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VR Content Creation Market: Global Industry Analysis, Trends, Market Size, and Forecasts up to 2025

  • Report

  • 100 Pages
  • March 2020
  • Region: Global
  • Infinium Global Research
  • ID: 5020233
The report on the global VR content creation market provides qualitative and quantitative analysis for the period from 2017 to 2025. The report predicts the global VR content creation market to grow with a CAGR of 81.2% over the forecast period from 2019-2025. The study on VR content creation market covers the analysis of the leading geographies such as North America, Europe, Asia-Pacific, and RoW for the period of 2017 to 2025.

The report on VR content creation market is a comprehensive study and presentation of drivers, restraints, opportunities, demand factors, market size, forecasts, and trends in the global VR content creation market over the period of 2017 to 2025. Moreover, the report is a collective presentation of primary and secondary research findings.

Porter's five forces model in the report provides insights into the competitive rivalry, supplier and buyer positions in the market and opportunities for the new entrants in the global VR content creation market over the period of 2017 to 2025. Further, Growth Matrix gave in the report brings an insight into the investment areas that existing or new market players can consider.

Report Findings

1) Drivers
  • Rise in demand for VR content from various platforms
  • Growth of the 3D market
  • Adoption of VR content creation in travel, automobile, hospitality, retail, and real estate

2) Restraints
  • Lack of awareness about the benefits of using virtual reality devices

3) Opportunities
  • Technological advancement promotes the application of VR content creation in various industries

Research Methodology

A) Primary Research
The primary research involves extensive interviews and analysis of the opinions provided by the primary respondents. The primary research starts with identifying and approaching the primary respondents, the primary respondents are approached include
1. Key Opinion Leaders
2. Internal and External subject matter experts
3. Professionals and participants from the industry

The primary research respondents typically include
1. Executives working with leading companies in the market under review
2. Product/brand/marketing managers
3. CXO level executives
4. Regional/zonal/ country managers
5. Vice President level executives.

B) Secondary Research
Secondary research involves extensive exploring through the secondary sources of information available in both the public domain and paid sources. Each research study is based on over 500 hours of secondary research accompanied by primary research. The information obtained through the secondary sources is validated through the crosscheck on various data sources.

The secondary sources of the data typically include
1. Company reports and publications
2. Government/institutional publications
3. Trade and associations journals
4. Databases such as WTO, OECD, World Bank, and among others.
5. Websites and publications by research agencies

Segment Covered
The global VR content creation market is segmented on the basis of content type, solution, and end-user.

The Global VR Content Creation Market by Content Type
  • 360 Degree Photos
  • Videos
  • Games

The Global VR Content Creation Market by Solution
  • Services
  • Software

The Global VR Content Creation Market by End-user
  • Travel
  • Real Estate
  • Media and Entertainment
  • Retail
  • Automotive
  • Gaming
  • Events and Hospitality
  • Other End-users

Company Profiles
The companies covered in the report include
  • 360 Labs
  • Matterport Inc.
  • Koncept VR
  • SubVRsive
  • Panedia Pty Ltd.
  • Voxelus
  • Vizor
  • WeMakeVR
  • WEVR, Inc.
  • Blippar
  • Other companies

What does this report deliver?
1. Comprehensive analysis of the global as well as regional markets of the VR content creation market.
2. Complete coverage of all the segments in the VR content creation market to analyze the trends, developments in the global market and forecast of market size up to 2025.
3. Comprehensive analysis of the companies operating in the global VR content creation market. The company profile includes analysis of product portfolio, revenue, SWOT analysis and latest developments of the company.
4. Growth Matrix presents an analysis of the product segments and geographies that market players should focus to invest, consolidate, expand and/or diversify.

This product will be delivered within 1-3 business days.

Table of Contents

1. Preface
1.1. Report Description
1.2. Research Methods
1.3. Research Approaches
2. Executive Summary
2.1. VR Content Creation Market Highlights
2.2. VR Content Creation Market Projection
2.3. VR Content Creation Market Regional Highlights
3. Global VR Content Creation Market Overview
3.1. Introduction
3.2. Market Dynamics
3.2.1. Drivers
3.2.2. Restraints
3.2.3. Opportunities
3.3. Porter's Five Forces Analysis
3.4. Growth Matrix Analysis
3.4.1. Growth Matrix Analysis by Content Type
3.4.2. Growth Matrix Analysis by Solution
3.4.3. Growth Matrix Analysis by End-user
3.4.4. Growth Matrix Analysis by Region
3.5. Value Chain Analysis of VR Content Creation Market
4. VR Content Creation Market Macro Indicator Analysis
5. Global VR Content Creation Market by Content Type
5.1. 360 Degree Photos
5.2. Videos
5.3. Games
6. Global VR Content Creation Market by Solution
6.1. Services
6.2. Software
7. Global VR Content Creation Market by End-user
7.1. Travel
7.2. Real Estate
7.3. Media and Entertainment
7.4. Retail
7.5. Automotive
7.6. Gaming
7.7. Events and Hospitality
7.8. Other End-users
8. Global VR Content Creation Market by Region 2019-2025
8.1. North America
8.1.1. North America VR Content Creation Market by Content Type
8.1.2. North America VR Content Creation Market by Solution
8.1.3. North America VR Content Creation Market by End-user
8.1.4. North America VR Content Creation Market by Country
8.2. Europe
8.2.1. Europe VR Content Creation Market by Content Type
8.2.2. Europe VR Content Creation Market by Solution
8.2.3. Europe VR Content Creation Market by End-user
8.2.4. Europe VR Content Creation Market by Country
8.3. Asia-Pacific
8.3.1. Asia-Pacific VR Content Creation Market by Content Type
8.3.2. Asia-Pacific VR Content Creation Market by Solution
8.3.3. Asia-Pacific VR Content Creation Market by End-user
8.3.4. Asia-Pacific VR Content Creation Market by Country
8.4. RoW
8.4.1. RoW VR Content Creation Market by Content Type
8.4.2. RoW VR Content Creation Market by Solution
8.4.3. RoW VR Content Creation Market by End-user
8.4.4. RoW VR Content Creation Market by Sub-region
9. Company Profiles and Competitive Landscape
9.1. Competitive Landscape in the Global VR Content Creation Market
9.2. Companies Profiled
9.2.1. 360 Labs
9.2.2. Matterport Inc.
9.2.3. Koncept VR
9.2.4. SubVRsive
9.2.5. Panedia Pty Ltd.
9.2.6. Voxelus
9.2.7. Vizor
9.2.8. WeMakeVR
9.2.9. WEVR, Inc.
9.2.10. Blippar
9.2.11. Other companies
10. Appendix
10.1. Primary Research Findings and Questionnaire

Companies Mentioned

  • 360 Labs
  • Matterport Inc.
  • Koncept VR
  • SubVRsive
  • Panedia Pty Ltd.
  • Voxelus
  • Vizor
  • WeMakeVR
  • WEVR, Inc.
  • Blippar