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1370539

虛擬實境內容創作市場:2023-2028 年全球產業趨勢、佔有率、規模、成長、機會與預測

Virtual Reality Content Creation Market: Global Industry Trends, Share, Size, Growth, Opportunity and Forecast 2023-2028

出版日期: | 出版商: IMARC | 英文 147 Pages | 商品交期: 2-3個工作天內

價格

概要

市場概況:

2022年,全球虛擬實境內容創作市場規模達到32億美元。展望未來,IMARC Group預計到2028年該市場將達到601億美元,2023-2028年年複合成長率(CAGR)為58.5%。

虛擬實境 (VR) 內容創作是指基於電腦的應用程式,使創作者能夠概念化和設計各種刺激資產或電影視圖,以提供身臨其境的用戶體驗。它包括草圖開發、前期製作活動、拍攝、製作和後期製作作為標準階段。為了在這些階段創建虛擬內容,企業利用各種工具、方法、先進的軟體和相機。目前,VR內容創作透過兩種實踐進行生產,其中包括電腦生成,其中世界的各個方面都是透過程式碼進行設計、合成和整合的。另一方面,還有一種360度影片創作方法,其中使用全向攝影機擷取內容並隨後根據要求進行編輯。 VR 內容有助於開展協作、增強客戶參與度、開展活動並允許內容行銷。因此,它被各行業用於行銷、工程和設計內容以用於培訓或促銷目的。

虛擬實境內容創作市場趨勢:

全球VR內容創作市場的成長可歸因於媒體和娛樂領域的快速擴張以及對360度和其他創新行銷方式提供精緻客戶體驗的需求不斷成長。與此一致的是,對擴增實境(AR) 和VR 等有效頭戴式顯示(HMD) 系統的需求不斷成長,以及消費者對其多重優勢的認知不斷增強,這是另一個推動成長的因素。此外,不同平台上對 VR 內容的需求不斷成長,以及沉浸式室內遊戲的廣泛採用,以享受互動式3D (3D) 環境,特別是在 COVID-19 大流行期間,正在支撐市場成長。此外,行銷人員和品牌採用遠端呈現概念來提供電腦模擬的現實體驗並創建品牌知名度正在推動市場成長。除此之外,為了獲得改進的虛擬刺激而不斷開發的視覺顯示系統(例如桌上型電腦和智慧型手機)正在為市場創造積極的前景。

本報告回答的關鍵問題

  • 全球虛擬實境內容創作市場有多大?
  • 2023-2028年全球虛擬實境內容創作市場的預期成長率為何?
  • 推動全球虛擬實境內容創作市場的關鍵因素是什麼?
  • COVID-19 對全球虛擬實境內容創作市場有何影響?
  • 根據內容類型,全球虛擬實境內容創作市場的細分如何?
  • 基於組件的全球虛擬實境內容創作市場的詳細情形如何?
  • 基於最終用戶的全球虛擬實境內容創作市場的分化是什麼?
  • 全球虛擬實境內容創作市場的重點區域有哪些?
  • 全球虛擬實境內容創作市場的主要參與者/公司有哪些?

目錄

第 1 章:前言

第 2 章:範圍與方法

  • 研究目的
  • 利害關係人
  • 資料來源
    • 主要資源
    • 二手資料
  • 市場預測
    • 自下而上的方法
    • 自上而下的方法
  • 預測方法

第 3 章:執行摘要

第 4 章:簡介

  • 概述
  • 主要行業趨勢

第 5 章:全球虛擬實境內容創作市場

  • 市場概況
  • 市場業績
  • COVID-19 的影響
  • 市場預測

第 6 章:按內容類型分類的市場區隔

  • 影片
    • 市場走向
    • 市場預測
  • 360 度照片
    • 市場走向
    • 市場預測
  • 遊戲
    • 市場走向
    • 市場預測

