+353-1-416-8900REST OF WORLD
+44-20-3973-8888REST OF WORLD
1-917-300-0470EAST COAST U.S
1-800-526-8630U.S. (TOLL FREE)

LAMEA Virtual Content Creation Market Size, Share & Industry Trends Analysis Report By Solution (Software, and Services), By Content Type (Videos, Games, and 360-degree Photos), By End-use, By Country and Growth Forecast, 2023 - 2030

  • PDF Icon

    Report

  • 107 Pages
  • July 2023
  • Region: Africa, Middle East
  • Marqual IT Solutions Pvt. Ltd (KBV Research)
  • ID: 5868726
The Latin America, Middle East and Africa Virtual Content Creation Market should witness market growth of 28.6% CAGR during the forecast period (2023-2030).

Lowering the barriers to entry for new content makers is accelerating market growth. Another growth-promoting aspect is the availability of different devices & platforms, which has led virtual content providers to think about producing material that can be accessed and enjoyed across multiple platforms. A number of businesses concentrate on introducing new goods and services to draw in a larger clientele and solidify their position in the market.

By superimposing digital features over the environment, augmented reality content improves it. In order to do this, it may be necessary to create animations, 3D models, and interactive features that can be viewed using AR-capable gadgets like smartphones or smart glasses. The use of AR content is widespread in industries like mobile gaming, advertising, product visualization, and learning environments. 3D models and animations are frequently needed while producing virtual content. To create and sculpt 3D objects, people, and environments, sophisticated software tools are used. By including motion, actions, and interactions, animations give these concepts life. For the creation of engaging and realistic virtual experiences, 3D modeling, and animation are necessary.

With many internet users and widespread use of smartphones, Brazil has a sizable and quickly expanding digital market. This makes the acceptance of technologies for creating virtual content and the use of immersive digital experiences possible. It boasts a devoted gaming community, and the sector has been rapidly expanding. Virtual content creation is essential to the growth of augmented reality experiences, eSports competitions,and virtual reality games. Virtual content creation technologies have become more widely used, and related companies have expanded due to the popularity of gaming and eSports.

The Middle East is renowned for its grand architectural endeavors and thriving real estate sector. Architectural visualization, virtual tours, and interactive property showcase all use virtual content generation technology. To assist clients in visualizing designs, touring properties, and coming to wise architects,conclusions,developers, and real estate firms use virtual reality and 3D information. Middle Eastern governments are heavily funding digital transformation and smart city programs. The construction of digital twins, immersive urban planning models, and virtual simulations for infrastructure projects are all examples of how virtual content creation technologies support the growth of smart cities.

The Brazil market dominated the LAMEA Virtual Content Creation Market by Country in 2022, and would continue to be a dominant market till 2030; thereby, achieving a market value of $377.3 million by 2030. The Argentina market is showcasing a CAGR of 29.3% during (2023-2030). Additionally, The UAE market would register a CAGR of 28.2% during (2023-2030).

Based on Solution, the market is segmented into Software, and Services. Based on Content Type, the market is segmented into Videos, Games, and 360-degree Photos. Based on End-use, the market is segmented into Media & Entertainment, Gaming, Automotive, Travel & Hospitality, Real Estate, Retail, Healthcare, and Others. Based on countries, the market is segmented into Brazil, Argentina, UAE, Saudi Arabia, South Africa, Nigeria, and Rest of LAMEA.

The market research report covers the analysis of key stake holders of the market. Key companies profiled in the report include Matterport, Inc., WeVR, WeMakeVR, Koncept VR LLC, VIAR Inc., 360 Labs, Blippar Group Limited, Panedia Pty Ltd., Scapic Innovations Private Limited (Flipkart Pvt. Ltd,) (Walmart Inc.), and Subvrsive, Inc.

Scope of the Study

By Solution

  • Software
  • Services

By Content Type

  • Videos
  • Games
  • 360-degree Photos

By End-use

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

By Country

  • Brazil
  • Argentina
  • UAE
  • Saudi Arabia
  • South Africa
  • Nigeria
  • Rest of LAMEA

Key Market Players

List of Companies Profiled in the Report:

  • Matterport, Inc.
  • WeVR
  • WeMakeVR
  • Koncept VR LLC
  • VIAR Inc.
  • 360 Labs
  • Blippar Group Limited
  • Panedia Pty Ltd.
  • Scapic Innovations Private Limited (Flipkart Pvt. Ltd,) (Walmart Inc.)
  • Subvrsive, Inc.

