VR Content Creation Market - Global Industry Analysis

VR Content Creation Market - by Content Type (360-Degree Photos, Videos, Games), by Solution (Services, Application/Software), by End-User (Travel, Real-Estate, Media and Entertainment, Events and Hospitality, Retail, Automotive, Gaming, Others), and by Region: Global Industry Perspective, Comprehensive Analysis and Forecast 2019 – 2026

Published Date: 25-Aug-2020 Category: Technology & Media Report Format : PDF Pages: 110 Report Code: ZMR-2785 Status : Published

Global VR Content Creation Market was valued at USD 776.34 Million in 2019 and is expected to reach over USD 32, 241 Million by 2026, growing at a CAGR of around 78.1% during the forecast period from 2020 to 2026

Description

According to the report, the global VR Content Creation market was valued at USD 776.34 Million in 2019 and is expected to reach over USD32, 241 Million by 2026, growing at a CAGR of around 78.1% during the forecast period from 2020 to 2026.

The growth and development in the 3D market have tremendously fuelled the global VR content creation market. Other various industries utilizing VR content creation comprises travel, hospitality, automobile, retail, and real estate. Therefore, the global VR content creation market has gained remarkable traction and is expected to grow at a very high rate in the coming years.

Global VR Content Creation Market: Overview

Various tools used in VR content creation support in the making of virtual assets, for instance, cinematic views and applications. The development of the VR tools is thus considered as the most important advancement, which enabled the customer’s to design their 3D ideas in an efficient way.

Global VR Content Creation Market: Growth Factors

The demand and popularity for VR content come from different platforms, which has eventually created a normal flow of revenue/income into the market. The entertainment and media sector has been a keen user of the VR content creation. The growth and development in the 3D market have tremendously fuelled the global VR content creation market. Other various industries utilizing VR content creation comprises travel, hospitality, automobile, retail, and real estate. Therefore, the global VR content creation market has gained remarkable traction and is expected to grow at a very high rate in the coming years. The expedition to offer enhanced and improved entertainment experiences to their clients has also increased the demand and requirement for VR content creation market.

VR Content Creation Market

Virtual reality content creation is gradually also becoming a proficient tool particularly for marketing products as well as building stories. This supports the companies in stating their iconic brand name and reaping the advantage of improved marketing. The gaming sector has pervaded all over the world, and there are extensive resources which are invested towards giving improved gaming experiences to their customers. Owing to the benefits of the VR content creation its popularity is increasing in the gaming sector.

In spite of the prosperity of the virtual reality content creation market, the threat to confidentiality hasn’t been completely abolished.

Global VR Content Creation Market: Segmentation

The global VR content creation market is classified based on the solution, content type, and end-use sector. In terms of content type division, the market is divided into 360-degree photos, videos, and games. The video division is further sub-divided into immersive videos and 360 degrees. In terms of a solution, the market is categorized into services and application/software. Based on end-user division, the global VR content creation market is divided into travel, real-estate, media and entertainment, events and hospitality, retail, automotive, gaming, and others.

Global VR Content Creation Market: Regional Analysis

North America region is projected to hold the dominant place in the VR content creation market; it is estimated that the dominance will be retained in the coming years. The U.S. and Canada are expected to be the major economies which are boosting the development of the global VR content creation market. High acceptance of novel technology, for instance, common usage of video gaming practice and virtual reality in the region particularly in the U.S. have propelled the expansion of the global VR content creation market. Furthermore, the global VR content creation market in the Asia Pacific is anticipated to increase with the highest rate in the coming future.

Global VR Content Creation Market: Competitive Players

Some of the most important market players in the global VR content creation market are Blippar, 360 Labs, Matterport, Koncept VR, SubVRsive, Panedia Pty Ltd., Voxelus, Vizor, Wevr, and WeMakeVR, among others.

