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Virtual Reality Content Creation Market by Content Type, Component, and End-use Sector: Global Opportunity Analysis and Industry Forecast, 2019-2026

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    Report

  • 226 Pages
  • October 2019
  • Region: Global
  • Allied Market Research
  • ID: 4989436
Virtual reality (VR) is a virtual environment that is created by computer-generated simulations. VR devices replicates the real-time environment into the virtual environment. For example, the driving simulators in VR headsets provide actual simulations of driving a vehicle by displaying vehicular motion and corresponding visual, motion, and audio indications to the driver. These simulations are high definition content known as VR content, which are developed with the help of software that creates three-dimensional environment or videos. Thus, the virtual reality content creation market growth is expected to rise at a significant rate in the coming years owing to proliferation of VR devices in diverse industries. The VR content is created in two different ways. First, the VR content is produced by taking a 360-degree immersive videos with the help of 360-degree camera, which has high definition such as 4K resolution. Secondly, the content is produced by making a 3-dimensional (3D) animation with the help of advanced and interactive software applications.

Rise in demand for high quality content such as 4K among individuals coupled with high availability of cost-efficient VR devices are major factors expected to drive the growth of the global virtual reality content creation market during the forecast period. Ongoing modernization of visual display electronics such as TV, desktops, and others are proliferating the demand for VR content owing to its ability to adapt to surrounding environments displaying systems and provide virtual simulations. Moreover, rise in sales of head-mounted display (HMDs) especially in gaming and entertainment sector is another factor anticipated to propel the growth of the global virtual reality content creation market. However, concerns associated with VR content piracy is a factor that hampers the growth of the global virtual reality content creation market to a certain extent. Furthermore, rise in diversification applications of VR in various industries is an opportunistic factor for the players operating in the market, which in turn is expected to fuel the growth of the global market.

The virtual reality content creation market is segmented on the basis of content type, component, endouse sector, and region. Further, the videos segment is sub-categorized into 360 degree and immersive. Based on content type, the market is categorized into videos, 360 degree photos, and games. On the basis of component, it is divided into software and services. Depending on endouse sector, it is categorized into real estate, travel & hospitality, media & entertainment, healthcare, retail, gaming, automotive, and others. Based on region, the market is analyzed across North America, Europe, Asia-Pacific, and LAMEA.

The market players operating in the virtual reality content creation market include Blippar, 360 Labs, Matterport, Koncept VR, SubVRsive, Panedia Pty Ltd., WeMakeVR, VIAR (Viar360), Pixvana Inc., and Scapic.

KEY BENEFITS FOR STAKEHOLDERS
  • The study provides an in-depth analysis of the market trends to elucidate the imminent investment pockets.
  • Information about key drivers, restraints, and opportunities and their impact analyses on the global virtual reality content creation market size is provided.
  • Porter’s five forces analysis illustrates the potency of the buyers and suppliers operating in the industry.
  • The quantitative analysis of the market from 2018 to 2026 is provided to determine the global virtual reality content creation market potential.

KEY MARKET SEGMENTS

Content Type
  • Videos
  • 360 Degree
  • Immersive
  • 360 Degree Photos
  • Games

Component
  • Software
  • Services

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

By Region

North America
  • U.S.
  • Canada

Europe
  • Germany
  • France
  • UK
  • Rest of Europe

Asia-Pacific
  • Japan
  • China
  • India
  • Rest of Asia-Pacific

LAMEA
  • Latin America
  • Middle East
  • Africa

KEY MARKET PLAYERS
  • Blippar
  • 360 Labs
  • Matterport
  • Koncept VR
  • SubVRsive
  • Panedia Pty Ltd.
  • WeMakeVR
  • VIAR (Viar360)
  • Pixvana Inc.
  • Scapic

