Immersive Content Creation Market Size, Share & Trends Analysis Report By Component (Hardware, Software, Services), By Technology (Virtual Reality Content, Augmented Reality Content, Mixed Reality Content), By End Use, By Region, And Segment Forecasts, 2025 - 2030

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Immersive Content Creation Market Trends
The global immersive content creation market size was estimated at USD 15,681.0 million in 2024 and is expected t%li%grow at a CAGR of 24.5% from 2025 t%li%2030. Virtual Reality has revolutionized the entertainment industry by offering fully immersive experiences, particularly in gaming, movies, and live events. Creators are leveraging VR t%li%transport audiences int%li%fantastical worlds, where they can interact with environments and characters. VR is als%li%being used in experiential marketing, where brands provide users with VR simulations t%li%showcase products or tell stories. The growing affordability of VR headsets and the increasing availability of VR content are driving this trend forward. As technology improves, VR is set t%li%become an integral part of both consumer entertainment and professional media production.
Augmented Reality (AR) has become a powerful tool in retail, allowing consumers t%li%visualize products in real-time before making a purchase. From virtual try-ons of clothing and makeup t%li%visualizing furniture in one's own home, AR enhances the shopping experience significantly. Marketers are increasingly integrating AR int%li%campaigns t%li%engage customers and create unique brand experiences, such as interactive billboards and gamified advertisements. Additionally, AR allows for real-time data overlay, enabling users t%li%receive contextual information about their surroundings. As smartphone capabilities improve, AR applications will become even more integrated int%li%daily life and commerce, further shaping the immersive content creation industry.
Artificial Intelligence (AI) plays an increasingly significant role in creating immersive content, from generating images and videos t%li%enhancing user interactivity. AI-driven tools enable creators t%li%automate processes such as vide%li%editing, sound design, and even scriptwriting, making production faster and more cost-effective. Moreover, AI is being used t%li%personalize content based on user preferences, improving engagement and retention within the immersive content creation industry. In immersive environments, AI can adjust the setting or storyline based on user actions, creating dynamic and personalized experiences. As AI continues t%li%evolve, its impact on immersive content creation will only become more profound, offering limitless creative possibilities.
360-degree vide%li%offers an immersive, all-encompassing viewing experience, giving users control over where they focus within the scene. Content creators are incorporating interactive storytelling elements int%li%their immersive content creation, where the audience can make decisions that influence the narrative’s direction, creating a more engaging experience. This type of content is popular in virtual tours, documentaries, and live events, as it enables viewers t%li%explore environments or follow different storylines at their own pace. The trend toward interactive 360-degree videos is expanding int%li%the educational and training sectors, where immersive learning can be enhanced by interactivity. As the demand for dynamic storytelling rises, the creation of 360-degree vide%li%content is becoming an essential skill for creators in the immersive content creation industry.
Mixed Reality (MR), which blends physical and virtual worlds, is transforming education and training by providing highly interactive learning environments. MR allows students and professionals t%li%engage in real-world scenarios, such as medical surgeries or engineering simulations, without the risks associated with real-life practice. For instance, MR can overlay critical data or instructions on physical objects, providing real-time guidance and enhancing comprehension within the immersive content creation industry. Educational institutions are increasingly adopting MR tools t%li%create immersive learning experiences that improve knowledge retention and practical skills. As MR technology becomes more refined, it will play a crucial role in reshaping education across various fields.
Social VR platforms are gaining popularity as people seek virtual spaces for connection, collaboration, and entertainment within the immersive content creation industry. Users can interact with each other in immersive environments, attend virtual events, and even create avatars that represent them in these spaces. Virtual communities are becoming hubs for social interaction, allowing individuals from around the world t%li%meet, play games, or work together in shared spaces. Social VR has been used for remote team collaboration, providing a more engaging and interactive alternative t%li%traditional vide%li%conferencing. As social VR becomes more accessible and developed, it is expected t%li%redefine how we socialize and work in virtual environments.
