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VR Content Creation - Global Strategic Business Report

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    Report

  • 194 Pages
  • July 2024
  • Region: Global
  • Global Industry Analysts, Inc
  • ID: 5030618
The global market for VR Content Creation is estimated at US$3.7 Billion in 2023 and is projected to reach US$288.9 Billion by 2030, growing at a CAGR of 86.4% from 2023 to 2030. This comprehensive report provides an in-depth analysis of market trends, drivers, and forecasts, helping you make informed business decisions.

Key Insights:

  • Market Growth: Understand the significant growth trajectory of the VR Content Creation Software/Application segment, which is expected to reach US$204.3 Billion by 2030 with a CAGR of 87.8%. The VR Content Creation Services segment is also set to grow at 83.4% CAGR over the next 7 years.
  • Regional Analysis: Gain insights into the U.S. market, estimated at $1.1 Billion in 2023, and China, forecasted to grow at an impressive 80.8% CAGR to reach $41.3 Billion by 2030. Discover growth trends in other key regions, including Japan, Canada, Germany, and the Asia-Pacific.

Why You Should Buy This Report:

  • Detailed Market Analysis: Access a thorough analysis of the Global VR Content Creation Market, covering all major geographic regions and market segments.
  • Competitive Insights: Get an overview of the competitive landscape, including the market presence of major players across different geographies.
  • Future Trends and Drivers: Understand the key trends and drivers shaping the future of the Global VR Content Creation Market.
  • Actionable Insights: Benefit from actionable insights that can help you identify new revenue opportunities and make strategic business decisions.

Key Questions Answered:

  • How is the Global VR Content Creation Market expected to evolve by 2030?
  • What are the main drivers and restraints affecting the market?
  • Which market segments will grow the most over the forecast period?
  • How will market shares for different regions and segments change by 2030?
  • Who are the leading players in the market, and what are their prospects?

Report Features:

  • Comprehensive Market Data: Independent analysis of annual sales and market forecasts in US$ Million from 2023 to 2030.
  • In-Depth Regional Analysis: Detailed insights into key markets, including the U.S., China, Japan, Canada, Europe, Asia-Pacific, Latin America, Middle East, and Africa.
  • Company Profiles: Coverage of major players such as 360 Labs LLC, Blippar, Elysian Studio Private Limited, and more.
  • Complimentary Updates: Receive free report updates for one year to keep you informed of the latest market developments.

Select Competitors (Total 42 Featured):

  • 360 Labs LLC
  • Blippar
  • Elysian Studio Private Limited
  • Koncept VR
  • Matterport, Inc.
  • MATTERVR
  • Panedia Pty Ltd.
  • Subvrsive, Inc.
  • Vizor
  • Voxelus
  • WeMakeVR
  • Wevr

MarketGlass Platform

Our reports are enhanced by the MarketGlass platform, which brings together industry experts and influencers to provide high-quality, accurate insights. This unique platform allows us to gather comprehensive data and market perspectives, ensuring you receive the most reliable and detailed analysis available.

