This report covers market characteristics, size and growth, segmentation, regional and country breakdowns, competitive landscape, market shares, trends and strategies for this market. It traces the market’s historic and forecast market growth by geography.
The virtual content creation market size has grown exponentially in recent years. It will grow from $6.67 billion in 2024 to $8.53 billion in 2025 at a compound annual growth rate (CAGR) of 28%. The growth in the historic period can be attributed to increasing digital marketing and increasing ai in personalized content creation.
The virtual content creation market size is expected to see exponential growth in the next few years. It will grow to $22.71 billion in 2029 at a compound annual growth rate (CAGR) of 27.7%. The growth in the forecast period can be attributed to widespread usage of social networking platforms, rising expectations of audiences, increasing demand for personalized content, immersive experiences. Major trends in the forecast period include user-friendly software, rising popularity of VR and AR, product innovations, partnerships.
The widespread usage of social networking platforms is expected to propel the growth of the virtual content creation market going forward. Social networking platforms are online services that enable users to create public profiles, connect with friends and others, and share content and communication. The demand for social networking platforms is increasing as it provide convenient ways for people to connect, share information, and entertainment. Virtual content, such as 3D graphics, augmented reality (AR), and virtual reality (VR) experiences, can capture users' attention and provide a more immersive and interactive environment that leads to social media users spending more time on the platform. For instance, in November 2023, according to a survey conducted by Hootsuite Inc., a Canada-based social media management platform, from 2022 to 2023, TikTok's usage increased by 16%, LinkedIn by 5%, and Instagram by 1% for business purposes. Therefore, widespread usage of social networking platforms is driving the growth of the virtual content creation market.
Major companies operating in virtual content creation are focused on developing innovative products, such as Flipside Studio, to boost their revenue in the market. The app is designed to empower video content creators to harness virtual reality for creative expression, and it is compatible with Meta Quest 2 and Rift/Rift S VR headsets for motion capture technology, making animation production easier. For instance, in March 2023, Flipside XR, a Canada-based virtual reality company, launched Flipside Studio, a virtual production studio app. It has around 100 virtual production tools, such as bespoke avatars, solo or collaborative performance capabilities, and extensive support for different character types. The app also features a secure messaging platform and an audio browser enriched with various music, voices, and sound effects. This platform aims to enable video creators to explore and innovate within virtual reality.
In April 2023, VideoVerse, a US-based video editing platform provider, acquired Reely.ai for an undisclosed amount. Through this acquisition, VideoVerse aims to bolster its capabilities in AI-driven content creation and distribution for the gaming and esports industries, addressing the growing demand for innovative solutions. Reely.ai is a US-based company that provides AI-powered real-time video analysis.
Major companies operating in the virtual content creation market are Apple Inc., Google LLC, Microsoft Corporation, Meta Platforms Inc., Sony Corporation, Nvidia Corporation, Adobe Inc., Aptara Inc., Epic Games Inc., Avid Technology Inc., Valve Corporation, Corel Corporation, Magic Leap Inc., Matteport Inc., HTC Corporation, Pimax Inc., Canva Inc., Varjo Technologies Oy, Acrolinx GmbH, PicsArt Inc., Subvrsive Inc., StarVR Corporation, Blippar Group Ltd., VIAR Inc., Panedia Pty. Ltd., Scapic Innovation Pvt. Ltd., MarketMuse Inc.
Asia-Pacific was the largest region in the virtual content creation market in 2024. The regions covered in the virtual content creation market report are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East, Africa. The countries covered in the virtual content creation market report are Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Russia, South Korea, UK, USA, Canada, Italy, Spain.
The virtual content creation market consists of revenues earned by entities by providing services such as graphic design, video production, content writing, blogging, website development, and email marketing. The market value includes the value of related goods sold by the service provider or included within the service offering. The virtual content creation market also includes sales of video editing software, content management systems, audio production software, and animation software that are used in providing services. Values in this market are ‘factory gate’ values, that is, the value of goods sold by the manufacturers or creators of the goods, whether to other entities (including downstream manufacturers, wholesalers, distributors, and retailers) or directly to end customers. The value of goods in this market includes related services sold by the creators of the goods.
The market value is defined as the revenues that enterprises gain from the sale of goods and/or services within the specified market and geography through sales, grants, or donations in terms of the currency (in USD, unless otherwise specified).
