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市場調查報告書
商品編碼
1599312

虛擬實境內容市場:按元件、內容類型和應用程式分類 - 2025-2030 年全球預測

Virtual Reality Content Market by Component (Hardware, Software), Content Type (360 Degree Photos, Games, Videos), Application - Global Forecast 2025-2030

出版日期: | 出版商: 360iResearch | 英文 198 Pages | 商品交期: 最快1-2個工作天內

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2023年虛擬實境內容市值為333.7億美元,預計到2024年將達到359.9億美元,複合年成長率為7.93%,到2030年將達到569.5億美元。

虛擬實境 (VR) 內容涵蓋透過 VR 裝置為身臨其境型互動創建的數位環境和體驗。對此類內容的需求源於在娛樂、教育、培訓和其他領域提供真實模擬的能力,從根本上改變了跨行業的用戶參與度。 VR內容已在遊戲、房地產、旅遊、醫療保健和教育等領域中得到應用,展示了其多樣化的最終用途。主要成長動力包括 VR 技術的進步、硬體成本的降低以及消費者和組織採用率的提高,尤其是在新冠肺炎 (COVID-19) 疫情之後,加速了數位轉型。然而,成長受到初始成本高、內容開發複雜性以及跨平台標準化需求等挑戰的限制。虛擬旅遊、遠端教育、身臨其境型零售和虛擬實境醫療保健培訓等快速成長的領域存在潛在機會。企業可以透過投資可自訂、以用戶為中心的 VR 體驗來服務利基市場,從而利用這些優勢。例如,體驗式零售中的VR在虛擬試衣間和互動式產品展示方面進行了創新,以增強客戶體驗。此外,內容創作者和 VR 硬體製造商之間的夥伴關係可以簡化不同裝置的內容最佳化。儘管其前景廣闊,但仍存在重大局限性,例如技術碎片化和長期使用可能導致用戶不適,這可能會阻礙廣泛採用。因此,公司必須在其策略中優先考慮用戶舒適度、無縫整合和跨平台相容性。市場的發展凸顯了持續創新的必要性,尤其是在高保真互動內容的高效交付方面。研究領域包括改進感官技術、提高虛擬實境的圖形和互動質量,以及探索人工智慧驅動的內容個人化。透過專注於這些創新路徑,公司可以抓住不斷成長的需求,同時解決現有的市場空白。隨著 VR 內容日益滲透到主流應用中,永續成長需要策略重點關注根據需求量身定做的參與體驗、強大的夥伴關係和跨行業適用性。

主要市場統計
基準年[2023] 333.7億美元
預測年份 [2024] 359.9億美元
預測年份 [2030] 569.5億美元
複合年成長率(%) 7.93%

市場動態:揭示快速發展的虛擬實境內容市場的關鍵市場洞察

虛擬實境內容市場正因供需的動態交互作用而轉變。了解這些不斷變化的市場動態可以幫助企業做出明智的投資決策、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,並了解消費行為及其對製造成本的影響,並更清楚地了解對採購趨勢的影響。

  • 市場促進因素
    • VR 和 AR 產品等頭戴式顯示器 (HMD) 的需求增加
    • 遊戲和娛樂領域經濟高效的 VR 設備的高可用性
    • 行銷領域對VR內容的需求增加
  • 市場限制因素
    • 缺乏訓練有素的專業人員
  • 市場機會
    • 對技術先進、可攜式、可攜式設備的需求不斷成長
    • 元宇宙的出現與強大的新興企業生態系統
  • 市場挑戰
    • 安全和隱私侵犯問題

波特五力:駕馭虛擬實境內容市場的策略工具

波特的五力框架是理解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:了解虛擬實境內容市場的外部影響

外部宏觀環境因素在塑造虛擬實境內容市場的表現動態方面發揮著至關重要的作用。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 了解虛擬實境內容市場的競爭狀況

對虛擬實境內容市場的詳細市場佔有率分析可以對供應商的表現進行全面評估。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定位矩陣虛擬實境內容市場供應商績效評估