Global VR Content Creation Market: Regional Segment Analysis

  • North America
    • The U.S.
  • Europe
    • The UK
    • France
    • Germany
  • The Asia Pacific
    • China
    • Japan
    • India
  • Latin America
    • Brazil
  • The Middle East and Africa

What Reports Provides

  • Full in-depth analysis of the parent market
  • Important changes in market dynamics
  • Segmentation details of the market
  • Former, on-going, and projected market analysis in terms of volume and value
  • Assessment of niche industry developments
  • Market share analysis
  • Key strategies of major players
  • Emerging segments and regional markets
  • Testimonials to companies in order to fortify their foothold in the market.

Table Of Content

  • Chapter 1 Preface
    • 1.1 Report Description
    • 1.1 Report Scope
  • Chapter 2 Research Methodology
    • 2.1 Research Methodology
    • 2.2 Secondary Research
    • 2.3 Primary Research
    • 2.4 Models
      • 2.4.1 Company Share Analysis Model
      • 2.4.2 Revenue Based Modeling
    • 2.5 Research Limitations
  • Chapter 3 Executive Summary
    • 3.1 Global VR Content Creation Market, 2016 – 2026 (USD Million)
    • 3.2 Global VR Content Creation Market: Snapshot
  • Chapter 4 VR Content Creation Market – Industry Analysis
    • 4.1 Introduction
    • 4.2 Market Drivers
      • 4.2.1 Driving Factor 1 Analysis
      • 4.2.2 Driving Factor 2 Analysis:
    • 4.3 Market Restraints
      • 4.3.1 Restraining Factor Analysis
    • 4.4 Market Opportunities
      • 4.4.1 Market Opportunity & Use-case Analysis
      • 4.4.2 Use – Cases for VR Content Creation
    • 4.5 Porter’s Five Forces Analysis
    • 4.6 COVID 19 Impact Analysis
      • 4.6.1.1 Impact on Product Development and Technology Adoption
      • 4.6.1.2 Gap Analysis
  • Chapter 5 Investment Proposition Analysis
    • 5.1 Global VR Content Creation Market Attractiveness, By Sulution
    • 5.2 Global VR Content Creation Market Attractiveness, By Content Type
    • 5.3 Global VR Content Creation Market Attractiveness, By End-User
    • 5.4 Global VR Content Creation Market Attractiveness, By Region
  • Chapter 6 Competitive Landscape
    • 6.1 Company Market Share Analysis - 2019
      • 6.1.1 Global VR Content Creation Market: Company Market Share, 2019
    • 6.2 Strategic Developments
    • 7.1 Global VR Content Creation Market Overview: by Sulution
      • 7.1.1 Global VR Content Creation Market Revenue Share, by Sulution, 2019 & 2026
    • 7.2 Global VR Content Creation Market Analysis/Overview – By Sulution
      • 7.2.1 Services – Overview/Analysis
      • 7.2.2 Application/Software – Overview/Analysis
    • 7.3 Services
      • 7.3.1 Global VR Content Creation Market for Services, Revenue (USD Million) 2016 - 2026
    • 7.4 Application/Software
      • 7.4.1 Global VR Content Creation Market for Application/Software, Revenue (USD Million) 2016 - 2026
    • 8.1 Global VR Content Creation Market Overview: by Content Type
      • 8.1.1 Global VR Content Creation Market Revenue Share, by Content Type, 2019 & 2026
    • 8.2 Global VR Content Creation Market Analysis/Overview – By Content Type
      • 8.2.1 360-Degree Photos – Overview/Analysis
      • 8.2.2 Videos – Overview/Analysis
      • 8.2.3 Games – Overview/Analysis
    • 8.3 360-Degree Photos
      • 8.3.1 Global VR Content Creation Market for 360-Degree Photos, Revenue (USD Million) 2016 - 2026
    • 8.4 Videos
      • 8.4.1 Global VR Content Creation Market for Videos, Revenue (USD Million) 2016 - 2026
    • 8.5 Games
      • 8.5.1 Global VR Content Creation Market for Games, Revenue (USD Million) 2016 - 2026
    • 9.1 Global VR Content Creation Market Overview: by End-User
      • 9.1.1 Global VR Content Creation Market Revenue Share, by End-User, 2019 & 2026
    • 9.2 Global VR Content Creation Market Analysis/Overview – By End-User
      • 9.2.1 Travel – Overview/Analysis
      • 9.2.2 Real-Estate – Overview/Analysis
      • 9.2.3 Media and Entertainment – Overview/Analysis
      • 9.2.4 Events and Hospitality – Overview/Analysis
      • 9.2.5 Retail – Overview/Analysis
      • 9.2.6 Automotive – Overview/Analysis
      • 9.2.7 Gaming – Overview/Analysis
      • 9.2.8 Others – Overview/Analysis
    • 9.3 Travel
      • 9.3.1 Global VR Content Creation Market for Travel, Revenue (USD Million) 2016 - 2026
    • 9.4 Real-Estate
