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市場調查報告書
商品編碼
1651918

全球沉浸式內容創作市場規模研究(按組件、按技術、按最終用途)及區域預測 2022-2032

Global Immersive Content Creation Market Size Study, by Component, by Technology, by End Use, and Regional Forecasts 2022-2032

出版日期: | 出版商: Bizwit Research & Consulting LLP | 英文 285 Pages | 商品交期: 2-3個工作天內

價格
簡介目錄

2023 年全球沉浸式內容創作市場價值約為 125.3 億美元,預計在 2024-2032 年預測期內實現 24.5% 的顯著年複合成長率(CAGR)。沉浸式內容創作利用虛擬實境 (VR)、擴增實境 (AR) 和混合實境 (MR) 等先進技術來創造超越傳統數位參與的體驗。這些技術已在各個行業迅速獲得關注,為客戶互動、培訓和講述故事提供了無與倫比的機會。

沉浸式體驗需求的激增主要由遊戲和娛樂產業推動,這些產業以逼真的模擬和互動內容吸引觀眾。此外,沉浸式技術在教育和培訓中的融合已被證明具有變革性,它提供了逼真的場景,從而提高了學習效果。隨著各行業的企業認知到增強參與和體驗式行銷的價值,AR 和 VR 工具的採用正在加速。基於雲端的平台進一步放大了這一趨勢,實現了無縫的內容創建、協作和分發。

儘管成長軌跡看好,但初始投資成本高、技術限制和缺乏標準化等挑戰可能會阻礙其廣泛採用。此外,由於開發高品質沉浸式內容的複雜性,內容創作者在擴展營運方面面臨障礙。然而,硬體能力的不斷進步和 5G 網路的普及有望解決這些問題,為利害關係人帶來重大機會。

從地區來看,北美在沉浸式內容創作市場佔據主導地位,這得益於其強大的技術供應商生態系統、早期採用的 AR/VR 解決方案以及對創新的大量投資。美國在該地區處於領先地位,重點關注遊戲、媒體和零售應用。同時,受智慧型手機普及率不斷提高、政府支持數位轉型的舉措以及中國、日本和印度等國家蓬勃發展的遊戲社群的推動,亞太地區預計將出現最快的成長。歐洲也展現出巨大的潛力,特別是在汽車和醫療保健領域,沉浸式內容正在重塑客戶和患者的體驗。

目錄

第 1 章:全球沉浸式內容創作市場執行摘要

  • 全球沉浸式內容創作市場規模及預測(2022-2032 年)
  • 區域概況
  • 節段概要
    • 按組件
    • 依技術分類
    • 按最終用途
  • 主要趨勢
  • 經濟衰退的影響
  • 分析師建議與結論

第 2 章:全球沉浸式內容創作市場定義與研究假設

  • 研究目標
  • 市場定義
  • 研究假設
    • 包容與排斥
    • 限制
    • 供給側分析
      • 可用性
      • 基礎設施
      • 監管環境
      • 市場競爭
      • 經濟可行性(消費者的觀點)
    • 需求面分析
      • 監理框架
      • 技術進步
      • 環境考慮
      • 消費者認知與接受度
  • 估算方法
  • 研究涵蓋的年份
  • 貨幣兌換率

第3章:全球沉浸式內容創作市場動態

  • 市場促進因素
    • 消費者對沉浸式體驗的需求不斷成長
    • VR、AR 與 MR 的技術進步
    • 數位轉型投資不斷增加
  • 市場挑戰
    • 初始硬體和生產成本高昂
    • 技術限制和標準化問題
    • 內容開發中的可擴展性挑戰
  • 市場機會
    • 基於雲端的沉浸式內容平台的擴展
    • 5G網路融合,提升體驗交付
    • 跨不同垂直產業的新興應用

第4章:全球沉浸式內容創作市場產業分析

  • 波特五力模型
    • 供應商的議價能力
    • 買家的議價能力
    • 新進入者的威脅
    • 替代品的威脅
    • 競爭對手
    • 波特五力模型的未來方法
    • 波特五力影響分析
  • PESTEL 分析
    • 政治的
    • 經濟的
    • 社會的
    • 科技
    • 環境的
    • 合法的
  • 最佳投資機會
  • 最佳獲勝策略
  • 顛覆性趨勢
  • 產業專家觀點
  • 分析師建議與結論

第 5 章:全球沉浸式內容創作市場規模與預測:按組成部分(2022-2032 年)

  • 細分儀表板
  • 全球沉浸式內容創作市場:組件收入趨勢分析,2022 年和 2032 年(百萬美元/十億美元)
    • 硬體
    • 軟體
    • 服務

第 6 章:全球沉浸式內容創作市場規模與預測:按技術分類(2022-2032 年)

