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市場調查報告書
商品編碼
1598806

VR 內容製作市場:按內容類型、組件、最終用戶領域分類 - 2025-2030 年全球預測

VR Content Creation Market by Content Type (360 Degree Photos, Games, Videos), Component (Services, Software), End-Use Sector - Global Forecast 2025-2030

出版日期: | 出版商: 360iResearch | 英文 197 Pages | 商品交期: 最快1-2個工作天內

價格

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2023年VR內容創作市場價值為47.8億美元,預計到2024年將達到58.9億美元,複合年成長率為24.18%,到2030年將達到218.1億美元。

VR內容製作的範圍是利用虛擬實境技術創造和開發身臨其境型體驗,應用於遊戲、教育、醫療、房地產、娛樂等多個領域。對 VR 內容的需求在於它能夠提供傳統媒體無法提供的高度引人入勝、互動、體驗式的學習環境。該技術正在徹底改變醫療保健領域的訓練模組,提供手術模擬環境。此外,在房地產領域,虛擬導覽已成為遠端展示房產的標準功能。推動市場成長的是 VR 硬體的進步,例如頭戴裝置變得更便宜、更容易使用。進入「元宇宙」概念的公司加大對VR技術的投資,身臨其境型數位世界將在未來網路使用中發揮核心作用,這也是影響市場擴張的關鍵因素。利用 VR 來增強學習體驗的教育環境以及進行虛擬培訓和商務會議的企業部門的機會尤其豐富。利用虛擬實境的潛力來創建個人化的娛樂內容也可能是一個開拓的金礦。

主要市場統計
基準年[2023] 47.8億美元
預測年份 [2024] 58.9億美元
預測年份 [2030] 218.1億美元
複合年成長率(%) 24.18%

然而,市場存在一些限制和挑戰。高昂的開發成本、有限的內容以及由於對新技術的不適或懷疑而阻礙用戶採用的障礙可能會阻礙成長。它還需要引人入勝的故事講述和以用戶為中心的設計,以確保所創建的體驗證明投資是合理的,並永續地提高用戶參與度。需要創新的領域包括整合人工智慧來創造動態環境,以及克服暈動病和增強沉浸感的研究。科技公司與服務業之間的合作可以促進創新的虛擬實境應用。該市場的特點是技術日新月異、用戶期望不斷變化,要求企業持續投資研發並保持敏捷性,並專注於以用戶為中心的體驗設計。

市場動態:快速發展的 VR 內容製作市場的關鍵市場洞察

VR內容製作市場正因供需動態互動而改變。透過了解這些不斷變化的市場動態,公司可以準備好做出明智的投資決策、完善策略決策並抓住新的商機。全面了解這些趨勢可以幫助企業降低政治、地理、技術、社會和經濟領域的風險,同時也能幫助消費行為及其對製造業的影響。

  • 市場促進因素
    • 企業對更豐富的內容的需求不斷成長,以吸引和吸引客戶
    • 支援數位媒體的設備數量不斷增加,網路普及率不斷提高
    • 使用者生成內容作為新鮮視覺效果來源的成長趨勢
  • 市場限制因素
    • VR內容製作解決方案高成本
  • 市場機會
    • 將尖端技術融入VR內容製作解決方案
    • 用於影片行銷和培訓目的的 VR 內容創作需求
  • 市場挑戰
    • 創建 VR 內容時的技術問題

波特五力:駕馭 VR 內容創作市場的策略工具

波特的五力架構是了解 VR 內容創作市場競爭格局的重要工具。波特的五力框架為評估公司的競爭地位和探索策略機會提供了清晰的方法。該框架可幫助公司評估市場動態並確定新業務的盈利。這些見解使公司能夠利用自己的優勢,解決弱點並避免潛在的挑戰,從而確保更強大的市場地位。

PESTLE分析:了解VR內容製作市場的外部影響

外部宏觀環境因素對於塑造VR內容製作市場的表現動態起著至關重要的作用。對政治、經濟、社會、技術、法律和環境因素的分析提供了應對這些影響所需的資訊。透過調查 PESTLE 因素,公司可以更了解潛在的風險和機會。這種分析可以幫助公司預測法規、消費者偏好和經濟趨勢的變化,並為他們做出積極主動的決策做好準備。

市場佔有率分析 了解VR內容製作市場的競爭狀況

對 VR 內容製作市場的詳細市場佔有率分析可以對供應商績效進行全面評估。公司可以透過比較收益、客戶群和成長率等關鍵指標來揭示其競爭地位。該分析揭示了市場集中、分散和整合的趨勢,為供應商提供了製定策略決策所需的洞察力,使他們能夠在日益激烈的競爭中佔有一席之地。

FPNV定位矩陣VR內容製作市場廠商績效評估

FPNV定位矩陣是評估VR內容創作市場供應商的重要工具。此矩陣允許業務組織根據商務策略和產品滿意度評估供應商,從而做出與其目標相符的明智決策。這四個象限使您能夠清晰、準確地分類供應商,以確定最能滿足您的策略目標的合作夥伴和解決方案。

