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Virtual Reality Content Market by Component, Content Type, Application - Global Forecast 2025-2030

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    Report

  • 185 Pages
  • October 2024
  • Region: Global
  • 360iResearch™
  • ID: 4986029
UP TO OFF until Dec 31st 2024
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The Virtual Reality Content Market grew from USD 33.37 billion in 2023 to USD 35.99 billion in 2024. It is expected to continue growing at a CAGR of 7.93%, reaching USD 56.95 billion by 2030.

Virtual Reality (VR) content refers to digital creations designed for immersive experiences delivered through VR devices, which can simulate realistic environments or imaginative worlds. These experiences are pivotal across industries such as gaming, education, healthcare, tourism, and real estate. The necessity of VR content lies in its ability to offer unprecedented engagement and interaction, transforming passive content consumption into active participation. In gaming, VR provides a more interactive platform, while in education, it offers experiential learning opportunities. Healthcare applications include therapy and surgical training, whereas tourism benefits from virtual tours, and real estate uses VR for property viewings.

Market growth is driven by advancements in VR hardware and declining costs, increasing consumer and enterprise adoption rates. Furthermore, the COVID-19 pandemic accelerated demand for remote interaction solutions, fostering VR content usage in training and collaboration scenarios. However, challenges such as high initial investment, technological limitations, and health concerns regarding prolonged VR use impede rapid adoption. Furthermore, content creation is resource-intensive, necessitating specialized skills and infrastructure. Key opportunities lie in the education and healthcare sectors where VR can address gaps in traditional methodologies through interactive training and therapy solutions. Businesses should also explore partnerships with VR platform providers to enhance content accessibility and scalability.

Innovation opportunities abound in developing intuitive VR interfaces and AI-driven content customization, enabling personalization and enhancing user engagement. Additionally, creating lightweight and comfortable VR devices can mitigate health concerns and broaden user bases. Focusing on cloud-based VR environments could further revolutionize content accessibility and reduce hardware dependencies. As the nature of the market is highly dynamic, staying abreast of technological advancements and regulatory changes is crucial. Businesses should invest in R&D to leverage these innovations, ensuring they remain at the forefront of the rapidly evolving VR landscape for sustained growth and competitive advantage.

Understanding Market Dynamics in the Virtual Reality Content Market

The Virtual Reality Content Market is rapidly evolving, shaped by dynamic supply and demand trends. These insights provide companies with actionable intelligence to drive investments, develop strategies, and seize emerging opportunities. A comprehensive understanding of market dynamics also helps organizations mitigate political, geographical, technical, social, and economic risks while offering a clearer view of consumer behavior and its effects on manufacturing costs and purchasing decisions.
  • Market Drivers
    • Rise in demand for head-mounted displays (HMDs) such as VR and AR products
    • High availability of cost-efficient VR devices in the gaming and entertainment sector
    • Increase in the demand for VR content in the marketing sector
  • Market Restraints
    • Shortage of trained professionals
  • Market Opportunities
    • Rising demand for technologically advanced, portable and stand alone devices
    • Emergence of metaverse and robust startup ecosystem
  • Market Challenges
    • Security and privacy breach issues

Exploring Porter’s Five Forces for the Virtual Reality Content Market

Porter’s Five Forces framework further strengthens the insights of the Virtual Reality Content Market, delivering a clear and effective methodology for understanding the competitive landscape. This tool enables companies to evaluate their current competitive standing and explore strategic repositioning by assessing businesses’ power dynamics and market positioning. It is also instrumental in determining the profitability of new ventures, helping companies leverage their strengths, address weaknesses, and avoid potential pitfalls.

Applying PESTLE Analysis to the Virtual Reality Content Market

External macro-environmental factors deeply influence the performance of the Virtual Reality Content Market, and the PESTLE analysis provides a comprehensive framework for understanding these influences. By examining Political, Economic, Social, Technological, Legal, and Environmental elements, this analysis offers organizations critical insights into potential opportunities and risks. It also helps businesses anticipate changes in regulations, consumer behavior, and economic trends, enabling them to make informed, forward-looking decisions.