Table of Contents

Chapter 1: Introduction
1.1. Report Description
1.2. Key Benefits For Stakeholders
1.3. Key Market Segments
1.4. Key Market Players
1.5. Research Methodology
1.5.1. Secondary Research
1.5.2. Primary Research
1.5.3. Analyst Tools & Models
Chapter 2: Executive Summary
2.1. Key Findings
2.1.1. Top Impacting Factors
2.1.2. Top Investment Pockets
2.2. Cxo Perspective
Chapter 3: Market Overview
3.1. Market Definition And Scope
3.2. Key Forces Shaping The Global Virtual Reality Content Creation Market
3.3. Value Chain Analysis
3.4. Case Studies
3.4.1. Bank of America Collaborated With Omnivirt For Its Ad Marketing Components
3.4.2. Rewind Partnered With The Endemol Shine UK
3.5. Impact of Government Regulations On The Global Virtual Reality Content Creation Market
3.6. Market Dynamics
3.6.1. Drivers
3.6.1.1. Growing Demand For Head-Mounted Display (Hmds) In Gaming And Entertainment Sector
3.6.1.2. Availability of Affordable Virtual Reality Devices
3.6.1.3. Rise In Virtual Reality Marketing
3.6.1.4. High Demand For 3-Dimensional Content Among Various Industries
3.6.2. Restraints
3.6.2.1. Lack of Awareness Regarding The Advantages Using Virtual Reality Devices
3.6.2.2. Virtual Reality Content Piracy
3.6.3. Opportunities
3.6.3.1. Penetration of Hmds In Healthcare And Architectural Applications
3.6.3.2. Use of Virtual Reality In Training And Simulation Among Aerospace & Defense And Transportation Sector
3.6.3.3. Content Marketing In Retail
3.7. Industry Roadmap of Virtual Reality Content Creation Market
3.8. Patent Analysis
3.8.1. By Region (2004–2018)
3.8.2. By Applicant
Chapter 4: Global Virtual Reality Content Creation Market, By Content Type
4.1. Overview
4.2. Videos
4.2.1. Key Market Trends, Growth Factors, And Opportunities
4.2.2. Market Size And Forecast, By Region
4.2.3. Market Analysis, By Country
4.2.4. Virtual Reality Content Creation Market, By Videos
4.2.4.1. 360 Degree
4.2.4.2. Immersive
4.2.4.3. Virtual Reality Content Creation Market Size And Forecast, By Videos
4.3. 360 Degree Photos
4.3.1. Key Market Trends, Growth Factors, And Opportunities
4.3.2. Market Size And Forecast, By Region
4.3.3. Market Analysis, By Country
4.4. Games
4.4.1. Key Market Trends, Growth Factors, And Opportunities
4.4.2. Market Size And Forecast, By Region
4.4.3. Market Analysis, By Country
Chapter 5: Global Virtual Reality Content Creation Market, By Component
5.1. Overview
5.2. Software
5.2.1. Key Market Trends, Growth Factors, And Opportunities
5.2.2. Market Size And Forecast, By Region
5.2.3. Market Analysis, By Country
5.3. Services
5.3.1. Key Market Trends, Growth Factors, And Opportunities
5.3.2. Market Size And Forecast, By Region
5.3.3. Market Analysis, By Country
Chapter 6: Global Virtual Reality Content Creation Market, By End-User
6.1. Overview
6.2. Real Estate
6.2.1. Key Market Trends, Growth Factors, And Opportunities
6.2.2. Market Size And Forecast, By Region
6.2.3. Market Analysis, By Country
6.3. Travel And Hospitality
