Market Overview:
The global virtual reality content market is expected to grow at a CAGR of over 25% during the forecast period from 2018 to 2030. The increasing demand for virtual reality content across different industries is one of the major factors driving the growth of this market. Virtual reality software and hardware are two main types of VR content. The VR software segment is expected to account for a larger share of the global VR content market in 2018, owing to its growing demand in various applications such as archaeology, architecture, visual art, entertainment and others. Regionally, North America is estimated to hold a dominant position in the global VR content market in 2018 followed by Europe and Asia Pacific. However, Asia Pacific is projected to register highest CAGR during the forecast period due to rising adoption of virtual reality technology among consumers as well as businesses in this region. Some key players operating in this market include Google Inc., Microsoft Corporation Oculus Rift LLC., Sony Interactive Entertainment LLC., Samsung Electronics Co Ltd.
Product Definition:
Virtual Reality Content can be defined as any type of content that can be experienced in a virtual reality environment. This includes videos, games, and other types of media. The importance of Virtual Reality Content is that it allows people to experience new and different things that they otherwise would not be able to experience. It also allows people to explore new worlds and interact with them in a more immersive way.
Virtual Reality Software:
Virtual reality software, also known as virtual reality toolkit or virtual reality engine is a set of tools that allows to create and experience real-time simulated environments. The software is used by various industries such as entertainment, education, healthcare and others for training purposes. Virtual Reality (VR) has been evolving in the entertainment industry with the emergence of new content types such as 360° videos and 3D images along with gaming applications on smartphones & tablets.
Virtual Reality Hardware:
Virtual reality hardware is the part of virtual reality equipment that creates three-dimensional illusion. The VR Headset (HMD), which is a head-mounted display, and the controllers are used in virtual reality content. The VR headset has an inner screen that generates a realistic experience by combining visual effects and real images for the users. It also has sensors such as gyroscope, accelerometer, magnetometer which help in providing real environment simulation to its user.
Application Insights:
The entertainment segment dominated the global virtual reality content market in terms of revenue and is expected to witness significant growth over the forecast period. The use of VR technology for film-making, gaming, and other applications has increased significantly since its commercialization in 2016. Moreover, technological advancements and new product launches are further driving the demand for VR headsets across various end-use industries such as media & entertainment, education, architecture etc. This is anticipated to boost industry growth over the coming years.
The archaeology segment is expected to witness considerable growth owing to increasing adoption of VR technology in museum exhibits and educational programs related to ancient civilizations such as Mesopotamia, Egypt etc., which were previously inaccessible due to scarcity of physical evidence or artifacts available for study purposes.
Regional Analysis:
The Asia Pacific regional market is anticipated to emerge as a predominant region over the forecast period owing to increasing investments in developing VR content. The growing adoption of new technologies and rising popularity of entertainment-oriented applications are also expected to drive growth. Increasing disposable income levels, coupled with the presence of high untapped opportunities, are likely to contribute significantly towards regional growth over the next eight years.
North America accounted for more than 25% revenue share in 2017 owing to early adoption by consumers and developers. Presence of major technology players such as HTC Corporation; Samsung Electronics Co., Ltd.; Sony Corporation; Google LLC; and Facebook Inc.; among others is expected favorably impact industry expansion over the coming years.
Growth Factors:
- Increasing demand for Virtual Reality (VR) headsets from consumers
- Growing popularity of VR content among users
- Proliferation of affordable VR devices
- Rising number of developers creating VR content
- Increasing demand for immersive experiences
Scope Of The Report
Report Attributes
Report Details
Report Title
Virtual Reality Content Market Research Report
By Type
Virtual Reality Software, Virtual Reality Hardware
By Application
Archaeology, Architecture, Visual Art, Entertainment, Others
By Companies
Facebook, GoPro, Google, HTC, Microsoft, Samsung Electronics, Sony
Regions Covered
North America, Europe, APAC, Latin America, MEA
Base Year
2021
Historical Year
2019 to 2020 (Data from 2010 can be provided as per availability)
Forecast Year
2030
Number of Pages
188
Number of Tables & Figures
132
Customization Available
Yes, the report can be customized as per your need.