策略分析與建議 規劃 VR 內容創作市場的成功之路

VR 內容製作市場的策略分析對於旨在加強其在全球市場的影響力的公司至關重要。透過考慮關鍵資源、能力和績效指標,公司可以識別成長機會並努力改進。這種方法使您能夠克服競爭環境中的挑戰,利用新的商機,並取得長期成功。

本報告對市場進行了全面分析,涵蓋關鍵重點領域:

1. 市場滲透率:詳細檢視當前市場環境、主要企業的廣泛資料、評估其在市場中的影響力和整體影響力。

2. 市場開拓:辨識新興市場的成長機會,評估現有領域的擴張潛力,並提供未來成長的策略藍圖。

3. 市場多元化:分析近期產品發布、開拓地區、關鍵產業進展、塑造市場的策略投資。

4. 競爭評估與情報:徹底分析競爭格局,檢驗市場佔有率、業務策略、產品系列、認證、監理核准、專利趨勢、主要企業的技術進步等。

5.產品開發與創新:重點關注可望推動未來市場成長的最尖端科技、研發活動和產品創新。

我們也回答重要問題,以幫助相關人員做出明智的決策:

1.目前的市場規模和未來的成長預測是多少?

2. 哪些產品、區隔市場和地區提供最佳投資機會?

3.塑造市場的主要技術趨勢和監管影響是什麼?

4.主要廠商的市場佔有率和競爭地位如何?

5. 推動供應商市場進入和退出策略的收益來源和策略機會是什麼?

目錄

第1章 前言

第2章調查方法

第3章執行摘要

第4章市場概況

第5章市場洞察

  • 市場動態
    • 促進因素
      • 企業對增強內容的需求不斷增加,以接觸和吸引客戶
      • 越來越多的設備能夠支援數位媒體並提高網路普及率
      • 使用者生成內容作為新鮮視覺效果來源的成長趨勢
    • 抑制因素
      • VR內容製作解決方案成本高
    • 機會
      • 將先進技術融入VR內容製作解決方案
      • 用於影片行銷和培訓目的的 VR 內容創作需求
    • 任務
      • VR 內容創作過程中的技術問題
  • 市場區隔分析
  • 波特五力分析
  • PESTEL分析
    • 政治的
    • 經濟
    • 社群
    • 技術的
    • 合法地
    • 環境

第6章 VR 內容製作市集(依內容類型)

  • 360度照片
  • 遊戲
  • 影片

第7章 VR 內容製作市場:按組成部分

  • 服務
  • 軟體

第8章 VR 內容製作市場(依最終用途領域)

  • 遊戲
  • 衛生保健
  • 媒體和娛樂
  • 房地產
  • 零售
  • 旅遊/酒店業

第9章 北美、南美VR內容製作市場

  • 阿根廷
  • 巴西
  • 加拿大
  • 墨西哥
  • 美國

第10章 亞太地區VR內容製作市場

  • 澳洲
  • 中國
  • 印度
  • 印尼
  • 日本
  • 馬來西亞
  • 菲律賓
  • 新加坡
  • 韓國
  • 台灣
  • 泰國
  • 越南

第11章 歐洲、中東、非洲VR內容製作市場

  • 丹麥
  • 埃及
  • 芬蘭
  • 法國
  • 德國
  • 以色列
  • 義大利
  • 荷蘭
  • 奈及利亞
  • 挪威
  • 波蘭
  • 卡達
  • 俄羅斯
  • 沙烏地阿拉伯
  • 南非
  • 西班牙
  • 瑞典
  • 瑞士
  • 土耳其
  • 阿拉伯聯合大公國
  • 英國

第12章競爭格局

  • 2023 年市場佔有率分析
  • FPNV 定位矩陣,2023
  • 競爭情境分析
  • 戰略分析和建議

公司名單

  • 360 Labs
  • Baobab Studios Inc.
  • Blippar Group Limited
  • Cisco Systems, Inc.
  • Dell Inc.
  • Fiebak Medien
  • Intel Corporation
  • Juniper Networks, Inc.
  • KonceptVR LLC
  • Magnopus LLC
  • Matterport, Inc.
  • Microsoft Corporation
  • Novac Technology Solutions
  • Panedia Pty Ltd.
  • Penrose Studios, Inc.
  • Scapic
  • Sony Corporation
  • Subvrsive, Inc.
  • Technicolor Creative Studios UK Limited t/a The Mill
  • VIAR Inc.
  • Visualise Creative Limited
  • VMware, Inc.
  • Wevr
  • Within Unlimited, Inc
Product Code: MRR-69324464D1BC

The VR Content Creation Market was valued at USD 4.78 billion in 2023, expected to reach USD 5.89 billion in 2024, and is projected to grow at a CAGR of 24.18%, to USD 21.81 billion by 2030.

