecast, Segmented By Content Type, By Component, By End-use Sector, By Region & Competition, 2021-2031F

出版日期: | 出版商: TechSci Research | 英文 183 Pages | 商品交期: 2-3个工作天内

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简介目录

全球虚拟实境内容创作市场规模将从2025年的56.6亿美元成长到2031年的335.2亿美元,复合年增长率达34.51%。全球虚拟实境内容创作市场涵盖用于设计、建模和渲染虚拟实境头戴装置沉浸式三维环境的专用软体、开发平台和服务。

市场概览
预测期 2027-2031
市场规模:2025年 56.6亿美元
市场规模:2031年 335.2亿美元
复合年增长率:2026-2031年 34.51%
成长最快的细分市场 卫生保健
最大的市场 北美洲

主要市场驱动因素

将虚拟实境技术应用于医疗保健领域的治疗和外科手术培训,是重塑全球内容创作市场技术需求的关键驱动因素。开发人员日益需要建立高度逼真、解剖结构精确的3D模型,用于术前规划和康復,这为经医学验证的软体创造了一个高价值的细分市场。

主要市场挑战

製作逼真且可互通的3D资产的高昂成本和技术复杂性构成了阻碍全球虚拟实境内容创作市场成长的巨大障碍。随着业界对企业模拟和数位孪生的视觉保真度要求不断提高,硬体效能的差距迫使开发人员投入大量资源进行资源密集的最佳化流程。

主要市场趋势

基于云端的VR内容创作和串流媒体技术的普及,从根本上重塑了市场格局,使视觉保真度摆脱了本地硬体的限制。开发者越来越多地利用去中心化的GPU运算来远端渲染复杂的资源,从而在轻巧的独立头显上实现逼真的体验,而无需连接工作站。

目录

第一章:产品概述

第二章:研究方法

第三章:执行概要

第四章:客户之声

第五章: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度全景照片、游戏)
    • 按组件(软体和服务)
    • 按最终用途行业划分(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
    • 按公司(2025 年)
  • 市场地图

第六章:北美虚拟实境内容创作市场展望

  • 市场规模及预测
  • 市占率及预测
  • 北美洲:国家分析
    • 美国
    • 加拿大
    • 墨西哥

第七章:欧洲虚拟实境内容创作市场展望

  • 市场规模及预测
  • 市占率及预测
  • 欧洲:国家分析
    • 德国
    • 法国
    • 英国
    • 义大利
    • 西班牙

第八章:亚太地区虚拟实境内容创作市场展望

  • 市场规模及预测
  • 市占率及预测
  • 亚太地区:国家分析
    • 中国
    • 印度
    • 日本
    • 韩国
    • 澳洲

第九章:中东与非洲虚拟实境内容创作市场展望

  • 市场规模及预测
  • 市占率及预测
  • 中东和非洲:国家分析
    • 沙乌地阿拉伯
    • 阿联酋
    • 南非

第十章:南美洲虚拟实境内容创作市场展望

  • 市场规模及预测
  • 市占率及预测
  • 南美洲:国家分析
    • 巴西
    • 哥伦比亚
    • 阿根廷

第十一章:市场动态

  • 司机
  • 挑战

第十二章:市场趋势与发展

  • 併购
  • 产品发布
  • 最新进展

第十三章:全球虚拟实境内容创作市场:SWOT分析

第十四章:波特五力分析

  • 产业竞争
  • 新进入者的潜力
  • 供应商议价能力
  • 顾客的力量
  • 替代产品的威胁

第十五章:竞争格局

  • Unity Software Inc
  • Epic Games, Inc
  • Adobe Inc
  • Autodesk Inc
  • Sony Interactive Entertainment Inc
  • HTC Corporation
  • Meta Platforms, Inc
  • Samsung Electronics Co., Ltd
  • Microsoft Corporation
  • Alphabet Inc

第十六章:策略建议

第17章调查会社について・免责事项

简介目录
Product Code: 15825

The Global Virtual Reality Content Creation Market will grow from USD 5.66 Billion in 2025 to USD 33.52 Billion by 2031 at a 34.51% CAGR. The Global Virtual Reality Content Creation Market encompasses the specialized software, development platforms, and services utilized to design, model, and render immersive three-dimensional environments for virtual reality headsets.