第 7 章:按成分分類的市場區隔

  • 軟體
    • 市場走向
    • 市場預測
  • 服務
    • 市場走向
    • 市場預測

第 8 章:最終用戶的市場區隔

  • 房地產
    • 市場走向
    • 市場預測
  • 旅遊和酒店業
    • 市場走向
    • 市場預測
  • 媒體與娛樂
    • 市場走向
    • 市場預測
  • 衛生保健
    • 市場走向
    • 市場預測
  • 零售
    • 市場走向
    • 市場預測
  • 賭博
    • 市場走向
    • 市場預測
  • 汽車
    • 市場走向
    • 市場預測
  • 其他
    • 市場走向
    • 市場預測

第 9 章:按地區分類的市場區隔

  • 北美洲
    • 美國
      • 市場走向
      • 市場預測
    • 加拿大
      • 市場走向
      • 市場預測
  • 亞太
    • 中國
      • 市場走向
      • 市場預測
    • 日本
      • 市場走向
      • 市場預測
    • 印度
      • 市場走向
      • 市場預測
    • 韓國
      • 市場走向
      • 市場預測
    • 澳洲
      • 市場走向
      • 市場預測
    • 印尼
      • 市場走向
      • 市場預測
    • 其他
      • 市場走向
      • 市場預測
  • 歐洲
    • 德國
      • 市場走向
      • 市場預測
    • 法國
      • 市場走向
      • 市場預測
    • 英國
      • 市場走向
      • 市場預測
    • 義大利
      • 市場走向
      • 市場預測
    • 西班牙
      • 市場走向
      • 市場預測
    • 俄羅斯
      • 市場走向
      • 市場預測
    • 其他
      • 市場走向
      • 市場預測
  • 拉丁美洲
    • 巴西
      • 市場走向
      • 市場預測
    • 墨西哥
      • 市場走向
      • 市場預測
    • 其他
      • 市場走向
      • 市場預測
  • 中東和非洲
    • 市場走向
    • 按國家/地區分類的市場細分
    • 市場預測

第 10 章:SWOT 分析

  • 概述
  • 優勢
  • 弱點
  • 機會
  • 威脅

第 11 章:價值鏈分析

第 12 章:波特五力分析

  • 概述
  • 買家的議價能力
  • 供應商的議價能力
  • 競爭程度
  • 新進入者的威脅
  • 替代品的威脅

第 13 章:價格分析

第14章:競爭格局

  • 市場結構
  • 關鍵參與者
  • 關鍵參與者簡介
    • 360 Labs
    • Blippar Group Limited
    • Dell Inc
    • Koncept VR LLC
    • Matterport Inc.
    • Panedia Pty Ltd.
    • Scapic Innovations Private Limited
    • Subvrsive
    • VIAR Inc
    • WeMakeVR
Product Code: SR112023A6486

Abstract

Market Overview:

The global virtual reality content creation market size reached US$ 3.2 Billion in 2022. Looking forward, IMARC Group expects the market to reach US$ 60.1 Billion by 2028, exhibiting a growth rate (CAGR) of 58.5% during 2023-2028.

Virtual reality (VR) content creation refers to computer-based applications that enable creators to conceptualize and design various stimulated assets or cinematic views to offer an immersive user experience. It involves the development of sketches, pre-production activities, shoot, production, and post-production as standard phases. To create virtual content during these stages, enterprises utilize various tools, approaches, advanced software, and cameras. Currently, VR content creation is produced through two practices, including computer generation, in which every aspect of the world is designed, synthesized and integrated through code. On the other hand, there is a 360-degree video creation approach, wherein omnidirectional cameras are employed to capture content and edit them later as per the requirements. VR content helps develop collaborations, enhances customer engagement, performs campaigns, and allows content marketing. As a result, it is used by industries for marketing, engineering, and designing content for training or promotional purposes.