Global Virtual Reality Content Market Report Segments:
The global Virtual Reality Content market is segmented on the basis of:
Types
Virtual Reality Software, Virtual Reality Hardware
The product segment provides information about the market share of each product and the respective CAGR during the forecast period. It lays out information about the product pricing parameters, trends, and profits that provides in-depth insights of the market. Furthermore, it discusses latest product developments & innovation in the market.
Applications
Archaeology, Architecture, Visual Art, Entertainment, Others
The application segment fragments various applications of the product and provides information on the market share and growth rate of each application segment. It discusses the potential future applications of the products and driving and restraining factors of each application segment.
Some of the companies that are profiled in this report are:
- GoPro
- HTC
- Microsoft
- Samsung Electronics
- Sony
Highlights of The Virtual Reality Content Market Report:
- The market structure and projections for the coming years.
- Drivers, restraints, opportunities, and current trends of market.
- Historical data and forecast.
- Estimations for the forecast period 2030.
- Developments and trends in the market.
- By Type:
- Virtual Reality Software
- Virtual Reality Hardware
- By Application:
- Archaeology
- Architecture
- Visual Art
- Entertainment
- Others
- Market scenario by region, sub-region, and country.
- Market share of the market players, company profiles, product specifications, SWOT analysis, and competitive landscape.
- Analysis regarding upstream raw materials, downstream demand, and current market dynamics.
- Government Policies, Macro & Micro economic factors are also included in the report.
We have studied the Virtual Reality Content Market in 360 degrees via. both primary & secondary research methodologies. This helped us in building an understanding of the current market dynamics, supply-demand gap, pricing trends, product preferences, consumer patterns & so on. The findings were further validated through primary research with industry experts & opinion leaders across countries. The data is further compiled & validated through various market estimation & data validation methodologies. Further, we also have our in-house data forecasting model to predict market growth up to 2030.
Regional Analysis
- North America
- Europe
- Asia Pacific
- Middle East & Africa
- Latin America
Note: A country of choice can be added in the report at no extra cost. If more than one country needs to be added, the research quote will vary accordingly.
The geographical analysis part of the report provides information about the product sales in terms of volume and revenue in regions. It lays out potential opportunities for the new entrants, emerging players, and major players in the region. The regional analysis is done after considering the socio-economic factors and government regulations of the countries in the regions.
How you may use our products:
- Correctly Positioning New Products
- Market Entry Strategies
- Business Expansion Strategies
- Consumer Insights
- Understanding Competition Scenario
- Product & Brand Management
- Channel & Customer Management
- Identifying Appropriate Advertising Appeals
8 Reasons to Buy This Report
- Includes a Chapter on the Impact of COVID-19 Pandemic On the Market
- Report Prepared After Conducting Interviews with Industry Experts & Top Designates of the Companies in the Market
- Implemented Robust Methodology to Prepare the Report
- Includes Graphs, Statistics, Flowcharts, and Infographics to Save Time
- Industry Growth Insights Provides 24/5 Assistance Regarding the Doubts in the Report
- Provides Information About the Top-winning Strategies Implemented by Industry Players.
- In-depth Insights On the Market Drivers, Restraints, Opportunities, and Threats
- Customization of the Report Available
Frequently Asked Questions?
Virtual reality content is any type of media that takes users inside a simulated environment. This could be an experience where you are in control of the character or it could be something more passive, like watching a movie in which you are surrounded by realistic scenery.
Some of the major companies in the virtual reality content market are Facebook, GoPro, Google, HTC, Microsoft, Samsung Electronics, Sony.
The virtual reality content market is expected to grow at a compound annual growth rate of 25%.