  • 細分儀表板
  • 全球沉浸式內容創作市場:技術收入趨勢分析,2022 年和 2032 年(百萬美元/十億美元)
    • 虛擬實境內容
    • 擴增實境內容
    • 混合實境內容

第 7 章:全球沉浸式內容創作市場規模與預測:依最終用途分類(2022-2032 年)

  • 細分儀表板
  • 全球沉浸式內容創作市場:2022 年和 2032 年最終用途收入趨勢分析(百萬美元/十億美元)
    • 賭博
    • 娛樂與媒體
    • 教育與培訓
    • 衛生保健
    • 零售與電子商務
    • 汽車
    • 其他

第 8 章:全球沉浸式內容創作市場規模與預測:按地區(2022-2032 年)

  • 北美沉浸式內容創作市場
    • 美國沉浸式內容創作市場
      • 零件和技術細分,2022-2032 年
    • 加拿大沉浸式內容創作市場
  • 歐洲沉浸式內容創作市場
    • 英國沉浸式內容創作市場
    • 德國沉浸式內容創作市場
    • 法國沉浸式內容創作市場
    • 西班牙沉浸式內容創作市場
    • 義大利沉浸式內容創作市場
    • 歐洲其他地區沉浸式內容創作市場
  • 亞太沉浸式內容創作市場
    • 中國沉浸式內容創作市場
    • 印度沉浸式內容創作市場
    • 日本沉浸式內容創作市場
    • 澳洲沉浸式內容創作市場
    • 韓國沉浸式內容創作市場
    • 亞太其他地區沉浸式內容創作市場
  • 拉丁美洲沉浸式內容創作市場
    • 巴西沉浸式內容創作市場
    • 墨西哥沉浸式內容創作市場
    • 拉丁美洲其他地區的沉浸式內容創作市場
  • 中東與非洲沉浸式內容創作市場
    • 沙烏地阿拉伯沉浸式內容創作市場
    • 南非沉浸式內容創作市場
    • 中東和非洲其他地區沉浸式內容創作市場

第 9 章:競爭情報

  • 重點公司 SWOT 分析
    • Unity Technologies
    • Adobe Inc.
    • NVIDIA Corporation
  • 頂級市場策略
  • 公司簡介
    • Unity Technologies
      • 關鍵訊息
      • 概述
      • 財務(取決於數據可用性)
      • 產品概述
      • 市場策略
    • Autodesk Inc.
    • Epic Games, Inc.
    • Microsoft Corporation
    • HTC Corporation
    • Sony Interactive Entertainment Inc.
    • Google LLC
    • Apple Inc.
    • Facebook Technologies, LLC (Meta)
    • Qualcomm Incorporated
    • Samsung Electronics Co., Ltd.
    • Magic Leap, Inc.
    • PTC Inc.

第 10 章:研究過程

  • 研究進程
    • 資料探勘
    • 分析
    • 市場預測
    • 驗證
    • 出版
  • 研究屬性
簡介目錄

The Global Immersive Content Creation Market is valued at approximately USD 12.53 billion in 2023 and is poised to exhibit a remarkable compound annual growth rate (CAGR) of 24.5% during the forecast period 2024-2032. Immersive content creation leverages advanced technologies such as virtual reality (VR), augmented reality (AR), and mixed reality (MR) to craft experiences that transcend traditional digital engagement. These technologies have rapidly gained traction across various industries, offering unparalleled opportunities for customer interaction, training, and storytelling.

The surge in demand for immersive experiences is primarily driven by the gaming and entertainment industries, where realistic simulations and interactive content captivate audiences. Moreover, the integration of immersive technologies in education and training has proven transformative, offering lifelike scenarios that enhance learning outcomes. As businesses across sectors recognize the value of augmented engagement and experiential marketing, the adoption of AR and VR tools is accelerating. Cloud-based platforms further amplify this trend, enabling seamless content creation, collaboration, and distribution.

Despite the promising growth trajectory, challenges such as high initial investment costs, technological limitations, and a lack of standardization could hinder widespread adoption. Additionally, content creators face barriers in scaling operations due to the complexity of developing high-quality immersive content. However, continuous advancements in hardware capabilities and the proliferation of 5G networks are expected to address these issues, fostering significant opportunities for stakeholders.

Regionally, North America dominates the immersive content creation market, buoyed by a robust ecosystem of technology providers, early adoption of AR/VR solutions, and significant investment in innovation. The U.S. leads the region with a strong focus on gaming, media, and retail applications. Meanwhile, the Asia Pacific region is projected to witness the fastest growth, driven by increasing smartphone penetration, government initiatives supporting digital transformation, and a burgeoning gaming community in countries like China, Japan, and India. Europe also demonstrates considerable potential, particularly in the automotive and healthcare sectors, where immersive content is reshaping customer and patient experiences.

