Virtual Reality Content Creation Market, by Content Type (Videos, 360 Degree Photos and Games), by Component (Software and Services), by End Users (Gaming and Entertainment, Engineering, Healthcare, Real state, Retail, Military and Education) and Geography - Global Trends, and Forecast to 2025

Global Virtual Reality Content Creation Market - Insights

Virtual reality creates a digital environment to provide real lifelike experience to the user. Rampant growth of the gaming sector is a major factor for the growth of virtual reality content creation market. Increasing demand for virtual reality games on various platform such as smartphones, PlayStation, and computer have accelerated the growth of gaming segment in the virtual reality content creation market. Adventure Time, Vanguard V, Proton Pulse, Need for Speed No Limits VR, Grand Theft Auto VR, Rez Infinite, Thumper, Kittypocalypse, and Hover Junkers are some of the games based on virtual reality.

Increasing adoption of virtual reality technology by media and entertainment segment have boosted the growth of the virtual reality content creation market globally.

The online customer retention has become one of the major challenge for media and entertainment industries. The implementation of virtual reality technology increases the retention of viewers for the online channels. For instance, RTV Slovenia, a Slovenia's national public broadcasting organization have implemented a virtual reality technology, which helps to improve the engagement through online content. According to RTV, it recorded 5,000 viewers in 48 hours with an average time of 2 minutes per session. Similarly, Hotstar an India-based digital entertainment platform have implemented Vizrt augmented and virtual reality technology for live online coverage of Indian premier league cricket. High adoption of virtual technology by film industry have fueled the growth of virtual reality content creation market. For instance, in 2016, HBO launched a VR-based game of thrones promo.                 

Gaming segment held the dominant position in global virtual reality content creation market in 2016. 

Gaming segment held the dominant position in virtual reality content creation market, in 2016 and is projected to retain its dominance throughout the forecast period, owing to increasing advancement of technology in VR headsets such as HTC Vive and PlayStation VR. Increase in traction of population towards gaming have also boosted the growth of the gaming segment in virtual reality content creation market. According to Coherent Market Insights, in 2016 the global gaming market generated the revenue of US$ 101.1 billion and is projected to reach US$ 115.8 billion by 2018.             

Figure. Global Virtual Reality Content Creation Market, By End-User (2016 - 2025)

virtual reality content creation market

Source: Coherent Market Insights Analysis

North America held the dominant position in virtual reality content creation market in 2016.

On the basis of geography, the virtual reality content creation market is segmented into North America, Europe, Asia Pacific, Latin America, Middle East, and Africa. The North America region held the dominant position in the market in 2016 and is projected to retain its dominance throughout the forecast period. The U.S. and Canada are major economies driving the growth of virtual reality content creation market in this region. High adoption of novel technology such as virtual reality and prevalent of video gaming culture in the region especially in the U.S. have driven the growth of virtual reality content creation market. Moreover, the Asia Pacific virtual reality content creation market is projected to grow with the highest CAGR over the forecast period. Increasing VR based startups play a key role for the growth of VR content creation market in Asia Pacific region. SmartVizX, Grey Kernel, Merxius, Xenium, Tesseract Inc., and AbsentiaVR are some of the India based startup companies, which produces virtual reality based software or solutions.   

Key Companies- Global Virtual reality content creation Market.

Some of the major companies in the global virtual reality content creation market include 360 Labs, Blippar, Koncept VR, Matterport, Panedia Pty Ltd., SubVRsive, Vizor, Voxelus, WeMakeVR,  and Wevr

Virtual reality is the creation of simulated environment using computer technology. Increasing adoption of virtual reality technology by various application such as branding & marketing, manufacturing, healthcare, entertainment, retail, and education are some of the key factors driving the growth of the global virtual reality content creation market. Moreover, Increasing technical advancement such as development of smart glasses, head mounted displays and increasing adoption of technology by enterprises for various application such as on the job training, virtual offices for remote teams, training such as virtual meetings, and education are fueling the growth of virtual reality content creation market.

