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VR Content Creation Market by Component, Licensing Model, End User, Deployment Mode, Distribution Channel - Global Forecast to 2030

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    Report

  • 199 Pages
  • May 2025
  • Region: Global
  • 360iResearch™
  • ID: 5889894
UP TO OFF until Dec 31st 2025
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The VR Content Creation Market grew from USD 5.89 billion in 2024 to USD 7.34 billion in 2025. It is expected to continue growing at a CAGR of 24.42%, reaching USD 21.86 billion by 2030.

Understanding the Foundations of VR Content Creation

Virtual reality content creation has evolved from a niche technological experiment into a cornerstone of immersive engagement across industries. As organizations seek richer, more interactive experiences for training, entertainment, and design, the imperative to develop sophisticated VR content has never been greater. This report opens by placing the current VR content creation market within its broader technological and economic context, identifying the forces that have propelled the industry forward. We explore the convergence of advanced hardware components, innovative software platforms, and specialized services that together shape the VR content ecosystem. Understanding these foundational elements is critical for stakeholders looking to invest, partner, or compete in this dynamic arena.

Building upon this foundation, the introduction outlines the key drivers of adoption, from the growing demand for realistic simulations in healthcare and education to the push for more engaging brand experiences in retail and marketing. We also present the macroeconomic and regulatory factors that influence investment decisions, including trade policies, intellectual property considerations, and evolving standards for user safety and data privacy. This section sets the stage for a deeper examination of the transformative shifts and strategic insights that follow, highlighting the market’s readiness for disruption and growth.

Revolutionary Trends Redefining VR Content Creation

The landscape of VR content creation is undergoing transformative shifts driven by technological breakthroughs and changing user expectations. Advances in motion capture systems and haptic feedback devices are enabling content that not only looks immersive but also feels tactile and responsive. Simultaneously, the proliferation of cloud-based rendering and real-time game engines empowers creators to iterate more rapidly, collapsing development timelines and enabling collaborative workflows across distributed teams.

Beyond technology, user demand is steering the market toward higher levels of interactivity and narrative depth. Enterprises in automotive and healthcare sectors are commissioning bespoke training modules that simulate complex scenarios with unprecedented fidelity. Meanwhile, entertainment studios are exploring cinematic VR experiences that blur the line between film and interactive gameplay. The convergence of hardware, services, and software innovation is thus reshaping development pipelines and expanding the horizons of what VR content can achieve. These shifts signal a new era in which VR moves from a novelty to an essential medium for storytelling, education, and operational training.

Navigating the Impact of 2025 Tariff Changes

Tariff adjustments in 2025 have exerted a cumulative impact on the cost structure and supply chain strategies of VR content creation stakeholders. Increased duties on imported 3D cameras and haptic devices have prompted hardware manufacturers to pivot sourcing strategies and accelerate the development of domestic production capabilities. These changes have ripple effects on pricing models for end users, who face higher upfront costs for specialized equipment but may benefit from improved local support and faster delivery timelines.

On the software and services side, licensing models have absorbed additional overhead as companies grapple with cross-border intellectual property protections and compliance requirements. Content authoring platforms and game engine providers have responded by refining subscription and perpetual license options to mitigate tariff-driven price pressures. Consulting and integration firms have expanded their offerings to include supply chain optimization and tariff compliance advisory services, ensuring that VR content creators can maintain cost efficiency while adhering to regulatory mandates. Overall, the 2025 tariff landscape has catalyzed strategic realignments across the ecosystem, fostering resilience through diversified sourcing and tailored licensing approaches.

Unpacking Critical Segmentation Patterns

A closer look at market segmentation reveals distinct opportunities and challenges across components, licensing models, end users, deployment modes, and distribution channels. Hardware remains a vital pillar of VR content creation, with 3D cameras, haptic devices, and motion capture systems each playing a specialized role in capturing real-world movements and sensations. Services providers complement this hardware foundation through consulting and integration, support and maintenance, and training and education, equipping organizations with the expertise to deploy complex VR solutions at scale. On the software side, developers leverage 3D modeling, content authoring tools such as 3D reconstruction and interactive editors, game engines, and visual scripting platforms to bring immersive experiences to life.

Licensing models drive accessibility and revenue streams, ranging from freemium offerings that encourage experimentation to subscription licenses available on monthly or yearly terms. Pay-per-use structures, whether project based or measured by usage hours, provide flexible cost alignment for episodic deployments. Perpetual licenses continue to appeal to established studios seeking long-term control over development environments. End users span automotive and transportation, BFSI, education and training with academic and corporate applications, gaming and entertainment from cinematic experiences to theme parks and video games, healthcare applications in medical training and therapy and rehabilitation, real estate and construction, and retail and e-commerce. Deployment modes vary between cloud-supported by private and public cloud infrastructures-and on-premise solutions, each with distinct performance and security considerations. Finally, distribution channels extend from traditional offline sales through direct partnerships to online offerings via third-party and vendor platforms. Together, these segment insights illuminate the multifaceted nature of market demand and the tailored strategies required to address each domain effectively.

Regional Variances Shaping Market Trajectories

Regional dynamics exert a profound influence on the trajectory of VR content creation adoption and investment strategies. In the Americas, enterprise demand is driven by sectors such as automotive, healthcare, and education, with an emphasis on bespoke simulation environments and large-scale deployments in corporate training. Investments in North America are further bolstered by a robust startup ecosystem and strong venture capital presence, enabling rapid innovation in both consumer and enterprise VR applications.

Across Europe, the Middle East, and Africa, regulatory frameworks and data privacy standards shape the adoption of cloud-based VR services, encouraging providers to develop secure, compliant platforms. Mature markets in Western Europe lead in cultural and entertainment applications, while emerging economies prioritize industrial training and remote collaboration tools to overcome infrastructure constraints. In Asia-Pacific, government-supported initiatives and burgeoning online gaming markets drive substantial growth. Countries such as Japan, South Korea, and China are at the forefront of hardware advancement and large-scale theme park installations, while markets like India and Southeast Asia exhibit rising interest in education and retail use cases. These regional distinctions underscore the need for localized strategies that account for regulatory, cultural, and infrastructure variables.

Key Players Defining the VR Content Ecosystem

Key players within the VR content creation market are distinguished by their focus on integrated solutions, innovation pipelines, and strategic partnerships. Leading hardware manufacturers continue to refine motion capture fidelity and haptic realism, while software platform providers invest heavily in developer ecosystems and API extensibility. Notable content authoring firms have introduced advanced 3D reconstruction algorithms, enabling rapid conversion of real-world assets into interactive VR environments. At the same time, game engine vendors enhance cross-platform compatibility and performance optimization tools to support diverse deployment modes.

Service providers are forging alliances with academic institutions and industry consortia to validate best practices and accelerate talent development. Collaborative ventures between hardware, software, and service firms aim to deliver turnkey solutions that reduce barriers to entry for enterprises. Additionally, emerging players are carving niches in specialized therapy and rehabilitation applications, leveraging VR’s immersive potential to deliver evidence-based outcomes. Overall, the competitive landscape is characterized by convergence, as companies seek to offer end-to-end value chains that meet the evolving demands of enterprise and consumer clients alike.

Strategic Actions to Lead in VR Content Creation

Industry leaders should prioritize integrated platform development that combines hardware excellence, software flexibility, and comprehensive services. Investing in modular architectures will allow for streamlined upgrades and facilitate interoperability across devices and content formats. Organizations can further differentiate by offering hybrid licensing models that blend subscription, pay-per-use, and perpetual options, tailoring cost structures to diverse customer needs. Strengthening partnerships with educational and research institutions will cultivate a skilled talent pipeline and generate co-innovation opportunities.

Geographic expansion strategies must align with regional regulatory landscapes and infrastructure maturity. Establishing local data centers or leveraging private cloud deployments can address compliance requirements and performance expectations. Companies should also explore joint ventures to penetrate high-growth markets in Asia-Pacific and EMEA. Finally, a robust focus on end-user analytics and feedback loops will refine content quality and drive sustained engagement. By executing these recommendations, industry leaders can position themselves at the forefront of VR content creation, capturing emerging demand and shaping the future of immersive experiences.

Robust Methodology Underpinning Our Analysis

This report’s findings are grounded in a rigorous, multi-phase methodology designed to ensure accuracy and relevance. We began with an extensive secondary research process, analyzing industry publications, white papers, and regulatory documents to map the VR content creation landscape. Primary research followed, involving interviews with senior executives, technology experts, and end users across key verticals to capture firsthand insights into market drivers, challenges, and adoption patterns.

Quantitative data was collected from hardware and software vendors, service providers, and distribution channel partners to validate market segmentation and identify emerging trends. We employed triangulation techniques to cross-verify information and minimize bias. Our analytical framework integrates qualitative narratives with empirical data, offering a holistic perspective on technological advancements, competitive dynamics, and regulatory influences. Throughout the research process, we adhered to strict quality controls, including peer reviews and data audits, to uphold the highest standards of rigor and transparency.

