全球虚拟现实内容创作市场 – 2031 年行业趋势和预测

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全球虚拟现实内容创作市场 – 2031 年行业趋势和预测

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Global Virtual Reality Content Creation Market

市场规模(十亿美元)

CAGR :  % Diagram

Diagram Forecast Period
2024 –2031
Diagram Market Size (Base Year)
USD 23.01 Billion
Diagram Market Size (Forecast Year)
USD 501.61 Billion
Diagram CAGR
%
Diagram Major Markets Players
  • IBM (U.S.)
  • Blippar (U.K)
  • 360 Labs (U.S.)
  • Matterport Inc.
  • (U.S.) Koncept VR LLC (U.S.)

>全球虚拟现实内容创作市场,按内容类型(视频、360 度照片和游戏)、组件(软件和服务)、最终用途领域(房地产、旅游和酒店、媒体和娱乐、医疗保健、零售、游戏、汽车等)划分 - 行业趋势和预测至 2031 年。

虚拟现实内容创作市场

虚拟现实内容创作市场分析及规模

在游戏和娱乐行业,虚拟现实内容创作彻底改变了用户体验数字娱乐的方式。内容创作者利用 VR 技术打造身临其境的游戏体验,让玩家置身于动态虚拟世界中。游戏玩家可以在三维空间中探索、互动和竞争,培养临场感和代入感。VR 内容创作的这种应用范围已不仅限于游戏,还包括虚拟音乐会、身临其境的故事讲述体验和互动娱乐活动,满足寻求新颖且引人入胜的娱乐形式的多样化观众的需求。

2023 年全球虚拟现实内容创作市场规模价值 230.1 亿美元,预计到 2031 年将达到 5016.1 亿美元,2024 年至 2031 年预测期内的复合年增长率为 47%。除了市场价值、增长率、细分市场、地理覆盖范围、市场参与者和市场情景等市场洞察外,Data Bridge 市场研究团队策划的市场报告还包括深入的专家分析、进出口分析、定价分析、生产消费分析和 pestle 分析。

报告范围和市场细分       

报告指标

细节

预测期

2024-2031

基准年

2023

历史岁月

2022 (可定制为 2016-2021)

定量单位

收入(单位:十亿美元)、销量(单位:台)、定价(美元)

涵盖的领域

内容类型(视频、360 度照片和游戏)、组件(软件和服务)、最终用途领域(房地产、旅游和酒店、媒体和娱乐、医疗保健、零售、游戏、汽车等)

覆盖国家

美国、加拿大、墨西哥、巴西、阿根廷、南美洲其他地区、德国、意大利、英国、法国、西班牙、荷兰、比利时、瑞士、土耳其、俄罗斯、欧洲其他地区、日本、中国、印度、韩国、澳大利亚、新加坡、马来西亚、泰国、印度尼西亚、菲律宾、亚太其他地区、沙特阿拉伯、阿联酋、南非、埃及、以色列、中东和非洲其他地区

涵盖的市场参与者

IBM(美国)、Blippar(英国)、360 Labs(美国)、Matterport Inc.(美国)、Koncept VR LLC(美国)、SubVRsive(美国)、Panedia Pty Ltd.、WeMakeVR(荷兰)、VIAR(美国)、Scapic Innovations Private Limited(印度)、戴尔公司(美国)、英特尔公司(美国)、McAfee, LLC(美国)、趋势科技公司(日本)、VMware(美国)、瞻博网络公司(美国)、Fortinet, Inc(美国)、Sophos Ltd.(英国)和思科系统公司(美国)

市场机会

  • 不断增长的战略伙伴关系
  • Rise of VR-Based Applications

Market Definition

Virtual reality content creation involves the development and production of immersive digital experiences that users can engage with in a virtual environment. This process includes designing and crafting 3D models, environments, animations, and interactive elements tailored for VR platforms. Content creators utilize specialized tools and techniques to bring these virtual worlds to life, offering users immersive and interactive experiences across various applications such as gaming, education, training, simulation, and entertainment.

Virtual Reality Content Creation Market Dynamics

Drivers

  • High Advancements in VR Technology

Continuous improvements in VR hardware, such as headsets, controllers, and haptic feedback devices, enhance the fidelity, comfort, and usability of VR systems, enabling content creators to push the boundaries of creativity. Advancements in software development, including rendering engines, animation tools, and motion capture technology, empower creators to craft more realistic and engaging virtual environments and characters. These technological advancements expand the capabilities of VR content creation, attracting both consumers and businesses seeking cutting-edge experiences, and driving growth in the market.

  • Increasing Adoption of VR Devices

Consumers are investing in VR headsets and related hardware through which the demand for immersive content experiences rises. This creates a growing audience and market for VR content creators to cater to, spurring innovation and competition in the content creation space. Additionally, the expansion of VR device compatibility across various platforms and industries broadens the reach and potential applications for VR content, further driving the need for diverse and high-quality content offerings. The rising adoption of VR devices fuels the growth and development of the virtual reality content creation market.

