Global VR Content Creation Market to Reach $288.9 Billion by 2030
The global market for VR Content Creation estimated at US$1.9 Billion in the year 2022, is projected to reach a revised size of US$288.9 Billion by 2030, growing at a CAGR of 86.9% over the analysis period 2022-2030. Software/Application, one of the segments analyzed in the report, is projected to record 88.3% CAGR and reach US$204.3 Billion by the end of the analysis period. Taking into account the ongoing post pandemic recovery, growth in the Services segment is readjusted to a revised 83.9% CAGR for the next 8-year period.The U.S. Market is Estimated at $567.6 Million, While China is Forecast to Grow at 81.5% CAGR
The VR Content Creation market in the U.S. is estimated at US$567.6 Million in the year 2022. China, the world's second largest economy, is forecast to reach a projected market size of US$41.3 Billion by the year 2030 trailing a CAGR of 81.5% over the analysis period 2022 to 2030. Among the other noteworthy geographic markets are Japan and Canada, each forecast to grow at 79.1% and 74.2% respectively over the 2022-2030 period. Within Europe, Germany is forecast to grow at approximately 59.2% CAGR.Select Competitors (Total 42 Featured) -
- 360 Labs LLC
- Blippar
- Elysian Studio Private Limited
- Koncept VR
- Matterport, Inc.
- MATTERVR
- Panedia Pty Ltd.
- Subvrsive, Inc.
- Vizor
- Voxelus
- WeMakeVR
- Wevr
What's New?
- Special coverage on Russia-Ukraine war; global inflation; easing of zero-Covid policy in China and its `bumpy` reopening; supply chain disruptions, global trade tensions; and risk of recession.
- Global competitiveness and key competitor percentage market shares
- Market presence across multiple geographies - Strong/Active/Niche/Trivial
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Table of Contents
I. METHODOLOGYII. EXECUTIVE SUMMARY2. FOCUS ON SELECT PLAYERS3. MARKET TRENDS & DRIVERSIV. COMPETITION
1. MARKET OVERVIEW
- Influencer Market Insights
- World Market Trajectories
- VR Content Creation - Global Key Competitors Percentage Market Share in 2022 (E)
- Competitive Market Presence - Strong/Active/Niche/Trivial for Players Worldwide in 2022 (E)
- Impact of Covid-19 and a Looming Global Recession
4. GLOBAL MARKET PERSPECTIVE
- Table 1: World Recent Past, Current & Future Analysis for VR Content Creation by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2022 through 2030 and % CAGR
- Table 2: World 8-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 2023 & 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 2022 through 2030 and % CAGR
- Table 4: World 8-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 2023 & 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 2022 through 2030 and % CAGR
- Table 6: World 8-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 2023 & 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 2022 through 2030 and % CAGR
- Table 8: World 8-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 2023 & 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 2022 through 2030 and % CAGR
- Table 10: World 8-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 2023 & 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 2022 through 2030 and % CAGR
- Table 12: World 8-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 2023 & 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 2022 through 2030 and % CAGR
- Table 14: World 8-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 2023 & 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 2022 through 2030 and % CAGR
- Table 16: World 8-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 2023 & 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 2022 through 2030 and % CAGR
- Table 18: World 8-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 2023 & 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 2023 (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 2022 through 2030 and % CAGR
- Table 21: USA 8-Year Perspective for VR Content Creation by Solution - Percentage Breakdown of Value Sales for Software/Application and Services for the Years 2023 & 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 2022 through 2030 and % CAGR
- Table 23: USA 8-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 2023 & 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 2022 through 2030 and % CAGR
- Table 25: Canada 8-Year Perspective for VR Content Creation by Solution - Percentage Breakdown of Value Sales for Software/Application and Services for the Years 2023 & 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 2022 through 2030 and % CAGR
- Table 27: Canada 8-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 2023 & 2030
- JAPAN
- VR Content Creation Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Japan for 2023 (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 2022 through 2030 and % CAGR
- Table 29: Japan 8-Year Perspective for VR Content Creation by Solution - Percentage Breakdown of Value Sales for Software/Application and Services for the Years 2023 & 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 2022 through 2030 and % CAGR
