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Global Virtual Reality Content Creation Market Size, Status and Forecast 2019-2025

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Table of Contents

    1 Report Overview

    • 1.1 Study Scope
    • 1.2 Key Market Segments
    • 1.3 Players Covered
    • 1.4 Market Analysis by Type
      • 1.4.1 Global Virtual Reality Content Creation Market Size Growth Rate by Type (2014-2025)
      • 1.4.2 Videos
      • 1.4.3 360 Degree Photos
      • 1.4.4 Games
    • 1.5 Market by Application
      • 1.5.1 Global Virtual Reality Content Creation Market Share by Application (2014-2025)
      • 1.5.2 Gaming and Entertainment
      • 1.5.3 Engineering
      • 1.5.4 Healthcare
      • 1.5.5 Retail
      • 1.5.6 Military and Education
      • 1.5.7 Others
    • 1.6 Study Objectives
    • 1.7 Years Considered

    2 Global Growth Trends

    • 2.1 Virtual Reality Content Creation Market Size
    • 2.2 Virtual Reality Content Creation Growth Trends by Regions
      • 2.2.1 Virtual Reality Content Creation Market Size by Regions (2014-2025)
      • 2.2.2 Virtual Reality Content Creation Market Share by Regions (2014-2019)
    • 2.3 Industry Trends
      • 2.3.1 Market Top Trends
      • 2.3.2 Market Drivers
      • 2.3.3 Market Opportunities

    3 Market Share by Key Players

    • 3.1 Virtual Reality Content Creation Market Size by Manufacturers
      • 3.1.1 Global Virtual Reality Content Creation Revenue by Manufacturers (2014-2019)
      • 3.1.2 Global Virtual Reality Content Creation Revenue Market Share by Manufacturers (2014-2019)
      • 3.1.3 Global Virtual Reality Content Creation Market Concentration Ratio (CR5 and HHI)
    • 3.2 Virtual Reality Content Creation Key Players Head office and Area Served
    • 3.3 Key Players Virtual Reality Content Creation Product/Solution/Service
    • 3.4 Date of Enter into Virtual Reality Content Creation Market
    • 3.5 Mergers & Acquisitions, Expansion Plans

    4 Breakdown Data by Type and Application

    • 4.1 Global Virtual Reality Content Creation Market Size by Type (2014-2019)
    • 4.2 Global Virtual Reality Content Creation Market Size by Application (2014-2019)

    5 United States

    • 5.1 United States Virtual Reality Content Creation Market Size (2014-2019)
    • 5.2 Virtual Reality Content Creation Key Players in United States
    • 5.3 United States Virtual Reality Content Creation Market Size by Type
    • 5.4 United States Virtual Reality Content Creation Market Size by Application

    6 Europe

    • 6.1 Europe Virtual Reality Content Creation Market Size (2014-2019)
    • 6.2 Virtual Reality Content Creation Key Players in Europe
    • 6.3 Europe Virtual Reality Content Creation Market Size by Type
    • 6.4 Europe Virtual Reality Content Creation Market Size by Application

    7 China

    • 7.1 China Virtual Reality Content Creation Market Size (2014-2019)
    • 7.2 Virtual Reality Content Creation Key Players in China
    • 7.3 China Virtual Reality Content Creation Market Size by Type
    • 7.4 China Virtual Reality Content Creation Market Size by Application

    8 Japan

    • 8.1 Japan Virtual Reality Content Creation Market Size (2014-2019)
    • 8.2 Virtual Reality Content Creation Key Players in Japan
    • 8.3 Japan Virtual Reality Content Creation Market Size by Type
    • 8.4 Japan Virtual Reality Content Creation Market Size by Application

    9 Southeast Asia

    • 9.1 Southeast Asia Virtual Reality Content Creation Market Size (2014-2019)
    • 9.2 Virtual Reality Content Creation Key Players in Southeast Asia
    • 9.3 Southeast Asia Virtual Reality Content Creation Market Size by Type
    • 9.4 Southeast Asia Virtual Reality Content Creation Market Size by Application

    10 India

    • 10.1 India Virtual Reality Content Creation Market Size (2014-2019)
    • 10.2 Virtual Reality Content Creation Key Players in India
    • 10.3 India Virtual Reality Content Creation Market Size by Type
    • 10.4 India Virtual Reality Content Creation Market Size by Application

    11 Central & South America

    • 11.1 Central & South America Virtual Reality Content Creation Market Size (2014-2019)
    • 11.2 Virtual Reality Content Creation Key Players in Central & South America
    • 11.3 Central & South America Virtual Reality Content Creation Market Size by Type
    • 11.4 Central & South America Virtual Reality Content Creation Market Size by Application

