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市場調查報告書
商品編碼
1654465

身臨其境型內容創作市場規模、佔有率、趨勢分析報告:按組件、技術、最終用途、地區、細分預測,2025 年至 2030 年

Immersive Content Creation Market Size, Share & Trends Analysis Report By Component, By Technology, By End Use, By Region, And Segment Forecasts, 2025 - 2030

出版日期: | 出版商: Grand View Research | 英文 150 Pages | 商品交期: 2-10個工作天內

價格

身臨其境型內容製作市場趨勢

預計 2024 年全球身臨其境型內容創作市場規模將達到 156.81 億美元,2025 年至 2030 年期間複合年成長率為 24.5%。

虛擬實境透過提供完全身臨其境型的體驗,尤其是在遊戲、電影和實況活動中,徹底改變了娛樂產業。創作者正在利用 VR 將觀眾帶入奇幻世界,並讓他們與環境和角色互動。 VR 也被用於體驗式行銷,品牌可以吸引用戶透過 VR 模擬來推出產品或講述故事。這一趨勢是由VR頭戴裝置價格越來越便宜以及 VR 內容越來越豐富所推動的。隨著科技的進步,VR 有望成為消費者娛樂和專業媒體製作不可或缺的一部分。

擴增實境(AR) 已成為零售業的強大工具,使消費者能夠在購買之前即時查看產品。從虛擬試穿衣服和化妝品到視覺化家中的家具,AR 大大增強了購物體驗。負責人擴大將 AR 融入宣傳活動中,包括互動廣告看板和遊戲化廣告,以吸引客戶的注意力並創造獨特的品牌體驗。此外,AR 還支援即時資料疊加,讓使用者能夠接收有關周圍環境的情況資訊。隨著智慧型手機功能的提升,AR應用將更加融入日常生活和商業,進一步塑造身臨其境型內容創作產業。

人工智慧(AI)在創造身臨其境型內容方面發揮越來越重要的作用,從圖像和影片生成到增強用戶互動性。人工智慧工具使創作者能夠自動化影像編輯、聲音設計和腳本編寫等流程,從而加快製作速度、提高成本效益。此外,人工智慧還可用於根據用戶偏好來個人化內容,從而提高身臨其境型內容創作產業的參與度和保留率。在身臨其境型環境中,AI 可以根據使用者行為調整設定和故事,創造動態、個人化的體驗。隨著AI的不斷發展,其對身臨其境型內容創作的影響將會更大,釋放無限的創造性可能性。

360 度影片提供身臨其境的全方位觀看體驗,讓使用者可以控制場景中的焦點位置。內容創作者正在將互動式敘事元素融入身臨其境型內容創作中,讓觀眾做出影響敘事方向的決定,從而創造出更具吸引力的體驗。這類內容以虛擬旅遊、紀錄片和實況活動的形式很受歡迎,讓觀眾可以按照自己的步調探索環境並關注不同的故事。互動式 360 度影片趨勢也正在蔓延到教育和培訓領域,其中互動性有可能增強身臨其境型學習。隨著對動態敘事的需求不斷成長,360 度影片內容製作正在成為身臨其境型內容製作行業創作者的必備技能。

混合實境(MR) 將物理世界與虛擬世界融為一體,透過提供高度互動的學習環境來改變教育和培訓。混合實境使學生和專業人士能夠參與現實世界的場景,例如醫療手術或工程模擬,而無需承擔與現實世界實踐相關的風險。例如,MR 可以將重要資料和指令疊加到實體物件上,為身臨其境型內容創作產業提供即時指導並增強理解力。教育機構擴大採用混合學習工具來提供身臨其境型學習體驗,以提高知識保留率和實踐技能。隨著混合實境技術變得越來越複雜,它很可能在重塑各個領域的教育方面發揮關鍵作用。

隨著人們尋求虛擬空間來聯繫、協作和娛樂,社交 VR 平台在身臨其境型內容創作行業中越來越受歡迎。使用者可以在身臨其境型環境中相互交流,參與虛擬活動,甚至創建化身來在這些空間中代表自己。虛擬社群正在成為社交互動的中心,讓來自世界各地的人們可以在共用空間中見面、玩遊戲和一起工作。社交 VR 為傳統視訊會議提供了更具吸引力和互動性的替代方案,並正在被遠端團隊用於協作。隨著社交 VR 變得越來越普及和發展,它有望重新定義我們在虛擬環境中的社交和工作方式。