The scope of VR content creation encompasses the production and development of immersive experiences using virtual reality technology, which has applications across numerous sectors such as gaming, education, healthcare, real estate, and entertainment. The necessity of VR content lies in its ability to provide highly engaging, interactive, and experiential learning environments that traditional media cannot offer. This technology has revolutionized training modules in healthcare, offering simulated environments for surgical practice, and in real estate, virtual tours have become a standard feature to showcase properties remotely. The market's growth is propelled by advancements in VR hardware, such as headsets becoming more affordable and user-friendly. Increased investment in VR technology by companies diving into the 'metaverse' concept, where immersive digital worlds play a central role in future internet usage, is also a significant factor influencing market expansion. Opportunities abound particularly in educational environments leveraging VR to enhance learning experiences, and in corporate sectors for virtual training and business meetings. Leveraging VR's potential in personalized content creation for entertainment can also be an unexplored goldmine.

KEY MARKET STATISTICS
Base Year [2023] USD 4.78 billion
Estimated Year [2024] USD 5.89 billion
Forecast Year [2030] USD 21.81 billion
CAGR (%) 24.18%

However, the market does face several limitations and challenges. High development costs, limited content, and user adoption barriers due to discomfort or skepticism about new tech can stymie growth. There's also the need for compelling storytelling and user-centric design, ensuring the experiences created justify the investment and enhance user engagement sustainably. Areas ripe for innovation include the integration of artificial intelligence to create dynamic environments, and research into overcoming motion sickness and enhancing realism. Collaborations between tech companies and service sectors can foster innovative VR applications. The market's nature involves rapid technological changes and evolving user expectations, requiring companies to remain agile and responsive, continuously investing in research and development while maintaining a focus on user-centric experience design.

Market Dynamics: Unveiling Key Market Insights in the Rapidly Evolving VR Content Creation Market

The VR Content Creation Market is undergoing transformative changes driven by a dynamic interplay of supply and demand factors. Understanding these evolving market dynamics prepares business organizations to make informed investment decisions, refine strategic decisions, and seize new opportunities. By gaining a comprehensive view of these trends, business organizations can mitigate various risks across political, geographic, technical, social, and economic domains while also gaining a clearer understanding of consumer behavior and its impact on manufacturing costs and purchasing trends.

  • Market Drivers
    • Increasing demand for enhanced content from businesses to reach and engage customers
    • Rise in the number of devices capable of supporting digital media and increasing internet penetration
    • Growing trend of user-generated content as a source of fresh and new visuals
  • Market Restraints
    • High cost of VR content creation solutions
  • Market Opportunities
    • Integration of advanced technologies in VR content creation solutions
    • Demand for VR content creation for video marketing and training purpose
  • Market Challenges
    • Technical issues during VR content creations

Porter's Five Forces: A Strategic Tool for Navigating the VR Content Creation Market

Porter's five forces framework is a critical tool for understanding the competitive landscape of the VR Content Creation Market. It offers business organizations with a clear methodology for evaluating their competitive positioning and exploring strategic opportunities. This framework helps businesses assess the power dynamics within the market and determine the profitability of new ventures. With these insights, business organizations can leverage their strengths, address weaknesses, and avoid potential challenges, ensuring a more resilient market positioning.

PESTLE Analysis: Navigating External Influences in the VR Content Creation Market

External macro-environmental factors play a pivotal role in shaping the performance dynamics of the VR Content Creation Market. Political, Economic, Social, Technological, Legal, and Environmental factors analysis provides the necessary information to navigate these influences. By examining PESTLE factors, businesses can better understand potential risks and opportunities. This analysis enables business organizations to anticipate changes in regulations, consumer preferences, and economic trends, ensuring they are prepared to make proactive, forward-thinking decisions.

Market Share Analysis: Understanding the Competitive Landscape in the VR Content Creation Market

A detailed market share analysis in the VR Content Creation Market provides a comprehensive assessment of vendors' performance. Companies can identify their competitive positioning by comparing key metrics, including revenue, customer base, and growth rates. This analysis highlights market concentration, fragmentation, and trends in consolidation, offering vendors the insights required to make strategic decisions that enhance their position in an increasingly competitive landscape.

FPNV Positioning Matrix: Evaluating Vendors' Performance in the VR Content Creation Market

The Forefront, Pathfinder, Niche, Vital (FPNV) Positioning Matrix is a critical tool for evaluating vendors within the VR Content Creation Market. This matrix enables business organizations to make well-informed decisions that align with their goals by assessing vendors based on their business strategy and product satisfaction. The four quadrants provide a clear and precise segmentation of vendors, helping users identify the right partners and solutions that best fit their strategic objectives.

Strategy Analysis & Recommendation: Charting a Path to Success in the VR Content Creation Market

A strategic analysis of the VR Content Creation Market is essential for businesses looking to strengthen their global market presence. By reviewing key resources, capabilities, and performance indicators, business organizations can identify growth opportunities and work toward improvement. This approach helps businesses navigate challenges in the competitive landscape and ensures they are well-positioned to capitalize on newer opportunities and drive long-term success.