Market Dynamics

The increasing adoption of virtual reality technology have boosted the growth of market globally, owing to the adoption of virtual reality technology by news and entertainment. For instance, in 2015, the New York Times news magazines launched a virtual reality film, which shows children’s eradicated due to war. The on-demand series providers have also adopted the virtual reality technology. For instance, in 2016, HBO adopted the virtual reality 360 degree content for Game of Thrones series. Increasing gaming platform have accelerates the growth of virtual reality content creation market. In 2016, Sony launched a PlayStation VR in the market. The adoption of virtual reality technology provided the new platform to the retail industry for marketing and branding their products. For instance, German automobile manufacturer Audi has adopted the technology by permitting users to use head mounted devices to see the interior of the vehicles.          

Key features of the study:

  • This report provides an in-depth analysis of virtual content creation market, market size (US$ Million) and Cumulative Annual Growth Rate (CAGR %) for the forecast period (2017 – 2025), considering 2016 as the base year
  • It elucidates potential revenue opportunities across different segments and explains attractive investment proposition matrix for this market
  • This study also provides key insights about market drivers, restraints, opportunities, new product launches or approval, regional outlook, and competitive strategy adopted by the leading players
  • It profiles leading players in the global virtual reality content creation market based on the following parameters – regulatory landscape, company overview, financial performance, product portfolio, geographical presence, distribution strategies, key developments and strategies, and future plans.
  • Key companies covered as a part of this study include 360 Labs, Blippar, Koncept VR, Matterport, Panedia Pty Ltd., SubVRsive, Vizor, Voxelus., WeMakeVR,  and Wevr
  • Insights from this report would allow marketers and the management authorities of the companies to make informed decision regarding their future product launch, technology up-gradation, market expansion and marketing tactics
  • The global virtual reality content creation market report caters to various stakeholders in this industry including investors, suppliers, distributors, new entrants, and financial analysts
  • Stakeholders would have ease of decision-making through various strategy matrices used in analyzing the Virtual Reality Content Creation Market.

Detail Virtual Reality Content Creation Market Segmentation:

