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Virtual Content Creation Market Size, Share & Industry Trends Analysis Report By Solution (Software, and Services), By Content Type (Videos, Games, and 360-degree Photos), By End-use, By Regional Outlook and Forecast, 2023 - 2030

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    Report

  • 245 Pages
  • July 2023
  • Region: Global
  • Marqual IT Solutions Pvt. Ltd (KBV Research)
  • ID: 5868745
The Global Virtual Content Creation Market size is expected to reach $23.7 billion by 2030, rising at a market growth of 24.6% CAGR during the forecast period.

The automotive sector is starting to see the impact of virtual reality, from elaborate research & testing situations to virtual showrooms. Therefore, the automotive sector generated $323.4 million revenue in the market in 2022. Many top firms in the automotive industry are embracing technology. Toyota, for instance, launched its new C-HR automobile realistically using ZeroLight VR. Everyone can experience what it is going to be like having one, even though there isn't a physical version yet. Some of the factors impacting the market are growth in demand for head mounted display (HMDs) in entertainment & gaming sector, growing adoption of VR marketing, and copyright issues and intellectual property rights.



Since playing video games is one of the most common recreational activities, it has become a common pastime in many parts of the world. The need for high-quality virtual reality material is growing tremendously as more people become attracted to indoor video game activities. This key element will likely fuel the market for creating virtual reality content. The marketing industry is expanding rapidly due to how the technological revolution has enhanced user experience through visuals. Computer-simulated reality experiences and the telepresence philosophy are closely related. Because of this, there is a greater need for virtual reality content to help businesses get their brand in front of customers. This is a significant aspect that would likely fuel the expansion of the market throughout the forecast period. Virtual content enables businesses to stand out and establish a solid brand identity. The development and expansion of the market are being driven by the joint efforts of these players.

However, using copyrighted resources in virtual content development frequently necessitates the acquisition of the necessary licenses or rights. To do so, businesses could bargain with copyright owners, secure royalty-free licensing, or use content covered under a Creative Commons license. To incorporate copyrighted assets in their virtual content, content creators must guarantee they have the required permits and rights, which can increase expenses and administrative hassles. The market is predicted to grow slowly during the projection period.

End-use Outlook

On the basis of end use, the market is segmented into automotive, media & entertainment, travel & hospitality, real estate, retail, gaming, healthcare, and others. The gaming segment garnered a significant revenue share in the market in 2022. The enormous worldwide popularity of gaming among all age groups is to blame for the segment rise. For instance, 38% of American gamers in May 2023 were between the ages of 18 and 34. In addition, as the entry barrier is being lowered by the creation of affordable VR headsets that do not require advanced hardware, new users are expected to enter the market.



Solution Outlook

Based on solution, the market is segmented into services and software. The services segment acquired a substantial revenue share in the market in 2022. The expansion of fictitious VR universes like Metaverse, that is expected to draw businesses to create tools for content creation in these virtual worlds, can be credited to the segment growth. Additionally, the high cost and high-end gear needed to create and maintain VR solutions is a key driver in the expansion of businesses that provide VR as a service. Similar to this, the modernization and digitalization trends are anticipated to encourage smaller businesses to use these services, leading to segment expansion.

Content Type Outlook

On the basis of content type, the market is categorized into videos, games and 360-degree photos. In 2022, the videos segment witnessed the largest revenue share in the market. The enormous success of 360-degree VR experiences in videos is responsible for the segment's growth. For instance, 360-degree VR videos are available on YouTube, a well-known video-sharing website, and can be viewed on desktop and mobile devices. In addition, because VR headsets provide viewers with a more immersive experience, the demand for them has surged due to the increasing use of VR in the consumption of video material.

Regional Outlook

Region wise, the market is analyzed across North America, Europe, Asia pacific, and LAMEA. The Asia Pacific region led the market by generating the highest revenue share in 2022. The expanding VR technology breakthroughs in developing nations like China and India are responsible for the expansion of the regional market. Additionally, the presence of nations like China, which are significant manufacturers and suppliers of gear connected to virtual reality, is predicted to assist the expansion of this regional market throughout the forecast period.

