VR內容製作的全球市場 - 成長率,未來預測,競爭分析:2022年~2030年
市場調查報告書
商品編碼
1129121

VR內容製作的全球市場 - 成長率,未來預測,競爭分析:2022年~2030年

VR Content Creation Market - Growth, Future Prospects and Competitive Analysis, 2022 - 2030

出版日期: | 出版商: Acute Market Reports | 英文 115 Pages | 商品交期: 最快1-2個工作天內

價格

全球VR內容製作的市場規模在2021年估算為10億9,860萬美元,在2022年~2030年的預測期間內預計將以年複合成長率67.0%成長。用於內容創建的工具被廣泛認為是用於創建沉浸式體驗內容的開源平台。這將增加 VR 及其內容創作工具的採用率,預計將在預測期內顯著推動 VR 內容創作市場的增長。

本報告提供全球VR內容製作市場相關調查分析,提供市場動態,各市場區隔的市場分析,各地區的市場分析,主要企業等相關之最新資訊。

目錄

第1章 序文

第2章 摘要整理

第3章 VR內容製作市場:商務的預測與市場動態

  • 簡介
  • 全球VR內容製作市場金額(2020年~2030年)
  • 市場動態
    • 推動市場要素
    • 阻礙市場要素
    • 主要課題
    • 主要的機會
  • 促進因素·阻礙因素的影響分析
  • Seesaw分析
  • 波特的五力分析
  • PESTEL分析

第4章 VR內容製作市場:各零件(2020年~2030年)

  • 市場概要
  • 成長率·收益分析:2021年 vs. 2030年
  • 市場區隔
    • 軟體
    • 服務

第5章 VR內容製作市場:內容(2020年~2030年)

  • 市場概要
  • 成長率·收益分析:2021年 vs. 2030年
  • 市場區隔
    • 遊戲
    • 影片
    • 印象

第6章 VR內容製作市場:各用途(2020年~2030年)

  • 市場概要
  • 成長率·收益分析:2021年 vs. 2030年
  • 市場區隔
    • 醫療
    • 航太·防衛
    • 媒體·娛樂
    • 遊戲
    • 汽車
    • 其他(電子商務·零售)

第7章 北美的VR內容製作市場(2020年~2030年)

  • 市場概要
  • VR內容製作市場:各零件
  • VR內容製作市場:內容
  • VR內容製作市場:各用途
  • VR內容製作市場:各地區
    • 北美

第8章 英國·歐洲聯盟的VR內容製作市場(2020年~2030年)

  • 市場概要
  • VR內容製作市場:各零件
  • VR內容製作市場:內容
  • VR內容製作市場:各用途
  • VR內容製作市場:各地區
    • 英國·歐洲聯盟

第9章 亞太地區的VR內容製作市場(2020年~2030年)

  • 市場概要
  • VR內容製作市場:各零件
  • VR內容製作市場:內容
  • VR內容製作市場:各用途
  • VR內容製作市場:各地區
    • 亞太地區

第10章 南美的VR內容製作市場(2020年~2030年)

  • 市場概要
  • VR內容製作市場:各零件
  • VR內容製作市場:內容
  • VR內容製作市場:各用途
  • VR內容製作市場:各地區
    • 南美

第11章 中東·非洲的VR內容製作市場(2020年~2030年)

  • 市場概要
  • VR內容製作市場:各零件
  • VR內容製作市場:內容
  • VR內容製作市場:各用途
  • VR內容製作市場:各地區
    • 中東·非洲

第12章 企業簡介

  • Blippar
  • 360 Labs
  • Matterport
  • Koncept VR
  • SubVRsive
  • Panedia Pty Ltd.
  • WeMakeVR
  • VIAR(Viar360)
  • Pixvana Inc.
  • Scapic.
Product Code: 138470-07-22

Key Market Insights

"Growing popularity of 5G & IoT technology will spur the market growth"

The global VR content creation market is growing competently and accounted for US$ 1098.6 Mn in 2021 at a CAGR of 67.0% throughout the forecast period 2022 to 2030.

The virtual reality content creation is a software tool with an advanced version of content-based applications due to its wide scope of use among various end-users including media and entertainment, and gaming among others. The tools used for content creation are being broadly recognized as an open-source platform to create immersive experience content. These are user-friendly tools, which assist in developing content through 360-degree videos, images and games among others. Thereby, the rising adoption of virtual reality and its content creation tools is expected to bolster the VR content creation market growth significantly throughout the forecast period.