Virtual Reality Content Creation Market Trends:

The growth of the global VR content creation market can be attributed to the rapid expansion in the media and entertainment sector and the rising demand for 360-degree and other innovative marketing approaches to offer exquisite customer experience. In line with this, the fueling need for effective head-mounted display (HMD) systems, such as augmented reality (AR) and VR, and the growing consumer awareness regarding their multiple benefits are acting as another growth-inducing factor. Additionally, the escalating demand for VR content on diverse platforms and the widespread adoption of immersive indoor gaming to enjoy the interactive three-dimensional (3D) environment, especially during the COVID-19 pandemic, is supporting the market growth. Moreover, the uptake of the telepresence concept by marketers and brands to offer computer-emulated reality experiences and create brand awareness is propelling the market growth. Apart from this, the ongoing development of visual display systems, such as desktops and smartphones, to access improved virtual stimulations is creating a positive outlook for the market.

Key Market Segmentation:

IMARC Group provides an analysis of the key trends in each sub-segment of the global virtual reality content creation market report, along with forecasts at the global, regional and country level from 2023-2028. Our report has categorized the market based on content type, component and end user.

Breakup by Content Type:

Videos

360 Degree Photos

Games

Breakup by Component:

Software

Services

Breakup by End User:

Real Estate

Travel and Hospitality

Media and Entertainment

Healthcare

Retail

Gaming

Automotive

Others

Breakup by Region:

North America

United States

Canada

Asia-Pacific

China

Japan

India

South Korea

Australia

Indonesia

Others

Europe

Germany

France

United Kingdom

Italy

Spain

Russia

Others

Latin America

Brazil

Mexico

Others

Middle East and Africa

Competitive Landscape:

The competitive landscape of the industry has also been examined along with the profiles of the key players being 360 Labs, Blippar Group Limited, Dell Inc, Koncept VR LLC, Matterport Inc., Panedia Pty Ltd., Scapic Innovations Private Limited, Subvrsive, VIAR Inc and WeMakeVR.

Key Questions Answered in This Report

  • 1. How big is the global virtual reality content creation market?
  • 2. What is the expected growth rate of the global virtual reality content creation market during 2023-2028?
  • 3. What are the key factors driving the global virtual reality content creation market?
  • 4. What has been the impact of COVID-19 on the global virtual reality content creation market?
  • 5. What is the breakup of the global virtual reality content creation market based on the content type?
  • 6. What is the breakup of the global virtual reality content creation market based on the component?
  • 7. What is the breakup of the global virtual reality content creation market based on the end user?
  • 8. What are the key regions in the global virtual reality content creation market?
  • 9. Who are the key players/companies in the global virtual reality content creation market?

Table of Contents

1 Preface

2 Scope and Methodology

  • 2.1 Objectives of the Study
  • 2.2 Stakeholders
  • 2.3 Data Sources
    • 2.3.1 Primary Sources
    • 2.3.2 Secondary Sources
  • 2.4 Market Estimation
    • 2.4.1 Bottom-Up Approach
    • 2.4.2 Top-Down Approach
  • 2.5 Forecasting Methodology

3 Executive Summary

4 Introduction

  • 4.1 Overview
  • 4.2 Key Industry Trends

5 Global Virtual Reality Content Creation Market

  • 5.1 Market Overview
  • 5.2 Market Performance
  • 5.3 Impact of COVID-19
  • 5.4 Market Forecast

6 Market Breakup by Content Type

  • 6.1 Videos
    • 6.1.1 Market Trends
    • 6.1.2 Market Forecast
  • 6.2 360 Degree Photos
    • 6.2.1 Market Trends
    • 6.2.2 Market Forecast
  • 6.3 Games
    • 6.3.1 Market Trends
    • 6.3.2 Market Forecast

7 Market Breakup by Component

  • 7.1 Software
    • 7.1.1 Market Trends
    • 7.1.2 Market Forecast
  • 7.2 Services
    • 7.2.1 Market Trends
    • 7.2.2 Market Forecast