6.3.1. Key Market Trends, Growth Factors, And Opportunities
6.3.2. Market Size And Forecast, By Region
6.3.3. Market Analysis, By Country
6.4. Media And Entertainment
6.4.1. Key Market Trends, Growth Factors, And Opportunities
6.4.2. Market Size And Forecast, By Region
6.4.3. Market Analysis, By Country
6.5. Healthcare
6.5.1. Key Market Trends, Growth Factors, And Opportunities
6.5.2. Market Size And Forecast, By Region
6.5.3. Market Analysis, By Country
6.6. Retail
6.6.1. Key Market Trends, Growth Factors, And Opportunities
6.6.2. Market Size And Forecast, By Region
6.6.3. Market Analysis, By Country
6.7. Gaming
6.7.1. Key Market Trends, Growth Factors, And Opportunities
6.7.2. Market Size And Forecast, By Region
6.7.3. Market Analysis, By Country
6.8. Automotive
6.8.1. Key Market Trends, Growth Factors, And Opportunities
6.8.2. Market Size And Forecast, By Region
6.8.3. Market Analysis, By Country
6.9. Others
6.9.1. Key Market Trends, Growth Factors, And Opportunities
6.9.2. Market Size And Forecast, By Region
6.9.3. Market Analysis, By Country
Chapter 7: Global Virtual Reality Content Creation Market, By Region
7.1. Overview
7.1.1. Market Size And Forecast, By Region
7.2. North America
7.2.1. Key Market Trends, Growth Factors, And Opportunities
7.2.2. Market Size And Forecast, By Content Type
7.2.3. Market Size And Forecast, By Component
7.2.4. Market Size And Forecast, By End-User
7.2.5. Market Analysis, By Country
7.2.5.1. U.S.
7.2.5.1.1. Market Size And Forecast, By Content Type
7.2.5.1.2. Market Size And Forecast, By Component
7.2.5.1.3. Market Size And Forecast, By End-User
7.2.5.2. Canada
7.2.5.2.1. Market Size And Forecast, By Content Type
7.2.5.2.2. Market Size And Forecast, By Component
7.2.5.2.3. Market Size And Forecast, By End-User
7.3. Europe
7.3.1. Key Market Trends, Growth Factors, And Opportunities
7.3.2. Market Size And Forecast, By Content Type
7.3.3. Market Size And Forecast, By Component
7.3.4. Market Size And Forecast, By End-User
7.3.5. Market Analysis, By Country
7.3.5.1. Germany
7.3.5.1.1. Market Size And Forecast, By Content Type
7.3.5.1.2. Market Size And Forecast, By Component
7.3.5.1.3. Market Size And Forecast, By End-User
7.3.5.2. UK
7.3.5.2.1. Market Size And Forecast, By Content Type
7.3.5.2.2. Market Size And Forecast, By Component
7.3.5.2.3. Market Size And Forecast, By End-User
7.3.5.3. France
7.3.5.3.1. Market Size And Forecast, By Content Type
7.3.5.3.2. Market Size And Forecast, By Component
7.3.5.3.3. Market Size And Forecast, By End-User
7.3.5.4. Rest of Europe
7.3.5.4.1. Market Size And Forecast, By Content Type
7.3.5.4.2. Market Size And Forecast, By Component
7.3.5.4.3. Market Size And Forecast, By End-User
7.4. Asia-Pacific
7.4.1. Key Market Trends, Growth Factors, And Opportunities
7.4.2. Market Size And Forecast, By Content Type
7.4.3. Market Size And Forecast, By Component
7.4.4. Market Size And Forecast, By End-User
7.4.5. Market Analysis, By Country
7.4.5.1. Japan
7.4.5.1.1. Market Size And Forecast, By Content Type
