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Global Virtual Reality Content Creation Market Size By Segmentations, Top Key Players, Trend, Future Development & Forecast 2024-2035

  • PUBLISHED ON
  • 11/23/2022
  • NO OF PAGES
  • 228
  • CATEGORY
  • Information Technology
The competitive landscape analysis of Virtual Reality Content Creation Market uncovers detailed company profiles, revenue shares, portfolio innovations, regional product footprint, key developmental strategies, pricing structure, target markets, and near-term plans of market leaders. This entire section helps readers gain an essence of what is driving competition and what would help them stand out to win new target markets.

Market estimates and forecast are backed by an extensive primary research, further complemented by on-point secondary research of Virtual Reality Content Creation Market. The research analysts have invested significant time and effort in gathering critical industry information from KIPs such as OEMs, top suppliers and distributors, and government bodies.

Virtual Reality Content Creation market is segmented by Company, region (country), by Type, and by Application. Players, stakeholders, and other participants in the global Virtual Reality Content Creation market will be able to gain the upper hand as they use the report as a powerful resource. The segmental analysis focuses on revenue and forecast by Type and by Application in terms of revenue and forecast for the period 2022-2030.


Global Virtual Reality Content Creation Market: By Types
Videos
360 Degree Photos
Games

Global Virtual Reality Content Creation Market: By Applications
Gaming and Entertainment
Engineering
Healthcare
Retail
Military and Education
Others

By Region
North America
U.S.
Canada
Europe
Germany
France
U.K.
Italy
Russia
Nordic
Rest of Europe
Asia-Pacific
China
Japan
South Korea
Southeast Asia
India
Australia
Rest of Asia
Latin America
Mexico
Brazil
Rest of Latin America
Middle East & Africa
Turkey
Saudi Arabia
UAE
Rest of MEA

Global Virtual Reality Content Creation Market: Top Key Players
360 Labs
Blippar
Koncept VR
Matterport
Panedia Pty Ltd
SubVRsive
Vizor
Voxelus
WeMakeVR
Matterport


Global Virtual Reality Content Creation Market: Market Size Estimation
Both the top-down and bottom-up approaches were used to estimate and validate the size of the market and to estimate the size of various other dependent sub-markets of various marketspaces. The key players in the markets are identified through secondary research, and their market contributions in different applications across regions and globally were determined through primary and secondary research. This entire process included the study of the annual and financial reports of the top market players and extensive interviews for key insights with industry leaders such as CEOs, VPs, directors, and marketing executives. All percentage shares, splits, and breakdowns were determined using secondary sources and verified through primary sources. All the possible parameters that affect the market covered in this research study have been accounted for, viewed in extensive detail, verified through primary research, and analysed to arrive at the final quantitative and qualitative data. This data has been consolidated, and detailed inputs and analysis from Analytics Market Research added before being presented in this report.

Reasons to Purchase Virtual Reality Content Creation Market Report
• Qualitative and quantitative analysis of the market based on segmentation involving both economic as well as non-economic factors
• Provision of market value (USD Billion) data for each segment and sub-segment
• Indicates the region and segment that is expected to witness the fastest growth as well as to dominate the market
• Analysis by geography highlighting the consumption of the product/service in the region as well as indicating the factors that are affecting the market within each region
• Competitive landscape which incorporates the market ranking of the major players, along with new service/product launches, partnerships, business expansions, and acquisitions in the past five years of companies profiled
• Extensive company profiles comprising of company overview, company insights, product benchmarking, and SWOT analysis for the major market players
• The current as well as the future market outlook of the industry with respect to recent developments which involve growth opportunities and drivers as well as challenges and restraints of both emerging as well as developed regions
• Includes in-depth analysis of the market of various perspectives through Porter’s five forces analysis
• Provides insight into the market through Value Chain
• Market dynamics scenario, along with growth opportunities of the market in the years to come

