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Virtual Reality Content Creation-Global Market Insights and Sales Trends 2024

Virtual Reality Content Creation-Global Market Insights and Sales Trends 2024

Publishing Date : Nov, 2023

License Type :
 

Report Code : 1822839

No of Pages : 114

Synopsis
Virtual reality creates a digital environment to provide real lifelike experience to the user.
The global Virtual Reality Content Creation market size is expected to reach US$ 18360 million by 2029, growing at a CAGR of 34.3% from 2023 to 2029. The market is mainly driven by the significant applications of Virtual Reality Content Creation in various end use industries. The expanding demands from the Gaming and Entertainment, Engineering, Healthcare and Retail, are propelling Virtual Reality Content Creation market. Videos, one of the segments analysed in this report, is projected to record % CAGR and reach US$ million by the end of the analysis period. Growth in the 360 Degree Photos segment is estimated at % CAGR for the next seven-year period.
Rise in demand for head-mounted display (HMDs) such as VR and AR products among individuals across the globe and high availability of cost-efficient VR devices in the gaming and entertainment sector majorly drive the growth of the global virtual reality content creation market. Moreover, there is an increase in demand for VR content in marketing sector owing to surge in demand for exquisite customer experience marketing strategies across diverse end-users. However, paucity of awareness associated with benefits of using VR devices in developing economies is a factor expected to restraint the growth of the global market to a certain extent. Furthermore, the rise in R&D activities to enhance the virtual marketing scope in retail sector is an opportunistic factor of the global market.