  • Global Virtual Reality Content Creation Market, By Content Type:
    • Videos
    • 360 Degree Photos
    • Games
  • Global Virtual Reality Content Creation Market, By Component:
    • Software
    • Services
  • Global Virtual Reality Content Creation Market, By Application:
    • Gaming and Entertainment
    • Engineering
    • Healthcare
    • Real state
    • Retail
    • Military
    • Education
    • Others
  • Global Virtual Reality Content Creation Market, By Region:
    • North America
      • By Content Type
        • Videos
        • 360 Degree Photos
        • Games
      • By Component
        • Software
        • Services
      • By Application
        • Gaming and Entertainment
        • Engineering
        • Healthcare
        • Real state
        • Retail
        • Military
        • Education
        • Others
      • By Country
        • U.S.
        • Canada
    • Europe
      • By Content Type
        • Videos
        • 360 Degree Photos
        • Games
      • By Component
        • Software
        • Services
      • By Application
        • Gaming and Entertainment
        • Engineering
        • Healthcare
        • Real state
        • Retail
        • Military
        • Education
        • Others
      • By Country
        • Germany
        • U.K.
        • France
        • Italy
        • Spain
        • Russia
        • Rest of Europe
    • Asia Pacific
      • By Content Type
        • Videos
        • 360 Degree Photos
        • Games
      • By Component
        • Software
        • Services
      • By Application
        • Gaming and Entertainment
        • Engineering
        • Healthcare
        • Real state
        • Retail
        • Military
        • Education
        • Others
      • By Region
        • China
        • India
        • Japan
        • Australia
        • South Korea
        • ASEAN
        • Rest of Asia Pacific
    • Latin America
      • By Content Type
        • Videos
        • 360 Degree Photos
        • Games
      • By Component
        • Software
        • Services
      • By Application
        • Gaming and Entertainment
        • Engineering
        • Healthcare
        • Real state
        • Retail
        • Military
        • Education
        • Others
      • By Country
        • Brazil
        • Mexico
        • Rest of Latin America
    • Africa
      • By Content Type
        • Videos
        • 360 Degree Photos
        • Games
      • By Component
        • Software
        • Services
      • By Application
        • Gaming and Entertainment
        • Engineering
        • Healthcare
        • Real state
        • Retail
        • Military
        • Education
        • Others
      • By Country
        • North Africa
        • Central Africa
        • South Africa
    • Middle East
      • By Content Type
        • Videos
        • 360 Degree Photos
        • Games
      • By Component
        • Software
        • Services
      • By Application
        • Gaming and Entertainment
        • Engineering
        • Healthcare
        • Real state
        • Retail
        • Military
        • Education
        • Others
      • By Country
        • GCC
        • Israel
        • Rest of Middle East
  • Company Profiles
    • Blippar Inc.
      • Company Overview
      • Product Portfolio
      • Financial Performance
      • Recent Developments/Updates
    • Cyberglove Systems LLC.
      • Company Overview
      • Product Portfolio
      • Financial Performance
      • Recent Developments/Updates
    • Daqri LLC
      • Company Overview
      • Product Portfolio
      • Financial Performance
      • Recent Developments/Updates
    • EON Reality, Inc.
      • Company Overview
      • Product Portfolio
      • Financial Performance
      • Recent Developments/Updates
    • Google Inc.
      • Company Overview
      • Product Portfolio
      • Financial Performance
      • Recent Developments/Updates
    • Infinity Augmented Reality Inc.
      • Company Overview
      • Product Portfolio
      • Financial Performance
      • Recent Developments/Updates
    • Magic Leap, Inc.
      • Company Overview
      • Product Portfolio
      • Financial Performance
      • Recent Developments/Updates
    • Meta Company
      • Company Overview
      • Product Portfolio
      • Financial Performance
      • Recent Developments/Updates
    • Metaio GmbH
      • Company Overview
      • Product Portfolio
      • Financial Performance
      • Recent Developments/Updates
    • Microsoft Corporation
      • Company Overview
      • Product Portfolio
      • Financial Performance
      • Recent Developments/Updates
    • Oculus VR, LLC
      • Company Overview
      • Product Portfolio
      • Financial Performance
      • Recent Developments/Updates
    • Osterhout Design Group (ODG)
      • Company Overview
      • Product Portfolio
      • Financial Performance
      • Recent Developments/Updates
    • Qualcomm Inc.
      • Company Overview
      • Product Portfolio
      • Financial Performance
      • Recent Developments/Updates
    • Samsung Electronics Co., Ltd.
      • Company Overview
      • Product Portfolio
      • Financial Performance
      • Recent Developments/Updates
    • Vuzix Corporation
      • Company Overview
      • Product Portfolio
      • Financial Performance
      • Recent Developments/Updates
  • Section
    • References
    • Research Methodology
    • About us and Sales Contact

*Browse all the market data tables and figures on "Global Virtual Reality Content Creation Market - Global forecast to 2025".

