Market Overview:
The global VR content creation market is expected to grow at a CAGR of over 25% during the forecast period from 2018 to 2030. The increasing demand for VR content across different industries is one of the major factors driving the growth of this market. Additionally, the growing popularity of 360-degree videos and photos is also contributing to the growth of this market. The global VR content creation market can be segmented on the basis of type, application, and region. On the basis of type, it can be divided into videos, 360-degree photos, and games. The video segment is expected to account for a major share in terms revenue in 2018 owing to its high demand from different industries such as travel & hospitality, media & entertainment, retail etcetera.
Product Definition:
Virtual reality content creation is the process of creating content for virtual reality applications and experiences. This can include anything from 3D models to 2D images and videos. VR content is important because it helps create immersive, engaging experiences for users. It can be used to create everything from simple demos to full-fledged VR applications.
Videos:
Videos, its usage and growth factor in VR Content Creation market? Bypassing the headset barrier with 360-degree videos is becoming increasingly popular. The technique has been around for more than a decade, but it's only recently gained widespread acceptance. This could be attributed to the advent of affordable high-resolution smartphones capable of producing excellent video quality.
The emergence of virtual reality headsets such as Oculus Rift.
360 Degree Photos:
360 degree photos are high resolution digital images with the ability to capture every angle. The technology has evolved over time and it is being widely used in various applications such as real estate, automotive, entertainment, fashion & beauty and advertising among others. 360 degree photos offer a realistic view of any subject due to the fact that they can be viewed from many different angles which gives them an advantage over traditional photographs.
Application Insights:
The travel and hospitality and events application segment accounted for the largest revenue share in 2017. The growth can be attributed to the increasing use of VR headsets for creating content related to tours, travels, experiences, food videos and 360 degree photos among others. Increasing usage of VR technology by companies such as Google for providing a personalized experience to their customers has driven the market growth. For instance, in November 2016 Marriott International Inc., a hotel chain operator collaborated with Samsung Electronics Co., Ltd. for providing virtual reality room-based experiences on its app titled ¢â‚¬Å“Marauder¢â‚¬ which was later taken down due to technical issues but is expected to relaunched soon under new branding with improved features.
The media & entertainment segment is anticipated register significant growth over the forecast period owingVR technology being used by major players such as Netflix Inc., YouTube LLC., Hulu LLC.
Regional Analysis:
The North American regional market accounted for the largest revenue share in 2017. The growth is attributed to the presence of major technology companies, such as Facebook and Google, which have been investing heavily in VR content production. Furthermore, a high disposable income enables consumers to spend on leisure activities. As per a recent study by New York University Abu Dhabi (NYUAD), millennials in UAE are expected to spend more than USD X billion on virtual reality content by 2020.
Asia Pacific is projected to be one of the fastest-growing regions over the forecast period owing to increasing investments from tech giants such as Samsung Electronics Co., Ltd., Sony Corporation and HTC Corporation; these companies are focusing on developing new technologies and launching premium headsets for different purposes such as gaming, social interactions etc.
Growth Factors:
- Increasing demand for VR content from the gaming and entertainment industry.
- Growing popularity of VR headsets among consumers.
- Proliferation of affordable VR content creation tools and platforms.
- Rising demand for 360-degree videos and photos.
- Increasing number of startups focused on VR content creation
Scope Of The Report
Report Attributes
Report Details
Report Title
VR Content Creation Market Research Report
By Type
Videos, 360 Degree Photos, Games
By Application
Travel, Hospitality and Events, Media and Entertainment, Retail, Gaming, Automotive, Others
By Companies
Blippar, 360 Labs, Matterport, Koncept VR, SubVRsive, Panedia, Voxelus, Vizor, Wevr, WeMakeVR
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
184
Number of Tables & Figures
129
Customization Available
Yes, the report can be customized as per your need.
Global VR Content Creation Market Report Segments:
The global VR Content Creation market is segmented on the basis of:
Types
Videos, 360 Degree Photos, Games
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
Travel, Hospitality and Events, Media and Entertainment, Retail, Gaming, Automotive, 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:
- Blippar
- 360 Labs
- Matterport
- Koncept VR
- SubVRsive
- Panedia
- Voxelus
- Vizor
- Wevr
- WeMakeVR
Highlights of The VR Content Creation 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:
- Videos
- 360 Degree Photos
- Games
- By Application:
- Travel, Hospitality and Events
- Media and Entertainment
- Retail
- Gaming
- Automotive
- 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 VR Content Creation 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
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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?