7.4.5.1.2. Market Size And Forecast, By Component
7.4.5.1.3. Market Size And Forecast, By End-User
7.4.5.2. China
7.4.5.2.1. Market Size And Forecast, By Content Type
7.4.5.2.2. Market Size And Forecast, By Component
7.4.5.2.3. Market Size And Forecast, By End-User
7.4.5.3. India
7.4.5.3.1. Market Size And Forecast, By Content Type
7.4.5.3.2. Market Size And Forecast, By Component
7.4.5.3.3. Market Size And Forecast, By End-User
7.4.5.4. Rest of Asia-Pacific
7.4.5.4.1. Market Size And Forecast, By Content Type
7.4.5.4.2. Market Size And Forecast, By Component
7.4.5.4.3. Market Size And Forecast, By End-User
7.5. LAMEA
7.5.1. Key Market Trends, Growth Factors, And Opportunities
7.5.2. Market Size And Forecast, By Content Type
7.5.3. Market Size And Forecast, By Component
7.5.4. Market Size And Forecast, By End-User
7.5.5. Market Analysis, By Country
7.5.5.1. Latin America
7.5.5.1.1. Market Size And Forecast, By Content Type
7.5.5.1.2. Market Size And Forecast, By Component
7.5.5.1.3. Market Size And Forecast, By End-User
7.5.5.2. Middle East
7.5.5.2.1. Market Size And Forecast, By Content Type
7.5.5.2.2. Market Size And Forecast, By Component
7.5.5.2.3. Market Size And Forecast, By End-User
7.5.5.3. Africa
7.5.5.3.1. Market Size And Forecast, By Content Type
7.5.5.3.2. Market Size And Forecast, By Component
7.5.5.3.3. Market Size And Forecast, By End-User
Chapter 8: Competitive Landscape
8.1. Market Share Analysis, 2018
8.2. Competitive Dashboard
Chapter 9: Company Profiles
9.1. 360 Labs
9.1.1. Company Overview
9.1.2. Key Executives
9.1.3. Company Snapshot
9.1.4. Product Portfolio
9.1.5. Key Strategic Moves And Developments
9.2. Blippar
9.2.1. Company Overview
9.2.2. Key Executives
9.2.3. Company Snapshot
9.2.4. Product Portfolio
9.2.5. Key Strategic Moves And Developments
9.3. Koncept Vr
9.3.1. Company Overview
9.3.2. Key Executives
9.3.3. Company Snapshot
9.3.4. Product Portfolio
9.3.5. Key Strategic Moves And Developments
9.4. Matterport, Inc.
9.4.1. Company Overview
9.4.2. Key Executives
9.4.3. Company Snapshot
9.4.4. Product Portfolio
9.4.5. Key Strategic Moves And Developments
9.5. Panedia Pty Ltd
9.5.1. Company Overview
9.5.2. Key Executives
9.5.3. Company Snapshot
9.5.4. Product Portfolio
9.5.5. Key Strategic Moves And Developments
9.6. Pixvana Inc.
9.6.1. Company Overview
9.6.2. Key Executives
9.6.3. Company Snapshot
9.6.4. Product Portfolio
9.6.5. Key Strategic Moves And Developments
9.7. Scapic
9.7.1. Company Overview
9.7.2. Key Executives
9.7.3. Company Snapshot
9.7.4. Product Portfolio
9.7.5. Key Strategic Moves And Developments
9.8. Subvrsive
9.8.1. Company Overview
9.8.2. Key Executives
9.8.3. Company Snapshot
9.8.4. Product Portfolio
9.8.5. Key Strategic Moves And Developments
9.9. Viar
9.9.1. Company Overview
9.9.2. Key Executives
9.9.3. Company Snapshot
9.9.4. Product Portfolio
9.10. Wemakevr
9.10.1. Company Overview
9.10.2. Key Executives
9.10.3. Company Snapshot
9.10.4. Product Portfolio
*Full List of Tables and Figures Available on Enquiry.

