Report Detail

Global virtual reality content creation market is expected to reach $227.9 billion by 2030, representing a 2020-2030 CAGR of 69.5%.
Highlighted with 77 tables and 72 figures, this 144-page report “Global Virtual Reality Content Creation Market 2020-2030 by Solution, Content Type, VR Medium, Application, and Region: Trend Outlook and Growth Opportunity” is based on a comprehensive research of the entire global virtual reality content creation market and all its sub-segments through extensively detailed classifications. Profound analysis and assessment are generated from premium primary and secondary information sources with inputs derived from industry professionals across the value chain. In this report 2019 is the base year for market analysis, with forecast covering 2020-2030. (Please Note: The report will be updated before delivery to make sure that the latest historical year is the base year and the forecast covers at least 5 years over the base year.)
In-depth qualitative analyses include identification and investigation of the following aspects:
• Market Structure
• Growth Drivers
• Restraints and Challenges
• Emerging Product Trends & Market Opportunities
• Porter’s Fiver Forces
The trend and outlook of global market is forecast in optimistic, balanced, and conservative view. The balanced (most likely) projection is used to quantify global virtual reality content creation market in every aspect of the classification from perspectives of Solution, Content Type, VR Medium, Application, and Region.
Based on Solution, the global market is segmented into the following sub-markets with annual revenue ($ mn) for 2019-2030 included in each section.
• Software
• Service
Based on Content Type, the global market is segmented into the following sub-markets with annual revenue ($ mn) for 2019-2030 included in each section.
• Games
• Videos (further split into 360 Degree Videos and Immersive Videos)
• Images
Based on VR Medium, the global market is segmented into the following sub-markets with annual revenue ($ mn) for 2019-2030 included in each section.
• Mobile-based VR Content
• Console-based VR Content
• PC-based VR Content
Based on Application, the global market is segmented into the following sub-markets with annual revenue ($ mn) for 2019-2030 included in each section.
• Healthcare
• Aerospace & Defense
• Media & Entertainment
• Gaming
• Automotive
• E-commerce & Retail
• Tourism & Hospitality
• Real Estate
• Other Applications
Geographically, the following regions together with the listed national/local markets are fully investigated:
• APAC (Japan, China, South Korea, Australia, India, and Rest of APAC; Rest of APAC is further segmented into Malaysia, Singapore, Indonesia, Thailand, New Zealand, Vietnam, and Sri Lanka)
• Europe (Germany, UK, France, Italy, Russia, Rest of Europe; Rest of Europe is further segmented into Spain, The Netherlands, Denmark, Austria, Norway, Sweden, Belgium, Poland, Czech Republic, Slovakia, Hungary, and Romania)
• North America (U.S. and Canada)
• Latin America (Brazil, Mexico, Argentina, Rest of Latin America)
• RoW (Saudi Arabia, UAE, South Africa)
For each of the aforementioned regions and countries, market analysis and revenue data are available for 2019-2030. The breakdown of all regional markets by country and split of major national markets by Content Type, VR Medium, and Application over the years 2019-2030 are also included.
The report also covers current competitive scenario and the predicted trend; and profiles key vendors including market leaders and important emerging players.
Specifically, potential risks associated with investing in global virtual reality content creation market are assayed quantitatively and qualitatively through GMD’s Risk Assessment System. According to the risk analysis and evaluation, Critical Success Factors (CSFs) are generated as a guidance to help investors & stockholders identify emerging opportunities, manage and minimize the risks, develop appropriate business models, and make wise strategies and decisions.
Key Players (this may not be a complete list and extra companies can be added upon request):
360 Labs
Blippar
Koncept VR
Matterport
Panedia Pty Ltd.
Pixvana Inc.
Scapic.
SubVRsive
VIAR (Viar360)
WeMakeVR
(Please Note: The report will be updated before delivery to make sure that the latest historical year is the base year and the forecast covers at least 5 years over the base year.)


