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Global VR Content Creation Market Research Report 2024

Global VR Content Creation Market Research Report 2024

Publishing Date : Jan, 2024

License Type :
 

Report Code : 1890592

No of Pages : 84

Synopsis

VR content creation can be realised through various tools in the making of virtual assets, for instance, cinematic views and applications. The development of the VR tools is thus considered as the most important advancement, which enabled the customer’s to design their 3D ideas in an efficient way.

The global VR Content Creation market was valued at US$ 661.5 million in 2023 and is anticipated to reach US$ 8020.4 million by 2030, witnessing a CAGR of 42.5% during the forecast period 2024-2030.

North American market for VR Content Creation is estimated to increase from $ million in 2023 to reach $ million by 2030, at a CAGR of % during the forecast period of 2024 through 2030.

Asia-Pacific market for VR Content Creation is estimated to increase from $ million in 2023 to reach $ million by 2030, at a CAGR of % during the forecast period of 2024 through 2030.

The global market for VR Content Creation in Travel, Hospitality and Events is estimated to increase from $ million in 2023 to $ million by 2030, at a CAGR of % during the forecast period of 2024 through 2030.

The major global companies of VR Content Creation include Blippar, 360 Labs, Matterport, Koncept VR, SubVRsive, Panedia, Voxelus, Vizor and Wevr, etc. In 2023, the world's top three vendors accounted for approximately % of the revenue.

This report aims to provide a comprehensive presentation of the global market for VR Content Creation, with both quantitative and qualitative analysis, to help readers develop business/growth strategies, assess the market competitive situation, analyze their position in the current marketplace, and make informed business decisions regarding VR Content Creation.

Report Scope

The VR Content Creation market size, estimations, and forecasts are provided in terms of revenue ($ millions), considering 2023 as the base year, with history and forecast data for the period from 2019 to 2030. This report segments the global VR Content Creation market comprehensively. Regional market sizes, concerning products by Type, by Application, and by players, are also provided.

For a more in-depth understanding of the market, the report provides profiles of the competitive landscape, key competitors, and their respective market ranks. The report also discusses technological trends and new product developments.

The report will help the VR Content Creation companies, new entrants, and industry chain related companies in this market with information on the revenues, sales volume, and average price for the overall market and the sub-segments across the different segments, by company, by Type, by Application, and by regions.

Market Segmentation

By Company (Partial List)

  • Blippar
  • 360 Labs
  • Matterport
  • Koncept VR
  • SubVRsive
  • Panedia
  • Voxelus
  • Vizor
  • Wevr
  • WeMakeVR

Segment by Type

  • Videos
  • 360 Degree Photos
  • Games

Segment by Application

  • Travel, Hospitality and Events
  • Media and Entertainment
  • Retail
  • Gaming
  • Automotive
  • Others

Consumption by Region

  • North America (United States, Canada)
  • Europe (Germany, France, U.K., Italy, Netherlands)
  • Asia-Pacific (China, Japan, South Korea, China Taiwan, Southeast Asia, India)
  • Latin America, Middle East & Africa (Latin America, Mexico, Brazil, Turkey)

Chapter Outline

Chapter 1: Introduces the report scope of the report, executive summary of different market segments (by Type, by Application, etc), including the market size of each market segment, future development potential, and so on. It offers a high-level view of the current state of the market and its likely evolution in the short to mid-term, and long term.
Chapter 2: Introduces executive summary of global market size, regional market size, this section also introduces the market dynamics, latest developments of the market, the driving factors and restrictive factors of the market, the challenges and risks faced by companies in the industry, and the analysis of relevant policies in the industry.
Chapter 3: Detailed analysis of VR Content Creation companies’ competitive landscape, revenue market share, latest development plan, merger, and acquisition information, etc.
Chapter 4: Provides the analysis of various market segments by Type, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different market segments.
Chapter 5: Provides the analysis of various market segments by Application, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different downstream markets.
Chapter 6, 7, 8, 9, 10: North America, Europe, Asia Pacific, Latin America, Middle East and Africa segment by country. It provides a quantitative analysis of the market size and development potential of each region and its main countries and introduces the market development, future development prospects, market space, and capacity of each country in the world.
Chapter 11: Provides profiles of key players, introducing the basic situation of the main companies in the market in detail, including product sales, revenue, price, gross margin, product introduction, recent development, etc.
Chapter 12: The main points and conclusions of the report.