Executive Summary

According to the report titled, 'Virtual Reality Content Creation Market by Content Type, Component, and End-use Sector: Global Opportunity Analysis and Industry Forecast, 2019-2026,' the virtual reality content creation market size was valued at $431.3 million in 2018, and is projected to reach $46.5 billion by 2026, growing at a CAGR of 77.10% from 2019 to 2026.

Virtual reality (VR) is among one of the key technologies that provides interactive virtual experiences to end-users. VR content is the data that helps end-user to experience the VR environment. For example, a VR software game displays virtual simulations to the end-user and allows them to interact with the virtual environment. Increase in demand for head-mounted display (HMDs) in gaming and entertainment sector due to its virtualization ability is a key factor expected to drive the growth of the global virtual reality content creation market.

VR content allows end-user to experience 3D modelling and animation effects. This has propelled the demand for VR content among various industry verticals. Rise in development in computer animation fosters the need for VR content to stay competitive in the market. This in turn is also expected to drive the growth of the market during the forecast period. Moreover, the growth in demand for high-resolution VR headset among individuals is attributing to increase the demand for high quality content at a significant rate. This is one of the major factors expected to fuel the VR content creation market growth.

Based on content type, the videos segment dominated the overall virtual reality content creation market in 2018, and is expected to continue this trend during the forecast period. This is attributed to rise in demand for virtual reality content among the gaming industry that provides immersive videos for exquisite experience,

Moreover, high demand for virtual reality video content from various industry verticals is a major factor anticipated to drive the growth of this segment in the global VR content creation market. For example, in gaming industry the video games are developed by using various software simulations that replicate the virtual reality video segment real-world with the help of captured videos. Furthermore, 360 Degree Photos segment witnessed significant growth in the virtual reality content creation market share in 2018 and is further expected to continue this drift during the forecast period.

The gaming industry dominated the virtual reality content creation market in 2018 and is expected to proliferate the adoption of virtual content during the forecast period. This is attributed to the rise in number of virtual reality games launched and the development of virtual reality gaming equipment. Further, the healthcare segment is expected to witness the highest CAGR during the forecast period as the healthcare industry is opting for digitalization solutions and are inclining toward increase in its clinical trials through technological advancements. This in turn creates lucrative opportunities for the players operating in the global market which in turn is expected to drive the virtual reality content creation market growth in the coming years. Furthermore, the automotive industries have witnessed significant growth rate in 2018 and is further expected to increase its adoption during the forecast period.

Key Finding of The Virtual Reality Content Creation Market:
By content type, the videos segment dominated the virtual reality content creation market. However, the 360 degree photos segment is expected to exhibit significant growth during the forecast period in the virtual reality content creation industry.
Based on component, the software segment accounted for the highest revenue in 2018.
Depending on industry vertical, the gaming industry generated the highest revenue in 2018. However, healthcare sector is expected to witness considerable growth in the near future.

Region wise, Asia-Pacific is expected to witness significant growth in terms of CAGR in the upcoming years.
Some of the key market players profiled in the report include Blippar, 360 Labs, Matterport, Koncept VR, SubVRsive, Panedia Pty Ltd., WeMakeVR, VIAR (Viar360), Pixvana Inc., and Scapic.

Major players operating in this market have witnessed high growth in demand for high quality virtual reality content especially due to rise in consumers demand for virtual reality applications. This study includes virtual reality content creation market analysis, trends, and future estimations to determine the imminent investment pockets.'

Companies Mentioned

  • lippar
  • 360 Labs
  • Matterport
  • Koncept VR
  • SubVRsive
  • Panedia Pty Ltd.
  • WeMakeVR
  • VIAR (Viar360)
  • Pixvana Inc.
  • Scapic

Methodology

The analyst offers exhaustive research and analysis based on a wide variety of factual inputs, which largely include interviews with industry participants, reliable statistics, and regional intelligence. The in-house industry experts play an instrumental role in designing analytic tools and models, tailored to the requirements of a particular industry segment. The primary research efforts include reaching out participants through mail, tele-conversations, referrals, professional networks, and face-to-face interactions.

They are also in professional corporate relations with various companies that allow them greater flexibility for reaching out to industry participants and commentators for interviews and discussions.

They also refer to a broad array of industry sources for their secondary research, which typically include; however, not limited to:

  • Company SEC filings, annual reports, company websites, broker & financial reports, and investor presentations for competitive scenario and shape of the industry
  • Scientific and technical writings for product information and related preemptions
  • Regional government and statistical databases for macro analysis
  • Authentic news articles and other related releases for market evaluation
  • Internal and external proprietary databases, key market indicators, and relevant press releases for market estimates and forecast

Furthermore, the accuracy of the data will be analyzed and validated by conducting additional primaries with various industry experts and KOLs. They also provide robust post-sales support to clients.

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