      • 9.4.1 Global VR Content Creation Market for Real-Estate, Revenue (USD Million) 2016 - 2026
    • 9.5 Media and Entertainment
      • 9.5.1 Global VR Content Creation Market for Media and Entertainment, Revenue (USD Million) 2016 - 2026
    • 9.6 Events and Hospitality
      • 9.6.1 Global VR Content Creation Market for Events and Hospitality, Revenue (USD Million) 2016 - 2026
    • 9.7 Retail
      • 9.7.1 Global VR Content Creation Market for Retail, Revenue (USD Million) 2016 - 2026
    • 9.8 Automotive
      • 9.8.1 Global VR Content Creation Market for Automotive, Revenue (USD Million) 2016 - 2026
    • 9.9 Gaming
      • 9.9.1 Global VR Content Creation Market for Gaming, Revenue (USD Million) 2016 - 2026
    • 9.10 Others
      • 9.10.1 Global VR Content Creation Market for Others, Revenue (USD Million) 2016 - 2026
  • Chapter 10 VR Content Creation Market – Regional Analysis
    • 10.1 Global VR Content Creation Market: Regional Overview
      • 10.1.1 Global VR Content Creation Market Revenue Share, by Region, 2019 & 2026
      • 10.1.2 Global VR Content Creation Market Revenue, by Region, 2016 – 2026 (USD Million)
    • 10.2 North America
      • 10.2.1 North America VR Content Creation Market Revenue, 2016 - 2026 (USD Million)
      • 10.2.2 North America VR Content Creation Market Revenue, by Country, 2016 – 2026 (USD Million)
      • 10.2.3 North America VR Content Creation Market Revenue, by Sulution, 2016 – 2026
      • 10.2.4 North America VR Content Creation Market Revenue, by Content Type, 2016 – 2026
      • 10.2.5 North America VR Content Creation Market Revenue, by End-User, 2016 – 2026
      • 10.2.6 U.S.
      • 10.2.7 Canada
    • 10.3 Europe
      • 10.3.1 Europe VR Content Creation Market Revenue, 2016 - 2026 (USD Million)
      • 10.3.2 Europe VR Content Creation Market Revenue, by Country, 2016 – 2026 (USD Million)
      • 10.3.3 Europe VR Content Creation Market Revenue, by Sulution, 2016 – 2026
      • 10.3.4 Europe VR Content Creation Market Revenue, by Content Type, 2016 – 2026
      • 10.3.5 Europe VR Content Creation Market Revenue, by End-User, 2016 – 2026
      • 10.3.6 Germany
      • 10.3.7 France
      • 10.3.8 U.K.
      • 10.3.9 Rest of Europe
    • 10.4 Asia Pacific
      • 10.4.1 Asia Pacific VR Content Creation Market Revenue, 2016 - 2026 (USD Million)
      • 10.4.2 Asia Pacific VR Content Creation Market Revenue, by Country, 2016 – 2026 (USD Million)
      • 10.4.3 Asia Pacific VR Content Creation Market Revenue, by Sulution, 2016 – 2026
      • 10.4.4 Asia Pacific VR Content Creation Market Revenue, by Content Type, 2016 – 2026
      • 10.4.5 Asia Pacific VR Content Creation Market Revenue, by End-User, 2016 – 2026
      • 10.4.6 China
      • 10.4.7 India
      • 10.4.8 Rest of Asia Pacific
    • 10.5 Latin America
      • 10.5.1 Latin America VR Content Creation Market Revenue, 2016 - 2026 (USD Million)
      • 10.5.2 Latin America VR Content Creation Market Revenue, by Country, 2016 – 2026 (USD Million)
      • 10.5.3 Latin America VR Content Creation Market Revenue, by Sulution, 2016 – 2026
      • 10.5.4 Latin America VR Content Creation Market Revenue, by Content Type, 2016 – 2026
      • 10.5.5 Latin America VR Content Creation Market Revenue, by End-User, 2016 – 2026
      • 10.5.6 Brazil
      • 10.5.7 Rest of Latin America
    • 10.6 The Middle-East and Africa
      • 10.6.1 The Middle-East and Africa VR Content Creation Market Revenue, 2016 - 2026 (USD Million)
      • 10.6.2 The Middle-East and Africa VR Content Creation Market Revenue, by Country, 2016 – 2026 (USD Million)
      • 10.6.3 The Middle-East and Africa VR Content Creation Market Revenue, by Sulution, 2016 – 2026
      • 10.6.4 The Middle-East and Africa VR Content Creation Market Revenue, by Content Type, 2016 – 2026
      • 10.6.5 The Middle-East and Africa VR Content Creation Market Revenue, by End-User, 2016 – 2026
      • 10.6.6 GCC Countries
      • 10.6.7 Rest of Middle-East Africa
  • Chapter 11 Company Profiles
    • 11.1 Blippar
      • 11.1.1 Company Overview
      • 11.1.2 Financial Overview
      • 11.1.3 Product Portfolio
      • 11.1.4 Business Strategy
      • 11.1.5 Recent Developments
    • 11.2 360 Labs
    • 11.3 Matterport
    • 11.4 Koncept VR
    • 11.5 SubVRsive
    • 11.6 Panedia Pty Ltd.
    • 11.7 Voxelus
    • 11.8 Vizor
    • 11.9 Wevr
    • 11.10 WeMakeVR