Virtual content creation involves the process of designing, producing, and sharing digital materials such as videos, images, and articles in a virtual environment. It is used to engage online audiences, market products and services, and provide educational or entertainment value through digital platforms. This digital content can be distributed across social media, websites, virtual reality platforms, and other online channels to reach a wide audience.
The main types of solutions in virtual content creation are services and software. A video is a series of moving images that are recorded and played back, often with accompanying sound, to convey stories, information, or entertainment. The various types of content are videos, immersive videos, and 360-degree photos. They are used by enterprises such as large enterprises and small and medium enterprises and are also used by end users such as automotive, travel and hospitality, media and entertainment, healthcare, real estate, gaming, retail, and others.
The main types of solutions in virtual content creation are services and software. A video is a series of moving images that are recorded and played back, often with accompanying sound, to convey stories, information, or entertainment. The various types of content are videos, immersive videos, and 360-degree photos. They are used by enterprises such as large enterprises and small and medium enterprises and are also used by end users such as automotive, travel and hospitality, media and entertainment, healthcare, real estate, gaming, retail, and others.
The revenues for a specified geography are consumption values that are revenues generated by organizations in the specified geography within the market, irrespective of where they are produced. It does not include revenues from resales along the supply chain, either further along the supply chain or as part of other products.
This product will be delivered within 3-5 business days.
The virtual content creation market size has grown exponentially in recent years. It will grow from $6.67 billion in 2024 to $8.53 billion in 2025 at a compound annual growth rate (CAGR) of 28%. The growth in the historic period can be attributed to increasing digital marketing and increasing ai in personalized content creation.
The virtual content creation market size is expected to see exponential growth in the next few years. It will grow to $22.71 billion in 2029 at a compound annual growth rate (CAGR) of 27.7%. The growth in the forecast period can be attributed to widespread usage of social networking platforms, rising expectations of audiences, increasing demand for personalized content, immersive experiences. Major trends in the forecast period include user-friendly software, rising popularity of VR and AR, product innovations, partnerships.
The widespread usage of social networking platforms is expected to propel the growth of the virtual content creation market going forward. Social networking platforms are online services that enable users to create public profiles, connect with friends and others, and share content and communication. The demand for social networking platforms is increasing as it provide convenient ways for people to connect, share information, and entertainment. Virtual content, such as 3D graphics, augmented reality (AR), and virtual reality (VR) experiences, can capture users' attention and provide a more immersive and interactive environment that leads to social media users spending more time on the platform. For instance, in November 2023, according to a survey conducted by Hootsuite Inc., a Canada-based social media management platform, from 2022 to 2023, TikTok's usage increased by 16%, LinkedIn by 5%, and Instagram by 1% for business purposes. Therefore, widespread usage of social networking platforms is driving the growth of the virtual content creation market.
Major companies operating in virtual content creation are focused on developing innovative products, such as Flipside Studio, to boost their revenue in the market. The app is designed to empower video content creators to harness virtual reality for creative expression, and it is compatible with Meta Quest 2 and Rift/Rift S VR headsets for motion capture technology, making animation production easier. For instance, in March 2023, Flipside XR, a Canada-based virtual reality company, launched Flipside Studio, a virtual production studio app. It has around 100 virtual production tools, such as bespoke avatars, solo or collaborative performance capabilities, and extensive support for different character types. The app also features a secure messaging platform and an audio browser enriched with various music, voices, and sound effects. This platform aims to enable video creators to explore and innovate within virtual reality.
In April 2023, VideoVerse, a US-based video editing platform provider, acquired Reely.ai for an undisclosed amount. Through this acquisition, VideoVerse aims to bolster its capabilities in AI-driven content creation and distribution for the gaming and esports industries, addressing the growing demand for innovative solutions. Reely.ai is a US-based company that provides AI-powered real-time video analysis.
Major companies operating in the virtual content creation market are Apple Inc., Google LLC, Microsoft Corporation, Meta Platforms Inc., Sony Corporation, Nvidia Corporation, Adobe Inc., Aptara Inc., Epic Games Inc., Avid Technology Inc., Valve Corporation, Corel Corporation, Magic Leap Inc., Matteport Inc., HTC Corporation, Pimax Inc., Canva Inc., Varjo Technologies Oy, Acrolinx GmbH, PicsArt Inc., Subvrsive Inc., StarVR Corporation, Blippar Group Ltd., VIAR Inc., Panedia Pty. Ltd., Scapic Innovation Pvt. Ltd., MarketMuse Inc.
