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Virtual Reality Content Creation Market by Content Type (Videos, 360 Degree Photos, and Games), Component (Software and Services), and End-use Sector (Real Estate, Travel and Hospitality, Media and Entertainment, Healthcare, Retail, Gaming, Automotive, and Others): Global Opportunity Analysis and Industry Forecast, 2019–2026

IC_196148
Pages: 226
Oct 2019 | 361 Views
 
Author(s) : Sneha Korad and Makarand Sinnarkar , Supradip Baul
Tables: 103
Charts: 48
 

Virtual Reality Content Creation Market Outlook-2026

The virtual reality content creation market size was valued at $431.3 million in 2018, and is projected to reach $46.54 Billion by 2026, growing at a CAGR of 77.1% from 2019 to 2026. The virtual reality content creation software is considered as leapfrog of content-based applications due to its widening scope of use among end users. The virtual reality content creation tools are widely used as an open source platform to create immersive experience content. These tools are developed to be user friendly, hence the adoption of virtual reality content creation is expected to rise at a high rate during the forecast period. North America dominated the overall virtual reality content creation market growth in 2018, as several major players are operating from this region, owing to availability of well-developed IT infrastructure. North America dominated the overall virtual reality content creation market in 2018, as several major players are operating from this region, owing to availability of well-developed IT infrastructure.

Virtual Reality Content Creation Market

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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.

Among the content type, the videos segment dominated the VR content creation market in 2018 and is expected to continue this trend during the forecast period. Virtual reality content creation software is a crucial application responsible to provide immersive experiences to those using virtual reality devices. Thus, increase in adoption of virtual reality devices is in turn expected to drive the demand for virtual reality content among individuals and various industry verticals across the globe.

Virtual Reality Content Creation Market
By Content Type

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Videos is projected as one of the most lucrative segments.

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North America dominated the overall virtual reality content creation market share in 2018, as several major players are operating from this region, owing to availability of well-developed IT infrastructure. In addition, high IT spending capability of the countries in the North America also supports the growth of virtual reality content creation in this region.

The report focuses on the growth prospects, restraints, and market analysis. The study provides Porter’s five forces analysis of the virtual reality content creation industry to understand the impact of various factors such as bargaining power of suppliers, competitive intensity of competitors, threat of new entrants, threat of substitutes, and bargaining power of buyers on the virtual reality content creation market trends.

Virtual Reality Content Creation Market
By Component

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Software is projected as one of the most significant segments.

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Segment review

The VR content creation market is segmented on the basis of content type, component, end-use sector, and region. Further, the videos segment is sub-categorized into 360 degree and immersive. Based on content type, the market is categorized into videos, 360 degree photos, and games. On the basis of component, it is divided into software and services. Depending on end-use sector, it is categorized into real estate, travel & hospitality, media & entertainment, healthcare, retail, gaming, automotive, and others. Based on region, the market is analyzed across North America, Europe, Asia-Pacific, and LAMEA.

Virtual Reality Content Creation Market
By End-user

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Gaming is projected as one of the most significant segments.

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Key market players operating in the virtual reality content creation market include Blippar, 360 Labs, Matterport, Koncept VR, SubVRsive, Panedia Pty Ltd., WeMakeVR, VIAR (Viar360), Pixvana Inc., and Scapic.

Top impacting factors

Rise in demand for head-mounted display (HMDs) in gaming and entertainment sector

Playing video games has become a popular leisure activity in many regions of the world, as it is considered as one of the popular contemporary recreational activities. Increase in number of individuals inclined toward indoor video gaming activity is exponentially driving the demand for high-quality virtual reality content. This is a major factor expected to drive the growth of the global virtual reality content creation market.
Furthermore, immersive gaming is expected to gain mainstream appeal among the individuals that are dwelling on enhanced interactive virtual devices for an enthralled experience. Thus, virtual reality has revolutionized the gaming industry, as a person can experience and interact in a three-dimensional environment during a game. This has increased the need for games, the content for which is based on virtual reality. Aforementioned is a major factor to drive the growth of the global market in the coming years.

Virtual Reality Content Creation Market
By Region

2026
North America 
Europe
Asia-Pacific
LAMEA

Asia-Pacific would exhibit the highest CAGR of 91.3% during 2019-2026.

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Rise in virtual reality marketing

Marketing industry is gaining high momentum as the technological revolution has thrilled user experience through visualizations. The ideology of telepresence is closely related to computer emulated reality experience. This drives the need for virtual reality content to enable businesses brand their image closer to the eyes of consumers. This is a major factor expected to propel the growth of the global market during the forecast period.

Key Benefits for Virtual Reality Content Creation Market:

  • This study includes the virtual reality content creation market analysis, trends, and future estimations to determine the imminent investment pockets.
  • The report presents information related to key drivers, restraints, and opportunities of the virtual reality content creation market.
  • The virtual reality content creation market forecast is quantitatively analyzed from 2018 to 2026 to highlight the financial competency of the industry.
  • Porter’s five forces analysis illustrates the potency of the buyers & suppliers in the market.

