Virtual Reality Content Creation Market Research Report - Global Forecast till 2030

Global Virtual Reality Content Creation Market Research Report Information By Content Type (Videos, 360-degree photos and Games), By Component ( Software and Services), By End User ( Real estate, Travel & Hospitality, Media & Entertainment, Healthcare, Gaming, Automotive and Others), By Region (North America, Europe, Asia-Pacific, Middle East & Africa, South America) - Forecast till 2030

ID: MRFR/ICT/8074-HCR | 111 Pages | Author: Aarti Dhapte | February 2024         

Table of Contents

1. EXECUTIVE SUMMARY

1.1. MARKET ATTRACTIVENESS ANALYSIS

1.1.1. GLOBAL VIRTUAL REALITY CONTENT CREATION MARKET, BY CONTENT-TYPE

1.1.2. GLOBAL VIRTUAL REALITY CONTENT CREATION MARKET, BY COMPONENT

1.1.3. GLOBAL VIRTUAL REALITY CONTENT CREATION MARKET, BY END-USER

1.1.4. GLOBAL VIRTUAL REALITY CONTENT CREATION MARKET, BY REGION

2. MARKET INTRODUCTION

2.1. DEFINITION

2.2. SCOPE OF THE STUDY

2.3. MARKET STRUCTURE

3. RESEARCH METHODOLOGY

3.1. RESEARCH PROCESS

3.2. PRIMARY RESEARCH

3.3. SECONDARY RESEARCH

3.4. MARKET SIZE ESTIMATION

3.5. FORECAST MODEL

3.6. LIST OF ASSUMPTIONS

4. MARKET DYNAMICS

4.1. INTRODUCTION

4.2. DRIVERS

4.2.1. GROWING DEMAND FOR HEAD-MOUNTED DISPLAY (HMDS) IN THE GAMING AND ENTERTAINMENT SECTOR

4.2.2. AVAILABILITY OF AFFORDABLE VIRTUAL REALITY DEVICES

4.3. RESTRAINTS

4.3.1. LACK OF AWARENESS REGARDING THE ADVANTAGES OF USING VIRTUAL REALITY DEVICES

4.4. OPPORTUNITIES

4.4.1. PENETRATION OF HMDS IN HEALTHCARE AND ARCHITECTURAL APPLICATIONS

5. MARKET FACTOR ANALYSIS

5.1. VALUE CHAIN ANALYSIS/SUPPLY CHAIN ANALYSIS

5.2. PORTER’S FIVE FORCES MODEL

5.2.1. BARGAINING POWER OF SUPPLIERS

5.2.2. BARGAINING POWER OF BUYERS

5.2.3. THREAT OF NEW ENTRANTS

5.2.4. THREAT OF SUBSTITUTES

5.2.5. INTENSITY OF RIVALRY

6. GLOBAL VIRTUAL REALITY CONTENT CREATION MARKET SIZE ESTIMATION & FORECAST, BY CONTENT TYPE

6.1. INTRODUCTION

6.2. VIDEOS

6.3. 360-DEGREE PHOTOS

6.4. GAMES

7. GLOBAL VIRTUAL REALITY CONTENT CREATION MARKET SIZE ESTIMATION & FORECAST, BY COMPONENT

7.1. INTRODUCTION

7.2. SOFTWARE

7.3. SERVICES

8. GLOBAL VIRTUAL REALITY CONTENT CREATION MARKET SIZE ESTIMATION & FORECAST, BY END-USER

8.1. INTRODUCTION

8.2. REAL ESTATE

8.3. TRAVEL AND HOSPITALITY

8.4. MEDIA AND ENTERTAINMENT

8.5. HEALTHCARE

8.6. GAMING