The market research report covers the analysis of key stake holders of the market. Key companies profiled in the report include Matterport, Inc., WeVR, WeMakeVR, Koncept VR LLC, VIAR Inc., 360 Labs, Blippar Group Limited, Panedia Pty Ltd., Scapic Innovations Private Limited (Flipkart Pvt. Ltd,) (Walmart Inc.), and Subvrsive, Inc.

Scope of the Study

By Solution

  • Software
  • Services

By Content Type

  • Videos
  • Games
  • 360-degree Photos

By End-use

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

By Geography

  • North America
  • US
  • Canada
  • Mexico
  • Rest of North America
  • Europe
  • Germany
  • UK
  • France
  • Russia
  • Spain
  • Italy
  • Rest of Europe
  • Asia Pacific
  • China
  • Japan
  • India
  • South Korea
  • Singapore
  • Malaysia
  • Rest of Asia Pacific
  • LAMEA
  • Brazil
  • Argentina
  • UAE
  • Saudi Arabia
  • South Africa
  • Nigeria
  • Rest of LAMEA

Key Market Players

List of Companies Profiled in the Report:

  • Matterport, Inc.
  • WeVR
  • WeMakeVR
  • Koncept VR LLC
  • VIAR Inc.
  • 360 Labs
  • Blippar Group Limited
  • Panedia Pty Ltd.
  • Scapic Innovations Private Limited (Flipkart Pvt. Ltd,) (Walmart Inc.)
  • Subvrsive, Inc.

Unique Offerings

  • Exhaustive coverage
  • The highest number of Market tables and figures
  • Subscription-based model available
  • Guaranteed best price
  • Assured post sales research support with 10% customization free