Virtual Reality Content Creation Key Market Segments:

Content Type

  • Videos
    • 360 Degree
    • Immersive
  • 360 Degree Photos
  • Games

Component

  • Software 
  • Services

End-Use Sector

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

By Region

  • North America
    • U.S.
    • Canada
  • Europe 
    • Germany
    • France
    • UK
    • Rest of Europe
  • Asia-Pacific 
    • Japan
    • China
    • India
    • Rest of Asia-Pacific
  • LAMEA
    • Latin America 
    • Middle East
    • Africa

Key Market Players

  • Blippar 
  • 360 Labs
  • Matterport
  • Koncept VR
  • SubVRsive
  • Panedia Pty Ltd.
  • WeMakeVR
  • VIAR (Viar360)
  • Pixvana Inc.
  • Scapic.
 

CHAPTER 1: INTRODUCTION

1.1. Report description
1.2. Key benefits for stakeholders
1.3. Key market segments
1.4. Key market players
1.5. Research methodology

1.5.1. Secondary research
1.5.2. Primary research
1.5.3. Analyst tools & models

CHAPTER 2: EXECUTIVE SUMMARY

2.1. Key findings

2.1.1. Top impacting factors
2.1.2. Top investment pockets

2.2. CXO perspective

CHAPTER 3: MARKET OVERVIEW

3.1. Market definition and scope
3.2. Key forces shaping the global virtual reality content creation market
3.3. Value chain analysis
3.4. Case studies

3.4.1. Bank of America collaborated with OmniVirt for its Ad marketing Components
3.4.2. REWIND partnered with the Endemol Shine UK

3.5. Impact of government regulations on the global virtual reality content creation market
3.6. Market dynamics

3.6.1. Drivers

3.6.1.1. Growing demand for head-mounted display (HMDs) in gaming and entertainment sector
3.6.1.2. Availability of affordable virtual reality devices
3.6.1.3. Rise in virtual reality marketing
3.6.1.4. High demand for 3-dimensional content among various industries

3.6.2. Restraints

3.6.2.1. Lack of awareness regarding the advantages using virtual reality devices
3.6.2.2. Virtual reality content piracy

3.6.3. Opportunities

3.6.3.1. Penetration of HMDs in healthcare and architectural applications
3.6.3.2. Use of virtual reality in training and simulation among aerospace & defense and transportation sector
3.6.3.3. Content marketing in retail

3.7. Industry roadmap of virtual reality content creation market
3.8. Patent analysis

3.8.1. By region (2004–2018)
3.8.2. By applicant

CHAPTER 4: GLOBAL VIRTUAL REALITY CONTENT CREATION MARKET, BY CONTENT TYPE

4.1. Overview
4.2. Videos

4.2.1. Key market trends, growth factors, and opportunities
4.2.2. Market size and forecast, by region
4.2.3. Market analysis, by country
4.2.4. Virtual reality content creation market, by videos

4.2.4.1. 360 Degree
4.2.4.2. Immersive

4.2.4.3. Virtual reality content creation market size and forecast, by videos

4.3. 360 degree photos

4.3.1. Key market trends, growth factors, and opportunities
4.3.2. Market size and forecast, by region
4.3.3. Market analysis, by country

4.4. Games

4.4.1. Key market trends, growth factors, and opportunities
4.4.2. Market size and forecast, by region
4.4.3. Market analysis, by country

CHAPTER 5: GLOBAL VIRTUAL REALITY CONTENT CREATION MARKET, BY COMPONENT

5.1. Overview
5.2. Software

5.2.1. Key market trends, growth factors, and opportunities
5.2.2. Market size and forecast, by region
5.2.3. Market analysis, by country

5.3. Services

5.3.1. Key market trends, growth factors, and opportunities
5.3.2. Market size and forecast, by region
5.3.3. Market analysis, by country

CHAPTER 6: GLOBAL VIRTUAL REALITY CONTENT CREATION MARKET, BY END-USER

6.1. Overview
6.2. Real estate

6.2.1. Key market trends, growth factors, and opportunities
6.2.2. Market size and forecast, by region
6.2.3. Market analysis, by country

6.3. Travel and hospitality

6.3.1. Key market trends, growth factors, and opportunities
6.3.2. Market size and forecast, by region
6.3.3. Market analysis, by country

6.4. Media and entertainment

6.4.1. Key market trends, growth factors, and opportunities
6.4.2. Market size and forecast, by region
6.4.3. Market analysis, by country

6.5. Healthcare

6.5.1. Key market trends, growth factors, and opportunities
6.5.2. Market size and forecast, by region
6.5.3. Market analysis, by country

6.6. Retail

6.6.1. Key market trends, growth factors, and opportunities
6.6.2. Market size and forecast, by region
6.6.3. Market analysis, by country