Analyzing Market Share in the Virtual Reality Content Market

The Virtual Reality Content Market share analysis evaluates vendor performance. This analysis provides a clear view of each vendor’s standing in the competitive landscape by comparing key metrics such as revenue, customer base, and other critical factors. Additionally, it highlights market concentration, fragmentation, and trends in consolidation, empowering vendors to make strategic decisions that enhance their market position.

Evaluating Vendor Success with the FPNV Positioning Matrix in the Virtual Reality Content Market

The Virtual Reality Content Market FPNV Positioning Matrix is crucial in evaluating vendors based on business strategy and product satisfaction levels. By segmenting vendors into four quadrants - Forefront (F), Pathfinder (P), Niche (N), and Vital (V) - this matrix helps users make well-informed decisions that best align with their unique needs and objectives in the market.

Strategic Recommendations for Success in the Virtual Reality Content Market

The Virtual Reality Content Market strategic analysis is essential for organizations aiming to strengthen their position in the global market. A comprehensive review of resources, capabilities, and performance helps businesses identify opportunities for improvement and growth. This approach empowers companies to navigate challenges in the increasingly competitive landscape, ensuring they capitalize on new opportunities and align with long-term success.

Key Company Profiles

The report delves into recent significant developments in the Virtual Reality Content Market, highlighting leading vendors and their innovative profiles. These include 360 Labs, LLC, Alphabet, Inc., AltexSoft, CreativeDrive by Accenture PLC, Eon Reality, Inc., GoPro, Inc., HTC Global Services, KonceptVR LLC, Magic Leap, Inc., Matterport, Inc., Meta Platforms, Inc., Microsoft Corporation, Netflix, Inc., Panedia Pty Ltd., Samsung Electronics Co., Ltd., Sony Corporation, and Ultraleap Limited.

Market Segmentation & Coverage

This research report categorizes the Virtual Reality Content Market to forecast the revenues and analyze trends in each of the following sub-markets:
  • Component
    • Hardware
    • Software
  • Content Type
    • 360 Degree Photos
    • Games
    • Videos
  • Application
    • Automotive
    • Gaming
    • Media & Entertainment
    • Retail
  • Region
    • Americas
      • Argentina
      • Brazil
      • Canada
      • Mexico
      • United States
        • California
        • Florida
        • Illinois
        • New York
        • Ohio
        • Pennsylvania
        • Texas
    • Asia-Pacific
      • Australia
      • China
      • India
      • Indonesia
      • Japan
      • Malaysia
      • Philippines
      • Singapore
      • South Korea
      • Taiwan
      • Thailand
      • Vietnam
    • Europe, Middle East & Africa
      • Denmark
      • Egypt
      • Finland
      • France
      • Germany
      • Israel
      • Italy
      • Netherlands
      • Nigeria
      • Norway
      • Poland
      • Qatar
      • Russia
      • Saudi Arabia
      • South Africa
      • Spain
      • Sweden
      • Switzerland
      • Turkey
      • United Arab Emirates
      • United Kingdom

The report provides a detailed overview of the market, exploring several key areas:

  1. Market Penetration: A thorough examination of the current market landscape, featuring comprehensive data from leading industry players and analyzing their reach and influence across the market.
  2. Market Development: The report identifies significant growth opportunities in emerging markets and assesses expansion potential within established segments, providing a roadmap for future development.
  3. Market Diversification: In-depth coverage of recent product launches, untapped geographic regions, significant industry developments, and strategic investments reshaping the market landscape.
  4. Competitive Assessment & Intelligence: A detailed analysis of the competitive landscape, covering market share, business strategies, product portfolios, certifications, regulatory approvals, patent trends, technological advancements, and innovations in manufacturing by key market players.
  5. Product Development & Innovation: Insight into groundbreaking technologies, R&D efforts, and product innovations that will drive the market in future.

Additionally, the report addresses key questions to assist stakeholders in making informed decisions:

  1. What is the current size of the market, and how is it expected to grow?
  2. Which products, segments, and regions present the most attractive investment opportunities?
  3. What are the prevailing technology trends and regulatory factors influencing the market?
  4. How do top vendors rank regarding market share and competitive positioning?
  5. What revenue sources and strategic opportunities guide vendors' market entry or exit decisions?