Table of Contents

Chapter 1. Market Scope & Methodology
1.1 Market Definition
1.2 Objectives
1.3 Market Scope
1.4 Segmentation
1.4.1 Global Virtual Content Creation Market, by Solution
1.4.2 Global Virtual Content Creation Market, by Content Type
1.4.3 Global Virtual Content Creation Market, by End-use
1.4.4 Global Virtual Content Creation Market, by Geography
1.5 Methodology for the research
Chapter 2. Market at a Glance
2.1 Key Highlights
Chapter 3. Market Overview
3.1 Introduction
3.1.1 Overview
3.1.1.1 Market Composition and Scenario
3.2 Key Factors Impacting the Market
3.2.1 Market Drivers
3.2.2 Market Restraints
3.3 Porter’s Five Forces Analysis
Chapter 4. Global Virtual Content Creation Market by Solution
4.1 Global Software Market by Region
4.2 Global Services Market by Region
Chapter 5. Global Virtual Content Creation Market by Content Type
5.1 Global Videos Market by Region
5.2 Global Games Market by Region
5.3 Global 360-degree Photos Market by Region
Chapter 6. Global Virtual Content Creation Market by End-use
6.1 Global Media & Entertainment Market by Region
6.2 Global Gaming Market by Region
6.3 Global Automotive Market by Region
6.4 Global Travel & Hospitality Market by Region
6.5 Global Real Estate Market by Region
6.6 Global Retail Market by Region
6.7 Global Healthcare Market by Region
6.8 Global Others Market by Region
Chapter 7. Global Virtual Content Creation Market by Region
7.1 North America Virtual Content Creation Market
7.1.1 North America Virtual Content Creation Market by Solution
7.1.1.1 North America Software Market by Country
7.1.1.2 North America Services Market by Country
7.1.2 North America Virtual Content Creation Market by Content Type
7.1.2.1 North America Videos Market by Country
7.1.2.2 North America Games Market by Country
7.1.2.3 North America 360-degree Photos Market by Country
7.1.3 North America Virtual Content Creation Market by End-use
7.1.3.1 North America Media & Entertainment Market by Country
7.1.3.2 North America Gaming Market by Country
7.1.3.3 North America Automotive Market by Country
7.1.3.4 North America Travel & Hospitality Market by Country
7.1.3.5 North America Real Estate Market by Country
7.1.3.6 North America Retail Market by Country
7.1.3.7 North America Healthcare Market by Country
7.1.3.8 North America Others Market by Country
7.1.4 North America Virtual Content Creation Market by Country
7.1.4.1 US Virtual Content Creation Market
7.1.4.1.1 US Virtual Content Creation Market by Solution
7.1.4.1.2 US Virtual Content Creation Market by Content Type
7.1.4.1.3 US Virtual Content Creation Market by End-use
7.1.4.2 Canada Virtual Content Creation Market
7.1.4.2.1 Canada Virtual Content Creation Market by Solution
7.1.4.2.2 Canada Virtual Content Creation Market by Content Type
7.1.4.2.3 Canada Virtual Content Creation Market by End-use
7.1.4.3 Mexico Virtual Content Creation Market
7.1.4.3.1 Mexico Virtual Content Creation Market by Solution
7.1.4.3.2 Mexico Virtual Content Creation Market by Content Type
7.1.4.3.3 Mexico Virtual Content Creation Market by End-use
7.1.4.4 Rest of North America Virtual Content Creation Market
7.1.4.4.1 Rest of North America Virtual Content Creation Market by Solution
7.1.4.4.2 Rest of North America Virtual Content Creation Market by Content Type
7.1.4.4.3 Rest of North America Virtual Content Creation Market by End-use
7.2 Europe Virtual Content Creation Market
7.2.1 Europe Virtual Content Creation Market by Solution
7.2.1.1 Europe Software Market by Country
7.2.1.2 Europe Services Market by Country
7.2.2 Europe Virtual Content Creation Market by Content Type
7.2.2.1 Europe Videos Market by Country
7.2.2.2 Europe Games Market by Country
7.2.2.3 Europe 360-degree Photos Market by Country
7.2.3 Europe Virtual Content Creation Market by End-use
7.2.3.1 Europe Media & Entertainment Market by Country
7.2.3.2 Europe Gaming Market by Country
7.2.3.3 Europe Automotive Market by Country
7.2.3.4 Europe Travel & Hospitality Market by Country
7.2.3.5 Europe Real Estate Market by Country
7.2.3.6 Europe Retail Market by Country
7.2.3.7 Europe Healthcare Market by Country
7.2.3.8 Europe Others Market by Country
