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Virtual Content Creation Market Size, Share & Trends Analysis Report By Content Type (Videos, Games), By Solution Type (Software, Services), By End-use (Retail, Gaming), By Region, And Segment Forecasts, 2023 - 2030

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Virtual Content Creation Market Growth & Trends

The global virtual content creation market size is anticipated to reach USD 25.49 billion by 2030, registering a CAGR of 25.7% from 2023 to 2030, according to a recent report by Grand View Research, Inc. The growing demand for Virtual Reality (VR) content and video games among individuals is attributed to the integration of VRtechnologies into the products as it offers a more immersive experience to end-users. In addition, the easy accessibility of cost-efficient and practical VR devices in the entertainment and gaming sector is expected to drive market growth over the forecast period.Moreover, the rise in cloud-based virtual content creation tools is making it easier and more cost-effective for content creators and businesses to produce virtual content.

This is augmenting the growth of the market by lowering the entry barriers for new content creators. Furthermore, virtual content creators are considering creating content that can be enjoyed and accessed across multiple platforms owing to the availability of numerous devices and platforms, which isanothergrowth-driving factor. Several companies focus on launching new products and offerings to attract a more extensive customer base and strengthen their foothold in the industry. For instance, in December 2022, XR Immersive Tech Inc., a VR and AR entertainment company, launched PortalX, a VR hardware Kiosk that can be used for several sectors, such as healthcare, retail, gaming, and entertainment, among others. This, in turn, is expected to propel market growth during the forecast period.

Virtual Content Creation Market Report Highlights

  • Based on content type, the videos segment accounted for a significant market share of around 35% in 2022 as a result of the trend of VR video consumption across various devices
  • Based on solution type, the software segment accounted for the largest market share in 2022 due to the growing demand for custom VR software for VR headset products
  • The media & entertainment end-use segment is expected to grow at a significant CAGR of over 25% from 2023 to 2030 as a result of the growing VR content and affordable VR headsets
  • North America accounted for the largest revenue share of around 30% in 2022 due to a high level of technology penetration in the region

Table of Contents

Chapter 1 Methodology and Scope

  • 1.1 Market Segmentation & Scope
  • 1.2 Market Definitions
  • 1.3 Information Procurement
    • 1.3.1 Information Analysis
    • 1.3.2 Market Formulation & Data Visualization
    • 1.3.3 Data Validation & Publishing
  • 1.4 Research Scope and Assumptions
    • 1.4.1 List of Data Sources

Chapter 2 Executive Summary

  • 2.1 Market Snapshot
  • 2.2 Segment Snapshot
  • 2.3 Competitive Landscape Snapshot

Chapter 3 Market Variables, Trends & Scope

  • 3.1 Market Lineage Outlook
  • 3.2 Industry Value Chain Analysis
  • 3.3 Market Dynamics
    • 3.3.1 Market Driver Analysis
    • 3.3.2 Market Restraint Analysis
    • 3.3.3 Market Challenges
    • 3.3.4 Market Opportunities
  • 3.4 Industry Analysis Tools
    • 3.4.1 Porter's Analysis
    • 3.4.2 Macroeconomic Analysis

Chapter 4 Content Type Estimates & Trend Analysis

  • 4.1 Content Type Movement Analysis & Market Share, 2022 & 2030
  • 4.2 Virtual Content Creation Market Estimates & Forecast, By Content Type (USD Million)
    • 4.2.1 Videos
      • 4.2.1.1 360-degree
      • 4.2.1.2 Immersive
    • 4.2.2 360 Degree Photos
    • 4.2.3 Games

Chapter 5 Solution Type Estimates & Trend Analysis

  • 5.1 Solution Type Movement Analysis & Market Share, 2022 & 2030
  • 5.2 Virtual Content Creation Market Estimates & Forecast, By Solution Type (USD Million)
    • 5.2.1 Software
    • 5.2.2 Services

Chapter 6 End-Use Channel Estimates & Trend Analysis

  • 6.1 End Use Movement Analysis & Market Share, 2022 & 2030
  • 6.2 Virtual Content Creation Market Estimates & Forecast, By End Use (USD Million)
    • 6.2.1 Automotive
    • 6.2.2 Media & Entertainment
    • 6.2.3 Travel & Hospitality
    • 6.2.4 Real State
    • 6.2.5 Retail
    • 6.2.6 Gaming
    • 6.2.7 Healthcare
    • 6.2.8 Others

