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市場調查報告書
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1198779

虛擬現實 (VR) 內容創建服務市場 - 增長、趨勢、COVID-19 影響和預測 (2023-2028)

Vr Content Creation Services Market - Growth, Trends, and Forecasts (2023 - 2028)

出版日期: | 出版商: Mordor Intelligence | 英文 120 Pages | 商品交期: 2-3個工作天內

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簡介目錄

虛擬現實 (VR) 內容創建服務市場預計在預測期內 (2022-2027) 的複合年增長率為 40.2%。

由於虛擬現實 (VR) 技術在媒體和娛樂、工業、醫療保健和教育領域的使用越來越多,該市場正在擴大。

*公司越來越多地使用 VR 技術,例如 OJT、遠程團隊的虛擬辦公室、虛擬會議等培訓、教育等應用,以及虛擬現實 (VR) 內容創建市場的增長。正在支持

*虛擬現實 (VR) 技術的引入具有革命性意義,它使個人能夠比以往更有效地交流他們的 3D 想法和設計。 目的是利用虛擬現實內容製作技術創造更具吸引力和互動性的內容,讓目標消費者沉浸在虛擬娛樂世界中。 因此,虛擬現實 (VR) 內容開發的利用率不斷提高預計將在整個預測期內提振市場。

*在政府資助的推動下,亞洲 VR 市場正在迅速擴張。 包括日本 GUMI 在內的亞洲風險投資公司正在支持亞洲的發展,同時,他們對來自世界各地,尤其是歐洲的 VR 人才很感興趣。 他們也積極參與內容製作,儘管出於文化和語言原因,他們主要針對亞洲市場。

*供應商正在合作開發先進的 VR 內容創建平台和服務。 例如,2022年5月,大龍VR與FXG視訊科技合作,結合雙方的技術和資源,打造更加便捷的VR內容體系。

*內容交付、用戶體驗、消費者被動性、缺乏資金和配套基礎設施等因素正在限制市場增長。

*虛擬現實 (VR) 技術有可能緩解大流行帶來的許多挑戰,從而促進廣泛採用。 然而,目前整體採用率相對較低且軟件有限限制了 VR 有效應對 COVID-19 挑戰的能力。

VR內容製作服務市場趨勢

在遊戲中擴大 VR 的採用

*虛擬現實 (VR) 在遊戲領域越來越受歡迎,這得益於沉浸式技術。 許多大型遊戲開發公司已加入 VR 運動以改變用戶體驗。

*隨著時間的推移,越來越多的開發者對 VR 遊戲產生了興趣。 近年來,對現有 VR 內容的添加和修改改變了遊戲的形象。

*由於VR遊戲所使用的概念和內容令人興奮,VR遊戲行業的市場規模正在迅速擴大。 這樣,虛擬現實 (VR) 就有可能為遊戲行業帶來新事物。

*2021 年 4 月,Sony Interactive Entertainment 申請了一項專利,表明它正在研究用於 PS5 VR 遊戲中圖像升級的機器學習。 該專利還創造了一個機會來改進 PS5 VR 耳機,而不會犧牲處理能力來運行新的和改進的 VR 遊戲。

*此外,2021 年 7 月,Virtex 宣布計劃推出 Virtex Stadium,這是一個虛擬現實 (VR) 體育場,球迷可以在這裡與來自球場中□□心的朋友一起觀看比賽。 此次發布與電子競技的日益普及以及 VR 消費設備的價格和性能下降相一致。 遊戲行業主要供應商使用虛擬現實 (VR) 進行的這些技術創新和開發預計將增加對遊戲和相關服務中新內容創作的需求,並促進市場增長。

北美有望佔據主要市場份額

*美國在虛擬現實 (VR) 市場處於領先地位。 硬件和軟件研發以矽谷為中心,矽谷是谷歌、蘋果和Facebook等IT巨頭的所在地。 內容製作集中在洛杉磯的主要遊戲工作室和製作工作室。

*美國擁有最活躍的 VR/AR 風險投資 (VC) 基金,並積極投資早期技術。我來了。 預計此類投資將在未來繼續,並有望成為市場增長的推動力。

*遊戲和娛樂行業對 HMD 的需求不斷增長,預計將提振該地區的市場。 此外,在航空航天/國防和建築/規劃領域越來越多地部署 VR 技術可能會成為幫助市場增長的巨大機會。