Frequently Asked Questions
• What is the market size and growth projections?
• What is the market size and growth projection for each of the market segments and sub-segments across Countries & Regions?
• What are the top performing segments, and countries / regions of each of the markets?
• What is the market size and growth rate across key countries / regions?
• How big is the global & regional market in terms of revenue and volume?
• How far market will grow in forecast period in terms of revenue and volume?
• What factors will influence demand and supply trends across each markets during the forecast period?
• What are the technology trends shaping various markets?
• Which country / region has more opportunities?
• What is the COVID-19 impact on the market and how long will it take to recover?
• Who are the key competitors of market Players?
• What are the market share (%) of Key Players?
• What are the Merger & Acquisition, New Product Launch, Recent Development within each of the Markets?
• What are PEST analysis, Ecosystem Analysis, Porter's Five Forecast Analysis, Ansoff Matrix, and SWOT Analysis among other analyses for diverse markets?
Base Year: 2023
Historic Year: 2016-2022
Forecast: 2024-2035
1 Report Overview
1.1 Study Scope
1.2 Market Analysis by Type
1.2.1 Global Virtual Reality Content Creation Market Size Growth Rate by Type: 2016 VS 2021 VS 2030
1.2.2 Videos
1.2.3 360 Degree Photos
1.2.4 Games
1.3 Market by Application
1.3.1 Global Virtual Reality Content Creation Market Share by Application: 2016 VS 2021 VS 2030
1.3.2 Gaming and Entertainment
1.3.3 Engineering
1.3.4 Healthcare
1.3.5 Retail
1.3.6 Military and Education
1.3.7 Others
1.4 Study Objectives
1.5 Years Considered

2 Global Growth Trends
2.1 Global Virtual Reality Content Creation Market Perspective (2016-2030)
2.2 Virtual Reality Content Creation Growth Trends by Regions
2.2.1 Virtual Reality Content Creation Market Size by Regions: 2016 VS 2021 VS 2030
2.2.2 Virtual Reality Content Creation Historic Market Share by Regions (2016-2021)
2.2.3 Virtual Reality Content Creation Forecasted Market Size by Regions (2022-2030)
2.3 Virtual Reality Content Creation Industry Dynamic
2.3.1 Virtual Reality Content Creation Market Trends
2.3.2 Virtual Reality Content Creation Market Drivers
2.3.3 Virtual Reality Content Creation Market Challenges
2.3.4 Virtual Reality Content Creation Market Restraints

3 Competition Landscape by Key Players
3.1 Global Top Virtual Reality Content Creation Players by Revenue
3.1.1 Global Top Virtual Reality Content Creation Players by Revenue (2016-2021)
3.1.2 Global Virtual Reality Content Creation Revenue Market Share by Players (2016-2021)
3.2 Global Virtual Reality Content Creation Market Share by Company Type (Tier 1, Tier 2 and Tier 3)
3.3 Players Covered: Ranking by Virtual Reality Content Creation Revenue
3.4 Global Virtual Reality Content Creation Market Concentration Ratio
3.4.1 Global Virtual Reality Content Creation Market Concentration Ratio (CR5 and HHI)
3.4.2 Global Top 10 and Top 5 Companies by Virtual Reality Content Creation Revenue in 2020
3.5 Virtual Reality Content Creation Key Players Head office and Area Served
3.6 Key Players Virtual Reality Content Creation Product Solution and Service
3.7 Date of Enter into Virtual Reality Content Creation Market
3.8 Mergers & Acquisitions, Expansion Plans

4 Virtual Reality Content Creation Breakdown Data by Type
4.1 Global Virtual Reality Content Creation Historic Market Size by Type (2016-2021)
4.2 Global Virtual Reality Content Creation Forecasted Market Size by Type (2022-2030)

5 Virtual Reality Content Creation Breakdown Data by Application
5.1 Global Virtual Reality Content Creation Historic Market Size by Application (2016-2021)
5.2 Global Virtual Reality Content Creation Forecasted Market Size by Application (2022-2030)

6 North America
6.1 North America Virtual Reality Content Creation Market Size (2016-2030)
6.2 North America Virtual Reality Content Creation Market Size by Type
6.2.1 North America Virtual Reality Content Creation Market Size by Type (2016-2021)
6.2.2 North America Virtual Reality Content Creation Market Size by Type (2022-2030)
6.2.3 North America Virtual Reality Content Creation Market Size by Type (2016-2030)
6.3 North America Virtual Reality Content Creation Market Size by Application
6.3.1 North America Virtual Reality Content Creation Market Size by Application (2016-2021)
6.3.2 North America Virtual Reality Content Creation Market Size by Application (2022-2030)
6.3.3 North America Virtual Reality Content Creation Market Size by Application (2016-2030)
6.4 North America Virtual Reality Content Creation Market Size by Country
6.4.1 North America Virtual Reality Content Creation Market Size by Country (2016-2021)
6.4.2 North America Virtual Reality Content Creation Market Size by Country (2022-2030)
6.4.3 United States
6.4.3 Canada