Chapter 1 Executive Summary
Chapter 2 Assumptions and Acronyms Used
Chapter 3 Research Methodology
Chapter 4 Virtual Reality Content Market Overview 4.1 Introduction 4.1.1 Market Taxonomy 4.1.2 Market Definition 4.1.3 Macro-Economic Factors Impacting the Market Growth 4.2 Virtual Reality Content Market Dynamics 4.2.1 Market Drivers 4.2.2 Market Restraints 4.2.3 Market Opportunity 4.3 Virtual Reality Content Market - Supply Chain Analysis 4.3.1 List of Key Suppliers 4.3.2 List of Key Distributors 4.3.3 List of Key Consumers 4.4 Key Forces Shaping the Virtual Reality Content Market 4.4.1 Bargaining Power of Suppliers 4.4.2 Bargaining Power of Buyers 4.4.3 Threat of Substitution 4.4.4 Threat of New Entrants 4.4.5 Competitive Rivalry 4.5 Global Virtual Reality Content Market Size & Forecast, 2020-2028 4.5.1 Virtual Reality Content Market Size and Y-o-Y Growth 4.5.2 Virtual Reality Content Market Absolute $ Opportunity
Chapter 5 Global Market Analysis and Forecast by Type
5.1 Introduction
5.1.1 Key Market Trends & Growth Opportunities by Type
5.1.2 Basis Point Share (BPS) Analysis by Type
5.1.3 Absolute $ Opportunity Assessment by Type
5.2 Market Size Forecast by Type
5.2.1 Virtual Reality Software
5.2.2 Virtual Reality Hardware
5.3 Market Attractiveness Analysis by Type
Chapter 6 Global Market Analysis and Forecast by Applications
6.1 Introduction
6.1.1 Key Market Trends & Growth Opportunities by Applications
6.1.2 Basis Point Share (BPS) Analysis by Applications
6.1.3 Absolute $ Opportunity Assessment by Applications
6.2 Market Size Forecast by Applications
6.2.1 Archaeology
6.2.2 Architecture
6.2.3 Visual Art
6.2.4 Entertainment
6.2.5 Others
6.3 Market Attractiveness Analysis by Applications
Chapter 7 Global Virtual Reality Content Market Analysis and Forecast by Region
7.1 Introduction
7.1.1 Key Market Trends & Growth Opportunities by Region
7.1.2 Basis Point Share (BPS) Analysis by Region
7.1.3 Absolute $ Opportunity Assessment by Region
7.2 Virtual Reality Content Market Size Forecast by Region
7.2.1 North America
7.2.2 Europe
7.2.3 Asia Pacific
7.2.4 Latin America
7.2.5 Middle East & Africa (MEA)
7.3 Market Attractiveness Analysis by Region
Chapter 8 Coronavirus Disease (COVID-19) Impact
8.1 Introduction
8.2 Current & Future Impact Analysis
8.3 Economic Impact Analysis
8.4 Government Policies
8.5 Investment Scenario
Chapter 9 North America Analysis and Forecast
9.1 Introduction
9.2 North America Market Size Forecast by Country
9.2.1 U.S.
9.2.2 Canada
9.3 Basis Point Share (BPS) Analysis by Country
9.4 Absolute $ Opportunity Assessment by Country
9.5 Market Attractiveness Analysis by Country
9.6 North America Market Size Forecast by Type
9.6.1 Virtual Reality Software
9.6.2 Virtual Reality Hardware
9.7 Basis Point Share (BPS) Analysis by Type
9.8 Absolute $ Opportunity Assessment by Type
9.9 Market Attractiveness Analysis by Type
9.10 North America Market Size Forecast by Applications
9.10.1 Archaeology
9.10.2 Architecture
9.10.3 Visual Art
9.10.4 Entertainment
9.10.5 Others
9.11 Basis Point Share (BPS) Analysis by Applications
9.12 Absolute $ Opportunity Assessment by Applications
9.13 Market Attractiveness Analysis by Applications
Chapter 10 Europe Analysis and Forecast
10.1 Introduction
10.2 Europe Market Size Forecast by Country
10.2.1 Germany
10.2.2 France
10.2.3 Italy
10.2.4 U.K.
10.2.5 Spain
10.2.6 Russia
10.2.7 Rest of Europe
10.3 Basis Point Share (BPS) Analysis by Country
10.4 Absolute $ Opportunity Assessment by Country
10.5 Market Attractiveness Analysis by Country
10.6 Europe Market Size Forecast by Type
10.6.1 Virtual Reality Software
10.6.2 Virtual Reality Hardware