Table of Contents

1. Preface
1.1. Objectives of the Study
1.2. Market Segmentation & Coverage
1.3. Years Considered for the Study
1.4. Currency & Pricing
1.5. Language
1.6. Stakeholders
2. Research Methodology
2.1. Define: Research Objective
2.2. Determine: Research Design
2.3. Prepare: Research Instrument
2.4. Collect: Data Source
2.5. Analyze: Data Interpretation
2.6. Formulate: Data Verification
2.7. Publish: Research Report
2.8. Repeat: Report Update
3. Executive Summary
4. Market Overview
5. Market Insights
5.1. Market Dynamics
5.1.1. Drivers
5.1.1.1. Rise in demand for head-mounted displays (HMDs) such as VR and AR products
5.1.1.2. High availability of cost-efficient VR devices in the gaming and entertainment sector
5.1.1.3. Increase in the demand for VR content in the marketing sector
5.1.2. Restraints
5.1.2.1. Shortage of trained professionals
5.1.3. Opportunities
5.1.3.1. Rising demand for technologically advanced, portable and stand alone devices
5.1.3.2. Emergence of metaverse and robust startup ecosystem
5.1.4. Challenges
5.1.4.1. Security and privacy breach issues
5.2. Market Segmentation Analysis
5.3. Porter’s Five Forces Analysis
5.3.1. Threat of New Entrants
5.3.2. Threat of Substitutes
5.3.3. Bargaining Power of Customers
5.3.4. Bargaining Power of Suppliers
5.3.5. Industry Rivalry
5.4. PESTLE Analysis
5.4.1. Political
5.4.2. Economic
5.4.3. Social
5.4.4. Technological
5.4.5. Legal
5.4.6. Environmental
6. Virtual Reality Content Market, by Component
6.1. Introduction
6.2. Hardware
6.3. Software
7. Virtual Reality Content Market, by Content Type
7.1. Introduction
7.2. 360 Degree Photos
7.3. Games
7.4. Videos
8. Virtual Reality Content Market, by Application
8.1. Introduction
8.2. Automotive
8.3. Gaming
8.4. Media & Entertainment
8.5. Retail
9. Americas Virtual Reality Content Market
9.1. Introduction
9.2. Argentina
9.3. Brazil
9.4. Canada
9.5. Mexico
9.6. United States
10. Asia-Pacific Virtual Reality Content Market
10.1. Introduction
10.2. Australia
10.3. China
10.4. India
10.5. Indonesia
10.6. Japan
10.7. Malaysia
10.8. Philippines
10.9. Singapore
10.10. South Korea
10.11. Taiwan
10.12. Thailand
10.13. Vietnam
11. Europe, Middle East & Africa Virtual Reality Content Market
11.1. Introduction
11.2. Denmark
11.3. Egypt
11.4. Finland
11.5. France
11.6. Germany
11.7. Israel
11.8. Italy
11.9. Netherlands
11.10. Nigeria
11.11. Norway
11.12. Poland
11.13. Qatar
11.14. Russia
11.15. Saudi Arabia
11.16. South Africa
11.17. Spain
11.18. Sweden
11.19. Switzerland
11.20. Turkey
11.21. United Arab Emirates
11.22. United Kingdom
12. Competitive Landscape
12.1. Market Share Analysis, 2023
12.2. FPNV Positioning Matrix, 2023
12.3. Competitive Scenario Analysis
12.4. Strategy Analysis & Recommendation
List of Figures
FIGURE 1. VIRTUAL REALITY CONTENT MARKET RESEARCH PROCESS
FIGURE 2. VIRTUAL REALITY CONTENT MARKET SIZE, 2023 VS 2030
FIGURE 3. GLOBAL VIRTUAL REALITY CONTENT MARKET SIZE, 2018-2030 (USD MILLION)
FIGURE 4. GLOBAL VIRTUAL REALITY CONTENT MARKET SIZE, BY REGION, 2023 VS 2024 VS 2030 (USD MILLION)
FIGURE 5. GLOBAL VIRTUAL REALITY CONTENT MARKET SIZE, BY COUNTRY, 2023 VS 2024 VS 2030 (USD MILLION)
FIGURE 6. GLOBAL VIRTUAL REALITY CONTENT MARKET SIZE, BY COMPONENT, 2023 VS 2030 (%)
FIGURE 7. GLOBAL VIRTUAL REALITY CONTENT MARKET SIZE, BY COMPONENT, 2023 VS 2024 VS 2030 (USD MILLION)
FIGURE 8. GLOBAL VIRTUAL REALITY CONTENT MARKET SIZE, BY CONTENT TYPE, 2023 VS 2030 (%)
FIGURE 9. GLOBAL VIRTUAL REALITY CONTENT MARKET SIZE, BY CONTENT TYPE, 2023 VS 2024 VS 2030 (USD MILLION)
FIGURE 10. GLOBAL VIRTUAL REALITY CONTENT MARKET SIZE, BY APPLICATION, 2023 VS 2030 (%)
FIGURE 11. GLOBAL VIRTUAL REALITY CONTENT MARKET SIZE, BY APPLICATION, 2023 VS 2024 VS 2030 (USD MILLION)
FIGURE 12. AMERICAS VIRTUAL REALITY CONTENT MARKET SIZE, BY COUNTRY, 2023 VS 2030 (%)