Opportunities

  • Growing Strategic Partnerships

Strategic partnerships between hardware manufacturers, software developers, content creators, and industry stakeholders enable the exchange of expertise, technology, and resources, facilitating the development of high-quality VR content. These collaborations often result in integrated solutions, improved hardware-software compatibility, and enhanced user experiences, driving market growth and expanding the reach of virtual reality content across various sectors. Partnerships can provide access to new markets, distribution channels, and funding opportunities, accelerating the adoption and evolution of VR content creation technologies and practices.

For instance, in May 2022, DPVR and FXG Video Science and Technology's partnership exemplifies how collaborations drive the virtual reality content creation market. They aim to create more convenient VR content systems by combining their technology and resources. This partnership enhances hardware-software compatibility and innovation, contributing to the market's expansion.

  • Rise of VR-Based Applications

Businesses and institutions are increasingly recognizing the potential of VR to transform their operations and engage their audiences due to which there is a growing demand for immersive and interactive content tailored to these applications. This demand fuels the need for skilled content creators who can develop compelling VR experiences that meet the specific requirements and objectives of each industry. The expansion of VR applications into new sectors and use cases creates opportunities for content creators to explore innovative storytelling techniques, simulations, training programs, and promotional campaigns, driving growth in the content creation market.

Restraints/Challenges

  • Growing Legal Challenges

Legal challenges include navigating complex intellectual property laws related to VR content, such as copyright and trademark issues, which can complicate the creation and distribution of VR experiences. Privacy concerns regarding the collection and use of user data in VR environments raise regulatory compliance issues that content creators must address. Emerging legal frameworks specific to VR, such as liability for virtual accidents or injuries, pose legal uncertainties and potential liabilities for content creators and platform providers. These legal challenges may increase the cost of content development, limit innovation, and deter investment in the VR content creation market.

  • High Cost of Development

Creating immersive VR experiences involves substantial investments in specialized hardware, software, and talent. High-end VR equipment, such as headsets and motion tracking systems, can be expensive, increasing the upfront costs for content creators. Moreover, developing high-quality VR content requires skilled professionals proficient in 3D modeling, animation, and VR-specific programming, whose expertise commands premium salaries. These high development costs pose barriers to entry for smaller studios and independent developers, limiting the diversity and quantity of VR content available in the market and hindering its broader adoption.

This market report provides details of new recent developments, trade regulations, import-export analysis, production analysis, value chain optimization, market share, impact of domestic and localized market players, analyses opportunities in terms of emerging revenue pockets, changes in market regulations, strategic market growth analysis, market size, category market growths, application niches and dominance, product approvals, product launches, geographic expansions, technological innovations in the market. To gain more info on the market contact Data Bridge Market Research for an Analyst Brief, our team will help you take an informed market decision to achieve market growth.

Recent Developments

  • In March 2023, Flipside XR launched a Flipside Studio with assistance from Meta. This VR software enables creators to produce animated videos in real-time using advanced virtual production tools. It supports motion capture technologies and is compatible with Meta Quest 2 and Rift/Rift S VR headsets. The application is part of Flipside XR's strategy to leverage augmented and virtual reality to impact the entertainment industry
  • In October 2022, Meta Platforms collaborated with Microsoft to integrate Microsoft Office 365 products into Meta's VR platform, aiming to attract businesses to virtual work environments. This integration brings popular productivity tools like Word, Excel, PowerPoint, Outlook, and SharePoint to Meta's VR. Additionally, Microsoft's Teams video calling program will be compatible with Meta's "Quest" and new "Quest Pro" VR headsets, which offer improved comfort, performance, clarity, and resolution, enabling virtual boardroom meetings
  • In March 2020, Epson America, Inc., a subsidiary of Seiko Epson Corporation, collaborated with 3D HoloGroup (U.S.) to provide Epson's AR glasses. 3D HoloGroup specializes in AR software architecture and systems integration and aims to offer a comprehensive range of AR gear and accessories. This collaboration focuses on enhancing the AR market with robust hardware and integration solutions

Virtual Reality Content Creation Market Scope

The market is segmented on the basis of content type, component and end-use sector. The growth amongst these segments will help you analyse meagre growth segments in the industries and provide the users with a valuable market overview and market insights to help them make strategic decisions for identifying core market applications.

Content Type

  • Videos
  • 360 Degree Photos
  • Games

Component

  • Software
  • Services

End-Use Sector

  • Real Estate
  • Travel and Hospitality
  • Media and Entertainment
  • Healthcare
  • Retail
  • Gaming
  • Automotive
  • Others

Virtual Reality Content Creation Market Region Analysis/Insights

The market is analysed and market size, volume information is provided by country, content type, component and end-use sector as referenced above.  