6.7. Gaming

6.7.1. Key market trends, growth factors, and opportunities
6.7.2. Market size and forecast, by region
6.7.3. Market analysis, by country

6.8. Automotive

6.8.1. Key market trends, growth factors, and opportunities
6.8.2. Market size and forecast, by region
6.8.3. Market analysis, by country

6.9. Others

6.9.1. Key market trends, growth factors, and opportunities
6.9.2. Market size and forecast, by region
6.9.3. Market analysis, by country

CHAPTER 7: GLOBAL VIRTUAL REALITY CONTENT CREATION MARKET, BY REGION

7.1. Overview

7.1.1. Market size and forecast, by region

7.2. North America

7.2.1. Key market trends, growth factors, and opportunities
7.2.2. Market size and forecast, by content type
7.2.3. Market size and forecast, by component
7.2.4. Market size and forecast, by end-user
7.2.5. Market analysis, by country

7.2.5.1. U.S.

7.2.5.1.1. Market size and forecast, by content type
7.2.5.1.2. Market size and forecast, by component
7.2.5.1.3. Market size and forecast, by end-user

7.2.5.2. Canada

7.2.5.2.1. Market size and forecast, by content type
7.2.5.2.2. Market size and forecast, by component
7.2.5.2.3. Market size and forecast, by end-user

7.3. Europe

7.3.1. Key market trends, growth factors, and opportunities
7.3.2. Market size and forecast, by content type
7.3.3. Market size and forecast, by component
7.3.4. Market size and forecast, by end-user
7.3.5. Market analysis, by country

7.3.5.1. Germany

7.3.5.1.1. Market size and forecast, by content type
7.3.5.1.2. Market size and forecast, by component
7.3.5.1.3. Market size and forecast, by end-user

7.3.5.2. UK

7.3.5.2.1. Market size and forecast, by content type
7.3.5.2.2. Market size and forecast, by component
7.3.5.2.3. Market size and forecast, by end-user

7.3.5.3. France

7.3.5.3.1. Market size and forecast, by content type
7.3.5.3.2. Market size and forecast, by component
7.3.5.3.3. Market size and forecast, by end-user

7.3.5.4. Rest of Europe

7.3.5.4.1. Market size and forecast, by content type
7.3.5.4.2. Market size and forecast, by component
7.3.5.4.3. Market size and forecast, by end-user

7.4. Asia-Pacific

7.4.1. Key market trends, growth factors, and opportunities
7.4.2. Market size and forecast, by content type
7.4.3. Market size and forecast, by component
7.4.4. Market size and forecast, by end-user
7.4.5. Market analysis, by country

7.4.5.1. Japan

7.4.5.1.1. Market size and forecast, by content type
7.4.5.1.2. Market size and forecast, by component
7.4.5.1.3. Market size and forecast, by end-user

7.4.5.2. China

7.4.5.2.1. Market size and forecast, by content type
7.4.5.2.2. Market size and forecast, by component
7.4.5.2.3. Market size and forecast, by end-user

7.4.5.3. India

7.4.5.3.1. Market size and forecast, by content type
7.4.5.3.2. Market size and forecast, by component
7.4.5.3.3. Market size and forecast, by end-user

7.4.5.4. Rest of Asia-Pacific

7.4.5.4.1. Market size and forecast, by content type
7.4.5.4.2. Market size and forecast, by component
7.4.5.4.3. Market size and forecast, by end-user

7.5. LAMEA

7.5.1. Key market trends, growth factors, and opportunities
7.5.2. Market size and forecast, by content type
7.5.3. Market size and forecast, by component
7.5.4. Market size and forecast, by end-user
7.5.5. Market analysis, by country

7.5.5.1. Latin America

7.5.5.1.1. Market size and forecast, by content type
7.5.5.1.2. Market size and forecast, by component
7.5.5.1.3. Market size and forecast, by end-user

7.5.5.2. Middle East

7.5.5.2.1. Market size and forecast, by content type
7.5.5.2.2. Market size and forecast, by component
7.5.5.2.3. Market size and forecast, by end-user

7.5.5.3. Africa

7.5.5.3.1. Market size and forecast, by content type
7.5.5.3.2. Market size and forecast, by component
7.5.5.3.3. Market size and forecast, by end-user

CHAPTER 8: COMPETITIVE LANDSCAPE

8.1. Market share analysis, 2018
8.2. Competitive dashboard

CHAPTER 9: COMPANY PROFILES

9.1. 360 Labs

9.1.1. Company overview
9.1.2. Key Executives
9.1.3. Company snapshot
9.1.4. Product portfolio
9.1.5. Key strategic moves and developments

9.2. Blippar

9.2.1. Company overview
9.2.2. Key Executives
9.2.3. Company snapshot
9.2.4. Product portfolio
9.2.5. Key strategic moves and developments

9.3. Koncept VR

9.3.1. Company overview
9.3.2. Key Executives
9.3.3. Company snapshot
9.3.4. Product portfolio
9.3.5. Key strategic moves and developments