8.7. AUTOMOTIVE

8.8. OTHERS

9. GLOBAL VIRTUAL REALITY CONTENT CREATION MARKET SIZE ESTIMATION & FORECAST, BY REGION

9.1. INTRODUCTION

9.2. NORTH AMERICA

9.2.1. MARKET ESTIMATES & FORECAST, BY COUNTRY, 2020–2027

9.2.2. MARKET ESTIMATES & FORECAST, BY CONTENT TYPE, 2020–2027

9.2.3. MARKET ESTIMATES & FORECAST, BY COMPONENT, 2020–2027

9.2.4. MARKET ESTIMATES & FORECAST, BY END-USER, 2020–2027

9.2.5. US

9.2.5.1. MARKET ESTIMATES & FORECAST, BY CONTENT TYPE, 2020–2027

9.2.5.2. MARKET ESTIMATES & FORECAST, BY TYPE, 2020–2027

9.2.5.3. MARKET ESTIMATES & FORECAST, BY COMPONENT, 2020–2027

9.2.5.4. MARKET ESTIMATES & FORECAST, BY END-USER, 2020–2027

9.2.6. CANADA

9.2.6.1. MARKET ESTIMATES & FORECAST, BY CONTENT TYPE, 2020–2027

9.2.6.2. MARKET ESTIMATES & FORECAST, BY TYPE, 2020–2027

9.2.6.3. MARKET ESTIMATES & FORECAST, BY COMPONENT, 2020–2027

9.2.6.4. MARKET ESTIMATES & FORECAST, BY END-USER, 2020–2027

9.2.7. MEXICO

9.2.7.1. MARKET ESTIMATES & FORECAST, BY CONTENT TYPE, 2020–2027

9.2.7.2. MARKET ESTIMATES & FORECAST, BY TYPE, 2020–2027

9.2.7.3. MARKET ESTIMATES & FORECAST, BY COMPONENT, 2020–2027

9.2.7.4. MARKET ESTIMATES & FORECAST, BY END-USER, 2020–2027

9.3. EUROPE

9.3.1. MARKET ESTIMATES & FORECAST, BY COUNTRY, 2020–2027

9.3.2. MARKET ESTIMATES & FORECAST, BY CONTENT TYPE, 2020–2027

9.3.3. MARKET ESTIMATES & FORECAST, BY COMPONENT, 2020–2027

9.3.4. MARKET ESTIMATES & FORECAST, BY END-USER, 2020–2027

9.3.5. GERMANY

9.3.5.1. MARKET ESTIMATES & FORECAST, BY CONTENT TYPE, 2020–2027

9.3.5.2. MARKET ESTIMATES & FORECAST, BY TYPE, 2020–2027

9.3.5.3. MARKET ESTIMATES & FORECAST, BY COMPONENT, 2020–2027

9.3.5.4. MARKET ESTIMATES & FORECAST, BY END-USER, 2020–2027

9.3.6. UK

9.3.6.1. MARKET ESTIMATES & FORECAST, BY CONTENT TYPE, 2020–2027

9.3.6.2. MARKET ESTIMATES & FORECAST, BY TYPE, 2020–2027

9.3.6.3. MARKET ESTIMATES & FORECAST, BY COMPONENT, 2020–2027

9.3.6.4. MARKET ESTIMATES & FORECAST, BY END-USER, 2020–2027

9.3.7. FRANCE

9.3.7.1. MARKET ESTIMATES & FORECAST, BY CONTENT TYPE, 2020–2027

9.3.7.2. MARKET ESTIMATES & FORECAST, BY TYPE, 2020–2027

9.3.7.3. MARKET ESTIMATES & FORECAST, BY COMPONENT, 2020–2027

9.3.7.4. MARKET ESTIMATES & FORECAST, BY END-USER, 2020–2027

9.3.8. GERMANY

9.3.8.1. MARKET ESTIMATES & FORECAST, BY CONTENT TYPE, 2020–2027

9.3.8.2. MARKET ESTIMATES & FORECAST, BY TYPE, 2020–2027