身臨其境型新聞利用 VR、AR 和 360 度影片來改變身臨其境型內容創作產業向觀眾傳遞新聞的方式。記者可以利用這些技術讓觀眾以第一人稱觀點新聞事件,從而提供更引人注目、更有影響力的體驗。例如,報導機構正在使用 VR 將觀眾置於衝突地區或環境災難中,從而與故事建立更深層的情感聯繫。身臨其境型新聞讓觀眾親身「體驗」事件,從而使報道更具可信度和情感分量。隨著身臨其境型敘事成為新聞業的標準做法,身臨其境型內容製作產業有可能透過創新方法加深大眾對複雜議題的理解,並使世界事件人性化。

目錄

第1章調查方法與範圍

第 2 章執行摘要

第3章身臨其境型內容創作市場-產業展望

  • 市場體系展望
  • 產業價值鏈分析
  • 市場動態
  • 產業分析工具

第 4 章身臨其境型內容創作市場:按組成部分的估計和趨勢分析

  • 細分儀表板
  • 身臨其境型內容創作市場:組件變化分析,2024 年與 2030 年
  • 硬體
  • 軟體
  • 服務

第 5 章身臨其境型內容創作市場:按技術、估計和趨勢分析

  • 細分儀表板
  • 身臨其境型內容創作市場:2024 年與 2030 年技術變革分析
  • 虛擬實境 (VR) 內容
  • 擴增實境(AR) 內容
  • 混合實境(MR) 內容
  • 其他

第6章身臨其境型內容創作市場:依最終用途的估計與趨勢分析

  • 細分儀表板
  • 身臨其境型內容創作市場:2024 年與 2030 年的最終用途趨勢分析
  • 遊戲
  • 娛樂和媒體
  • 教育和培訓
  • 醫療
  • 零售與電子商務
  • 其他

第7章:區域、估計和趨勢分析

  • 2024 年和 2030 年身臨其境型內容創作市場(按地區)
  • 北美洲
    • 2018 年至 2030 年北美身臨其境型內容創作市場估計與預測
    • 美國
    • 加拿大
    • 墨西哥
  • 歐洲
    • 2018 年至 2030 年歐洲身臨其境型內容創作市場估計與預測
    • 英國
    • 德國
    • 法國
  • 亞太地區
    • 2018 年至 2030 年亞太地區身臨其境型內容創作市場估計與預測
    • 中國
    • 日本
    • 印度
    • 韓國
    • 澳洲
  • 拉丁美洲
    • 2018 年至 2030 年拉丁美洲身臨其境型內容創作市場估計與預測
    • 巴西
  • 中東和非洲
    • 2018 年至 2030 年中東和非洲身臨其境型內容創作市場估計和預測
    • 阿拉伯聯合大公國
    • 沙烏地阿拉伯
    • 南非

第8章身臨其境型內容創作市場-競爭格局

  • 公司分類
  • 公司市場定位
  • 公司熱圖分析
  • 公司簡介/上市公司
    • Epic Games, Inc.
    • Fusion VR
    • Google LLC
    • HCL Technologies
    • HTC Corporation
    • Magic Leap
    • Meta Platforms, Inc.
    • Microsoft
    • NVIDIA Corporation
    • Sony Corporation
    • Unity Technologies.
Product Code: GVR-4-68040-496-8

Immersive Content Creation Market Trends:

The global immersive content creation market size was estimated at USD 15,681.0 million in 2024 and is expected to grow at a CAGR of 24.5% from 2025 to 2030. Virtual Reality has revolutionized the entertainment industry by offering fully immersive experiences, particularly in gaming, movies, and live events. Creators are leveraging VR to transport audiences into fantastical worlds, where they can interact with environments and characters. VR is also being used in experiential marketing, where brands provide users with VR simulations to showcase products or tell stories. The growing affordability of VR headsets and the increasing availability of VR content are driving this trend forward. As technology improves, VR is set to become an integral part of both consumer entertainment and professional media production.

Augmented Reality (AR) has become a powerful tool in retail, allowing consumers to visualize products in real-time before making a purchase. From virtual try-ons of clothing and makeup to visualizing furniture in one's own home, AR enhances the shopping experience significantly. Marketers are increasingly integrating AR into campaigns to engage customers and create unique brand experiences, such as interactive billboards and gamified advertisements. Additionally, AR allows for real-time data overlay, enabling users to receive contextual information about their surroundings. As smartphone capabilities improve, AR applications will become even more integrated into daily life and commerce, further shaping the immersive content creation industry.