Key Company Profiles

The report delves into recent significant developments in the VR Content Creation Market, highlighting leading vendors and their innovative profiles. These include 360 Labs, Baobab Studios Inc., Blippar Group Limited, Cisco Systems, Inc., Dell Inc., Fiebak Medien, Intel Corporation, Juniper Networks, Inc., KonceptVR LLC, Magnopus LLC, Matterport, Inc., Microsoft Corporation, Novac Technology Solutions, Panedia Pty Ltd., Penrose Studios, Inc., Scapic, Sony Corporation, Subvrsive, Inc., Technicolor Creative Studios UK Limited t/a The Mill, VIAR Inc., Visualise Creative Limited, VMware, Inc., Wevr, and Within Unlimited, Inc.

Market Segmentation & Coverage

This research report categorizes the VR Content Creation Market to forecast the revenues and analyze trends in each of the following sub-markets:

  • Based on Content Type, market is studied across 360 Degree Photos, Games, and Videos.
  • Based on Component, market is studied across Services and Software.
  • Based on End-Use Sector, market is studied across Automotive, Gaming, Healthcare, Media & Entertainment, Real Estate, Retail, and Travel & Hospitality.
  • Based on Region, market is studied across Americas, Asia-Pacific, and Europe, Middle East & Africa. The Americas is further studied across Argentina, Brazil, Canada, Mexico, and United States. The United States is further studied across California, Florida, Illinois, New York, Ohio, Pennsylvania, and Texas. The Asia-Pacific is further studied across Australia, China, India, Indonesia, Japan, Malaysia, Philippines, Singapore, South Korea, Taiwan, Thailand, and Vietnam. The Europe, Middle East & Africa is further studied across Denmark, Egypt, Finland, France, Germany, Israel, Italy, Netherlands, Nigeria, Norway, Poland, Qatar, Russia, Saudi Arabia, South Africa, Spain, Sweden, Switzerland, Turkey, United Arab Emirates, and United Kingdom.

The report offers a comprehensive analysis of the market, covering key focus areas:

1. Market Penetration: A detailed review of the current market environment, including extensive data from top industry players, evaluating their market reach and overall influence.

2. Market Development: Identifies growth opportunities in emerging markets and assesses expansion potential in established sectors, providing a strategic roadmap for future growth.

3. Market Diversification: Analyzes recent product launches, untapped geographic regions, major industry advancements, and strategic investments reshaping the market.

4. Competitive Assessment & Intelligence: Provides a thorough analysis of the competitive landscape, examining market share, business strategies, product portfolios, certifications, regulatory approvals, patent trends, and technological advancements of key players.

5. Product Development & Innovation: Highlights cutting-edge technologies, R&D activities, and product innovations expected to drive future market growth.

The report also answers critical questions to aid stakeholders in making informed decisions:

1. What is the current market size, and what is the forecasted growth?

2. Which products, segments, and regions offer the best investment opportunities?

3. What are the key technology trends and regulatory influences shaping the market?

4. How do leading vendors rank in terms of market share and competitive positioning?

5. What revenue sources and strategic opportunities drive vendors' market entry or exit strategies?

Table of Contents

1. Preface

  • 1.1. Objectives of the Study
  • 1.2. Market Segmentation & Coverage
  • 1.3. Years Considered for the Study
  • 1.4. Currency & Pricing
  • 1.5. Language
  • 1.6. Stakeholders

2. Research Methodology

  • 2.1. Define: Research Objective
  • 2.2. Determine: Research Design
  • 2.3. Prepare: Research Instrument
  • 2.4. Collect: Data Source
  • 2.5. Analyze: Data Interpretation
  • 2.6. Formulate: Data Verification
  • 2.7. Publish: Research Report
  • 2.8. Repeat: Report Update

3. Executive Summary

4. Market Overview

5. Market Insights

  • 5.1. Market Dynamics
    • 5.1.1. Drivers
      • 5.1.1.1. Increasing demand for enhanced content from businesses to reach and engage customers
      • 5.1.1.2. Rise in the number of devices capable of supporting digital media and increasing internet penetration
      • 5.1.1.3. Growing trend of user-generated content as a source of fresh and new visuals
    • 5.1.2. Restraints
      • 5.1.2.1. High cost of VR content creation solutions
    • 5.1.3. Opportunities
      • 5.1.3.1. Integration of advanced technologies in VR content creation solutions
      • 5.1.3.2. Demand for VR content creation for video marketing and training purpose
    • 5.1.4. Challenges
      • 5.1.4.1. Technical issues during VR content creations
  • 5.2. Market Segmentation Analysis
  • 5.3. Porter's Five Forces Analysis
    • 5.3.1. Threat of New Entrants
    • 5.3.2. Threat of Substitutes
    • 5.3.3. Bargaining Power of Customers
    • 5.3.4. Bargaining Power of Suppliers
    • 5.3.5. Industry Rivalry
  • 5.4. PESTLE Analysis
    • 5.4.1. Political
    • 5.4.2. Economic
    • 5.4.3. Social
    • 5.4.4. Technological
    • 5.4.5. Legal
    • 5.4.6. Environmental