9.3.8.3. MARKET ESTIMATES & FORECAST, BY COMPONENT, 2020–2027

9.3.8.4. MARKET ESTIMATES & FORECAST, BY END-USER, 2020–2027

9.3.9. REST OF EUROPE

9.3.9.1. MARKET ESTIMATES & FORECAST, BY CONTENT TYPE, 2020–2027

9.3.9.2. MARKET ESTIMATES & FORECAST, BY TYPE, 2020–2027

9.3.9.3. MARKET ESTIMATES & FORECAST, BY COMPONENT, 2020–2027

9.3.9.4. MARKET ESTIMATES & FORECAST, BY END-USER, 2020–2027

9.4. ASIA PACIFIC

9.4.1. MARKET ESTIMATES & FORECAST, BY COUNTRY, 2020–2027

9.4.2. MARKET ESTIMATES & FORECAST, BY CONTENT TYPE, 2020–2027

9.4.3. MARKET ESTIMATES & FORECAST, BY COMPONENT, 2020–2027

9.4.4. MARKET ESTIMATES & FORECAST, BY END-USER, 2020–2027

9.4.5. CHINA

9.4.5.1. MARKET ESTIMATES & FORECAST, BY CONTENT TYPE, 2020–2027

9.4.5.2. MARKET ESTIMATES & FORECAST, BY TYPE, 2020–2027

9.4.5.3. MARKET ESTIMATES & FORECAST, BY COMPONENT, 2020–2027

9.4.5.4. MARKET ESTIMATES & FORECAST, BY END-USER, 2020–2027

9.4.6. INDIA

9.4.6.1. MARKET ESTIMATES & FORECAST, BY CONTENT TYPE, 2020–2027

9.4.6.2. MARKET ESTIMATES & FORECAST, BY TYPE, 2020–2027

9.4.6.3. MARKET ESTIMATES & FORECAST, BY COMPONENT, 2020–2027

9.4.6.4. MARKET ESTIMATES & FORECAST, BY END-USER, 2020–2027

9.4.7. JAPAN

9.4.7.1. MARKET ESTIMATES & FORECAST, BY CONTENT TYPE, 2020–2027

9.4.7.2. MARKET ESTIMATES & FORECAST, BY TYPE, 2020–2027

9.4.7.3. MARKET ESTIMATES & FORECAST, BY COMPONENT, 2020–2027

9.4.7.4. MARKET ESTIMATES & FORECAST, BY END-USER, 2020–2027

9.4.8. REST OF ASIA PACIFIC

9.4.8.1. MARKET ESTIMATES & FORECAST, BY CONTENT TYPE, 2020–2027

9.4.8.2. MARKET ESTIMATES & FORECAST, BY TYPE, 2020–2027

9.4.8.3. MARKET ESTIMATES & FORECAST, BY COMPONENT, 2020–2027

9.4.8.4. MARKET ESTIMATES & FORECAST, BY END-USER, 2020–2027

9.5. MIDDLE EAST AND AFRICA

9.5.1. MARKET ESTIMATES & FORECAST, BY COUNTRY, 2020–2027

9.5.2. MARKET ESTIMATES & FORECAST, BY CONTENT TYPE, 2020–2027

9.5.3. MARKET ESTIMATES & FORECAST, BY COMPONENT, 2020–2027

9.5.4. MARKET ESTIMATES & FORECAST, BY END-USER, 2020–2027

9.6. SOUTH AMERICA

9.6.1. MARKET ESTIMATES & FORECAST, BY COUNTRY, 2020–2027

9.6.2. MARKET ESTIMATES & FORECAST, BY CONTENT TYPE, 2020–2027

9.6.3. MARKET ESTIMATES & FORECAST, BY COMPONENT, 2020–2027

9.6.4. MARKET ESTIMATES & FORECAST, BY END-USER, 2020–2027

10. COMPETITIVE LANDSCAPE

10.1. INTRODUCTION

10.2. COMPETITIVE ANALYSIS

10.3. MARKET SHARE ANALYSIS