Table Of Figures

List of Figures 

FIG. 1 Research Methodology
FIG. 2 Research Methodology – Basic Overview
FIG. 3 Research Methodology – Detailed View
FIG. 4 Global VR Content Creation Market Revenue, 2016 - 2026 (USD Million)
FIG. 5 Porter’s Five Forces Analysis for Global VR Content Creation Market
FIG. 6 Global VR Content Creation Market Attractiveness, By Solution
FIG. 7 Global VR Content Creation Market Attractiveness, By Content Type
FIG. 8 Global VR Content Creation Market Attractiveness, By End-User
FIG. 9 Global VR Content Creation Market Attractiveness, By End-User
FIG. 10 Company Share Analysis, 2019
FIG. 11 Global VR Content Creation Market Revenue Share, by Solution, 2019 & 2026
FIG. 12 Global VR Content Creation Market for Services, Revenue (USD Million) 2016 - 2026
FIG. 13 Global VR Content Creation Market for Application/Software, Revenue (USD Million) 2016 - 2026
FIG. 14 Global VR Content Creation Market Revenue Share, by Content Type, 2019 & 2026
FIG. 15 Global VR Content Creation Market for 360-Degree Photos, Revenue (USD Million) 2016 - 2026
FIG. 16 Global VR Content Creation Market for Videos, Revenue (USD Million) 2016 - 2026
FIG. 17 Global VR Content Creation Market for Games, Revenue (USD Million) 2016 - 2026
FIG. 18 Global VR Content Creation Market Revenue Share, by End-User, 2019 & 2026
FIG. 19 Global VR Content Creation Market for Travel, Revenue (USD Million) 2016 - 2026
FIG. 20 Global VR Content Creation Market for Real-Estate, Revenue (USD Million) 2016 - 2026
FIG. 21 Global VR Content Creation Market for Media and Entertainment, Revenue (USD Million) 2016 - 2026
FIG. 22 Global VR Content Creation Market for Events and Hospitality, Revenue (USD Million) 2016 - 2026
FIG. 23 Global VR Content Creation Market for Retail, Revenue (USD Million) 2016 - 2026
FIG. 24 Global VR Content Creation Market for Automotive, Revenue (USD Million) 2016 - 2026
FIG. 25 Global VR Content Creation Market for Gaming, Revenue (USD Million) 2016 - 2026
FIG. 26 Global VR Content Creation Market for Others, Revenue (USD Million) 2016 - 2026
FIG. 27 Global VR Content Creation Market Revenue Share, by Region, 2019 & 2026
FIG. 28 North America VR Content Creation Market Revenue, 2016 - 2026 (USD Million)
FIG. 29 Europe VR Content Creation Market Revenue, 2016 - 2026 (USD Million)
FIG. 30 Asia Pacific VR Content Creation Market Revenue, 2016 - 2026 (USD Million)
FIG. 31 Latin America VR Content Creation Market Revenue, 2016 - 2026 (USD Million)
FIG. 32 The Middle-East and Africa VR Content Creation Market Revenue, 2016 - 2026 (USD Million)
FIG. 33 Blippar Business Segment Revenue Share, 2018 (%)
FIG. 34 Blippar Geographical Segment Revenue Share, 2018 (%)


