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VR Content Creation - Global Strategic Business Report

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    Report

  • 194 Pages
  • November 2024
  • Region: Global
  • Global Industry Analysts, Inc
  • ID: 5030618
The global market for VR Content Creation was estimated at US$4.1 Billion in 2023 and is projected to reach US$325.7 Billion by 2030, growing at a CAGR of 86.7% from 2023 to 2030. This comprehensive report provides an in-depth analysis of market trends, drivers, and forecasts, helping you make informed business decisions.

Global VR Content Creation Market - Key Trends & Growth Drivers Explored

Why Is VR Content Creation Transforming the Media and Entertainment Industry?

Virtual Reality (VR) content creation has become a game-changer in the media, entertainment, and technology sectors, providing immersive experiences that captivate audiences like never before. But what exactly makes VR content so transformative in these industries? VR content creation involves developing interactive and three-dimensional experiences that place users at the center of a digitally constructed environment, enabling them to explore and engage with the content in real time. This technology has revolutionized storytelling by offering an immersive perspective that traditional media formats, such as television or cinema, cannot match. With VR headsets, users can step inside movies, games, and virtual worlds, experiencing them from within rather than merely observing. As a result, VR content has opened up new possibilities for filmmakers, game developers, educators, and marketers to create dynamic and engaging narratives that evoke a stronger emotional response and leave a lasting impression.

The demand for VR content creation has surged as advancements in VR hardware and software have made the technology more accessible and affordable. Industries such as gaming, entertainment, education, and real estate are increasingly adopting VR to enhance user engagement and provide interactive experiences. In the gaming sector, VR has introduced a new era of gameplay where players can physically move and interact with the virtual environment, creating a sense of presence and immersion that traditional games cannot achieve. The film and entertainment industry is leveraging VR to create immersive movies and virtual concerts, allowing viewers to feel as though they are part of the story or live event. Additionally, educational institutions and corporate training programs are using VR content to develop interactive learning modules that simulate real-world scenarios, making learning more engaging and effective. As consumer interest in immersive experiences continues to grow, VR content creation is poised to play an increasingly central role in the future of digital media and entertainment.

How Are Technological Advancements Elevating the Capabilities of VR Content Creation?

The VR content creation market has witnessed numerous technological advancements that have enhanced the realism, interactivity, and accessibility of VR experiences. But what are the key innovations driving these developments? One of the most significant advancements is the development of high-resolution VR headsets with improved display technology. Modern VR headsets feature 4K and even 8K displays, providing crystal-clear visuals and reducing the screen door effect, where gaps between pixels are visible. This has significantly enhanced the visual quality of VR content, making virtual environments more realistic and immersive. The introduction of eye-tracking technology in VR headsets has further improved content interaction by allowing users to control their view and actions with just their gaze, creating a more intuitive and natural experience. Additionally, advancements in motion tracking and haptic feedback systems have enabled the creation of VR content that responds dynamically to user movements and touch, providing a deeper sense of presence and physicality within virtual worlds.

Another critical innovation is the rise of VR content creation platforms and software that streamline the development process. Platforms like Unity and Unreal Engine have become industry standards for building VR environments, offering powerful tools for creating detailed 3D models, realistic lighting, and interactive elements. These platforms support features like real-time rendering, photorealistic textures, and AI-driven character behavior, enabling content creators to produce high-quality VR experiences more efficiently. The integration of cloud-based content creation tools has further expanded the accessibility of VR development, allowing teams to collaborate remotely and build complex VR experiences without the need for high-end hardware. Moreover, advancements in 3D scanning and volumetric capture technology have enabled the creation of photorealistic VR content that captures real-world people, objects, and environments in three dimensions. This has made it possible to create VR experiences that are not only visually stunning but also rooted in real-world authenticity. These technological innovations have collectively elevated the capabilities of VR content creation, making it easier and more cost-effective for developers to produce high-quality, immersive experiences.