Artificial Intelligence (AI) plays an increasingly significant role in creating immersive content, from generating images and videos to enhancing user interactivity. AI-driven tools enable creators to automate processes such as video editing, sound design, and even scriptwriting, making production faster and more cost-effective. Moreover, AI is being used to personalize content based on user preferences, improving engagement and retention within the immersive content creation industry. In immersive environments, AI can adjust the setting or storyline based on user actions, creating dynamic and personalized experiences. As AI continues to evolve, its impact on immersive content creation will only become more profound, offering limitless creative possibilities.

360-degree video offers an immersive, all-encompassing viewing experience, giving users control over where they focus within the scene. Content creators are incorporating interactive storytelling elements into their immersive content creation, where the audience can make decisions that influence the narrative's direction, creating a more engaging experience. This type of content is popular in virtual tours, documentaries, and live events, as it enables viewers to explore environments or follow different storylines at their own pace. The trend toward interactive 360-degree videos is expanding into the educational and training sectors, where immersive learning can be enhanced by interactivity. As the demand for dynamic storytelling rises, the creation of 360-degree video content is becoming an essential skill for creators in the immersive content creation industry.

Mixed Reality (MR), which blends physical and virtual worlds, is transforming education and training by providing highly interactive learning environments. MR allows students and professionals to engage in real-world scenarios, such as medical surgeries or engineering simulations, without the risks associated with real-life practice. For instance, MR can overlay critical data or instructions on physical objects, providing real-time guidance and enhancing comprehension within the immersive content creation industry. Educational institutions are increasingly adopting MR tools to create immersive learning experiences that improve knowledge retention and practical skills. As MR technology becomes more refined, it will play a crucial role in reshaping education across various fields.

Social VR platforms are gaining popularity as people seek virtual spaces for connection, collaboration, and entertainment within the immersive content creation industry. Users can interact with each other in immersive environments, attend virtual events, and even create avatars that represent them in these spaces. Virtual communities are becoming hubs for social interaction, allowing individuals from around the world to meet, play games, or work together in shared spaces. Social VR has been used for remote team collaboration, providing a more engaging and interactive alternative to traditional video conferencing. As social VR becomes more accessible and developed, it is expected to redefine how we socialize and work in virtual environments.

Immersive journalism utilizes VR, AR, and 360-degree video to transform how news is delivered to audiences within the immersive content creation industry. Journalists can use these technologies to provide viewers with a first-person perspective on news events, offering a more compelling and impactful experience. For example, news outlets have used VR to place audiences amid war zones or environmental disasters, providing a deeper emotional connection to the story. Immersive journalism enhances the credibility and emotional weight of news coverage by enabling viewers to "experience" events firsthand. As immersive storytelling becomes a standard practice in journalism, it holds the potential to deepen public understanding of complex issues and humanize global events through innovative approaches in the immersive content creation industry.

Global Immersive Content Creation Market Report Segmentation

This report forecasts revenue growth at global, regional, and country levels and provides an analysis of the latest technology trends in each of the sub-segments from 2018 to 2030. For this study, Grand View Research has segmented the global immersive content creation market report based on component, technology, end use, and region:

  • Component Outlook (Revenue, USD Million; 2018 - 2030)
  • Hardware
  • Software
  • Services
  • Technology Outlook (Revenue, USD Million; 2018 - 2030)
  • Virtual Reality (VR) Content
  • Augmented Reality (AR) Content
  • Mixed Reality (MR) Content
  • Others
  • End Use Outlook (Revenue, USD Million; 2018 - 2030)
  • Gaming
  • Entertainment & Media
  • Education & Training
  • Healthcare
  • Retail & Ecommerce
  • Automotive
  • Others
  • Regional Outlook (Revenue, USD Million; 2018-2030)
  • North America
    • U.S.
    • Canada
    • Mexico
  • Europe
    • UK
    • Germany
    • France
  • Asia Pacific
    • China
    • India
    • Japan
    • South Korea
    • Australia
  • Latin America
    • Brazil
  • Middle East & Africa
    • UAE
    • Saudi Arabia
    • South Africa