Report Objectives
This report provides market insight on the different segments, by players, by Type, by Application. Market size and forecast (2018-2029) has been provided in the report. The primary objectives of this report are to provide 1) global market size and forecasts, growth rates, market dynamics, industry structure and developments, market situation, trends; 2) global market share and ranking by company; 3) comprehensive presentation of the global market for Virtual Reality Content Creation, with both quantitative and qualitative analysis through detailed segmentation; 4) detailed value chain analysis and review of growth factors essential for the existing market players and new entrants; 5) emerging opportunities in the market and the future impact of major drivers and restraints of the market.
Key Features of The Study:
This report provides in-depth analysis of the global Virtual Reality Content Creation market, and provides market size (US$ million) and CAGR for the forecast period (2023-2029), considering 2022 as the base year.
This report profiles key players in the global Virtual Reality Content Creation market based on the following parameters - company details (found date, headquarters, manufacturing bases), products portfolio, Virtual Reality Content Creation sales data, market share and ranking.
This report elucidates potential market opportunities across different segments and explains attractive investment proposition matrices for this market.
This report illustrates key insights about market drivers, restraints, opportunities, market trends, regional outlook.
Key companies of Virtual Reality Content Creation covered in this report include 360 Labs, Blippar, Koncept VR, Matterport, Panedia Pty Ltd, SubVRsive, Vizor, Voxelus and WeMakeVR, etc.
The global Virtual Reality Content Creation market report caters to various stakeholders in this industry including investors, suppliers, product players, distributors, new entrants, and financial analysts.
Market Segmentation
Company Profiles:
360 Labs
Blippar
Koncept VR
Matterport
Panedia Pty Ltd
SubVRsive
Vizor
Voxelus
WeMakeVR
Wevr
Dell Inc
Scapic Innovations Private Limited
WeMakeVR
VIAR (Viar360)
Pixvana Inc
Global Virtual Reality Content Creation market, by region:
North America (U.S., Canada, Mexico)
Europe (Germany, France, UK, Italy, etc.)
Asia Pacific (China, Japan, South Korea, Southeast Asia, India, etc.)
South America (Brazil, etc.)
Middle East and Africa (Turkey, GCC Countries, Africa, etc.)
Global Virtual Reality Content Creation market, Segment by Type:
Videos
360 Degree Photos
Games
Global Virtual Reality Content Creation market, by Application
Gaming and Entertainment
Engineering
Healthcare
Retail
Military and Education
Others
Core Chapters
Chapter One: Introduces the report scope of the report, executive summary of global and regional market size and CAGR for the history and forecast period (2018-2023, 2024-2029). 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 Two: 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 Three: 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 Four: Detailed analysis of Virtual Reality Content Creation companies’ competitive landscape, revenue, market share and ranking, latest development plan, merger, and acquisition information, etc.
Chapter Five: Provides profiles of key players, introducing the basic situation of the main companies in the market in detail, including product introduction, revenue, recent development, etc.
Chapter Six, Seven, Eight, Nine and Ten: North America, Europe, Asia Pacific, Latin America, Middle East & Africa, revenue by country.
Chapter Eleven: 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 Twelve: Research Finding/Conclusion
Index
1 Market Overview of Virtual Reality Content Creation
1.1 Virtual Reality Content Creation Market Overview
1.1.1 Virtual Reality Content Creation Product Scope
1.1.2 Virtual Reality Content Creation Market Status and Outlook
1.2 Global Virtual Reality Content Creation Market Size Overview by Region 2018 VS 2022 VS 2029
1.3 Global Virtual Reality Content Creation Market Size by Region (2018-2029)
1.4 Global Virtual Reality Content Creation Historic Market Size by Region (2018-2023)
1.5 Global Virtual Reality Content Creation Market Size Forecast by Region (2024-2029)
1.6 Key Regions, Virtual Reality Content Creation Market Size (2018-2029)