7 Europe
7.1 Europe Virtual Reality Content Creation Market Size (2016-2030)
7.2 Europe Virtual Reality Content Creation Market Size by Type
7.2.1 Europe Virtual Reality Content Creation Market Size by Type (2016-2021)
7.2.2 Europe Virtual Reality Content Creation Market Size by Type (2022-2030)
7.2.3 Europe Virtual Reality Content Creation Market Size by Type (2016-2030)
7.3 Europe Virtual Reality Content Creation Market Size by Application
7.3.1 Europe Virtual Reality Content Creation Market Size by Application (2016-2021)
7.3.2 Europe Virtual Reality Content Creation Market Size by Application (2022-2030)
7.3.3 Europe Virtual Reality Content Creation Market Size by Application (2016-2030)
7.4 Europe Virtual Reality Content Creation Market Size by Country
7.4.1 Europe Virtual Reality Content Creation Market Size by Country (2016-2021)
7.4.2 Europe Virtual Reality Content Creation Market Size by Country (2022-2030)
7.4.3 Germany
7.4.4 France
7.4.5 U.K.
7.4.6 Italy
7.4.7 Russia
7.4.8 Nordic

8 Asia-Pacific
8.1 Asia-Pacific Virtual Reality Content Creation Market Size (2016-2030)
8.2 Asia-Pacific Virtual Reality Content Creation Market Size by Type
8.2.1 Asia-Pacific Virtual Reality Content Creation Market Size by Type (2016-2021)
8.2.2 Asia-Pacific Virtual Reality Content Creation Market Size by Type (2022-2030)
8.2.3 Asia-Pacific Virtual Reality Content Creation Market Size by Type (2016-2030)
8.3 Asia-Pacific Virtual Reality Content Creation Market Size by Application
8.3.1 Asia-Pacific Virtual Reality Content Creation Market Size by Application (2016-2021)
8.3.2 Asia-Pacific Virtual Reality Content Creation Market Size by Application (2022-2030)
8.3.3 Asia-Pacific Virtual Reality Content Creation Market Size by Application (2016-2030)
8.4 Asia-Pacific Virtual Reality Content Creation Market Size by Region
8.4.1 Asia-Pacific Virtual Reality Content Creation Market Size by Region (2016-2021)
8.4.2 Asia-Pacific Virtual Reality Content Creation Market Size by Region (2022-2030)
8.4.3 China
8.4.4 Japan
8.4.5 South Korea
8.4.6 Southeast Asia
8.4.7 India
8.4.8 Australia

9 Latin America
9.1 Latin America Virtual Reality Content Creation Market Size (2016-2030)
9.2 Latin America Virtual Reality Content Creation Market Size by Type
9.2.1 Latin America Virtual Reality Content Creation Market Size by Type (2016-2021)
9.2.2 Latin America Virtual Reality Content Creation Market Size by Type (2022-2030)
9.2.3 Latin America Virtual Reality Content Creation Market Size by Type (2016-2030)
9.3 Latin America Virtual Reality Content Creation Market Size by Application
9.3.1 Latin America Virtual Reality Content Creation Market Size by Application (2016-2021)
9.3.2 Latin America Virtual Reality Content Creation Market Size by Application (2022-2030)
9.3.3 Latin America Virtual Reality Content Creation Market Size by Application (2016-2030)
9.4 Latin America Virtual Reality Content Creation Market Size by Country
9.4.1 Latin America Virtual Reality Content Creation Market Size by Country (2016-2021)
9.4.2 Latin America Virtual Reality Content Creation Market Size by Country (2022-2030)
9.4.3 Mexico
9.4.4 Brazil

10 Middle East & Africa
10.1 Middle East & Africa Virtual Reality Content Creation Market Size (2016-2030)
10.2 Middle East & Africa Virtual Reality Content Creation Market Size by Type
10.2.1 Middle East & Africa Virtual Reality Content Creation Market Size by Type (2016-2021)
10.2.2 Middle East & Africa Virtual Reality Content Creation Market Size by Type (2022-2030)
10.2.3 Middle East & Africa Virtual Reality Content Creation Market Size by Type (2016-2030)
10.3 Middle East & Africa Virtual Reality Content Creation Market Size by Application
10.3.1 Middle East & Africa Virtual Reality Content Creation Market Size by Application (2016-2021)
10.3.2 Middle East & Africa Virtual Reality Content Creation Market Size by Application (2022-2030)
10.3.3 Middle East & Africa Virtual Reality Content Creation Market Size by Application (2016-2030)
10.4 Middle East & Africa Virtual Reality Content Creation Market Size by Country
10.4.1 Middle East & Africa Virtual Reality Content Creation Market Size by Country (2016-2021)
10.4.2 Middle East & Africa Virtual Reality Content Creation Market Size by Country (2022-2030)
10.4.3 Turkey
10.4.4 Saudi Arabia
10.4.5 UAE