Immersive journalism utilizes VR, AR, and 360-degree vide%li%t%li%transform how news is delivered t%li%audiences within the immersive content creation industry. Journalists can use these technologies t%li%provide viewers with a first-person perspective on news events, offering a more compelling and impactful experience. For example, news outlets have used VR t%li%place audiences amid war zones or environmental disasters, providing a deeper emotional connection t%li%the story. Immersive journalism enhances the credibility and emotional weight of news coverage by enabling viewers t%li%'experience' events firsthand. As immersive storytelling becomes a standard practice in journalism, it holds the potential t%li%deepen public understanding of complex issues and humanize global events through innovative approaches in the immersive content creation industry.
Global Immersive Content Creation Market Report Segmentation
This report forecasts revenue growth at global, regional, and country levels and provides an analysis of the latest technology trends in each of the sub-segments from 2018 t%li%2030. For this study, Grand View Research has segmented the global immersive content creation market report based on component, technology, end use, and region:
Immersive Content Creation Market Trends
The global immersive content creation market size was estimated at USD 15,681.0 million in 2024 and is expected t%li%grow at a CAGR of 24.5% from 2025 t%li%2030. Virtual Reality has revolutionized the entertainment industry by offering fully immersive experiences, particularly in gaming, movies, and live events. Creators are leveraging VR t%li%transport audiences int%li%fantastical worlds, where they can interact with environments and characters. VR is als%li%being used in experiential marketing, where brands provide users with VR simulations t%li%showcase products or tell stories. The growing affordability of VR headsets and the increasing availability of VR content are driving this trend forward. As technology improves, VR is set t%li%become an integral part of both consumer entertainment and professional media production.
Augmented Reality (AR) has become a powerful tool in retail, allowing consumers t%li%visualize products in real-time before making a purchase. From virtual try-ons of clothing and makeup t%li%visualizing furniture in one's own home, AR enhances the shopping experience significantly. Marketers are increasingly integrating AR int%li%campaigns t%li%engage customers and create unique brand experiences, such as interactive billboards and gamified advertisements. Additionally, AR allows for real-time data overlay, enabling users t%li%receive contextual information about their surroundings. As smartphone capabilities improve, AR applications will become even more integrated int%li%daily life and commerce, further shaping the immersive content creation industry.
Artificial Intelligence (AI) plays an increasingly significant role in creating immersive content, from generating images and videos t%li%enhancing user interactivity. AI-driven tools enable creators t%li%automate processes such as vide%li%editing, sound design, and even scriptwriting, making production faster and more cost-effective. Moreover, AI is being used t%li%personalize content based on user preferences, improving engagement and retention within the immersive content creation industry. In immersive environments, AI can adjust the setting or storyline based on user actions, creating dynamic and personalized experiences. As AI continues t%li%evolve, its impact on immersive content creation will only become more profound, offering limitless creative possibilities.
360-degree vide%li%offers an immersive, all-encompassing viewing experience, giving users control over where they focus within the scene. Content creators are incorporating interactive storytelling elements int%li%their immersive content creation, where the audience can make decisions that influence the narrative’s direction, creating a more engaging experience. This type of content is popular in virtual tours, documentaries, and live events, as it enables viewers t%li%explore environments or follow different storylines at their own pace. The trend toward interactive 360-degree videos is expanding int%li%the educational and training sectors, where immersive learning can be enhanced by interactivity. As the demand for dynamic storytelling rises, the creation of 360-degree vide%li%content is becoming an essential skill for creators in the immersive content creation industry.
Mixed Reality (MR), which blends physical and virtual worlds, is transforming education and training by providing highly interactive learning environments. MR allows students and professionals t%li%engage in real-world scenarios, such as medical surgeries or engineering simulations, without the risks associated with real-life practice. For instance, MR can overlay critical data or instructions on physical objects, providing real-time guidance and enhancing comprehension within the immersive content creation industry. Educational institutions are increasingly adopting MR tools t%li%create immersive learning experiences that improve knowledge retention and practical skills. As MR technology becomes more refined, it will play a crucial role in reshaping education across various fields.