FIGURE 13. AMERICAS VIRTUAL REALITY CONTENT MARKET SIZE, BY COUNTRY, 2023 VS 2024 VS 2030 (USD MILLION)
FIGURE 14. UNITED STATES VIRTUAL REALITY CONTENT MARKET SIZE, BY STATE, 2023 VS 2030 (%)
FIGURE 15. UNITED STATES VIRTUAL REALITY CONTENT MARKET SIZE, BY STATE, 2023 VS 2024 VS 2030 (USD MILLION)
FIGURE 16. ASIA-PACIFIC VIRTUAL REALITY CONTENT MARKET SIZE, BY COUNTRY, 2023 VS 2030 (%)
FIGURE 17. ASIA-PACIFIC VIRTUAL REALITY CONTENT MARKET SIZE, BY COUNTRY, 2023 VS 2024 VS 2030 (USD MILLION)
FIGURE 18. EUROPE, MIDDLE EAST & AFRICA VIRTUAL REALITY CONTENT MARKET SIZE, BY COUNTRY, 2023 VS 2030 (%)
FIGURE 19. EUROPE, MIDDLE EAST & AFRICA VIRTUAL REALITY CONTENT MARKET SIZE, BY COUNTRY, 2023 VS 2024 VS 2030 (USD MILLION)
FIGURE 20. VIRTUAL REALITY CONTENT MARKET SHARE, BY KEY PLAYER, 2023
FIGURE 21. VIRTUAL REALITY CONTENT MARKET, FPNV POSITIONING MATRIX, 2023
List of Tables
TABLE 1. VIRTUAL REALITY CONTENT MARKET SEGMENTATION & COVERAGE
TABLE 2. UNITED STATES DOLLAR EXCHANGE RATE, 2018-2023
TABLE 3. GLOBAL VIRTUAL REALITY CONTENT MARKET SIZE, 2018-2030 (USD MILLION)
TABLE 4. GLOBAL VIRTUAL REALITY CONTENT MARKET SIZE, BY REGION, 2018-2030 (USD MILLION)
TABLE 5. GLOBAL VIRTUAL REALITY CONTENT MARKET SIZE, BY COUNTRY, 2018-2030 (USD MILLION)
TABLE 6. VIRTUAL REALITY CONTENT MARKET DYNAMICS
TABLE 7. GLOBAL VIRTUAL REALITY CONTENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
TABLE 8. GLOBAL VIRTUAL REALITY CONTENT MARKET SIZE, BY HARDWARE, BY REGION, 2018-2030 (USD MILLION)
TABLE 9. GLOBAL VIRTUAL REALITY CONTENT MARKET SIZE, BY SOFTWARE, BY REGION, 2018-2030 (USD MILLION)
TABLE 10. GLOBAL VIRTUAL REALITY CONTENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
TABLE 11. GLOBAL VIRTUAL REALITY CONTENT MARKET SIZE, BY 360 DEGREE PHOTOS, BY REGION, 2018-2030 (USD MILLION)
TABLE 12. GLOBAL VIRTUAL REALITY CONTENT MARKET SIZE, BY GAMES, BY REGION, 2018-2030 (USD MILLION)
TABLE 13. GLOBAL VIRTUAL REALITY CONTENT MARKET SIZE, BY VIDEOS, BY REGION, 2018-2030 (USD MILLION)
TABLE 14. GLOBAL VIRTUAL REALITY CONTENT MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
TABLE 15. GLOBAL VIRTUAL REALITY CONTENT MARKET SIZE, BY AUTOMOTIVE, BY REGION, 2018-2030 (USD MILLION)
TABLE 16. GLOBAL VIRTUAL REALITY CONTENT MARKET SIZE, BY GAMING, BY REGION, 2018-2030 (USD MILLION)
TABLE 17. GLOBAL VIRTUAL REALITY CONTENT MARKET SIZE, BY MEDIA & ENTERTAINMENT, BY REGION, 2018-2030 (USD MILLION)
TABLE 18. GLOBAL VIRTUAL REALITY CONTENT MARKET SIZE, BY RETAIL, BY REGION, 2018-2030 (USD MILLION)
TABLE 19. AMERICAS VIRTUAL REALITY CONTENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
TABLE 20. AMERICAS VIRTUAL REALITY CONTENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
TABLE 21. AMERICAS VIRTUAL REALITY CONTENT MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
TABLE 22. AMERICAS VIRTUAL REALITY CONTENT MARKET SIZE, BY COUNTRY, 2018-2030 (USD MILLION)
TABLE 23. ARGENTINA VIRTUAL REALITY CONTENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
TABLE 24. ARGENTINA VIRTUAL REALITY CONTENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
TABLE 25. ARGENTINA VIRTUAL REALITY CONTENT MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
TABLE 26. BRAZIL VIRTUAL REALITY CONTENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
TABLE 27. BRAZIL VIRTUAL REALITY CONTENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
TABLE 28. BRAZIL VIRTUAL REALITY CONTENT MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
TABLE 29. CANADA VIRTUAL REALITY CONTENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
TABLE 30. CANADA VIRTUAL REALITY CONTENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
TABLE 31. CANADA VIRTUAL REALITY CONTENT MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
TABLE 32. MEXICO VIRTUAL REALITY CONTENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
TABLE 33. MEXICO VIRTUAL REALITY CONTENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