9.4. Matterport, Inc.

9.4.1. Company overview
9.4.2. Key Executives
9.4.3. Company snapshot
9.4.4. Product portfolio
9.4.5. Key strategic moves and developments

9.5. Panedia Pty Ltd

9.5.1. Company overview
9.5.2. Key Executives
9.5.3. Company snapshot
9.5.4. Product portfolio
9.5.5. Key strategic moves and developments

9.6. Pixvana Inc.

9.6.1. Company overview
9.6.2. Key Executives
9.6.3. Company snapshot
9.6.4. Product portfolio
9.6.5. Key strategic moves and developments

9.7. Scapic

9.7.1. Company overview
9.7.2. Key Executives
9.7.3. Company snapshot
9.7.4. Product portfolio
9.7.5. Key strategic moves and developments

9.8. Subvrsive

9.8.1. Company overview
9.8.2. Key Executives
9.8.3. Company snapshot
9.8.4. Product portfolio
9.8.5. Key strategic moves and developments

9.9. VIAR

9.9.1. Company overview
9.9.2. Key Executives
9.9.3. Company snapshot
9.9.4. Product portfolio

9.10. WeMakeVR

9.10.1. Company overview
9.10.2. Key Executives
9.10.3. Company snapshot
9.10.4. Product portfolio

LIST OF TABLES

TABLE 01. GLOBAL VIRTUAL REALITY CONTENT CREATION MARKET, BY CONTENT TYPE, 2018–2026 ($MILLION)
TABLE 02. GLOBAL VIRTUAL REALITY CONTENT CREATION MARKET REVENUE FOR VIDEOS, BY REGION, 2018–2026 ($MILLION)
TABLE 03. GLOBAL VIRTUAL REALITY CONTENT CREATION MARKET REVENUE FOR VIDEOS, BY TYPE, 2018–2026 ($MILLION)
TABLE 04. GLOBAL VIRTUAL REALITY CONTENT CREATION MARKET REVENUE FOR 360 DEGREE PHOTOS, BY REGION, 2018–2026 ($MILLION)
TABLE 05. GLOBAL VIRTUAL REALITY CONTENT CREATION MARKET REVENUE, BY COMPONENT, 2018-2026 ($MILLION)
TABLE 06. GLOBAL VIRTUAL REALITY CONTENT CREATION MARKET REVENUE FOR SOFTWARE, BY REGION 2018–2026 ($MILLION)
TABLE 07. GLOBAL VIRTUAL REALITY CONTENT CREATION MARKET REVENUE SERVICES, BY REGION 2018–2026 ($MILLION)
TABLE 08. GLOBAL VIRTUAL REALITY CONTENT CREATION MARKET REVENUE, BY END-USER, 2018–2026 ($MILLION)
TABLE 09. GLOBAL VIRTUAL REALITY CONTENT CREATION MARKET REVENUE FOR REAL ESTATE, BY REGION  2018–2026 ($MILLION)
TABLE 10. GLOBAL VIRTUAL REALITY CONTENT CREATION MARKET REVENUE FOR TRAVEL AND HOSPITALITY, BY REGION 2018–2026 ($MILLION)
TABLE 11. GLOBAL VIRTUAL REALITY CONTENT CREATION MARKET REVENUE FOR MEDIA AND ENTERTAINMENT, BY REGION  2018–2026 ($MILLION)
TABLE 12. GLOBAL VIRTUAL REALITY CONTENT CREATION MARKET REVENUE FOR RETAIL, BY REGION 2018–2026 ($MILLION)
TABLE 13. GLOBAL VIRTUAL REALITY CONTENT CREATION MARKET REVENUE FOR HEALTHCARE, BY REGION 2018–2026 ($MILLION)
TABLE 14. GLOBAL VIRTUAL REALITY CONTENT CREATION MARKET REVENUE FOR GAMING, BY REGION 2018–2026 ($MILLION)
TABLE 15. GLOBAL VIRTUAL REALITY CONTENT CREATION MARKET REVENUE FOR AUTOMOTIVE, BY REGION 2018–2026 ($MILLION)
TABLE 16. GLOBAL VIRTUAL REALITY CONTENT CREATION MARKET REVENUE FOR OTHERS, BY REGION 2018–2026 ($MILLION)
TABLE 17. GLOBAL VIRTUAL REALITY CONTENT CREATION MARKET REVENUE, BY REGION, 2018–2026 ($MILLION)
TABLE 18. NORTH AMERICA VIRTUAL REALITY CONTENT CREATION MARKET REVENUE, BY CONTENT TYPE 2018–2026 ($MILLION)
TABLE 19. NORTH AMERICA VIRTUAL REALITY CONTENT CREATION MARKET REVENUE, BY COMPONENT, 2018–2026 ($MILLION)
TABLE 20. NORTH AMERICA VIRTUAL REALITY CONTENT CREATION MARKET REVENUE, BY END-USER 2018–2026 ($MILLION)