Index

1 Report Overview
1.1 Study Scope
1.2 Market Analysis by Type
1.2.1 Global VR Content Creation Market Size Growth Rate by Type: 2019 VS 2023 VS 2030
1.2.2 Videos
1.2.3 360 Degree Photos
1.2.4 Games
1.3 Market by Application
1.3.1 Global VR Content Creation Market Growth by Application: 2019 VS 2023 VS 2030
1.3.2 Travel, Hospitality and Events
1.3.3 Media and Entertainment
1.3.4 Retail
1.3.5 Gaming
1.3.6 Automotive
1.3.7 Others
1.4 Study Objectives
1.5 Years Considered
1.6 Years Considered
2 Global Growth Trends
2.1 Global VR Content Creation Market Perspective (2019-2030)
2.2 VR Content Creation Growth Trends by Region
2.2.1 Global VR Content Creation Market Size by Region: 2019 VS 2023 VS 2030
2.2.2 VR Content Creation Historic Market Size by Region (2019-2024)
2.2.3 VR Content Creation Forecasted Market Size by Region (2025-2030)
2.3 VR Content Creation Market Dynamics
2.3.1 VR Content Creation Industry Trends
2.3.2 VR Content Creation Market Drivers
2.3.3 VR Content Creation Market Challenges
2.3.4 VR Content Creation Market Restraints
3 Competition Landscape by Key Players
3.1 Global Top VR Content Creation Players by Revenue
3.1.1 Global Top VR Content Creation Players by Revenue (2019-2024)
3.1.2 Global VR Content Creation Revenue Market Share by Players (2019-2024)
3.2 Global VR Content Creation Market Share by Company Type (Tier 1, Tier 2, and Tier 3)
3.3 Players Covered: Ranking by VR Content Creation Revenue
3.4 Global VR Content Creation Market Concentration Ratio
3.4.1 Global VR Content Creation Market Concentration Ratio (CR5 and HHI)
3.4.2 Global Top 10 and Top 5 Companies by VR Content Creation Revenue in 2023
3.5 VR Content Creation Key Players Head office and Area Served
3.6 Key Players VR Content Creation Product Solution and Service
3.7 Date of Enter into VR Content Creation Market
3.8 Mergers & Acquisitions, Expansion Plans
4 VR Content Creation Breakdown Data by Type
4.1 Global VR Content Creation Historic Market Size by Type (2019-2024)
4.2 Global VR Content Creation Forecasted Market Size by Type (2025-2030)
5 VR Content Creation Breakdown Data by Application
5.1 Global VR Content Creation Historic Market Size by Application (2019-2024)
5.2 Global VR Content Creation Forecasted Market Size by Application (2025-2030)
6 North America
6.1 North America VR Content Creation Market Size (2019-2030)
6.2 North America VR Content Creation Market Growth Rate by Country: 2019 VS 2023 VS 2030
6.3 North America VR Content Creation Market Size by Country (2019-2024)
6.4 North America VR Content Creation Market Size by Country (2025-2030)
6.5 United States
6.6 Canada
7 Europe
7.1 Europe VR Content Creation Market Size (2019-2030)
7.2 Europe VR Content Creation Market Growth Rate by Country: 2019 VS 2023 VS 2030
7.3 Europe VR Content Creation Market Size by Country (2019-2024)
7.4 Europe VR Content Creation Market Size by Country (2025-2030)
7.5 Germany
7.6 France
7.7 U.K.
7.8 Italy
7.9 Russia
7.10 Nordic Countries
8 Asia-Pacific
8.1 Asia-Pacific VR Content Creation Market Size (2019-2030)
8.2 Asia-Pacific VR Content Creation Market Growth Rate by Region: 2019 VS 2023 VS 2030
8.3 Asia-Pacific VR Content Creation Market Size by Region (2019-2024)
8.4 Asia-Pacific VR Content Creation Market Size by Region (2025-2030)
8.5 China
8.6 Japan
8.7 South Korea