Table of Contents

Chapter 1. Methodology and Scope

  • 1.1. Market Segmentation & Scope
  • 1.2. Market Definitions
  • 1.3. Information Procurement
    • 1.3.1. Information analysis
    • 1.3.2. Market formulation & data visualization
    • 1.3.3. Data validation & publishing
  • 1.4. 1.4 Research Scope and Assumptions
    • 1.4.1. List of Data Sources

Chapter 2. Executive Summary

  • 2.1. Immersive Content Creation Market Snapshot
  • 2.2. Immersive Content Creation Market - Segment Snapshot (1/2)
  • 2.3. Immersive Content Creation Market - Segment Snapshot (2/2)
  • 2.4. Immersive Content Creation Market - Competitive Landscape Snapshot

Chapter 3. Immersive Content Creation Market - Industry Outlook

  • 3.1. Market Lineage Outlook
  • 3.2. Industry Value Chain Analysis
  • 3.3. Market Dynamics
    • 3.3.1. Market Driver Analysis
    • 3.3.2. Market Restraint Analysis
    • 3.3.3. Industry Challenges
    • 3.3.4. Industry Opportunities
  • 3.4. Industry Analysis Tools
    • 3.4.1. Porter's five forces analysis
    • 3.4.2. Macroeconomic analysis

Chapter 4. Immersive Content Creation Market: Component Estimates & Trend Analysis

  • 4.1. Segment Dashboard
  • 4.2. Immersive Content Creation Market: Component Movement Analysis, 2024 & 2030 (USD Million)
  • 4.3. Hardware
    • 4.3.1. Hardware Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
  • 4.4. Software
    • 4.4.1. Software Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
  • 4.5. Services
    • 4.5.1. Services Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)

Chapter 5. Immersive Content Creation Market: Technology Estimates & Trend Analysis

  • 5.1. Segment Dashboard
  • 5.2. Immersive Content Creation Market: Technology Movement Analysis, 2024 & 2030 (USD Million)
  • 5.3. Virtual Reality (VR) Content
    • 5.3.1. Virtual Reality (VR) Content Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
  • 5.4. Augmented Reality (AR) Content
    • 5.4.1. Augmented Reality (AR) Content Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
  • 5.5. Mixed Reality (MR) Content
    • 5.5.1. Mixed Reality (MR) Content Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
  • 5.6. Others
    • 5.6.1. Others Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)

Chapter 6. Immersive Content Creation Market: End use Estimates & Trend Analysis

  • 6.1. Segment Dashboard
  • 6.2. Immersive Content Creation Market: End Use Movement Analysis, 2024 & 2030 (USD Million)
  • 6.3. Gaming
    • 6.3.1. Gaming Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
  • 6.4. Entertainment & Media
    • 6.4.1. Entertainment & Media Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
  • 6.5. Education & Training
    • 6.5.1. Education & Training Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
  • 6.6. Healthcare
    • 6.6.1. Healthcare Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
  • 6.7. Retail & Ecommerce
    • 6.7.1. Retail & Ecommerce Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
  • 6.8. Automotive
    • 6.8.1. Automotive Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
  • 6.9. Others
    • 6.9.1. Others Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)