- Table 31: Japan 8-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 2023 & 2030
- CHINA
- VR Content Creation Market Presence - Strong/Active/Niche/Trivial - Key Competitors in China for 2023 (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 2022 through 2030 and % CAGR
- Table 33: China 8-Year Perspective for VR Content Creation by Solution - Percentage Breakdown of Value Sales for Software/Application and Services for the Years 2023 & 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 2022 through 2030 and % CAGR
- Table 35: China 8-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 2023 & 2030
- EUROPE
- VR Content Creation Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Europe for 2023 (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 2022 through 2030 and % CAGR
- Table 37: Europe 8-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 2023 & 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 2022 through 2030 and % CAGR
- Table 39: Europe 8-Year Perspective for VR Content Creation by Solution - Percentage Breakdown of Value Sales for Software/Application and Services for the Years 2023 & 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 2022 through 2030 and % CAGR
- Table 41: Europe 8-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 2023 & 2030
- FRANCE
- VR Content Creation Market Presence - Strong/Active/Niche/Trivial - Key Competitors in France for 2023 (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 2022 through 2030 and % CAGR
- Table 43: France 8-Year Perspective for VR Content Creation by Solution - Percentage Breakdown of Value Sales for Software/Application and Services for the Years 2023 & 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 2022 through 2030 and % CAGR
- Table 45: France 8-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 2023 & 2030
- GERMANY
- VR Content Creation Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Germany for 2023 (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 2022 through 2030 and % CAGR
- Table 47: Germany 8-Year Perspective for VR Content Creation by Solution - Percentage Breakdown of Value Sales for Software/Application and Services for the Years 2023 & 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 2022 through 2030 and % CAGR
- Table 49: Germany 8-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 2023 & 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 2022 through 2030 and % CAGR
- Table 51: Italy 8-Year Perspective for VR Content Creation by Solution - Percentage Breakdown of Value Sales for Software/Application and Services for the Years 2023 & 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 2022 through 2030 and % CAGR
- Table 53: Italy 8-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 2023 & 2030
- UNITED KINGDOM
- VR Content Creation Market Presence - Strong/Active/Niche/Trivial - Key Competitors in the United Kingdom for 2023 (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 2022 through 2030 and % CAGR
- Table 55: UK 8-Year Perspective for VR Content Creation by Solution - Percentage Breakdown of Value Sales for Software/Application and Services for the Years 2023 & 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 2022 through 2030 and % CAGR
- Table 57: UK 8-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 2023 & 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 2022 through 2030 and % CAGR
- Table 59: Rest of Europe 8-Year Perspective for VR Content Creation by Solution - Percentage Breakdown of Value Sales for Software/Application and Services for the Years 2023 & 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 2022 through 2030 and % CAGR
- Table 61: Rest of Europe 8-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 2023 & 2030
- ASIA-PACIFIC
- VR Content Creation Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Asia-Pacific for 2023 (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 2022 through 2030 and % CAGR
- Table 63: Asia-Pacific 8-Year Perspective for VR Content Creation by Solution - Percentage Breakdown of Value Sales for Software/Application and Services for the Years 2023 & 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 2022 through 2030 and % CAGR
- Table 65: Asia-Pacific 8-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 2023 & 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 2022 through 2030 and % CAGR
- Table 67: Rest of World 8-Year Perspective for VR Content Creation by Solution - Percentage Breakdown of Value Sales for Software/Application and Services for the Years 2023 & 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 2022 through 2030 and % CAGR
- Table 69: Rest of World 8-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 2023 & 2030
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
Report Attribute | Details |
---|---|
No. of Pages | 194 |
Published | April 2024 |
Forecast Period | 2022 - 2030 |
Estimated Market Value ( USD | $ 1.9 Billion |
Forecasted Market Value ( USD | $ 288.9 Billion |
Compound Annual Growth Rate | 87.4% |
Regions Covered | Global |