Concluding Insights on the Future of Immersive Content

The virtual reality content creation market stands at a pivotal juncture, driven by converging trends in hardware innovation, software evolution, and service excellence. As immersive experiences permeate diverse industries-from entertainment and gaming to training and healthcare-organizations must adopt flexible strategies that accommodate dynamic segmentation, regional nuances, and regulatory shifts. The cumulative impact of the 2025 tariff adjustments further underscores the importance of resilient supply chains and adaptive licensing frameworks. By synthesizing insights across components, end-user applications, deployment modes, and distribution channels, this report provides a comprehensive roadmap for stakeholders seeking to harness VR’s transformative potential.

Looking ahead, sustained collaboration among technology providers, service firms, and end users will be critical to advancing interoperability standards and elevating user experiences. Continuous investment in talent development, coupled with data-driven content refinement, will ensure that immersive environments remain engaging, effective, and scalable. Ultimately, the future of VR content creation hinges on the ability of industry participants to innovate cohesively, respond decisively to market signals, and deliver solutions that resonate with evolving customer expectations.

Market Segmentation & Coverage

This research report categorizes to forecast the revenues and analyze trends in each of the following sub-segmentations:
  • Component
    • Hardware
      • 3D Cameras
      • Haptic Devices
      • Motion Capture Systems
    • Services
      • Consulting & Integration
      • Support & Maintenance
      • Training & Education
    • Software
      • 3D Modeling
      • Content Authoring
        • 3D Reconstruction
        • Interactive Tools
      • Game Engines
      • Visual Scripting
  • Licensing Model
    • Freemium
    • Pay Per Use
      • Project Based
      • Usage Hours
    • Perpetual License
    • Subscription License
      • Monthly
      • Yearly
  • End User
    • Automotive & Transportation
    • BFSI
    • Education & Training
      • Academic
      • Corporate Training
    • Gaming & Entertainment
      • Cinematic Experiences
      • Theme Parks
      • Video Games
    • Healthcare
      • Medical Training
      • Therapy & Rehabilitation
    • Real Estate & Construction
    • Retail & ECommerce
  • Deployment Mode
    • Cloud
      • Private Cloud
      • Public Cloud
    • On Premise
  • Distribution Channel
    • Offline Sales
    • Online Sales
      • Third Party Platforms
      • Vendor Platforms
This research report categorizes to forecast the revenues and analyze trends in each of the following sub-regions:
  • Americas
    • United States
      • California
      • Texas
      • New York
      • Florida
      • Illinois
      • Pennsylvania
      • Ohio
    • Canada
    • Mexico
    • Brazil
    • Argentina
  • Europe, Middle East & Africa
    • United Kingdom
    • Germany
    • France
    • Russia
    • Italy
    • Spain
    • United Arab Emirates
    • Saudi Arabia
    • South Africa
    • Denmark
    • Netherlands
    • Qatar
    • Finland
    • Sweden
    • Nigeria
    • Egypt
    • Turkey
    • Israel
    • Norway
    • Poland
    • Switzerland
  • Asia-Pacific
    • China
    • India
    • Japan
    • Australia
    • South Korea
    • Indonesia
    • Thailand
    • Philippines
    • Malaysia
    • Singapore
    • Vietnam
    • Taiwan
This research report categorizes to delves into recent significant developments and analyze trends in each of the following companies:
  • Unity Software, Inc.
  • Epic Games, Inc.
  • Autodesk, Inc.
  • Adobe Inc.
  • Microsoft Corporation
  • Google LLC
  • Amazon Web Services, Inc.
  • NVIDIA Corporation
  • Dassault Systèmes SE
  • PTC Inc.

 