11 Key Players Profiles
11.1 360 Labs
11.1.1 360 Labs Company Details
11.1.2 360 Labs Business Overview
11.1.3 360 Labs Virtual Reality Content Creation Introduction
11.1.4 360 Labs Revenue in Virtual Reality Content Creation Business (2016-2021)
11.1.5 360 Labs Recent Development
11.2 Blippar
11.2.1 Blippar Company Details
11.2.2 Blippar Business Overview
11.2.3 Blippar Virtual Reality Content Creation Introduction
11.2.4 Blippar Revenue in Virtual Reality Content Creation Business (2016-2021)
11.2.5 Blippar Recent Development
11.3 Koncept VR
11.3.1 Koncept VR Company Details
11.3.2 Koncept VR Business Overview
11.3.3 Koncept VR Virtual Reality Content Creation Introduction
11.3.4 Koncept VR Revenue in Virtual Reality Content Creation Business (2016-2021)
11.3.5 Koncept VR Recent Development
11.4 Matterport
11.4.1 Matterport Company Details
11.4.2 Matterport Business Overview
11.4.3 Matterport Virtual Reality Content Creation Introduction
11.4.4 Matterport Revenue in Virtual Reality Content Creation Business (2016-2021)
11.4.5 Matterport Recent Development
11.5 Panedia Pty Ltd
11.5.1 Panedia Pty Ltd Company Details
11.5.2 Panedia Pty Ltd Business Overview
11.5.3 Panedia Pty Ltd Virtual Reality Content Creation Introduction
11.5.4 Panedia Pty Ltd Revenue in Virtual Reality Content Creation Business (2016-2021)
11.5.5 Panedia Pty Ltd Recent Development
11.6 SubVRsive
11.6.1 SubVRsive Company Details
11.6.2 SubVRsive Business Overview
11.6.3 SubVRsive Virtual Reality Content Creation Introduction
11.6.4 SubVRsive Revenue in Virtual Reality Content Creation Business (2016-2021)
11.6.5 SubVRsive Recent Development
11.7 Vizor
11.7.1 Vizor Company Details
11.7.2 Vizor Business Overview
11.7.3 Vizor Virtual Reality Content Creation Introduction
11.7.4 Vizor Revenue in Virtual Reality Content Creation Business (2016-2021)
11.7.5 Vizor Recent Development
11.8 Voxelus
11.8.1 Voxelus Company Details
11.8.2 Voxelus Business Overview
11.8.3 Voxelus Virtual Reality Content Creation Introduction
11.8.4 Voxelus Revenue in Virtual Reality Content Creation Business (2016-2021)
11.8.5 Voxelus Recent Development
11.9 WeMakeVR
11.9.1 WeMakeVR Company Details
11.9.2 WeMakeVR Business Overview
11.9.3 WeMakeVR Virtual Reality Content Creation Introduction
11.9.4 WeMakeVR Revenue in Virtual Reality Content Creation Business (2016-2021)
11.9.5 WeMakeVR Recent Development
11.10 Wevr
11.10.1 Wevr Company Details
11.10.2 Wevr Business Overview
11.10.3 Wevr Virtual Reality Content Creation Introduction
11.10.4 Wevr Revenue in Virtual Reality Content Creation Business (2016-2021)
11.10.5 Wevr Recent Development

12 Analyst's Viewpoints/Conclusions

13 Appendix
13.1 Research Methodology
13.1.1 Methodology/Research Approach
13.1.2 Data Source
13.2 Disclaimer
13.3 Author Details

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Case Study- Automotive Sector

One of the key manufacturers of automotive had plans to invest in electric utility vehicles. The electric cars and associated markets being a of evolving nature, the automotive client approached Straits Research for a detailed insight on the market forecasts. The client specifically asked for competitive analysis, regulatory framework, regional prospects studied under the influence of drivers, challenges, opportunities, and pricing in terms of revenue and sales (million units).

Solution

The overall study was executed in three stages, intending to help the client meet its objective of precisely understanding the entire market before deciding on an investment. At first, secondary research was conducted considering political, economic, social, and technological parameters to get a gist of the various aspects of the market. This stage of the study concluded with the derivation of drivers, opportunities, and challenges. It also laid substantial emphasis on understanding and collecting data not only on a global scale but also on the regional and country levels. Data Extraction through Primary Research

The second stage involved primary research in which several market players and automotive parts suppliers were contacted to study their viewpoint concerning the development of their market and production capacity, clientele, and product line. This stage concluded in a brief understanding of the competitive ecosystem and also glanced through the strategies and pricing of the companies profiled.

Market Estimates and Forecast

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Case Study- ICT Sector

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Business Solution

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Conclusion

The report aided the client in understanding the market trends, including country-level business scenarios, consumer behavior, and trends in 50 countries. The report also provided financial insights of crucial players and detailed market estimations and forecasts till 2028.

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