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Virtual Content Creation - Global Strategic Business Report

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    Report

  • 62 Pages
  • April 2025
  • Region: Global
  • Global Industry Analysts, Inc
  • ID: 6071819
This comprehensive report provides an in-depth analysis of market trends, drivers, and forecasts, helping you make informed business decisions. The report includes the most recent global tariff developments and how they impact the Virtual Content Creation market.

Global Virtual Content Creation Market - Key Trends & Drivers Summarized

Why Is Virtual Content Creation Gaining Unprecedented Momentum?

The demand for virtual content creation has skyrocketed in recent years, driven by the explosion of digital media consumption, the rise of the metaverse, and the increasing adoption of immersive technologies such as augmented reality (AR) and virtual reality (VR). Content creators, brands, and businesses are leveraging virtual content to engage audiences across various digital platforms, from social media and video streaming services to virtual events and gaming environments. The expansion of e-commerce and online marketing has further fueled the demand for visually compelling and interactive content that can enhance brand storytelling and consumer engagement. Additionally, the growing popularity of AI-generated content has revolutionized the way digital assets such as 3D models, animations, and virtual experiences are produced, making high-quality content creation more accessible and cost-effective. As industries continue to shift toward digital-first strategies, virtual content creation is becoming an essential component of media, entertainment, and marketing landscapes, reshaping how brands and creators connect with their audiences in an increasingly immersive digital ecosystem.

How Are Emerging Technologies Transforming Virtual Content Creation?

Technological advancements have played a crucial role in the evolution of virtual content creation, enabling more sophisticated and interactive digital experiences. Artificial intelligence (AI) and machine learning algorithms have streamlined content production by automating tasks such as image enhancement, video editing, and 3D asset generation, reducing the time and effort required for high-quality content creation. The adoption of real-time rendering engines such as Unreal Engine and Unity has enhanced the realism and fluidity of virtual environments, making them more lifelike and engaging. Additionally, motion capture technology and AI-powered avatars have enabled creators to produce hyper-realistic digital humans for use in virtual events, gaming, and marketing campaigns. The rise of non-fungible tokens (NFTs) has also introduced new monetization opportunities for virtual content creators, allowing them to tokenize and sell digital assets on blockchain-based marketplaces. As the metaverse continues to expand, advancements in spatial computing, 5G connectivity, and haptic feedback technologies are further enhancing the interactivity and realism of virtual content, making it a vital tool for digital innovation.

What Challenges Are Hindering the Growth of the Virtual Content Creation Market?

Despite its rapid adoption, the virtual content creation market faces several challenges that impact its scalability and accessibility. One of the biggest barriers is the high cost of advanced content creation tools and technologies, which can limit access for independent creators and small businesses. Additionally, the complexity of 3D modeling, animation, and real-time rendering requires specialized skills, creating a steep learning curve for newcomers in the industry. Intellectual property concerns and copyright infringement issues also pose significant risks, as virtual content can be easily replicated, modified, or stolen in digital environments. Furthermore, the rise of deepfake technology has raised ethical concerns regarding the authenticity and misuse of AI-generated content, prompting discussions around regulatory frameworks and content verification standards. Another challenge lies in optimizing virtual content for different platforms and devices, as performance limitations on mobile devices and bandwidth constraints can affect the quality and accessibility of virtual experiences. Overcoming these challenges will require continued advancements in content creation tools, education initiatives for digital creators, and stronger regulatory measures to ensure ethical and secure virtual content distribution.

What Factors Are Driving the Growth of the Virtual Content Creation Market?

The growth in the virtual content creation market is driven by several factors, including the increasing demand for immersive digital experiences, the expansion of the metaverse, and the integration of AI-powered content generation tools. The rise of virtual influencers, virtual fashion, and digital collectibles has further propelled the need for high-quality virtual content across industries such as fashion, entertainment, and gaming. The shift toward remote work and virtual collaboration has also increased demand for digital assets, enabling businesses to create engaging presentations, training modules, and interactive marketing campaigns. Additionally, the growing influence of social media platforms and live-streaming services has encouraged brands and content creators to explore new storytelling formats using AR, VR, and 3D-generated visuals. With continuous advancements in AI-driven content automation, blockchain-powered monetization models, and spatial computing, the virtual content creation market is expected to experience sustained growth, shaping the future of digital engagement and creative expression.