VR內容製作服務市場競爭者分析

隨著許多參與者通過合作、併購和產品創新增加在該地區的存在,VR 內容製作服務市場的市場競爭日益激烈,並且市場正在向碎片化市場轉變。參與者包括 Visualize Creative Limited、Panedia Pty Ltd、Fiebak Medien 等。

*2022 年 5 月- 上海虛擬現實 (VR) 設備設計和製造公司 DPVR 與中國 VR 製作工作室 FXG 視頻科技 (FXG) 達成戰略合作。協議。 通過此次合作,兩家公司將結合各自的技術和資源,為用戶構建更加便捷、豐富、自由的VR內容生態,並積極探索與元界相關的進一步合作機會。

其他好處

  • Excel 格式的市場預測 (ME) 表
  • 三個月的分析師支持

內容

第一章介紹

  • 研究假設和市場定義
  • 調查範圍

第二章研究方法論

第 3 章執行摘要

第 4 章市場洞察

  • 市場概覽
  • 工業價值鏈分析
  • 產業吸引力 - 波特五力分析
    • 供應商的議價能力
    • 買家的議價能力
    • 新進入者的威脅
    • 替代品的威脅
    • 競爭公司之間的敵對關係
  • 評估 COVID-19 對行業的影響

第 5 章市場動態

  • 市場驅動力
    • 基於 VR 的內容越來越受到客戶的歡迎,這主要是受基於位置的 VR 體驗的推動。
    • 在需要內容創建和渲染的企業用例的推動下,VR 解決方案的市場活動顯著增加
  • 市場挑戰
    • 基礎設施問題依然存在。 另外,開發週期比較長,需要有足夠的預算。
  • 市場機會
  • 工業生態系統分析
  • 當前進入 VR 電影製作的障礙
  • VR 電影製作領域的當前活動和發展
  • 概述當前的 VR 格局,包括硬件、軟件和內容服務

第 6 章市場細分

  • 最終用戶
    • 媒體和娛樂
    • 企業/工業
    • 其他
  • 按地區
    • 北美
    • 歐洲
    • 亞太地區

第七章競爭格局

  • 公司簡介
    • Visualise Creative Limited
    • VREI
    • Panedia Pty Ltd
    • Within
    • Fieback Medien
    • Evolve Studio
    • FirebirdVR
    • FXGear Inc.

第 8 章主要利益相關者

第九章投資分析

簡介目錄
Product Code: 90963

The virtual reality content creation services market is expected to register a CAGR of 40.2% during the forecast period (2022-2027). The market is growing due to the increasing usage of virtual reality technology by the media and entertainment, industrial, healthcare, and education sectors.

* The use of VR technology by enterprises is increased for applications such as on-the-job training, virtual offices for remote teams, training such as virtual meetings, and education fuel the growth of the virtual reality content creation market.

* Introducing virtual reality (VR) technologies is a breakthrough, allowing individuals to communicate 3D ideas and designs more effectively than ever before. The goal of creating more intriguing and interactive content is to leverage VR content production technologies to immerse target consumers in the world of virtual entertainment. As a result, the growing use of virtual reality content development is expected to boost the market throughout the forecast period.

* The Asian VR market has rapidly expanded, driven by government funding support. Asian venture capital firms, such as the Japanese business Gumi, support Asian growth while also being interested in global VR talent, especially in Europe. Asia is also active in content creation, although it mainly focuses on the Asian market for cultural and linguistic reasons.

* The vendors are developing advanced VR content creation platforms and services by forming partnerships. For instance, in May 2022, DPVR and FXG Video Science and Technology partnered to create more convenient VR content systems by combining their technology and resources.

* Factors such as content offerings, user experience, consumer reluctance, financing, and lack of supporting infrastructure are restraining the market's growth.

* Virtual reality (VR) technology has the potential to mitigate many of the challenges brought about by the pandemic, which has spurred increased adoption. However, relatively low adoption overall and limited software still restrict the power of VR to address COVID-19 difficulties effectively.

VR Content Creation Services Market Trends

Growing Adoption of VR in Gaming

* Virtual reality is becoming popular in gaming, which has benefited from this immersive technology. Many large-scale game development companies have jumped on the VR movement to transform the user experience.

* As time passed, many developers showed interest in VR games. The addition and modification of the existing VR content have changed the image of the games in recent years.

* The VR gaming industry's market size is expanding at a rapid pace as the concepts and contents used in virtual reality games are exciting. Thus, Virtual Reality has become potential to introduce new things to the gaming industry.

* In April 2021, Sony Interactive Entertainment filed a patent, which suggests that the company is working on machine-learning for image upscaling on the PS5 VR games. The patent also creates an opportunity to improve the PS5 VR headset without sacrificing the processing power for running the new and improved VR games.

