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Global Virtual Reality Content Creation Market – Industry Trends and Forecast to 2030

  • ICT
  • Upcoming Report
  • Oct 2023
  • Global
  • 350 Pages
  • No of Tables: 220
  • No of Figures: 60

Global Virtual Reality Content Creation Market, By Content Type (Videos, 360 Degree Photos, Games), Component (Software, Services), End-Use Sector (Real Estate, Travel and Hospitality, Media and Entertainment, Healthcare, Retail, Gaming, Automotive, Others) - Industry Trends and Forecast to 2030.

Virtual Reality Content Creation Market

Virtual Reality Content Creation Market Analysis and Size

The advent of virtual reality (VR) tools is considered a major breakthrough, enabling people to present 3D ideas and design more efficiently than ever. The aim behind producing more fascinating and interactive contents is to use VR content development tools to immerse targeted audiences in the world of virtual entertainment. Therefore, the market's increased utilization of virtual reality content creation is anticipated to expand immensely over the forecast period of 2023 to 2030.

Data Bridge Market Research analyses that the global virtual reality content creation market was valued at USD 15.65 billion in 2022, and is expected to reach USD 2,426.88 billion by 2030, registering a CAGR of 47.00% during the forecast period of 2023-2030. In addition to the market insights such as market value, growth rate, market segments, geographical coverage, market players, and market scenario, the market report curated by the Data Bridge Market Research team includes in-depth expert analysis, import/export analysis, pricing analysis, production consumption analysis, and pestle analysis.

Virtual Reality Content Creation Market Scope and Segmentation

Report Metric

Details

Forecast Period

2023 to 2030

Base Year

2022

Historic Years

2021 (Customizable to 2015-2020)

Quantitative Units

Revenue in USD Billion, Volumes in Units, Pricing in USD

Segments Covered

Content Type (Videos, 360 Degree Photos, Games), Component (Software, Services), End-Use Sector (Real Estate, Travel and Hospitality, Media and Entertainment, Healthcare, Retail, Gaming, Automotive, Others)

Countries Covered

U.S., Canada, Mexico, Brazil, Argentina, Rest of South America, Germany, Italy, U.K., France, Spain, Netherlands, Belgium, Switzerland, Turkey, Russia, Rest of Europe, Japan, China, India, South Korea, Australia, Singapore, Malaysia, Thailand, Indonesia, Philippines, Rest of Asia-Pacific, Saudi Arabia, U.A.E., South Africa, Egypt, Israel, Rest of the Middle East and Africa

Market Players Covered

IBM (U.S.), Blippar (U.K), 360 Labs (U.S.), Matterport Inc., (U.S.) Koncept VR LLC (U.S.), SubVRsive (U.S.), Panedia Pty Ltd., WeMakeVR (Netherlands), VIAR (U.S.), Scapic Innovations Private Limited (India), Dell Inc, (U.S.), Intel Corporation (U.S), McAfee, LLC (U.S.), Trend Micro Incorporated (Japan), VMware (U.S.), Juniper Networks Inc., (U.S.), Fortinet, Inc (U.S.), Sophos Ltd., (U.K) and Cisco Systems Inc. (U.S.)

Market Opportunities

  • Growth in the number of research and development proficiencies
  • Surging improvement in product design
  • Growing adoption of new and advanced technology

Market Definition

Virtual reality is basically a computer-generated digital world that gives the user a true-to-life experience due to virtual reality material simulates the user experience, it is utilized to give virtual training and help for marketing, engineering, design, and maintenance functions. The virtual reality content creation is created in two ways: computer-generated content, in which every part of the world is synthetically created, designed, and integrated into an interactive experience using code, and 360-degree video, in which video is captured with an omnidirectional camera and edited to create an immersive experience.

Global Virtual Reality Content Creation Market Dynamics

Driver

  • Surging Demand and Requirement

The rising application of 3D visualization of cryosurgeries in the pharmaceutical and healthcare sectors, particularly in emerging industries as well as the rising demand for head mounted products, will emerge as the primary market growth driving force. Moreover, the rising adoption of virtual reality by the various industries such as manufacturing and retailing largely boost the market growth.