Asia-Pacific was the largest region in the virtual content creation market in 2024. The regions covered in the virtual content creation market report are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East, Africa. The countries covered in the virtual content creation market report are Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Russia, South Korea, UK, USA, Canada, Italy, Spain.
The virtual content creation market consists of revenues earned by entities by providing services such as graphic design, video production, content writing, blogging, website development, and email marketing. The market value includes the value of related goods sold by the service provider or included within the service offering. The virtual content creation market also includes sales of video editing software, content management systems, audio production software, and animation software that are used in providing services. Values in this market are ‘factory gate’ values, that is, the value of goods sold by the manufacturers or creators of the goods, whether to other entities (including downstream manufacturers, wholesalers, distributors, and retailers) or directly to end customers. The value of goods in this market includes related services sold by the creators of the goods.
The market value is defined as the revenues that enterprises gain from the sale of goods and/or services within the specified market and geography through sales, grants, or donations in terms of the currency (in USD, unless otherwise specified).
Virtual content creation involves the process of designing, producing, and sharing digital materials such as videos, images, and articles in a virtual environment. It is used to engage online audiences, market products and services, and provide educational or entertainment value through digital platforms. This digital content can be distributed across social media, websites, virtual reality platforms, and other online channels to reach a wide audience.
The main types of solutions in virtual content creation are services and software. A video is a series of moving images that are recorded and played back, often with accompanying sound, to convey stories, information, or entertainment. The various types of content are videos, immersive videos, and 360-degree photos. They are used by enterprises such as large enterprises and small and medium enterprises and are also used by end users such as automotive, travel and hospitality, media and entertainment, healthcare, real estate, gaming, retail, and others.
The main types of solutions in virtual content creation are services and software. A video is a series of moving images that are recorded and played back, often with accompanying sound, to convey stories, information, or entertainment. The various types of content are videos, immersive videos, and 360-degree photos. They are used by enterprises such as large enterprises and small and medium enterprises and are also used by end users such as automotive, travel and hospitality, media and entertainment, healthcare, real estate, gaming, retail, and others.
The revenues for a specified geography are consumption values that are revenues generated by organizations in the specified geography within the market, irrespective of where they are produced. It does not include revenues from resales along the supply chain, either further along the supply chain or as part of other products.
This product will be delivered within 3-5 business days.
Table of Contents
1. Executive Summary2. Virtual Content Creation Market Characteristics3. Virtual Content Creation Market Trends and Strategies4. Virtual Content Creation Market - Macro Economic Scenario Including the Impact of Interest Rates, Inflation, Geopolitics, Covid and Recovery on the Market32. Global Virtual Content Creation Market Competitive Benchmarking and Dashboard33. Key Mergers and Acquisitions in the Virtual Content Creation Market34. Recent Developments in the Virtual Content Creation Market
5. Global Virtual Content Creation Growth Analysis and Strategic Analysis Framework
6. Virtual Content Creation Market Segmentation
7. Virtual Content Creation Market Regional and Country Analysis
8. Asia-Pacific Virtual Content Creation Market
9. China Virtual Content Creation Market
10. India Virtual Content Creation Market
11. Japan Virtual Content Creation Market
12. Australia Virtual Content Creation Market
13. Indonesia Virtual Content Creation Market
14. South Korea Virtual Content Creation Market
15. Western Europe Virtual Content Creation Market
16. UK Virtual Content Creation Market
17. Germany Virtual Content Creation Market
18. France Virtual Content Creation Market
19. Italy Virtual Content Creation Market
20. Spain Virtual Content Creation Market
21. Eastern Europe Virtual Content Creation Market
22. Russia Virtual Content Creation Market
23. North America Virtual Content Creation Market
24. USA Virtual Content Creation Market
25. Canada Virtual Content Creation Market
26. South America Virtual Content Creation Market
27. Brazil Virtual Content Creation Market
28. Middle East Virtual Content Creation Market
29. Africa Virtual Content Creation Market
30. Virtual Content Creation Market Competitive Landscape and Company Profiles
31. Virtual Content Creation Market Other Major and Innovative Companies
35. Virtual Content Creation Market High Potential Countries, Segments and Strategies
36. Appendix
Executive Summary
Virtual Content Creation Global Market Report 2025 provides strategists, marketers and senior management with the critical information they need to assess the market.This report focuses on virtual content creation market which is experiencing strong growth. The report gives a guide to the trends which will be shaping the market over the next ten years and beyond.