Unique Offerings

  • Exhaustive coverage
  • The highest number of Market tables and figures
  • Subscription-based model available
  • Guaranteed best price
  • Assured post sales research support with 10% customization free

Table of Contents

Chapter 1. Market Scope & Methodology
1.1 Market Definition
1.2 Objectives
1.3 Market Scope
1.4 Segmentation
1.4.1 LAMEA Virtual Content Creation Market, by Solution
1.4.2 LAMEA Virtual Content Creation Market, by Content Type
1.4.3 LAMEA Virtual Content Creation Market, by End-use
1.4.4 LAMEA Virtual Content Creation Market, by Country
1.5 Methodology for the research
Chapter 2. Market at a Glance
2.1 Key Highlights
Chapter 3. Market Overview
3.1 Introduction
3.1.1 Overview
3.1.1.1 Market Composition and Scenario
3.2 Key Factors Impacting the Market
3.2.1 Market Drivers
3.2.2 Market Restraints
3.3 Porter’s Five Forces Analysis
Chapter 4. LAMEA Virtual Content Creation Market by Solution
4.1 LAMEA Software Market by Country
4.2 LAMEA Services Market by Country
Chapter 5. LAMEA Virtual Content Creation Market by Content Type
5.1 LAMEA Videos Market by Country
5.2 LAMEA Games Market by Country
5.3 LAMEA 360-degree Photos Market by Country
Chapter 6. LAMEA Virtual Content Creation Market by End-use
6.1 LAMEA Media & Entertainment Market by Country
6.2 LAMEA Gaming Market by Country
6.3 LAMEA Automotive Market by Country
6.4 LAMEA Travel & Hospitality Market by Country
6.5 LAMEA Real Estate Market by Country
6.6 LAMEA Retail Market by Country
6.7 LAMEA Healthcare Market by Country
6.8 LAMEA Others Market by Country
Chapter 7. LAMEA Virtual Content Creation Market by Country
7.1 Brazil Virtual Content Creation Market
7.1.1 Brazil Virtual Content Creation Market by Solution
7.1.2 Brazil Virtual Content Creation Market by Content Type
7.1.3 Brazil Virtual Content Creation Market by End-use
7.2 Argentina Virtual Content Creation Market
7.2.1 Argentina Virtual Content Creation Market by Solution
7.2.2 Argentina Virtual Content Creation Market by Content Type
7.2.3 Argentina Virtual Content Creation Market by End-use
7.3 UAE Virtual Content Creation Market
7.3.1 UAE Virtual Content Creation Market by Solution
7.3.2 UAE Virtual Content Creation Market by Content Type
7.3.3 UAE Virtual Content Creation Market by End-use
7.4 Saudi Arabia Virtual Content Creation Market
7.4.1 Saudi Arabia Virtual Content Creation Market by Solution
7.4.2 Saudi Arabia Virtual Content Creation Market by Content Type
7.4.3 Saudi Arabia Virtual Content Creation Market by End-use
7.5 South Africa Virtual Content Creation Market
7.5.1 South Africa Virtual Content Creation Market by Solution
7.5.2 South Africa Virtual Content Creation Market by Content Type
7.5.3 South Africa Virtual Content Creation Market by End-use
7.6 Nigeria Virtual Content Creation Market
7.6.1 Nigeria Virtual Content Creation Market by Solution
7.6.2 Nigeria Virtual Content Creation Market by Content Type
7.6.3 Nigeria Virtual Content Creation Market by End-use
7.7 Rest of LAMEA Virtual Content Creation Market
7.7.1 Rest of LAMEA Virtual Content Creation Market by Solution
7.7.2 Rest of LAMEA Virtual Content Creation Market by Content Type
7.7.3 Rest of LAMEA Virtual Content Creation Market by End-use
Chapter 8. Company Profiles
8.1 Matterport, Inc.
8.1.1 Company Overview
8.1.2 Financial Analysis
8.1.3 Regional Analysis
8.1.4 Research & Development Expenses
8.1.5 Recent strategies and developments:
8.1.5.1 Partnerships, Collaborations, and Agreements:
8.1.5.2 Product Launches and Product Expansions:
8.1.5.3 Acquisition and Mergers:
8.1.6 SWOT Analysis
8.2 WeVR
8.2.1 Company Overview
8.2.2 SWOT Analysis
8.3 WeMakeVR
8.3.1 Company Overview
8.3.2 SWOT Analysis
8.4 Koncept VR LLC
8.4.1 Company Overview
8.4.2 SWOT Analysis
8.5 VIAR Inc.
8.5.1 Company Overview
8.5.2 SWOT Analysis
8.6 360 Labs
8.6.1 Company Overview
8.6.2 SWOT Analysis
8.7 Blippar Group Limited
8.7.1 Company Overview
8.7.2 SWOT Analysis
8.8 Panedia Pty Ltd.
8.8.1 Company Overview
8.8.2 SWOT Analysis
8.9 Scapic Innovations Private Limited (Flipkart Pvt. Ltd,) (Walmart Inc.)
8.9.1 Company Overview
8.9.2 Financial Analysis
8.9.3 Segmental and Regional Analysis
8.9.4 SWOT Analysis
8.10. Subvrsive, Inc.
8.10.1 Company Overview
8.10.2 SWOT Analysis

Companies Mentioned

  • Matterport, Inc.
  • WeVR
  • WeMakeVR
  • Koncept VR LLC
  • VIAR Inc.
  • 360 Labs
  • Blippar Group Limited
  • Panedia Pty Ltd.
  • Scapic Innovations Private Limited (Flipkart Pvt. Ltd,) (Walmart Inc.)
  • Subvrsive, Inc.

Methodology

Loading
LOADING...