7.2.4 Europe Virtual Content Creation Market by Country
7.2.4.1 Germany Virtual Content Creation Market
7.2.4.1.1 Germany Virtual Content Creation Market by Solution
7.2.4.1.2 Germany Virtual Content Creation Market by Content Type
7.2.4.1.3 Germany Virtual Content Creation Market by End-use
7.2.4.2 UK Virtual Content Creation Market
7.2.4.2.1 UK Virtual Content Creation Market by Solution
7.2.4.2.2 UK Virtual Content Creation Market by Content Type
7.2.4.2.3 UK Virtual Content Creation Market by End-use
7.2.4.3 France Virtual Content Creation Market
7.2.4.3.1 France Virtual Content Creation Market by Solution
7.2.4.3.2 France Virtual Content Creation Market by Content Type
7.2.4.3.3 France Virtual Content Creation Market by End-use
7.2.4.4 Russia Virtual Content Creation Market
7.2.4.4.1 Russia Virtual Content Creation Market by Solution
7.2.4.4.2 Russia Virtual Content Creation Market by Content Type
7.2.4.4.3 Russia Virtual Content Creation Market by End-use
7.2.4.5 Spain Virtual Content Creation Market
7.2.4.5.1 Spain Virtual Content Creation Market by Solution
7.2.4.5.2 Spain Virtual Content Creation Market by Content Type
7.2.4.5.3 Spain Virtual Content Creation Market by End-use
7.2.4.6 Italy Virtual Content Creation Market
7.2.4.6.1 Italy Virtual Content Creation Market by Solution
7.2.4.6.2 Italy Virtual Content Creation Market by Content Type
7.2.4.6.3 Italy Virtual Content Creation Market by End-use
7.2.4.7 Rest of Europe Virtual Content Creation Market
7.2.4.7.1 Rest of Europe Virtual Content Creation Market by Solution
7.2.4.7.2 Rest of Europe Virtual Content Creation Market by Content Type
7.2.4.7.3 Rest of Europe Virtual Content Creation Market by End-use
7.3 Asia Pacific Virtual Content Creation Market
7.3.1 Asia Pacific Virtual Content Creation Market by Solution
7.3.1.1 Asia Pacific Software Market by Country
7.3.1.2 Asia Pacific Services Market by Country
7.3.2 Asia Pacific Virtual Content Creation Market by Content Type
7.3.2.1 Asia Pacific Videos Market by Country
7.3.2.2 Asia Pacific Games Market by Country
7.3.2.3 Asia Pacific 360-degree Photos Market by Country
7.3.3 Asia Pacific Virtual Content Creation Market by End-use
7.3.3.1 Asia Pacific Media & Entertainment Market by Country
7.3.3.2 Asia Pacific Gaming Market by Country
7.3.3.3 Asia Pacific Automotive Market by Country
7.3.3.4 Asia Pacific Travel & Hospitality Market by Country
7.3.3.5 Asia Pacific Real Estate Market by Country
7.3.3.6 Asia Pacific Retail Market by Country
7.3.3.7 Asia Pacific Healthcare Market by Country
7.3.3.8 Asia Pacific Others Market by Country
7.3.4 Asia Pacific Virtual Content Creation Market by Country
7.3.4.1 China Virtual Content Creation Market
7.3.4.1.1 China Virtual Content Creation Market by Solution
7.3.4.1.2 China Virtual Content Creation Market by Content Type
7.3.4.1.3 China Virtual Content Creation Market by End-use
7.3.4.2 Japan Virtual Content Creation Market
7.3.4.2.1 Japan Virtual Content Creation Market by Solution
7.3.4.2.2 Japan Virtual Content Creation Market by Content Type
7.3.4.2.3 Japan Virtual Content Creation Market by End-use
7.3.4.3 India Virtual Content Creation Market
7.3.4.3.1 India Virtual Content Creation Market by Solution
7.3.4.3.2 India Virtual Content Creation Market by Content Type
7.3.4.3.3 India Virtual Content Creation Market by End-use
7.3.4.4 South Korea Virtual Content Creation Market
7.3.4.4.1 South Korea Virtual Content Creation Market by Solution
7.3.4.4.2 South Korea Virtual Content Creation Market by Content Type
7.3.4.4.3 South Korea Virtual Content Creation Market by End-use
7.3.4.5 Singapore Virtual Content Creation Market
7.3.4.5.1 Singapore Virtual Content Creation Market by Solution
7.3.4.5.2 Singapore Virtual Content Creation Market by Content Type
7.3.4.5.3 Singapore Virtual Content Creation Market by End-use
7.3.4.6 Malaysia Virtual Content Creation Market
7.3.4.6.1 Malaysia Virtual Content Creation Market by Solution
7.3.4.6.2 Malaysia Virtual Content Creation Market by Content Type
7.3.4.6.3 Malaysia Virtual Content Creation Market by End-use
7.3.4.7 Rest of Asia Pacific Virtual Content Creation Market