Content-Type Analysis

"Increased investment flows by major players will spur revenue growth during the forecast period"

The videos segment is the largest revenue contributing segment, with more than 1/3rd of the total market revenue generated worldwide and is expected to remain dominant. This is due to the increased usage of video in the gaming industry, the rise of 3D market, and it acts as an efficient tool for marketing among others. Companies such as Qualcomm and Facebook among others are investing rigorously in this technology. For instance, Facebook acquired Oculus VR a startup which makes virtual reality video games in a US$ 2 Bn deal.

Regional Analysis

Increasing adoption of technologically advanced solutions, the growing emphasis on digitalization and artificial intelligence holds the U.S. in dominant position

In 2021, North America was the largest value contributing region in the VR content creation market accounting for more than 40% of the global revenue. North America expected to continue its supremacy during the forecast period trailed by Europe. Owing to the availability of state-of-the-art infrastructure, rapid adoption of VR content creation devices, and increased spending on IT among others. This, in turn, will spur the VR content creation market growth.

On the contrary, the Asia Pacific region is set to register maximum growth during the forecast period. This is due to increased investment flows, rising consumer spendings on VR and support from public sectors among others in the developing economies such as China and India. In addition, the penetration of VR content creation in gaming will further boost the VR content creation market growth.

"Increased research and development with a strong product portfolio in the developed regions"

Top manufacturers are focusing on developing advanced products for application in various industries. The developers are forming new alliances & partnering up for new product development, and improved R&D. This, in turn, will increase the expansion of the VR content creation market in the emerging nations in the near future.

List of Companies Covered:

Blippar

360 Labs

Matterport

Koncept VR

SubVRsive

Panedia Pty Ltd.

WeMakeVR

VIAR (Viar360)

Pixvana Inc.

Scapic.

Key Industry Development:

In September 2018, Veer VR launched a free of cost web-based VR content creation tool. It is a coding-free user-interactive creation tool which will allow the users to create VR photos, and take 360-degree videos among others. The platform already has more than 30 Mn users from more than 150 countries.

Historical & Forecast Period:

This study report represents analysis of each segment from 2020 to 2030 considering 2021 as the base year. Compounded Annual Growth Rate (CAGR) for each of the respective segments estimated for the forecast period of 2022 to 2030.

The current report comprises of quantitative market estimations for each micro market for every geographical region and qualitative market analysis such as micro and macro environment analysis, market trends, competitive intelligence, segment analysis, porters five force model, top winning strategies, top investment markets, emerging trends and technological analysis, case studies, strategic conclusions and recommendations and other key market insights.

Research Methodology

The complete research study was conducted in three phases, namely: secondary research, primary research, and expert panel review. key data point that enables the estimation of VR Content Creation market are as follows:

Research and development budgets of manufacturers and government spending

Revenues of key companies in the market segment

Number of end users and consumption volume, price and value.

Geographical revenues generate by countries considered in the report

Micro and macro environment factors that are currently influencing the VR Content Creation market and their expected impact during the forecast period.

Market forecast was performed through proprietary software that analyzes various qualitative and quantitative factors. Growth rate and CAGR were estimated through intensive secondary and primary research. Data triangulation across various data points provides accuracy across various analyzed market segments in the report. Application of both top down and bottom-up approach for validation of market estimation assures logical, methodical and mathematical consistency of the quantitative data.

ATTRIBUTE DETAILS

Research Period 2020-2030

Base Year 2021

Forecast Period 2022-2030

Historical Year 2020

Unit USD Million

Segmentation

Component

Software

Services

Content

Games

Videos

Images

Application

Healthcare

Aerospace & Defense

Media & Entertainment

Gaming

Automotive

Others (E-commerce & Retail)

Region Segment (2020-2030; US$ Million)

North America

U.S.

Canada

Rest of North America

UK and European Union

UK

Germany

Spain

Italy

France

Rest of Europe

Asia Pacific

China

Japan

India

Australia

South Korea

Rest of Asia Pacific

Latin America

Brazil

Mexico

Rest of Latin America

Middle East and Africa

GCC

Africa

Rest of Middle East and Africa

Global Impact of COVID-19 Segment (2020-2021; US$ Million )

Pre COVID-19 situation

Post COVID-19 situation

Key questions answered in this report:

What are the key micro and macro environmental factors that are impacting the growth of VR Content Creation market?

What are the key investment pockets with respect to product segments and geographies currently and during the forecast period?

Estimated forecast and market projections up to 2030.

Which segment accounts for the fastest CAGR during the forecast period?

Which market segment holds a larger market share and why?

Are low and middle-income economies investing in the VR Content Creation market?

Which is the largest regional market for VR Content Creation market?

What are the market trends and dynamics in emerging markets such as Asia Pacific, Latin America, and Middle East & Africa?