Table of Content

  1. Research Objective and assumption
    • Research Objectives
    • Assumptions
    • Abbreviations
  2. Market Purview
    • Report Description
      • Market Definition and Scope
    • Executive Summary
      • Top 3 Findings
      • Top 3 Opportunity
      • Top Companies
      • Market Snippet By Content Type
      • Market Snippet By Component
      • Market Snippet By Application
      • Market Snippet By Region
    • Coherent Opportunity Map (COM)
  3. Market Dynamics, Regulations, and Trends Analysis
    • Market Dynamics
      • Drivers
      • Restraints
      • Market Opportunities
      • Regulatory Scenario
      • Industry Trend
      • Merger and Acquisitions
      • New Product Approvals/Launch
      • PEST Analysis
      • PORTER’S Five Forces
  4. Global Virtual Reality Content Creation Market, By Content Type, 2015 - 2025 (USD Million)
    • Introduction
      • Market Share Analysis, 2016 and 2025 (%)
      • Segment Trends
        • Videos
          • Introduction
          • Market Size and Forecast, 2015 - 2025, (USD Million)
        • 360 Degree Photos
          • Introduction
          • Market Size and Forecast, 2015 - 2025, (USD Million)
        • Games
          • Introduction
          • Market Size and Forecast, 2015 - 2025, (USD Million)
  5. Global Virtual Reality Content Creation Market, By Component, 2015 - 2025 (USD Million)
    • Introduction
      • Market Share Analysis, 2016 and 2025 (%)
      • Segment Trends
        • Software/Applications
          • Introduction
          • Market Size and Forecast, 2015 - 2025, (USD Million)
        • Services
          • Introduction
          • Market Size and Forecast, 2015 - 2025, (USD Million)
  6. Global Virtual Reality Content Creation Market, By Application, 2015 - 2025 (USD Million)
    • Introduction
      • Market Share Analysis, 2016 and 2025 (%)
      • Segment Trends
        • Gaming and Entertainment
          • Introduction
          • Market Size and Forecast, 2015 - 2025, (USD Million)
        • Engineering
          • Introduction
          • Market Size and Forecast, 2015 - 2025, (USD Million)
        • Healthcare
          • Introduction
          • Market Size and Forecast, 2015 - 2025, (USD Million)
        • Real state
          • Introduction
          • Market Size and Forecast, 2015 - 2025, (USD Million)
        • Retail
          • Introduction
          • Market Size and Forecast, 2015 - 2025, (USD Million)
        • Military
          • Introduction
          • Market Size and Forecast, 2015 - 2025, (USD Million)
        • Education
          • Introduction
          • Market Size and Forecast, 2015 - 2025, (USD Million)
        • Others
          • Introduction
          • Market Size and Forecast, 2015 - 2025, (USD Million)
  7. Global Virtual Reality Content Creation Market, By Regions, 2015 - 2025 (USD Million)
    • Introduction
      • Market Share Analysis, By Region, 2016 and 2025 (%)
    • North America
      • Introduction
      • Market size and Forecast,2015 - 2025 (USD Million)
      • By Segment
        • Market Size and Forecast, By Content Type, 2015 - 2025 (USD Million)
        • Market Size and Forecast, By Component, 2015 - 2025 (USD Million)
        • Market Size and Forecast, By Application, 2015 - 2025 (USD Million)
      • By Country
        • U.S.
          • Introduction
          • Market Size and Forecast, 2015 - 2025, (USD Million)
        • Canada
          • Introduction
          • Market Size and Forecast, 2015 - 2025, (USD Million)
    • Europe
      • Introduction
      • Market size and Forecast,2015 - 2025 (USD Million)
      • By Segment
        • Market Size and Forecast, By Content Type, 2015 - 2025 (USD Million)
        • Market Size and Forecast, By Component, 2015 - 2025 (USD Million)
        • Market Size and Forecast, By Application, 2015 - 2025 (USD Million)
      • By Country
        • Germany
          • Introduction
          • Market Size and Forecast, 2015 - 2025, (USD Million)
        • UK
          • Introduction
          • Market Size and Forecast, 2015 - 2025, (USD Million)
        • France
          • Introduction
          • Market Size and Forecast, 2015 - 2025, (USD Million)
        • Italy
          • Introduction
          • Market Size and Forecast, 2015 - 2025, (USD Million)
        • Spain
          • Introduction
          • Market Size and Forecast, 2015 - 2025, (USD Million)
        • Russia
          • Introduction
          • Market Size and Forecast, 2015 - 2025, (USD Million)
        • Rest of Europe
          • Introduction
          • Market Size and Forecast, 2015 - 2025, (USD Million)
    • Asia Pacific
      • Introduction
      • Market size and Forecast,2015 - 2025 (USD Million)