Social VR platforms are gaining popularity as people seek virtual spaces for connection, collaboration, and entertainment within the immersive content creation industry. Users can interact with each other in immersive environments, attend virtual events, and even create avatars that represent them in these spaces. Virtual communities are becoming hubs for social interaction, allowing individuals from around the world t%li%meet, play games, or work together in shared spaces. Social VR has been used for remote team collaboration, providing a more engaging and interactive alternative t%li%traditional vide%li%conferencing. As social VR becomes more accessible and developed, it is expected t%li%redefine how we socialize and work in virtual environments.
Immersive journalism utilizes VR, AR, and 360-degree vide%li%t%li%transform how news is delivered t%li%audiences within the immersive content creation industry. Journalists can use these technologies t%li%provide viewers with a first-person perspective on news events, offering a more compelling and impactful experience. For example, news outlets have used VR t%li%place audiences amid war zones or environmental disasters, providing a deeper emotional connection t%li%the story. Immersive journalism enhances the credibility and emotional weight of news coverage by enabling viewers t%li%'experience' events firsthand. As immersive storytelling becomes a standard practice in journalism, it holds the potential t%li%deepen public understanding of complex issues and humanize global events through innovative approaches in the immersive content creation industry.
Global Immersive Content Creation Market Report Segmentation
This report forecasts revenue growth at global, regional, and country levels and provides an analysis of the latest technology trends in each of the sub-segments from 2018 t%li%2030. For this study, Grand View Research has segmented the global immersive content creation market report based on component, technology, end use, and region:
- Component Outlook (Revenue, USD Million; 2018 - 2030)
- Hardware
- Software
- Services
- Technology Outlook (Revenue, USD Million; 2018 - 2030)
- Virtual Reality (VR) Content
- Augmented Reality (AR) Content
- Mixed Reality (MR) Content
- Others
- End Use Outlook (Revenue, USD Million; 2018 - 2030)
- Gaming
- Entertainment & Media
- Education & Training
- Healthcare
- Retail & Ecommerce
- Automotive
- Others
- Regional Outlook (Revenue, USD Million; 2018-2030)
- North America
- U.S.