Table of Contents

    1 Introduction 8

    • 1.1 Industry Definition and Research Scope 8
      • 1.1.1 Industry Definition 8
      • 1.1.2 Research Scope 9
    • 1.2 Research Methodology 11
      • 1.2.1 Overview of Market Research Methodology 11
      • 1.2.2 Market Assumption 12
      • 1.2.3 Secondary Data 12
      • 1.2.4 Primary Data 12
      • 1.2.5 Data Filtration and Model Design 13
      • 1.2.6 Market Size/Share Estimation 14
      • 1.2.7 Research Limitations 15
    • 1.3 Executive Summary 16

    2 Market Overview and Dynamics 18

    • 2.1 Market Size and Forecast 18
    • 2.2 Major Growth Drivers 19
    • 2.3 Market Restraints and Challenges 22
    • 2.4 Emerging Opportunities and Market Trends 25
    • 2.5 Porter’s Fiver Forces Analysis 28

    3 Segmentation of Global Market by Solution 32

    • 3.1 Market Overview by Solution 32
    • 3.2 Software 34
    • 3.3 Services 35

    4 Segmentation of Global Market by Content Type 36

    • 4.1 Market Overview by Content Type 36
    • 4.2 Games 38
    • 4.3 Videos 39
    • 4.4 Images 41

    5 Segmentation of Global Market by VR Medium 42

    • 5.1 Market Overview by VR Medium 42
    • 5.2 Mobile-based VR Content 44
    • 5.3 Console-based VR Content 45
    • 5.4 PC-based VR Content 46

    6 Segmentation of Global Market by Application 47

    • 6.1 Market Overview by Application 47
    • 6.2 Healthcare 49
    • 6.3 Aerospace & Defense 50
    • 6.4 Media & Entertainment 51
    • 6.5 Gaming 52
    • 6.6 Automotive 53
    • 6.7 E-commerce & Retail 54
    • 6.8 Tourism & Hospitality 55
    • 6.9 Real Estate 56
    • 6.10 Other Applications 57

    7 Segmentation of Global Market by Region 58

    • 7.1 Geographic Market Overview 2019-2030 58
    • 7.2 North America Market 2019-2030 by Country 62
      • 7.2.1 Overview of North America Market 62
      • 7.2.2 U.S. Market 65
      • 7.2.3 Canadian Market 69
    • 7.3 European Market 2019-2030 by Country 71
      • 7.3.1 Overview of European Market 71
      • 7.3.2 Germany 74
      • 7.3.3 UK 76
      • 7.3.4 France 78
      • 7.3.5 Russia 80
      • 7.3.6 Italy 82
      • 7.3.7 Rest of European Market 84
    • 7.4 Asia-Pacific Market 2019-2030 by Country 86
      • 7.4.1 Overview of Asia-Pacific Market 86
      • 7.4.2 Japan 89
      • 7.4.3 China 92
      • 7.4.4 Australia 94
      • 7.4.5 India 96
      • 7.4.6 South Korea 98
      • 7.4.7 Rest of APAC Region 100
    • 7.5 Latin America Market 2019-2030 by Country 102
      • 7.5.1 Argentina 105
      • 7.5.2 Brazil 107
      • 7.5.3 Mexico 110
      • 7.5.4 Rest of Latin America Market 112
    • 7.6 Rest of World Market 2019-2030 by Country 113
      • 7.6.1 UAE 116
      • 7.6.2 Saudi Arabia 118
      • 7.6.3 South Africa 120
      • 7.6.4 Other National Markets 122

    8 Competitive Landscape 123

    • 8.1 Overview of Key Vendors 123
    • 8.2 New Product Launch, Partnership, Investment, and M&A 126
    • 8.3 Company Profiles 127

    360 Labs 127

      Blippar 129

        Koncept VR 130

          Matterport 131

            Panedia Pty Ltd. 132

              Pixvana Inc. 133

                Scapic. 134

                  SubVRsive 135

                    VIAR (Viar360) 136

                      WeMakeVR 137

                        9 Investing in Global Market: Risk Assessment and Management 138

                        • 9.1 Risk Evaluation of Global Market 138
                        • 9.2 Critical Success Factors (CSFs) 141

                        Related Reports and Products 144

                        Summary:
                        Get latest Market Research Reports on Virtual Reality Content Creation. Industry analysis & Market Report on Virtual Reality Content Creation is a syndicated market report, published as Global Virtual Reality Content Creation Market 2020-2030 by Solution, Content Type, VR Medium, Application, and Region: Trend Outlook and Growth Opportunity. It is complete Research Study and Industry Analysis of Virtual Reality Content Creation market, to understand, Market Demand, Growth, trends analysis and Factor Influencing market.

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