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Description
Where is the largest and fastest growing market for virtual content creation? How does the market relate to the overall economy, demography and other similar markets? What forces will shape the market going forward? The virtual content creation market global report answers all these questions and many more.The report covers market characteristics, size and growth, segmentation, regional and country breakdowns, competitive landscape, market shares, trends and strategies for this market. It traces the market’s historic and forecast market growth by geography.
- The market characteristics section of the report defines and explains the market.
- The market size section gives the market size ($b) covering both the historic growth of the market, and forecasting its development.
- The forecasts are made after considering the major factors currently impacting the market. These include:
- The forecasts are made after considering the major factors currently impacting the market. These include the Russia-Ukraine war, rising inflation, higher interest rates, and the legacy of the COVID-19 pandemic.
- Market segmentations break down the market into sub markets.
- The regional and country breakdowns section gives an analysis of the market in each geography and the size of the market by geography and compares their historic and forecast growth. It covers the growth trajectory of COVID-19 for all regions, key developed countries and major emerging markets.
- The competitive landscape chapter gives a description of the competitive nature of the market, market shares, and a description of the leading companies. Key financial deals which have shaped the market in recent years are identified.
- The trends and strategies section analyses the shape of the market as it emerges from the crisis and suggests how companies can grow as the market recovers.
Scope
Markets Covered:
1) By Solution Type: Services; Software2) By Content Type: Videos; Immersive Videos; 360-Degree Photos
3) By Enterprise Size: Large Enterprises; Small And Medium Enterprises
4) By End User: Automotive; Travel And Hospitality; Media And Entertainment; Healthcare; Real Estate; Gaming; Retail; Other End Users
Subsegments:
1) By Services: Content Creation Services; Consulting Services; Integration And Implementation Services; Training And Support Services2) By Software: 3D Modeling Software; Animation Software; Virtual Reality (VR) Development Software; Augmented Reality (AR) Development Software; Game Development Software
Key Companies Mentioned: Apple Inc.; Google LLC; Microsoft Corporation; Meta Platforms Inc.; Sony Corporation
Countries: Australia; Brazil; China; France; Germany; India; Indonesia; Japan; Russia; South Korea; UK; USA; Canada; Italy; Spain
Regions: Asia-Pacific; Western Europe; Eastern Europe; North America; South America; Middle East; Africa
Time Series: Five years historic and ten years forecast.
Data: Ratios of market size and growth to related markets, GDP proportions, expenditure per capita.
Data Segmentation: Country and regional historic and forecast data, market share of competitors, market segments.
Sourcing and Referencing: Data and analysis throughout the report is sourced using end notes.
Delivery Format: PDF, Word and Excel Data Dashboard.
Companies Mentioned
Some of the major companies featured in this Virtual Content Creation market report include:- Apple Inc.
- Google LLC
- Microsoft Corporation
- Meta Platforms Inc.
- Sony Corporation
- Nvidia Corporation
- Adobe Inc.
- Aptara Inc.
- Epic Games Inc.
- Avid Technology Inc.
- Valve Corporation
- Corel Corporation
- Magic Leap Inc.
- Matteport Inc.
- HTC Corporation
- Pimax Inc.
- Canva Inc.
- Varjo Technologies Oy
- Acrolinx GmbH
- PicsArt Inc.
- Subvrsive Inc.
- StarVR Corporation
- Blippar Group Ltd.
- VIAR Inc.
- Panedia Pty. Ltd.
- Scapic Innovation Pvt. Ltd.
- MarketMuse Inc.
Table Information
Report Attribute | Details |
---|---|
No. of Pages | 200 |
Published | March 2025 |
Forecast Period | 2025 - 2029 |
Estimated Market Value ( USD | $ 8.53 Billion |
Forecasted Market Value ( USD | $ 22.71 Billion |
Compound Annual Growth Rate | 27.7% |
Regions Covered | Global |
No. of Companies Mentioned | 28 |