vr-content-creation-market

VR Content Creation Market By Component (Software, Services), By Content Type (Games, Videos, Images), By Application (Healthcare, Aerospace & Defense, Media & Entertainment, Gaming, Automotive, Others) - Growth, Future Prospects, And Competitive Analysis, 2024 - 2032

30 Dec 2019 Format PDF icon PPT icon XLS icon Request Sample

Key Market Insights

"Growing popularity of 5G & IoT technology will spur the market growth"

The global VR content creation market is growing competently and accounted for US$ 1098.6 Mn in 2021 at a CAGR of 67.0% throughout the forecast period 2023 to 2030.

The virtual reality content creation is a software tool with an advanced version of content-based applications due to its wide scope of use among various end-users including media and entertainment, and gaming among others. The tools used for content creation are being broadly recognized as an open-source platform to create immersive experience content. These are user-friendly tools, which assist in developing content through 360-degree videos, images and games among others. Thereby, the rising adoption of virtual reality and its content creation tools is expected to bolster the VR content creation market growth significantly throughout the forecast period. 

Content-Type Analysis

"Increased investment flows by major players will spur revenue growth during the forecast period"

The videos segment is the largest revenue contributing segment, with more than 1/3rd of the total market revenue generated worldwide and is expected to remain dominant. This is due to the increased usage of video in the gaming industry, the rise of 3D market, and it acts as an efficient tool for marketing among others. Companies such as Qualcomm and Facebook among others are investing rigorously in this technology. For instance, Facebook acquired Oculus VR a startup which makes virtual reality video games in a US$ 2 Bn deal. 

Regional Analysis

Increasing adoption of technologically advanced solutions, the growing emphasis on digitalization and artificial intelligence holds the U.S. in dominant position

In 2021, North America was the largest value contributing region in the VR content creation market accounting for more than 40% of the global revenue. North America expected to continue its supremacy during the forecast period trailed by Europe. Owing to the availability of state-of-the-art infrastructure, rapid adoption of VR content creation devices, and increased spending on IT among others. This, in turn, will spur the VR content creation market growth.

On the contrary, the Asia Pacific region is set to register maximum growth during the forecast period. This is due to increased investment flows, rising consumer spendings on VR and support from public sectors among others in the developing economies such as China and India. In addition, the penetration of VR content creation in gaming will further boost the VR content creation market growth. 

"Increased research and development with a strong product portfolio in the developed regions"

Top manufacturers are focusing on developing advanced products for application in various industries. The developers are forming new alliances & partnering up for new product development, and improved R&D. This, in turn, will increase the expansion of the VR content creation market in the emerging nations in the near future.

List of Companies Covered:

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

Key Industry Development:

  • In September 2018, Veer VR launched a free of cost web-based VR content creation tool. It is a coding-free user-interactive creation tool which will allow the users to create VR photos, and take 360-degree videos among others. The platform already has more than 30 Mn users from more than 150 countries.

Historical & Forecast Period

This study report represents analysis of each segment from 2022 to 2032 considering 2023 as the base year. Compounded Annual Growth Rate (CAGR) for each of the respective segments estimated for the forecast period of 2024 to 2032.

The current report comprises of quantitative market estimations for each micro market for every geographical region and qualitative market analysis such as micro and macro environment analysis, market trends, competitive intelligence, segment analysis, porters five force model, top winning strategies, top investment markets, emerging trends and technological analysis, case studies, strategic conclusions and recommendations and other key market insights.

Research Methodology

The complete research study was conducted in three phases, namely: secondary research, primary research, and expert panel review. key data point that enables the estimation of VR Content Creation market are as follows:

  • Research and development budgets of manufacturers and government spending
  • Revenues of key companies in the market segment
  • Number of end users and consumption volume, price and value.
  • Geographical revenues generate by countries considered in the report
  • Micro and macro environment factors that are currently influencing the VR Content Creation market and their expected impact during the forecast period.

Market forecast was performed through proprietary software that analyzes various qualitative and quantitative factors. Growth rate and CAGR were estimated through intensive secondary and primary research. Data triangulation across various data points provides accuracy across various analyzed market segments in the report. Application of both top down and bottom-up approach for validation of market estimation assures logical, methodical and mathematical consistency of the quantitative data.

ATTRIBUTE DETAILS
Research Period  2022-2032
Base Year 2023
Forecast Period  2024-2032
Historical Year  2022
Unit  USD Million
Segmentation
Component
  • Software
  • Services

Content
  • Games
  • Videos
  • Images

Application
  • Healthcare
  • Aerospace & Defense
  • Media & Entertainment
  • Gaming
  • Automotive
  • Others (E-commerce & Retail)

 Region Segment (2022-2032; US$ Million)

  • North America
    • U.S.
    • Canada
    • Rest of North America
  • UK and European Union
    • UK
    • Germany
    • Spain
    • Italy
    • France
    • Rest of Europe
  • Asia Pacific
    • China
    • Japan
    • India
    • Australia
    • South Korea
    • Rest of Asia Pacific
  • Latin America
    • Brazil
    • Mexico
    • Rest of Latin America
  • Middle East and Africa
    • GCC
    • Africa
    • Rest of Middle East and Africa

Key questions answered in this report

  • What are the key micro and macro environmental factors that are impacting the growth of VR Content Creation market?
  • What are the key investment pockets with respect to product segments and geographies currently and during the forecast period?
  • Estimated forecast and market projections up to 2032.
  • Which segment accounts for the fastest CAGR during the forecast period?
  • Which market segment holds a larger market share and why?
  • Are low and middle-income economies investing in the VR Content Creation market?
  • Which is the largest regional market for VR Content Creation market?
  • What are the market trends and dynamics in emerging markets such as Asia Pacific, Latin America, and Middle East & Africa?
  • Which are the key trends driving VR Content Creation market growth?
  • Who are the key competitors and what are their key strategies to enhance their market presence in the VR Content Creation market worldwide?
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