- Canada
- Mexico
- Europe
- UK
- Germany
- France
- Asia Pacific
- China
- India
- Japan
- South Korea
- Australia
- Latin America
- Brazil
- Middle East & Africa
- UAE
- Saudi Arabia
- South Africa
CHAPTER 1. METHODOLOGY AND SCOPE
1.1. Market Segmentation & Scope
1.2. Market Definitions
1.3. Information Procurement
1.3.1. Information analysis
1.3.2. Market formulation & data visualization
1.3.3. Data validation & publishing
1.4. 1.4 Research Scope and Assumptions
1.4.1. List of Data Sources
CHAPTER 2. EXECUTIVE SUMMARY
2.1. Immersive Content Creation Market Snapshot
2.2. Immersive Content Creation Market - Segment Snapshot (1/2)
2.3. Immersive Content Creation Market - Segment Snapshot (2/2)
2.4. Immersive Content Creation Market - Competitive Landscape Snapshot
CHAPTER 3. IMMERSIVE CONTENT CREATION MARKET - INDUSTRY OUTLOOK
3.1. Market Lineage Outlook
3.2. Industry Value Chain Analysis
3.3. Market Dynamics
3.3.1. Market Driver Analysis
3.3.2. Market Restraint Analysis
3.3.3. Industry Challenges
3.3.4. Industry Opportunities
3.4. Industry Analysis Tools
3.4.1. Porter’s five forces analysis
3.4.2. Macroeconomic analysis
CHAPTER 4. IMMERSIVE CONTENT CREATION MARKET: COMPONENT ESTIMATES & TREND ANALYSIS
4.1. Segment Dashboard
4.2. Immersive Content Creation Market: Component Movement Analysis, 2024 & 2030 (USD Million)
4.3. Hardware
4.3.1. Hardware Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
4.4. Software
4.4.1. Software Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
4.5. Services
4.5.1. Services Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
CHAPTER 5. IMMERSIVE CONTENT CREATION MARKET: TECHNOLOGY ESTIMATES & TREND ANALYSIS
5.1. Segment Dashboard
5.2. Immersive Content Creation Market: Technology Movement Analysis, 2024 & 2030 (USD Million)
5.3. Virtual Reality (VR) Content
5.3.1. Virtual Reality (VR) Content Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
5.4. Augmented Reality (AR) Content
5.4.1. Augmented Reality (AR) Content Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
5.5. Mixed Reality (MR) Content
5.5.1. Mixed Reality (MR) Content Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
5.6. Others
5.6.1. Others Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
CHAPTER 6. IMMERSIVE CONTENT CREATION MARKET: END USE ESTIMATES & TREND ANALYSIS
6.1. Segment Dashboard
6.2. Immersive Content Creation Market: End Use Movement Analysis, 2024 & 2030 (USD Million)
6.3. Gaming
6.3.1. Gaming Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
6.4. Entertainment & Media
6.4.1. Entertainment & Media Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
6.5. Education & Training
6.5.1. Education & Training Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
6.6. Healthcare
6.6.1. Healthcare Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
6.7. Retail & Ecommerce
6.7.1. Retail & Ecommerce Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
6.8. Automotive
6.8.1. Automotive Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
6.9. Others
6.9.1. Others Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
CHAPTER 7. REGIONAL ESTIMATES & TREND ANALYSIS
7.1. Immersive Content Creation Market by Region, 2024 & 2030
7.2. North America
7.2.1. North America Immersive Content Creation Market Estimates & Forecasts, 2018 - 2030, (USD Million)
7.2.2. U.S.
7.2.2.1. U.S. Immersive Content Creation Market Estimates and Forecasts, 2018 - 2030 (USD Million)
7.2.3. Canada
7.2.3.1. Canada Immersive Content Creation Market Estimates and Forecasts, 2018 - 2030 (USD Million)
7.2.4. Mexico
7.2.4.1. Mexico Immersive Content Creation Market Estimates and Forecasts, 2018 - 2030 (USD Million)
