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몰입형 컨텐츠 제작 시장 보고서(2025년)

Immersive Content Creation Global Market Report 2025

발행일: | 리서치사: The Business Research Company | 페이지 정보: 영문 175 Pages | 배송안내 : 2-10일 (영업일 기준)

    
    
    




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몰입형 컨텐츠 제작 시장 규모는 향후 수년간 연평균 26.6%의 성장률을 기록하며 2029년에는 535억 1,000만 달러 규모로 성장할 것으로 예측됩니다. 예측 기간 중의 성장은 마케팅 캠페인에서 몰입형 스토리텔링에 대한 수요 증가, 몰입형 게임의 인기 증가, 클라우드 기반 몰입형 컨텐츠 플랫폼의 사용 확대, 디지털 트윈으로의 전환, 원격 협업 툴에 대한 수요 증가에 기인할 것으로 예측됩니다. 예측 기간의 주요 동향으로는 인공지능(AI)이 생성하는 몰입형 환경, 실시간 3D 컨텐츠 제작, 햅틱 피드백의 발전, 공간 컴퓨팅의 통합, 볼류메트릭 비디오의 채택, 브레인 컴퓨터 인터페이스의 개발, 5G 지원 몰입형 스트리밍 등이 있습니다. 몰입형 스트리밍 등이 있습니다.

고품질 디지털 경험에 대한 선호도가 높아짐에 따라 향후 수년간 몰입형 컨텐츠 제작 시장의 성장을 촉진할 것으로 예측됩니다. 고품질 디지털 경험은 속도, 개인화, 전반적인 참여도를 중시하는 매끄럽고 인터랙티브한 몰입형 사용자 인터랙션을 포함합니다. 이러한 선호도는 더 빠르고, 더 매끄럽고, 고도로 개인화된 상호작용을 가능하게 하는 기술의 발전으로 인해 더욱 증가하고 있습니다. 몰입형 컨텐츠 제작은 인터랙티브하고 매력적인 환경을 제공함으로써 가상 인터랙션을 보다 현실감 있고 맞춤화하여 이러한 디지털 경험을 지원합니다. 몰입형 컨텐츠 제작은 매끄럽고 다감각적인 컨텐츠를 제공함으로써 사용자의 이탈을 줄이고 전반적인 만족도와 몰입감을 높입니다. 예를 들어 이스라엘에 본사를 둔 소프트웨어 회사 Idomoo에 따르면 2024년 11월 사용자 맞춤형 동영상에 대한 관심은 2023년 72%에서 77%로 증가했다고 합니다. 이처럼 고품질 디지털 경험에 대한 수요 증가는 몰입형 컨텐츠 제작 시장 확대에 박차를 가하고 있습니다.

몰입형 컨텐츠 제작 시장의 주요 기업은 사용자의 몰입감을 높이고 실감나는 가상 경험을 제공하기 위해 XR 헤드마운트 디스플레이와 같은 혁신적인 메타버스 기술에 집중하고 있으며, XR 헤드마운트 디스플레이는 가상현실, 증강현실, 혼합현실을 결합하여 증강현실 경험을 제공하는 웨어러블 기기입니다. 증강현실 경험을 제공하고, 사용자를 인터랙티브한 디지털 환경에 몰입하게 하는 웨어러블 디바이스입니다. 예를 들어 2024년 1월 일본의 기술 기업 소니(Sony Corporation)는 초현실적이고 인터랙티브한 XR 환경을 제공하여 전문 3D 컨텐츠 제작자에게 힘을 실어주는 몰입형 공간 컨텐츠 제작 시스템을 발표했습니다. 이 시스템에는 비디오 시스루 기능을 갖춘 4K OLED XR 헤드셋, 직관적인 컨트롤러, Snapdragon XR2+Gen 2 프로세서가 포함되어 있으며, 엔터테인먼트 및 산업 디자인을 위한 실시간 고정밀 3D 모델링을 가능하게 합니다.