What Market Trends Are Driving the Adoption of VR Content Creation Across Various Sectors?

Several key market trends are shaping the adoption of VR content creation across various sectors, reflecting the evolving needs and interests of consumers and businesses. One of the most prominent trends is the growing demand for immersive experiences in gaming and entertainment. The gaming industry, in particular, has embraced VR as a platform for creating more engaging and interactive gameplay. With the advent of VR-specific games and platforms like PlayStation VR, Oculus Rift, and HTC Vive, developers are creating games that allow players to move, explore, and interact within fully realized virtual worlds. This trend is not limited to gaming; the entertainment industry is also leveraging VR for new forms of storytelling. Film studios are producing VR movies and documentaries that place viewers at the center of the narrative, while music artists are hosting virtual concerts and performances that allow fans to experience the event from a front-row perspective. As consumer appetite for immersive content grows, the demand for high-quality VR content creation is expected to increase, driving further innovation and investment in the field.

Another significant trend driving the adoption of VR content creation is the rising use of VR in training, education, and simulation. Educational institutions are incorporating VR content into their curricula to create interactive learning experiences that enhance understanding and retention. For example, medical schools are using VR to simulate surgical procedures, allowing students to practice in a risk-free virtual environment before operating on real patients. Similarly, corporate training programs are using VR to develop realistic simulations that teach employees how to handle complex situations, such as emergency response or machinery operation. The real estate sector is also embracing VR content creation to provide virtual tours of properties, enabling potential buyers to explore homes and commercial spaces without being physically present. These applications highlight the versatility of VR content and its ability to provide immersive, hands-on experiences that traditional methods cannot replicate. The increasing adoption of VR across these diverse sectors is driving demand for VR content creators who can produce tailored experiences that meet specific business needs and objectives.

What Factors Are Driving the Growth of the Global VR Content Creation Market?

The growth in the global VR content creation market is driven by several factors, including advancements in VR technology, increasing demand for immersive content, and the expansion of VR applications across various industries. One of the primary growth drivers is the ongoing development of more advanced and affordable VR hardware. As VR headsets become more accessible to consumers and businesses, the demand for engaging and high-quality VR content has risen. This trend is supported by the introduction of standalone VR headsets, such as the Oculus Quest series, which offer a tether-free experience and do not require a powerful PC or console to run. The reduction in hardware costs and the improvement in user experience have broadened the market for VR content, attracting new users and encouraging the development of innovative content.

Another significant growth driver is the increasing adoption of VR in professional and enterprise settings. Companies in industries such as healthcare, real estate, automotive, and manufacturing are using VR content to create realistic simulations for training, product design, and customer engagement. For example, automotive companies are using VR to create virtual showrooms where customers can explore and customize vehicles, while manufacturers are using VR to train employees on complex machinery and processes. The healthcare industry is leveraging VR content for therapeutic purposes, such as exposure therapy and pain management, as well as for medical training and surgical simulations. These applications highlight the growing recognition of VR as a valuable tool for professional development and business operations, driving demand for specialized VR content creation services.

The global VR content creation market is also benefiting from the increasing integration of VR with other emerging technologies, such as augmented reality (AR), artificial intelligence (AI), and cloud computing. The convergence of these technologies has expanded the possibilities for creating even more interactive and intelligent VR experiences. AI is being used to create more responsive and realistic virtual characters, while cloud-based platforms are enabling the development and deployment of VR content at scale. As businesses seek to create more engaging and impactful experiences for their customers and employees, the demand for sophisticated VR content that leverages these technologies is expected to grow. With ongoing advancements in VR technology and the expansion of VR use cases, the global VR content creation market is poised for sustained growth, driven by a dynamic interplay of technological innovation, consumer demand, and evolving industry applications.