8.8 Southeast Asia
8.9 India
8.10 Australia
9 Latin America
9.1 Latin America VR Content Creation Market Size (2019-2030)
9.2 Latin America VR Content Creation Market Growth Rate by Country: 2019 VS 2023 VS 2030
9.3 Latin America VR Content Creation Market Size by Country (2019-2024)
9.4 Latin America VR Content Creation Market Size by Country (2025-2030)
9.5 Mexico
9.6 Brazil
10 Middle East & Africa
10.1 Middle East & Africa VR Content Creation Market Size (2019-2030)
10.2 Middle East & Africa VR Content Creation Market Growth Rate by Country: 2019 VS 2023 VS 2030
10.3 Middle East & Africa VR Content Creation Market Size by Country (2019-2024)
10.4 Middle East & Africa VR Content Creation Market Size by Country (2025-2030)
10.5 Turkey
10.6 Saudi Arabia
10.7 UAE
11 Key Players Profiles
11.1 Blippar
11.1.1 Blippar Company Detail
11.1.2 Blippar Business Overview
11.1.3 Blippar VR Content Creation Introduction
11.1.4 Blippar Revenue in VR Content Creation Business (2019-2024)
11.1.5 Blippar Recent Development
11.2 360 Labs
11.2.1 360 Labs Company Detail
11.2.2 360 Labs Business Overview
11.2.3 360 Labs VR Content Creation Introduction
11.2.4 360 Labs Revenue in VR Content Creation Business (2019-2024)
11.2.5 360 Labs Recent Development
11.3 Matterport
11.3.1 Matterport Company Detail
11.3.2 Matterport Business Overview
11.3.3 Matterport VR Content Creation Introduction
11.3.4 Matterport Revenue in VR Content Creation Business (2019-2024)
11.3.5 Matterport Recent Development
11.4 Koncept VR
11.4.1 Koncept VR Company Detail
11.4.2 Koncept VR Business Overview
11.4.3 Koncept VR VR Content Creation Introduction
11.4.4 Koncept VR Revenue in VR Content Creation Business (2019-2024)
11.4.5 Koncept VR Recent Development
11.5 SubVRsive
11.5.1 SubVRsive Company Detail
11.5.2 SubVRsive Business Overview
11.5.3 SubVRsive VR Content Creation Introduction
11.5.4 SubVRsive Revenue in VR Content Creation Business (2019-2024)
11.5.5 SubVRsive Recent Development
11.6 Panedia
11.6.1 Panedia Company Detail
11.6.2 Panedia Business Overview
11.6.3 Panedia VR Content Creation Introduction
11.6.4 Panedia Revenue in VR Content Creation Business (2019-2024)
11.6.5 Panedia Recent Development
11.7 Voxelus
11.7.1 Voxelus Company Detail
11.7.2 Voxelus Business Overview
11.7.3 Voxelus VR Content Creation Introduction
11.7.4 Voxelus Revenue in VR Content Creation Business (2019-2024)
11.7.5 Voxelus Recent Development
11.8 Vizor
11.8.1 Vizor Company Detail
11.8.2 Vizor Business Overview
11.8.3 Vizor VR Content Creation Introduction
11.8.4 Vizor Revenue in VR Content Creation Business (2019-2024)
11.8.5 Vizor Recent Development
11.9 Wevr
11.9.1 Wevr Company Detail
11.9.2 Wevr Business Overview
11.9.3 Wevr VR Content Creation Introduction
11.9.4 Wevr Revenue in VR Content Creation Business (2019-2024)
11.9.5 Wevr Recent Development
11.10 WeMakeVR
11.10.1 WeMakeVR Company Detail
11.10.2 WeMakeVR Business Overview
11.10.3 WeMakeVR VR Content Creation Introduction
11.10.4 WeMakeVR Revenue in VR Content Creation Business (2019-2024)
11.10.5 WeMakeVR Recent Development
12 Analyst's Viewpoints/Conclusions
13 Appendix
13.1 Research Methodology
13.1.1 Methodology/Research Approach
13.1.2 Data Source
13.2 Disclaimer
13.3 Author Details

Published By : QY Research

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