Which are the key trends driving VR Content Creation market growth?

Who are the key competitors and what are their key strategies to enhance their market presence in the VR Content Creation market worldwide?

Table of Contents

1. Preface

  • 1.1. Report Description
    • 1.1.1. Purpose of the Report
    • 1.1.2. Target Audience
    • 1.1.3. Key Offerings
  • 1.2. Market Segmentation
  • 1.3. Research Methodology
    • 1.3.1. Phase I - Secondary Research
    • 1.3.2. Phase II - Primary Research
    • 1.3.3. Phase III - Expert Panel Review
    • 1.3.4. Assumptions
    • 1.3.5. Approach Adopted

2. Executive Summary

  • 2.1. Market Snapshot: Global VR Content Creation Market
  • 2.2. Global VR Content Creation Market, By Component, 2021 (US$ Million)
  • 2.3. Global VR Content Creation Market, By Content, 2021 (US$ Million)
  • 2.4. Global VR Content Creation Market, By Application, 2021 (US$ Million)
  • 2.5. Global VR Content Creation Market, By Geography, 2021 (US$ Million)
  • 2.6. Impact of Covid 19
  • 2.7. Attractive Investment Proposition by Geography, 2021
  • 2.8. Competitive Analysis
    • 2.8.1. Market Positioning of Key VR Content Creation Market Vendors
    • 2.8.2. Strategies Adopted by VR Content Creation Market Vendors
    • 2.8.3. Key Industry Strategies

3. VR Content Creation Market: Business Outlook & Market Dynamics

  • 3.1. Introduction
  • 3.2. Global VR Content Creation Market Value, 2020 - 2030, (US$ Million)
  • 3.3. Market Dynamics
    • 3.3.1. Market Drivers
    • 3.3.2. Market Restraints
    • 3.3.3. Key Challenges
    • 3.3.4. Key Opportunities
  • 3.4. Impact Analysis of Drivers and Restraints
  • 3.5. See-Saw Analysis
  • 3.6. Porter's Five Force Model
    • 3.6.1. Supplier Power
    • 3.6.2. Buyer Power
    • 3.6.3. Threat Of Substitutes
    • 3.6.4. Threat Of New Entrants
    • 3.6.5. Competitive Rivalry
  • 3.7. PESTEL Analysis
    • 3.7.1. Political Landscape
    • 3.7.2. Economic Landscape
    • 3.7.3. Technology Landscape
    • 3.7.4. Legal Landscape
    • 3.7.5. Social Landscape

4. VR Content Creation Market: By Component, 2020-2030, USD (Million)

  • 4.1. Market Overview
  • 4.2. Growth & Revenue Analysis: 2021 Versus 2030
  • 4.3. Market Segmentation
    • 4.3.1. Software
    • 4.3.2. Services

5. VR Content Creation Market: By Content, 2020-2030, USD (Million)

  • 5.1. Market Overview
  • 5.2. Growth & Revenue Analysis: 2021 Versus 2030
  • 5.3. Market Segmentation
    • 5.3.1. Games
    • 5.3.2. Videos
    • 5.3.3. Images

6. VR Content Creation Market: By Application, 2020-2030, USD (Million)

  • 6.1. Market Overview
  • 6.2. Growth & Revenue Analysis: 2021 Versus 2030
  • 6.3. Market Segmentation
    • 6.3.1. Healthcare
    • 6.3.2. Aerospace & Defense
    • 6.3.3. Media & Entertainment
    • 6.3.4. Gaming
    • 6.3.5. Automotive
    • 6.3.6. Others (E-commerce & Retail)

7. North America VR Content Creation Market, 2020-2030, USD (Million)

  • 7.1. Market Overview
  • 7.2. VR Content Creation Market: By Component, 2020-2030, USD (Million)
  • 7.3. VR Content Creation Market: By Content, 2020-2030, USD (Million)
  • 7.4. VR Content Creation Market: By Application, 2020-2030, USD (Million)
  • 7.5.VR Content Creation Market: By Region, 2020-2030, USD (Million)
    • 7.5.1.North America
      • 7.5.1.1. U.S.
      • 7.5.1.2. Canada
      • 7.5.1.3. Rest of North America

8. UK and European Union VR Content Creation Market, 2020-2030, USD (Million)

  • 8.1. Market Overview
  • 8.2. VR Content Creation Market: By Component, 2020-2030, USD (Million)
  • 8.3. VR Content Creation Market: By Content, 2020-2030, USD (Million)
  • 8.4. VR Content Creation Market: By Application, 2020-2030, USD (Million)
  • 8.5.VR Content Creation Market: By Region, 2020-2030, USD (Million)
    • 8.5.1.UK and European Union
      • 8.5.1.1. UK
      • 8.5.1.2. Germany
      • 8.5.1.3. Spain
      • 8.5.1.4. Italy
      • 8.5.1.5. France
      • 8.5.1.6. Rest of Europe