8 Market Breakup by End User

  • 8.1 Real Estate
    • 8.1.1 Market Trends
    • 8.1.2 Market Forecast
  • 8.2 Travel and Hospitality
    • 8.2.1 Market Trends
    • 8.2.2 Market Forecast
  • 8.3 Media and Entertainment
    • 8.3.1 Market Trends
    • 8.3.2 Market Forecast
  • 8.4 Healthcare
    • 8.4.1 Market Trends
    • 8.4.2 Market Forecast
  • 8.5 Retail
    • 8.5.1 Market Trends
    • 8.5.2 Market Forecast
  • 8.6 Gaming
    • 8.6.1 Market Trends
    • 8.6.2 Market Forecast
  • 8.7 Automotive
    • 8.7.1 Market Trends
    • 8.7.2 Market Forecast
  • 8.8 Others
    • 8.8.1 Market Trends
    • 8.8.2 Market Forecast

9 Market Breakup by Region

  • 9.1 North America
    • 9.1.1 United States
      • 9.1.1.1 Market Trends
      • 9.1.1.2 Market Forecast
    • 9.1.2 Canada
      • 9.1.2.1 Market Trends
      • 9.1.2.2 Market Forecast
  • 9.2 Asia-Pacific
    • 9.2.1 China
      • 9.2.1.1 Market Trends
      • 9.2.1.2 Market Forecast
    • 9.2.2 Japan
      • 9.2.2.1 Market Trends
      • 9.2.2.2 Market Forecast
    • 9.2.3 India
      • 9.2.3.1 Market Trends
      • 9.2.3.2 Market Forecast
    • 9.2.4 South Korea
      • 9.2.4.1 Market Trends
      • 9.2.4.2 Market Forecast
    • 9.2.5 Australia
      • 9.2.5.1 Market Trends
      • 9.2.5.2 Market Forecast
    • 9.2.6 Indonesia
      • 9.2.6.1 Market Trends
      • 9.2.6.2 Market Forecast
    • 9.2.7 Others
      • 9.2.7.1 Market Trends
      • 9.2.7.2 Market Forecast
  • 9.3 Europe
    • 9.3.1 Germany
      • 9.3.1.1 Market Trends
      • 9.3.1.2 Market Forecast
    • 9.3.2 France
      • 9.3.2.1 Market Trends
      • 9.3.2.2 Market Forecast
    • 9.3.3 United Kingdom
      • 9.3.3.1 Market Trends
      • 9.3.3.2 Market Forecast
    • 9.3.4 Italy
      • 9.3.4.1 Market Trends
      • 9.3.4.2 Market Forecast
    • 9.3.5 Spain
      • 9.3.5.1 Market Trends
      • 9.3.5.2 Market Forecast
    • 9.3.6 Russia
      • 9.3.6.1 Market Trends
      • 9.3.6.2 Market Forecast
    • 9.3.7 Others
      • 9.3.7.1 Market Trends
      • 9.3.7.2 Market Forecast
  • 9.4 Latin America
    • 9.4.1 Brazil
      • 9.4.1.1 Market Trends
      • 9.4.1.2 Market Forecast
    • 9.4.2 Mexico
      • 9.4.2.1 Market Trends
      • 9.4.2.2 Market Forecast
    • 9.4.3 Others
      • 9.4.3.1 Market Trends
      • 9.4.3.2 Market Forecast
  • 9.5 Middle East and Africa
    • 9.5.1 Market Trends
    • 9.5.2 Market Breakup by Country
    • 9.5.3 Market Forecast

10 SWOT Analysis

  • 10.1 Overview
  • 10.2 Strengths
  • 10.3 Weaknesses
  • 10.4 Opportunities
  • 10.5 Threats

11 Value Chain Analysis

12 Porters Five Forces Analysis

  • 12.1 Overview
  • 12.2 Bargaining Power of Buyers
  • 12.3 Bargaining Power of Suppliers
  • 12.4 Degree of Competition
  • 12.5 Threat of New Entrants
  • 12.6 Threat of Substitutes