6. VR Content Creation Market, by Content Type

  • 6.1. Introduction
  • 6.2. 360 Degree Photos
  • 6.3. Games
  • 6.4. Videos

7. VR Content Creation Market, by Component

  • 7.1. Introduction
  • 7.2. Services
  • 7.3. Software

8. VR Content Creation Market, by End-Use Sector

  • 8.1. Introduction
  • 8.2. Automotive
  • 8.3. Gaming
  • 8.4. Healthcare
  • 8.5. Media & Entertainment
  • 8.6. Real Estate
  • 8.7. Retail
  • 8.8. Travel & Hospitality

9. Americas VR Content Creation Market

  • 9.1. Introduction
  • 9.2. Argentina
  • 9.3. Brazil
  • 9.4. Canada
  • 9.5. Mexico
  • 9.6. United States

10. Asia-Pacific VR Content Creation Market

  • 10.1. Introduction
  • 10.2. Australia
  • 10.3. China
  • 10.4. India
  • 10.5. Indonesia
  • 10.6. Japan
  • 10.7. Malaysia
  • 10.8. Philippines
  • 10.9. Singapore
  • 10.10. South Korea
  • 10.11. Taiwan
  • 10.12. Thailand
  • 10.13. Vietnam

11. Europe, Middle East & Africa VR Content Creation Market

  • 11.1. Introduction
  • 11.2. Denmark
  • 11.3. Egypt
  • 11.4. Finland
  • 11.5. France
  • 11.6. Germany
  • 11.7. Israel
  • 11.8. Italy
  • 11.9. Netherlands
  • 11.10. Nigeria
  • 11.11. Norway
  • 11.12. Poland
  • 11.13. Qatar
  • 11.14. Russia
  • 11.15. Saudi Arabia
  • 11.16. South Africa
  • 11.17. Spain
  • 11.18. Sweden
  • 11.19. Switzerland
  • 11.20. Turkey
  • 11.21. United Arab Emirates
  • 11.22. United Kingdom

12. Competitive Landscape

  • 12.1. Market Share Analysis, 2023
  • 12.2. FPNV Positioning Matrix, 2023
  • 12.3. Competitive Scenario Analysis
  • 12.4. Strategy Analysis & Recommendation

Companies Mentioned

  • 1. 360 Labs
  • 2. Baobab Studios Inc.
  • 3. Blippar Group Limited
  • 4. Cisco Systems, Inc.
  • 5. Dell Inc.
  • 6. Fiebak Medien
  • 7. Intel Corporation
  • 8. Juniper Networks, Inc.
  • 9. KonceptVR LLC
  • 10. Magnopus LLC
  • 11. Matterport, Inc.
  • 12. Microsoft Corporation
  • 13. Novac Technology Solutions
  • 14. Panedia Pty Ltd.
  • 15. Penrose Studios, Inc.
  • 16. Scapic
  • 17. Sony Corporation
  • 18. Subvrsive, Inc.
  • 19. Technicolor Creative Studios UK Limited t/a The Mill
  • 20. VIAR Inc.
  • 21. Visualise Creative Limited
  • 22. VMware, Inc.
  • 23. Wevr
  • 24. Within Unlimited, Inc

LIST OF FIGURES

  • FIGURE 1. VR CONTENT CREATION MARKET RESEARCH PROCESS
  • FIGURE 2. VR CONTENT CREATION MARKET SIZE, 2023 VS 2030
  • FIGURE 3. GLOBAL VR CONTENT CREATION MARKET SIZE, 2018-2030 (USD MILLION)
  • FIGURE 4. GLOBAL VR CONTENT CREATION MARKET SIZE, BY REGION, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 5. GLOBAL VR CONTENT CREATION MARKET SIZE, BY COUNTRY, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 6. GLOBAL VR CONTENT CREATION MARKET SIZE, BY CONTENT TYPE, 2023 VS 2030 (%)
  • FIGURE 7. GLOBAL VR CONTENT CREATION MARKET SIZE, BY CONTENT TYPE, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 8. GLOBAL VR CONTENT CREATION MARKET SIZE, BY COMPONENT, 2023 VS 2030 (%)
  • FIGURE 9. GLOBAL VR CONTENT CREATION MARKET SIZE, BY COMPONENT, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 10. GLOBAL VR CONTENT CREATION MARKET SIZE, BY END-USE SECTOR, 2023 VS 2030 (%)
  • FIGURE 11. GLOBAL VR CONTENT CREATION MARKET SIZE, BY END-USE SECTOR, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 12. AMERICAS VR CONTENT CREATION MARKET SIZE, BY COUNTRY, 2023 VS 2030 (%)
  • FIGURE 13. AMERICAS VR CONTENT CREATION MARKET SIZE, BY COUNTRY, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 14. UNITED STATES VR CONTENT CREATION MARKET SIZE, BY STATE, 2023 VS 2030 (%)
  • FIGURE 15. UNITED STATES VR CONTENT CREATION MARKET SIZE, BY STATE, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 16. ASIA-PACIFIC VR CONTENT CREATION MARKET SIZE, BY COUNTRY, 2023 VS 2030 (%)
  • FIGURE 17. ASIA-PACIFIC VR CONTENT CREATION MARKET SIZE, BY COUNTRY, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 18. EUROPE, MIDDLE EAST & AFRICA VR CONTENT CREATION MARKET SIZE, BY COUNTRY, 2023 VS 2030 (%)
  • FIGURE 19. EUROPE, MIDDLE EAST & AFRICA VR CONTENT CREATION MARKET SIZE, BY COUNTRY, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 20. VR CONTENT CREATION MARKET SHARE, BY KEY PLAYER, 2023
  • FIGURE 21. VR CONTENT CREATION MARKET, FPNV POSITIONING MATRIX, 2023