목차

제1장 개요

제2장 시장의 특징

제3장 시장 동향과 전략

제4장 시장 : 금리, 인플레이션, 지정학, 무역 전쟁과 관세, 그리고 Covid와 회복이 시장에 미치는 영향을 포함한 거시경제 시나리오

제5장 세계의 성장 분석과 전략 분석 프레임워크

  • 세계의 몰입형 컨텐츠 제작 : PESTEL 분석(정치, 사회, 기술, 환경, 법적 요인, 촉진요인과 억제요인)
  • 최종 용도 산업의 분석
  • 세계의 몰입형 컨텐츠 제작 시장 : 성장률 분석
  • 세계의 몰입형 컨텐츠 제작 시장의 실적 : 규모와 성장, 2019-2024
  • 세계의 몰입형 컨텐츠 제작 시장의 예측 : 규모와 성장, 2024-2029, 2034F
  • 세계의 몰입형 컨텐츠 제작 : 총잠재 시장 규모(TAM)

제6장 시장 세분화

  • 세계의 몰입형 컨텐츠 제작 시장 : 컴포넌트별, 실적과 예측, 2019-2024, 2024-2029F, 2034F
  • 하드웨어
  • 소프트웨어
  • 서비스
  • 세계의 몰입형 컨텐츠 제작 시장 : 기술별, 실적과 예측, 2019-2024, 2024-2029F, 2034F
  • 가상현실 컨텐츠
  • 확장현실 컨텐츠
  • 혼합현실 컨텐츠
  • 기타 테크놀러지
  • 세계의 몰입형 컨텐츠 제작 시장 : 최종 용도별, 실적과 예측, 2019-2024, 2024-2029F, 2034F
  • 게임
  • 엔터테인먼트와 미디어
  • 교육과 훈련
  • 헬스케어
  • 소매업과 E-Commerce
  • 자동차
  • 기타 용도
  • 세계의 몰입형 컨텐츠 제작 시장, 하드웨어의 유형별 서브 세분화, 실적과 예측, 2019-2024, 2024-2029F, 2034F
  • 헤드 마운트 디스플레이(HMD) 또는 VR 헤드셋
  • 확장현실 안경 또는 스마트 글래스
  • 카메라
  • 모션 센서와 트래커
  • 촉각 디바이스
  • 제스처 인식 디바이스
  • 그래픽 프로세싱 유닛
  • 입력 디바이스
  • 세계의 몰입형 컨텐츠 제작 시장 소프트웨어의 유형별 서브 세분화, 실적과 예측, 2019-2024, 2024-2029F, 2034F
  • 컨텐츠 작성 소프트웨어
  • 가상현실 또는 확장현실 개발 플랫폼
  • 시뮬레이션 소프트웨어
  • 렌더링 엔진
  • 실시간 협업 소프트웨어
  • 확장현실 소프트웨어
  • 가상현실 소프트웨어
  • 혼합현실 소프트웨어
  • 세계의 몰입형 컨텐츠 제작 시장, 서비스의 유형별 서브 세분화, 실적과 예측, 2019-2024, 2024-2029F, 2034F
  • 컨텐츠 개발 서비스
  • 통합 및 실장 서비스
  • 컨설팅 및 트레이닝 서비스
  • 정비 및 지원 서비스
  • 커스터마이즈 서비스
  • 클라우드 기반 몰입형 컨텐츠 서비스
  • 시험 및 품질 보증 서비스

제7장 지역별·국가별 분석

  • 세계의 몰입형 컨텐츠 제작 시장 : 지역별, 실적과 예측, 2019-2024, 2024-2029F, 2034F
  • 세계의 몰입형 컨텐츠 제작 시장 : 국가별, 실적과 예측, 2019-2024, 2024-2029F, 2034F

제8장 아시아태평양 시장

제9장 중국 시장

제10장 인도 시장

제11장 일본 시장

제12장 호주 시장

제13장 인도네시아 시장

제14장 한국 시장

제15장 서유럽 시장

제16장 영국 시장

제17장 독일 시장

제18장 프랑스 시장

제19장 이탈리아 시장

제20장 스페인 시장

제21장 동유럽 시장

제22장 러시아 시장

제23장 북미 시장

제24장 미국 시장

제25장 캐나다 시장

제26장 남미 시장

제27장 브라질 시장

제28장 중동 시장

제29장 아프리카 시장

제30장 경쟁 구도와 기업 개요

  • 몰입형 컨텐츠 제작 시장 : 경쟁 구도
  • 몰입형 컨텐츠 제작 시장 : 기업 개요
    • Google LLC Overview, Products and Services, Strategy and Financial Analysis
    • Microsoft Corporation Overview, Products and Services, Strategy and Financial Analysis
    • Unity Technologies Inc. Overview, Products and Services, Strategy and Financial Analysis
    • Magic Leap Inc. Overview, Products and Services, Strategy and Financial Analysis
    • Sandbox VR Overview, Products and Services, Strategy and Financial Analysis