Key Insights:

  • Market Growth: Understand the significant growth trajectory of the VR Content Creation Software/Application segment, which is expected to reach US$229.5 Billion by 2030 with a CAGR of a 88.1%. The VR Content Creation Services segment is also set to grow at 83.7% CAGR over the analysis period.
  • Regional Analysis: Gain insights into the U.S. market, which was estimated at $1.1 Billion in 2023, and China, forecasted to grow at an impressive 80.8% CAGR to reach $41.3 Billion by 2030. Discover growth trends in other key regions, including Japan, Canada, Germany, and the Asia-Pacific.

Why You Should Buy This Report:

  • Detailed Market Analysis: Access a thorough analysis of the Global VR Content Creation Market, covering all major geographic regions and market segments.
  • Competitive Insights: Get an overview of the competitive landscape, including the market presence of major players across different geographies.
  • Future Trends and Drivers: Understand the key trends and drivers shaping the future of the Global VR Content Creation Market.
  • Actionable Insights: Benefit from actionable insights that can help you identify new revenue opportunities and make strategic business decisions.

Key Questions Answered:

  • How is the Global VR Content Creation Market expected to evolve by 2030?
  • What are the main drivers and restraints affecting the market?
  • Which market segments will grow the most over the forecast period?
  • How will market shares for different regions and segments change by 2030?
  • Who are the leading players in the market, and what are their prospects?

Report Features:

  • Comprehensive Market Data: Independent analysis of annual sales and market forecasts in US$ Million from 2023 to 2030.
  • In-Depth Regional Analysis: Detailed insights into key markets, including the U.S., China, Japan, Canada, Europe, Asia-Pacific, Latin America, Middle East, and Africa.
  • Company Profiles: Coverage of major players in the VR Content Creation market such as 360 Labs LLC, Blippar, Elysian Studio Private Limited, Koncept VR, Matterport, Inc. and more.
  • Complimentary Updates: Receive free report updates for one year to keep you informed of the latest market developments.

Some of the 42 companies featured in this VR Content Creation market report include:

  • 360 Labs LLC
  • Blippar
  • Elysian Studio Private Limited
  • Koncept VR
  • Matterport, Inc.
  • MATTERVR
  • Panedia Pty Ltd.
  • Subvrsive, Inc.
  • Vizor
  • Voxelus
  • WeMakeVR
  • Wevr