    12 International Players Profiles

    • 12.1 360 Labs
      • 12.1.1 360 Labs Company Details
      • 12.1.2 Company Description and Business Overview
      • 12.1.3 Virtual Reality Content Creation Introduction
      • 12.1.4 360 Labs Revenue in Virtual Reality Content Creation Business (2014-2019)
      • 12.1.5 360 Labs Recent Development
    • 12.2 Blippar
      • 12.2.1 Blippar Company Details
      • 12.2.2 Company Description and Business Overview
      • 12.2.3 Virtual Reality Content Creation Introduction
      • 12.2.4 Blippar Revenue in Virtual Reality Content Creation Business (2014-2019)
      • 12.2.5 Blippar Recent Development
    • 12.3 Koncept VR
      • 12.3.1 Koncept VR Company Details
      • 12.3.2 Company Description and Business Overview
      • 12.3.3 Virtual Reality Content Creation Introduction
      • 12.3.4 Koncept VR Revenue in Virtual Reality Content Creation Business (2014-2019)
      • 12.3.5 Koncept VR Recent Development
    • 12.4 Matterport
      • 12.4.1 Matterport Company Details
      • 12.4.2 Company Description and Business Overview
      • 12.4.3 Virtual Reality Content Creation Introduction
      • 12.4.4 Matterport Revenue in Virtual Reality Content Creation Business (2014-2019)
      • 12.4.5 Matterport Recent Development
    • 12.5 Panedia Pty Ltd
      • 12.5.1 Panedia Pty Ltd Company Details
      • 12.5.2 Company Description and Business Overview
      • 12.5.3 Virtual Reality Content Creation Introduction
      • 12.5.4 Panedia Pty Ltd Revenue in Virtual Reality Content Creation Business (2014-2019)
      • 12.5.5 Panedia Pty Ltd Recent Development
    • 12.6 SubVRsive
      • 12.6.1 SubVRsive Company Details
      • 12.6.2 Company Description and Business Overview
      • 12.6.3 Virtual Reality Content Creation Introduction
      • 12.6.4 SubVRsive Revenue in Virtual Reality Content Creation Business (2014-2019)
      • 12.6.5 SubVRsive Recent Development
    • 12.7 Vizor
      • 12.7.1 Vizor Company Details
      • 12.7.2 Company Description and Business Overview
      • 12.7.3 Virtual Reality Content Creation Introduction
      • 12.7.4 Vizor Revenue in Virtual Reality Content Creation Business (2014-2019)
      • 12.7.5 Vizor Recent Development
    • 12.8 Voxelus
      • 12.8.1 Voxelus Company Details
      • 12.8.2 Company Description and Business Overview
      • 12.8.3 Virtual Reality Content Creation Introduction
      • 12.8.4 Voxelus Revenue in Virtual Reality Content Creation Business (2014-2019)
      • 12.8.5 Voxelus Recent Development
    • 12.9 WeMakeVR
      • 12.9.1 WeMakeVR Company Details
      • 12.9.2 Company Description and Business Overview
      • 12.9.3 Virtual Reality Content Creation Introduction
      • 12.9.4 WeMakeVR Revenue in Virtual Reality Content Creation Business (2014-2019)
      • 12.9.5 WeMakeVR Recent Development
    • 12.10 Wevr
      • 12.10.1 Wevr Company Details
      • 12.10.2 Company Description and Business Overview
      • 12.10.3 Virtual Reality Content Creation Introduction
      • 12.10.4 Wevr Revenue in Virtual Reality Content Creation Business (2014-2019)
      • 12.10.5 Wevr Recent Development

    13 Market Forecast 2019-2025

    • 13.1 Market Size Forecast by Regions
    • 13.2 United States
    • 13.3 Europe
    • 13.4 China
    • 13.5 Japan
    • 13.6 Southeast Asia
    • 13.7 India
    • 13.8 Central & South America
    • 13.9 Market Size Forecast by Product (2019-2025)
    • 13.10 Market Size Forecast by Application (2019-2025)

    14 Analyst's Viewpoints/Conclusions

      15 Appendix

      • 15.1 Research Methodology
        • 15.1.1 Methodology/Research Approach
          • 15.1.1.1 Research Programs/Design
          • 15.1.1.2 Market Size Estimation
          • 12.1.1.3 Market Breakdown and Data Triangulation
        • 15.1.2 Data Source
          • 15.1.2.1 Secondary Sources
          • 15.1.2.2 Primary Sources
      • 15.2 Disclaimer

      Virtual reality creates a digital environment to provide real lifelike experience to the user.
      Increasing adoption of virtual reality technology by media and entertainment segment have boosted the growth of the virtual reality content creation market globally.
      In 2018, the global Virtual Reality Content Creation market size was 450 million US$ and it is expected to reach 39000 million US$ by the end of 2025, with a CAGR of 74.8% during 2019-2025.

      This report focuses on the global Virtual Reality Content Creation status, future forecast, growth opportunity, key market and key players. The study objectives are to present the Virtual Reality Content Creation development in United States, Europe and China.

      The key players covered in this study
      360 Labs
      Blippar
      Koncept VR
      Matterport
      Panedia Pty Ltd
      SubVRsive
      Vizor
      Voxelus
      WeMakeVR
      Wevr

      Market segment by Type, the product can be split into
      Videos
      360 Degree Photos
      Games

      Market segment by Application, split into
      Gaming and Entertainment
      Engineering
      Healthcare
      Retail
      Military and Education
      Others

      Market segment by Regions/Countries, this report covers
      United States
      Europe
      China
      Japan
      Southeast Asia
      India
      Central & South America

      The study objectives of this report are:
      To analyze global Virtual Reality Content Creation status, future forecast, growth opportunity, key market and key players.
      To present the Virtual Reality Content Creation development in United States, Europe and China.
      To strategically profile the key players and comprehensively analyze their development plan and strategies.
      To define, describe and forecast the market by product type, market and key regions.

      In this study, the years considered to estimate the market size of Virtual Reality Content Creation are as follows:
      History Year: 2014-2018
      Base Year: 2018
      Estimated Year: 2019
      Forecast Year 2019 to 2025
      For the data information by region, company, type and application, 2018 is considered as the base year. Whenever data information was unavailable for the base year, the prior year has been considered.

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