Table of Contents

I. METHODOLOGYII. EXECUTIVE SUMMARY
1. MARKET OVERVIEW
  • Influencer Market Insights
  • World Market Trajectories
  • VR Content Creation - Global Key Competitors Percentage Market Share in 2024 (E)
  • Competitive Market Presence - Strong/Active/Niche/Trivial for Players Worldwide in 2024 (E)
  • Global Economic Update
2. FOCUS ON SELECT PLAYERS3. MARKET TRENDS & DRIVERS
4. GLOBAL MARKET PERSPECTIVE
  • Table 1: World Recent Past, Current & Future Analysis for VR Content Creation by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2023 through 2030 and % CAGR
  • Table 2: World 7-Year Perspective for VR Content Creation by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets for Years 2024 & 2030
  • Table 3: World Recent Past, Current & Future Analysis for Software/Application by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2023 through 2030 and % CAGR
  • Table 4: World 7-Year Perspective for Software/Application by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2024 & 2030
  • Table 5: World Recent Past, Current & Future Analysis for Services by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2023 through 2030 and % CAGR
  • Table 6: World 7-Year Perspective for Services by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2024 & 2030
  • Table 7: World Recent Past, Current & Future Analysis for Real-Estate by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2023 through 2030 and % CAGR
  • Table 8: World 7-Year Perspective for Real-Estate by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2024 & 2030
  • Table 9: World Recent Past, Current & Future Analysis for Engineering by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2023 through 2030 and % CAGR
  • Table 10: World 7-Year Perspective for Engineering by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2024 & 2030
  • Table 11: World Recent Past, Current & Future Analysis for Healthcare by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2023 through 2030 and % CAGR
  • Table 12: World 7-Year Perspective for Healthcare by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2024 & 2030
  • Table 13: World Recent Past, Current & Future Analysis for Gaming, Media and Entertainment by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2023 through 2030 and % CAGR
  • Table 14: World 7-Year Perspective for Gaming, Media and Entertainment by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2024 & 2030
  • Table 15: World Recent Past, Current & Future Analysis for Retail by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2023 through 2030 and % CAGR
  • Table 16: World 7-Year Perspective for Retail by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2024 & 2030
  • Table 17: World Recent Past, Current & Future Analysis for Other End-Uses by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2023 through 2030 and % CAGR
  • Table 18: World 7-Year Perspective for Other End-Uses by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2024 & 2030
  • Table 19: World VR Content Creation Market Analysis of Annual Sales in US$ Thousand for Years 2014 through 2030
III. MARKET ANALYSIS
UNITED STATES
  • VR Content Creation Market Presence - Strong/Active/Niche/Trivial - Key Competitors in the United States for 2024 (E)
  • Table 20: USA Recent Past, Current & Future Analysis for VR Content Creation by Solution - Software/Application and Services - Independent Analysis of Annual Sales in US$ Thousand for the Years 2023 through 2030 and % CAGR
  • Table 21: USA 7-Year Perspective for VR Content Creation by Solution - Percentage Breakdown of Value Sales for Software/Application and Services for the Years 2024 & 2030
  • Table 22: USA Recent Past, Current & Future Analysis for VR Content Creation by End-Use - Real-Estate, Engineering, Healthcare, Gaming, Media and Entertainment, Retail and Other End-Uses - Independent Analysis of Annual Sales in US$ Thousand for the Years 2023 through 2030 and % CAGR
  • Table 23: USA 7-Year Perspective for VR Content Creation by End-Use - Percentage Breakdown of Value Sales for Real-Estate, Engineering, Healthcare, Gaming, Media and Entertainment, Retail and Other End-Uses for the Years 2024 & 2030
CANADA
  • Table 24: Canada Recent Past, Current & Future Analysis for VR Content Creation by Solution - Software/Application and Services - Independent Analysis of Annual Sales in US$ Thousand for the Years 2023 through 2030 and % CAGR
  • Table 25: Canada 7-Year Perspective for VR Content Creation by Solution - Percentage Breakdown of Value Sales for Software/Application and Services for the Years 2024 & 2030
  • Table 26: Canada Recent Past, Current & Future Analysis for VR Content Creation by End-Use - Real-Estate, Engineering, Healthcare, Gaming, Media and Entertainment, Retail and Other End-Uses - Independent Analysis of Annual Sales in US$ Thousand for the Years 2023 through 2030 and % CAGR
  • Table 27: Canada 7-Year Perspective for VR Content Creation by End-Use - Percentage Breakdown of Value Sales for Real-Estate, Engineering, Healthcare, Gaming, Media and Entertainment, Retail and Other End-Uses for the Years 2024 & 2030
JAPAN
  • VR Content Creation Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Japan for 2024 (E)
  • Table 28: Japan Recent Past, Current & Future Analysis for VR Content Creation by Solution - Software/Application and Services - Independent Analysis of Annual Sales in US$ Thousand for the Years 2023 through 2030 and % CAGR