10.7 Basis Point Share (BPS) Analysis by Type
10.8 Absolute $ Opportunity Assessment by Type
10.9 Market Attractiveness Analysis by Type
10.10 Europe Market Size Forecast by Applications
10.10.1 Archaeology
10.10.2 Architecture
10.10.3 Visual Art
10.10.4 Entertainment
10.10.5 Others
10.11 Basis Point Share (BPS) Analysis by Applications
10.12 Absolute $ Opportunity Assessment by Applications
10.13 Market Attractiveness Analysis by Applications
Chapter 11 Asia Pacific Analysis and Forecast
11.1 Introduction
11.2 Asia Pacific Market Size Forecast by Country
11.2.1 China
11.2.2 Japan
11.2.3 South Korea
11.2.4 India
11.2.5 Australia
11.2.6 South East Asia (SEA)
11.2.7 Rest of Asia Pacific (APAC)
11.3 Basis Point Share (BPS) Analysis by Country
11.4 Absolute $ Opportunity Assessment by Country
11.5 Market Attractiveness Analysis by Country
11.6 Asia Pacific Market Size Forecast by Type
11.6.1 Virtual Reality Software
11.6.2 Virtual Reality Hardware
11.7 Basis Point Share (BPS) Analysis by Type
11.8 Absolute $ Opportunity Assessment by Type
11.9 Market Attractiveness Analysis by Type
11.10 Asia Pacific Market Size Forecast by Applications
11.10.1 Archaeology
11.10.2 Architecture
11.10.3 Visual Art
11.10.4 Entertainment
11.10.5 Others
11.11 Basis Point Share (BPS) Analysis by Applications
11.12 Absolute $ Opportunity Assessment by Applications
11.13 Market Attractiveness Analysis by Applications
Chapter 12 Latin America Analysis and Forecast
12.1 Introduction
12.2 Latin America Market Size Forecast by Country
12.2.1 Brazil
12.2.2 Mexico
12.2.3 Rest of Latin America (LATAM)
12.3 Basis Point Share (BPS) Analysis by Country
12.4 Absolute $ Opportunity Assessment by Country
12.5 Market Attractiveness Analysis by Country
12.6 Latin America Market Size Forecast by Type
12.6.1 Virtual Reality Software
12.6.2 Virtual Reality Hardware
12.7 Basis Point Share (BPS) Analysis by Type
12.8 Absolute $ Opportunity Assessment by Type
12.9 Market Attractiveness Analysis by Type
12.10 Latin America Market Size Forecast by Applications
12.10.1 Archaeology
12.10.2 Architecture
12.10.3 Visual Art
12.10.4 Entertainment
12.10.5 Others
12.11 Basis Point Share (BPS) Analysis by Applications
12.12 Absolute $ Opportunity Assessment by Applications
12.13 Market Attractiveness Analysis by Applications
Chapter 13 Middle East & Africa (MEA) Analysis and Forecast
13.1 Introduction
13.2 Middle East & Africa (MEA) Market Size Forecast by Country
13.2.1 Saudi Arabia
13.2.2 South Africa
13.2.3 UAE
13.2.4 Rest of Middle East & Africa (MEA)
13.3 Basis Point Share (BPS) Analysis by Country
13.4 Absolute $ Opportunity Assessment by Country
13.5 Market Attractiveness Analysis by Country
13.6 Middle East & Africa (MEA) Market Size Forecast by Type
13.6.1 Virtual Reality Software
13.6.2 Virtual Reality Hardware
13.7 Basis Point Share (BPS) Analysis by Type
13.8 Absolute $ Opportunity Assessment by Type
13.9 Market Attractiveness Analysis by Type
13.10 Middle East & Africa (MEA) Market Size Forecast by Applications
13.10.1 Archaeology
13.10.2 Architecture
13.10.3 Visual Art
13.10.4 Entertainment
13.10.5 Others
13.11 Basis Point Share (BPS) Analysis by Applications
13.12 Absolute $ Opportunity Assessment by Applications
13.13 Market Attractiveness Analysis by Applications
Chapter 14 Competition Landscape
14.1 Virtual Reality Content Market: Competitive Dashboard
14.2 Global Virtual Reality Content Market: Market Share Analysis, 2019
14.3 Company Profiles (Details – Overview, Financials, Developments, Strategy)
14.3.1 Facebook
14.3.2 GoPro
14.3.3 Google
14.3.4 HTC
14.3.5 Microsoft
14.3.6 Samsung Electronics
14.3.7 Sony