1.6.1 North America Virtual Reality Content Creation Market Size (2018-2029)
1.6.2 Europe Virtual Reality Content Creation Market Size (2018-2029)
1.6.3 Asia-Pacific Virtual Reality Content Creation Market Size (2018-2029)
1.6.4 Latin America Virtual Reality Content Creation Market Size (2018-2029)
1.6.5 Middle East & Africa Virtual Reality Content Creation Market Size (2018-2029)
2 Virtual Reality Content Creation Market by Type
2.1 Introduction
2.1.1 Videos
2.1.2 360 Degree Photos
2.1.3 Games
2.2 Global Virtual Reality Content Creation Market Size by Type: 2018 VS 2022 VS 2029
2.2.1 Global Virtual Reality Content Creation Historic Market Size by Type (2018-2023)
2.2.2 Global Virtual Reality Content Creation Forecasted Market Size by Type (2024-2029)
2.3 Key Regions Market Size by Type
2.3.1 North America Virtual Reality Content Creation Revenue Breakdown by Type (2018-2029)
2.3.2 Europe Virtual Reality Content Creation Revenue Breakdown by Type (2018-2029)
2.3.3 Asia-Pacific Virtual Reality Content Creation Revenue Breakdown by Type (2018-2029)
2.3.4 Latin America Virtual Reality Content Creation Revenue Breakdown by Type (2018-2029)
2.3.5 Middle East and Africa Virtual Reality Content Creation Revenue Breakdown by Type (2018-2029)
3 Virtual Reality Content Creation Market Overview by Application
3.1 Introduction
3.1.1 Gaming and Entertainment
3.1.2 Engineering
3.1.3 Healthcare
3.1.4 Retail
3.1.5 Military and Education
3.1.6 Others
3.2 Global Virtual Reality Content Creation Market Size by Application: 2018 VS 2022 VS 2029
3.2.1 Global Virtual Reality Content Creation Historic Market Size by Application (2018-2023)
3.2.2 Global Virtual Reality Content Creation Forecasted Market Size by Application (2024-2029)
3.3 Key Regions Market Size by Application
3.3.1 North America Virtual Reality Content Creation Revenue Breakdown by Application (2018-2029)
3.3.2 Europe Virtual Reality Content Creation Revenue Breakdown by Application (2018-2029)
3.3.3 Asia-Pacific Virtual Reality Content Creation Revenue Breakdown by Application (2018-2029)
3.3.4 Latin America Virtual Reality Content Creation Revenue Breakdown by Application (2018-2029)
3.3.5 Middle East and Africa Virtual Reality Content Creation Revenue Breakdown by Application (2018-2029)
4 Virtual Reality Content Creation Competition Analysis by Players
4.1 Global Virtual Reality Content Creation Market Size by Players (2018-2023)
4.2 Global Top Players by Company Type (Tier 1, Tier 2 and Tier 3) & (based on the Revenue in Virtual Reality Content Creation as of 2022)
4.3 Date of Key Players Enter into Virtual Reality Content Creation Market
4.4 Global Top Players Virtual Reality Content Creation Headquarters and Area Served
4.5 Key Players Virtual Reality Content Creation Product Solution and Service
4.6 Competitive Status
4.6.1 Virtual Reality Content Creation Market Concentration Rate
4.6.2 Mergers & Acquisitions, Expansion Plans
5 Company (Top Players) Profiles
5.1 360 Labs
5.1.1 360 Labs Profile
5.1.2 360 Labs Main Business
5.1.3 360 Labs Virtual Reality Content Creation Products, Services and Solutions
5.1.4 360 Labs Virtual Reality Content Creation Revenue (US$ Million) & (2018-2023)
5.1.5 360 Labs Recent Developments
5.2 Blippar
5.2.1 Blippar Profile
5.2.2 Blippar Main Business
5.2.3 Blippar Virtual Reality Content Creation Products, Services and Solutions
5.2.4 Blippar Virtual Reality Content Creation Revenue (US$ Million) & (2018-2023)
5.2.5 Blippar Recent Developments
5.3 Koncept VR
5.3.1 Koncept VR Profile
5.3.2 Koncept VR Main Business
5.3.3 Koncept VR Virtual Reality Content Creation Products, Services and Solutions
5.3.4 Koncept VR Virtual Reality Content Creation Revenue (US$ Million) & (2018-2023)
5.3.5 Matterport Recent Developments
5.4 Matterport
5.4.1 Matterport Profile
5.4.2 Matterport Main Business
5.4.3 Matterport Virtual Reality Content Creation Products, Services and Solutions
5.4.4 Matterport Virtual Reality Content Creation Revenue (US$ Million) & (2018-2023)
5.4.5 Matterport Recent Developments
5.5 Panedia Pty Ltd
5.5.1 Panedia Pty Ltd Profile
5.5.2 Panedia Pty Ltd Main Business
5.5.3 Panedia Pty Ltd Virtual Reality Content Creation Products, Services and Solutions
5.5.4 Panedia Pty Ltd Virtual Reality Content Creation Revenue (US$ Million) & (2018-2023)
5.5.5 Panedia Pty Ltd Recent Developments