9. Asia Pacific VR Content Creation Market, 2020-2030, USD (Million)

  • 9.1. Market Overview
  • 9.2. VR Content Creation Market: By Component, 2020-2030, USD (Million)
  • 9.3. VR Content Creation Market: By Content, 2020-2030, USD (Million)
  • 9.4. VR Content Creation Market: By Application, 2020-2030, USD (Million)
  • 9.5.VR Content Creation Market: By Region, 2020-2030, USD (Million)
    • 9.5.1.Asia Pacific
      • 9.5.1.1. China
      • 9.5.1.2. Japan
      • 9.5.1.3. India
      • 9.5.1.4. Australia
      • 9.5.1.5. South Korea
      • 9.5.1.6. Rest of Asia Pacific

10. Latin America VR Content Creation Market, 2020-2030, USD (Million)

  • 10.1. Market Overview
  • 10.2. VR Content Creation Market: By Component, 2020-2030, USD (Million)
  • 10.3. VR Content Creation Market: By Content, 2020-2030, USD (Million)
  • 10.4. VR Content Creation Market: By Application, 2020-2030, USD (Million)
  • 10.5.VR Content Creation Market: By Region, 2020-2030, USD (Million)
    • 10.5.1.Latin America
      • 10.5.1.1. Brazil
      • 10.5.1.2. Mexico
      • 10.5.1.3. Rest of Latin America

11. Middle East and Africa VR Content Creation Market, 2020-2030, USD (Million)

  • 11.1. Market Overview
  • 11.2. VR Content Creation Market: By Component, 2020-2030, USD (Million)
  • 11.3. VR Content Creation Market: By Content, 2020-2030, USD (Million)
  • 11.4. VR Content Creation Market: By Application, 2020-2030, USD (Million)
  • 11.5.VR Content Creation Market: By Region, 2020-2030, USD (Million)
    • 11.5.1.Middle East and Africa
      • 11.5.1.1. GCC
      • 11.5.1.2. Africa
      • 11.5.1.3. Rest of Middle East and Africa

12. Company Profile

  • 12.1. Blippar
    • 12.1.1. Company Overview
    • 12.1.2. Financial Performance
    • 12.1.3. Product Portfolio
    • 12.1.4. Strategic Initiatives
  • 12.2. 360 Labs
    • 12.2.1. Company Overview
    • 12.2.2. Financial Performance
    • 12.2.3. Product Portfolio
    • 12.2.4. Strategic Initiatives
  • 12.3. Matterport
    • 12.3.1. Company Overview
    • 12.3.2. Financial Performance
    • 12.3.3. Product Portfolio
    • 12.3.4. Strategic Initiatives
  • 12.4. Koncept VR
    • 12.4.1. Company Overview
    • 12.4.2. Financial Performance
    • 12.4.3. Product Portfolio
    • 12.4.4. Strategic Initiatives
  • 12.5. SubVRsive
    • 12.5.1. Company Overview
    • 12.5.2. Financial Performance
    • 12.5.3. Product Portfolio
    • 12.5.4. Strategic Initiatives
  • 12.6. Panedia Pty Ltd.
    • 12.6.1. Company Overview
    • 12.6.2. Financial Performance
    • 12.6.3. Product Portfolio
    • 12.6.4. Strategic Initiatives
  • 12.7. WeMakeVR
    • 12.7.1. Company Overview
    • 12.7.2. Financial Performance
    • 12.7.3. Product Portfolio
    • 12.7.4. Strategic Initiatives
  • 12.8. VIAR (Viar360)
    • 12.8.1. Company Overview
    • 12.8.2. Financial Performance
    • 12.8.3. Product Portfolio
    • 12.8.4. Strategic Initiatives
  • 12.9. Pixvana Inc.
    • 12.9.1. Company Overview
    • 12.9.2. Financial Performance
    • 12.9.3. Product Portfolio
    • 12.9.4. Strategic Initiatives
  • 12.10. Scapic.
    • 12.10.1. Company Overview
    • 12.10.2. Financial Performance
    • 12.10.3. Product Portfolio
    • 12.10.4. Strategic Initiatives