LIST OF TABLES

  • TABLE 1. VR CONTENT CREATION MARKET SEGMENTATION & COVERAGE
  • TABLE 2. UNITED STATES DOLLAR EXCHANGE RATE, 2018-2023
  • TABLE 3. GLOBAL VR CONTENT CREATION MARKET SIZE, 2018-2030 (USD MILLION)
  • TABLE 4. GLOBAL VR CONTENT CREATION MARKET SIZE, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 5. GLOBAL VR CONTENT CREATION MARKET SIZE, BY COUNTRY, 2018-2030 (USD MILLION)
  • TABLE 6. VR CONTENT CREATION MARKET DYNAMICS
  • TABLE 7. GLOBAL VR CONTENT CREATION MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 8. GLOBAL VR CONTENT CREATION MARKET SIZE, BY 360 DEGREE PHOTOS, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 9. GLOBAL VR CONTENT CREATION MARKET SIZE, BY GAMES, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 10. GLOBAL VR CONTENT CREATION MARKET SIZE, BY VIDEOS, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 11. GLOBAL VR CONTENT CREATION MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 12. GLOBAL VR CONTENT CREATION MARKET SIZE, BY SERVICES, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 13. GLOBAL VR CONTENT CREATION MARKET SIZE, BY SOFTWARE, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 14. GLOBAL VR CONTENT CREATION MARKET SIZE, BY END-USE SECTOR, 2018-2030 (USD MILLION)
  • TABLE 15. GLOBAL VR CONTENT CREATION MARKET SIZE, BY AUTOMOTIVE, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 16. GLOBAL VR CONTENT CREATION MARKET SIZE, BY GAMING, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 17. GLOBAL VR CONTENT CREATION MARKET SIZE, BY HEALTHCARE, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 18. GLOBAL VR CONTENT CREATION MARKET SIZE, BY MEDIA & ENTERTAINMENT, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 19. GLOBAL VR CONTENT CREATION MARKET SIZE, BY REAL ESTATE, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 20. GLOBAL VR CONTENT CREATION MARKET SIZE, BY RETAIL, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 21. GLOBAL VR CONTENT CREATION MARKET SIZE, BY TRAVEL & HOSPITALITY, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 22. AMERICAS VR CONTENT CREATION MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 23. AMERICAS VR CONTENT CREATION MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 24. AMERICAS VR CONTENT CREATION MARKET SIZE, BY END-USE SECTOR, 2018-2030 (USD MILLION)
  • TABLE 25. AMERICAS VR CONTENT CREATION MARKET SIZE, BY COUNTRY, 2018-2030 (USD MILLION)
  • TABLE 26. ARGENTINA VR CONTENT CREATION MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 27. ARGENTINA VR CONTENT CREATION MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 28. ARGENTINA VR CONTENT CREATION MARKET SIZE, BY END-USE SECTOR, 2018-2030 (USD MILLION)
  • TABLE 29. BRAZIL VR CONTENT CREATION MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 30. BRAZIL VR CONTENT CREATION MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 31. BRAZIL VR CONTENT CREATION MARKET SIZE, BY END-USE SECTOR, 2018-2030 (USD MILLION)
  • TABLE 32. CANADA VR CONTENT CREATION MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 33. CANADA VR CONTENT CREATION MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 34. CANADA VR CONTENT CREATION MARKET SIZE, BY END-USE SECTOR, 2018-2030 (USD MILLION)
  • TABLE 35. MEXICO VR CONTENT CREATION MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 36. MEXICO VR CONTENT CREATION MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 37. MEXICO VR CONTENT CREATION MARKET SIZE, BY END-USE SECTOR, 2018-2030 (USD MILLION)
  • TABLE 38. UNITED STATES VR CONTENT CREATION MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 39. UNITED STATES VR CONTENT CREATION MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 40. UNITED STATES VR CONTENT CREATION MARKET SIZE, BY END-USE SECTOR, 2018-2030 (USD MILLION)
  • TABLE 41. UNITED STATES VR CONTENT CREATION MARKET SIZE, BY STATE, 2018-2030 (USD MILLION)
  • TABLE 42. ASIA-PACIFIC VR CONTENT CREATION MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 43. ASIA-PACIFIC VR CONTENT CREATION MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 44. ASIA-PACIFIC VR CONTENT CREATION MARKET SIZE, BY END-USE SECTOR, 2018-2030 (USD MILLION)
  • TABLE 45. ASIA-PACIFIC VR CONTENT CREATION MARKET SIZE, BY COUNTRY, 2018-2030 (USD MILLION)
  • TABLE 46. AUSTRALIA VR CONTENT CREATION MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 47. AUSTRALIA VR CONTENT CREATION MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 48. AUSTRALIA VR CONTENT CREATION MARKET SIZE, BY END-USE SECTOR, 2018-2030 (USD MILLION)
