[email protected] +44 20 8123 2220 (UK) +1 732 587 5005 (US) Contact Us | FAQ |

Global Virtual Reality Content Creation Market 2020-2030 by Solution, Content Type, VR Medium, Application, and Region: Trend Outlook and Growth Opportunity

March 2020 | 144 pages | ID: GFD16268914EEN
GMD Research

US$ 2,626.00 US$ 3,090.00 -15 %

E-mail Delivery (PDF)

Download PDF Leaflet

Accepted cards
Wire Transfer
Checkout Later
Need Help? Ask a Question
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.)
1 INTRODUCTION

1.1 Industry Definition and Research Scope
  1.1.1 Industry Definition
  1.1.2 Research Scope
1.2 Research Methodology
  1.2.1 Overview of Market Research Methodology
  1.2.2 Market Assumption
  1.2.3 Secondary Data
  1.2.4 Primary Data
  1.2.5 Data Filtration and Model Design
  1.2.6 Market Size/Share Estimation
  1.2.7 Research Limitations
1.3 Executive Summary

2 MARKET OVERVIEW AND DYNAMICS

2.1 Market Size and Forecast
2.2 Major Growth Drivers
2.3 Market Restraints and Challenges
2.4 Emerging Opportunities and Market Trends
2.5 Porter’s Fiver Forces Analysis

3 SEGMENTATION OF GLOBAL MARKET BY SOLUTION

3.1 Market Overview by Solution
3.2 Software
3.3 Services

4 SEGMENTATION OF GLOBAL MARKET BY CONTENT TYPE

4.1 Market Overview by Content Type
4.2 Games
4.3 Videos
4.4 Images

5 SEGMENTATION OF GLOBAL MARKET BY VR MEDIUM

5.1 Market Overview by VR Medium
5.2 Mobile-based VR Content
5.3 Console-based VR Content
5.4 PC-based VR Content

6 SEGMENTATION OF GLOBAL MARKET BY APPLICATION

6.1 Market Overview by Application
6.2 Healthcare
6.3 Aerospace & Defense
6.4 Media & Entertainment
6.5 Gaming
6.6 Automotive
6.7 E-commerce & Retail
6.8 Tourism & Hospitality
6.9 Real Estate
6.10 Other Applications

7 SEGMENTATION OF GLOBAL MARKET BY REGION

7.1 Geographic Market Overview 2019-2030
7.2 North America Market 2019-2030 by Country
  7.2.1 Overview of North America Market
  7.2.2 U.S. Market
  7.2.3 Canadian Market
7.3 European Market 2019-2030 by Country
  7.3.1 Overview of European Market
  7.3.2 Germany
  7.3.3 UK
  7.3.4 France
  7.3.5 Russia
  7.3.6 Italy
  7.3.7 Rest of European Market
7.4 Asia-Pacific Market 2019-2030 by Country
  7.4.1 Overview of Asia-Pacific Market
  7.4.2 Japan
  7.4.3 China
  7.4.4 Australia
  7.4.5 India
  7.4.6 South Korea
  7.4.7 Rest of APAC Region
7.5 Latin America Market 2019-2030 by Country
  7.5.1 Argentina
  7.5.2 Brazil
  7.5.3 Mexico
  7.5.4 Rest of Latin America Market
7.6 Rest of World Market 2019-2030 by Country
  7.6.1 UAE
  7.6.2 Saudi Arabia
  7.6.3 South Africa
  7.6.4 Other National Markets