TABLE 21. NORTH AMERICA VIRTUAL REALITY CONTENT CREATION MARKET REVENUE, BY COUNTRY, 2018–2026 ($MILLION)
TABLE 22. U.S. VIRTUAL REALITY CONTENT CREATION MARKET REVENUE, BY CONTENT TYPE 2018–2026 ($MILLION)
TABLE 23. U.S. VIRTUAL REALITY CONTENT CREATION MARKET REVENUE, BY COMPONENT, 2018–2026 ($MILLION)
TABLE 24. U.S. VIRTUAL REALITY CONTENT CREATION MARKET REVENUE, BY END-USER, 2018–2026 ($MILLION)
TABLE 25. CANADA VIRTUAL REALITY CONTENT CREATION MARKET REVENUE, BY CONTENT TYPE 2018–2026 ($MILLION)
TABLE 26. CANADA VIRTUAL REALITY CONTENT CREATION MARKET REVENUE, BY COMPONENT, 2018–2026 ($MILLION)
TABLE 27. CANADA VIRTUAL REALITY CONTENT CREATION MARKET REVENUE, BY END-USER, 2018–2026 ($MILLION)
TABLE 28. EUROPE VIRTUAL REALITY CONTENT CREATION MARKET REVENUE, BY CONTENT TYPE 2018–2026 ($MILLION)
TABLE 29. EUROPE VIRTUAL REALITY CONTENT CREATION MARKET REVENUE, BY COMPONENT, 2018–2026 ($MILLION)
TABLE 30. EUROPE VIRTUAL REALITY CONTENT CREATION MARKET REVENUE, BY END-USER 2018–2026 ($MILLION)
TABLE 31. EUROPE VIRTUAL REALITY CONTENT CREATION MARKET REVENUE, BY COUNTRY, 2018–2026 ($MILLION)
TABLE 32. GERMANY VIRTUAL REALITY CONTENT CREATION MARKET REVENUE, BY CONTENT TYPE 2018–2026 ($MILLION)
TABLE 33. GERMANY VIRTUAL REALITY CONTENT CREATION MARKET REVENUE, BY COMPONENT, 2018–2026 ($MILLION)
TABLE 34. GERMANY VIRTUAL REALITY CONTENT CREATION MARKET REVENUE, BY END-USER, 2018–2026 ($MILLION)
TABLE 35. UK VIRTUAL REALITY CONTENT CREATION MARKET REVENUE, BY CONTENT TYPE 2018–2026 ($MILLION)
TABLE 36. UK VIRTUAL REALITY CONTENT CREATION MARKET REVENUE, BY COMPONENT, 2018–2026 ($MILLION)
TABLE 37. UK VIRTUAL REALITY CONTENT CREATION MARKET REVENUE, BY END-USER, 2018–2026 ($MILLION)
TABLE 38. FRANCE VIRTUAL REALITY CONTENT CREATION MARKET REVENUE, BY CONTENT TYPE 2018–2026 ($MILLION)
TABLE 39. FRANCE VIRTUAL REALITY CONTENT CREATION MARKET REVENUE, BY COMPONENT, 2018–2026 ($MILLION)
TABLE 40. FRANCE VIRTUAL REALITY CONTENT CREATION MARKET REVENUE, BY END-USER, 2018–2026 ($MILLION)
TABLE 41. REST OF EUROPE VIRTUAL REALITY CONTENT CREATION MARKET REVENUE, BY CONTENT TYPE 2018–2026 ($MILLION)
TABLE 42. REST OF EUROPE VIRTUAL REALITY CONTENT CREATION MARKET REVENUE, BY COMPONENT, 2018–2026 ($MILLION)
TABLE 43. REST OF EUROPE VIRTUAL REALITY CONTENT CREATION MARKET REVENUE, BY END-USER, 2018–2026 ($MILLION)
TABLE 44. ASIA-PACIFIC VIRTUAL REALITY CONTENT CREATION MARKET REVENUE, BY CONTENT TYPE 2018–2026 ($MILLION)
TABLE 45. ASIA-PACIFIC VIRTUAL REALITY CONTENT CREATION MARKET REVENUE, BY COMPONENT, 2018–2026 ($MILLION)
TABLE 46. ASIA-PACIFIC VIRTUAL REALITY CONTENT CREATION MARKET REVENUE, BY END-USER 2018–2026 ($MILLION)
TABLE 47. ASIA-PACIFIC VIRTUAL REALITY CONTENT CREATION MARKET REVENUE, BY COUNTRY, 2018–2026 ($MILLION)
TABLE 48. JAPAN VIRTUAL REALITY CONTENT CREATION MARKET REVENUE, BY CONTENT TYPE 2018–2026 ($MILLION)
TABLE 49. JAPAN VIRTUAL REALITY CONTENT CREATION MARKET REVENUE, BY COMPONENT, 2018–2026 ($MILLION)
TABLE 50. JAPAN VIRTUAL REALITY CONTENT CREATION MARKET REVENUE, BY END-USER, 2018–2026 ($MILLION)
TABLE 51. CHINA VIRTUAL REALITY CONTENT CREATION MARKET REVENUE, BY CONTENT TYPE 2018–2026 ($MILLION)
TABLE 52. CHINA VIRTUAL REALITY CONTENT CREATION MARKET REVENUE, BY COMPONENT, 2018–2026 ($MILLION)
