The North America Virtual Content Creation Market should witness market growth of 23.8% CAGR during the forecast period (2023-2030).
The process of creating digital content for virtual environments is referred to as virtual content creation. Utilizing tools like virtual reality (VR) and augmented reality (AR), it entails developing interactive and immersive experiences. Virtual content can contain interactive media such as virtual tours, simulations, animations, 3D models, games, and more.
Due to its expanding user base, virtual reality content creation software is regarded as the next step in content-based applications. To generate immersive experience content, virtual reality content creation technologies are frequently used as open-source platforms. Since these technologies are designed to be user-friendly, it is anticipated that the adoption of virtual reality content creation will increase rapidly during the projection period. Due to the presence of multiple large competitors and the availability of advanced IT infrastructure, North America represents significant growth prospects for the market.
Large gaming and production studios in Los Angeles are the primary hubs for the creation of content. Since the US has the most active or active venture capital (VC) funds for virtual reality &augmented reality (VR and AR) and is ready to invest in early-stage technology start-ups, commercial VR &AR companies began in the US earlier than elsewhere. These expenditures are anticipated to continue and are predicted to propel market expansion.
It is anticipated that the regional market will be driven by the rising demand for HMDs in the gaming & entertainment sectors. Additionally, the rising use of VR technology in the design and planning, aerospace, and defense industries may represent a significant market opportunity. Businesses will have a ton of opportunity to obtain a competitive edge over other regions due to technological developments, the creation of new software tools, and hardware upgrades. The production of virtual reality content in North America is therefore anticipated to expand in the ensuing years.
The US market dominated the North America Virtual Content Creation Market by Country in 2022, and would continue to be a dominant market till 2030; thereby, achieving a market value of $4,879 million by 2030. The Canada market is poised to grow at a CAGR of 26.6% during (2023-2030). Additionally, The Mexico market would display a CAGR of 25.5% during (2023-2030).
Based on Solution, the market is segmented into Software, and Services. Based on Content Type, the market is segmented into Videos, Games, and 360-degree Photos. Based on End-use, the market is segmented into Media & Entertainment, Gaming, Automotive, Travel & Hospitality, Real Estate, Retail, Healthcare, and Others. Based on countries, the market is segmented into U.S., Mexico, Canada, and Rest of North America.
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.
The process of creating digital content for virtual environments is referred to as virtual content creation. Utilizing tools like virtual reality (VR) and augmented reality (AR), it entails developing interactive and immersive experiences. Virtual content can contain interactive media such as virtual tours, simulations, animations, 3D models, games, and more.
Due to its expanding user base, virtual reality content creation software is regarded as the next step in content-based applications. To generate immersive experience content, virtual reality content creation technologies are frequently used as open-source platforms. Since these technologies are designed to be user-friendly, it is anticipated that the adoption of virtual reality content creation will increase rapidly during the projection period. Due to the presence of multiple large competitors and the availability of advanced IT infrastructure, North America represents significant growth prospects for the market.
Large gaming and production studios in Los Angeles are the primary hubs for the creation of content. Since the US has the most active or active venture capital (VC) funds for virtual reality &augmented reality (VR and AR) and is ready to invest in early-stage technology start-ups, commercial VR &AR companies began in the US earlier than elsewhere. These expenditures are anticipated to continue and are predicted to propel market expansion.
It is anticipated that the regional market will be driven by the rising demand for HMDs in the gaming & entertainment sectors. Additionally, the rising use of VR technology in the design and planning, aerospace, and defense industries may represent a significant market opportunity. Businesses will have a ton of opportunity to obtain a competitive edge over other regions due to technological developments, the creation of new software tools, and hardware upgrades. The production of virtual reality content in North America is therefore anticipated to expand in the ensuing years.
The US market dominated the North America Virtual Content Creation Market by Country in 2022, and would continue to be a dominant market till 2030; thereby, achieving a market value of $4,879 million by 2030. The Canada market is poised to grow at a CAGR of 26.6% during (2023-2030). Additionally, The Mexico market would display a CAGR of 25.5% during (2023-2030).
Based on Solution, the market is segmented into Software, and Services. Based on Content Type, the market is segmented into Videos, Games, and 360-degree Photos. Based on End-use, the market is segmented into Media & Entertainment, Gaming, Automotive, Travel & Hospitality, Real Estate, Retail, Healthcare, and Others. Based on countries, the market is segmented into U.S., Mexico, Canada, and Rest of North America.
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 Country
- US
- Canada
- Mexico
- Rest of North America
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
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- Assured post sales research support with 10% customization free
Table of Contents
Chapter 1. Market Scope & Methodology
Chapter 2. Market at a Glance
Chapter 3. Market Overview
Chapter 4. North America Virtual Content Creation Market by Solution
Chapter 5. North America Virtual Content Creation Market by Content Type
Chapter 6. North America Virtual Content Creation Market by End-use
Chapter 7. North America Virtual Content Creation Market by Country
Chapter 8. Company Profiles
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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