Report Scope

The report analyzes the Virtual Content Creation market, presented in terms of market value (US$ Thousand). The analysis covers the key segments and geographic regions outlined below.

Segments: Solution (Software, Services); Content Type (Videos, 360-degree Videos, Immersive Videos); End-Use (Automotive, Media & Entertainment, Travel & Hospitality, Real Estate, Retail, Gaming, Healthcare, Others)

Geographic Regions/Countries: World; United States; Canada; Japan; China; Europe (France; Germany; Italy; United Kingdom; and Rest of Europe); Asia-Pacific; Rest of World.

Why You Should Buy This Report:

  • Detailed Market Analysis: Access a thorough analysis of the Global Virtual 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 Virtual 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 Virtual 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 2024 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 players such as 360 Labs, Adobe Inc., Apple Inc., Autodesk Inc., Blippar Group Limited and more.
  • Complimentary Updates: Receive free report updates for one year to keep you informed of the latest market developments.

Select Competitors (Total 32 Featured):

  • 360 Labs
  • Adobe Inc.
  • Apple Inc.
  • Autodesk Inc.
  • Blippar Group Limited
  • Epic Games, Inc.
  • Google LLC
  • Koncept VR LLC
  • Matterport, Inc.
  • Meta Platforms Inc.
  • Microsoft Corporation
  • NVIDIA Corporation
  • Panedia Pty Ltd.
  • Scapic Innovations Private Limited
  • Sony Corporation
  • Subvrsive, Inc.
  • Unity Technologies
  • VIAR Inc.
  • WeMakeVR
  • WeVR

Tariff Impact Analysis: Key Insights for 2025

Global tariff negotiations across 180+ countries are reshaping supply chains, costs, and competitiveness. This report reflects the latest developments as of April 2025 and incorporates forward-looking insights into the market outlook.

The analysts continuously track trade developments worldwide, drawing insights from leading global economists and over 200 industry and policy institutions, including think tanks, trade organizations, and national economic advisory bodies. This intelligence is integrated into forecasting models to provide timely, data-driven analysis of emerging risks and opportunities.

What’s Included in This Edition:

  • Tariff-adjusted market forecasts by region and segment
  • Analysis of cost and supply chain implications by sourcing and trade exposure
  • Strategic insights into geographic shifts

Buyers receive a free July 2025 update with:

  • Finalized tariff impacts and new trade agreement effects
  • Updated projections reflecting global sourcing and cost shifts
  • Expanded country-specific coverage across the industry