8 COMPETITIVE LANDSCAPE

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

360 LABS

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

9 INVESTING IN GLOBAL MARKET: RISK ASSESSMENT AND MANAGEMENT

9.1 Risk Evaluation of Global Market
9.2 Critical Success Factors (CSFs)
Related Reports and Products

LIST OF TABLES

Table 1. Snapshot of Global Virtual Reality Content Creation Market, 2019-2030
Table 2. Main Product Trends and Market Opportunities in Global Virtual Reality Content Creation Market
Table 3. Global Virtual Reality Content Creation Market by Solution, 2019-2030, $ mn
Table 4. Global Virtual Reality Content Creation Market by Content Type, 2019-2030, $ mn
Table 5. Global Virtual Reality Content Creation Market: Videos by Type, 2019-2030, $ mn
Table 6. Global Virtual Reality Content Creation Market by VR Medium, 2019-2030, $ mn
Table 7. Global Virtual Reality Content Creation Market by Application, 2019-2030, $ mn
Table 8. Global Virtual Reality Content Creation Market by Region, 2019-2030, $ mn
Table 9. Leading National Virtual Reality Content Creation Market, 2019 and 2030, $ mn
Table 10. North America Virtual Reality Content Creation Market by Country, 2019-2030, $ mn
Table 11. U.S. Virtual Reality Content Creation Market by Content Type, 2019-2030, $ mn
Table 12. U.S. Virtual Reality Content Creation Market by VR Medium, 2019-2030, $ mn
Table 13. U.S. Virtual Reality Content Creation Market by Application, 2019-2030, $ mn
Table 14. Canada Virtual Reality Content Creation Market by Content Type, 2019-2030, $ mn
Table 15. Canada Virtual Reality Content Creation Market by VR Medium, 2019-2030, $ mn
Table 16. Canada Virtual Reality Content Creation Market by Application, 2019-2030, $ mn
Table 17. Europe Virtual Reality Content Creation Market by Country, 2019-2030, $ mn
Table 18. Germany Virtual Reality Content Creation Market by Content Type, 2019-2030, $ mn
Table 19. Germany Virtual Reality Content Creation Market by VR Medium, 2019-2030, $ mn
Table 20. Germany Virtual Reality Content Creation Market by Application, 2019-2030, $ mn
Table 21. UK Virtual Reality Content Creation Market by Content Type, 2019-2030, $ mn
Table 22. UK Virtual Reality Content Creation Market by VR Medium, 2019-2030, $ mn
Table 23. UK Virtual Reality Content Creation Market by Application, 2019-2030, $ mn
Table 24. France Virtual Reality Content Creation Market by Content Type, 2019-2030, $ mn
Table 25. France Virtual Reality Content Creation Market by VR Medium, 2019-2030, $ mn
Table 26. France Virtual Reality Content Creation Market by Application, 2019-2030, $ mn
Table 27. Russia Virtual Reality Content Creation Market by Content Type, 2019-2030, $ mn
Table 28. Russia Virtual Reality Content Creation Market by VR Medium, 2019-2030, $ mn
Table 29. Russia Virtual Reality Content Creation Market by Application, 2019-2030, $ mn
Table 30. Italy Virtual Reality Content Creation Market by Content Type, 2019-2030, $ mn
Table 31. Italy Virtual Reality Content Creation Market by VR Medium, 2019-2030, $ mn
Table 32. Italy Virtual Reality Content Creation Market by Application, 2019-2030, $ mn
Table 33. Virtual Reality Content Creation Market in Rest of Europe by Country, 2019-2030, $ mn
Table 34. APAC Virtual Reality Content Creation Market by Country, 2019-2030, $ mn
Table 35. Japan Virtual Reality Content Creation Market by Content Type, 2019-2030, $ mn