제31장 기타 대기업과 혁신적 기업

  • Fractl Inc.
  • Dexter Studios
  • Column Five Media
  • DevDen Creative Solutions Pvt Ltd
  • Digital Lode
  • Fusion VR
  • Moonhub
  • NinjaPromo
  • Scavengar
  • SofaX
  • ShapesXR
  • 3FINERY
  • Innowise
  • Ortmor Agency Pvt.LTD
  • Vuforia

제32장 세계의 시장 경쟁 벤치마킹과 대시보드

제33장 주요 합병과 인수

제34장 최근 시장 동향

제35장 시장의 잠재력이 높은 국가, 부문, 전략

  • 몰입형 컨텐츠 제작 시장 2029 : 새로운 기회를 제공하는 국가
  • 몰입형 컨텐츠 제작 시장 2029 : 새로운 기회를 제공하는 부문
  • 몰입형 컨텐츠 제작 시장 2029 : 성장 전략
    • 시장 동향에 기반한 전략
    • 경쟁사 전략

제36장 부록

KSA 25.07.18

Immersive content creation entails designing and producing interactive digital experiences utilizing technologies such as virtual reality (VR), augmented reality (AR), and 3D environments. Its main goal is to deeply engage users by making them feel present and involved within the content, thereby enhancing understanding, entertainment, or training outcomes.

The primary components of immersive content creation include hardware, software, and services. Hardware refers to the physical tools and devices used to capture, process, and experience immersive environments like virtual reality (VR), augmented reality (AR), mixed reality (MR), and 360° video. The technologies involved include virtual reality content, augmented reality content, mixed reality content, and others, with applications across various sectors such as gaming, entertainment and media, education and training, healthcare, retail and ecommerce, automotive, and more.

The immersive content creation market research report is one of a series of new reports from The Business Research Company that provides immersive content creation market statistics, including immersive content creation industry global market size, regional shares, competitors with a immersive content creation market share, detailed immersive content creation market segments, market trends and opportunities, and any further data you may need to thrive in the immersive content creation industry. This immersive content creation market research report delivers a complete perspective of everything you need, with an in-depth analysis of the current and future scenario of the industry.

The immersive content creation market size has grown exponentially in recent years. It will grow from $16.38 billion in 2024 to $20.80 billion in 2025 at a compound annual growth rate (CAGR) of 27.0%. The growth during the historic period can be attributed to the expansion of the immersive gaming ecosystem, increased demand for immersive content localization, rising demand for hyper-realistic digital environments, greater government use of immersive simulations for training, and the increased availability of immersive educational curriculum content.

The immersive content creation market size is expected to see exponential growth in the next few years. It will grow to $53.51 billion in 2029 at a compound annual growth rate (CAGR) of 26.6%. The growth in the forecast period is expected to result from the rising demand for immersive storytelling in marketing campaigns, growing popularity of immersive games, expanded use of cloud-based immersive content platforms, a shift toward digital twins, and a rising need for remote collaboration tools. Key trends in the forecast period include artificial intelligence (AI)-generated immersive environments, real-time 3D content creation, advancements in haptic feedback, spatial computing integration, adoption of volumetric video, developments in brain-computer interfaces, and 5G-enabled immersive streaming.

The rising preference for high-quality digital experiences is expected to drive the growth of the immersive content creation market in the coming years. High-quality digital experiences involve smooth, interactive, and immersive user interactions that focus on speed, personalization, and overall engagement. This preference is increasing due to technological advancements that enable faster, more seamless, and highly personalized interactions. Immersive content creation supports these digital experiences by delivering interactive and engaging environments, making virtual interactions more realistic and tailored. It helps reduce user disengagement by offering seamless, multi-sensory content, thereby enhancing overall satisfaction and immersion. For example, in November 2024, according to Idomoo, an Israel-based software company, interest in user-customizable video rose to 77% in 2024, up from 72% in 2023. Thus, the growing demand for high-quality digital experiences is fueling the expansion of the immersive content creation market.