Table of Contents

I. METHODOLOGYII. EXECUTIVE SUMMARY
1. MARKET OVERVIEW
  • Influencer Market Insights
  • Tariff Impact on Global Supply Chain Patterns
  • Virtual Content Creation - Global Key Competitors Percentage Market Share in 2024 (E)
  • Competitive Market Presence - Strong/Active/Niche/Trivial for Players Worldwide in 2024 (E)
2. FOCUS ON SELECT PLAYERS
3. MARKET TRENDS & DRIVERS
  • Proliferation of Social Media Commerce Platforms Drives Demand for Scalable Virtual Content Tools
  • Creator Economy Boom Throws the Spotlight on Real-Time Digital Production Technologies
  • Adoption of AI-Based Generative Tools Spurs Growth in Automated Virtual Content Workflows
  • Rising Use of Virtual Production Pipelines in Film and Media Strengthens Business Case for Integration
  • Expansion of Metaverse Ecosystem Expands Addressable Market Opportunity for Immersive Content
  • Corporate Shift Toward Remote Work Environments Drives Adoption of Virtual Training and Onboarding Content
  • Increased Reliance on 3D and AR/VR Assets Accelerates Demand for Realistic Content Creation Platforms
  • Influencer and Brand Collaborations Generate Demand for Personalized and Dynamic Virtual Experiences
  • Integration of Virtual Avatars in Marketing Campaigns Spurs Growth in Synthetic Content Generation
  • Cloud-Based Design Studios and Virtual Editing Suites Propel Scalability and Collaboration Efficiency
  • Emergence of Virtual Influencers and AI-Created Characters Opens New Revenue Streams for Brands
  • Streaming Platform Competition Generates Accelerated Demand for High-Volume Digital Content
  • Interactive Storytelling Tools Strengthen Engagement Metrics and Enhance Marketability of Virtual Narratives
  • Convergence of Gaming Engines and Media Creation Tools Expands Creative Possibilities for Studios
  • Growth in Online Education and E-Learning Drives Demand for Modular and Interactive Virtual Content
  • Regulatory Concerns Around Deepfakes and AI Ethics Pose Compliance Challenges for Market Participants
  • Virtual Event Platforms and Digital Conferences Sustain Market Demand for Real-Time Content Generation
  • Advancements in Real-Time Rendering Technologies Fuel Adoption in Advertising and Product Visualization
  • Integration of Natural Language Processing Enhances Realism in AI-Generated Narratives
  • Strategic Partnerships Between Tech Firms and Media Houses Strengthen Innovation in Virtual Content Delivery
  • Surge in Direct-to-Avatar Commerce Propels Growth in Virtual Goods and Branded Content Creation
  • Adoption of Digital Twins in Industrial and Retail Sectors Expands Scope for Virtual Content Applications
  • Open-Source Tools and Accessible Software Democratize Entry into Professional Content Creation
  • Shift Toward Subscription-Based Creator Tools Sustains Revenue Growth Across SaaS-Based Platforms
4. GLOBAL MARKET PERSPECTIVE
  • TABLE 1: World Virtual Content Creation Market Analysis of Annual Sales in US$ Million for Years 2015 through 2030
  • TABLE 2: World Recent Past, Current & Future Analysis for Virtual Content Creation by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
  • TABLE 3: World 6-Year Perspective for Virtual 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 2025 & 2030
  • TABLE 4: World Recent Past, Current & Future Analysis for Software by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
  • TABLE 5: World 6-Year Perspective for Software by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
  • TABLE 6: 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$ Million for Years 2024 through 2030 and % CAGR
  • TABLE 7: World 6-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 2025 & 2030
  • TABLE 8: 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$ Million for Years 2024 through 2030 and % CAGR
  • TABLE 9: World 6-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 2025 & 2030
  • TABLE 10: World Recent Past, Current & Future Analysis for Gaming by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
  • TABLE 11: World 6-Year Perspective for Gaming by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
  • TABLE 12: 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$ Million for Years 2024 through 2030 and % CAGR
  • TABLE 13: World 6-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 2025 & 2030
  • TABLE 14: World Recent Past, Current & Future Analysis for Others by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
  • TABLE 15: World 6-Year Perspective for Others by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
  • TABLE 16: World Recent Past, Current & Future Analysis for Automotive by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