Table 36. Japan Virtual Reality Content Creation Market by VR Medium, 2019-2030, $ mn
Table 37. Japan Virtual Reality Content Creation Market by Application, 2019-2030, $ mn
Table 38. China Virtual Reality Content Creation Market by Content Type, 2019-2030, $ mn
Table 39. China Virtual Reality Content Creation Market by VR Medium, 2019-2030, $ mn
Table 40. China Virtual Reality Content Creation Market by Application, 2019-2030, $ mn
Table 41. Australia Virtual Reality Content Creation Market by Content Type, 2019-2030, $ mn
Table 42. Australia Virtual Reality Content Creation Market by VR Medium, 2019-2030, $ mn
Table 43. Australia Virtual Reality Content Creation Market by Application, 2019-2030, $ mn
Table 44. India Virtual Reality Content Creation Market by Content Type, 2019-2030, $ mn
Table 45. India Virtual Reality Content Creation Market by VR Medium, 2019-2030, $ mn
Table 46. India Virtual Reality Content Creation Market by Application, 2019-2030, $ mn
Table 47. South Korea Virtual Reality Content Creation Market by Content Type, 2019-2030, $ mn
Table 48. South Korea Virtual Reality Content Creation Market by VR Medium, 2019-2030, $ mn
Table 49. South Korea Virtual Reality Content Creation Market by Application, 2019-2030, $ mn
Table 50. Virtual Reality Content Creation Market in Rest of APAC by Country, 2019-2030, $ mn
Table 51. Latin America Virtual Reality Content Creation Market by Country, 2019-2030, $ mn
Table 52. Argentina Virtual Reality Content Creation Market by Content Type, 2019-2030, $ mn
Table 53. Argentina Virtual Reality Content Creation Market by VR Medium, 2019-2030, $ mn
Table 54. Argentina Virtual Reality Content Creation Market by Application, 2019-2030, $ mn
Table 55. Brazil Virtual Reality Content Creation Market by Content Type, 2019-2030, $ mn
Table 56. Brazil Virtual Reality Content Creation Market by VR Medium, 2019-2030, $ mn
Table 57. Brazil Virtual Reality Content Creation Market by Application, 2019-2030, $ mn
Table 58. Mexico Virtual Reality Content Creation Market by Content Type, 2019-2030, $ mn
Table 59. Mexico Virtual Reality Content Creation Market by VR Medium, 2019-2030, $ mn
Table 60. Mexico Virtual Reality Content Creation Market by Application, 2019-2030, $ mn
Table 61. RoW Virtual Reality Content Creation Market by Country, 2019-2030, $ mn
Table 62. UAE Virtual Reality Content Creation Market by Content Type, 2019-2030, $ mn
Table 63. UAE Virtual Reality Content Creation Market by VR Medium, 2019-2030, $ mn
Table 64. UAE Virtual Reality Content Creation Market by Application, 2019-2030, $ mn
Table 65. Saudi Arabia Virtual Reality Content Creation Market by Content Type, 2019-2030, $ mn
Table 66. Saudi Arabia Virtual Reality Content Creation Market by VR Medium, 2019-2030, $ mn
Table 67. Saudi Arabia Virtual Reality Content Creation Market by Application, 2019-2030, $ mn
Table 68. South Africa Virtual Reality Content Creation Market by Content Type, 2019-2030, $ mn
Table 69. South Africa Virtual Reality Content Creation Market by VR Medium, 2019-2030, $ mn
Table 70. South Africa Virtual Reality Content Creation Market by Application, 2019-2030, $ mn
Table 71. 360 Labs: Company Snapshot
Table 72. 360 Labs: Business Segmentation
Table 73. 360 Labs: Product Portfolio
Table 74. 360 Labs: Revenue, 2016-2018, $ mn
Table 75. 360 Labs: Recent Developments
Table 76. Risk Evaluation for Investing in Global Market, 2019-2030
Table 77. Critical Success Factors and Key Takeaways


