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Virtual Reality Content Creation Market: Global Industry Trends, Share, Size, Growth, Opportunity and Forecast 2022-2027

Market Overview:

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.

Virtual Reality Content Creation Market Trends:

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.

Key Market Segmentation:

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:

  • Videos
  • 360 Degree Photos
  • Games
     

Breakup by Component:

  • Software
  • Services
     

Breakup by End User:

  • Real Estate
  • Travel and Hospitality
  • Media and Entertainment
  • Healthcare
  • Retail
  • Gaming
  • Automotive
  • Others
     

Breakup by Region:

  • North America
    • United States
    • Canada
  • Asia-Pacific
    • China
    • Japan
    • India
    • South Korea
    • Australia
    • Indonesia
    • Others
  • Europe
    • Germany
    • France
    • United Kingdom
    • Italy
    • Spain
    • Russia
    • Others
  • Latin America
    • Brazil
    • Mexico
    • Others
  • Middle East and Africa
     

Competitive Landscape:

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.

Report Coverage:

Report Features Details
Base Year of the Analysis 2021
    Historical Period 2016-2021
Forecast Period 2022-2027
Units US$ Billion
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)

 

Key Questions Answered in This Report:

  • How has the global virtual reality content creation market performed so far and how will it perform in the coming years?
  • What has been the impact of COVID-19 on the global virtual reality content creation market?
  • What are the key regional markets?
  • What is the breakup of the market based on the content type?
  • What is the breakup of the market based on the component?
  • What is the breakup of the market based on the end user?
  • What are the various stages in the value chain of the industry?
  • What are the key driving factors and challenges in the industry?
  • What is the structure of the global virtual reality content creation market and who are the key players?
  • What is the degree of competition in the industry?

1    Preface
2    Scope and Methodology

    2.1    Objectives of the Study
    2.2    Stakeholders
    2.3    Data Sources
        2.3.1    Primary Sources
        2.3.2    Secondary Sources
    2.4    Market Estimation
        2.4.1    Bottom-Up Approach
        2.4.2    Top-Down Approach
    2.5    Forecasting Methodology
3    Executive Summary
4    Introduction

    4.1    Overview
    4.2    Key Industry Trends
5    Global Virtual Reality Content Creation Market
    5.1    Market Overview
    5.2    Market Performance
    5.3    Impact of COVID-19
    5.4    Market Forecast
6    Market Breakup by Content Type
    6.1    Videos
        6.1.1 Market Trends
        6.1.2 Market Forecast
    6.2    360 Degree Photos
        6.2.1 Market Trends
        6.2.2 Market Forecast
    6.3    Games
        6.3.1 Market Trends
        6.3.2 Market Forecast
7    Market Breakup by Component
    7.1    Software
        7.1.1 Market Trends
        7.1.2 Market Forecast
    7.2    Services
        7.2.1 Market Trends
        7.2.2 Market Forecast
8    Market Breakup by End User
    8.1    Real Estate
        8.1.1 Market Trends
        8.1.2 Market Forecast
    8.2    Travel and Hospitality
        8.2.1 Market Trends
        8.2.2 Market Forecast
    8.3    Media and Entertainment
        8.3.1 Market Trends
        8.3.2 Market Forecast
    8.4    Healthcare
        8.4.1 Market Trends
        8.4.2 Market Forecast
    8.5    Retail
        8.5.1 Market Trends
        8.5.2 Market Forecast
    8.6    Gaming
        8.6.1 Market Trends
        8.6.2 Market Forecast
    8.7    Automotive
        8.7.1 Market Trends
        8.7.2 Market Forecast
    8.8    Others
        8.8.1 Market Trends
        8.8.2 Market Forecast
9    Market Breakup by Region
    9.1    North America
        9.1.1 United States
           9.1.1.1 Market Trends
           9.1.1.2 Market Forecast
        9.1.2 Canada
           9.1.2.1 Market Trends
           9.1.2.2 Market Forecast
    9.2    Asia-Pacific
        9.2.1 China
           9.2.1.1 Market Trends
           9.2.1.2 Market Forecast
        9.2.2 Japan
           9.2.2.1 Market Trends
           9.2.2.2 Market Forecast
        9.2.3 India
           9.2.3.1 Market Trends
           9.2.3.2 Market Forecast
        9.2.4 South Korea
           9.2.4.1 Market Trends
           9.2.4.2 Market Forecast
        9.2.5 Australia
           9.2.5.1 Market Trends
           9.2.5.2 Market Forecast
        9.2.6 Indonesia
           9.2.6.1 Market Trends
           9.2.6.2 Market Forecast
        9.2.7 Others
           9.2.7.1 Market Trends
           9.2.7.2 Market Forecast
    9.3    Europe
        9.3.1 Germany
           9.3.1.1 Market Trends
           9.3.1.2 Market Forecast
        9.3.2 France
           9.3.2.1 Market Trends
           9.3.2.2 Market Forecast
        9.3.3 United Kingdom
           9.3.3.1 Market Trends
           9.3.3.2 Market Forecast
        9.3.4 Italy
           9.3.4.1 Market Trends
           9.3.4.2 Market Forecast
        9.3.5 Spain
           9.3.5.1 Market Trends
           9.3.5.2 Market Forecast
        9.3.6 Russia
           9.3.6.1 Market Trends
           9.3.6.2 Market Forecast
        9.3.7 Others
           9.3.7.1 Market Trends
           9.3.7.2 Market Forecast
    9.4    Latin America
        9.4.1 Brazil
           9.4.1.1 Market Trends
           9.4.1.2 Market Forecast
        9.4.2 Mexico
           9.4.2.1 Market Trends
           9.4.2.2 Market Forecast
        9.4.3 Others
           9.4.3.1 Market Trends
           9.4.3.2 Market Forecast
    9.5    Middle East and Africa
        9.5.1 Market Trends
        9.5.2 Market Breakup by Country
        9.5.3 Market Forecast
10    SWOT Analysis
    10.1    Overview
    10.2    Strengths
    10.3    Weaknesses
    10.4    Opportunities
    10.5    Threats
11    Value Chain Analysis
12    Porters Five Forces Analysis