Table Of Tables

List of Tables

TABLE 1 Global VR Content Creation Market: Snapshot
TABLE 2 Drivers of the VR Content Creation Market: Impact Analysis
TABLE 3 Restraints for the VR Content Creation Market: Impact Analysis
TABLE 4 Global VR Content Creation Market Revenue, by Region, 2016 – 2026 (USD Million)
TABLE 5 North America VR Content Creation Market Revenue, by Country, 2016 – 2026 (USD Million)
TABLE 6 North America VR Content Creation Market Revenue, by Solution, 2016 – 2026 (USD Million)
TABLE 7 North America VR Content Creation Market Revenue, by Content Type, 2016 – 2026 (USD Million)
TABLE 8 North America VR Content Creation Market Revenue, by End-User, 2016 – 2026 (USD Million)
TABLE 9 Europe VR Content Creation Market Revenue, by Country, 2016 – 2026 (USD Million)
TABLE 10 Europe VR Content Creation Market Revenue, by Solution, 2016 – 2026 (USD Million)
TABLE 11 Europe VR Content Creation Market Revenue, by Content Type, 2016 – 2026 (USD Million)
TABLE 12 Europe VR Content Creation Market Revenue, by End-User, 2016 – 2026 (USD Million)
TABLE 13 Asia Pacific VR Content Creation Market Revenue, by Country, 2016 – 2026 (USD Million)
TABLE 14 Asia Pacific VR Content Creation Market Revenue, by Solution, 2016 – 2026 (USD Million)
TABLE 15 Asia Pacific VR Content Creation Market Revenue, by Content Type, 2016 – 2026 (USD Million)
TABLE 16 Asia Pacific VR Content Creation Market Revenue, by End-User, 2016 – 2026 (USD Million)
TABLE 17 Latin America VR Content Creation Market Revenue, by Country, 2016 – 2026 (USD Million)
TABLE 18 Latin America VR Content Creation Market Revenue, by Solution, 2016 – 2026 (USD Million)
TABLE 19 Latin America VR Content Creation Market Revenue, by Content Type, 2016 – 2026 (USD Million)
TABLE 20 Latin America VR Content Creation Market Revenue, by End-User, 2016 – 2026 (USD Million)
TABLE 21 The Middle-East and Africa VR Content Creation Market Revenue, by Country, 2016 – 2026 (USD Million)
TABLE 22 The Middle-East and Africa VR Content Creation Market Revenue, by Solution, 2016 – 2026 (USD Million)
TABLE 23 The Middle-East and Africa VR Content Creation Market Revenue, by Content Type, 2016 – 2026 (USD Million)
TABLE 24 The Middle-East and Africa VR Content Creation Market Revenue, by End-User, 2016 – 2026 (USD Million)
 

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