Virtual reality content creation market

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

  • Dec 2017
  • CMI1142
  • 152 Pages
  • Excel & Pdf
  • Information and Communication Technology

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)

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

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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- Frequently Asked Questions -

What are the growth estimates for the virtual reality content creation market till 2025?

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

Which are the prominent virtual reality content creation market players across the globe?

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.

Which segment based on end user, accounted for the highest demand in the virtual reality content creation market?

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

What are the key factors driving growth of the virtual reality content creation market?

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

What is the Compound Annual Growth Rate (CAGR) of the virtual reality content creation market for next 8 years?

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

Which region is dominating the virtual reality content creation market growth?

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