VR content creation is the process of creating VR experiences using software or hardware. This can include developing new VR games, movies, or other interactive content.
Some of the major players in the vr content creation market are Blippar, 360 Labs, Matterport, Koncept VR, SubVRsive, Panedia, Voxelus, Vizor, Wevr, WeMakeVR.
The vr content creation market is expected to register a CAGR of 25%.
Chapter 1 Executive Summary
Chapter 2 Assumptions and Acronyms Used
Chapter 3 Research Methodology
Chapter 4 VR Content Creation 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 VR Content Creation Market Dynamics 4.2.1 Market Drivers 4.2.2 Market Restraints 4.2.3 Market Opportunity 4.3 VR Content Creation 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 VR Content Creation 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 VR Content Creation Market Size & Forecast, 2018-2028 4.5.1 VR Content Creation Market Size and Y-o-Y Growth 4.5.2 VR Content Creation Market Absolute $ Opportunity
Chapter 5 Global VR Content Creation 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 VR Content Creation Market Size Forecast by Type
5.2.1 Videos
5.2.2 360 Degree Photos
5.2.3 Games
5.3 Market Attractiveness Analysis by Type
Chapter 6 Global VR Content Creation 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 VR Content Creation Market Size Forecast by Applications
6.2.1 Travel
6.2.2 Hospitality and Events
6.2.3 Media and Entertainment
6.2.4 Retail
6.2.5 Gaming
6.2.6 Automotive
6.2.7 Others
6.3 Market Attractiveness Analysis by Applications
Chapter 7 Global VR Content Creation 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 VR Content Creation 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 VR Content Creation Analysis and Forecast
9.1 Introduction
9.2 North America VR Content Creation 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 VR Content Creation Market Size Forecast by Type
9.6.1 Videos
9.6.2 360 Degree Photos
9.6.3 Games
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 VR Content Creation Market Size Forecast by Applications
9.10.1 Travel
9.10.2 Hospitality and Events
9.10.3 Media and Entertainment
9.10.4 Retail
9.10.5 Gaming
9.10.6 Automotive
9.10.7 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 VR Content Creation Analysis and Forecast
10.1 Introduction
10.2 Europe VR Content Creation 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 VR Content Creation Market Size Forecast by Type
10.6.1 Videos
10.6.2 360 Degree Photos
10.6.3 Games
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 VR Content Creation Market Size Forecast by Applications
10.10.1 Travel
10.10.2 Hospitality and Events
10.10.3 Media and Entertainment
10.10.4 Retail
10.10.5 Gaming
10.10.6 Automotive
10.10.7 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 VR Content Creation Analysis and Forecast
11.1 Introduction
11.2 Asia Pacific VR Content Creation 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 VR Content Creation Market Size Forecast by Type
11.6.1 Videos
11.6.2 360 Degree Photos
11.6.3 Games
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 VR Content Creation Market Size Forecast by Applications
11.10.1 Travel
11.10.2 Hospitality and Events
11.10.3 Media and Entertainment
11.10.4 Retail
11.10.5 Gaming
11.10.6 Automotive
11.10.7 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 VR Content Creation Analysis and Forecast
12.1 Introduction
12.2 Latin America VR Content Creation 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 VR Content Creation Market Size Forecast by Type
12.6.1 Videos
12.6.2 360 Degree Photos
12.6.3 Games
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 VR Content Creation Market Size Forecast by Applications
12.10.1 Travel
12.10.2 Hospitality and Events
12.10.3 Media and Entertainment
12.10.4 Retail
12.10.5 Gaming
12.10.6 Automotive
12.10.7 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) VR Content Creation Analysis and Forecast
13.1 Introduction
13.2 Middle East & Africa (MEA) VR Content Creation 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) VR Content Creation Market Size Forecast by Type
13.6.1 Videos
13.6.2 360 Degree Photos
13.6.3 Games
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) VR Content Creation Market Size Forecast by Applications
13.10.1 Travel
13.10.2 Hospitality and Events
13.10.3 Media and Entertainment
13.10.4 Retail
13.10.5 Gaming
13.10.6 Automotive
13.10.7 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 VR Content Creation Market: Competitive Dashboard
14.2 Global VR Content Creation Market: Market Share Analysis, 2019
14.3 Company Profiles (Details – Overview, Financials, Developments, Strategy)
14.3.1 Blippar
14.3.2 360 Labs
14.3.3 Matterport
14.3.4 Koncept VR
14.3.5 SubVRsive
14.3.6 Panedia
14.3.7 Voxelus
14.3.8 Vizor
14.3.9 Wevr
14.3.10 WeMakeVR