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Table of Contents

1. Preface
1.1. Objectives of the Study
1.2. Market Segmentation & Coverage
1.3. Years Considered for the Study
1.4. Currency & Pricing
1.5. Language
1.6. Stakeholders
2. Research Methodology
2.1. Define: Research Objective
2.2. Determine: Research Design
2.3. Prepare: Research Instrument
2.4. Collect: Data Source
2.5. Analyze: Data Interpretation
2.6. Formulate: Data Verification
2.7. Publish: Research Report
2.8. Repeat: Report Update
3. Executive Summary
4. Market Overview
4.1. Introduction
4.2. Market Sizing & Forecasting
5. Market Dynamics
6. Market Insights
6.1. Porter’s Five Forces Analysis
6.2. PESTLE Analysis
7. Cumulative Impact of United States Tariffs 2025
8. VR Content Creation Market, by Component
8.1. Introduction
8.2. Hardware
8.2.1. 3D Cameras
8.2.2. Haptic Devices
8.2.3. Motion Capture Systems
8.3. Services
8.3.1. Consulting & Integration
8.3.2. Support & Maintenance
8.3.3. Training & Education
8.4. Software
8.4.1. 3D Modeling
8.4.2. Content Authoring
8.4.2.1. 3D Reconstruction
8.4.2.2. Interactive Tools
8.4.3. Game Engines
8.4.4. Visual Scripting
9. VR Content Creation Market, by Licensing Model
9.1. Introduction
9.2. Freemium
9.3. Pay Per Use
9.3.1. Project Based
9.3.2. Usage Hours
9.4. Perpetual License
9.5. Subscription License
9.5.1. Monthly
9.5.2. Yearly
10. VR Content Creation Market, by End User
10.1. Introduction
10.2. Automotive & Transportation
10.3. BFSI
10.4. Education & Training
10.4.1. Academic
10.4.2. Corporate Training
10.5. Gaming & Entertainment
10.5.1. Cinematic Experiences
10.5.2. Theme Parks
10.5.3. Video Games
10.6. Healthcare
10.6.1. Medical Training
10.6.2. Therapy & Rehabilitation
10.7. Real Estate & Construction
10.8. Retail & ECommerce
11. VR Content Creation Market, by Deployment Mode
11.1. Introduction
11.2. Cloud
11.2.1. Private Cloud
11.2.2. Public Cloud
11.3. On Premise
12. VR Content Creation Market, by Distribution Channel
12.1. Introduction
12.2. Offline Sales
12.3. Online Sales
12.3.1. Third Party Platforms
12.3.2. Vendor Platforms
13. Americas VR Content Creation Market
13.1. Introduction
13.2. United States
13.3. Canada
13.4. Mexico
13.5. Brazil
13.6. Argentina
14. Europe, Middle East & Africa VR Content Creation Market
14.1. Introduction
14.2. United Kingdom
14.3. Germany
14.4. France
14.5. Russia
14.6. Italy
14.7. Spain
14.8. United Arab Emirates
14.9. Saudi Arabia
14.10. South Africa
14.11. Denmark
14.12. Netherlands
14.13. Qatar
14.14. Finland
14.15. Sweden
14.16. Nigeria
14.17. Egypt
14.18. Turkey
14.19. Israel
14.20. Norway
14.21. Poland
14.22. Switzerland
15. Asia-Pacific VR Content Creation Market
15.1. Introduction
15.2. China
15.3. India
15.4. Japan
15.5. Australia
15.6. South Korea
15.7. Indonesia
15.8. Thailand
15.9. Philippines
15.10. Malaysia
15.11. Singapore
15.12. Vietnam
15.13. Taiwan
16. Competitive Landscape
16.1. Market Share Analysis, 2024
16.2. FPNV Positioning Matrix, 2024
16.3. Competitive Analysis
16.3.1. Unity Software, Inc.
16.3.2. Epic Games, Inc.
16.3.3. Autodesk, Inc.
16.3.4. Adobe Inc.
16.3.5. Microsoft Corporation
16.3.6. Google LLC
16.3.7. Amazon Web Services, Inc.
16.3.8. NVIDIA Corporation
16.3.9. Dassault Systèmes SE
16.3.10. PTC Inc.
17. ResearchAI
18. ResearchStatistics
19. ResearchContacts
20. ResearchArticles
21. Appendix
List of Figures
FIGURE 1. VR CONTENT CREATION MARKET MULTI-CURRENCY
FIGURE 2. VR CONTENT CREATION MARKET MULTI-LANGUAGE
FIGURE 3. VR CONTENT CREATION MARKET RESEARCH PROCESS
FIGURE 4. GLOBAL VR CONTENT CREATION MARKET SIZE, 2018-2030 (USD MILLION)
FIGURE 5. GLOBAL VR CONTENT CREATION MARKET SIZE, BY REGION, 2024 VS 2025 VS 2030 (USD MILLION)
FIGURE 6. GLOBAL VR CONTENT CREATION MARKET SIZE, BY COUNTRY, 2024 VS 2025 VS 2030 (USD MILLION)
FIGURE 7. GLOBAL VR CONTENT CREATION MARKET SIZE, BY COMPONENT, 2024 VS 2030 (%)
FIGURE 8. GLOBAL VR CONTENT CREATION MARKET SIZE, BY COMPONENT, 2024 VS 2025 VS 2030 (USD MILLION)
FIGURE 9. GLOBAL VR CONTENT CREATION MARKET SIZE, BY LICENSING MODEL, 2024 VS 2030 (%)
FIGURE 10. GLOBAL VR CONTENT CREATION MARKET SIZE, BY LICENSING MODEL, 2024 VS 2025 VS 2030 (USD MILLION)
FIGURE 11. GLOBAL VR CONTENT CREATION MARKET SIZE, BY END USER, 2024 VS 2030 (%)
FIGURE 12. GLOBAL VR CONTENT CREATION MARKET SIZE, BY END USER, 2024 VS 2025 VS 2030 (USD MILLION)
FIGURE 13. GLOBAL VR CONTENT CREATION MARKET SIZE, BY DEPLOYMENT MODE, 2024 VS 2030 (%)
FIGURE 14. GLOBAL VR CONTENT CREATION MARKET SIZE, BY DEPLOYMENT MODE, 2024 VS 2025 VS 2030 (USD MILLION)
FIGURE 15. GLOBAL VR CONTENT CREATION MARKET SIZE, BY DISTRIBUTION CHANNEL, 2024 VS 2030 (%)
FIGURE 16. GLOBAL VR CONTENT CREATION MARKET SIZE, BY DISTRIBUTION CHANNEL, 2024 VS 2025 VS 2030 (USD MILLION)
FIGURE 17. AMERICAS VR CONTENT CREATION MARKET SIZE, BY COUNTRY, 2024 VS 2030 (%)
FIGURE 18. AMERICAS VR CONTENT CREATION MARKET SIZE, BY COUNTRY, 2024 VS 2025 VS 2030 (USD MILLION)
FIGURE 19. UNITED STATES VR CONTENT CREATION MARKET SIZE, BY STATE, 2024 VS 2030 (%)
FIGURE 20. UNITED STATES VR CONTENT CREATION MARKET SIZE, BY STATE, 2024 VS 2025 VS 2030 (USD MILLION)
FIGURE 21. EUROPE, MIDDLE EAST & AFRICA VR CONTENT CREATION MARKET SIZE, BY COUNTRY, 2024 VS 2030 (%)
FIGURE 22. EUROPE, MIDDLE EAST & AFRICA VR CONTENT CREATION MARKET SIZE, BY COUNTRY, 2024 VS 2025 VS 2030 (USD MILLION)
FIGURE 23. ASIA-PACIFIC VR CONTENT CREATION MARKET SIZE, BY COUNTRY, 2024 VS 2030 (%)
FIGURE 24. ASIA-PACIFIC VR CONTENT CREATION MARKET SIZE, BY COUNTRY, 2024 VS 2025 VS 2030 (USD MILLION)
FIGURE 25. VR CONTENT CREATION MARKET SHARE, BY KEY PLAYER, 2024
FIGURE 26. VR CONTENT CREATION MARKET, FPNV POSITIONING MATRIX, 2024
List of Tables
TABLE 1. VR CONTENT CREATION MARKET SEGMENTATION & COVERAGE
TABLE 2. UNITED STATES DOLLAR EXCHANGE RATE, 2018-2024
TABLE 3. GLOBAL VR CONTENT CREATION MARKET SIZE, 2018-2030 (USD MILLION)
TABLE 4. GLOBAL VR CONTENT CREATION MARKET SIZE, BY REGION, 2018-2030 (USD MILLION)
TABLE 5. GLOBAL VR CONTENT CREATION MARKET SIZE, BY COUNTRY, 2018-2030 (USD MILLION)
TABLE 6. GLOBAL VR CONTENT CREATION MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
TABLE 7. GLOBAL VR CONTENT CREATION MARKET SIZE, BY HARDWARE, BY REGION, 2018-2030 (USD MILLION)
TABLE 8. GLOBAL VR CONTENT CREATION MARKET SIZE, BY 3D CAMERAS, BY REGION, 2018-2030 (USD MILLION)
TABLE 9. GLOBAL VR CONTENT CREATION MARKET SIZE, BY HAPTIC DEVICES, BY REGION, 2018-2030 (USD MILLION)
TABLE 10. GLOBAL VR CONTENT CREATION MARKET SIZE, BY MOTION CAPTURE SYSTEMS, BY REGION, 2018-2030 (USD MILLION)
