The pandemic continues to cause unprecedented disruption across industries worldwide.
Get detailed insights regarding the impact of COVID-19 on the market.
The global virtual reality content creation market size reached US$ 1.92 Billion in 2021. Looking forward, IMARC Group expects the market to reach US$ 39.94 Billion by 2027, exhibiting a growth rate (CAGR) of 61.60% during 2022-2027.
Virtual reality (VR) content creation refers to computer-based applications that enable creators to conceptualize and design various stimulated assets or cinematic views to offer an immersive user experience. It involves the development of sketches, pre-production activities, shoot, production, and post-production as standard phases. To create virtual content during these stages, enterprises utilize various tools, approaches, advanced software, and cameras. Currently, VR content creation is produced through two practices, including computer generation, in which every aspect of the world is designed, synthesized and integrated through code. On the other hand, there is a 360-degree video creation approach, wherein omnidirectional cameras are employed to capture content and edit them later as per the requirements. VR content helps develop collaborations, enhances customer engagement, performs campaigns, and allows content marketing. As a result, it is used by industries for marketing, engineering, and designing content for training or promotional purposes.
The growth of the global VR content creation market can be attributed to the rapid expansion in the media and entertainment sector and the rising demand for 360-degree and other innovative marketing approaches to offer exquisite customer experience. In line with this, the fueling need for effective head-mounted display (HMD) systems, such as augmented reality (AR) and VR, and the growing consumer awareness regarding their multiple benefits are acting as another growth-inducing factor. Additionally, the escalating demand for VR content on diverse platforms and the widespread adoption of immersive indoor gaming to enjoy the interactive three-dimensional (3D) environment, especially during the COVID-19 pandemic, is supporting the market growth. Moreover, the uptake of the telepresence concept by marketers and brands to offer computer-emulated reality experiences and create brand awareness is propelling the market growth. Apart from this, the ongoing development of visual display systems, such as desktops and smartphones, to access improved virtual stimulations is creating a positive outlook for the market.
IMARC Group provides an analysis of the key trends in each sub-segment of the global virtual reality content creation market report, along with forecasts at the global, regional and country level from 2022-2027. Our report has categorized the market based on content type, component and end user.
Breakup by Content Type:
Breakup by Component:
Breakup by End User:
Breakup by Region:
The competitive landscape of the industry has also been examined along with the profiles of the key players being 360 Labs, Blippar Group Limited, Dell Inc, Koncept VR LLC, Matterport Inc., Panedia Pty Ltd., Scapic Innovations Private Limited, Subvrsive, VIAR Inc and WeMakeVR.
|Base Year of the Analysis||2021|
|Segment Coverage||Content Type, Component, End User, Region|
|Region Covered||Asia Pacific, Europe, North America, Latin America, Middle East and Africa|
|Countries Covered||United States, Canada, Germany, France, United Kingdom, Italy, Spain, Russia, China, Japan, India, South Korea, Australia, Indonesia, Brazil, Mexico|
|Companies Covered||360 Labs, Blippar Group Limited, Dell Inc, Koncept VR LLC, Matterport Inc., Panedia Pty Ltd., Scapic Innovations Private Limited, Subvrsive, VIAR Inc and WeMakeVR.|
|Customization Scope||10% Free Customization|
|Report Price and Purchase Option||Single User License: US$ 2499
Five User License: US$ 3499
Corporate License: US$ 4499
|Post-Sale Analyst Support||10-12 Weeks|
|Delivery Format||PDF and Excel through Email (We can also provide the editable version of the report in PPT/Word format on special request)|
Mobile Cloud Market by Service (Infrastructure, Platform, Software), Deployment (Public, Private, Hybrid), User (Enterprise, Consumer), Application (Gaming, Finance and Business, Entertainment, Education, Healthcare, Travel, and Others), and Region 2023-2028
Architectural, Engineering, and Construction (AEC) Market by Product (Software, Services), Deployment Mode (On-premises, Cloud-based), Enterprise Size (Small and Medium-sized Enterprises (SMEs), Large Enterprises), End User (Construction and Architecture Companies, Education, and Others), and Region 2023-2028
Secure File Transfer Market by Type (Business To Business, Accelerated Transfer, Ad Hoc, and Others), Deployment Model (On-premises, Cloud-based, Hybrid), Enterprises (Small and Medium-sized Enterprises, Large Enterprises), End Users (Banking, Financial Services and Insurance (BFSI), Healthcare, Legal, Retail, Media, and Entertainment, Manufacturing, Transportation, and Logistics, Educational, Government, and Others), and Region 2023-2028
Data Center Liquid Cooling Market by Component (Solution, Services), Data Center Type (Large Data Centers, Small and Medium-sized Data Centers, Enterprise Data Centers), End Use (Cloud Providers, Colocation Providers, Enterprises, Hyperscale Data Centers), Application (BFSI, IT and Telecom, Media and Entertainment, Healthcare, Government and Defense, Retail, Research and Academic, and Others), and Region 2023-2028
REACH OUT TO US
Call us on
( US: +1-631-791-1145 )
( UK: +44-753-713-2163 )
( India: +91 120 433 0800 )
Drop us an email at