Table of Contents

I. METHODOLOGYII. EXECUTIVE SUMMARY
1. MARKET OVERVIEW
  • Influencer Market Insights
  • World Market Trajectories
  • VR Content Creation - Global Key Competitors Percentage Market Share in 2024 (E)
  • Competitive Market Presence - Strong/Active/Niche/Trivial for Players Worldwide in 2024 (E)
2. FOCUS ON SELECT PLAYERS
3. MARKET TRENDS & DRIVERS
  • Rising Adoption of Virtual Reality in Gaming and Entertainment Drives Growth of VR Content Creation Market
  • Surge in Demand for Immersive and Interactive VR Experiences Expands Addressable Market
  • Technological Advancements in VR Hardware and Software Propel Market Expansion
  • Rising Adoption of VR Content in Education and Training Applications Sets the Stage for Market Growth
  • Surge in Use of VR Content in Healthcare and Therapeutic Applications Expands Market Opportunities
  • Technological Innovations in 360-Degree and 3D VR Content Creation Propel Market Growth
  • Growing Use of VR Content in Real Estate and Architectural Visualization Strengthens Business Case
  • Surge in Adoption of VR Content in Marketing and Advertising Campaigns Fuels Market Growth
  • Growing Use of VR Content in Tourism and Virtual Travel Experiences Strengthens Business Case
  • Growing Adoption of VR Content in Film and Media Production Strengthens Business Case
  • Increased Focus on Developing VR Content for Augmented Reality (AR) and Mixed Reality (MR) Applications Fuels Market Demand
  • Surge in Adoption of VR Content in E-commerce and Virtual Shopping Experiences Expands Market Opportunities
4. GLOBAL MARKET PERSPECTIVE
  • Table 1: World VR Content Creation Market Analysis of Annual Sales in US$ Thousand for Years 2014 through 2030
  • Table 2: World Recent Past, Current & Future Analysis for VR Content Creation by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2023 through 2030 and % CAGR
  • Table 3: World 7-Year Perspective for VR Content Creation by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets for Years 2024 & 2030
  • Table 4: World Recent Past, Current & Future Analysis for Software/Application by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2023 through 2030 and % CAGR
  • Table 5: World 7-Year Perspective for Software/Application by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2024 & 2030
  • Table 6: World Recent Past, Current & Future Analysis for Services by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2023 through 2030 and % CAGR
  • Table 7: World 7-Year Perspective for Services by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2024 & 2030
  • Table 8: World Recent Past, Current & Future Analysis for Real-Estate by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2023 through 2030 and % CAGR
  • Table 9: World 7-Year Perspective for Real-Estate by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2024 & 2030
  • Table 10: World Recent Past, Current & Future Analysis for Engineering by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2023 through 2030 and % CAGR
  • Table 11: World 7-Year Perspective for Engineering by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2024 & 2030
  • Table 12: World Recent Past, Current & Future Analysis for Healthcare by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2023 through 2030 and % CAGR
  • Table 13: World 7-Year Perspective for Healthcare by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2024 & 2030
  • Table 14: World Recent Past, Current & Future Analysis for Gaming, Media and Entertainment by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2023 through 2030 and % CAGR
  • Table 15: World 7-Year Perspective for Gaming, Media and Entertainment by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2024 & 2030
  • Table 16: World Recent Past, Current & Future Analysis for Retail by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2023 through 2030 and % CAGR
  • Table 17: World 7-Year Perspective for Retail by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2024 & 2030
  • Table 18: World Recent Past, Current & Future Analysis for Other End-Uses by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2023 through 2030 and % CAGR
  • Table 19: World 7-Year Perspective for Other End-Uses by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2024 & 2030