The major elements driving the market's growth are the growing penetration of smartphones and high speed internet. In addition, the rising availability of cost-effective virtual reality devices and strengthening the IT industry in developing economies is estimated to bolster the market's overall growth. Furthermore, due to its great capacity to access surrounding environments displaying systems and support improved virtual simulations, demand for VR material is increasing as visual display systems such as televisions, desktops, and others continue to be upgraded, which fuels the market growth.

Opportunity

  • Technology Advancement And Developments

The growing adoption of new and advanced technology, especially in developing economies is estimated to generate lucrative opportunities for the market, which will further expand the virtual reality content creation market's growth rate in the future. In addition, the surging improvement in product design, surging product connectivity with internet of things and growth in the number of research and development proficiencies by the major players will also offer numerous growth opportunities within the market.

Restraints/Challenges

  • High Investments and Other Limitations

The high initial investments, performance inefficiency and high power wastage are expected to obstruct market growth. Moreover, the lack of strong infrastructural facilities in the backward economies will also hinder the overall global market growth.

  • Dearth of Expertise in Countries

Also, the lack of technological expertise in underdeveloped and developing economies might pose as a challenge for the global virtual reality content creation market over the forecast period of 2023 to 2030, as it is very hard to create this sort of market in low income economy.

This global virtual reality content creation market report provides details of new recent developments, trade regulations, import-export analysis, production analysis, value chain optimization, market share, impact of domestic and localized market players, analyses opportunities in terms of emerging revenue pockets, changes in market regulations, strategic market growth analysis, market size, category market growths, application niches and dominance, product approvals, product launches, geographic expansions, technological innovations in the market. To gain more info on the global virtual reality content creation market contact Data Bridge Market Research for an Analyst Brief, our team will help you take an informed market decision to achieve market growth..

Recent Development

  • In March 2020, Epson America, Inc., a subsidiary of Japan's Seiko Epson Corporation, has teamed with 3D HoloGroup (US) to offer Epson's AR glasses. 3D HoloGroup (US) specialises in AR software architecture and systems integration. 3D HoloGroup specialises in Augmented Reality (AR) software architecture and systems integration, and is on pace to offer the most comprehensive range of AR gear and accessories on the market

Global Virtual Reality Content Creation Market Scope

The global virtual reality content creation market is analysed and market size, volume information is provided by country, content type, component and end-use sector as referenced above. The growth amongst these segments will help you analyse meagre growth segments in the industries and provide the users with a valuable market overview and market insights to help them make strategic decisions for identifying core market applications.

Content Type

  • Videos
  • 360 Degree Photos
  • Games

Component

  • Software
  • Services

End-Use Sector

  • Real Estate
  • Travel and Hospitality
  • Media and Entertainment
  • Healthcare
  • Retail
  • Gaming
  • Automotive
  • Others

Global Virtual Reality Content Creation Market Region Analysis/Insights

The global virtual reality content creation market is analysed and market size, volume information is provided by country, content type, component and end-use sector as referenced above.  

The countries covered in the global virtual reality content creation market report are U.S., Canada, Mexico, Brazil, Argentina, the Rest of South America, Germany, Italy, U.K., France, Spain, Netherlands, Belgium, Switzerland, Turkey, Russia, Rest of Europe, Japan, China, India, South Korea, Australia, Singapore, Malaysia, Thailand, Indonesia, Philippines, Rest of Asia-Pacific, Saudi Arabia, U.A.E., South Africa, Egypt, Israel, Rest of the Middle East and Africa

North America dominates the global virtual reality content creation market because of the availability of well-developed IT infrastructure within the region.

Asia-Pacific is expected to witness significant growth in the global virtual reality content creation market during the forecast period of 2023 to 2030 due to the increasing VR based start-ups across various economies in the region.