Major market players included in this report are:

  • Unity Technologies
  • Adobe Inc.
  • NVIDIA Corporation
  • Autodesk Inc.
  • Epic Games, Inc.
  • Microsoft Corporation
  • HTC Corporation
  • Sony Interactive Entertainment Inc.
  • Google LLC
  • Apple Inc.
  • Facebook Technologies, LLC (Meta)
  • Qualcomm Incorporated
  • Samsung Electronics Co., Ltd.
  • Magic Leap, Inc.
  • PTC Inc.

The detailed segments and sub-segment of the market are explained below:

By Component

  • Hardware
  • Software
  • Services

By Technology

  • Virtual Reality Content
  • Augmented Reality Content
  • Mixed Reality Content

By End Use

  • Gaming
  • Entertainment & Media
  • Education & Training
  • Healthcare
  • Retail & Ecommerce
  • Automotive
  • Others

By Region:

  • North America
  • U.S.
  • Canada
  • Europe
  • UK
  • Germany
  • France
  • Spain
  • Italy
  • Rest of Europe
  • Asia Pacific
  • China
  • India
  • Japan
  • Australia
  • South Korea
  • Rest of Asia Pacific
  • Latin America
  • Brazil
  • Mexico
  • Rest of Latin America
  • Middle East & Africa
  • Saudi Arabia
  • South Africa
  • Rest of Middle East & Africa

Years considered for the study are as follows:

  • Historical Year: 2022
  • Base Year: 2023
  • Forecast Period: 2024 to 2032

Key Takeaways:

  • Comprehensive market forecasts and analyses for a decade (2022-2032).
  • In-depth regional insights with detailed country-level breakdowns.
  • Competitive landscape highlighting major players and strategies.
  • Exploration of technological trends shaping immersive content creation.
  • Strategic recommendations to capitalize on emerging opportunities in the market.

Table of Contents

Chapter 1. Global Immersive Content Creation Market Executive Summary

  • 1.1. Global Immersive Content Creation Market Size & Forecast (2022-2032)
  • 1.2. Regional Summary
  • 1.3. Segmental Summary
    • 1.3.1. By Component
    • 1.3.2. By Technology
    • 1.3.3. By End Use
  • 1.4. Key Trends
  • 1.5. Recession Impact
  • 1.6. Analyst Recommendation & Conclusion

Chapter 2. Global Immersive Content Creation Market Definition and Research Assumptions

  • 2.1. Research Objective
  • 2.2. Market Definition
  • 2.3. Research Assumptions
    • 2.3.1. Inclusion & Exclusion
    • 2.3.2. Limitations
    • 2.3.3. Supply Side Analysis
      • 2.3.3.1. Availability
      • 2.3.3.2. Infrastructure
      • 2.3.3.3. Regulatory Environment
      • 2.3.3.4. Market Competition
      • 2.3.3.5. Economic Viability (Consumer's Perspective)
    • 2.3.4. Demand Side Analysis
      • 2.3.4.1. Regulatory Frameworks
      • 2.3.4.2. Technological Advancements
      • 2.3.4.3. Environmental Considerations
      • 2.3.4.4. Consumer Awareness & Acceptance
  • 2.4. Estimation Methodology
  • 2.5. Years Considered for the Study
  • 2.6. Currency Conversion Rates

Chapter 3. Global Immersive Content Creation Market Dynamics

  • 3.1. Market Drivers
    • 3.1.1. Rising Consumer Demand for Immersive Experiences
    • 3.1.2. Technological Advancements in VR, AR, and MR
    • 3.1.3. Growing Investment in Digital Transformation Initiatives
  • 3.2. Market Challenges
    • 3.2.1. High Initial Hardware and Production Costs
    • 3.2.2. Technological Limitations and Standardization Issues
    • 3.2.3. Scalability Challenges in Content Development
  • 3.3. Market Opportunities
    • 3.3.1. Expansion of Cloud-Based Immersive Content Platforms
    • 3.3.2. Integration of 5G Networks to Enhance Experience Delivery
    • 3.3.3. Emerging Applications Across Diverse Industry Verticals

Chapter 4. Global Immersive Content Creation Market Industry Analysis

  • 4.1. Porter's 5 Force Model
    • 4.1.1. Bargaining Power of Suppliers
    • 4.1.2. Bargaining Power of Buyers
    • 4.1.3. Threat of New Entrants
    • 4.1.4. Threat of Substitutes
    • 4.1.5. Competitive Rivalry
    • 4.1.6. Futuristic Approach to Porter's 5 Force Model
    • 4.1.7. Porter's 5 Force Impact Analysis
  • 4.2. PESTEL Analysis
    • 4.2.1. Political
    • 4.2.2. Economic
    • 4.2.3. Social
    • 4.2.4. Technological
    • 4.2.5. Environmental
    • 4.2.6. Legal
  • 4.3. Top Investment Opportunity
  • 4.4. Top Winning Strategies
  • 4.5. Disruptive Trends
  • 4.6. Industry Expert Perspective
  • 4.7. Analyst Recommendation & Conclusion