  • TABLE 49. CHINA VR CONTENT CREATION MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 50. CHINA VR CONTENT CREATION MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 51. CHINA VR CONTENT CREATION MARKET SIZE, BY END-USE SECTOR, 2018-2030 (USD MILLION)
  • TABLE 52. INDIA VR CONTENT CREATION MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 53. INDIA VR CONTENT CREATION MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 54. INDIA VR CONTENT CREATION MARKET SIZE, BY END-USE SECTOR, 2018-2030 (USD MILLION)
  • TABLE 55. INDONESIA VR CONTENT CREATION MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 56. INDONESIA VR CONTENT CREATION MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 57. INDONESIA VR CONTENT CREATION MARKET SIZE, BY END-USE SECTOR, 2018-2030 (USD MILLION)
  • TABLE 58. JAPAN VR CONTENT CREATION MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 59. JAPAN VR CONTENT CREATION MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 60. JAPAN VR CONTENT CREATION MARKET SIZE, BY END-USE SECTOR, 2018-2030 (USD MILLION)
  • TABLE 61. MALAYSIA VR CONTENT CREATION MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 62. MALAYSIA VR CONTENT CREATION MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 63. MALAYSIA VR CONTENT CREATION MARKET SIZE, BY END-USE SECTOR, 2018-2030 (USD MILLION)
  • TABLE 64. PHILIPPINES VR CONTENT CREATION MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 65. PHILIPPINES VR CONTENT CREATION MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 66. PHILIPPINES VR CONTENT CREATION MARKET SIZE, BY END-USE SECTOR, 2018-2030 (USD MILLION)
  • TABLE 67. SINGAPORE VR CONTENT CREATION MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 68. SINGAPORE VR CONTENT CREATION MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 69. SINGAPORE VR CONTENT CREATION MARKET SIZE, BY END-USE SECTOR, 2018-2030 (USD MILLION)
  • TABLE 70. SOUTH KOREA VR CONTENT CREATION MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 71. SOUTH KOREA VR CONTENT CREATION MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 72. SOUTH KOREA VR CONTENT CREATION MARKET SIZE, BY END-USE SECTOR, 2018-2030 (USD MILLION)
  • TABLE 73. TAIWAN VR CONTENT CREATION MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 74. TAIWAN VR CONTENT CREATION MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 75. TAIWAN VR CONTENT CREATION MARKET SIZE, BY END-USE SECTOR, 2018-2030 (USD MILLION)
  • TABLE 76. THAILAND VR CONTENT CREATION MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 77. THAILAND VR CONTENT CREATION MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 78. THAILAND VR CONTENT CREATION MARKET SIZE, BY END-USE SECTOR, 2018-2030 (USD MILLION)
  • TABLE 79. VIETNAM VR CONTENT CREATION MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 80. VIETNAM VR CONTENT CREATION MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 81. VIETNAM VR CONTENT CREATION MARKET SIZE, BY END-USE SECTOR, 2018-2030 (USD MILLION)
  • TABLE 82. EUROPE, MIDDLE EAST & AFRICA VR CONTENT CREATION MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 83. EUROPE, MIDDLE EAST & AFRICA VR CONTENT CREATION MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 84. EUROPE, MIDDLE EAST & AFRICA VR CONTENT CREATION MARKET SIZE, BY END-USE SECTOR, 2018-2030 (USD MILLION)
  • TABLE 85. EUROPE, MIDDLE EAST & AFRICA VR CONTENT CREATION MARKET SIZE, BY COUNTRY, 2018-2030 (USD MILLION)
  • TABLE 86. DENMARK VR CONTENT CREATION MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 87. DENMARK VR CONTENT CREATION MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 88. DENMARK VR CONTENT CREATION MARKET SIZE, BY END-USE SECTOR, 2018-2030 (USD MILLION)
  • TABLE 89. EGYPT VR CONTENT CREATION MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 90. EGYPT VR CONTENT CREATION MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 91. EGYPT VR CONTENT CREATION MARKET SIZE, BY END-USE SECTOR, 2018-2030 (USD MILLION)
  • TABLE 92. FINLAND VR CONTENT CREATION MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 93. FINLAND VR CONTENT CREATION MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 94. FINLAND VR CONTENT CREATION MARKET SIZE, BY END-USE SECTOR, 2018-2030 (USD MILLION)
  • TABLE 95. FRANCE VR CONTENT CREATION MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 96. FRANCE VR CONTENT CREATION MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 97. FRANCE VR CONTENT CREATION MARKET SIZE, BY END-USE SECTOR, 2018-2030 (USD MILLION)
  • TABLE 98. GERMANY VR CONTENT CREATION MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 99. GERMANY VR CONTENT CREATION MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 100. GERMANY VR CONTENT CREATION MARKET SIZE, BY END-USE SECTOR, 2018-2030 (USD MILLION)