TABLE 34. MEXICO VIRTUAL REALITY CONTENT MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
TABLE 35. UNITED STATES VIRTUAL REALITY CONTENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
TABLE 36. UNITED STATES VIRTUAL REALITY CONTENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
TABLE 37. UNITED STATES VIRTUAL REALITY CONTENT MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
TABLE 38. UNITED STATES VIRTUAL REALITY CONTENT MARKET SIZE, BY STATE, 2018-2030 (USD MILLION)
TABLE 39. ASIA-PACIFIC VIRTUAL REALITY CONTENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
TABLE 40. ASIA-PACIFIC VIRTUAL REALITY CONTENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
TABLE 41. ASIA-PACIFIC VIRTUAL REALITY CONTENT MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
TABLE 42. ASIA-PACIFIC VIRTUAL REALITY CONTENT MARKET SIZE, BY COUNTRY, 2018-2030 (USD MILLION)
TABLE 43. AUSTRALIA VIRTUAL REALITY CONTENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
TABLE 44. AUSTRALIA VIRTUAL REALITY CONTENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
TABLE 45. AUSTRALIA VIRTUAL REALITY CONTENT MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
TABLE 46. CHINA VIRTUAL REALITY CONTENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
TABLE 47. CHINA VIRTUAL REALITY CONTENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
TABLE 48. CHINA VIRTUAL REALITY CONTENT MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
TABLE 49. INDIA VIRTUAL REALITY CONTENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
TABLE 50. INDIA VIRTUAL REALITY CONTENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
TABLE 51. INDIA VIRTUAL REALITY CONTENT MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
TABLE 52. INDONESIA VIRTUAL REALITY CONTENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
TABLE 53. INDONESIA VIRTUAL REALITY CONTENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
TABLE 54. INDONESIA VIRTUAL REALITY CONTENT MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
TABLE 55. JAPAN VIRTUAL REALITY CONTENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
TABLE 56. JAPAN VIRTUAL REALITY CONTENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
TABLE 57. JAPAN VIRTUAL REALITY CONTENT MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
TABLE 58. MALAYSIA VIRTUAL REALITY CONTENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
TABLE 59. MALAYSIA VIRTUAL REALITY CONTENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
TABLE 60. MALAYSIA VIRTUAL REALITY CONTENT MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
TABLE 61. PHILIPPINES VIRTUAL REALITY CONTENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
TABLE 62. PHILIPPINES VIRTUAL REALITY CONTENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
TABLE 63. PHILIPPINES VIRTUAL REALITY CONTENT MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
TABLE 64. SINGAPORE VIRTUAL REALITY CONTENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
TABLE 65. SINGAPORE VIRTUAL REALITY CONTENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
TABLE 66. SINGAPORE VIRTUAL REALITY CONTENT MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
TABLE 67. SOUTH KOREA VIRTUAL REALITY CONTENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
TABLE 68. SOUTH KOREA VIRTUAL REALITY CONTENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
TABLE 69. SOUTH KOREA VIRTUAL REALITY CONTENT MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
TABLE 70. TAIWAN VIRTUAL REALITY CONTENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
TABLE 71. TAIWAN VIRTUAL REALITY CONTENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
TABLE 72. TAIWAN VIRTUAL REALITY CONTENT MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
TABLE 73. THAILAND VIRTUAL REALITY CONTENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