  • Table 29: Japan 7-Year Perspective for VR Content Creation by Solution - Percentage Breakdown of Value Sales for Software/Application and Services for the Years 2024 & 2030
  • Table 30: Japan Recent Past, Current & Future Analysis for VR Content Creation by End-Use - Real-Estate, Engineering, Healthcare, Gaming, Media and Entertainment, Retail and Other End-Uses - Independent Analysis of Annual Sales in US$ Thousand for the Years 2023 through 2030 and % CAGR
  • Table 31: Japan 7-Year Perspective for VR Content Creation by End-Use - Percentage Breakdown of Value Sales for Real-Estate, Engineering, Healthcare, Gaming, Media and Entertainment, Retail and Other End-Uses for the Years 2024 & 2030
CHINA
  • VR Content Creation Market Presence - Strong/Active/Niche/Trivial - Key Competitors in China for 2024 (E)
  • Table 32: China Recent Past, Current & Future Analysis for VR Content Creation by Solution - Software/Application and Services - Independent Analysis of Annual Sales in US$ Thousand for the Years 2023 through 2030 and % CAGR
  • Table 33: China 7-Year Perspective for VR Content Creation by Solution - Percentage Breakdown of Value Sales for Software/Application and Services for the Years 2024 & 2030
  • Table 34: China Recent Past, Current & Future Analysis for VR Content Creation by End-Use - Real-Estate, Engineering, Healthcare, Gaming, Media and Entertainment, Retail and Other End-Uses - Independent Analysis of Annual Sales in US$ Thousand for the Years 2023 through 2030 and % CAGR
  • Table 35: China 7-Year Perspective for VR Content Creation by End-Use - Percentage Breakdown of Value Sales for Real-Estate, Engineering, Healthcare, Gaming, Media and Entertainment, Retail and Other End-Uses for the Years 2024 & 2030
EUROPE
  • VR Content Creation Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Europe for 2024 (E)
  • Table 36: Europe Recent Past, Current & Future Analysis for VR Content Creation by Geographic Region - France, Germany, Italy, UK and Rest of Europe Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2023 through 2030 and % CAGR
  • Table 37: Europe 7-Year Perspective for VR Content Creation by Geographic Region - Percentage Breakdown of Value Sales for France, Germany, Italy, UK and Rest of Europe Markets for Years 2024 & 2030
  • Table 38: Europe Recent Past, Current & Future Analysis for VR Content Creation by Solution - Software/Application and Services - Independent Analysis of Annual Sales in US$ Thousand for the Years 2023 through 2030 and % CAGR
  • Table 39: Europe 7-Year Perspective for VR Content Creation by Solution - Percentage Breakdown of Value Sales for Software/Application and Services for the Years 2024 & 2030
  • Table 40: Europe Recent Past, Current & Future Analysis for VR Content Creation by End-Use - Real-Estate, Engineering, Healthcare, Gaming, Media and Entertainment, Retail and Other End-Uses - Independent Analysis of Annual Sales in US$ Thousand for the Years 2023 through 2030 and % CAGR
  • Table 41: Europe 7-Year Perspective for VR Content Creation by End-Use - Percentage Breakdown of Value Sales for Real-Estate, Engineering, Healthcare, Gaming, Media and Entertainment, Retail and Other End-Uses for the Years 2024 & 2030
FRANCE
  • VR Content Creation Market Presence - Strong/Active/Niche/Trivial - Key Competitors in France for 2024 (E)
  • Table 42: France Recent Past, Current & Future Analysis for VR Content Creation by Solution - Software/Application and Services - Independent Analysis of Annual Sales in US$ Thousand for the Years 2023 through 2030 and % CAGR
  • Table 43: France 7-Year Perspective for VR Content Creation by Solution - Percentage Breakdown of Value Sales for Software/Application and Services for the Years 2024 & 2030
  • Table 44: France Recent Past, Current & Future Analysis for VR Content Creation by End-Use - Real-Estate, Engineering, Healthcare, Gaming, Media and Entertainment, Retail and Other End-Uses - Independent Analysis of Annual Sales in US$ Thousand for the Years 2023 through 2030 and % CAGR
  • Table 45: France 7-Year Perspective for VR Content Creation by End-Use - Percentage Breakdown of Value Sales for Real-Estate, Engineering, Healthcare, Gaming, Media and Entertainment, Retail and Other End-Uses for the Years 2024 & 2030
GERMANY
  • VR Content Creation Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Germany for 2024 (E)
  • Table 46: Germany Recent Past, Current & Future Analysis for VR Content Creation by Solution - Software/Application and Services - Independent Analysis of Annual Sales in US$ Thousand for the Years 2023 through 2030 and % CAGR
  • Table 47: Germany 7-Year Perspective for VR Content Creation by Solution - Percentage Breakdown of Value Sales for Software/Application and Services for the Years 2024 & 2030
  • Table 48: Germany Recent Past, Current & Future Analysis for VR Content Creation by End-Use - Real-Estate, Engineering, Healthcare, Gaming, Media and Entertainment, Retail and Other End-Uses - Independent Analysis of Annual Sales in US$ Thousand for the Years 2023 through 2030 and % CAGR
  • Table 49: Germany 7-Year Perspective for VR Content Creation by End-Use - Percentage Breakdown of Value Sales for Real-Estate, Engineering, Healthcare, Gaming, Media and Entertainment, Retail and Other End-Uses for the Years 2024 & 2030