TABLE 11. GLOBAL VR CONTENT CREATION MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
TABLE 12. GLOBAL VR CONTENT CREATION MARKET SIZE, BY SERVICES, BY REGION, 2018-2030 (USD MILLION)
TABLE 13. GLOBAL VR CONTENT CREATION MARKET SIZE, BY CONSULTING & INTEGRATION, BY REGION, 2018-2030 (USD MILLION)
TABLE 14. GLOBAL VR CONTENT CREATION MARKET SIZE, BY SUPPORT & MAINTENANCE, BY REGION, 2018-2030 (USD MILLION)
TABLE 15. GLOBAL VR CONTENT CREATION MARKET SIZE, BY TRAINING & EDUCATION, BY REGION, 2018-2030 (USD MILLION)
TABLE 16. GLOBAL VR CONTENT CREATION MARKET SIZE, BY SERVICES, 2018-2030 (USD MILLION)
TABLE 17. GLOBAL VR CONTENT CREATION MARKET SIZE, BY SOFTWARE, BY REGION, 2018-2030 (USD MILLION)
TABLE 18. GLOBAL VR CONTENT CREATION MARKET SIZE, BY 3D MODELING, BY REGION, 2018-2030 (USD MILLION)
TABLE 19. GLOBAL VR CONTENT CREATION MARKET SIZE, BY CONTENT AUTHORING, BY REGION, 2018-2030 (USD MILLION)
TABLE 20. GLOBAL VR CONTENT CREATION MARKET SIZE, BY 3D RECONSTRUCTION, BY REGION, 2018-2030 (USD MILLION)
TABLE 21. GLOBAL VR CONTENT CREATION MARKET SIZE, BY INTERACTIVE TOOLS, BY REGION, 2018-2030 (USD MILLION)
TABLE 22. GLOBAL VR CONTENT CREATION MARKET SIZE, BY CONTENT AUTHORING, 2018-2030 (USD MILLION)
TABLE 23. GLOBAL VR CONTENT CREATION MARKET SIZE, BY GAME ENGINES, BY REGION, 2018-2030 (USD MILLION)
TABLE 24. GLOBAL VR CONTENT CREATION MARKET SIZE, BY VISUAL SCRIPTING, BY REGION, 2018-2030 (USD MILLION)
TABLE 25. GLOBAL VR CONTENT CREATION MARKET SIZE, BY SOFTWARE, 2018-2030 (USD MILLION)
TABLE 26. GLOBAL VR CONTENT CREATION MARKET SIZE, BY LICENSING MODEL, 2018-2030 (USD MILLION)
TABLE 27. GLOBAL VR CONTENT CREATION MARKET SIZE, BY FREEMIUM, BY REGION, 2018-2030 (USD MILLION)
TABLE 28. GLOBAL VR CONTENT CREATION MARKET SIZE, BY PAY PER USE, BY REGION, 2018-2030 (USD MILLION)
TABLE 29. GLOBAL VR CONTENT CREATION MARKET SIZE, BY PROJECT BASED, BY REGION, 2018-2030 (USD MILLION)
TABLE 30. GLOBAL VR CONTENT CREATION MARKET SIZE, BY USAGE HOURS, BY REGION, 2018-2030 (USD MILLION)
TABLE 31. GLOBAL VR CONTENT CREATION MARKET SIZE, BY PAY PER USE, 2018-2030 (USD MILLION)
TABLE 32. GLOBAL VR CONTENT CREATION MARKET SIZE, BY PERPETUAL LICENSE, BY REGION, 2018-2030 (USD MILLION)
TABLE 33. GLOBAL VR CONTENT CREATION MARKET SIZE, BY SUBSCRIPTION LICENSE, BY REGION, 2018-2030 (USD MILLION)
TABLE 34. GLOBAL VR CONTENT CREATION MARKET SIZE, BY MONTHLY, BY REGION, 2018-2030 (USD MILLION)
TABLE 35. GLOBAL VR CONTENT CREATION MARKET SIZE, BY YEARLY, BY REGION, 2018-2030 (USD MILLION)
TABLE 36. GLOBAL VR CONTENT CREATION MARKET SIZE, BY SUBSCRIPTION LICENSE, 2018-2030 (USD MILLION)
TABLE 37. GLOBAL VR CONTENT CREATION MARKET SIZE, BY END USER, 2018-2030 (USD MILLION)
TABLE 38. GLOBAL VR CONTENT CREATION MARKET SIZE, BY AUTOMOTIVE & TRANSPORTATION, BY REGION, 2018-2030 (USD MILLION)
TABLE 39. GLOBAL VR CONTENT CREATION MARKET SIZE, BY BFSI, BY REGION, 2018-2030 (USD MILLION)
TABLE 40. GLOBAL VR CONTENT CREATION MARKET SIZE, BY EDUCATION & TRAINING, BY REGION, 2018-2030 (USD MILLION)
TABLE 41. GLOBAL VR CONTENT CREATION MARKET SIZE, BY ACADEMIC, BY REGION, 2018-2030 (USD MILLION)
TABLE 42. GLOBAL VR CONTENT CREATION MARKET SIZE, BY CORPORATE TRAINING, BY REGION, 2018-2030 (USD MILLION)
TABLE 43. GLOBAL VR CONTENT CREATION MARKET SIZE, BY EDUCATION & TRAINING, 2018-2030 (USD MILLION)
TABLE 44. GLOBAL VR CONTENT CREATION MARKET SIZE, BY GAMING & ENTERTAINMENT, BY REGION, 2018-2030 (USD MILLION)
TABLE 45. GLOBAL VR CONTENT CREATION MARKET SIZE, BY CINEMATIC EXPERIENCES, BY REGION, 2018-2030 (USD MILLION)
TABLE 46. GLOBAL VR CONTENT CREATION MARKET SIZE, BY THEME PARKS, BY REGION, 2018-2030 (USD MILLION)
TABLE 47. GLOBAL VR CONTENT CREATION MARKET SIZE, BY VIDEO GAMES, BY REGION, 2018-2030 (USD MILLION)
TABLE 48. GLOBAL VR CONTENT CREATION MARKET SIZE, BY GAMING & ENTERTAINMENT, 2018-2030 (USD MILLION)
TABLE 49. GLOBAL VR CONTENT CREATION MARKET SIZE, BY HEALTHCARE, BY REGION, 2018-2030 (USD MILLION)
TABLE 50. GLOBAL VR CONTENT CREATION MARKET SIZE, BY MEDICAL TRAINING, BY REGION, 2018-2030 (USD MILLION)
TABLE 51. GLOBAL VR CONTENT CREATION MARKET SIZE, BY THERAPY & REHABILITATION, BY REGION, 2018-2030 (USD MILLION)
TABLE 52. GLOBAL VR CONTENT CREATION MARKET SIZE, BY HEALTHCARE, 2018-2030 (USD MILLION)
TABLE 53. GLOBAL VR CONTENT CREATION MARKET SIZE, BY REAL ESTATE & CONSTRUCTION, BY REGION, 2018-2030 (USD MILLION)
TABLE 54. GLOBAL VR CONTENT CREATION MARKET SIZE, BY RETAIL & ECOMMERCE, BY REGION, 2018-2030 (USD MILLION)
TABLE 55. GLOBAL VR CONTENT CREATION MARKET SIZE, BY DEPLOYMENT MODE, 2018-2030 (USD MILLION)
TABLE 56. GLOBAL VR CONTENT CREATION MARKET SIZE, BY CLOUD, BY REGION, 2018-2030 (USD MILLION)
TABLE 57. GLOBAL VR CONTENT CREATION MARKET SIZE, BY PRIVATE CLOUD, BY REGION, 2018-2030 (USD MILLION)
TABLE 58. GLOBAL VR CONTENT CREATION MARKET SIZE, BY PUBLIC CLOUD, BY REGION, 2018-2030 (USD MILLION)
TABLE 59. GLOBAL VR CONTENT CREATION MARKET SIZE, BY CLOUD, 2018-2030 (USD MILLION)
TABLE 60. GLOBAL VR CONTENT CREATION MARKET SIZE, BY ON PREMISE, BY REGION, 2018-2030 (USD MILLION)
TABLE 61. GLOBAL VR CONTENT CREATION MARKET SIZE, BY DISTRIBUTION CHANNEL, 2018-2030 (USD MILLION)
TABLE 62. GLOBAL VR CONTENT CREATION MARKET SIZE, BY OFFLINE SALES, BY REGION, 2018-2030 (USD MILLION)
TABLE 63. GLOBAL VR CONTENT CREATION MARKET SIZE, BY ONLINE SALES, BY REGION, 2018-2030 (USD MILLION)
TABLE 64. GLOBAL VR CONTENT CREATION MARKET SIZE, BY THIRD PARTY PLATFORMS, BY REGION, 2018-2030 (USD MILLION)
TABLE 65. GLOBAL VR CONTENT CREATION MARKET SIZE, BY VENDOR PLATFORMS, BY REGION, 2018-2030 (USD MILLION)
TABLE 66. GLOBAL VR CONTENT CREATION MARKET SIZE, BY ONLINE SALES, 2018-2030 (USD MILLION)
TABLE 67. AMERICAS VR CONTENT CREATION MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
TABLE 68. AMERICAS VR CONTENT CREATION MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
TABLE 69. AMERICAS VR CONTENT CREATION MARKET SIZE, BY SERVICES, 2018-2030 (USD MILLION)
TABLE 70. AMERICAS VR CONTENT CREATION MARKET SIZE, BY SOFTWARE, 2018-2030 (USD MILLION)
TABLE 71. AMERICAS VR CONTENT CREATION MARKET SIZE, BY CONTENT AUTHORING, 2018-2030 (USD MILLION)
TABLE 72. AMERICAS VR CONTENT CREATION MARKET SIZE, BY LICENSING MODEL, 2018-2030 (USD MILLION)
TABLE 73. AMERICAS VR CONTENT CREATION MARKET SIZE, BY PAY PER USE, 2018-2030 (USD MILLION)
TABLE 74. AMERICAS VR CONTENT CREATION MARKET SIZE, BY SUBSCRIPTION LICENSE, 2018-2030 (USD MILLION)