  • TABLE 101. ISRAEL VR CONTENT CREATION MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 102. ISRAEL VR CONTENT CREATION MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 103. ISRAEL VR CONTENT CREATION MARKET SIZE, BY END-USE SECTOR, 2018-2030 (USD MILLION)
  • TABLE 104. ITALY VR CONTENT CREATION MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 105. ITALY VR CONTENT CREATION MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 106. ITALY VR CONTENT CREATION MARKET SIZE, BY END-USE SECTOR, 2018-2030 (USD MILLION)
  • TABLE 107. NETHERLANDS VR CONTENT CREATION MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 108. NETHERLANDS VR CONTENT CREATION MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 109. NETHERLANDS VR CONTENT CREATION MARKET SIZE, BY END-USE SECTOR, 2018-2030 (USD MILLION)
  • TABLE 110. NIGERIA VR CONTENT CREATION MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 111. NIGERIA VR CONTENT CREATION MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 112. NIGERIA VR CONTENT CREATION MARKET SIZE, BY END-USE SECTOR, 2018-2030 (USD MILLION)
  • TABLE 113. NORWAY VR CONTENT CREATION MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 114. NORWAY VR CONTENT CREATION MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 115. NORWAY VR CONTENT CREATION MARKET SIZE, BY END-USE SECTOR, 2018-2030 (USD MILLION)
  • TABLE 116. POLAND VR CONTENT CREATION MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 117. POLAND VR CONTENT CREATION MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 118. POLAND VR CONTENT CREATION MARKET SIZE, BY END-USE SECTOR, 2018-2030 (USD MILLION)
  • TABLE 119. QATAR VR CONTENT CREATION MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 120. QATAR VR CONTENT CREATION MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 121. QATAR VR CONTENT CREATION MARKET SIZE, BY END-USE SECTOR, 2018-2030 (USD MILLION)
  • TABLE 122. RUSSIA VR CONTENT CREATION MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 123. RUSSIA VR CONTENT CREATION MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 124. RUSSIA VR CONTENT CREATION MARKET SIZE, BY END-USE SECTOR, 2018-2030 (USD MILLION)
  • TABLE 125. SAUDI ARABIA VR CONTENT CREATION MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 126. SAUDI ARABIA VR CONTENT CREATION MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 127. SAUDI ARABIA VR CONTENT CREATION MARKET SIZE, BY END-USE SECTOR, 2018-2030 (USD MILLION)
  • TABLE 128. SOUTH AFRICA VR CONTENT CREATION MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 129. SOUTH AFRICA VR CONTENT CREATION MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 130. SOUTH AFRICA VR CONTENT CREATION MARKET SIZE, BY END-USE SECTOR, 2018-2030 (USD MILLION)
  • TABLE 131. SPAIN VR CONTENT CREATION MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 132. SPAIN VR CONTENT CREATION MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 133. SPAIN VR CONTENT CREATION MARKET SIZE, BY END-USE SECTOR, 2018-2030 (USD MILLION)
  • TABLE 134. SWEDEN VR CONTENT CREATION MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 135. SWEDEN VR CONTENT CREATION MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 136. SWEDEN VR CONTENT CREATION MARKET SIZE, BY END-USE SECTOR, 2018-2030 (USD MILLION)
  • TABLE 137. SWITZERLAND VR CONTENT CREATION MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 138. SWITZERLAND VR CONTENT CREATION MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 139. SWITZERLAND VR CONTENT CREATION MARKET SIZE, BY END-USE SECTOR, 2018-2030 (USD MILLION)
  • TABLE 140. TURKEY VR CONTENT CREATION MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 141. TURKEY VR CONTENT CREATION MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 142. TURKEY VR CONTENT CREATION MARKET SIZE, BY END-USE SECTOR, 2018-2030 (USD MILLION)
  • TABLE 143. UNITED ARAB EMIRATES VR CONTENT CREATION MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 144. UNITED ARAB EMIRATES VR CONTENT CREATION MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 145. UNITED ARAB EMIRATES VR CONTENT CREATION MARKET SIZE, BY END-USE SECTOR, 2018-2030 (USD MILLION)
  • TABLE 146. UNITED KINGDOM VR CONTENT CREATION MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 147. UNITED KINGDOM VR CONTENT CREATION MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 148. UNITED KINGDOM VR CONTENT CREATION MARKET SIZE, BY END-USE SECTOR, 2018-2030 (USD MILLION)
  • TABLE 149. VR CONTENT CREATION MARKET SHARE, BY KEY PLAYER, 2023
  • TABLE 150. VR CONTENT CREATION MARKET, FPNV POSITIONING MATRIX, 2023