Chapter 7 Regional Estimates & Trend Analysis

  • 7.1 Virtual Content Creation Market by Region, 2022 & 2030
  • 7.2 North America
    • 7.2.1 North America Virtual Content Creation Market Estimates & Forecasts, 2018 - 2030 (USD Millions)
    • 7.2.2 U.S.
      • 7.2.2.1 U.S. Virtual Content Creation Market Estimates & Forecasts, 2018 - 2030 (USD Million)
    • 7.2.3 Canada
      • 7.2.3.1 Canada Virtual Content Creation Market Estimates & Forecasts, 2018 - 2030 (USD Million)
  • 7.3 Europe
    • 7.3.1 Europe Virtual Content Creation Market Estimates & Forecasts, 2018 - 2030 (USD Million)
    • 7.3.2 France
      • 7.3.2.1 France Virtual Content Creation Market Estimates & Forecasts, 2018 - 2030 (USD Million)
    • 7.3.3 UK
      • 7.3.3.1 UK Virtual Content Creation Market Estimates & Forecasts, 2018 - 2030 (USD Million)
    • 7.3.4 Germany
      • 7.3.4.1 Germany Virtual Content Creation Market Estimates & Forecasts, 2018 - 2030 (USD Million)
    • 7.3.5 Italy
      • 7.3.5.1 Italy Virtual Content Creation Market Estimates & Forecasts, 2018 - 2030 (USD Million)
    • 7.3.6 Spain
      • 7.3.5.1 Spain Virtual Content Creation Market Estimates & Forecasts, 2018 - 2030 (USD Million)
  • 7.4 Asia Pacific
    • 7.4.1 Asia Pacific Virtual Content Creation Market Estimates & Forecasts, 2018 - 2030 (USD Million)
    • 7.4.2 Japan
      • 7.4.2.1 Japan Virtual Content Creation Market Estimates & Forecasts, 2018 - 2030 (USD Million)
    • 7.4.3 China
      • 7.4.3.1 China Virtual Content Creation Market Estimates & Forecasts, 2018 - 2030 (USD Million)
    • 7.4.4 India
      • 7.4.4.1 India Virtual Content Creation Market Estimates & Forecasts, 2018 - 2030 (USD Million)
    • 7.4.5 South Korea
      • 7.4.5.1 South Kore Virtual Content Creation Market Estimates & Forecasts, 2018 - 2030 (USD Million)
  • 7.5 Latin America
    • 7.5.1 Latin America Virtual Content Creation Market Estimates & Forecasts, 2018 - 2030 (USD Million)
    • 7.5.2 Brazil
      • 7.5.2.1 Brazil Virtual Content Creation Market Estimates & Forecasts, 2018 - 2030 (USD Million)
    • 7.5.3 Mexico
      • 7.5.3.1 Mexico Virtual Content Creation Market Estimates & Forecasts, 2018 - 2030 (USD Million)
  • 7.6 Middle East & Africa (MEA)
    • 7.6.1 MEA Anime Merchandise Market Estimates & Forecasts, 2018 - 2030 (USD Millions)
    • 7.6.2 Saudi Arabia
      • 7.6.2.1 Saudi Arabia Virtual Content Creation Market Estimates & Forecasts, 2018 - 2030 (USD Million)
    • 7.6.3 South Africa
      • 7.6.3.1 South Africa Virtual Content Creation Market Estimates & Forecasts, 2018 - 2030 (USD Million)

Chapter 8 Virtual Content Creation Market - Competitive Landscape

  • 8.1 Key Market Participants
    • 8.1.1 Matterport, Inc.
    • 8.1.2 WeVR
    • 8.1.3 Vizor
    • 8.1.4 Koncept VR LLC
    • 8.1.5 Porcellus, Inc.
    • 8.1.6 360 Labs
    • 8.1.7 Blippar Group Limited
    • 8.1.8 Panedia Pty Ltd
    • 8.1.9 Scapic Innovation Private Limited (Flipkart)
    • 8.1.10 Subvrsive, Inc.
    • 8.1.11 VIAR Inc.
    • 8.1.12 WeMakeVR
  • 8.2 Recent Development & Impact Analysis, By Key Market Participants
  • 8.3 Company Categorization
  • 8.4 Participant's Overview
  • 8.5 Financial Performance
  • 8.6 Product Benchmarking
  • 8.7 Company Heat Map Analysis
  • 8.8 Key Company Market Share Analysis, 2022
  • 8.9 Strategy Mapping
    • 8.9.1 Partnership
    • 8.9.2 Merger & Acquisition
    • 8.9.3 New Product/Feature Launch
    • 8.9.4 Expansion
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