TABLE 75. AMERICAS VR CONTENT CREATION MARKET SIZE, BY END USER, 2018-2030 (USD MILLION)
TABLE 76. AMERICAS VR CONTENT CREATION MARKET SIZE, BY EDUCATION & TRAINING, 2018-2030 (USD MILLION)
TABLE 77. AMERICAS VR CONTENT CREATION MARKET SIZE, BY GAMING & ENTERTAINMENT, 2018-2030 (USD MILLION)
TABLE 78. AMERICAS VR CONTENT CREATION MARKET SIZE, BY HEALTHCARE, 2018-2030 (USD MILLION)
TABLE 79. AMERICAS VR CONTENT CREATION MARKET SIZE, BY DEPLOYMENT MODE, 2018-2030 (USD MILLION)
TABLE 80. AMERICAS VR CONTENT CREATION MARKET SIZE, BY CLOUD, 2018-2030 (USD MILLION)
TABLE 81. AMERICAS VR CONTENT CREATION MARKET SIZE, BY DISTRIBUTION CHANNEL, 2018-2030 (USD MILLION)
TABLE 82. AMERICAS VR CONTENT CREATION MARKET SIZE, BY ONLINE SALES, 2018-2030 (USD MILLION)
TABLE 83. AMERICAS VR CONTENT CREATION MARKET SIZE, BY COUNTRY, 2018-2030 (USD MILLION)
TABLE 84. UNITED STATES VR CONTENT CREATION MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
TABLE 85. UNITED STATES VR CONTENT CREATION MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
TABLE 86. UNITED STATES VR CONTENT CREATION MARKET SIZE, BY SERVICES, 2018-2030 (USD MILLION)
TABLE 87. UNITED STATES VR CONTENT CREATION MARKET SIZE, BY SOFTWARE, 2018-2030 (USD MILLION)
TABLE 88. UNITED STATES VR CONTENT CREATION MARKET SIZE, BY CONTENT AUTHORING, 2018-2030 (USD MILLION)
TABLE 89. UNITED STATES VR CONTENT CREATION MARKET SIZE, BY LICENSING MODEL, 2018-2030 (USD MILLION)
TABLE 90. UNITED STATES VR CONTENT CREATION MARKET SIZE, BY PAY PER USE, 2018-2030 (USD MILLION)
TABLE 91. UNITED STATES VR CONTENT CREATION MARKET SIZE, BY SUBSCRIPTION LICENSE, 2018-2030 (USD MILLION)
TABLE 92. UNITED STATES VR CONTENT CREATION MARKET SIZE, BY END USER, 2018-2030 (USD MILLION)
TABLE 93. UNITED STATES VR CONTENT CREATION MARKET SIZE, BY EDUCATION & TRAINING, 2018-2030 (USD MILLION)
TABLE 94. UNITED STATES VR CONTENT CREATION MARKET SIZE, BY GAMING & ENTERTAINMENT, 2018-2030 (USD MILLION)
TABLE 95. UNITED STATES VR CONTENT CREATION MARKET SIZE, BY HEALTHCARE, 2018-2030 (USD MILLION)
TABLE 96. UNITED STATES VR CONTENT CREATION MARKET SIZE, BY DEPLOYMENT MODE, 2018-2030 (USD MILLION)
TABLE 97. UNITED STATES VR CONTENT CREATION MARKET SIZE, BY CLOUD, 2018-2030 (USD MILLION)
TABLE 98. UNITED STATES VR CONTENT CREATION MARKET SIZE, BY DISTRIBUTION CHANNEL, 2018-2030 (USD MILLION)
TABLE 99. UNITED STATES VR CONTENT CREATION MARKET SIZE, BY ONLINE SALES, 2018-2030 (USD MILLION)
TABLE 100. UNITED STATES VR CONTENT CREATION MARKET SIZE, BY STATE, 2018-2030 (USD MILLION)
TABLE 101. CANADA VR CONTENT CREATION MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
TABLE 102. CANADA VR CONTENT CREATION MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
TABLE 103. CANADA VR CONTENT CREATION MARKET SIZE, BY SERVICES, 2018-2030 (USD MILLION)
TABLE 104. CANADA VR CONTENT CREATION MARKET SIZE, BY SOFTWARE, 2018-2030 (USD MILLION)
TABLE 105. CANADA VR CONTENT CREATION MARKET SIZE, BY CONTENT AUTHORING, 2018-2030 (USD MILLION)
TABLE 106. CANADA VR CONTENT CREATION MARKET SIZE, BY LICENSING MODEL, 2018-2030 (USD MILLION)
TABLE 107. CANADA VR CONTENT CREATION MARKET SIZE, BY PAY PER USE, 2018-2030 (USD MILLION)
TABLE 108. CANADA VR CONTENT CREATION MARKET SIZE, BY SUBSCRIPTION LICENSE, 2018-2030 (USD MILLION)
TABLE 109. CANADA VR CONTENT CREATION MARKET SIZE, BY END USER, 2018-2030 (USD MILLION)
TABLE 110. CANADA VR CONTENT CREATION MARKET SIZE, BY EDUCATION & TRAINING, 2018-2030 (USD MILLION)
TABLE 111. CANADA VR CONTENT CREATION MARKET SIZE, BY GAMING & ENTERTAINMENT, 2018-2030 (USD MILLION)
TABLE 112. CANADA VR CONTENT CREATION MARKET SIZE, BY HEALTHCARE, 2018-2030 (USD MILLION)
TABLE 113. CANADA VR CONTENT CREATION MARKET SIZE, BY DEPLOYMENT MODE, 2018-2030 (USD MILLION)
TABLE 114. CANADA VR CONTENT CREATION MARKET SIZE, BY CLOUD, 2018-2030 (USD MILLION)
TABLE 115. CANADA VR CONTENT CREATION MARKET SIZE, BY DISTRIBUTION CHANNEL, 2018-2030 (USD MILLION)
TABLE 116. CANADA VR CONTENT CREATION MARKET SIZE, BY ONLINE SALES, 2018-2030 (USD MILLION)
TABLE 117. MEXICO VR CONTENT CREATION MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
TABLE 118. MEXICO VR CONTENT CREATION MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
TABLE 119. MEXICO VR CONTENT CREATION MARKET SIZE, BY SERVICES, 2018-2030 (USD MILLION)
TABLE 120. MEXICO VR CONTENT CREATION MARKET SIZE, BY SOFTWARE, 2018-2030 (USD MILLION)
TABLE 121. MEXICO VR CONTENT CREATION MARKET SIZE, BY CONTENT AUTHORING, 2018-2030 (USD MILLION)
TABLE 122. MEXICO VR CONTENT CREATION MARKET SIZE, BY LICENSING MODEL, 2018-2030 (USD MILLION)
TABLE 123. MEXICO VR CONTENT CREATION MARKET SIZE, BY PAY PER USE, 2018-2030 (USD MILLION)
TABLE 124. MEXICO VR CONTENT CREATION MARKET SIZE, BY SUBSCRIPTION LICENSE, 2018-2030 (USD MILLION)
TABLE 125. MEXICO VR CONTENT CREATION MARKET SIZE, BY END USER, 2018-2030 (USD MILLION)
TABLE 126. MEXICO VR CONTENT CREATION MARKET SIZE, BY EDUCATION & TRAINING, 2018-2030 (USD MILLION)
TABLE 127. MEXICO VR CONTENT CREATION MARKET SIZE, BY GAMING & ENTERTAINMENT, 2018-2030 (USD MILLION)
TABLE 128. MEXICO VR CONTENT CREATION MARKET SIZE, BY HEALTHCARE, 2018-2030 (USD MILLION)
TABLE 129. MEXICO VR CONTENT CREATION MARKET SIZE, BY DEPLOYMENT MODE, 2018-2030 (USD MILLION)
TABLE 130. MEXICO VR CONTENT CREATION MARKET SIZE, BY CLOUD, 2018-2030 (USD MILLION)
TABLE 131. MEXICO VR CONTENT CREATION MARKET SIZE, BY DISTRIBUTION CHANNEL, 2018-2030 (USD MILLION)
TABLE 132. MEXICO VR CONTENT CREATION MARKET SIZE, BY ONLINE SALES, 2018-2030 (USD MILLION)
TABLE 133. BRAZIL VR CONTENT CREATION MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
TABLE 134. BRAZIL VR CONTENT CREATION MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
TABLE 135. BRAZIL VR CONTENT CREATION MARKET SIZE, BY SERVICES, 2018-2030 (USD MILLION)
TABLE 136. BRAZIL VR CONTENT CREATION MARKET SIZE, BY SOFTWARE, 2018-2030 (USD MILLION)
TABLE 137. BRAZIL VR CONTENT CREATION MARKET SIZE, BY CONTENT AUTHORING, 2018-2030 (USD MILLION)
TABLE 138. BRAZIL VR CONTENT CREATION MARKET SIZE, BY LICENSING MODEL, 2018-2030 (USD MILLION)
TABLE 139. BRAZIL VR CONTENT CREATION MARKET SIZE, BY PAY PER USE, 2018-2030 (USD MILLION)
TABLE 140. BRAZIL VR CONTENT CREATION MARKET SIZE, BY SUBSCRIPTION LICENSE, 2018-2030 (USD MILLION)
TABLE 141. BRAZIL VR CONTENT CREATION MARKET SIZE, BY END USER, 2018-2030 (USD MILLION)
TABLE 142. BRAZIL VR CONTENT CREATION MARKET SIZE, BY EDUCATION & TRAINING, 2018-2030 (USD MILLION)
TABLE 143. BRAZIL VR CONTENT CREATION MARKET SIZE, BY GAMING & ENTERTAINMENT, 2018-2030 (USD MILLION)