7.3.4.7.1 Rest of Asia Pacific Virtual Content Creation Market by Solution
7.3.4.7.2 Rest of Asia Pacific Virtual Content Creation Market by Content Type
7.3.4.7.3 Rest of Asia Pacific Virtual Content Creation Market by End-use
7.4 LAMEA Virtual Content Creation Market
7.4.1 LAMEA Virtual Content Creation Market by Solution
7.4.1.1 LAMEA Software Market by Country
7.4.1.2 LAMEA Services Market by Country
7.4.2 LAMEA Virtual Content Creation Market by Content Type
7.4.2.1 LAMEA Videos Market by Country
7.4.2.2 LAMEA Games Market by Country
7.4.2.3 LAMEA 360-degree Photos Market by Country
7.4.3 LAMEA Virtual Content Creation Market by End-use
7.4.3.1 LAMEA Media & Entertainment Market by Country
7.4.3.2 LAMEA Gaming Market by Country
7.4.3.3 LAMEA Automotive Market by Country
7.4.3.4 LAMEA Travel & Hospitality Market by Country
7.4.3.5 LAMEA Real Estate Market by Country
7.4.3.6 LAMEA Retail Market by Country
7.4.3.7 LAMEA Healthcare Market by Country
7.4.3.8 LAMEA Others Market by Country
7.4.4 LAMEA Virtual Content Creation Market by Country
7.4.4.1 Brazil Virtual Content Creation Market
7.4.4.1.1 Brazil Virtual Content Creation Market by Solution
7.4.4.1.2 Brazil Virtual Content Creation Market by Content Type
7.4.4.1.3 Brazil Virtual Content Creation Market by End-use
7.4.4.2 Argentina Virtual Content Creation Market
7.4.4.2.1 Argentina Virtual Content Creation Market by Solution
7.4.4.2.2 Argentina Virtual Content Creation Market by Content Type
7.4.4.2.3 Argentina Virtual Content Creation Market by End-use
7.4.4.3 UAE Virtual Content Creation Market
7.4.4.3.1 UAE Virtual Content Creation Market by Solution
7.4.4.3.2 UAE Virtual Content Creation Market by Content Type
7.4.4.3.3 UAE Virtual Content Creation Market by End-use
7.4.4.4 Saudi Arabia Virtual Content Creation Market
7.4.4.4.1 Saudi Arabia Virtual Content Creation Market by Solution
7.4.4.4.2 Saudi Arabia Virtual Content Creation Market by Content Type
7.4.4.4.3 Saudi Arabia Virtual Content Creation Market by End-use
7.4.4.5 South Africa Virtual Content Creation Market
7.4.4.5.1 South Africa Virtual Content Creation Market by Solution
7.4.4.5.2 South Africa Virtual Content Creation Market by Content Type
7.4.4.5.3 South Africa Virtual Content Creation Market by End-use
7.4.4.6 Nigeria Virtual Content Creation Market
7.4.4.6.1 Nigeria Virtual Content Creation Market by Solution
7.4.4.6.2 Nigeria Virtual Content Creation Market by Content Type
7.4.4.6.3 Nigeria Virtual Content Creation Market by End-use
7.4.4.7 Rest of LAMEA Virtual Content Creation Market
7.4.4.7.1 Rest of LAMEA Virtual Content Creation Market by Solution
7.4.4.7.2 Rest of LAMEA Virtual Content Creation Market by Content Type
7.4.4.7.3 Rest of LAMEA Virtual Content Creation Market by End-use
Chapter 8. Company Profiles
8.1 Matterport, Inc.
8.1.1 Company Overview
8.1.2 Financial Analysis
8.1.3 Regional Analysis
8.1.4 Research & Development Expenses
8.1.5 Recent strategies and developments:
8.1.5.1 Partnerships, Collaborations, and Agreements:
8.1.5.2 Product Launches and Product Expansions:
8.1.5.3 Acquisition and Mergers:
8.1.6 SWOT Analysis
8.2 WeVR
8.2.1 Company Overview
8.2.2 SWOT Analysis
8.3 WeMakeVR
8.3.1 Company Overview
8.3.2 SWOT Analysis
8.4 Koncept VR LLC
8.4.1 Company Overview
8.4.2 SWOT Analysis
8.5 VIAR Inc.
8.5.1 Company Overview
8.5.2 SWOT Analysis
8.6 360 Labs
8.6.1 Company Overview
8.6.2 SWOT Analysis
8.7 Blippar Group Limited
8.7.1 Company Overview
8.7.2 SWOT Analysis
8.8 Panedia Pty Ltd.
8.8.1 Company Overview
8.8.2 SWOT Analysis
8.9 Scapic Innovations Private Limited (Flipkart Pvt. Ltd,) (Walmart Inc.)
8.9.1 Company Overview
8.9.2 Financial Analysis
8.9.3 Segmental and Regional Analysis
8.9.4 SWOT Analysis
8.10. Subvrsive, Inc.
8.10.1 Company Overview
8.10.2 SWOT Analysis
Chapter 9. Winning Imperatives for Virtual Content Creation Market

Companies Mentioned

  • Matterport, Inc.
  • WeVR
  • WeMakeVR
  • Koncept VR LLC
  • VIAR Inc.
  • 360 Labs
  • Blippar Group Limited
  • Panedia Pty Ltd.
  • Scapic Innovations Private Limited (Flipkart Pvt. Ltd,) (Walmart Inc.)
  • Subvrsive, Inc.

Methodology

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