  • TABLE 17: World 6-Year Perspective for Automotive by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
  • TABLE 18: World Recent Past, Current & Future Analysis for Media & Entertainment by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
  • TABLE 19: World 6-Year Perspective for Media & Entertainment by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
  • TABLE 20: World Recent Past, Current & Future Analysis for Travel & Hospitality by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
  • TABLE 21: World 6-Year Perspective for Travel & Hospitality by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
  • TABLE 22: 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$ Million for Years 2024 through 2030 and % CAGR
  • TABLE 23: World 6-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 2025 & 2030
  • TABLE 24: World Recent Past, Current & Future Analysis for Videos by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
  • TABLE 25: World 6-Year Perspective for Videos by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
  • TABLE 26: World Recent Past, Current & Future Analysis for 360-degree Videos by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
  • TABLE 27: World 6-Year Perspective for 360-degree Videos by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
  • TABLE 28: World Recent Past, Current & Future Analysis for Immersive Videos by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
  • TABLE 29: World 6-Year Perspective for Immersive Videos by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
III. MARKET ANALYSIS
  • UNITED STATES
  • Virtual Content Creation Market Presence - Strong/Active/Niche/Trivial - Key Competitors in the United States for 2025 (E)
  • TABLE 30: USA Recent Past, Current & Future Analysis for Virtual Content Creation by Solution - Software and Services - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
  • TABLE 31: USA 6-Year Perspective for Virtual Content Creation by Solution - Percentage Breakdown of Value Sales for Software and Services for the Years 2025 & 2030
  • TABLE 32: USA Recent Past, Current & Future Analysis for Virtual Content Creation by End-Use - Retail, Gaming, Healthcare, Others, Automotive, Media & Entertainment, Travel & Hospitality and Real Estate - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
  • TABLE 33: USA 6-Year Perspective for Virtual Content Creation by End-Use - Percentage Breakdown of Value Sales for Retail, Gaming, Healthcare, Others, Automotive, Media & Entertainment, Travel & Hospitality and Real Estate for the Years 2025 & 2030
  • TABLE 34: USA Recent Past, Current & Future Analysis for Virtual Content Creation by Content Type - Videos, 360-degree Videos and Immersive Videos - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
  • TABLE 35: USA 6-Year Perspective for Virtual Content Creation by Content Type - Percentage Breakdown of Value Sales for Videos, 360-degree Videos and Immersive Videos for the Years 2025 & 2030
  • CANADA
  • TABLE 36: Canada Recent Past, Current & Future Analysis for Virtual Content Creation by Solution - Software and Services - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
  • TABLE 37: Canada 6-Year Perspective for Virtual Content Creation by Solution - Percentage Breakdown of Value Sales for Software and Services for the Years 2025 & 2030
  • TABLE 38: Canada Recent Past, Current & Future Analysis for Virtual Content Creation by End-Use - Retail, Gaming, Healthcare, Others, Automotive, Media & Entertainment, Travel & Hospitality and Real Estate - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
  • TABLE 39: Canada 6-Year Perspective for Virtual Content Creation by End-Use - Percentage Breakdown of Value Sales for Retail, Gaming, Healthcare, Others, Automotive, Media & Entertainment, Travel & Hospitality and Real Estate for the Years 2025 & 2030
  • TABLE 40: Canada Recent Past, Current & Future Analysis for Virtual Content Creation by Content Type - Videos, 360-degree Videos and Immersive Videos - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
  • TABLE 41: Canada 6-Year Perspective for Virtual Content Creation by Content Type - Percentage Breakdown of Value Sales for Videos, 360-degree Videos and Immersive Videos for the Years 2025 & 2030
  • JAPAN
  • Virtual Content Creation Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Japan for 2025 (E)
  • TABLE 42: Japan Recent Past, Current & Future Analysis for Virtual Content Creation by Solution - Software and Services - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
  • TABLE 43: Japan 6-Year Perspective for Virtual Content Creation by Solution - Percentage Breakdown of Value Sales for Software and Services for the Years 2025 & 2030