7.3. Europe
7.3.1. Europe Immersive Content Creation Market Estimates and Forecasts, 2018 - 2030 (USD Million)
7.3.2. UK
7.3.2.1. UK Immersive Content Creation Market Estimates and Forecasts, 2018 - 2030 (USD Million)
7.3.3. Germany
7.3.3.1. Germany Immersive Content Creation Market Estimates and Forecasts, 2018 - 2030 (USD Million)
7.3.4. France
7.3.4.1. France Immersive Content Creation Market Estimates and Forecasts, 2018 - 2030 (USD Million)
7.4. Asia Pacific
7.4.1. Asia Pacific Immersive Content Creation Market Estimates and Forecasts, 2018 - 2030 (USD Million)
7.4.2. China
7.4.2.1. China Immersive Content Creation Market Estimates and Forecasts, 2018 - 2030 (USD Million)
7.4.3. Japan
7.4.3.1. Japan Immersive Content Creation Market Estimates and Forecasts, 2018 - 2030 (USD Million)
7.4.4. India
7.4.4.1. India Immersive Content Creation Market Estimates and Forecasts, 2018 - 2030 (USD Million)
7.4.5. South Korea
7.4.5.1. South Korea Immersive Content Creation Market Estimates and Forecasts, 2018 - 2030 (USD Million)
7.4.6. Australia
7.4.6.1. Australia Immersive Content Creation Market Estimates and Forecasts, 2018 - 2030 (USD Million)
7.5. Latin America
7.5.1. Latin America Immersive Content Creation Market Estimates and Forecasts, 2018 - 2030 (USD Million)
7.5.2. Brazil
7.5.2.1. Brazil Immersive Content Creation Market Estimates and Forecasts, 2018 - 2030 (USD Million)
7.6. Middle East and Africa
7.6.1. Middle East and Africa Immersive Content Creation Market Estimates and Forecasts, 2018 - 2030 (USD Million)
7.6.2. UAE
7.6.2.1. UAE Immersive Content Creation Market Estimates and Forecasts, 2018 - 2030 (USD Million)
7.6.3. Saudi Arabia
7.6.3.1. Saudi Arabia Immersive Content Creation Market Estimates and Forecasts, 2018 - 2030 (USD Million)
7.6.4. South Africa
7.6.4.1. South Africa Immersive Content Creation Market Estimates and Forecasts, 2018 - 2030 (USD Million)
CHAPTER 8. IMMERSIVE CONTENT CREATION MARKET - COMPETITIVE LANDSCAPE
8.1. Company Categorization
8.2. Company Market Positioning
8.3. Company Heat Map Analysis
8.4. Company Profiles/Listing
8.4.1. Epic Games, Inc.
8.4.1.1. Participant’s Overview
8.4.1.2. Financial Performance
8.4.1.3. Product Benchmarking
8.4.1.4. Recent Developments
8.4.2. Fusion VR
8.4.2.1. Participant’s Overview
8.4.2.2. Financial Performance
8.4.2.3. Product Benchmarking
8.4.2.4. Recent Developments
8.4.3. Google LLC
8.4.3.1. Participant’s Overview
8.4.3.2. Financial Performance
8.4.3.3. Product Benchmarking
8.4.3.4. Recent Developments
8.4.4. HCL Technologies
8.4.4.1. Participant’s Overview
8.4.4.2. Financial Performance
8.4.4.3. Product Benchmarking
8.4.4.4. Recent Developments
8.4.5. HTC Corporation
8.4.5.1. Participant’s Overview
8.4.5.2. Financial Performance
8.4.5.3. Product Benchmarking
8.4.5.4. Recent Developments
8.4.6. Magic Leap
8.4.6.1. Participant’s Overview
8.4.6.2. Financial Performance
8.4.6.3. Product Benchmarking
8.4.6.4. Recent Developments
8.4.7. Meta Platforms, Inc.
8.4.7.1. Participant’s Overview
8.4.7.2. Financial Performance
8.4.7.3. Product Benchmarking
8.4.7.4. Recent Developments
8.4.8. Microsoft
8.4.8.1. Participant’s Overview
8.4.8.2. Financial Performance
8.4.8.3. Product Benchmarking
8.4.8.4. Recent Developments
8.4.9. NVIDIA Corporation
8.4.9.1. Participant’s Overview
8.4.9.2. Financial Performance
8.4.9.3. Product Benchmarking
8.4.9.4. Recent Developments
8.4.10. Sony Corporation
8.4.10.1. Participant’s Overview
8.4.10.2. Financial Performance
8.4.10.3. Product Benchmarking
8.4.10.4. Recent Developments
8.4.11. Unity Technologies.