III. MARKET ANALYSIS
UNITED STATES
  • VR Content Creation Market Presence - Strong/Active/Niche/Trivial - Key Competitors in the United States for 2024 (E)
  • Table 20: USA Recent Past, Current & Future Analysis for VR Content Creation by Solution - Software/Application and Services - Independent Analysis of Annual Sales in US$ Thousand for the Years 2023 through 2030 and % CAGR
  • Table 21: USA 7-Year Perspective for VR Content Creation by Solution - Percentage Breakdown of Value Sales for Software/Application and Services for the Years 2024 & 2030
  • Table 22: USA Recent Past, Current & Future Analysis for VR Content Creation by End-Use - Real-Estate, Engineering, Healthcare, Gaming, Media and Entertainment, Retail and Other End-Uses - Independent Analysis of Annual Sales in US$ Thousand for the Years 2023 through 2030 and % CAGR
  • Table 23: USA 7-Year Perspective for VR Content Creation by End-Use - Percentage Breakdown of Value Sales for Real-Estate, Engineering, Healthcare, Gaming, Media and Entertainment, Retail and Other End-Uses for the Years 2024 & 2030
CANADA
  • Table 24: Canada Recent Past, Current & Future Analysis for VR Content Creation by Solution - Software/Application and Services - Independent Analysis of Annual Sales in US$ Thousand for the Years 2023 through 2030 and % CAGR
  • Table 25: Canada 7-Year Perspective for VR Content Creation by Solution - Percentage Breakdown of Value Sales for Software/Application and Services for the Years 2024 & 2030
  • Table 26: Canada Recent Past, Current & Future Analysis for VR Content Creation by End-Use - Real-Estate, Engineering, Healthcare, Gaming, Media and Entertainment, Retail and Other End-Uses - Independent Analysis of Annual Sales in US$ Thousand for the Years 2023 through 2030 and % CAGR
  • Table 27: Canada 7-Year Perspective for VR Content Creation by End-Use - Percentage Breakdown of Value Sales for Real-Estate, Engineering, Healthcare, Gaming, Media and Entertainment, Retail and Other End-Uses for the Years 2024 & 2030
JAPAN
  • VR Content Creation Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Japan for 2024 (E)
  • Table 28: Japan Recent Past, Current & Future Analysis for VR Content Creation by Solution - Software/Application and Services - Independent Analysis of Annual Sales in US$ Thousand for the Years 2023 through 2030 and % CAGR
  • Table 29: Japan 7-Year Perspective for VR Content Creation by Solution - Percentage Breakdown of Value Sales for Software/Application and Services for the Years 2024 & 2030
  • Table 30: Japan Recent Past, Current & Future Analysis for VR Content Creation by End-Use - Real-Estate, Engineering, Healthcare, Gaming, Media and Entertainment, Retail and Other End-Uses - Independent Analysis of Annual Sales in US$ Thousand for the Years 2023 through 2030 and % CAGR
  • Table 31: Japan 7-Year Perspective for VR Content Creation by End-Use - Percentage Breakdown of Value Sales for Real-Estate, Engineering, Healthcare, Gaming, Media and Entertainment, Retail and Other End-Uses for the Years 2024 & 2030
CHINA
  • VR Content Creation Market Presence - Strong/Active/Niche/Trivial - Key Competitors in China for 2024 (E)
  • Table 32: China Recent Past, Current & Future Analysis for VR Content Creation by Solution - Software/Application and Services - Independent Analysis of Annual Sales in US$ Thousand for the Years 2023 through 2030 and % CAGR
  • Table 33: China 7-Year Perspective for VR Content Creation by Solution - Percentage Breakdown of Value Sales for Software/Application and Services for the Years 2024 & 2030
  • Table 34: China Recent Past, Current & Future Analysis for VR Content Creation by End-Use - Real-Estate, Engineering, Healthcare, Gaming, Media and Entertainment, Retail and Other End-Uses - Independent Analysis of Annual Sales in US$ Thousand for the Years 2023 through 2030 and % CAGR
  • Table 35: China 7-Year Perspective for VR Content Creation by End-Use - Percentage Breakdown of Value Sales for Real-Estate, Engineering, Healthcare, Gaming, Media and Entertainment, Retail and Other End-Uses for the Years 2024 & 2030
EUROPE
  • VR Content Creation Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Europe for 2024 (E)
  • Table 36: Europe Recent Past, Current & Future Analysis for VR Content Creation by Geographic Region - France, Germany, Italy, UK and Rest of Europe Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2023 through 2030 and % CAGR