市场报告涉及的国家包括美国、加拿大、墨西哥、巴西、阿根廷、南美洲其他地区、德国、意大利、英国、法国、西班牙、荷兰、比利时、瑞士、土耳其、俄罗斯、欧洲其他地区、日本、中国、印度、韩国、澳大利亚、新加坡、马来西亚、泰国、印度尼西亚、菲律宾、亚太其他地区、沙特阿拉伯、阿联酋、南非、埃及、以色列、中东其他地区和非洲。

北美凭借其完善的 IT 基础设施在市场上占据主导地位。该地区受益于广泛的技术进步,包括高速互联网、广泛的 VR 硬件访问以及蓬勃发展的软件开发人员和内容创建者生态系统。这种基础设施使北美公司能够在创新和制作高质量 VR 内容方面处于领先地位,从而推动该地区在市场上占据主导地位。此外,主要技术中心和行业领袖的存在进一步巩固了北美作为虚拟现实创新和内容创作中心的地位。

由于亚太地区不同经济体中 VR 初创企业数量不断增加,预计该地区市场将出现大幅增长。这些初创企业正在推动创新 VR 内容创作计划的普及,推动对相关技术和服务的需求。该地区充满活力的创业环境和各个行业对 VR 技术的日益采用预计将进一步推动这一增长轨迹。

全球销售自动化软件市场报告的国家部分还提供了影响单个市场因素和国内市场法规变化,这些因素和变化会影响市场的当前和未来趋势。消费量、生产地点和产量、进出口分析、价格趋势分析、原材料成本、下游和上游价值链分析等数据点是用于预测单个国家市场情景的一些主要指标。此外,在提供国家数据的预测分析时,还考虑了全球品牌的存在和可用性以及它们因来自本地和国内品牌的激烈或稀少竞争而面临的挑战、国内关税和贸易路线的影响。

竞争格局和虚拟现实内容创作市场份额分析

市场竞争格局按竞争对手提供详细信息。详细信息包括公司概况、公司财务状况、产生的收入、市场潜力、研发投资、新市场计划、全球影响力、生产基地和设施、生产能力、公司优势和劣势、产品发布、产品宽度和广度、应用主导地位。以上提供的数据点仅与公司对市场的关注有关。

市场上的一些主要参与者包括:

  • IBM(美国)
  • Blippar(英国)。
  • 360 实验室(美国)
  • Matterport Inc.,(美国)
  • Koncept VR LLC(美国)
  • SubVRsive(美国)
  • Panedia 有限公司
  • WeMakeVR(荷兰)
  • VIAR(美国)
  • Scapic Innovations Private Limited(印度)
  • 戴尔公司(美国)
  • 英特尔公司(美国)
  • McAfee, LLC(美国)
  • 趋势科技股份有限公司(日本)
  • VMware(美国)、Juniper Networks Inc.(美国)
  • Fortinet 公司(美国)
  • Sophos Ltd.,(英国)
  • 思科系统公司(美国)


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研究方法

Data collection and base year analysis are done using data collection modules with large sample sizes. The stage includes obtaining market information or related data through various sources and strategies. It includes examining and planning all the data acquired from the past in advance. It likewise envelops the examination of information inconsistencies seen across different information sources. The market data is analysed and estimated using market statistical and coherent models. Also, market share analysis and key trend analysis are the major success factors in the market report. To know more, please request an analyst call or drop down your inquiry.

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Frequently Asked Questions

The market is segmented based on , By Content Type (Videos, 360 Degree Photos, and Games), Component (Software, and Services), End-Use Sector (Real Estate, Travel and Hospitality, Media and Entertainment, Healthcare, Retail, Gaming, Automotive, and Others) – Industry Trends and Forecast to 2031. .
The Global Virtual Reality Content Creation Market size was valued at USD 23.01 USD Billion in 2023.
The Global Virtual Reality Content Creation Market is projected to grow at a CAGR of 47% during the forecast period of 2024 to 2031.
The major players operating in the market include IBM (U.S.), Blippar (U.K), 360 Labs (U.S.), Matterport Inc., (U.S.) Koncept VR LLC (U.S.), SubVRsive (U.S.), Panedia Pty Ltd., WeMakeVR (Netherlands), VIAR (U.S.), Scapic Innovations Private Limited (India), Dell Inc, (U.S.), Intel Corporation (U.S), McAfee, LLC (U.S.), Trend Micro Incorporated (Japan), VMware (U.S.), Juniper Networks Inc., (U.S.), Fortinet, Inc (U.S.), Sophos Ltd., (U.K) and Cisco Systems Inc. (U.S.).
The market report covers data from the U.S., Canada, Mexico, Brazil, Argentina, Rest of South America, Germany, Italy, U.K., France, Spain, Netherlands, Belgium, Switzerland, Turkey, Russia, Rest of Europe, Japan, China, India, South Korea, Australia, Singapore, Malaysia, Thailand, Indonesia, Philippines, Rest of Asia-Pacific, Saudi Arabia, U.A.E., South Africa, Egypt, Israel, Rest of the Middle East and Africa.