We have an updated report [Version - 2024] available. Kindly sign up to get the sample of the report.
all report title image

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

To learn more about this report, request a free sample copy

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

Frequently Asked Questions

The global virtual reality content creation market is estimated to reach US$ 39.5 Billion by 2025

Major players operating in the global virtual reality content creation market include 360 Labs, Blippar, Koncept VR, Matterport, Panedia Pty Ltd., SubVRsive, Vizor, Voxelus, WeMakeVR, and Wevr.

Among end users, gaming segment held dominant position in the market in 2016, and is estimated to retain its dominance throughout the forecast period.

Increasing demand for virtual reality games on various platform such as smartphones, PlayStation, and computer is one of the major factors that is expected to propel growth of the market over the forecast period

The global virtual reality content creation market is estimated to exhibit a CAGR of 86% over the forecast period.

Among regions, North America is estimated to hold dominant position in the market over the forecast period

View Our Licence Options

Need a Custom Report?

We can customize every report - free of charge - including purchasing stand-alone sections or country-level reports

Customize Now

Want to Buy a Report but have a Limited Budget?

We help clients to procure the report or sections of the report at their budgeted price. Kindly click on the below to avail

Request Discount
Logo

Reliability and Reputation

ESOMAR
DUNS Registered
Clutch
DMCA Protected

9001:2015

Reliability and Reputation

27001:2022

Reliability and Reputation

EXISTING CLIENTELE

Joining thousands of companies around the world committed to making the Excellent Business Solutions.

View All Our Clients
trusted clients logo