* Further, in July 2021, Virtex announced that it was planning to launch a virtual reality stadium, "Virtex Stadium," that lets the fans watch the game with their friends from the center of the field. The launch is in line with the growing popularity of e-sports and the growing affordability and performance of VR consumer devices. Such innovations and development by key vendors in the gaming industry using virtual reality are adding to the demand for new content creation in the games and related services, which is expected to propel market growth.

North America is Expected to Hold Major Share

* The United States has a leading position in the virtual reality market. R&D for hardware and software is centered around Silicon Valley with IT giants such as Google, Apple, and Facebook. The content production is concentrated around big gaming studios and production studios in Los Angeles.

* The United States offers favorable conditions for virtual reality start-ups, has the most active VR & AR venture capital (VC) funds, and is willing to invest in early technology start-ups; hence commercial VR and AR companies started in the US earlier than elsewhere. Such investments are expected to continue and are estimated to drive market growth.

* The increased demand for HMD in the gaming and entertainment industries is expected to push the regional market. Also, the increased deployment of VR technology in aerospace and defense and the architecture and planning sector may act as a major opportunity that helps in the growth of the market.

VR Content Creation Services Market Competitor Analysis

VR content creation services market is moving toward a fragmented market as the competition in the market is intensifying owing to a large number of players increasing their presence in the region through collaboration, merger & acquisition, and product innovation. Players include Visualise Creative Limited, Panedia Pty Ltd, Fiebak Medien, and others.

* May 2022 - DPVR, a Shanghai-based company specializing in virtual reality (VR) device design and manufacturing, announced a strategic cooperation agreement with FXG Video Science and Technology (FXG), a Chinese VR production studio. Through this partnership, the two companies will combine their technology and resources to create a more convenient, richer, and free VR content ecosystem for users and actively explore more cooperation opportunities related to the metaverse.

Additional Benefits:

  • The market estimate (ME) sheet in Excel format
  • 3 months of analyst support

TABLE OF CONTENTS

1 INTRODUCTION

  • 1.1 Study Assumptions and Market Definition
  • 1.2 Scope of the study

2 RESEARCH METHODOLOGY

3 EXECUTIVE SUMMARY

4 MARKET INSIGHTS

  • 4.1 Market Overview
  • 4.2 Industry Value Chain Analysis
  • 4.3 Industry Attractiveness - Porter's Five Forces Analysis
    • 4.3.1 Bargaining Power of Suppliers
    • 4.3.2 Bargaining Power of Buyers
    • 4.3.3 Threat of New Entrants
    • 4.3.4 Threat of Substitutes
    • 4.3.5 Intensity of Competitive Rivalry
  • 4.4 Assesment of Impact of COVID -19 on the Industry

5 MARKET DYNAMICS

  • 5.1 Market Drivers
    • 5.1.1 VR-Based Content is BeningIncreasingly Received by Customers, Mostly Driven by Location-Based VR Experiences
    • 5.1.2 Marked Increase in the Market Activity for VR Solutions Driven by Enterprise Use-CasesWhich Require Content Creation & Rendering
  • 5.2 Market Challenges
    • 5.2.1 Infrastructural Challenges Remain a Concern. Moreover, the Relatively Long Development Cycles Require Considerable Budget Overlay
  • 5.3 Market Opportunities
  • 5.4 Industry Ecosystem Analysis
  • 5.5 Current Entry Barriers to VR Film Production
  • 5.6 Current Activities and Developments in the VR Filmmaking Sector
  • 5.7 Overview of Current VR Landscape - Hardware, Software and Content Services

6 MARKET SEGMENTATION

  • 6.1 By End-user
    • 6.1.1 Media & Entertainment
    • 6.1.2 Enterprise & Industrial
    • 6.1.3 Others
  • 6.2 By Geography
    • 6.2.1 North America
    • 6.2.2 Europe
    • 6.2.3 Asia-Pacific

7 COMPETITIVE LANDSCAPE

  • 7.1 Company Profiles
    • 7.1.1 Visualise Creative Limited
    • 7.1.2 VREI
    • 7.1.3 Panedia Pty Ltd
    • 7.1.4 Within
    • 7.1.5 Fieback Medien
    • 7.1.6 Evolve Studio
    • 7.1.7 FirebirdVR
    • 7.1.8 FXGear Inc.

8 KEY STAKEHOLDERS

9 INVESTMENT ANALYSIS