TABLE 144. BRAZIL VR CONTENT CREATION MARKET SIZE, BY HEALTHCARE, 2018-2030 (USD MILLION)
TABLE 145. BRAZIL VR CONTENT CREATION MARKET SIZE, BY DEPLOYMENT MODE, 2018-2030 (USD MILLION)
TABLE 146. BRAZIL VR CONTENT CREATION MARKET SIZE, BY CLOUD, 2018-2030 (USD MILLION)
TABLE 147. BRAZIL VR CONTENT CREATION MARKET SIZE, BY DISTRIBUTION CHANNEL, 2018-2030 (USD MILLION)
TABLE 148. BRAZIL VR CONTENT CREATION MARKET SIZE, BY ONLINE SALES, 2018-2030 (USD MILLION)
TABLE 149. ARGENTINA VR CONTENT CREATION MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
TABLE 150. ARGENTINA VR CONTENT CREATION MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
TABLE 151. ARGENTINA VR CONTENT CREATION MARKET SIZE, BY SERVICES, 2018-2030 (USD MILLION)
TABLE 152. ARGENTINA VR CONTENT CREATION MARKET SIZE, BY SOFTWARE, 2018-2030 (USD MILLION)
TABLE 153. ARGENTINA VR CONTENT CREATION MARKET SIZE, BY CONTENT AUTHORING, 2018-2030 (USD MILLION)
TABLE 154. ARGENTINA VR CONTENT CREATION MARKET SIZE, BY LICENSING MODEL, 2018-2030 (USD MILLION)
TABLE 155. ARGENTINA VR CONTENT CREATION MARKET SIZE, BY PAY PER USE, 2018-2030 (USD MILLION)
TABLE 156. ARGENTINA VR CONTENT CREATION MARKET SIZE, BY SUBSCRIPTION LICENSE, 2018-2030 (USD MILLION)
TABLE 157. ARGENTINA VR CONTENT CREATION MARKET SIZE, BY END USER, 2018-2030 (USD MILLION)
TABLE 158. ARGENTINA VR CONTENT CREATION MARKET SIZE, BY EDUCATION & TRAINING, 2018-2030 (USD MILLION)
TABLE 159. ARGENTINA VR CONTENT CREATION MARKET SIZE, BY GAMING & ENTERTAINMENT, 2018-2030 (USD MILLION)
TABLE 160. ARGENTINA VR CONTENT CREATION MARKET SIZE, BY HEALTHCARE, 2018-2030 (USD MILLION)
TABLE 161. ARGENTINA VR CONTENT CREATION MARKET SIZE, BY DEPLOYMENT MODE, 2018-2030 (USD MILLION)
TABLE 162. ARGENTINA VR CONTENT CREATION MARKET SIZE, BY CLOUD, 2018-2030 (USD MILLION)
TABLE 163. ARGENTINA VR CONTENT CREATION MARKET SIZE, BY DISTRIBUTION CHANNEL, 2018-2030 (USD MILLION)
TABLE 164. ARGENTINA VR CONTENT CREATION MARKET SIZE, BY ONLINE SALES, 2018-2030 (USD MILLION)
TABLE 165. EUROPE, MIDDLE EAST & AFRICA VR CONTENT CREATION MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
TABLE 166. EUROPE, MIDDLE EAST & AFRICA VR CONTENT CREATION MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
TABLE 167. EUROPE, MIDDLE EAST & AFRICA VR CONTENT CREATION MARKET SIZE, BY SERVICES, 2018-2030 (USD MILLION)
TABLE 168. EUROPE, MIDDLE EAST & AFRICA VR CONTENT CREATION MARKET SIZE, BY SOFTWARE, 2018-2030 (USD MILLION)
TABLE 169. EUROPE, MIDDLE EAST & AFRICA VR CONTENT CREATION MARKET SIZE, BY CONTENT AUTHORING, 2018-2030 (USD MILLION)
TABLE 170. EUROPE, MIDDLE EAST & AFRICA VR CONTENT CREATION MARKET SIZE, BY LICENSING MODEL, 2018-2030 (USD MILLION)
TABLE 171. EUROPE, MIDDLE EAST & AFRICA VR CONTENT CREATION MARKET SIZE, BY PAY PER USE, 2018-2030 (USD MILLION)
TABLE 172. EUROPE, MIDDLE EAST & AFRICA VR CONTENT CREATION MARKET SIZE, BY SUBSCRIPTION LICENSE, 2018-2030 (USD MILLION)
TABLE 173. EUROPE, MIDDLE EAST & AFRICA VR CONTENT CREATION MARKET SIZE, BY END USER, 2018-2030 (USD MILLION)
TABLE 174. EUROPE, MIDDLE EAST & AFRICA VR CONTENT CREATION MARKET SIZE, BY EDUCATION & TRAINING, 2018-2030 (USD MILLION)
TABLE 175. EUROPE, MIDDLE EAST & AFRICA VR CONTENT CREATION MARKET SIZE, BY GAMING & ENTERTAINMENT, 2018-2030 (USD MILLION)
TABLE 176. EUROPE, MIDDLE EAST & AFRICA VR CONTENT CREATION MARKET SIZE, BY HEALTHCARE, 2018-2030 (USD MILLION)
TABLE 177. EUROPE, MIDDLE EAST & AFRICA VR CONTENT CREATION MARKET SIZE, BY DEPLOYMENT MODE, 2018-2030 (USD MILLION)
TABLE 178. EUROPE, MIDDLE EAST & AFRICA VR CONTENT CREATION MARKET SIZE, BY CLOUD, 2018-2030 (USD MILLION)
TABLE 179. EUROPE, MIDDLE EAST & AFRICA VR CONTENT CREATION MARKET SIZE, BY DISTRIBUTION CHANNEL, 2018-2030 (USD MILLION)
TABLE 180. EUROPE, MIDDLE EAST & AFRICA VR CONTENT CREATION MARKET SIZE, BY ONLINE SALES, 2018-2030 (USD MILLION)
TABLE 181. EUROPE, MIDDLE EAST & AFRICA VR CONTENT CREATION MARKET SIZE, BY COUNTRY, 2018-2030 (USD MILLION)
TABLE 182. UNITED KINGDOM VR CONTENT CREATION MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
TABLE 183. UNITED KINGDOM VR CONTENT CREATION MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
TABLE 184. UNITED KINGDOM VR CONTENT CREATION MARKET SIZE, BY SERVICES, 2018-2030 (USD MILLION)
TABLE 185. UNITED KINGDOM VR CONTENT CREATION MARKET SIZE, BY SOFTWARE, 2018-2030 (USD MILLION)
TABLE 186. UNITED KINGDOM VR CONTENT CREATION MARKET SIZE, BY CONTENT AUTHORING, 2018-2030 (USD MILLION)
TABLE 187. UNITED KINGDOM VR CONTENT CREATION MARKET SIZE, BY LICENSING MODEL, 2018-2030 (USD MILLION)
TABLE 188. UNITED KINGDOM VR CONTENT CREATION MARKET SIZE, BY PAY PER USE, 2018-2030 (USD MILLION)
TABLE 189. UNITED KINGDOM VR CONTENT CREATION MARKET SIZE, BY SUBSCRIPTION LICENSE, 2018-2030 (USD MILLION)
TABLE 190. UNITED KINGDOM VR CONTENT CREATION MARKET SIZE, BY END USER, 2018-2030 (USD MILLION)
TABLE 191. UNITED KINGDOM VR CONTENT CREATION MARKET SIZE, BY EDUCATION & TRAINING, 2018-2030 (USD MILLION)
TABLE 192. UNITED KINGDOM VR CONTENT CREATION MARKET SIZE, BY GAMING & ENTERTAINMENT, 2018-2030 (USD MILLION)
TABLE 193. UNITED KINGDOM VR CONTENT CREATION MARKET SIZE, BY HEALTHCARE, 2018-2030 (USD MILLION)
TABLE 194. UNITED KINGDOM VR CONTENT CREATION MARKET SIZE, BY DEPLOYMENT MODE, 2018-2030 (USD MILLION)
TABLE 195. UNITED KINGDOM VR CONTENT CREATION MARKET SIZE, BY CLOUD, 2018-2030 (USD MILLION)
TABLE 196. UNITED KINGDOM VR CONTENT CREATION MARKET SIZE, BY DISTRIBUTION CHANNEL, 2018-2030 (USD MILLION)
TABLE 197. UNITED KINGDOM VR CONTENT CREATION MARKET SIZE, BY ONLINE SALES, 2018-2030 (USD MILLION)
TABLE 198. GERMANY VR CONTENT CREATION MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
TABLE 199. GERMANY VR CONTENT CREATION MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
TABLE 200. GERMANY VR CONTENT CREATION MARKET SIZE, BY SERVICES, 2018-2030 (USD MILLION)
TABLE 201. GERMANY VR CONTENT CREATION MARKET SIZE, BY SOFTWARE, 2018-2030 (USD MILLION)
TABLE 202. GERMANY VR CONTENT CREATION MARKET SIZE, BY CONTENT AUTHORING, 2018-2030 (USD MILLION)
TABLE 203. GERMANY VR CONTENT CREATION MARKET SIZE, BY LICENSING MODEL, 2018-2030 (USD MILLION)
TABLE 204. GERMANY VR CONTENT CREATION MARKET SIZE, BY PAY PER USE, 2018-2030 (USD MILLION)
TABLE 205. GERMANY VR CONTENT CREATION MARKET SIZE, BY SUBSCRIPTION LICENSE, 2018-2030 (USD MILLION)
TABLE 206. GERMANY VR CONTENT CREATION MARKET SIZE, BY END USER, 2018-2030 (USD MILLION)