TABLE 74. THAILAND VIRTUAL REALITY CONTENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
TABLE 75. THAILAND VIRTUAL REALITY CONTENT MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
TABLE 76. VIETNAM VIRTUAL REALITY CONTENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
TABLE 77. VIETNAM VIRTUAL REALITY CONTENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
TABLE 78. VIETNAM VIRTUAL REALITY CONTENT MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
TABLE 79. EUROPE, MIDDLE EAST & AFRICA VIRTUAL REALITY CONTENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
TABLE 80. EUROPE, MIDDLE EAST & AFRICA VIRTUAL REALITY CONTENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
TABLE 81. EUROPE, MIDDLE EAST & AFRICA VIRTUAL REALITY CONTENT MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
TABLE 82. EUROPE, MIDDLE EAST & AFRICA VIRTUAL REALITY CONTENT MARKET SIZE, BY COUNTRY, 2018-2030 (USD MILLION)
TABLE 83. DENMARK VIRTUAL REALITY CONTENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
TABLE 84. DENMARK VIRTUAL REALITY CONTENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
TABLE 85. DENMARK VIRTUAL REALITY CONTENT MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
TABLE 86. EGYPT VIRTUAL REALITY CONTENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
TABLE 87. EGYPT VIRTUAL REALITY CONTENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
TABLE 88. EGYPT VIRTUAL REALITY CONTENT MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
TABLE 89. FINLAND VIRTUAL REALITY CONTENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
TABLE 90. FINLAND VIRTUAL REALITY CONTENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
TABLE 91. FINLAND VIRTUAL REALITY CONTENT MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
TABLE 92. FRANCE VIRTUAL REALITY CONTENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
TABLE 93. FRANCE VIRTUAL REALITY CONTENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
TABLE 94. FRANCE VIRTUAL REALITY CONTENT MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
TABLE 95. GERMANY VIRTUAL REALITY CONTENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
TABLE 96. GERMANY VIRTUAL REALITY CONTENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
TABLE 97. GERMANY VIRTUAL REALITY CONTENT MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
TABLE 98. ISRAEL VIRTUAL REALITY CONTENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
TABLE 99. ISRAEL VIRTUAL REALITY CONTENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
TABLE 100. ISRAEL VIRTUAL REALITY CONTENT MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
TABLE 101. ITALY VIRTUAL REALITY CONTENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
TABLE 102. ITALY VIRTUAL REALITY CONTENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
TABLE 103. ITALY VIRTUAL REALITY CONTENT MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
TABLE 104. NETHERLANDS VIRTUAL REALITY CONTENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
TABLE 105. NETHERLANDS VIRTUAL REALITY CONTENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
TABLE 106. NETHERLANDS VIRTUAL REALITY CONTENT MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
TABLE 107. NIGERIA VIRTUAL REALITY CONTENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
TABLE 108. NIGERIA VIRTUAL REALITY CONTENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
TABLE 109. NIGERIA VIRTUAL REALITY CONTENT MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
TABLE 110. NORWAY VIRTUAL REALITY CONTENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
TABLE 111. NORWAY VIRTUAL REALITY CONTENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
TABLE 112. NORWAY VIRTUAL REALITY CONTENT MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
TABLE 113. POLAND VIRTUAL REALITY CONTENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