5.6 SubVRsive
5.6.1 SubVRsive Profile
5.6.2 SubVRsive Main Business
5.6.3 SubVRsive Virtual Reality Content Creation Products, Services and Solutions
5.6.4 SubVRsive Virtual Reality Content Creation Revenue (US$ Million) & (2018-2023)
5.6.5 SubVRsive Recent Developments
5.7 Vizor
5.7.1 Vizor Profile
5.7.2 Vizor Main Business
5.7.3 Vizor Virtual Reality Content Creation Products, Services and Solutions
5.7.4 Vizor Virtual Reality Content Creation Revenue (US$ Million) & (2018-2023)
5.7.5 Vizor Recent Developments
5.8 Voxelus
5.8.1 Voxelus Profile
5.8.2 Voxelus Main Business
5.8.3 Voxelus Virtual Reality Content Creation Products, Services and Solutions
5.8.4 Voxelus Virtual Reality Content Creation Revenue (US$ Million) & (2018-2023)
5.8.5 Voxelus Recent Developments
5.9 WeMakeVR
5.9.1 WeMakeVR Profile
5.9.2 WeMakeVR Main Business
5.9.3 WeMakeVR Virtual Reality Content Creation Products, Services and Solutions
5.9.4 WeMakeVR Virtual Reality Content Creation Revenue (US$ Million) & (2018-2023)
5.9.5 WeMakeVR Recent Developments
5.10 Wevr
5.10.1 Wevr Profile
5.10.2 Wevr Main Business
5.10.3 Wevr Virtual Reality Content Creation Products, Services and Solutions
5.10.4 Wevr Virtual Reality Content Creation Revenue (US$ Million) & (2018-2023)
5.10.5 Wevr Recent Developments
5.11 Dell Inc
5.11.1 Dell Inc Profile
5.11.2 Dell Inc Main Business
5.11.3 Dell Inc Virtual Reality Content Creation Products, Services and Solutions
5.11.4 Dell Inc Virtual Reality Content Creation Revenue (US$ Million) & (2018-2023)
5.11.5 Dell Inc Recent Developments
5.12 Scapic Innovations Private Limited
5.12.1 Scapic Innovations Private Limited Profile
5.12.2 Scapic Innovations Private Limited Main Business
5.12.3 Scapic Innovations Private Limited Virtual Reality Content Creation Products, Services and Solutions
5.12.4 Scapic Innovations Private Limited Virtual Reality Content Creation Revenue (US$ Million) & (2018-2023)
5.12.5 Scapic Innovations Private Limited Recent Developments
5.13 WeMakeVR
5.13.1 WeMakeVR Profile
5.13.2 WeMakeVR Main Business
5.13.3 WeMakeVR Virtual Reality Content Creation Products, Services and Solutions
5.13.4 WeMakeVR Virtual Reality Content Creation Revenue (US$ Million) & (2018-2023)
5.13.5 WeMakeVR Recent Developments
5.14 VIAR (Viar360)
5.14.1 VIAR (Viar360) Profile
5.14.2 VIAR (Viar360) Main Business
5.14.3 VIAR (Viar360) Virtual Reality Content Creation Products, Services and Solutions
5.14.4 VIAR (Viar360) Virtual Reality Content Creation Revenue (US$ Million) & (2018-2023)
5.14.5 VIAR (Viar360) Recent Developments
5.15 Pixvana Inc
5.15.1 Pixvana Inc Profile
5.15.2 Pixvana Inc Main Business
5.15.3 Pixvana Inc Virtual Reality Content Creation Products, Services and Solutions
5.15.4 Pixvana Inc Virtual Reality Content Creation Revenue (US$ Million) & (2018-2023)
5.15.5 Pixvana Inc Recent Developments
6 North America
6.1 North America Virtual Reality Content Creation Market Size by Country (2018-2029)
6.2 U.S.
6.3 Canada
7 Europe
7.1 Europe Virtual Reality Content Creation Market Size by Country (2018-2029)
7.2 Germany
7.3 France
7.4 U.K.
7.5 Italy
7.6 Russia
7.7 Nordic Countries
7.8 Rest of Europe
8 Asia-Pacific
8.1 Asia-Pacific Virtual Reality Content Creation Market Size by Region (2018-2029)
8.2 China
8.3 Japan
8.4 South Korea
8.5 Southeast Asia
8.6 India
8.7 Australia
8.8 Rest of Asia-Pacific
9 Latin America
9.1 Latin America Virtual Reality Content Creation Market Size by Country (2018-2029)
9.2 Mexico
9.3 Brazil
9.4 Rest of Latin America
10 Middle East & Africa
10.1 Middle East & Africa Virtual Reality Content Creation Market Size by Country (2018-2029)
10.2 Turkey
10.3 Saudi Arabia
10.4 UAE
10.5 Rest of Middle East & Africa
11 Virtual Reality Content Creation Market Dynamics
11.1 Virtual Reality Content Creation Industry Trends
11.2 Virtual Reality Content Creation Market Drivers
11.3 Virtual Reality Content Creation Market Challenges
11.4 Virtual Reality Content Creation Market Restraints
12 Research Finding /Conclusion
13 Methodology and Data Source
13.1 Methodology/Research Approach
13.1.1 Research Programs/Design
13.1.2 Market Size Estimation
13.1.3 Market Breakdown and Data Triangulation
13.2 Data Source
13.2.1 Secondary Sources
13.2.2 Primary Sources
13.3 Disclaimer
13.4 Author List

Published By : QY Research

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