Chapter 7. Regional Estimates & Trend Analysis

  • 7.1. Immersive Content Creation Market by Region, 2024 & 2030
  • 7.2. North America
    • 7.2.1. North America Immersive Content Creation Market Estimates & Forecasts, 2018 - 2030, (USD Million)
    • 7.2.2. U.S.
      • 7.2.2.1. U.S. Immersive Content Creation Market Estimates and Forecasts, 2018 - 2030 (USD Million)
    • 7.2.3. Canada
      • 7.2.3.1. Canada Immersive Content Creation Market Estimates and Forecasts, 2018 - 2030 (USD Million)
    • 7.2.4. Mexico
      • 7.2.4.1. Mexico Immersive Content Creation Market Estimates and Forecasts, 2018 - 2030 (USD Million)
  • 7.3. Europe
    • 7.3.1. Europe Immersive Content Creation Market Estimates and Forecasts, 2018 - 2030 (USD Million)
    • 7.3.2. UK
      • 7.3.2.1. UK Immersive Content Creation Market Estimates and Forecasts, 2018 - 2030 (USD Million)
    • 7.3.3. Germany
      • 7.3.3.1. Germany Immersive Content Creation Market Estimates and Forecasts, 2018 - 2030 (USD Million)
    • 7.3.4. France
      • 7.3.4.1. France Immersive Content Creation Market Estimates and Forecasts, 2018 - 2030 (USD Million)
  • 7.4. Asia Pacific
    • 7.4.1. Asia Pacific Immersive Content Creation Market Estimates and Forecasts, 2018 - 2030 (USD Million)
    • 7.4.2. China
      • 7.4.2.1. China Immersive Content Creation Market Estimates and Forecasts, 2018 - 2030 (USD Million)
    • 7.4.3. Japan
      • 7.4.3.1. Japan Immersive Content Creation Market Estimates and Forecasts, 2018 - 2030 (USD Million)
    • 7.4.4. India
      • 7.4.4.1. India Immersive Content Creation Market Estimates and Forecasts, 2018 - 2030 (USD Million)
    • 7.4.5. South Korea
      • 7.4.5.1. South Korea Immersive Content Creation Market Estimates and Forecasts, 2018 - 2030 (USD Million)
    • 7.4.6. Australia
      • 7.4.6.1. Australia Immersive Content Creation Market Estimates and Forecasts, 2018 - 2030 (USD Million)
  • 7.5. Latin America
    • 7.5.1. Latin America Immersive Content Creation Market Estimates and Forecasts, 2018 - 2030 (USD Million)
    • 7.5.2. Brazil
      • 7.5.2.1. Brazil Immersive Content Creation Market Estimates and Forecasts, 2018 - 2030 (USD Million)
  • 7.6. Middle East and Africa
    • 7.6.1. Middle East and Africa Immersive Content Creation Market Estimates and Forecasts, 2018 - 2030 (USD Million)
    • 7.6.2. UAE
      • 7.6.2.1. UAE Immersive Content Creation Market Estimates and Forecasts, 2018 - 2030 (USD Million)
    • 7.6.3. Saudi Arabia
      • 7.6.3.1. Saudi Arabia Immersive Content Creation Market Estimates and Forecasts, 2018 - 2030 (USD Million)
    • 7.6.4. South Africa
      • 7.6.4.1. South Africa Immersive Content Creation Market Estimates and Forecasts, 2018 - 2030 (USD Million)

Chapter 8. Immersive Content Creation Market - Competitive Landscape

  • 8.1. Company Categorization
  • 8.2. Company Market Positioning
  • 8.3. Company Heat Map Analysis
  • 8.4. Company Profiles/Listing
    • 8.4.1. Epic Games, Inc.
      • 8.4.1.1. Participant's Overview
      • 8.4.1.2. Financial Performance
      • 8.4.1.3. Product Benchmarking
      • 8.4.1.4. Recent Developments
    • 8.4.2. Fusion VR
      • 8.4.2.1. Participant's Overview
      • 8.4.2.2. Financial Performance
      • 8.4.2.3. Product Benchmarking
      • 8.4.2.4. Recent Developments
    • 8.4.3. Google LLC
      • 8.4.3.1. Participant's Overview
      • 8.4.3.2. Financial Performance
      • 8.4.3.3. Product Benchmarking
      • 8.4.3.4. Recent Developments
    • 8.4.4. HCL Technologies
      • 8.4.4.1. Participant's Overview
      • 8.4.4.2. Financial Performance
      • 8.4.4.3. Product Benchmarking
      • 8.4.4.4. Recent Developments
    • 8.4.5. HTC Corporation
      • 8.4.5.1. Participant's Overview
      • 8.4.5.2. Financial Performance
      • 8.4.5.3. Product Benchmarking
      • 8.4.5.4. Recent Developments
    • 8.4.6. Magic Leap
      • 8.4.6.1. Participant's Overview
      • 8.4.6.2. Financial Performance
      • 8.4.6.3. Product Benchmarking
      • 8.4.6.4. Recent Developments
    • 8.4.7. Meta Platforms, Inc.
      • 8.4.7.1. Participant's Overview
      • 8.4.7.2. Financial Performance
      • 8.4.7.3. Product Benchmarking
      • 8.4.7.4. Recent Developments
    • 8.4.8. Microsoft
      • 8.4.8.1. Participant's Overview
      • 8.4.8.2. Financial Performance
      • 8.4.8.3. Product Benchmarking
      • 8.4.8.4. Recent Developments
    • 8.4.9. NVIDIA Corporation
      • 8.4.9.1. Participant's Overview
      • 8.4.9.2. Financial Performance
      • 8.4.9.3. Product Benchmarking
      • 8.4.9.4. Recent Developments
    • 8.4.10. Sony Corporation
      • 8.4.10.1. Participant's Overview
      • 8.4.10.2. Financial Performance
      • 8.4.10.3. Product Benchmarking
      • 8.4.10.4. Recent Developments
    • 8.4.11. Unity Technologies.
      • 8.4.11.1. Participant's Overview
      • 8.4.11.2. Financial Performance
      • 8.4.11.3. Product Benchmarking
      • 8.4.11.4. Recent Developments