Leading companies in the immersive content creation market are focusing on innovative metaverse technologies, such as XR head-mounted displays, to improve user immersion and provide realistic virtual experiences. An XR head-mounted display is a wearable device delivering extended reality experiences by combining virtual, augmented, and mixed reality to immerse users in interactive digital environments. For instance, in January 2024, Sony Corporation, a Japan-based technology firm, introduced an immersive spatial content creation system designed to empower professional 3D content creators by offering an ultra-realistic and interactive XR environment. The system includes a 4K OLED XR headset with video see-through, intuitive controllers, and a Snapdragon XR2+ Gen 2 processor, enabling real-time, high-precision 3D modeling for entertainment and industrial design.

In October 2024, WPP plc, a UK-based communications and advertising company, partnered with Roblox to combine solutions for customers. This collaboration aims to transform brand engagement by utilizing immersive media and gaming to connect global brands with the Gen Z audience on Roblox, a US-based technology company specializing in immersive content creation.

Major players in the immersive content creation market are Google LLC, Microsoft Corporation, Unity Technologies Inc., Magic Leap Inc., Sandbox VR, Fractl Inc., Dexter Studios, Column Five Media, DevDen Creative Solutions Pvt Ltd, Digital Lode, Fusion VR, Moonhub, NinjaPromo, Scavengar, SofaX, ShapesXR, 3FINERY, Innowise, Ortmor Agency Pvt.LTD, and Vuforia.

Asia-Pacific was the largest region in the immersive content creation market in 2024. The regions covered in immersive content creation report are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East and Africa.

The countries covered in the immersive content creation market report are Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Russia, South Korea, UK, USA, Canada, Italy, Spain.

The immersive content creation market consists of revenues earned by entities by providing services such as 3D modeling and animation, interactive experience design, simulation and training solutions, and immersive storytelling. The market value includes the value of related goods sold by the service provider or included within the service offering. The immersive content creation market also includes sales of virtual reality (VR) headsets, augmented reality (AR) glasses, motion sensors, haptic devices, 3D cameras, mixed reality collaboration tools, and digital twins. Values in this market are 'factory gate' values, that is the value of goods sold by the manufacturers or creators of the goods, whether to other entities (including downstream manufacturers, wholesalers, distributors and retailers) or directly to end customers. The value of goods in this market includes related services sold by the creators of the goods.

The market value is defined as the revenues that enterprises gain from the sale of goods and/or services within the specified market and geography through sales, grants, or donations in terms of the currency (in USD, unless otherwise specified).

The revenues for a specified geography are consumption values that are revenues generated by organizations in the specified geography within the market, irrespective of where they are produced. It does not include revenues from resales along the supply chain, either further along the supply chain or as part of other products.

Immersive Content Creation Global Market Report 2025 from The Business Research Company provides strategists, marketers and senior management with the critical information they need to assess the market.

This report focuses on immersive content creation market which is experiencing strong growth. The report gives a guide to the trends which will be shaping the market over the next ten years and beyond.

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Where is the largest and fastest growing market for immersive content creation ? How does the market relate to the overall economy, demography and other similar markets? What forces will shape the market going forward? The immersive content creation market global report from the Business Research Company answers all these questions and many more.

The report covers market characteristics, size and growth, segmentation, regional and country breakdowns, competitive landscape, market shares, trends and strategies for this market. It traces the market's historic and forecast market growth by geography.

  • The market characteristics section of the report defines and explains the market.
  • The market size section gives the market size ($b) covering both the historic growth of the market, and forecasting its development.
  • The forecasts are made after considering the major factors currently impacting the market. These include:

The forecasts are made after considering the major factors currently impacting the market. These include the Russia-Ukraine war, rising inflation, higher interest rates, and the legacy of the COVID-19 pandemic.

  • Market segmentations break down the market into sub markets.
  • The regional and country breakdowns section gives an analysis of the market in each geography and the size of the market by geography and compares their historic and forecast growth. It covers the growth trajectory of COVID-19 for all regions, key developed countries and major emerging markets.
  • The competitive landscape chapter gives a description of the competitive nature of the market, market shares, and a description of the leading companies. Key financial deals which have shaped the market in recent years are identified.
  • The trends and strategies section analyses the shape of the market as it emerges from the crisis and suggests how companies can grow as the market recovers.

