市場調查報告書
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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 |
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。
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。
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.
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.
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.
Videos
Games
Software
Services
Real Estate
Travel and Hospitality
Media and Entertainment
Healthcare
Retail
Gaming
Automotive
Others
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
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.