List of Tables

  • Table 1 Global Immersive content creation market size estimates & forecasts 2018 - 2030 (USD Million)
  • Table 2 Global Immersive content creation market, by region 2018 - 2030 (USD Million)
  • Table 3 Global Immersive content creation market, by component 2018 - 2030 (USD Million)
  • Table 4 Global Immersive content creation market, by technology 2018 - 2030 (USD Million)
  • Table 5 Global Immersive content creation market, by end use 2018 - 2030 (USD Million)
  • Table 6 Hardware Immersive content creation market, by region 2018 - 2030 (USD Million)
  • Table 7 Software Immersive content creation market, by region 2018 - 2030 (USD Million)
  • Table 8 Services Immersive content creation market, by region 2018 - 2030 (USD Million)
  • Table 9 Virtual reality (VR) content Immersive content creation market, by region 2018 - 2030 (USD Million)
  • Table 10 Augmented reality (AR) content Immersive content creation market, by region 2018 - 2030 (USD Million)
  • Table 11 Mixed reality (MR) content Immersive content creation market, by region 2018 - 2030 (USD Million)
  • Table 12 Others Immersive content creation market, by region 2018 - 2030 (USD Million)
  • Table 13 Gaming Immersive content creation market, by region 2018 - 2030 (USD Million)
  • Table 14 Entertainment & Media Immersive content creation market, by region 2018 - 2030 (USD Million)
  • Table 15 Education & Training Immersive content creation market, by region 2018 - 2030 (USD Million)
  • Table 16 Healthcare Immersive content creation market, by region 2018 - 2030 (USD Million)
  • Table 17 Retail & ecommerce Immersive content creation market, by region 2018 - 2030 (USD Million)
  • Table 18 Automotive Immersive content creation market, by region 2018 - 2030 (USD Million)
  • Table 19 Others Immersive content creation market, by region 2018 - 2030 (USD Million)
  • Table 20 North America Immersive content creation market, by component 2018 - 2030 (USD Million)
  • Table 21 North America Immersive content creation market, by technology 2018 - 2030 (USD Million)
  • Table 22 North America Immersive content creation market, by end use 2018 - 2030 (USD Million)
  • Table 23 U.S. Immersive content creation market, by component 2018 - 2030 (USD Million)
  • Table 24 U.S. Immersive content creation market, by technology 2018 - 2030 (USD Million)
  • Table 25 U.S. Immersive content creation market, by end use 2018 - 2030 (USD Million)
  • Table 26 Canada Immersive content creation market, by component 2018 - 2030 (USD Million)
  • Table 27 Canada Immersive content creation market, by technology 2018 - 2030 (USD Million)
  • Table 28 Canada Immersive content creation market, by end use 2018 - 2030 (USD Million)
  • Table 29 Mexico Immersive content creation market, by component 2018 - 2030 (USD Million)
  • Table 30 Mexico Immersive content creation market, by technology 2018 - 2030 (USD Million)
  • Table 31 Mexico Immersive content creation market, by end use 2018 - 2030 (USD Million)
  • Table 32 Europe Immersive content creation market, by component 2018 - 2030 (USD Million)
  • Table 33 Europe Immersive content creation market, by technology 2018 - 2030 (USD Million)
  • Table 34 Europe Immersive content creation market, by end use 2018 - 2030 (USD Million)
  • Table 35 UK Immersive content creation market, by component 2018 - 2030 (USD Million)
  • Table 36 UK Immersive content creation market, by technology 2018 - 2030 (USD Million)
  • Table 37 UK Immersive content creation market, by end use 2018 - 2030 (USD Million)
  • Table 38 Germany Immersive content creation market, by component 2018 - 2030 (USD Million)
  • Table 39 Germany Immersive content creation market, by technology 2018 - 2030 (USD Million)
  • Table 40 Germany Immersive content creation market, by end use 2018 - 2030 (USD Million)