    12.1    Overview
    12.2    Bargaining Power of Buyers
    12.3    Bargaining Power of Suppliers
    12.4    Degree of Competition
    12.5    Threat of New Entrants
    12.6    Threat of Substitutes
13    Price Analysis
14    Competitive Landscape

    14.1    Market Structure
    14.2    Key Players
    14.3    Profiles of Key Players
        14.3.1    360 Labs
           14.3.1.1 Company Overview
           14.3.1.2 Product Portfolio
        14.3.2    Blippar Group Limited
           14.3.2.1 Company Overview
           14.3.2.2 Product Portfolio
        14.3.3    Dell Inc
           14.3.3.1 Company Overview
           14.3.3.2 Product Portfolio
           14.3.3.3 Financials
           14.3.3.4 SWOT Analysis
        14.3.4    Koncept VR LLC
           14.3.4.1 Company Overview
           14.3.4.2 Product Portfolio
        14.3.5    Matterport Inc.
           14.3.5.1 Company Overview
           14.3.5.2 Product Portfolio
        14.3.6    Panedia Pty Ltd.
           14.3.6.1 Company Overview
           14.3.6.2 Product Portfolio
        14.3.7    Scapic Innovations Private Limited
           14.3.7.1 Company Overview
           14.3.7.2 Product Portfolio
        14.3.8    Subvrsive
           14.3.8.1 Company Overview
           14.3.8.2 Product Portfolio
        14.3.9    VIAR Inc
           14.3.9.1 Company Overview
           14.3.9.2 Product Portfolio
        14.3.10    WeMakeVR
           14.3.10.1 Company Overview
           14.3.10.2 Product Portfolio