Market Overview
Forecast Period2027-2031
Market Size 2025USD 5.66 Billion
Market Size 2031USD 33.52 Billion
CAGR 2026-203134.51%
Fastest Growing SegmentHealthcare
Largest MarketNorth America

Key Market Drivers

The Integration of Virtual Reality in Healthcare for Therapy and Surgical Training is a critical driver reshaping the technical requirements of the global content creation market. Developers are increasingly tasked with engineering hyper-realistic, anatomically precise 3D models for pre-operative planning and rehabilitation, creating a high-value niche for medically validated software.

Key Market Challenges

The high cost and technical complexity associated with producing photorealistic, interoperable 3D assets constitute a formidable barrier hampering the growth of the Global Virtual Reality Content Creation Market. As the industry demands increasing visual fidelity for enterprise simulations and digital twins, the disparity between hardware capabilities forces developers to invest heavily in resource-intensive optimization processes. This technical friction is exacerbated by the lack of universal standards, compelling studios to build bespoke versions of content for disparate ecosystems rather than deploying a single, scalable asset.

Key Market Trends

The Adoption of Cloud-Based VR Content Creation and Streaming is fundamentally reshaping the market by decoupling visual fidelity from local hardware constraints. Developers are increasingly leveraging decentralized GPU computing to render complex assets remotely, enabling photorealistic experiences on lightweight, standalone headsets without the need for tethered workstations. This architectural shift allows for the real-time processing of massive datasets that were previously impossible to handle locally, significantly compressing production timelines for high-fidelity assets.

Key Market Players

  • Unity Software Inc
  • Epic Games, Inc
  • Adobe Inc
  • Autodesk Inc
  • Sony Interactive Entertainment Inc
  • HTC Corporation
  • Meta Platforms, Inc
  • Samsung Electronics Co., Ltd
  • Microsoft Corporation
  • Alphabet Inc

Report Scope:

In this report, the Global Virtual Reality Content Creation Market has been segmented into the 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 and 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
  • United Kingdom
  • Italy
  • Germany
  • Spain
  • Asia Pacific
  • China
  • India
  • Japan
  • Australia
  • South Korea
  • South America
  • Brazil
  • Argentina
  • Colombia
  • Middle East & Africa
  • South Africa
  • Saudi Arabia
  • UAE

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 report with the given market data, TechSci 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 Market
    • 1.2.1. Markets Covered
    • 1.2.2. Years Considered for Study
    • 1.2.3. Key Market Segmentations

2. Research Methodology

  • 2.1. Objective of the Study
  • 2.2. Baseline Methodology
  • 2.3. Key Industry Partners
  • 2.4. Major Association and Secondary Sources
  • 2.5. Forecasting Methodology
  • 2.6. Data Triangulation & Validation
  • 2.7. Assumptions and Limitations

3. Executive Summary

  • 3.1. Overview of the Market
  • 3.2. Overview of Key Market Segmentations
  • 3.3. Overview of Key Market Players
  • 3.4. Overview of Key Regions/Countries
  • 3.5. Overview of Market Drivers, Challenges, Trends

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, 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
    • 5.2.5. By Company (2025)
  • 5.3. 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. Germany 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. France 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. Middle East & Africa 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. Middle East & Africa: Country Analysis
    • 9.3.1. Saudi Arabia 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. UAE 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. South Africa 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. South America 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. South America: Country Analysis
    • 10.3.1. Brazil 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. Colombia 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. Argentina 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 & Developments

  • 12.1. Merger & Acquisition (If Any)
  • 12.2. Product Launches (If Any)
  • 12.3. Recent Developments

13. Global Virtual Reality Content Creation Market: SWOT Analysis

14. Porter's Five Forces Analysis

  • 14.1. Competition in the Industry
  • 14.2. Potential of New Entrants
  • 14.3. Power of Suppliers
  • 14.4. Power of Customers
  • 14.5. Threat of Substitute Products

15. Competitive Landscape

  • 15.1. Unity Software Inc
    • 15.1.1. Business Overview
    • 15.1.2. Products & Services
    • 15.1.3. Recent Developments
    • 15.1.4. Key Personnel
    • 15.1.5. SWOT Analysis
  • 15.2. Epic Games, Inc
  • 15.3. Adobe Inc
  • 15.4. Autodesk Inc
  • 15.5. Sony Interactive Entertainment Inc
  • 15.6. HTC Corporation
  • 15.7. Meta Platforms, Inc
  • 15.8. Samsung Electronics Co., Ltd
  • 15.9. Microsoft Corporation
  • 15.10. Alphabet Inc

16. Strategic Recommendations

17. About Us & Disclaimer