TABLE 53. CHINA VIRTUAL REALITY CONTENT CREATION MARKET REVENUE, BY END-USER, 2018–2026 ($MILLION)
TABLE 54. INDIA VIRTUAL REALITY CONTENT CREATION MARKET REVENUE, BY CONTENT TYPE 2018–2026 ($MILLION)
TABLE 55. INDIA VIRTUAL REALITY CONTENT CREATION MARKET REVENUE, BY COMPONENT, 2018–2026 ($MILLION)
TABLE 56. INDIA VIRTUAL REALITY CONTENT CREATION MARKET REVENUE, BY END-USER, 2018–2026 ($MILLION)
TABLE 57. REST OF ASIA-PACIFIC VIRTUAL REALITY CONTENT CREATION MARKET REVENUE, BY CONTENT TYPE 2018–2026 ($MILLION)
TABLE 58. REST OF ASIA-PACIFIC VIRTUAL REALITY CONTENT CREATION MARKET REVENUE, BY COMPONENT, 2018–2026 ($MILLION)
TABLE 59. REST OF ASIA-PACIFIC VIRTUAL REALITY CONTENT CREATION MARKET REVENUE, BY END-USER, 2018–2026 ($MILLION)
TABLE 60. LAMEA VIRTUAL REALITY CONTENT CREATION MARKET REVENUE, BY CONTENT TYPE 2018–2026 ($MILLION)
TABLE 61. LAMEA VIRTUAL REALITY CONTENT CREATION MARKET REVENUE, BY COMPONENT, 2018–2026 ($MILLION)
TABLE 62. LAMEA VIRTUAL REALITY CONTENT CREATION MARKET REVENUE, BY END-USER 2018–2026 ($MILLION)
TABLE 63. LAMEA VIRTUAL REALITY CONTENT CREATION MARKET REVENUE, BY COUNTRY, 2018–2026 ($MILLION)
TABLE 64. LATIN AMERICA VIRTUAL REALITY CONTENT CREATION MARKET REVENUE, BY CONTENT TYPE 2018–2026 ($MILLION)
TABLE 65. LATIN AMERICA VIRTUAL REALITY CONTENT CREATION MARKET REVENUE, BY COMPONENT, 2018–2026 ($MILLION)
TABLE 66. LATIN AMERICA VIRTUAL REALITY CONTENT CREATION MARKET REVENUE, BY END-USER, 2018–2026 ($MILLION)
TABLE 67. MIDDLE EAST VIRTUAL REALITY CONTENT CREATION MARKET REVENUE, BY CONTENT TYPE 2018–2026 ($MILLION)
TABLE 68. MIDDLE EAST VIRTUAL REALITY CONTENT CREATION MARKET REVENUE, BY COMPONENT, 2018–2026 ($MILLION)
TABLE 69. MIDDLE EAST VIRTUAL REALITY CONTENT CREATION MARKET REVENUE, BY END-USER, 2018–2026 ($MILLION)
TABLE 70. AFRICA VIRTUAL REALITY CONTENT CREATION MARKET REVENUE, BY CONTENT TYPE 2018–2026 ($MILLION)
TABLE 71. AFRICA VIRTUAL REALITY CONTENT CREATION MARKET REVENUE, BY COMPONENT, 2018–2026 ($MILLION)
TABLE 72. AFRICA VIRTUAL REALITY CONTENT CREATION MARKET REVENUE, BY END-USER, 2018–2026 ($MILLION)
TABLE 73. 360 LABS: KEY EXECUTIVES
TABLE 74. 360 LABS: COMPANY SNAPSHOT
TABLE 75. 360 LABS: PRODUCT PORTFOLIO
TABLE 76. BLIPPAR: KEY EXECUTIVES
TABLE 77. BLIPPAR: COMPANY SNAPSHOT
TABLE 78. BLIPPAR: PRODUCT PORTFOLIO
TABLE 79. KONCEPT VR: KEY EXECUTIVES
TABLE 80. KONCEPT VR: COMPANY SNAPSHOT
TABLE 81. KONCEPT VR: PRODUCT PORTFOLIO
TABLE 82. MATTERPORT, INC.: KEY EXECUTIVES
TABLE 83. MATTERPORT, INC.: COMPANY SNAPSHOT
TABLE 84. MATTERPORT, INC.: PRODUCT PORTFOLIO
TABLE 85. PANEDIA PTY LTD: KEY EXECUTIVES
TABLE 86. PANEDIA PTY LTD: COMPANY SNAPSHOT
TABLE 87. PANEDIA PTY LTD: PRODUCT PORTFOLIO
TABLE 88. PIXVANA INC.: KEY EXECUTIVES
TABLE 89. PIXVANA INC.: COMPANY SNAPSHOT
TABLE 90. PIXVANA INC.: PRODUCT PORTFOLIO
TABLE 91. SCAPIC: KEY EXECUTIVES
TABLE 92. SCAPIC: COMPANY SNAPSHOT
TABLE 93. SCAPIC: PRODUCT PORTFOLIO
TABLE 94. SUBVRSIVE: KEY EXECUTIVES
TABLE 95. SUBVRSIVE: COMPANY SNAPSHOT
TABLE 96.
TABLE 97. SUBVRSIVE: PRODUCT PORTFOLIO
TABLE 98. VIAR: KEY EXECUTIVES
TABLE 99. VIAR: COMPANY SNAPSHOT
TABLE 100. VIAR: PRODUCT PORTFOLIO
TABLE 101. WEMAKEVR: KEY EXECUTIVES
TABLE 102. WEMAKEVR: COMPANY SNAPSHOT
TABLE 103. WEMAKEVR: PRODUCT PORTFOLIO