  • Table 37: Europe 7-Year Perspective for VR Content Creation by Geographic Region - Percentage Breakdown of Value Sales for France, Germany, Italy, UK and Rest of Europe Markets for Years 2024 & 2030
  • Table 38: Europe Recent Past, Current & Future Analysis for VR Content Creation by Solution - Software/Application and Services - Independent Analysis of Annual Sales in US$ Thousand for the Years 2023 through 2030 and % CAGR
  • Table 39: Europe 7-Year Perspective for VR Content Creation by Solution - Percentage Breakdown of Value Sales for Software/Application and Services for the Years 2024 & 2030
  • Table 40: Europe Recent Past, Current & Future Analysis for VR Content Creation by End-Use - Real-Estate, Engineering, Healthcare, Gaming, Media and Entertainment, Retail and Other End-Uses - Independent Analysis of Annual Sales in US$ Thousand for the Years 2023 through 2030 and % CAGR
  • Table 41: Europe 7-Year Perspective for VR Content Creation by End-Use - Percentage Breakdown of Value Sales for Real-Estate, Engineering, Healthcare, Gaming, Media and Entertainment, Retail and Other End-Uses for the Years 2024 & 2030
FRANCE
  • VR Content Creation Market Presence - Strong/Active/Niche/Trivial - Key Competitors in France for 2024 (E)
  • Table 42: France Recent Past, Current & Future Analysis for VR Content Creation by Solution - Software/Application and Services - Independent Analysis of Annual Sales in US$ Thousand for the Years 2023 through 2030 and % CAGR
  • Table 43: France 7-Year Perspective for VR Content Creation by Solution - Percentage Breakdown of Value Sales for Software/Application and Services for the Years 2024 & 2030
  • Table 44: France Recent Past, Current & Future Analysis for VR Content Creation by End-Use - Real-Estate, Engineering, Healthcare, Gaming, Media and Entertainment, Retail and Other End-Uses - Independent Analysis of Annual Sales in US$ Thousand for the Years 2023 through 2030 and % CAGR
  • Table 45: France 7-Year Perspective for VR Content Creation by End-Use - Percentage Breakdown of Value Sales for Real-Estate, Engineering, Healthcare, Gaming, Media and Entertainment, Retail and Other End-Uses for the Years 2024 & 2030
GERMANY
  • VR Content Creation Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Germany for 2024 (E)
  • Table 46: Germany Recent Past, Current & Future Analysis for VR Content Creation by Solution - Software/Application and Services - Independent Analysis of Annual Sales in US$ Thousand for the Years 2023 through 2030 and % CAGR
  • Table 47: Germany 7-Year Perspective for VR Content Creation by Solution - Percentage Breakdown of Value Sales for Software/Application and Services for the Years 2024 & 2030
  • Table 48: Germany Recent Past, Current & Future Analysis for VR Content Creation by End-Use - Real-Estate, Engineering, Healthcare, Gaming, Media and Entertainment, Retail and Other End-Uses - Independent Analysis of Annual Sales in US$ Thousand for the Years 2023 through 2030 and % CAGR
  • Table 49: Germany 7-Year Perspective for VR Content Creation by End-Use - Percentage Breakdown of Value Sales for Real-Estate, Engineering, Healthcare, Gaming, Media and Entertainment, Retail and Other End-Uses for the Years 2024 & 2030
ITALY
  • Table 50: Italy Recent Past, Current & Future Analysis for VR Content Creation by Solution - Software/Application and Services - Independent Analysis of Annual Sales in US$ Thousand for the Years 2023 through 2030 and % CAGR
  • Table 51: Italy 7-Year Perspective for VR Content Creation by Solution - Percentage Breakdown of Value Sales for Software/Application and Services for the Years 2024 & 2030
  • Table 52: Italy Recent Past, Current & Future Analysis for VR Content Creation by End-Use - Real-Estate, Engineering, Healthcare, Gaming, Media and Entertainment, Retail and Other End-Uses - Independent Analysis of Annual Sales in US$ Thousand for the Years 2023 through 2030 and % CAGR
  • Table 53: Italy 7-Year Perspective for VR Content Creation by End-Use - Percentage Breakdown of Value Sales for Real-Estate, Engineering, Healthcare, Gaming, Media and Entertainment, Retail and Other End-Uses for the Years 2024 & 2030
UNITED KINGDOM