List of Figures

Figure 1: Global: Virtual Reality Content Creation Market: Major Drivers and Challenges
Figure 2: Global: Virtual Reality Content Creation Market: Sales Value (in Billion US$), 2016-2021
Figure 3: Global: Virtual Reality Content Creation Market Forecast: Sales Value (in Billion US$), 2022-2027
Figure 4: Global: Virtual Reality Content Creation Market: Breakup by Content Type (in %), 2021
Figure 5: Global: Virtual Reality Content Creation Market: Breakup by Component (in %), 2021
Figure 6: Global: Virtual Reality Content Creation Market: Breakup by End User (in %), 2021
Figure 7: Global: Virtual Reality Content Creation Market: Breakup by Region (in %), 2021
Figure 8: Global: Virtual Reality Content Creation (Videos) Market: Sales Value (in Million US$), 2016 & 2021
Figure 9: Global: Virtual Reality Content Creation (Videos) Market Forecast: Sales Value (in Million US$), 2022-2027
Figure 10: Global: Virtual Reality Content Creation (360 Degree Photos) Market: Sales Value (in Million US$), 2016 & 2021
Figure 11: Global: Virtual Reality Content Creation (360 Degree Photos) Market Forecast: Sales Value (in Million US$), 2022-2027
Figure 12: Global: Virtual Reality Content Creation (Games) Market: Sales Value (in Million US$), 2016 & 2021
Figure 13: Global: Virtual Reality Content Creation (Games) Market Forecast: Sales Value (in Million US$), 2022-2027
Figure 14: Global: Virtual Reality Content Creation (Software) Market: Sales Value (in Million US$), 2016 & 2021
Figure 15: Global: Virtual Reality Content Creation (Software) Market Forecast: Sales Value (in Million US$), 2022-2027
Figure 16: Global: Virtual Reality Content Creation (Services) Market: Sales Value (in Million US$), 2016 & 2021
Figure 17: Global: Virtual Reality Content Creation (Services) Market Forecast: Sales Value (in Million US$), 2022-2027
Figure 18: Global: Virtual Reality Content Creation (Real Estate) Market: Sales Value (in Million US$), 2016 & 2021
Figure 19: Global: Virtual Reality Content Creation (Real Estate) Market Forecast: Sales Value (in Million US$), 2022-2027
Figure 20: Global: Virtual Reality Content Creation (Travel and Hospitality) Market: Sales Value (in Million US$), 2016 & 2021
Figure 21: Global: Virtual Reality Content Creation (Travel and Hospitality) Market Forecast: Sales Value (in Million US$), 2022-2027
Figure 22: Global: Virtual Reality Content Creation (Media and Entertainment) Market: Sales Value (in Million US$), 2016 & 2021
Figure 23: Global: Virtual Reality Content Creation (Media and Entertainment) Market Forecast: Sales Value (in Million US$), 2022-2027
Figure 24: Global: Virtual Reality Content Creation (Healthcare) Market: Sales Value (in Million US$), 2016 & 2021
Figure 25: Global: Virtual Reality Content Creation (Healthcare) Market Forecast: Sales Value (in Million US$), 2022-2027
Figure 26: Global: Virtual Reality Content Creation (Retail) Market: Sales Value (in Million US$), 2016 & 2021
Figure 27: Global: Virtual Reality Content Creation (Retail) Market Forecast: Sales Value (in Million US$), 2022-2027
Figure 28: Global: Virtual Reality Content Creation (Gaming) Market: Sales Value (in Million US$), 2016 & 2021
Figure 29: Global: Virtual Reality Content Creation (Gaming) Market Forecast: Sales Value (in Million US$), 2022-2027
Figure 30: Global: Virtual Reality Content Creation (Automotive) Market: Sales Value (in Million US$), 2016 & 2021
Figure 31: Global: Virtual Reality Content Creation (Automotive) Market Forecast: Sales Value (in Million US$), 2022-2027
Figure 32: Global: Virtual Reality Content Creation (Other End Users) Market: Sales Value (in Million US$), 2016 & 2021
Figure 33: Global: Virtual Reality Content Creation (Other End Users) Market Forecast: Sales Value (in Million US$), 2022-2027
Figure 34: North America: Virtual Reality Content Creation Market: Sales Value (in Million US$), 2016 & 2021
Figure 35: North America: Virtual Reality Content Creation Market Forecast: Sales Value (in Million US$), 2022-2027
Figure 36: United States: Virtual Reality Content Creation Market: Sales Value (in Million US$), 2016 & 2021
Figure 37: United States: Virtual Reality Content Creation Market Forecast: Sales Value (in Million US$), 2022-2027
Figure 38: Canada: Virtual Reality Content Creation Market: Sales Value (in Million US$), 2016 & 2021
Figure 39: Canada: Virtual Reality Content Creation Market Forecast: Sales Value (in Million US$), 2022-2027
Figure 40: Asia-Pacific: Virtual Reality Content Creation Market: Sales Value (in Million US$), 2016 & 2021
Figure 41: Asia-Pacific: Virtual Reality Content Creation Market Forecast: Sales Value (in Million US$), 2022-2027
Figure 42: China: Virtual Reality Content Creation Market: Sales Value (in Million US$), 2016 & 2021
Figure 43: China: Virtual Reality Content Creation Market Forecast: Sales Value (in Million US$), 2022-2027
Figure 44: Japan: Virtual Reality Content Creation Market: Sales Value (in Million US$), 2016 & 2021
Figure 45: Japan: Virtual Reality Content Creation Market Forecast: Sales Value (in Million US$), 2022-2027