LIST OF FIGURES

FIGURE 01. KEY MARKET SEGMENTS
FIGURE 02. GLOBAL VIRTUAL REALITY CONTENT CREATION MARKET, 2018–2026
FIGURE 03. GLOBAL VIRTUAL REALITY CONTENT CREATION MARKET, BY REGION, 2018–2026
FIGURE 04. TOP IMPACTING FACTORS
FIGURE 05. MODERATE-TO-HIGH BARGAINING POWER OF SUPPLIERS
FIGURE 06. LOW-TO-HIGH BARGAINING POWER OF BUYER
FIGURE 07. LOW-TO-HIGH THREAT OF SUBSTITUTES
FIGURE 08. MODERATE-TO-HIGH THREAT OF NEW ENTRANTS
FIGURE 09. LOW-TO-HIGH COMPETITIVE RIVALRY
FIGURE 10. VALUE CHAIN ANALYSIS OF VIRTUAL REALITY CONTENT CREATION MARKET
FIGURE 11. IMPACT OF GOVERNMENT REGULATIONS ON VIRTUAL REALITY CONTENT CREATION MARKET
FIGURE 12. MARKET DYNAMICS: GLOBAL VIRTUAL REALITY CONTENT CREATION MARKET
FIGURE 13. INDUSTRY ROADMAP OF VIRTUAL REALITY CONTENT CREATION
FIGURE 14. PATENT ANALYSIS, BY REGION
FIGURE 15. PATENT ANALYSIS, BY APPLICANT
FIGURE 16. GLOBAL VIRTUAL REALITY CONTENT CREATION MARKET REVENUE, BY CONTENT TYPE, 2018–2026 ($MILLION)
FIGURE 17. COMPARATIVE SHARE ANALYSIS OF GLOBAL VIRTUAL REALITY CONTENT CREATION MARKET FOR VIDEOS, BY COUNTRY, 2018 & 2026 (%)
FIGURE 18. COMPARATIVE SHARE ANALYSIS OF GLOBAL VIRTUAL REALITY CONTENT CREATION MARKET FOR 360 DEGREE PHOTOS, BY COUNTRY, 2018 & 2026 (%)
FIGURE 19. GLOBAL VIRTUAL REALITY CONTENT CREATION MARKET, BY COMPONENT, 2018-2026
FIGURE 20. COMPARATIVE SHARE ANALYSIS GLOBAL VIRTUAL REALITY CONTENT CREATION MARKET FOR SOFTWARE, BY COUNTRY, 2018 & 2026 (%)
FIGURE 21. COMPARATIVE SHARE ANALYSIS GLOBAL VIRTUAL REALITY CONTENT CREATION MARKET FOR SERVICES, BY COUNTRY, 2018 & 2026 (%)
FIGURE 22. GLOBAL VIRTUAL REALITY CONTENT CREATION MARKET, BY END-USER, 2018–2025
FIGURE 23. COMPARATIVE SHARE ANALYSIS GLOBAL VIRTUAL REALITY CONTENT CREATION MARKET FOR REAL ESTATE, BY COUNTRY, 2018 & 2026 (%)
FIGURE 24. COMPARATIVE SHARE ANALYSIS GLOBAL VIRTUAL REALITY CONTENT CREATION MARKET FOR TRAVEL AND HOSPITALITY, BY COUNTRY, 2018 & 2026 (%)
FIGURE 25. COMPARATIVE SHARE ANALYSIS GLOBAL VIRTUAL REALITY CONTENT CREATION MARKET FOR MEDIA AND ENTERTAINMENT, BY COUNTRY, 2018 & 2026 (%)
FIGURE 26. COMPARATIVE SHARE ANALYSIS GLOBAL VIRTUAL REALITY CONTENT CREATION MARKET FOR RETAIL, BY COUNTRY, 2018 & 2026 (%)
FIGURE 27. COMPARATIVE SHARE ANALYSIS GLOBAL VIRTUAL REALITY CONTENT CREATION MARKET FOR HEALTHCARE, BY COUNTRY, 2018 & 2026 (%)
FIGURE 28. COMPARATIVE SHARE ANALYSIS GLOBAL VIRTUAL REALITY CONTENT CREATION MARKET FOR GAMING, BY COUNTRY, 2018 & 2026 (%)
FIGURE 29. COMPARATIVE SHARE ANALYSIS GLOBAL VIRTUAL REALITY CONTENT CREATION MARKET FOR AUTOMOTIVE, BY COUNTRY, 2018 & 2026 (%)
FIGURE 30. COMPARATIVE SHARE ANALYSIS GLOBAL VIRTUAL REALITY CONTENT CREATION MARKET FOR OTHERS, BY COUNTRY, 2018 & 2026 (%)
FIGURE 31. U.S. VIRTUAL REALITY CONTENT CREATION MARKET REVENUE, 2018–2026 ($MILLION)
FIGURE 32. CANADA VIRTUAL REALITY CONTENT CREATION MARKET REVENUE, 2018–2026 ($MILLION)
FIGURE 33. GERMANY VIRTUAL REALITY CONTENT CREATION MARKET REVENUE, 2018–2026 ($MILLION)
FIGURE 34. UK VIRTUAL REALITY CONTENT CREATION MARKET REVENUE, 2018–2026 ($MILLION)
FIGURE 35. FRANCE VIRTUAL REALITY CONTENT CREATION MARKET REVENUE, 2018–2026 ($MILLION)
FIGURE 36. REST OF EUROPE VIRTUAL REALITY CONTENT CREATION MARKET REVENUE, 2018–2026 ($MILLION)
FIGURE 37. JAPAN VIRTUAL REALITY CONTENT CREATION MARKET REVENUE, 2018–2026 ($MILLION)
FIGURE 38. CHINA VIRTUAL REALITY CONTENT CREATION MARKET REVENUE, 2018–2026 ($MILLION)
FIGURE 39. INDIA VIRTUAL REALITY CONTENT CREATION MARKET REVENUE, 2018–2026 ($MILLION)
FIGURE 40. REST OF ASIA-PACIFIC VIRTUAL REALITY CONTENT CREATION MARKET REVENUE, 2018–2026 ($MILLION)
FIGURE 41. LATIN AMERICA VIRTUAL REALITY CONTENT CREATION MARKET REVENUE, 2018–2026 ($MILLION)
FIGURE 42. MIDDLE EAST VIRTUAL REALITY CONTENT CREATION MARKET REVENUE, 2018–2026 ($MILLION)
FIGURE 43. AFRICA VIRTUAL REALITY CONTENT CREATION MARKET REVENUE, 2018–2026 ($MILLION)
FIGURE 44. TOP KEY PLAYERS POSITIONING
FIGURE 45. COMPETITIVE DASHBOARD
FIGURE 46. COMPETITIVE DASHBOARD
FIGURE 47. COMPETITIVE HEATMAP OF KEY PLAYERS
FIGURE 48. PRODUCT MAPPING