Chapter 5. Global Immersive Content Creation Market Size & Forecasts by Component (2022-2032)

  • 5.1. Segment Dashboard
  • 5.2. Global Immersive Content Creation Market: Component Revenue Trend Analysis, 2022 & 2032 (USD Million/Billion)
    • 5.2.1. Hardware
    • 5.2.2. Software
    • 5.2.3. Services

Chapter 6. Global Immersive Content Creation Market Size & Forecasts by Technology (2022-2032)

  • 6.1. Segment Dashboard
  • 6.2. Global Immersive Content Creation Market: Technology Revenue Trend Analysis, 2022 & 2032 (USD Million/Billion)
    • 6.2.1. Virtual Reality Content
    • 6.2.2. Augmented Reality Content
    • 6.2.3. Mixed Reality Content

Chapter 7. Global Immersive Content Creation Market Size & Forecasts by End Use (2022-2032)

  • 7.1. Segment Dashboard
  • 7.2. Global Immersive Content Creation Market: End Use Revenue Trend Analysis, 2022 & 2032 (USD Million/Billion)
    • 7.2.1. Gaming
    • 7.2.2. Entertainment & Media
    • 7.2.3. Education & Training
    • 7.2.4. Healthcare
    • 7.2.5. Retail & Ecommerce
    • 7.2.6. Automotive
    • 7.2.7. Others

Chapter 8. Global Immersive Content Creation Market Size & Forecasts by Region (2022-2032)

  • 8.1. North America Immersive Content Creation Market
    • 8.1.1. U.S. Immersive Content Creation Market
      • 8.1.1.1. Component & Technology Breakdown, 2022-2032
    • 8.1.2. Canada Immersive Content Creation Market
  • 8.2. Europe Immersive Content Creation Market
    • 8.2.1. U.K. Immersive Content Creation Market
    • 8.2.2. Germany Immersive Content Creation Market
    • 8.2.3. France Immersive Content Creation Market
    • 8.2.4. Spain Immersive Content Creation Market
    • 8.2.5. Italy Immersive Content Creation Market
    • 8.2.6. Rest of Europe Immersive Content Creation Market
  • 8.3. Asia-Pacific Immersive Content Creation Market
    • 8.3.1. China Immersive Content Creation Market
    • 8.3.2. India Immersive Content Creation Market
    • 8.3.3. Japan Immersive Content Creation Market
    • 8.3.4. Australia Immersive Content Creation Market
    • 8.3.5. South Korea Immersive Content Creation Market
    • 8.3.6. Rest of Asia-Pacific Immersive Content Creation Market
  • 8.4. Latin America Immersive Content Creation Market
    • 8.4.1. Brazil Immersive Content Creation Market
    • 8.4.2. Mexico Immersive Content Creation Market
    • 8.4.3. Rest of Latin America Immersive Content Creation Market
  • 8.5. Middle East & Africa Immersive Content Creation Market
    • 8.5.1. Saudi Arabia Immersive Content Creation Market
    • 8.5.2. South Africa Immersive Content Creation Market
    • 8.5.3. Rest of Middle East & Africa Immersive Content Creation Market

Chapter 9. Competitive Intelligence

  • 9.1. Key Company SWOT Analysis
    • 9.1.1. Unity Technologies
    • 9.1.2. Adobe Inc.
    • 9.1.3. NVIDIA Corporation
  • 9.2. Top Market Strategies
  • 9.3. Company Profiles
    • 9.3.1. Unity Technologies
      • 9.3.1.1. Key Information
      • 9.3.1.2. Overview
      • 9.3.1.3. Financial (Subject to Data Availability)
      • 9.3.1.4. Product Summary
      • 9.3.1.5. Market Strategies
    • 9.3.2. Autodesk Inc.
    • 9.3.3. Epic Games, Inc.
    • 9.3.4. Microsoft Corporation
    • 9.3.5. HTC Corporation
    • 9.3.6. Sony Interactive Entertainment Inc.
    • 9.3.7. Google LLC
    • 9.3.8. Apple Inc.
    • 9.3.9. Facebook Technologies, LLC (Meta)
    • 9.3.10. Qualcomm Incorporated
    • 9.3.11. Samsung Electronics Co., Ltd.
    • 9.3.12. Magic Leap, Inc.
    • 9.3.13. PTC Inc.

Chapter 10. Research Process

  • 10.1. Research Process
    • 10.1.1. Data Mining
    • 10.1.2. Analysis
    • 10.1.3. Market Estimation
    • 10.1.4. Validation
    • 10.1.5. Publishing
  • 10.2. Research Attributes