  • Table 41 France Immersive content creation market, by component 2018 - 2030 (USD Million)
  • Table 42 France Immersive content creation market, by technology 2018 - 2030 (USD Million)
  • Table 43 France Immersive content creation market, by end use 2018 - 2030 (USD Million)
  • Table 44 Asia-Pacific Immersive content creation market, by component 2018 - 2030 (USD Million)
  • Table 45 Asia-Pacific Immersive content creation market, by technology 2018 - 2030 (USD Million)
  • Table 46 Asia-Pacific Immersive content creation market, by end use 2018 - 2030 (USD Million)
  • Table 47 China Immersive content creation market, by component 2018 - 2030 (USD Million)
  • Table 48 China Immersive content creation market, by technology 2018 - 2030 (USD Million)
  • Table 49 China Immersive content creation market, by end use 2018 - 2030 (USD Million)
  • Table 50 Japan Immersive content creation market, by component 2018 - 2030 (USD Million)
  • Table 51 Japan Immersive content creation market, by technology 2018 - 2030 (USD Million)
  • Table 52 Japan Immersive content creation market, by end use 2018 - 2030 (USD Million)
  • Table 53 India Immersive content creation market, by component 2018 - 2030 (USD Million)
  • Table 54 India Immersive content creation market, by technology 2018 - 2030 (USD Million)
  • Table 55 India Immersive content creation market, by end use 2018 - 2030 (USD Million)
  • Table 56 South Korea Immersive content creation market, by component 2018 - 2030 (USD Million)
  • Table 57 South Korea Immersive content creation market, by technology 2018 - 2030 (USD Million)
  • Table 58 South Korea Immersive content creation market, by end end use 2018 - 2030 (USD Million)
  • Table 59 Australia Immersive content creation market, by component 2018 - 2030 (USD Million)
  • Table 60 Australia Immersive content creation market, by technology 2018 - 2030 (USD Million)
  • Table 61 Australia Immersive content creation market, by end use 2018 - 2030 (USD Million)
  • Table 62 Latin America Immersive content creation market, by component 2018 - 2030 (USD Million)
  • Table 63 Latin America Immersive content creation market, by technology 2018 - 2030 (USD Million)
  • Table 64 Latin America Immersive content creation market, by end use 2018 - 2030 (USD Million)
  • Table 65 Brazil Immersive content creation market, by component 2018 - 2030 (USD Million)
  • Table 66 Brazil Immersive content creation market, by technology 2018 - 2030 (USD Million)
  • Table 67 Brazil Immersive content creation market, by end use 2018 - 2030 (USD Million)
  • Table 68 Middle East & Africa Immersive content creation market, by component 2018 - 2030 (USD Million)
  • Table 69 Middle East & Africa Immersive content creation market, by technology 2018 - 2030 (USD Million)
  • Table 70 Middle East & Africa Immersive content creation market, by end use 2018 - 2030 (USD Million)
  • Table 71 UAE Immersive content creation market, by component 2018 - 2030 (USD Million)
  • Table 72 UAE Immersive content creation market, by technology 2018 - 2030 (USD Million)
  • Table 73 UAE Immersive content creation market, by end use 2018 - 2030 (USD Million)
  • Table 74 South Africa Immersive content creation market, by component 2018 - 2030 (USD Million)
  • Table 75 South Africa Immersive content creation market, by technology 2018 - 2030 (USD Million)
  • Table 76 South Africa Immersive content creation market, by end use 2018 - 2030 (USD Million)
  • Table 77 Saudi Arabia Immersive content creation market, by component 2018 - 2030 (USD Million)
  • Table 78 Saudi Arabia Immersive content creation market, by technology 2018 - 2030 (USD Million)
  • Table 79 Saudi Arabia Immersive content creation market, by end use 2018 - 2030 (USD Million)