 
 

Virtual reality (VR) technology is being recognized across diverse industry verticals as an alternative to physical test. For example, in chemical production industry VR can help to demonstrate catastrophic outcomes in terms of fail test of chemical combinations. Furthermore, in manufacturing VR can help in visualizing the dismounted vehicle for futuristic designing without the need to build the actual model.

In accordance with several R&D and on-going activities associated with virtual technologies, the need for virtual environment products is driving the market at a significant rate across various industry level. Therefore, virtual reality devices are gaining high traction, which in turn increases the demand for high definition content.

The major challenge for content creators is the content piracy that downscales the grade of its products. On a contrary, stringent government data piracy policies are ceasing the unauthorized creation of duplicate high definition content creations modes. This in turn is supporting the growth of the global virtual reality content creation market during the forecast period. Furthermore, rise in demand for enhanced graphical videos is also a factor expected to fuel the growth of the market. Proliferation of virtual reality devices in education further propels the demand for virtual reality content.

The global virtual reality content creation market in North America and Asia-Pacific are witnessing rapid growth rate, owing to immense scope for enhancement and traction of emerging technologies across various industry verticals. In addition, majority of market players are operating in these regions, as North America has well-developed IT infrastructure and Asia-Pacific is witnessing significant advancements in its IT infrastructure. Further, favorable government initiatives in Asia-Pacific that support digitalization and high penetration of smart electronics fuel the market growth.

The key players operating in the global virtual reality content creation market include Blippar, 360 Labs, Matterport, Koncept VR, SubVRsive, Panedia Pty Ltd., WeMakeVR, VIAR (Viar360), Pixvana Inc., and Scapic. These players have implemented various revenue growth strategies to develop and enhance their product portfolio, strengthen their virtual reality content creation market share, and increase their market penetration.

 

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