TABLE 207. GERMANY VR CONTENT CREATION MARKET SIZE, BY EDUCATION & TRAINING, 2018-2030 (USD MILLION)
TABLE 208. GERMANY VR CONTENT CREATION MARKET SIZE, BY GAMING & ENTERTAINMENT, 2018-2030 (USD MILLION)
TABLE 209. GERMANY VR CONTENT CREATION MARKET SIZE, BY HEALTHCARE, 2018-2030 (USD MILLION)
TABLE 210. GERMANY VR CONTENT CREATION MARKET SIZE, BY DEPLOYMENT MODE, 2018-2030 (USD MILLION)
TABLE 211. GERMANY VR CONTENT CREATION MARKET SIZE, BY CLOUD, 2018-2030 (USD MILLION)
TABLE 212. GERMANY VR CONTENT CREATION MARKET SIZE, BY DISTRIBUTION CHANNEL, 2018-2030 (USD MILLION)
TABLE 213. GERMANY VR CONTENT CREATION MARKET SIZE, BY ONLINE SALES, 2018-2030 (USD MILLION)
TABLE 214. FRANCE VR CONTENT CREATION MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
TABLE 215. FRANCE VR CONTENT CREATION MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
TABLE 216. FRANCE VR CONTENT CREATION MARKET SIZE, BY SERVICES, 2018-2030 (USD MILLION)
TABLE 217. FRANCE VR CONTENT CREATION MARKET SIZE, BY SOFTWARE, 2018-2030 (USD MILLION)
TABLE 218. FRANCE VR CONTENT CREATION MARKET SIZE, BY CONTENT AUTHORING, 2018-2030 (USD MILLION)
TABLE 219. FRANCE VR CONTENT CREATION MARKET SIZE, BY LICENSING MODEL, 2018-2030 (USD MILLION)
TABLE 220. FRANCE VR CONTENT CREATION MARKET SIZE, BY PAY PER USE, 2018-2030 (USD MILLION)
TABLE 221. FRANCE VR CONTENT CREATION MARKET SIZE, BY SUBSCRIPTION LICENSE, 2018-2030 (USD MILLION)
TABLE 222. FRANCE VR CONTENT CREATION MARKET SIZE, BY END USER, 2018-2030 (USD MILLION)
TABLE 223. FRANCE VR CONTENT CREATION MARKET SIZE, BY EDUCATION & TRAINING, 2018-2030 (USD MILLION)
TABLE 224. FRANCE VR CONTENT CREATION MARKET SIZE, BY GAMING & ENTERTAINMENT, 2018-2030 (USD MILLION)
TABLE 225. FRANCE VR CONTENT CREATION MARKET SIZE, BY HEALTHCARE, 2018-2030 (USD MILLION)
TABLE 226. FRANCE VR CONTENT CREATION MARKET SIZE, BY DEPLOYMENT MODE, 2018-2030 (USD MILLION)
TABLE 227. FRANCE VR CONTENT CREATION MARKET SIZE, BY CLOUD, 2018-2030 (USD MILLION)
TABLE 228. FRANCE VR CONTENT CREATION MARKET SIZE, BY DISTRIBUTION CHANNEL, 2018-2030 (USD MILLION)
TABLE 229. FRANCE VR CONTENT CREATION MARKET SIZE, BY ONLINE SALES, 2018-2030 (USD MILLION)
TABLE 230. RUSSIA VR CONTENT CREATION MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
TABLE 231. RUSSIA VR CONTENT CREATION MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
TABLE 232. RUSSIA VR CONTENT CREATION MARKET SIZE, BY SERVICES, 2018-2030 (USD MILLION)
TABLE 233. RUSSIA VR CONTENT CREATION MARKET SIZE, BY SOFTWARE, 2018-2030 (USD MILLION)
TABLE 234. RUSSIA VR CONTENT CREATION MARKET SIZE, BY CONTENT AUTHORING, 2018-2030 (USD MILLION)
TABLE 235. RUSSIA VR CONTENT CREATION MARKET SIZE, BY LICENSING MODEL, 2018-2030 (USD MILLION)
TABLE 236. RUSSIA VR CONTENT CREATION MARKET SIZE, BY PAY PER USE, 2018-2030 (USD MILLION)
TABLE 237. RUSSIA VR CONTENT CREATION MARKET SIZE, BY SUBSCRIPTION LICENSE, 2018-2030 (USD MILLION)
TABLE 238. RUSSIA VR CONTENT CREATION MARKET SIZE, BY END USER, 2018-2030 (USD MILLION)
TABLE 239. RUSSIA VR CONTENT CREATION MARKET SIZE, BY EDUCATION & TRAINING, 2018-2030 (USD MILLION)
TABLE 240. RUSSIA VR CONTENT CREATION MARKET SIZE, BY GAMING & ENTERTAINMENT, 2018-2030 (USD MILLION)
TABLE 241. RUSSIA VR CONTENT CREATION MARKET SIZE, BY HEALTHCARE, 2018-2030 (USD MILLION)
TABLE 242. RUSSIA VR CONTENT CREATION MARKET SIZE, BY DEPLOYMENT MODE, 2018-2030 (USD MILLION)
TABLE 243. RUSSIA VR CONTENT CREATION MARKET SIZE, BY CLOUD, 2018-2030 (USD MILLION)
TABLE 244. RUSSIA VR CONTENT CREATION MARKET SIZE, BY DISTRIBUTION CHANNEL, 2018-2030 (USD MILLION)
TABLE 245. RUSSIA VR CONTENT CREATION MARKET SIZE, BY ONLINE SALES, 2018-2030 (USD MILLION)
TABLE 246. ITALY VR CONTENT CREATION MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
TABLE 247. ITALY VR CONTENT CREATION MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
TABLE 248. ITALY VR CONTENT CREATION MARKET SIZE, BY SERVICES, 2018-2030 (USD MILLION)
TABLE 249. ITALY VR CONTENT CREATION MARKET SIZE, BY SOFTWARE, 2018-2030 (USD MILLION)
TABLE 250. ITALY VR CONTENT CREATION MARKET SIZE, BY CONTENT AUTHORING, 2018-2030 (USD MILLION)
TABLE 251. ITALY VR CONTENT CREATION MARKET SIZE, BY LICENSING MODEL, 2018-2030 (USD MILLION)
TABLE 252. ITALY VR CONTENT CREATION MARKET SIZE, BY PAY PER USE, 2018-2030 (USD MILLION)
TABLE 253. ITALY VR CONTENT CREATION MARKET SIZE, BY SUBSCRIPTION LICENSE, 2018-2030 (USD MILLION)
TABLE 254. ITALY VR CONTENT CREATION MARKET SIZE, BY END USER, 2018-2030 (USD MILLION)
TABLE 255. ITALY VR CONTENT CREATION MARKET SIZE, BY EDUCATION & TRAINING, 2018-2030 (USD MILLION)
TABLE 256. ITALY VR CONTENT CREATION MARKET SIZE, BY GAMING & ENTERTAINMENT, 2018-2030 (USD MILLION)
TABLE 257. ITALY VR CONTENT CREATION MARKET SIZE, BY HEALTHCARE, 2018-2030 (USD MILLION)
TABLE 258. ITALY VR CONTENT CREATION MARKET SIZE, BY DEPLOYMENT MODE, 2018-2030 (USD MILLION)
TABLE 259. ITALY VR CONTENT CREATION MARKET SIZE, BY CLOUD, 2018-2030 (USD MILLION)
TABLE 260. ITALY VR CONTENT CREATION MARKET SIZE, BY DISTRIBUTION CHANNEL, 2018-2030 (USD MILLION)
TABLE 261. ITALY VR CONTENT CREATION MARKET SIZE, BY ONLINE SALES, 2018-2030 (USD MILLION)
TABLE 262. SPAIN VR CONTENT CREATION MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
TABLE 263. SPAIN VR CONTENT CREATION MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
TABLE 264. SPAIN VR CONTENT CREATION MARKET SIZE, BY SERVICES, 2018-2030 (USD MILLION)
TABLE 265. SPAIN VR CONTENT CREATION MARKET SIZE, BY SOFTWARE, 2018-2030 (USD MILLION)
TABLE 266. SPAIN VR CONTENT CREATION MARKET SIZE, BY CONTENT AUTHORING, 2018-2030 (USD MILLION)
TABLE 267. SPAIN VR CONTENT CREATION MARKET SIZE, BY LICENSING MODEL, 2018-2030 (USD MILLION)
TABLE 268. SPAIN VR CONTENT CREATION MARKET SIZE, BY PAY PER USE, 2018-2030 (USD MILLION)
TABLE 269. SPAIN VR CONTENT CREATION MARKET SIZE, BY SUBSCRIPTION LICENSE, 2018-2030 (USD MILLION)
TABLE 270. SPAIN VR CONTENT CREATION MARKET SIZE, BY END USER, 2018-2030 (USD MILLION)
TABLE 271. SPAIN VR CONTENT CREATION MARKET SIZE, BY EDUCATION & TRAINING, 2018-2030 (USD MILLION)
TABLE 272. SPAIN VR CONTENT CREATION MARKET SIZE, BY GAMING & ENTERTAINMENT, 2018-2030 (USD MILLION)
TABLE 273. SPAIN VR CONTENT CREATION MARKET SIZE, BY HEALTHCARE, 2018-2030 (USD MILLION)
TABLE 274. SPAIN VR CONTENT CREATION MARKET SIZE, BY DEPLOYMENT MODE, 2018-2030 (USD MILLION)
TABLE 275. SPAIN VR CONTENT CREATION MARKET SIZE, BY CLOUD, 2018-2030 (USD MILLION)
TABLE 276. SPAIN VR CONTENT CREATION MARKET SIZE, BY DISTRIBUTION CHANNEL, 2018-2030 (USD MILLION)