Scope

  • Markets Covered:1) By Component: Hardware; Software; Services
  • 2) By Technology: Virtual Reality Content; Augmented Reality Content; Mixed Reality Content; Other Technology
  • 3) By End-Use: Gaming; Entertainment And Media; Education And Training; Healthcare; Retail And Ecommerce; Automotive; Other End-Uses
  • Subsegments:
  • 1) By Hardware: Head-Mounted Displays or VR Headsets; Augmented Reality Glasses or Smart Glasses; Cameras; Motion Sensors and Trackers; Haptic Devices; Gesture Recognition Devices; Graphic Processing Units; Input Devices
  • 2) By Software: Content Creation Software; Virtual Reality or Augmented Reality Development Platforms; Simulation Software; Rendering Engines; Real-Time Collaboration Software; Augmented Reality Software; Virtual Reality Software; Mixed Reality Software
  • 3) By Services: Content Development Services; Integration and Implementation Services; Consulting and Training Services; Maintenance and Support Services; Customization Services; Cloud-Based Immersive Content Services; Testing and Quality Assurance Services
  • Companies Mentioned: Google LLC; Microsoft Corporation; Unity Technologies Inc.; Magic Leap Inc.; Sandbox VR
  • Countries: Australia; Brazil; China; France; Germany; India; Indonesia; Japan; Russia; South Korea; UK; USA; Canada; Italy; Spain
  • Regions: Asia-Pacific; Western Europe; Eastern Europe; North America; South America; Middle East; Africa
  • Time series: Five years historic and ten years forecast.
  • Data: Ratios of market size and growth to related markets, GDP proportions, expenditure per capita,
  • Data segmentations: country and regional historic and forecast data, market share of competitors, market segments.
  • Sourcing and Referencing: Data and analysis throughout the report is sourced using end notes.
  • Delivery format: PDF, Word and Excel Data Dashboard.

Table of Contents

1. Executive Summary

2. Immersive Content Creation Market Characteristics

3. Immersive Content Creation Market Trends And Strategies

4. Immersive Content Creation Market - Macro Economic Scenario Including The Impact Of Interest Rates, Inflation, Geopolitics, Trade Wars and Tariffs, And Covid And Recovery On The Market

5. Global Immersive Content Creation Growth Analysis And Strategic Analysis Framework

  • 5.1. Global Immersive Content Creation PESTEL Analysis (Political, Social, Technological, Environmental and Legal Factors, Drivers and Restraints)
  • 5.2. Analysis Of End Use Industries
  • 5.3. Global Immersive Content Creation Market Growth Rate Analysis
  • 5.4. Global Immersive Content Creation Historic Market Size and Growth, 2019 - 2024, Value ($ Billion)
  • 5.5. Global Immersive Content Creation Forecast Market Size and Growth, 2024 - 2029, 2034F, Value ($ Billion)
  • 5.6. Global Immersive Content Creation Total Addressable Market (TAM)

6. Immersive Content Creation Market Segmentation

  • 6.1. Global Immersive Content Creation Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Hardware
  • Software
  • Services
  • 6.2. Global Immersive Content Creation Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Virtual Reality Content
  • Augmented Reality Content
  • Mixed Reality Content
  • Other Technologies
  • 6.3. Global Immersive Content Creation Market, Segmentation By End-Use, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Gaming
  • Entertainment And Media
  • Education And Training
  • Healthcare
  • Retail And Ecommerce
  • Automotive
  • Other End-Uses
  • 6.4. Global Immersive Content Creation Market, Sub-Segmentation Of Hardware, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Head-Mounted Displays Or VR Headsets
  • Augmented Reality Glasses Or Smart Glasses
  • Cameras
  • Motion Sensors And Trackers
  • Haptic Devices
  • Gesture Recognition Devices
  • Graphic Processing Units
  • Input Devices
  • 6.5. Global Immersive Content Creation Market, Sub-Segmentation Of Software, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Content Creation Software
  • Virtual Reality Or Augmented Reality Development Platforms
  • Simulation Software
  • Rendering Engines
  • Real-Time Collaboration Software
  • Augmented Reality Software
  • Virtual Reality Software
  • Mixed Reality Software
  • 6.6. Global Immersive Content Creation Market, Sub-Segmentation Of Services, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Content Development Services
  • Integration And Implementation Services
  • Consulting And Training Services
  • Maintenance And Support Services
  • Customization Services
  • Cloud-Based Immersive Content Services
  • Testing And Quality Assurance Services