  • TABLE 44: Japan Recent Past, Current & Future Analysis for Virtual Content Creation by End-Use - Retail, Gaming, Healthcare, Others, Automotive, Media & Entertainment, Travel & Hospitality and Real Estate - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
  • TABLE 45: Japan 6-Year Perspective for Virtual Content Creation by End-Use - Percentage Breakdown of Value Sales for Retail, Gaming, Healthcare, Others, Automotive, Media & Entertainment, Travel & Hospitality and Real Estate for the Years 2025 & 2030
  • TABLE 46: Japan Recent Past, Current & Future Analysis for Virtual Content Creation by Content Type - Videos, 360-degree Videos and Immersive Videos - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
  • TABLE 47: Japan 6-Year Perspective for Virtual Content Creation by Content Type - Percentage Breakdown of Value Sales for Videos, 360-degree Videos and Immersive Videos for the Years 2025 & 2030
  • CHINA
  • Virtual Content Creation Market Presence - Strong/Active/Niche/Trivial - Key Competitors in China for 2025 (E)
  • TABLE 48: China Recent Past, Current & Future Analysis for Virtual Content Creation by Solution - Software and Services - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
  • TABLE 49: China 6-Year Perspective for Virtual Content Creation by Solution - Percentage Breakdown of Value Sales for Software and Services for the Years 2025 & 2030
  • TABLE 50: China Recent Past, Current & Future Analysis for Virtual Content Creation by End-Use - Retail, Gaming, Healthcare, Others, Automotive, Media & Entertainment, Travel & Hospitality and Real Estate - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
  • TABLE 51: China 6-Year Perspective for Virtual Content Creation by End-Use - Percentage Breakdown of Value Sales for Retail, Gaming, Healthcare, Others, Automotive, Media & Entertainment, Travel & Hospitality and Real Estate for the Years 2025 & 2030
  • TABLE 52: China Recent Past, Current & Future Analysis for Virtual Content Creation by Content Type - Videos, 360-degree Videos and Immersive Videos - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
  • TABLE 53: China 6-Year Perspective for Virtual Content Creation by Content Type - Percentage Breakdown of Value Sales for Videos, 360-degree Videos and Immersive Videos for the Years 2025 & 2030
  • EUROPE
  • Virtual Content Creation Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Europe for 2025 (E)
  • TABLE 54: Europe Recent Past, Current & Future Analysis for Virtual Content Creation by Geographic Region - France, Germany, Italy, UK and Rest of Europe Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
  • TABLE 55: Europe 6-Year Perspective for Virtual Content Creation by Geographic Region - Percentage Breakdown of Value Sales for France, Germany, Italy, UK and Rest of Europe Markets for Years 2025 & 2030
  • TABLE 56: Europe Recent Past, Current & Future Analysis for Virtual Content Creation by Solution - Software and Services - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
  • TABLE 57: Europe 6-Year Perspective for Virtual Content Creation by Solution - Percentage Breakdown of Value Sales for Software and Services for the Years 2025 & 2030
  • TABLE 58: Europe Recent Past, Current & Future Analysis for Virtual Content Creation by End-Use - Retail, Gaming, Healthcare, Others, Automotive, Media & Entertainment, Travel & Hospitality and Real Estate - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
  • TABLE 59: Europe 6-Year Perspective for Virtual Content Creation by End-Use - Percentage Breakdown of Value Sales for Retail, Gaming, Healthcare, Others, Automotive, Media & Entertainment, Travel & Hospitality and Real Estate for the Years 2025 & 2030
  • TABLE 60: Europe Recent Past, Current & Future Analysis for Virtual Content Creation by Content Type - Videos, 360-degree Videos and Immersive Videos - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
  • TABLE 61: Europe 6-Year Perspective for Virtual Content Creation by Content Type - Percentage Breakdown of Value Sales for Videos, 360-degree Videos and Immersive Videos for the Years 2025 & 2030
  • FRANCE
  • Virtual Content Creation Market Presence - Strong/Active/Niche/Trivial - Key Competitors in France for 2025 (E)
  • TABLE 62: France Recent Past, Current & Future Analysis for Virtual Content Creation by Solution - Software and Services - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
  • TABLE 63: France 6-Year Perspective for Virtual Content Creation by Solution - Percentage Breakdown of Value Sales for Software and Services for the Years 2025 & 2030
  • TABLE 64: France Recent Past, Current & Future Analysis for Virtual Content Creation by End-Use - Retail, Gaming, Healthcare, Others, Automotive, Media & Entertainment, Travel & Hospitality and Real Estate - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