13 Price Analysis

14 Competitive Landscape

  • 14.1 Market Structure
  • 14.2 Key Players
  • 14.3 Profiles of Key Players
    • 14.3.1 360 Labs
      • 14.3.1.1 Company Overview
      • 14.3.1.2 Product Portfolio
    • 14.3.2 Blippar Group Limited
      • 14.3.2.1 Company Overview
      • 14.3.2.2 Product Portfolio
    • 14.3.3 Dell Inc
      • 14.3.3.1 Company Overview
      • 14.3.3.2 Product Portfolio
      • 14.3.3.3 Financials
      • 14.3.3.4 SWOT Analysis
    • 14.3.4 Koncept VR LLC
      • 14.3.4.1 Company Overview
      • 14.3.4.2 Product Portfolio
    • 14.3.5 Matterport Inc.
      • 14.3.5.1 Company Overview
      • 14.3.5.2 Product Portfolio
    • 14.3.6 Panedia Pty Ltd.
      • 14.3.6.1 Company Overview
      • 14.3.6.2 Product Portfolio
    • 14.3.7 Scapic Innovations Private Limited
      • 14.3.7.1 Company Overview
      • 14.3.7.2 Product Portfolio
    • 14.3.8 Subvrsive
      • 14.3.8.1 Company Overview
      • 14.3.8.2 Product Portfolio
    • 14.3.9 VIAR Inc
      • 14.3.9.1 Company Overview
      • 14.3.9.2 Product Portfolio
    • 14.3.10 WeMakeVR
      • 14.3.10.1 Company Overview
      • 14.3.10.2 Product Portfolio