7. Immersive Content Creation Market Regional And Country Analysis

  • 7.1. Global Immersive Content Creation Market, Split By Region, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 7.2. Global Immersive Content Creation Market, Split By Country, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

8. Asia-Pacific Immersive Content Creation Market

  • 8.1. Asia-Pacific Immersive Content Creation Market Overview
  • Region Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
  • 8.2. Asia-Pacific Immersive Content Creation Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 8.3. Asia-Pacific Immersive Content Creation Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 8.4. Asia-Pacific Immersive Content Creation Market, Segmentation By End-Use, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

9. China Immersive Content Creation Market

  • 9.1. China Immersive Content Creation Market Overview
  • 9.2. China Immersive Content Creation Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F,$ Billion
  • 9.3. China Immersive Content Creation Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F,$ Billion
  • 9.4. China Immersive Content Creation Market, Segmentation By End-Use, Historic and Forecast, 2019-2024, 2024-2029F, 2034F,$ Billion

10. India Immersive Content Creation Market

  • 10.1. India Immersive Content Creation Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 10.2. India Immersive Content Creation Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 10.3. India Immersive Content Creation Market, Segmentation By End-Use, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

11. Japan Immersive Content Creation Market

  • 11.1. Japan Immersive Content Creation Market Overview
  • 11.2. Japan Immersive Content Creation Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 11.3. Japan Immersive Content Creation Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 11.4. Japan Immersive Content Creation Market, Segmentation By End-Use, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

12. Australia Immersive Content Creation Market

  • 12.1. Australia Immersive Content Creation Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 12.2. Australia Immersive Content Creation Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 12.3. Australia Immersive Content Creation Market, Segmentation By End-Use, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

13. Indonesia Immersive Content Creation Market

  • 13.1. Indonesia Immersive Content Creation Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 13.2. Indonesia Immersive Content Creation Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 13.3. Indonesia Immersive Content Creation Market, Segmentation By End-Use, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

14. South Korea Immersive Content Creation Market

  • 14.1. South Korea Immersive Content Creation Market Overview
  • 14.2. South Korea Immersive Content Creation Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 14.3. South Korea Immersive Content Creation Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 14.4. South Korea Immersive Content Creation Market, Segmentation By End-Use, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

15. Western Europe Immersive Content Creation Market

  • 15.1. Western Europe Immersive Content Creation Market Overview
  • 15.2. Western Europe Immersive Content Creation Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 15.3. Western Europe Immersive Content Creation Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 15.4. Western Europe Immersive Content Creation Market, Segmentation By End-Use, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

16. UK Immersive Content Creation Market

  • 16.1. UK Immersive Content Creation Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 16.2. UK Immersive Content Creation Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 16.3. UK Immersive Content Creation Market, Segmentation By End-Use, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

17. Germany Immersive Content Creation Market

  • 17.1. Germany Immersive Content Creation Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 17.2. Germany Immersive Content Creation Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 17.3. Germany Immersive Content Creation Market, Segmentation By End-Use, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

18. France Immersive Content Creation Market

  • 18.1. France Immersive Content Creation Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 18.2. France Immersive Content Creation Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 18.3. France Immersive Content Creation Market, Segmentation By End-Use, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

19. Italy Immersive Content Creation Market

  • 19.1. Italy Immersive Content Creation Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 19.2. Italy Immersive Content Creation Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 19.3. Italy Immersive Content Creation Market, Segmentation By End-Use, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

20. Spain Immersive Content Creation Market

  • 20.1. Spain Immersive Content Creation Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 20.2. Spain Immersive Content Creation Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 20.3. Spain Immersive Content Creation Market, Segmentation By End-Use, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

21. Eastern Europe Immersive Content Creation Market

  • 21.1. Eastern Europe Immersive Content Creation Market Overview
  • 21.2. Eastern Europe Immersive Content Creation Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 21.3. Eastern Europe Immersive Content Creation Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 21.4. Eastern Europe Immersive Content Creation Market, Segmentation By End-Use, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