      • By Segment
        • Market Size and Forecast, By Content Type, 2015 - 2025 (USD Million)
        • Market Size and Forecast, By Component, 2015 - 2025 (USD Million)
        • Market Size and Forecast, By Application, 2015 - 2025 (USD Million)
      • By Country
        • China
          • Introduction
          • Market Size and Forecast, 2015 - 2025, (USD Million)
        • India
          • Introduction
          • Market Size and Forecast, 2015 - 2025, (USD Million)
        • Japan
          • Introduction
          • Market Size and Forecast, 2015 - 2025, (USD Million)
        • Australia
          • Introduction
          • Market Size and Forecast, 2015 - 2025, (USD Million)
        • South Korea
          • Introduction
          • Market Size and Forecast, 2015 - 2025, (USD Million)
        • ASEAN
          • Introduction
          • Market Size and Forecast, 2015 - 2025, (USD Million)
        • Rest Of Asia Pacific
          • Introduction
          • Market Size and Forecast, 2015 - 2025, (USD Million)
    • Latin America
      • Introduction
      • Market size and Forecast,2015 - 2025 (USD Million)
      • By Segment
        • Market Size and Forecast, By Content Type, 2015 - 2025 (USD Million)
        • Market Size and Forecast, By Component, 2015 - 2025 (USD Million)
        • Market Size and Forecast, By Application, 2015 - 2025 (USD Million)
      • By Country
        • Brazil
          • Introduction
          • Market Size and Forecast, 2015 - 2025, (USD Million)
        • Mexico
          • Introduction
          • Market Size and Forecast, 2015 - 2025, (USD Million)
        • Rest of Latin America
          • Introduction
          • Market Size and Forecast, 2015 - 2025, (USD Million)
    • Africa
      • Introduction
      • Market size and Forecast,2015 - 2025 (USD Million)
      • By Segment
        • Market Size and Forecast, By Content Type, 2015 - 2025 (USD Million)
        • Market Size and Forecast, By Component, 2015 - 2025 (USD Million)
        • Market Size and Forecast, By Application, 2015 - 2025 (USD Million)
      • By Country
        • South Africa
          • Introduction
          • Market Size and Forecast, 2015 - 2025, (USD Million)
        • Central Africa
          • Introduction
          • Market Size and Forecast, 2015 - 2025, (USD Million)
        • North Africa
          • Introduction
          • Market Size and Forecast, 2015 - 2025, (USD Million)
    • Middle East
      • Introduction
      • Market size and Forecast,2015 - 2025 (USD Million)
      • By Segment
        • Market Size and Forecast, By Content Type, 2015 - 2025 (USD Million)
        • Market Size and Forecast, By Component, 2015 - 2025 (USD Million)
        • Market Size and Forecast, By Application, 2015 - 2025 (USD Million)
      • By Country
        • GCC
          • Introduction
          • Market Size and Forecast, 2015 - 2025, (USD Million)
        • Israel
          • Introduction
          • Market Size and Forecast, 2015 - 2025, (USD Million)
        • Rest Of Middle East
          • Introduction
          • Market Size and Forecast, 2015 - 2025, (USD Million)
  8. Competitive Landscape
    • Company Profiles
      • 360 Labs
        • Company Overview
        • Product Portfolio
        • Financial Performance
        • Recent Developments/Updates
      • Blippar
        • Company Overview
        • Product Portfolio
        • Financial Performance
        • Recent Developments/Updates
      • Koncept VR
        • Company Overview
        • Product Portfolio
        • Financial Performance
        • Recent Developments/Updates
      • Matterport
        • Company Overview
        • Product Portfolio
        • Financial Performance
        • Recent Developments/Updates
      • Panedia Pty Ltd.
        • Company Overview
        • Product Portfolio
        • Financial Performance
        • Recent Developments/Updates
      • SubVRsive
        • Company Overview
        • Product Portfolio
        • Financial Performance
        • Recent Developments/Updates
      • Vizor
        • Company Overview
        • Product Portfolio
        • Financial Performance
        • Recent Developments/Updates
      • VOXELUS
        • Company Overview
        • Product Portfolio
        • Financial Performance
        • Recent Developments/Updates
      • WEMAKEVR
        • Company Overview
        • Product Portfolio
        • Financial Performance
        • Recent Developments/Updates
      • Wevr
        • Company Overview
        • Product Portfolio
        • Financial Performance
        • Recent Developments/Updates
    • Analyst Views
  9. Section
    • References
    • Research Methodology
    • About us and Sales Contact