List of Tables

  • TABLE 1 Global VR Content Creation Market By Component, 2020-2030, USD (Million)
  • TABLE 2 Global VR Content Creation Market By Content, 2020-2030, USD (Million)
  • TABLE 3 Global VR Content Creation Market By Application, 2020-2030, USD (Million)
  • TABLE 4 North America VR Content Creation Market By Component, 2020-2030, USD (Million)
  • TABLE 5 North America VR Content Creation Market By Content, 2020-2030, USD (Million)
  • TABLE 6 North America VR Content Creation Market By Application, 2020-2030, USD (Million)
  • TABLE 7 UK and European Union VR Content Creation Market By Component, 2020-2030, USD (Million)
  • TABLE 8 UK and European Union VR Content Creation Market By Content, 2020-2030, USD (Million)
  • TABLE 9 UK and European Union VR Content Creation Market By Application, 2020-2030, USD (Million)
  • TABLE 10 Asia Pacific VR Content Creation Market By Component, 2020-2030, USD (Million)
  • TABLE 11 Asia Pacific VR Content Creation Market By Content, 2020-2030, USD (Million)
  • TABLE 12 Asia Pacific VR Content Creation Market By Application, 2020-2030, USD (Million)
  • TABLE 13 Latin America VR Content Creation Market By Component, 2020-2030, USD (Million)
  • TABLE 14 Latin America VR Content Creation Market By Content, 2020-2030, USD (Million)
  • TABLE 15 Latin America VR Content Creation Market By Application, 2020-2030, USD (Million)
  • TABLE 16 Middle East and Africa VR Content Creation Market By Component, 2020-2030, USD (Million)
  • TABLE 17 Middle East and Africa VR Content Creation Market By Content, 2020-2030, USD (Million)
  • TABLE 18 Middle East and Africa VR Content Creation Market By Application, 2020-2030, USD (Million)

List of Figures

  • FIG. 1 Global VR Content Creation Market: Market Coverage
  • FIG. 2 Research Methodology and Data Sources
  • FIG. 3 Market Size Estimation - Top Down & Bottom-Up Approach
  • FIG. 4 Global VR Content Creation Market: Quality Assurance
  • FIG. 5 Global VR Content Creation Market, By Component, 2021
  • FIG. 6 Global VR Content Creation Market, By Content, 2021
  • FIG. 7 Global VR Content Creation Market, By Application, 2021
  • FIG. 8 Global VR Content Creation Market, By Geography, 2021
  • FIG. 9 Global VR Content Creation Market, By Component, 2021 Vs 2030, %
  • FIG. 10 Global VR Content Creation Market, By Content, 2021 Vs 2030, %
  • FIG. 11 Global VR Content Creation Market, By Application, 2021 Vs 2030, %
  • FIG. 12 U.S. VR Content Creation Market (US$ Million), 2020 - 2030
  • FIG. 13 Canada VR Content Creation Market (US$ Million), 2020 - 2030
  • FIG. 14 Rest of North America VR Content Creation Market (US$ Million), 2020 - 2030
  • FIG. 15 UK VR Content Creation Market (US$ Million), 2020 - 2030
  • FIG. 16 Germany VR Content Creation Market (US$ Million), 2020 - 2030
  • FIG. 17 Spain VR Content Creation Market (US$ Million), 2020 - 2030
  • FIG. 18 Italy VR Content Creation Market (US$ Million), 2020 - 2030
  • FIG. 19 France VR Content Creation Market (US$ Million), 2020 - 2030
  • FIG. 20 Rest of Europe VR Content Creation Market (US$ Million), 2020 - 2030
  • FIG. 21 China VR Content Creation Market (US$ Million), 2020 - 2030
  • FIG. 22 Japan VR Content Creation Market (US$ Million), 2020 - 2030
  • FIG. 23 India VR Content Creation Market (US$ Million), 2020 - 2030
  • FIG. 24 Australia VR Content Creation Market (US$ Million), 2020 - 2030
  • FIG. 25 South Korea VR Content Creation Market (US$ Million), 2020 - 2030
  • FIG. 26 Rest of Asia VR Content Creation Market (US$ Million), 2020 - 2030
  • FIG. 27 Brazil VR Content Creation Market (US$ Million), 2020 - 2030
  • FIG. 28 Mexico VR Content Creation Market (US$ Million), 2020 - 2030
  • FIG. 29 Rest of Latin America VR Content Creation Market (US$ Million), 2020 - 2030
  • FIG. 30 GCC VR Content Creation Market (US$ Million), 2020 - 2030
  • FIG. 31 Africa VR Content Creation Market (US$ Million), 2020 - 2030
  • FIG. 32 Rest of Middle East and Africa VR Content Creation Market (US$ Million), 2020 - 2030