8.4.11.1. Participant’s Overview
8.4.11.2. Financial Performance
8.4.11.3. Product Benchmarking
8.4.11.4. Recent Developments
1.1. Market Segmentation & Scope
1.2. Market Definitions
1.3. Information Procurement
1.3.1. Information analysis
1.3.2. Market formulation & data visualization
1.3.3. Data validation & publishing
1.4. 1.4 Research Scope and Assumptions
1.4.1. List of Data Sources
CHAPTER 2. EXECUTIVE SUMMARY
2.1. Immersive Content Creation Market Snapshot
2.2. Immersive Content Creation Market - Segment Snapshot (1/2)
2.3. Immersive Content Creation Market - Segment Snapshot (2/2)
2.4. Immersive Content Creation Market - Competitive Landscape Snapshot
CHAPTER 3. IMMERSIVE CONTENT CREATION MARKET - INDUSTRY OUTLOOK
3.1. Market Lineage Outlook
3.2. Industry Value Chain Analysis
3.3. Market Dynamics
3.3.1. Market Driver Analysis
3.3.2. Market Restraint Analysis
3.3.3. Industry Challenges
3.3.4. Industry Opportunities
3.4. Industry Analysis Tools
3.4.1. Porter’s five forces analysis
3.4.2. Macroeconomic analysis
CHAPTER 4. IMMERSIVE CONTENT CREATION MARKET: COMPONENT ESTIMATES & TREND ANALYSIS
4.1. Segment Dashboard
4.2. Immersive Content Creation Market: Component Movement Analysis, 2024 & 2030 (USD Million)
4.3. Hardware
4.3.1. Hardware Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
4.4. Software
4.4.1. Software Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
4.5. Services
4.5.1. Services Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
CHAPTER 5. IMMERSIVE CONTENT CREATION MARKET: TECHNOLOGY ESTIMATES & TREND ANALYSIS
5.1. Segment Dashboard
5.2. Immersive Content Creation Market: Technology Movement Analysis, 2024 & 2030 (USD Million)
5.3. Virtual Reality (VR) Content
5.3.1. Virtual Reality (VR) Content Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
5.4. Augmented Reality (AR) Content
5.4.1. Augmented Reality (AR) Content Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
5.5. Mixed Reality (MR) Content
5.5.1. Mixed Reality (MR) Content Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
5.6. Others
5.6.1. Others Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
CHAPTER 6. IMMERSIVE CONTENT CREATION MARKET: END USE ESTIMATES & TREND ANALYSIS
6.1. Segment Dashboard
6.2. Immersive Content Creation Market: End Use Movement Analysis, 2024 & 2030 (USD Million)
6.3. Gaming
6.3.1. Gaming Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
6.4. Entertainment & Media
6.4.1. Entertainment & Media Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
6.5. Education & Training
6.5.1. Education & Training Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
6.6. Healthcare
6.6.1. Healthcare Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
6.7. Retail & Ecommerce
6.7.1. Retail & Ecommerce Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
6.8. Automotive
6.8.1. Automotive Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
6.9. Others
6.9.1. Others Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
CHAPTER 7. REGIONAL ESTIMATES & TREND ANALYSIS
7.1. Immersive Content Creation Market by Region, 2024 & 2030
7.2. North America
7.2.1. North America Immersive Content Creation Market Estimates & Forecasts, 2018 - 2030, (USD Million)
7.2.2. U.S.
7.2.2.1. U.S. Immersive Content Creation Market Estimates and Forecasts, 2018 - 2030 (USD Million)
7.2.3. Canada
7.2.3.1. Canada Immersive Content Creation Market Estimates and Forecasts, 2018 - 2030 (USD Million)
7.2.4. Mexico
7.2.4.1. Mexico Immersive Content Creation Market Estimates and Forecasts, 2018 - 2030 (USD Million)
7.3. Europe
7.3.1. Europe Immersive Content Creation Market Estimates and Forecasts, 2018 - 2030 (USD Million)