The region section of the report also provides individual market-impacting factors and changes in regulation in the market domestically that impact the current and future trends of the market. Data points like downstream and upstream value chain analysis, technical trends, and Porter’s five forces analysis, case studies are some of the pointers used to forecast the market scenario for individual countries. Also, the presence and availability of global brands and the challenges faced due to large or scarce competition from local and domestic brands, the impact of domestic tariffs, and trade routes are considered while providing forecast analysis of the region data.   

Competitive Landscape and Global Virtual Reality Content Creation Market Share Analysis

The global virtual reality content creation market competitive landscape provides details of competitors. Details included are company overview, company financials, revenue generated, market potential, investment in research and development, new market initiatives, global presence, production sites and facilities, production capacities, company strengths and weaknesses, product launch, product width and breadth, and application dominance. The above data points provided are only related to the companies' focus related to the global virtual reality content creation market.

Some of the major players operating in the global virtual reality content creation market are:

  • IBM (U.S.)
  • Blippar (U.K).
  • 360 Labs (U.S.)
  • Matterport Inc., (U.S.)
  • Koncept VR LLC (U.S.)
  • SubVRsive (U.S.)
  • Panedia Pty Ltd.
  • WeMakeVR (Netherlands)
  • VIAR (U.S.)
  • Scapic Innovations Private Limited (India)
  • Dell Inc, (U.S.)
  • Intel Corporation (U.S)
  • McAfee, LLC (U.S.)
  • Trend Micro Incorporated (Japan)
  • VMware (U.S.), Juniper Networks Inc., (U.S.)
  • Fortinet, Inc (U.S.)
  • Sophos Ltd., (U.K)
  • Cisco Systems Inc. (U.S.)


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Research Methodology:

Data collection and base year analysis are done using data collection modules with large sample sizes. The stage includes obtaining market information or related data through various sources and strategies. It includes examining and planning all the data acquired from the past in advance. It likewise envelops the examination of information inconsistencies seen across different information sources. The market data is analysed and estimated using market statistical and coherent models. Also, market share analysis and key trend analysis are the major success factors in the market report. To know more, please request an analyst call or drop down your inquiry.

The key research methodology used by DBMR research team is data triangulation which involves data mining, analysis of the impact of data variables on the market and primary (industry expert) validation. Data models include Vendor Positioning Grid, Market Time Line Analysis, Market Overview and Guide, Company Positioning Grid, Patent Analysis, Pricing Analysis, Company Market Share Analysis, Standards of Measurement, Global versus Regional and Vendor Share Analysis. To know more about the research methodology, drop in an inquiry to speak to our industry experts.

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Customization Available:

Data Bridge Market Research is a leader in advanced formative research. We take pride in servicing our existing and new customers with data and analysis that match and suits their goal. The report can be customized to include price trend analysis of target brands understanding the market for additional countries (ask for the list of countries), clinical trial results data, literature review, refurbished market and product base analysis. Market analysis of target competitors can be analyzed from technology-based analysis to market portfolio strategies. We can add as many competitors that you require data about in the format and data style you are looking for. Our team of analysts can also provide you data in crude raw excel files pivot tables (Fact book) or can assist you in creating presentations from the data sets available in the report.

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FREQUENTLY ASK QUESTIONS

The Virtual Reality Content Creation Market will be worth USD 2,426.88 billion by 2030
The Virtual Reality Content Creation Market growth rate is 47.00% during the forecast period.
The Surging Demand, Technology Advancement And Developments are the growth drivers of the Virtual Reality Content Creation Market.
The market size, volume information is provided by country, content type, component and end-use are the factors on which the Virtual Reality Content Creation Market research is based.
The Epson America, Inc., a subsidiary of Japan's Seiko Epson Corporation, has teamed with 3D HoloGroup (US) to offer Epson's AR glasses & Epson America, Inc., a subsidiary of Japan's Seiko Epson Corporation, has teamed with 3D HoloGroup (US) to offer Epson's AR glasses are the latest developments in the Virtual Reality Content Creation Market.
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