FPNV定位矩陣是評估虛擬實境內容市場供應商的重要工具。此矩陣允許業務組織根據供應商的商務策略和產品滿意度評估供應商,從而做出符合其目標的明智決策。這四個象限使您能夠清晰、準確地分類供應商,並確定最能滿足您的策略目標的合作夥伴和解決方案。

策略分析和建議描繪了虛擬實境內容市場的成功之路

虛擬實境內容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。透過審查關鍵資源、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、監管核准、專利趨勢、主要企業的技術進步等。

5. 產品開發與創新:重點在於有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,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
      • VR 和 AR 產品等頭戴式顯示器 (HMD) 的需求增加
      • 遊戲和娛樂領域經濟高效的 VR 設備的高可用性
      • 行銷領域對VR內容的需求增加
    • 抑制因素
      • 缺乏訓練有素的專業人員
    • 機會
      • 對技術先進的行動裝置的需求不斷成長
      • 元宇宙的出現與強大的Start-Ups生態系統
    • 任務
      • 安全和隱私侵犯問題
  • 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章虛擬實境內容市場:按組成部分

  • 硬體
  • 軟體

第7章依內容類型分類的虛擬實境內容市場

  • 360度照片
  • 遊戲
  • 影片

第8章虛擬實境內容市場:依應用分類

  • 遊戲
  • 媒體和娛樂
  • 零售

第9章美洲虛擬實境內容市場

  • 阿根廷
  • 巴西
  • 加拿大
  • 墨西哥
  • 美國

第10章 亞太地區虛擬實境內容市場

  • 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、中東和非洲虛擬實境內容市場

  • 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, LLC
  • Alphabet, Inc.
  • AltexSoft
  • CreativeDrive by Accenture PLC
  • Eon Reality, Inc.
  • GoPro, Inc.
  • HTC Global Services
  • KonceptVR LLC
  • Magic Leap, Inc.
  • Matterport, Inc.
  • Meta Platforms, Inc.
  • Microsoft Corporation
  • Netflix, Inc.
  • Panedia Pty Ltd.
  • Samsung Electronics Co., Ltd.
  • Sony Corporation
  • Ultraleap Limited
Product Code: MRR-030298DFFFCE

The Virtual Reality Content Market was valued at USD 33.37 billion in 2023, expected to reach USD 35.99 billion in 2024, and is projected to grow at a CAGR of 7.93%, to USD 56.95 billion by 2030.

Virtual Reality (VR) Content encompasses digital environments and experiences created for immersive interaction via VR devices. The necessity of such content stems from its ability to provide realistic simulations for entertainment, education, training, and beyond, fundamentally shifting user engagement across sectors. VR content finds applications in gaming, real estate, tourism, healthcare, and education, among others, illustrating its diverse end-use scope. Key growth drivers include advancements in VR technology, decreasing hardware costs, and increasing consumer and institutional adoption, particularly post-COVID-19, which accelerated digital transformation. However, growth is tempered by challenges such as high initial costs, content development intricacies, and the need for standardization across platforms. Potential opportunities arise from burgeoning sectors like virtual tours, remote education, immersive retail, and VR-assisted healthcare training. Companies can capitalize on these by investing in customizable and user-centric VR experiences that cater to niche markets. For instance, VR in experiential retail could see innovations in virtual fitting rooms and interactive product displays, enhancing customer experience. Furthermore, partnerships between content creators and VR hardware producers could streamline content optimization for various devices. Despite its promising trajectory, considerable limitations include technological fragmentation and potential user discomfort from prolonged use, which may deter widespread adoption. Therefore, businesses must prioritize user comfort, seamless integration, and cross-platform compatibility in their strategies. The market's evolving nature underscores a constant demand for innovation, particularly in delivering high-fidelity, interactive content efficiently. Research areas include improving sensory technology, enhancing VR's graphical and interactive quality, and exploring AI-driven content personalization. By focusing on these innovation avenues, companies can capture burgeoning demand while addressing existing market gaps. Thus, as VR content increasingly permeates mainstream usage, a strategic emphasis on tailored, engaging experiences, robust partnerships, and cross-sectoral applicability will be crucial for sustainable growth.