  • TABLE 65: France 6-Year Perspective for Virtual Content Creation by End-Use - Percentage Breakdown of Value Sales for Retail, Gaming, Healthcare, Others, Automotive, Media & Entertainment, Travel & Hospitality and Real Estate for the Years 2025 & 2030
  • TABLE 66: France Recent Past, Current & Future Analysis for Virtual Content Creation by Content Type - Videos, 360-degree Videos and Immersive Videos - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
  • TABLE 67: France 6-Year Perspective for Virtual Content Creation by Content Type - Percentage Breakdown of Value Sales for Videos, 360-degree Videos and Immersive Videos for the Years 2025 & 2030
  • GERMANY
  • Virtual Content Creation Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Germany for 2025 (E)
  • TABLE 68: Germany Recent Past, Current & Future Analysis for Virtual Content Creation by Solution - Software and Services - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
  • TABLE 69: Germany 6-Year Perspective for Virtual Content Creation by Solution - Percentage Breakdown of Value Sales for Software and Services for the Years 2025 & 2030
  • TABLE 70: Germany Recent Past, Current & Future Analysis for Virtual Content Creation by End-Use - Retail, Gaming, Healthcare, Others, Automotive, Media & Entertainment, Travel & Hospitality and Real Estate - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
  • TABLE 71: Germany 6-Year Perspective for Virtual Content Creation by End-Use - Percentage Breakdown of Value Sales for Retail, Gaming, Healthcare, Others, Automotive, Media & Entertainment, Travel & Hospitality and Real Estate for the Years 2025 & 2030
  • TABLE 72: Germany Recent Past, Current & Future Analysis for Virtual Content Creation by Content Type - Videos, 360-degree Videos and Immersive Videos - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
  • TABLE 73: Germany 6-Year Perspective for Virtual Content Creation by Content Type - Percentage Breakdown of Value Sales for Videos, 360-degree Videos and Immersive Videos for the Years 2025 & 2030
  • ITALY
  • TABLE 74: Italy Recent Past, Current & Future Analysis for Virtual Content Creation by Solution - Software and Services - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
  • TABLE 75: Italy 6-Year Perspective for Virtual Content Creation by Solution - Percentage Breakdown of Value Sales for Software and Services for the Years 2025 & 2030
  • TABLE 76: Italy Recent Past, Current & Future Analysis for Virtual Content Creation by End-Use - Retail, Gaming, Healthcare, Others, Automotive, Media & Entertainment, Travel & Hospitality and Real Estate - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
  • TABLE 77: Italy 6-Year Perspective for Virtual Content Creation by End-Use - Percentage Breakdown of Value Sales for Retail, Gaming, Healthcare, Others, Automotive, Media & Entertainment, Travel & Hospitality and Real Estate for the Years 2025 & 2030
  • TABLE 78: Italy Recent Past, Current & Future Analysis for Virtual Content Creation by Content Type - Videos, 360-degree Videos and Immersive Videos - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
  • TABLE 79: Italy 6-Year Perspective for Virtual Content Creation by Content Type - Percentage Breakdown of Value Sales for Videos, 360-degree Videos and Immersive Videos for the Years 2025 & 2030
  • UNITED KINGDOM
  • Virtual Content Creation Market Presence - Strong/Active/Niche/Trivial - Key Competitors in the United Kingdom for 2025 (E)
  • TABLE 80: UK Recent Past, Current & Future Analysis for Virtual Content Creation by Solution - Software and Services - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
  • TABLE 81: UK 6-Year Perspective for Virtual Content Creation by Solution - Percentage Breakdown of Value Sales for Software and Services for the Years 2025 & 2030
  • TABLE 82: UK Recent Past, Current & Future Analysis for Virtual Content Creation by End-Use - Retail, Gaming, Healthcare, Others, Automotive, Media & Entertainment, Travel & Hospitality and Real Estate - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
  • TABLE 83: UK 6-Year Perspective for Virtual Content Creation by End-Use - Percentage Breakdown of Value Sales for Retail, Gaming, Healthcare, Others, Automotive, Media & Entertainment, Travel & Hospitality and Real Estate for the Years 2025 & 2030
  • TABLE 84: UK Recent Past, Current & Future Analysis for Virtual Content Creation by Content Type - Videos, 360-degree Videos and Immersive Videos - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