10.4. MAJOR GROWTH STRATEGY IN THE GLOBAL VIRTUAL REALITY CONTENT CREATION MARKET

10.5. COMPETITIVE BENCHMARKING

10.6. KEY DEVELOPMENTS & GROWTH STRATEGIES

10.6.1. NEW PRODUCT LAUNCH/SERVICE MODEL

10.6.2. MERGER & ACQUISITION

10.6.3. JOINT VENTURES

11. COMPANY PROFILES

11.1. 360 LABS

11.1.1. COMPANY OVERVIEW

11.1.2. FINANCIAL OVERVIEW

11.1.3. PRODUCT OFFERED

11.1.4. KEY DEVELOPMENTS

11.1.5. SWOT ANALYSIS

11.1.6. KEY STRATEGIES

11.2. BLIPPAR

11.2.1. COMPANY OVERVIEW

11.2.2. FINANCIAL OVERVIEW

11.2.3. PRODUCT OFFERED

11.2.4. KEY DEVELOPMENTS

11.2.5. SWOT ANALYSIS

11.2.6. KEY STRATEGIES

11.3. KONCEPT VR

11.3.1. COMPANY OVERVIEW

11.3.2. FINANCIAL OVERVIEW

11.3.3. PRODUCT OFFERED

11.3.4. KEY DEVELOPMENTS

11.3.5. SWOT ANALYSIS

11.3.6. KEY STRATEGIES

11.4. MATTERPORT, INC.

11.4.1. COMPANY OVERVIEW

11.4.2. FINANCIAL OVERVIEW

11.4.3. PRODUCT OFFERED

11.4.4. KEY DEVELOPMENTS

11.4.5. SWOT ANALYSIS

11.4.6. KEY STRATEGIES

11.5. PANEDIA PTY LTD

11.5.1. COMPANY OVERVIEW

11.5.2. FINANCIAL OVERVIEW

11.5.3. PRODUCT OFFERED

11.5.4. KEY DEVELOPMENTS

11.5.5. SWOT ANALYSIS

11.5.6. KEY STRATEGIES

11.6. PIXVANA INC.

11.6.1. COMPANY OVERVIEW

11.6.2. FINANCIAL OVERVIEW

11.6.3. PRODUCT OFFERED

11.6.4. KEY DEVELOPMENTS

11.6.5. SWOT ANALYSIS

11.6.6. KEY STRATEGIES

11.7. SCAPIC

11.7.1. COMPANY OVERVIEW

11.7.2. FINANCIAL OVERVIEW

11.7.3. PRODUCT OFFERED

11.7.4. KEY DEVELOPMENTS

11.7.5. SWOT ANALYSIS

11.7.6. KEY STRATEGIES

11.8. SUBVRSIVE

11.8.1. COMPANY OVERVIEW

11.8.2. FINANCIAL OVERVIEW

11.8.3. PRODUCT OFFERED

11.8.4. KEY DEVELOPMENTS

11.8.5. SWOT ANALYSIS

11.8.6. KEY STRATEGIES

11.9. VIAR

11.9.1. COMPANY OVERVIEW

11.9.2. FINANCIAL OVERVIEW

11.9.3. PRODUCT OFFERED

11.9.4. KEY DEVELOPMENTS

11.9.5. SWOT ANALYSIS

11.9.6. KEY STRATEGIES

11.10. WEMAKEVR

11.10.1. COMPANY OVERVIEW

11.10.2. FINANCIAL OVERVIEW

11.10.3. PRODUCT OFFERED

11.10.4. KEY DEVELOPMENTS

11.10.5. SWOT ANALYSIS

11.10.6. KEY STRATEGIES

12. APPENDIX

12.1. REFERENCES

12.2. RELATED REPORTS

12.3. LIST OF ABBREVIATION

NOTE:

THIS TABLE OF CONTENT IS TENTATIVE AND SUBJECT TO CHANGE AS THE RESEARCH PROGRESSES.

ο‚‘ PLEASE NOTE: THE FINANCIAL DETAILS OF THE COMPANY CANNOT BE PROVIDED IF THE INFORMATION IS NOT AVAILABLE IN THE PUBLIC DOMAIN AND OR FROM RELIABLE SOURCES.

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