KEY MARKET STATISTICS
Base Year [2023] USD 33.37 billion
Estimated Year [2024] USD 35.99 billion
Forecast Year [2030] USD 56.95 billion
CAGR (%) 7.93%

Market Dynamics: Unveiling Key Market Insights in the Rapidly Evolving Virtual Reality Content Market

The Virtual Reality Content 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
    • Rise in demand for head-mounted displays (HMDs) such as VR and AR products
    • High availability of cost-efficient VR devices in the gaming and entertainment sector
    • Increase in the demand for VR content in the marketing sector
  • Market Restraints
    • Shortage of trained professionals
  • Market Opportunities
    • Rising demand for technologically advanced, portable and stand alone devices
    • Emergence of metaverse and robust startup ecosystem
  • Market Challenges
    • Security and privacy breach issues

Porter's Five Forces: A Strategic Tool for Navigating the Virtual Reality Content Market

Porter's five forces framework is a critical tool for understanding the competitive landscape of the Virtual Reality Content 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 Virtual Reality Content Market

External macro-environmental factors play a pivotal role in shaping the performance dynamics of the Virtual Reality Content 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 Virtual Reality Content Market

A detailed market share analysis in the Virtual Reality Content 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 Virtual Reality Content Market

The Forefront, Pathfinder, Niche, Vital (FPNV) Positioning Matrix is a critical tool for evaluating vendors within the Virtual Reality Content 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 Virtual Reality Content Market

A strategic analysis of the Virtual Reality Content 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 Virtual Reality Content Market, highlighting leading vendors and their innovative profiles. These include 360 Labs, LLC, Alphabet, Inc., AltexSoft, CreativeDrive by Accenture PLC, Eon Reality, Inc., GoPro, Inc., HTC Global Services, KonceptVR LLC, Magic Leap, Inc., Matterport, Inc., Meta Platforms, Inc., Microsoft Corporation, Netflix, Inc., Panedia Pty Ltd., Samsung Electronics Co., Ltd., Sony Corporation, and Ultraleap Limited.

Market Segmentation & Coverage

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

  • Based on Component, market is studied across Hardware and Software.
  • Based on Content Type, market is studied across 360 Degree Photos, Games, and Videos.
  • Based on Application, market is studied across Automotive, Gaming, Media & Entertainment, and Retail.
  • 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. Rise in demand for head-mounted displays (HMDs) such as VR and AR products
      • 5.1.1.2. High availability of cost-efficient VR devices in the gaming and entertainment sector
      • 5.1.1.3. Increase in the demand for VR content in the marketing sector
    • 5.1.2. Restraints
      • 5.1.2.1. Shortage of trained professionals
    • 5.1.3. Opportunities
      • 5.1.3.1. Rising demand for technologically advanced, portable and stand alone devices
      • 5.1.3.2. Emergence of metaverse and robust startup ecosystem
    • 5.1.4. Challenges
      • 5.1.4.1. Security and privacy breach issues
  • 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. Virtual Reality Content Market, by Component

  • 6.1. Introduction
  • 6.2. Hardware
  • 6.3. Software

7. Virtual Reality Content Market, by Content Type

  • 7.1. Introduction
  • 7.2. 360 Degree Photos
  • 7.3. Games
  • 7.4. Videos

8. Virtual Reality Content Market, by Application

  • 8.1. Introduction
  • 8.2. Automotive
  • 8.3. Gaming
  • 8.4. Media & Entertainment
  • 8.5. Retail

9. Americas Virtual Reality Content Market

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

10. Asia-Pacific Virtual Reality Content 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 Virtual Reality Content 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, LLC
  • 2. Alphabet, Inc.
  • 3. AltexSoft
  • 4. CreativeDrive by Accenture PLC
  • 5. Eon Reality, Inc.
  • 6. GoPro, Inc.
  • 7. HTC Global Services
  • 8. KonceptVR LLC
  • 9. Magic Leap, Inc.
  • 10. Matterport, Inc.
  • 11. Meta Platforms, Inc.
  • 12. Microsoft Corporation
  • 13. Netflix, Inc.
  • 14. Panedia Pty Ltd.
  • 15. Samsung Electronics Co., Ltd.
  • 16. Sony Corporation
  • 17. Ultraleap Limited

LIST OF FIGURES

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

LIST OF TABLES

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