ITALY
  • Table 50: Italy Recent Past, Current & Future Analysis for VR Content Creation by Solution - Software/Application and Services - Independent Analysis of Annual Sales in US$ Thousand for the Years 2023 through 2030 and % CAGR
  • Table 51: Italy 7-Year Perspective for VR Content Creation by Solution - Percentage Breakdown of Value Sales for Software/Application and Services for the Years 2024 & 2030
  • Table 52: Italy Recent Past, Current & Future Analysis for VR Content Creation by End-Use - Real-Estate, Engineering, Healthcare, Gaming, Media and Entertainment, Retail and Other End-Uses - Independent Analysis of Annual Sales in US$ Thousand for the Years 2023 through 2030 and % CAGR
  • Table 53: Italy 7-Year Perspective for VR Content Creation by End-Use - Percentage Breakdown of Value Sales for Real-Estate, Engineering, Healthcare, Gaming, Media and Entertainment, Retail and Other End-Uses for the Years 2024 & 2030
UNITED KINGDOM
  • VR Content Creation Market Presence - Strong/Active/Niche/Trivial - Key Competitors in the United Kingdom for 2024 (E)
  • Table 54: UK Recent Past, Current & Future Analysis for VR Content Creation by Solution - Software/Application and Services - Independent Analysis of Annual Sales in US$ Thousand for the Years 2023 through 2030 and % CAGR
  • Table 55: UK 7-Year Perspective for VR Content Creation by Solution - Percentage Breakdown of Value Sales for Software/Application and Services for the Years 2024 & 2030
  • Table 56: UK Recent Past, Current & Future Analysis for VR Content Creation by End-Use - Real-Estate, Engineering, Healthcare, Gaming, Media and Entertainment, Retail and Other End-Uses - Independent Analysis of Annual Sales in US$ Thousand for the Years 2023 through 2030 and % CAGR
  • Table 57: UK 7-Year Perspective for VR Content Creation by End-Use - Percentage Breakdown of Value Sales for Real-Estate, Engineering, Healthcare, Gaming, Media and Entertainment, Retail and Other End-Uses for the Years 2024 & 2030
REST OF EUROPE
  • Table 58: Rest of Europe Recent Past, Current & Future Analysis for VR Content Creation by Solution - Software/Application and Services - Independent Analysis of Annual Sales in US$ Thousand for the Years 2023 through 2030 and % CAGR
  • Table 59: Rest of Europe 7-Year Perspective for VR Content Creation by Solution - Percentage Breakdown of Value Sales for Software/Application and Services for the Years 2024 & 2030
  • Table 60: Rest of Europe Recent Past, Current & Future Analysis for VR Content Creation by End-Use - Real-Estate, Engineering, Healthcare, Gaming, Media and Entertainment, Retail and Other End-Uses - Independent Analysis of Annual Sales in US$ Thousand for the Years 2023 through 2030 and % CAGR
  • Table 61: Rest of Europe 7-Year Perspective for VR Content Creation by End-Use - Percentage Breakdown of Value Sales for Real-Estate, Engineering, Healthcare, Gaming, Media and Entertainment, Retail and Other End-Uses for the Years 2024 & 2030
ASIA-PACIFIC
  • VR Content Creation Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Asia-Pacific for 2024 (E)
  • Table 62: Asia-Pacific Recent Past, Current & Future Analysis for VR Content Creation by Solution - Software/Application and Services - Independent Analysis of Annual Sales in US$ Thousand for the Years 2023 through 2030 and % CAGR
  • Table 63: Asia-Pacific 7-Year Perspective for VR Content Creation by Solution - Percentage Breakdown of Value Sales for Software/Application and Services for the Years 2024 & 2030
  • Table 64: Asia-Pacific Recent Past, Current & Future Analysis for VR Content Creation by End-Use - Real-Estate, Engineering, Healthcare, Gaming, Media and Entertainment, Retail and Other End-Uses - Independent Analysis of Annual Sales in US$ Thousand for the Years 2023 through 2030 and % CAGR
  • Table 65: Asia-Pacific 7-Year Perspective for VR Content Creation by End-Use - Percentage Breakdown of Value Sales for Real-Estate, Engineering, Healthcare, Gaming, Media and Entertainment, Retail and Other End-Uses for the Years 2024 & 2030
REST OF WORLD
  • Table 66: Rest of World Recent Past, Current & Future Analysis for VR Content Creation by Solution - Software/Application and Services - Independent Analysis of Annual Sales in US$ Thousand for the Years 2023 through 2030 and % CAGR
  • Table 67: Rest of World 7-Year Perspective for VR Content Creation by Solution - Percentage Breakdown of Value Sales for Software/Application and Services for the Years 2024 & 2030
  • Table 68: Rest of World Recent Past, Current & Future Analysis for VR Content Creation by End-Use - Real-Estate, Engineering, Healthcare, Gaming, Media and Entertainment, Retail and Other End-Uses - Independent Analysis of Annual Sales in US$ Thousand for the Years 2023 through 2030 and % CAGR
  • Table 69: Rest of World 7-Year Perspective for VR Content Creation by End-Use - Percentage Breakdown of Value Sales for Real-Estate, Engineering, Healthcare, Gaming, Media and Entertainment, Retail and Other End-Uses for the Years 2024 & 2030
IV. COMPETITION

Companies Mentioned (Partial List)

A selection of companies mentioned in this report includes, but is not limited to:

  • 360 Labs LLC
  • Blippar
  • Elysian Studio Private Limited
  • Koncept VR
  • Matterport, Inc.
  • MATTERVR
  • Panedia Pty Ltd.
  • Subvrsive, Inc.
  • Vizor
  • Voxelus
  • WeMakeVR
  • Wevr

Table Information