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Research Methodology

Coherent Market Insights followsa comprehensive research methodology focused on providing the most precise market analysis. The company leverages a data triangulation model which helps company to gauge the market dynamics and provide accurate estimates. Key components of the research methodologies followed for all our market reports include:

  • Primary Research (Trade Surveys and Experts Interviews)
  • Desk Research
  • Proprietor Data Analytics Model

In addition to this, Coherent Market Insights has access to a wide range of the regional and global reputed paid data bases, which helps the company to figure out the regional and global market trends and dynamics. The company analyses the industry from the 360 Degree Perspective i.e. from the Supply Side and Demand Side which enables us to provide granular details of the entire ecosystem for each study. Finally, a Top-Down approach and Bottom-Up approach is followed to arrive at ultimate research findings.


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Coherent Market Insights desk research is based on a principle set of research techniques:

  • National level desk research: It Includes research analysis of regional players, regional regulatory bodies, regional trade associations, and regional organization.
  • Multinational level desk research: The research team keeps a track of multinational players, global regulatory bodies, global trade associations, and global organization.

Coherent Market Insights has a large amount of in-house repository of industry database. This is leveraged as a burner for initiating a new research study. Key secondary sources include:

  • Governmental bodies, National and international social welfare institutions, and organizations creating economic policies among others.
  • Trade association, National and international media and trade press.
  • Company Annual reports, SEC filings, Corporate Presentations, press release, news, and specification sheet of manufacturers, system integrators, brick and mortar - distributors and retailers, and third party online commerce players.
  • Scientific journals, and other technical magazines and whitepapers.

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Preliminary Data Mining

The raw data is obtained through the secondary findings, in house repositories, and trade surveys. It is then filtered to ensure that the relevant information including industry dynamics, trends, and outlook is retained for further research process.

Data Standardization:

Holistic approach is used to ensure that the granular and uncommon parameters are taken into consideration to ensure accurate results. The information from the paid databases are further combined to the raw data in order to standardize it.

Coherent Statistical model

We arrive at our final research findings through simulation models. Coherent Data Analytics Model is a statistical tool that helps company to forecast market estimates. Few of the parameters considered as a part of the statistical model include:

  • Micro-economic indicators
  • Macro-economic indicators
  • Environmental indicators
  • Socio-political indicators
  • Technology indicators

Data Processing

Once the findings are derived from the statistical model, large volume of data is process to confirm accurate research results. Data analytics and processing tools are adopted to process large chunk of collected informative data. In case, a client customizes the study during the process, the research finding till then are benchmarked, and the process for new research requirement is initiated again.

Data Validation

This is the most crucial stage of the research process. Primary Interviews are conducted to validate the data and analysis. This helps in achieving the following purposes:

  • It provides first-hand information on the market dynamics, outlook, and growth parameters.
  • Industry experts validates the estimates which helps the company to cement the on-going research study.
  • Primary research includes online surveys, face-to face interviews, and telephonic interviews.

The primary research is conducted with the ecosystem players including, but not limited to:

  • Raw Material Suppliers
  • Manufacturers
  • System Integrators
  • Distributors
  • End-users

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