TABLE 114. POLAND VIRTUAL REALITY CONTENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
TABLE 115. POLAND VIRTUAL REALITY CONTENT MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
TABLE 116. QATAR VIRTUAL REALITY CONTENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
TABLE 117. QATAR VIRTUAL REALITY CONTENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
TABLE 118. QATAR VIRTUAL REALITY CONTENT MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
TABLE 119. RUSSIA VIRTUAL REALITY CONTENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
TABLE 120. RUSSIA VIRTUAL REALITY CONTENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
TABLE 121. RUSSIA VIRTUAL REALITY CONTENT MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
TABLE 122. SAUDI ARABIA VIRTUAL REALITY CONTENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
TABLE 123. SAUDI ARABIA VIRTUAL REALITY CONTENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
TABLE 124. SAUDI ARABIA VIRTUAL REALITY CONTENT MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
TABLE 125. SOUTH AFRICA VIRTUAL REALITY CONTENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
TABLE 126. SOUTH AFRICA VIRTUAL REALITY CONTENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
TABLE 127. SOUTH AFRICA VIRTUAL REALITY CONTENT MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
TABLE 128. SPAIN VIRTUAL REALITY CONTENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
TABLE 129. SPAIN VIRTUAL REALITY CONTENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
TABLE 130. SPAIN VIRTUAL REALITY CONTENT MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
TABLE 131. SWEDEN VIRTUAL REALITY CONTENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
TABLE 132. SWEDEN VIRTUAL REALITY CONTENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
TABLE 133. SWEDEN VIRTUAL REALITY CONTENT MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
TABLE 134. SWITZERLAND VIRTUAL REALITY CONTENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
TABLE 135. SWITZERLAND VIRTUAL REALITY CONTENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
TABLE 136. SWITZERLAND VIRTUAL REALITY CONTENT MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
TABLE 137. TURKEY VIRTUAL REALITY CONTENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
TABLE 138. TURKEY VIRTUAL REALITY CONTENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
TABLE 139. TURKEY VIRTUAL REALITY CONTENT MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
TABLE 140. UNITED ARAB EMIRATES VIRTUAL REALITY CONTENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
TABLE 141. UNITED ARAB EMIRATES VIRTUAL REALITY CONTENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
TABLE 142. UNITED ARAB EMIRATES VIRTUAL REALITY CONTENT MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
TABLE 143. UNITED KINGDOM VIRTUAL REALITY CONTENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
TABLE 144. UNITED KINGDOM VIRTUAL REALITY CONTENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
TABLE 145. UNITED KINGDOM VIRTUAL REALITY CONTENT MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
TABLE 146. VIRTUAL REALITY CONTENT MARKET SHARE, BY KEY PLAYER, 2023
TABLE 147. VIRTUAL REALITY CONTENT MARKET, FPNV POSITIONING MATRIX, 2023

Companies Mentioned

The leading players in the Virtual Reality Content Market, which are profiled in this report, include:
  • 360 Labs, LLC
  • Alphabet, Inc.
  • AltexSoft
  • CreativeDrive by Accenture PLC
  • Eon Reality, Inc.
  • GoPro, Inc.
  • HTC Global Services
  • KonceptVR LLC
  • Magic Leap, Inc.
  • Matterport, Inc.
  • Meta Platforms, Inc.
  • Microsoft Corporation
  • Netflix, Inc.
  • Panedia Pty Ltd.
  • Samsung Electronics Co., Ltd.
  • Sony Corporation
  • Ultraleap Limited

Methodology

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Table Information