7.3.2. UK
7.3.2.1. UK Immersive Content Creation Market Estimates and Forecasts, 2018 - 2030 (USD Million)
7.3.3. Germany
7.3.3.1. Germany Immersive Content Creation Market Estimates and Forecasts, 2018 - 2030 (USD Million)
7.3.4. France
7.3.4.1. France Immersive Content Creation Market Estimates and Forecasts, 2018 - 2030 (USD Million)
7.4. Asia Pacific
7.4.1. Asia Pacific Immersive Content Creation Market Estimates and Forecasts, 2018 - 2030 (USD Million)
7.4.2. China
7.4.2.1. China Immersive Content Creation Market Estimates and Forecasts, 2018 - 2030 (USD Million)
7.4.3. Japan
7.4.3.1. Japan Immersive Content Creation Market Estimates and Forecasts, 2018 - 2030 (USD Million)
7.4.4. India
7.4.4.1. India Immersive Content Creation Market Estimates and Forecasts, 2018 - 2030 (USD Million)
7.4.5. South Korea
7.4.5.1. South Korea Immersive Content Creation Market Estimates and Forecasts, 2018 - 2030 (USD Million)
7.4.6. Australia
7.4.6.1. Australia Immersive Content Creation Market Estimates and Forecasts, 2018 - 2030 (USD Million)
7.5. Latin America
7.5.1. Latin America Immersive Content Creation Market Estimates and Forecasts, 2018 - 2030 (USD Million)
7.5.2. Brazil
7.5.2.1. Brazil Immersive Content Creation Market Estimates and Forecasts, 2018 - 2030 (USD Million)
7.6. Middle East and Africa
7.6.1. Middle East and Africa Immersive Content Creation Market Estimates and Forecasts, 2018 - 2030 (USD Million)
7.6.2. UAE
7.6.2.1. UAE Immersive Content Creation Market Estimates and Forecasts, 2018 - 2030 (USD Million)
7.6.3. Saudi Arabia
7.6.3.1. Saudi Arabia Immersive Content Creation Market Estimates and Forecasts, 2018 - 2030 (USD Million)
7.6.4. South Africa
7.6.4.1. South Africa Immersive Content Creation Market Estimates and Forecasts, 2018 - 2030 (USD Million)
CHAPTER 8. IMMERSIVE CONTENT CREATION MARKET - COMPETITIVE LANDSCAPE
8.1. Company Categorization
8.2. Company Market Positioning
8.3. Company Heat Map Analysis
8.4. Company Profiles/Listing
8.4.1. Epic Games, Inc.
8.4.1.1. Participant’s Overview
8.4.1.2. Financial Performance
8.4.1.3. Product Benchmarking
8.4.1.4. Recent Developments
8.4.2. Fusion VR
8.4.2.1. Participant’s Overview
8.4.2.2. Financial Performance
8.4.2.3. Product Benchmarking
8.4.2.4. Recent Developments
8.4.3. Google LLC
8.4.3.1. Participant’s Overview
8.4.3.2. Financial Performance
8.4.3.3. Product Benchmarking
8.4.3.4. Recent Developments
8.4.4. HCL Technologies
8.4.4.1. Participant’s Overview
8.4.4.2. Financial Performance
8.4.4.3. Product Benchmarking
8.4.4.4. Recent Developments
8.4.5. HTC Corporation
8.4.5.1. Participant’s Overview
8.4.5.2. Financial Performance
8.4.5.3. Product Benchmarking
8.4.5.4. Recent Developments
8.4.6. Magic Leap
8.4.6.1. Participant’s Overview
8.4.6.2. Financial Performance
8.4.6.3. Product Benchmarking
8.4.6.4. Recent Developments
8.4.7. Meta Platforms, Inc.
8.4.7.1. Participant’s Overview
8.4.7.2. Financial Performance
8.4.7.3. Product Benchmarking
8.4.7.4. Recent Developments
8.4.8. Microsoft
8.4.8.1. Participant’s Overview
8.4.8.2. Financial Performance
8.4.8.3. Product Benchmarking
8.4.8.4. Recent Developments
8.4.9. NVIDIA Corporation
8.4.9.1. Participant’s Overview
8.4.9.2. Financial Performance
8.4.9.3. Product Benchmarking
8.4.9.4. Recent Developments
8.4.10. Sony Corporation
8.4.10.1. Participant’s Overview
8.4.10.2. Financial Performance
8.4.10.3. Product Benchmarking
8.4.10.4. Recent Developments
8.4.11. Unity Technologies.
8.4.11.1. Participant’s Overview
8.4.11.2. Financial Performance
8.4.11.3. Product Benchmarking
8.4.11.4. Recent Developments