LIST OF FIGURES

Figure 1. Research Method Flow Chart
Figure 2. Bottom-up Approach and Top-down Approach for Market Estimation
Figure 3. Global Market Forecast in Optimistic, Conservative and Balanced Perspectives, 2019-2030
Figure 4. Global Virtual Reality Content Creation Market, 2019-2030, $ mn
Figure 5. Primary Drivers and Impact Factors of Global Virtual Reality Content Creation Market
Figure 6. Primary Restraints and Impact Factors of Global Virtual Reality Content Creation Market
Figure 7. Porter’s Fiver Forces Analysis of Global Virtual Reality Content Creation Market
Figure 8. Breakdown of Global Virtual Reality Content Creation Market by Solution, 2019-2030, % of Revenue
Figure 9. Contribution to Global 2020-2030 Cumulative Revenue by Solution, Value ($ mn) and Share (%)
Figure 10. Global Virtual Reality Content Creation Market: Software, 2019-2030, $ mn
Figure 11. Global Virtual Reality Content Creation Market: Services, 2019-2030, $ mn
Figure 12. Breakdown of Global Virtual Reality Content Creation Market by Content Type, 2019-2030, % of Revenue
Figure 13. Contribution to Global 2020-2030 Cumulative Revenue by Content Type, Value ($ mn) and Share (%)
Figure 14. Global Virtual Reality Content Creation Market: Games, 2019-2030, $ mn
Figure 15. Global Virtual Reality Content Creation Market: Videos, 2019-2030, $ mn
Figure 16. Global Virtual Reality Content Creation Market: Images, 2019-2030, $ mn
Figure 17. Breakdown of Global Virtual Reality Content Creation Market by VR Medium, 2019-2030, % of Revenue
Figure 18. Contribution to Global 2020-2030 Cumulative Revenue by VR Medium, Value ($ mn) and Share (%)
Figure 19. Global Virtual Reality Content Creation Market: Mobile-based VR Content, 2019-2030, $ mn
Figure 20. Global Virtual Reality Content Creation Market: Console-based VR Content, 2019-2030, $ mn
Figure 21. Global Virtual Reality Content Creation Market: PC-based VR Content, 2019-2030, $ mn
Figure 22. Breakdown of Global Virtual Reality Content Creation Market by Application, 2019-2030, % of Revenue
Figure 23. Contribution to Global 2020-2030 Cumulative Revenue by Application, Value ($ mn) and Share (%)
Figure 24. Global Virtual Reality Content Creation Market: Healthcare, 2019-2030, $ mn
Figure 25. Global Virtual Reality Content Creation Market: Aerospace & Defense, 2019-2030, $ mn
Figure 26. Global Virtual Reality Content Creation Market: Media & Entertainment, 2019-2030, $ mn
Figure 27. Global Virtual Reality Content Creation Market: Gaming, 2019-2030, $ mn
Figure 28. Global Virtual Reality Content Creation Market: Automotive, 2019-2030, $ mn
Figure 29. Global Virtual Reality Content Creation Market: E-commerce & Retail, 2019-2030, $ mn
Figure 30. Global Virtual Reality Content Creation Market: Tourism & Hospitality, 2019-2030, $ mn
Figure 31. Global Virtual Reality Content Creation Market: Real Estate, 2019-2030, $ mn
Figure 32. Global Virtual Reality Content Creation Market: Other Applications, 2019-2030, $ mn
Figure 33. Global Market Snapshot by Region
Figure 34. Geographic Spread of Worldwide Virtual Reality Content Creation Market, 2019-2030, % of Revenue
Figure 35. Contribution to Global 2020-2030 Cumulative Revenue by Region, Value ($ mn) and Share (%)
Figure 36. North American Virtual Reality Content Creation Market, 2019-2030, $ mn
Figure 37. Breakdown of North America Virtual Reality Content Creation Market by Country, 2019 and 2030, % of Revenue
Figure 38. Contribution to North America 2020-2030 Cumulative Revenue by Country, Value ($ mn) and Share (%)
Figure 39. U.S. Virtual Reality Content Creation Market, 2019-2030, $ mn
Figure 40. Canada Virtual Reality Content Creation Market, 2019-2030, $ mn
Figure 41. European Virtual Reality Content Creation Market, 2019-2030, $ mn
Figure 42. Breakdown of European Virtual Reality Content Creation Market by Country, 2019 and 2030, % of Revenue
Figure 43. Contribution to Europe 2020-2030 Cumulative Revenue by Country, Value ($ mn) and Share (%)
Figure 44. Virtual Reality Content Creation Market in Germany, 2019-2030, $ mn
Figure 45. Virtual Reality Content Creation Market in UK, 2019-2030, $ mn
Figure 46. Virtual Reality Content Creation Market in France, 2019-2030, $ mn
Figure 47. Virtual Reality Content Creation Market in Russia, 2019-2030, $ mn
Figure 48. Virtual Reality Content Creation Market in Italy, 2019-2030, $ mn
Figure 49. Virtual Reality Content Creation Market in Rest of Europe, 2019-2030, $ mn
Figure 50. Asia-Pacific Virtual Reality Content Creation Market, 2019-2030, $ mn
Figure 51. Breakdown of APAC Virtual Reality Content Creation Market by Country, 2019 and 2030, % of Revenue
Figure 52. Contribution to APAC 2020-2030 Cumulative Revenue by Country, Value ($ mn) and Share (%)
Figure 53. Virtual Reality Content Creation Market in Japan, 2019-2030, $ mn
Figure 54. Virtual Reality Content Creation Market in China, 2019-2030, $ mn
Figure 55. Virtual Reality Content Creation Market in Australia, 2019-2030, $ mn
Figure 56. Virtual Reality Content Creation Market in India, 2019-2030, $ mn
Figure 57. Virtual Reality Content Creation Market in South Korea, 2019-2030, $ mn
Figure 58. Virtual Reality Content Creation Market in Rest of APAC, 2019-2030, $ mn
Figure 59. Latin America Virtual Reality Content Creation Market, 2019-2030, $ mn
Figure 60. Breakdown of Latin America Virtual Reality Content Creation Market by Country, 2019 and 2030, % of Revenue
Figure 61. Contribution to Latin America 2020-2030 Cumulative Revenue by Country, Value ($ mn) and Share (%)
Figure 62. Virtual Reality Content Creation Market in Argentina, 2019-2030, $ mn
Figure 63. Virtual Reality Content Creation Market in Brazil, 2019-2030, $ mn
Figure 64. Virtual Reality Content Creation Market in Mexico, 2019-2030, $ mn
Figure 65. Virtual Reality Content Creation Market in Rest of Latin America, 2019-2030, $ mn
Figure 66. Virtual Reality Content Creation Market in Rest of the World (RoW), 2019-2030, $ mn
Figure 67. Breakdown of RoW Virtual Reality Content Creation Market by Country, 2019 and 2030, % of Revenue
Figure 68. Contribution to RoW 2020-2030 Cumulative Revenue by Country, Value ($ mn) and Share (%)
Figure 69. Virtual Reality Content Creation Market in UAE, 2019-2030, $ mn
Figure 70. Virtual Reality Content Creation Market in Saudi Arabia, 2019-2030, $ mn
Figure 71. Virtual Reality Content Creation Market in South Africa, 2019-2030, $ mn
Figure 72. Growth Stage of Global Virtual Reality Content Creation Industry over the Forecast Period


More Publications