List of Figures

  • Figure 1: Global: Virtual Reality Content Creation Market: Major Drivers and Challenges
  • Figure 2: Global: Virtual Reality Content Creation Market: Sales Value (in Billion US$), 2017-2022
  • Figure 3: Global: Virtual Reality Content Creation Market Forecast: Sales Value (in Billion US$), 2023-2028
  • Figure 4: Global: Virtual Reality Content Creation Market: Breakup by Content Type (in %), 2022
  • Figure 5: Global: Virtual Reality Content Creation Market: Breakup by Component (in %), 2022
  • Figure 6: Global: Virtual Reality Content Creation Market: Breakup by End User (in %), 2022
  • Figure 7: Global: Virtual Reality Content Creation Market: Breakup by Region (in %), 2022
  • Figure 8: Global: Virtual Reality Content Creation (Videos) Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 9: Global: Virtual Reality Content Creation (Videos) Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 10: Global: Virtual Reality Content Creation (360 Degree Photos) Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 11: Global: Virtual Reality Content Creation (360 Degree Photos) Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 12: Global: Virtual Reality Content Creation (Games) Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 13: Global: Virtual Reality Content Creation (Games) Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 14: Global: Virtual Reality Content Creation (Software) Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 15: Global: Virtual Reality Content Creation (Software) Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 16: Global: Virtual Reality Content Creation (Services) Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 17: Global: Virtual Reality Content Creation (Services) Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 18: Global: Virtual Reality Content Creation (Real Estate) Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 19: Global: Virtual Reality Content Creation (Real Estate) Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 20: Global: Virtual Reality Content Creation (Travel and Hospitality) Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 21: Global: Virtual Reality Content Creation (Travel and Hospitality) Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 22: Global: Virtual Reality Content Creation (Media and Entertainment) Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 23: Global: Virtual Reality Content Creation (Media and Entertainment) Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 24: Global: Virtual Reality Content Creation (Healthcare) Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 25: Global: Virtual Reality Content Creation (Healthcare) Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 26: Global: Virtual Reality Content Creation (Retail) Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 27: Global: Virtual Reality Content Creation (Retail) Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 28: Global: Virtual Reality Content Creation (Gaming) Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 29: Global: Virtual Reality Content Creation (Gaming) Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 30: Global: Virtual Reality Content Creation (Automotive) Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 31: Global: Virtual Reality Content Creation (Automotive) Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 32: Global: Virtual Reality Content Creation (Other End Users) Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 33: Global: Virtual Reality Content Creation (Other End Users) Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 34: North America: Virtual Reality Content Creation Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 35: North America: Virtual Reality Content Creation Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 36: United States: Virtual Reality Content Creation Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 37: United States: Virtual Reality Content Creation Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 38: Canada: Virtual Reality Content Creation Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 39: Canada: Virtual Reality Content Creation Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 40: Asia-Pacific: Virtual Reality Content Creation Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 41: Asia-Pacific: Virtual Reality Content Creation Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 42: China: Virtual Reality Content Creation Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 43: China: Virtual Reality Content Creation Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 44: Japan: Virtual Reality Content Creation Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 45: Japan: Virtual Reality Content Creation Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 46: India: Virtual Reality Content Creation Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 47: India: Virtual Reality Content Creation Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 48: South Korea: Virtual Reality Content Creation Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 49: South Korea: Virtual Reality Content Creation Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 50: Australia: Virtual Reality Content Creation Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 51: Australia: Virtual Reality Content Creation Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 52: Indonesia: Virtual Reality Content Creation Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 53: Indonesia: Virtual Reality Content Creation Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 54: Others: Virtual Reality Content Creation Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 55: Others: Virtual Reality Content Creation Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 56: Europe: Virtual Reality Content Creation Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 57: Europe: Virtual Reality Content Creation Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 58: Germany: Virtual Reality Content Creation Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 59: Germany: Virtual Reality Content Creation Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 60: France: Virtual Reality Content Creation Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 61: France: Virtual Reality Content Creation Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 62: United Kingdom: Virtual Reality Content Creation Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 63: United Kingdom: Virtual Reality Content Creation Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 64: Italy: Virtual Reality Content Creation Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 65: Italy: Virtual Reality Content Creation Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 66: Spain: Virtual Reality Content Creation Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 67: Spain: Virtual Reality Content Creation Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 68: Russia: Virtual Reality Content Creation Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 69: Russia: Virtual Reality Content Creation Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 70: Others: Virtual Reality Content Creation Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 71: Others: Virtual Reality Content Creation Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 72: Latin America: Virtual Reality Content Creation Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 73: Latin America: Virtual Reality Content Creation Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 74: Brazil: Virtual Reality Content Creation Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 75: Brazil: Virtual Reality Content Creation Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 76: Mexico: Virtual Reality Content Creation Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 77: Mexico: Virtual Reality Content Creation Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 78: Others: Virtual Reality Content Creation Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 79: Others: Virtual Reality Content Creation Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 80: Middle East and Africa: Virtual Reality Content Creation Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 81: Middle East and Africa: Virtual Reality Content Creation Market: Breakup by Country (in %), 2022
  • Figure 82: Middle East and Africa: Virtual Reality Content Creation Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 83: Global: Virtual Reality Content Creation Industry: SWOT Analysis
  • Figure 84: Global: Virtual Reality Content Creation Industry: Value Chain Analysis
  • Figure 85: Global: Virtual Reality Content Creation Industry: Porter's Five Forces Analysis

List of Tables

  • Table 1: Global: Virtual Reality Content Creation Market: Key Industry Highlights, 2022 and 2028
  • Table 2: Global: Virtual Reality Content Creation Market Forecast: Breakup by Content Type (in Million US$), 2023-2028
  • Table 3: Global: Virtual Reality Content Creation Market Forecast: Breakup by Component (in Million US$), 2023-2028
  • Table 4: Global: Virtual Reality Content Creation Market Forecast: Breakup by End User (in Million US$), 2023-2028
  • Table 5: Global: Virtual Reality Content Creation Market Forecast: Breakup by Region (in Million US$), 2023-2028
  • Table 6: Global: Virtual Reality Content Creation Market: Competitive Structure
  • Table 7: Global: Virtual Reality Content Creation Market: Key Players