22. Russia Immersive Content Creation Market

  • 22.1. Russia Immersive Content Creation Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 22.2. Russia Immersive Content Creation Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 22.3. Russia Immersive Content Creation Market, Segmentation By End-Use, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

23. North America Immersive Content Creation Market

  • 23.1. North America Immersive Content Creation Market Overview
  • 23.2. North America Immersive Content Creation Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 23.3. North America Immersive Content Creation Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 23.4. North America Immersive Content Creation Market, Segmentation By End-Use, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

24. USA Immersive Content Creation Market

  • 24.1. USA Immersive Content Creation Market Overview
  • 24.2. USA Immersive Content Creation Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 24.3. USA Immersive Content Creation Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 24.4. USA Immersive Content Creation Market, Segmentation By End-Use, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

25. Canada Immersive Content Creation Market

  • 25.1. Canada Immersive Content Creation Market Overview
  • 25.2. Canada Immersive Content Creation Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 25.3. Canada Immersive Content Creation Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 25.4. Canada Immersive Content Creation Market, Segmentation By End-Use, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

26. South America Immersive Content Creation Market

  • 26.1. South America Immersive Content Creation Market Overview
  • 26.2. South America Immersive Content Creation Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 26.3. South America Immersive Content Creation Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 26.4. South America Immersive Content Creation Market, Segmentation By End-Use, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

27. Brazil Immersive Content Creation Market

  • 27.1. Brazil Immersive Content Creation Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 27.2. Brazil Immersive Content Creation Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 27.3. Brazil Immersive Content Creation Market, Segmentation By End-Use, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

28. Middle East Immersive Content Creation Market

  • 28.1. Middle East Immersive Content Creation Market Overview
  • 28.2. Middle East Immersive Content Creation Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 28.3. Middle East Immersive Content Creation Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 28.4. Middle East Immersive Content Creation Market, Segmentation By End-Use, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

29. Africa Immersive Content Creation Market

  • 29.1. Africa Immersive Content Creation Market Overview
  • 29.2. Africa Immersive Content Creation Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 29.3. Africa Immersive Content Creation Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 29.4. Africa Immersive Content Creation Market, Segmentation By End-Use, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

30. Immersive Content Creation Market Competitive Landscape And Company Profiles

  • 30.1. Immersive Content Creation Market Competitive Landscape
  • 30.2. Immersive Content Creation Market Company Profiles
    • 30.2.1. Google LLC Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.2. Microsoft Corporation Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.3. Unity Technologies Inc. Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.4. Magic Leap Inc. Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.5. Sandbox VR Overview, Products and Services, Strategy and Financial Analysis

31. Immersive Content Creation Market Other Major And Innovative Companies

  • 31.1. Fractl Inc.
  • 31.2. Dexter Studios
  • 31.3. Column Five Media
  • 31.4. DevDen Creative Solutions Pvt Ltd
  • 31.5. Digital Lode
  • 31.6. Fusion VR
  • 31.7. Moonhub
  • 31.8. NinjaPromo
  • 31.9. Scavengar
  • 31.10. SofaX
  • 31.11. ShapesXR
  • 31.12. 3FINERY
  • 31.13. Innowise
  • 31.14. Ortmor Agency Pvt.LTD
  • 31.15. Vuforia

32. Global Immersive Content Creation Market Competitive Benchmarking And Dashboard

33. Key Mergers And Acquisitions In The Immersive Content Creation Market

34. Recent Developments In The Immersive Content Creation Market

35. Immersive Content Creation Market High Potential Countries, Segments and Strategies

  • 35.1 Immersive Content Creation Market In 2029 - Countries Offering Most New Opportunities
  • 35.2 Immersive Content Creation Market In 2029 - Segments Offering Most New Opportunities
  • 35.3 Immersive Content Creation Market In 2029 - Growth Strategies
    • 35.3.1 Market Trend Based Strategies
    • 35.3.2 Competitor Strategies

36. Appendix

  • 36.1. Abbreviations
  • 36.2. Currencies
  • 36.3. Historic And Forecast Inflation Rates
  • 36.4. Research Inquiries
  • 36.5. The Business Research Company
  • 36.6. Copyright And Disclaimer
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