List of Figures

  • Fig. 1 Immersive Content Creation market segmentation
  • Fig. 2 Information procurement
  • Fig. 3 Data analysis models
  • Fig. 4 Market formulation and validation
  • Fig. 5 Data validating & publishing
  • Fig. 6 Immersive Content Creation market snapshot
  • Fig. 7 Immersive Content Creation market segment snapshot
  • Fig. 8 Immersive Content Creation market competitive landscape snapshot
  • Fig. 9 Market research process
  • Fig. 10 Market driver relevance analysis (current & future impact)
  • Fig. 11 Market restraint relevance analysis (current & future impact)
  • Fig. 12 Immersive Content Creation market, by component, key takeaways, 2018 - 2030, revenue (USD million)
  • Fig. 13 Immersive Content Creation market, by component: market share, 2024 & 2030
  • Fig. 14 Hardware market estimates & forecasts, 2018 - 2030 (USD Million)
  • Fig. 15 Software market estimates & forecasts, 2018 - 2030 (USD Million)
  • Fig. 16 Services market estimates & forecasts, 2018 - 2030 (USD Million)
  • Fig. 17 Immersive Content Creation market, by technology, key takeaways, 2018 - 2030, revenue (USD million)
  • Fig. 18 Immersive Content Creation market, by technology: market share, 2024 & 2030
  • Fig. 19 Virtual Reality (VR) Content console market estimates & forecasts, 2018 - 2030 (USD Million)
  • Fig. 20 Augmented Reality (AR) Content market estimates & forecasts, 2018 - 2030 (USD Million)
  • Fig. 21 Mixed Reality (MR) Content console market estimates & forecasts, 2018 - 2030 (USD Million)
  • Fig. 22 Others Content market estimates & forecasts, 2018 - 2030 (USD Million)
  • Fig. 23 Immersive Content Creation market, by end use, key takeaways, 2018 - 2030, revenue (USD million)
  • Fig. 24 Immersive Content Creation market, by end use: market share, 2024 & 2030
  • Fig. 25 Gaming market estimates & forecasts, 2018 - 2030 (USD Million)
  • Fig. 26 Entertainment & Media market estimates & forecasts, 2018 - 2030 (USD Million)
  • Fig. 27 Education & Training market estimates & forecasts, 2018 - 2030 (USD Million)
  • Fig. 28 Healthcare market estimates & forecasts, 2018 - 2030 (USD Million)
  • Fig. 29 Retail & Ecommerce market estimates & forecasts, 2018 - 2030 (USD Million)
  • Fig. 30 Automotive market estimates & forecasts, 2018 - 2030 (USD Million)
  • Fig. 31 Others market estimates & forecasts, 2018 - 2030 (USD Million)
  • Fig. 32 Regional marketplace: key takeaways
  • Fig. 33 North America Immersive content creation market estimates & forecast, 2018 - 2030 (USD Million)
  • Fig. 34 U.S. Immersive content creation market estimates & forecast, 2018 - 2030 (USD Million)
  • Fig. 35 Canada Immersive content creation market estimates & forecast, 2018 - 2030 (USD Million)
  • Fig. 36 Mexico Immersive content creation market estimates & forecast, 2018 - 2030 (USD Million)
  • Fig. 37 Europe Immersive content creation market estimates & forecast, 2018 - 2030 (USD Million)
  • Fig. 38 Germany Immersive content creation market estimates & forecast, 2018 - 2030 (USD Million)
  • Fig. 39 UK Immersive content creation market estimates & forecast, 2018 - 2030 (USD Million)
  • Fig. 40 France Immersive content creation market estimates & forecast, 2018 - 2030 (USD Million)
  • Fig. 41 Asia pacific Immersive content creation market estimates & forecast, 2018 - 2030 (USD Million)
  • Fig. 42 China Immersive content creation market estimates & forecast, 2018 - 2030 (USD Million)
  • Fig. 43 Japan Immersive content creation market estimates & forecast, 2018 - 2030 (USD Million)
  • Fig. 44 India Immersive content creation market estimates & forecast, 2018 - 2030 (USD Million)
  • Fig. 45 South Korea Immersive content creation market estimates & forecast, 2018 - 2030 (USD Million)
  • Fig. 46 Australia Immersive content creation market estimates & forecast, 2018 - 2030 (USD Million)
  • Fig. 47 Latin America Immersive content creation market estimates & forecast, 2018 - 2030 (USD Million)
  • Fig. 48 Brazil Immersive content creation market estimates & forecast, 2018 - 2030 (USD Million)
  • Fig. 49 MEA Immersive content creation market estimates & forecast, 2018 - 2030 (USD Million)
  • Fig. 50 UAE Immersive content creation market estimates & forecast, 2018 - 2030 (USD Million)
  • Fig. 51 South Africa Immersive content creation market estimates & forecast, 2018 - 2030 (USD Million)
  • Fig. 52 Saudi Arabia Immersive content creation market estimates & forecast, 2018 - 2030 (USD Million)
  • Fig. 53 Key company categorization
  • Fig. 54 Strategy framework