Figure 46: India: Virtual Reality Content Creation Market: Sales Value (in Million US$), 2016 & 2021
Figure 47: India: Virtual Reality Content Creation Market Forecast: Sales Value (in Million US$), 2022-2027
Figure 48: South Korea: Virtual Reality Content Creation Market: Sales Value (in Million US$), 2016 & 2021
Figure 49: South Korea: Virtual Reality Content Creation Market Forecast: Sales Value (in Million US$), 2022-2027
Figure 50: Australia: Virtual Reality Content Creation Market: Sales Value (in Million US$), 2016 & 2021
Figure 51: Australia: Virtual Reality Content Creation Market Forecast: Sales Value (in Million US$), 2022-2027
Figure 52: Indonesia: Virtual Reality Content Creation Market: Sales Value (in Million US$), 2016 & 2021
Figure 53: Indonesia: Virtual Reality Content Creation Market Forecast: Sales Value (in Million US$), 2022-2027
Figure 54: Others: Virtual Reality Content Creation Market: Sales Value (in Million US$), 2016 & 2021
Figure 55: Others: Virtual Reality Content Creation Market Forecast: Sales Value (in Million US$), 2022-2027
Figure 56: Europe: Virtual Reality Content Creation Market: Sales Value (in Million US$), 2016 & 2021
Figure 57: Europe: Virtual Reality Content Creation Market Forecast: Sales Value (in Million US$), 2022-2027
Figure 58: Germany: Virtual Reality Content Creation Market: Sales Value (in Million US$), 2016 & 2021
Figure 59: Germany: Virtual Reality Content Creation Market Forecast: Sales Value (in Million US$), 2022-2027
Figure 60: France: Virtual Reality Content Creation Market: Sales Value (in Million US$), 2016 & 2021
Figure 61: France: Virtual Reality Content Creation Market Forecast: Sales Value (in Million US$), 2022-2027
Figure 62: United Kingdom: Virtual Reality Content Creation Market: Sales Value (in Million US$), 2016 & 2021
Figure 63: United Kingdom: Virtual Reality Content Creation Market Forecast: Sales Value (in Million US$), 2022-2027
Figure 64: Italy: Virtual Reality Content Creation Market: Sales Value (in Million US$), 2016 & 2021
Figure 65: Italy: Virtual Reality Content Creation Market Forecast: Sales Value (in Million US$), 2022-2027
Figure 66: Spain: Virtual Reality Content Creation Market: Sales Value (in Million US$), 2016 & 2021
Figure 67: Spain: Virtual Reality Content Creation Market Forecast: Sales Value (in Million US$), 2022-2027
Figure 68: Russia: Virtual Reality Content Creation Market: Sales Value (in Million US$), 2016 & 2021
Figure 69: Russia: Virtual Reality Content Creation Market Forecast: Sales Value (in Million US$), 2022-2027
Figure 70: Others: Virtual Reality Content Creation Market: Sales Value (in Million US$), 2016 & 2021
Figure 71: Others: Virtual Reality Content Creation Market Forecast: Sales Value (in Million US$), 2022-2027
Figure 72: Latin America: Virtual Reality Content Creation Market: Sales Value (in Million US$), 2016 & 2021
Figure 73: Latin America: Virtual Reality Content Creation Market Forecast: Sales Value (in Million US$), 2022-2027
Figure 74: Brazil: Virtual Reality Content Creation Market: Sales Value (in Million US$), 2016 & 2021
Figure 75: Brazil: Virtual Reality Content Creation Market Forecast: Sales Value (in Million US$), 2022-2027
Figure 76: Mexico: Virtual Reality Content Creation Market: Sales Value (in Million US$), 2016 & 2021
Figure 77: Mexico: Virtual Reality Content Creation Market Forecast: Sales Value (in Million US$), 2022-2027
Figure 78: Others: Virtual Reality Content Creation Market: Sales Value (in Million US$), 2016 & 2021
Figure 79: Others: Virtual Reality Content Creation Market Forecast: Sales Value (in Million US$), 2022-2027
Figure 80: Middle East and Africa: Virtual Reality Content Creation Market: Sales Value (in Million US$), 2016 & 2021
Figure 81: Middle East and Africa: Virtual Reality Content Creation Market: Breakup by Country (in %), 2021
Figure 82: Middle East and Africa: Virtual Reality Content Creation Market Forecast: Sales Value (in Million US$), 2022-2027
Figure 83: Global: Virtual Reality Content Creation Industry: SWOT Analysis
Figure 84: Global: Virtual Reality Content Creation Industry: Value Chain Analysis
Figure 85: Global: Virtual Reality Content Creation Industry: Porter's Five Forces Analysis

List of Tables

Table 1: Global: Virtual Reality Content Creation Market: Key Industry Highlights, 2021 and 2027
Table 2: Global: Virtual Reality Content Creation Market Forecast: Breakup by Content Type (in Million US$), 2022-2027
Table 3: Global: Virtual Reality Content Creation Market Forecast: Breakup by Component (in Million US$), 2022-2027
Table 4: Global: Virtual Reality Content Creation Market Forecast: Breakup by End User (in Million US$), 2022-2027
Table 5: Global: Virtual Reality Content Creation Market Forecast: Breakup by Region (in Million US$), 2022-2027
Table 6: Global: Virtual Reality Content Creation Market: Competitive Structure
Table 7: Global: Virtual Reality Content Creation Market: Key Players


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