  • VR Content Creation Market Presence - Strong/Active/Niche/Trivial - Key Competitors in the United Kingdom for 2024 (E)
  • Table 54: UK Recent Past, Current & Future Analysis for VR Content Creation by Solution - Software/Application and Services - Independent Analysis of Annual Sales in US$ Thousand for the Years 2023 through 2030 and % CAGR
  • Table 55: UK 7-Year Perspective for VR Content Creation by Solution - Percentage Breakdown of Value Sales for Software/Application and Services for the Years 2024 & 2030
  • Table 56: UK Recent Past, Current & Future Analysis for VR Content Creation by End-Use - Real-Estate, Engineering, Healthcare, Gaming, Media and Entertainment, Retail and Other End-Uses - Independent Analysis of Annual Sales in US$ Thousand for the Years 2023 through 2030 and % CAGR
  • Table 57: UK 7-Year Perspective for VR Content Creation by End-Use - Percentage Breakdown of Value Sales for Real-Estate, Engineering, Healthcare, Gaming, Media and Entertainment, Retail and Other End-Uses for the Years 2024 & 2030
REST OF EUROPE
  • Table 58: Rest of Europe Recent Past, Current & Future Analysis for VR Content Creation by Solution - Software/Application and Services - Independent Analysis of Annual Sales in US$ Thousand for the Years 2023 through 2030 and % CAGR
  • Table 59: Rest of Europe 7-Year Perspective for VR Content Creation by Solution - Percentage Breakdown of Value Sales for Software/Application and Services for the Years 2024 & 2030
  • Table 60: Rest of Europe Recent Past, Current & Future Analysis for VR Content Creation by End-Use - Real-Estate, Engineering, Healthcare, Gaming, Media and Entertainment, Retail and Other End-Uses - Independent Analysis of Annual Sales in US$ Thousand for the Years 2023 through 2030 and % CAGR
  • Table 61: Rest of Europe 7-Year Perspective for VR Content Creation by End-Use - Percentage Breakdown of Value Sales for Real-Estate, Engineering, Healthcare, Gaming, Media and Entertainment, Retail and Other End-Uses for the Years 2024 & 2030
ASIA-PACIFIC
  • VR Content Creation Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Asia-Pacific for 2024 (E)
  • Table 62: Asia-Pacific Recent Past, Current & Future Analysis for VR Content Creation by Solution - Software/Application and Services - Independent Analysis of Annual Sales in US$ Thousand for the Years 2023 through 2030 and % CAGR
  • Table 63: Asia-Pacific 7-Year Perspective for VR Content Creation by Solution - Percentage Breakdown of Value Sales for Software/Application and Services for the Years 2024 & 2030
  • Table 64: Asia-Pacific Recent Past, Current & Future Analysis for VR Content Creation by End-Use - Real-Estate, Engineering, Healthcare, Gaming, Media and Entertainment, Retail and Other End-Uses - Independent Analysis of Annual Sales in US$ Thousand for the Years 2023 through 2030 and % CAGR
  • Table 65: Asia-Pacific 7-Year Perspective for VR Content Creation by End-Use - Percentage Breakdown of Value Sales for Real-Estate, Engineering, Healthcare, Gaming, Media and Entertainment, Retail and Other End-Uses for the Years 2024 & 2030
REST OF WORLD
  • Table 66: Rest of World Recent Past, Current & Future Analysis for VR Content Creation by Solution - Software/Application and Services - Independent Analysis of Annual Sales in US$ Thousand for the Years 2023 through 2030 and % CAGR
  • Table 67: Rest of World 7-Year Perspective for VR Content Creation by Solution - Percentage Breakdown of Value Sales for Software/Application and Services for the Years 2024 & 2030
  • Table 68: Rest of World Recent Past, Current & Future Analysis for VR Content Creation by End-Use - Real-Estate, Engineering, Healthcare, Gaming, Media and Entertainment, Retail and Other End-Uses - Independent Analysis of Annual Sales in US$ Thousand for the Years 2023 through 2030 and % CAGR
  • Table 69: Rest of World 7-Year Perspective for VR Content Creation by End-Use - Percentage Breakdown of Value Sales for Real-Estate, Engineering, Healthcare, Gaming, Media and Entertainment, Retail and Other End-Uses for the Years 2024 & 2030
IV. COMPETITION

Companies Mentioned

  • 360 Labs LLC
  • Blippar
  • Elysian Studio Private Limited
  • Koncept VR
  • Matterport, Inc.
  • MATTERVR
  • Panedia Pty Ltd.
  • Subvrsive, Inc.
  • Vizor
  • Voxelus
  • WeMakeVR
  • Wevr

Table Information