TABLE 277. SPAIN VR CONTENT CREATION MARKET SIZE, BY ONLINE SALES, 2018-2030 (USD MILLION)
TABLE 278. UNITED ARAB EMIRATES VR CONTENT CREATION MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
TABLE 279. UNITED ARAB EMIRATES VR CONTENT CREATION MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
TABLE 280. UNITED ARAB EMIRATES VR CONTENT CREATION MARKET SIZE, BY SERVICES, 2018-2030 (USD MILLION)
TABLE 281. UNITED ARAB EMIRATES VR CONTENT CREATION MARKET SIZE, BY SOFTWARE, 2018-2030 (USD MILLION)
TABLE 282. UNITED ARAB EMIRATES VR CONTENT CREATION MARKET SIZE, BY CONTENT AUTHORING, 2018-2030 (USD MILLION)
TABLE 283. UNITED ARAB EMIRATES VR CONTENT CREATION MARKET SIZE, BY LICENSING MODEL, 2018-2030 (USD MILLION)
TABLE 284. UNITED ARAB EMIRATES VR CONTENT CREATION MARKET SIZE, BY PAY PER USE, 2018-2030 (USD MILLION)
TABLE 285. UNITED ARAB EMIRATES VR CONTENT CREATION MARKET SIZE, BY SUBSCRIPTION LICENSE, 2018-2030 (USD MILLION)
TABLE 286. UNITED ARAB EMIRATES VR CONTENT CREATION MARKET SIZE, BY END USER, 2018-2030 (USD MILLION)
TABLE 287. UNITED ARAB EMIRATES VR CONTENT CREATION MARKET SIZE, BY EDUCATION & TRAINING, 2018-2030 (USD MILLION)
TABLE 288. UNITED ARAB EMIRATES VR CONTENT CREATION MARKET SIZE, BY GAMING & ENTERTAINMENT, 2018-2030 (USD MILLION)
TABLE 289. UNITED ARAB EMIRATES VR CONTENT CREATION MARKET SIZE, BY HEALTHCARE, 2018-2030 (USD MILLION)
TABLE 290. UNITED ARAB EMIRATES VR CONTENT CREATION MARKET SIZE, BY DEPLOYMENT MODE, 2018-2030 (USD MILLION)
TABLE 291. UNITED ARAB EMIRATES VR CONTENT CREATION MARKET SIZE, BY CLOUD, 2018-2030 (USD MILLION)
TABLE 292. UNITED ARAB EMIRATES VR CONTENT CREATION MARKET SIZE, BY DISTRIBUTION CHANNEL, 2018-2030 (USD MILLION)
TABLE 293. UNITED ARAB EMIRATES VR CONTENT CREATION MARKET SIZE, BY ONLINE SALES, 2018-2030 (USD MILLION)
TABLE 294. SAUDI ARABIA VR CONTENT CREATION MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
TABLE 295. SAUDI ARABIA VR CONTENT CREATION MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
TABLE 296. SAUDI ARABIA VR CONTENT CREATION MARKET SIZE, BY SERVICES, 2018-2030 (USD MILLION)
TABLE 297. SAUDI ARABIA VR CONTENT CREATION MARKET SIZE, BY SOFTWARE, 2018-2030 (USD MILLION)
TABLE 298. SAUDI ARABIA VR CONTENT CREATION MARKET SIZE, BY CONTENT AUTHORING, 2018-2030 (USD MILLION)
TABLE 299. SAUDI ARABIA VR CONTENT CREATION MARKET SIZE, BY LICENSING MODEL, 2018-2030 (USD MILLION)
TABLE 300. SAUDI ARABIA VR CONTENT CREATION MARKET SIZE, BY PAY PER USE, 2018-2030 (USD MILLION)
TABLE 301. SAUDI ARABIA VR CONTENT CREATION MARKET SIZE, BY SUBSCRIPTION LICENSE, 2018-2030 (USD MILLION)
TABLE 302. SAUDI ARABIA VR CONTENT CREATION MARKET SIZE, BY END USER, 2018-2030 (USD MILLION)
TABLE 303. SAUDI ARABIA VR CONTENT CREATION MARKET SIZE, BY EDUCATION & TRAINING, 2018-2030 (USD MILLION)
TABLE 304. SAUDI ARABIA VR CONTENT CREATION MARKET SIZE, BY GAMING & ENTERTAINMENT, 2018-2030 (USD MILLION)
TABLE 305. SAUDI ARABIA VR CONTENT CREATION MARKET SIZE, BY HEALTHCARE, 2018-2030 (USD MILLION)
TABLE 306. SAUDI ARABIA VR CONTENT CREATION MARKET SIZE, BY DEPLOYMENT MODE, 2018-2030 (USD MILLION)
TABLE 307. SAUDI ARABIA VR CONTENT CREATION MARKET SIZE, BY CLOUD, 2018-2030 (USD MILLION)
TABLE 308. SAUDI ARABIA VR CONTENT CREATION MARKET SIZE, BY DISTRIBUTION CHANNEL, 2018-2030 (USD MILLION)
TABLE 309. SAUDI ARABIA VR CONTENT CREATION MARKET SIZE, BY ONLINE SALES, 2018-2030 (USD MILLION)
TABLE 310. SOUTH AFRICA VR CONTENT CREATION MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
TABLE 311. SOUTH AFRICA VR CONTENT CREATION MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
TABLE 312. SOUTH AFRICA VR CONTENT CREATION MARKET SIZE, BY SERVICES, 2018-2030 (USD MILLION)
TABLE 313. SOUTH AFRICA VR CONTENT CREATION MARKET SIZE, BY SOFTWARE, 2018-2030 (USD MILLION)
TABLE 314. SOUTH AFRICA VR CONTENT CREATION MARKET SIZE, BY CONTENT AUTHORING, 2018-2030 (USD MILLION)
TABLE 315. SOUTH AFRICA VR CONTENT CREATION MARKET SIZE, BY LICENSING MODEL, 2018-2030 (USD MILLION)
TABLE 316. SOUTH AFRICA VR CONTENT CREATION MARKET SIZE, BY PAY PER USE, 2018-2030 (USD MILLION)
TABLE 317. SOUTH AFRICA VR CONTENT CREATION MARKET SIZE, BY SUBSCRIPTION LICENSE, 2018-2030 (USD MILLION)
TABLE 318. SOUTH AFRICA VR CONTENT CREATION MARKET SIZE, BY END USER, 2018-2030 (USD MILLION)
TABLE 319. SOUTH AFRICA VR CONTENT CREATION MARKET SIZE, BY EDUCATION & TRAINING, 2018-2030 (USD MILLION)
TABLE 320. SOUTH AFRICA VR CONTENT CREATION MARKET SIZE, BY GAMING & ENTERTAINMENT, 2018-2030 (USD MILLION)
TABLE 321. SOUTH AFRICA VR CONTENT CREATION MARKET SIZE, BY HEALTHCARE, 2018-2030 (USD MILLION)
TABLE 322. SOUTH AFRICA VR CONTENT CREATION MARKET SIZE, BY DEPLOYMENT MODE, 2018-2030 (USD MILLION)
TABLE 323. SOUTH AFRICA VR CONTENT CREATION MARKET SIZE, BY CLOUD, 2018-2030 (USD MILLION)
TABLE 324. SOUTH AFRICA VR CONTENT CREATION MARKET SIZE, BY DISTRIBUTION CHANNEL, 2018-2030 (USD MILLION)
TABLE 325. SOUTH AFRICA VR CONTENT CREATION MARKET SIZE, BY ONLINE SALES, 2018-2030 (USD MILLION)
TABLE 326. DENMARK VR CONTENT CREATION MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
TABLE 327. DENMARK VR CONTENT CREATION MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
TABLE 328. DENMARK VR CONTENT CREATION MARKET SIZE, BY SERVICES, 2018-2030 (USD MILLION)
TABLE 329. DENMARK VR CONTENT CREATION MARKET SIZE, BY SOFTWARE, 2018-2030 (USD MILLION)
TABLE 330. DENMARK VR CONTENT CREATION MARKET SIZE, BY CONTENT AUTHORING, 2018-2030 (USD MILLION)
TABLE 331. DENMARK VR CONTENT CREATION MARKET SIZE, BY LICENSING MODEL, 2018-2030 (USD MILLION)
TABLE 332. DENMARK VR CONTENT CREATION MARKET SIZE, BY PAY PER USE, 2018-2030 (USD MILLION)
TABLE 333. DENMARK VR CONTENT CREATION MARKET SIZE, BY SUBSCRIPTION LICENSE, 2018-2030 (USD MILLION)
TABLE 334. DENMARK VR CONTENT CREATION MARKET SIZE, BY END USER, 2018-2030 (USD MILLION)
TABLE 335. DENMARK VR CONTENT CREATION MARKET SIZE, BY EDUCATION & TRAINING, 2018-2030 (USD MILLION)
TABLE 336. DENMARK VR CONTENT CREATION MARKET SIZE, BY GAMING & ENTERTAINMENT, 2018-2030 (USD MILLION)
TABLE 337. DENMARK VR CONTENT CREATION MARKET SIZE, BY HEALT

Companies Mentioned

The companies profiled in this VR Content Creation market report include:
  • Unity Software, Inc.
  • Epic Games, Inc.
  • Autodesk, Inc.
  • Adobe Inc.
  • Microsoft Corporation
  • Google LLC
  • Amazon Web Services, Inc.
  • NVIDIA Corporation
  • Dassault Systèmes SE
  • PTC Inc.

Methodology

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Table Information