  • TABLE 85: UK 6-Year Perspective for Virtual Content Creation by Content Type - Percentage Breakdown of Value Sales for Videos, 360-degree Videos and Immersive Videos for the Years 2025 & 2030
  • REST OF EUROPE
  • TABLE 86: Rest of Europe Recent Past, Current & Future Analysis for Virtual Content Creation by Solution - Software and Services - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
  • TABLE 87: Rest of Europe 6-Year Perspective for Virtual Content Creation by Solution - Percentage Breakdown of Value Sales for Software and Services for the Years 2025 & 2030
  • TABLE 88: Rest of Europe Recent Past, Current & Future Analysis for Virtual Content Creation by End-Use - Retail, Gaming, Healthcare, Others, Automotive, Media & Entertainment, Travel & Hospitality and Real Estate - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
  • TABLE 89: Rest of Europe 6-Year Perspective for Virtual Content Creation by End-Use - Percentage Breakdown of Value Sales for Retail, Gaming, Healthcare, Others, Automotive, Media & Entertainment, Travel & Hospitality and Real Estate for the Years 2025 & 2030
  • TABLE 90: Rest of Europe Recent Past, Current & Future Analysis for Virtual Content Creation by Content Type - Videos, 360-degree Videos and Immersive Videos - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
  • TABLE 91: Rest of Europe 6-Year Perspective for Virtual Content Creation by Content Type - Percentage Breakdown of Value Sales for Videos, 360-degree Videos and Immersive Videos for the Years 2025 & 2030
  • ASIA-PACIFIC
  • Virtual Content Creation Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Asia-Pacific for 2025 (E)
  • TABLE 92: Asia-Pacific Recent Past, Current & Future Analysis for Virtual Content Creation by Solution - Software and Services - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
  • TABLE 93: Asia-Pacific 6-Year Perspective for Virtual Content Creation by Solution - Percentage Breakdown of Value Sales for Software and Services for the Years 2025 & 2030
  • TABLE 94: Asia-Pacific Recent Past, Current & Future Analysis for Virtual Content Creation by End-Use - Retail, Gaming, Healthcare, Others, Automotive, Media & Entertainment, Travel & Hospitality and Real Estate - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
  • TABLE 95: Asia-Pacific 6-Year Perspective for Virtual Content Creation by End-Use - Percentage Breakdown of Value Sales for Retail, Gaming, Healthcare, Others, Automotive, Media & Entertainment, Travel & Hospitality and Real Estate for the Years 2025 & 2030
  • TABLE 96: Asia-Pacific Recent Past, Current & Future Analysis for Virtual Content Creation by Content Type - Videos, 360-degree Videos and Immersive Videos - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
  • TABLE 97: Asia-Pacific 6-Year Perspective for Virtual Content Creation by Content Type - Percentage Breakdown of Value Sales for Videos, 360-degree Videos and Immersive Videos for the Years 2025 & 2030
  • REST OF WORLD
  • TABLE 98: Rest of World Recent Past, Current & Future Analysis for Virtual Content Creation by Solution - Software and Services - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
  • TABLE 99: Rest of World 6-Year Perspective for Virtual Content Creation by Solution - Percentage Breakdown of Value Sales for Software and Services for the Years 2025 & 2030
  • TABLE 100: Rest of World Recent Past, Current & Future Analysis for Virtual Content Creation by End-Use - Retail, Gaming, Healthcare, Others, Automotive, Media & Entertainment, Travel & Hospitality and Real Estate - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
  • TABLE 101: Rest of World 6-Year Perspective for Virtual Content Creation by End-Use - Percentage Breakdown of Value Sales for Retail, Gaming, Healthcare, Others, Automotive, Media & Entertainment, Travel & Hospitality and Real Estate for the Years 2025 & 2030
  • TABLE 102: Rest of World Recent Past, Current & Future Analysis for Virtual Content Creation by Content Type - Videos, 360-degree Videos and Immersive Videos - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
  • TABLE 103: Rest of World 6-Year Perspective for Virtual Content Creation by Content Type - Percentage Breakdown of Value Sales for Videos, 360-degree Videos and Immersive Videos for the Years 2025 & 2030
IV. COMPETITION

Companies Mentioned (Partial List)

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

  • 360 Labs
  • Adobe Inc.
  • Apple Inc.
  • Autodesk Inc.
  • Blippar Group Limited
  • Epic Games, Inc.
  • Google LLC
  • Koncept VR LLC
  • Matterport, Inc.
  • Meta Platforms Inc.
  • Microsoft Corporation
  • NVIDIA Corporation
  • Panedia Pty Ltd.
  • Scapic Innovations Private Limited
  • Sony Corporation
  • Subvrsive, Inc.
  • Unity Technologies
  • VIAR Inc.
  • WeMakeVR
  • WeVR