시장보고서
상품코드
1901747

가상현실(VR) 컨텐츠 제작 시장 - 세계 산업 규모, 점유율, 동향, 기회 및 예측 : 컨텐츠 유형별, 컴포넌트별, 최종 사용 부문별, 지역별, 경쟁 구도(2021-2031년)

Virtual Reality Content Creation Market - Global Industry Size, Share, Trends, Opportunities, and Forecast, Segmented By Content Type, By Component, By End-use Sector, By Region & Competition, 2021-2031F

발행일: | 리서치사: TechSci Research | 페이지 정보: 영문 183 Pages | 배송안내 : 2-3일 (영업일 기준)

    
    
    




※ 본 상품은 영문 자료로 한글과 영문 목차에 불일치하는 내용이 있을 경우 영문을 우선합니다. 정확한 검토를 위해 영문 목차를 참고해주시기 바랍니다.

세계의 가상현실(VR) 컨텐츠 제작 시장은 2025년 56억 6,000만 달러에서 2031년까지 335억 2,000만 달러에 이르고, CAGR 34.51%를 보일 것으로 예측됩니다.

시장 개요
예측 기간 2027-2031년
시장 규모 : 2025년 56억 6,000만 달러
시장 규모 : 2031년 335억 2,000만 달러
CAGR : 2026-2031년 34.51%
가장 성장이 빠른 부문 의료
최대 시장 북미

주요 시장 성장 촉진요인

의료 분야의 치료 및 수술 훈련에 가상현실(VR)을 통합하는 것은 세계 컨텐츠 제작 시장의 기술 요구 사항을 재구성하는 중요한 촉진제입니다. 개발자들은 수술 전 계획 및 재활을 위한 초현실적이고 해부학적으로 정확한 3D 모델 설계를 점점 더 많이 요구하고 있으며, 의학적으로 검증된 소프트웨어에 대한 고부가가치 틈새 시장을 형성하고 있습니다.

주요 시장 과제

사실적이고 상호 운용 가능한 3D 에셋 제작에 따른 높은 비용과 기술적 복잡성은 전 세계 가상현실 컨텐츠 제작 시장의 성장을 가로막는 큰 장벽으로 작용하고 있습니다. 업계가 기업용 시뮬레이션과 디지털 트윈에서 더 높은 시각적 충실도를 요구하고 있는 가운데, 하드웨어 성능의 격차로 인해 개발자들은 리소스 집약적인 최적화 프로세스에 많은 투자를 해야 하는 상황에 처해 있습니다.

주요 시장 동향

클라우드 기반 VR 컨텐츠 제작 및 스트리밍의 채택은 시각적 충실도를 로컬 하드웨어의 제약에서 벗어나게 함으로써 시장을 근본적으로 재구성하고 있습니다. 개발자들은 분산형 GPU 컴퓨팅을 활용하여 복잡한 애셋을 원격으로 렌더링하는 경우가 증가하고 있으며, 유선 워크스테이션 없이 가벼운 독립형 헤드셋을 통해 포토리얼한 경험을 구현하고 있습니다.

자주 묻는 질문

  • 가상현실(VR) 컨텐츠 제작 시장의 규모는 어떻게 예측되나요?
  • 가상현실(VR) 컨텐츠 제작 시장에서 가장 빠르게 성장하는 부문은 무엇인가요?
  • 가상현실(VR) 컨텐츠 제작 시장의 주요 성장 촉진 요인은 무엇인가요?
  • 가상현실(VR) 컨텐츠 제작 시장의 주요 과제는 무엇인가요?
  • 가상현실(VR) 컨텐츠 제작 시장의 주요 동향은 무엇인가요?
  • 가상현실(VR) 컨텐츠 제작 시장의 최대 시장은 어디인가요?

목차

제1장 개요

제2장 조사 방법

제3장 주요 요약

제4장 고객의 소리

제5장 세계의 가상현실(VR) 컨텐츠 제작 시장 전망

  • 시장 규모와 예측
    • 금액별
  • 시장 점유율과 예측
    • 컨텐츠 유형별(영상, 360도 사진, 게임)
    • 컴포넌트별(소프트웨어 및 서비스)
    • 최종사용자 분야별(부동산, 여행 및 호스피탈리티, 미디어 및 엔터테인먼트, 의료, 소매, 게임, 자동차, 기타)
    • 지역별
    • 기업별(2025)
  • 시장 맵

제6장 북미 가상현실(VR) 컨텐츠 제작 시장 전망

  • 시장 규모와 예측
  • 시장 점유율과 예측
  • 북미 : 국가별 분석
    • 미국
    • 캐나다
    • 멕시코

제7장 유럽 가상현실(VR) 컨텐츠 제작 시장 전망

  • 시장 규모와 예측
  • 시장 점유율과 예측
  • 유럽 : 국가별 분석
    • 독일
    • 프랑스
    • 영국
    • 이탈리아
    • 스페인

제8장 아시아태평양 가상현실(VR) 컨텐츠 제작 시장 전망

  • 시장 규모와 예측
  • 시장 점유율과 예측
  • 아시아태평양 : 국가별 분석
    • 중국
    • 인도
    • 일본
    • 한국
    • 호주

제9장 중동 및 아프리카 가상현실(VR) 컨텐츠 제작 시장 전망

  • 시장 규모와 예측
  • 시장 점유율과 예측
  • 중동 및 아프리카 : 국가별 분석
    • 사우디아라비아
    • 아랍에미리트
    • 남아프리카공화국

제10장 남미 가상현실(VR) 컨텐츠 제작 시장 전망

  • 시장 규모와 예측
  • 시장 점유율과 예측
  • 남미 : 국가별 분석
    • 브라질
    • 콜롬비아
    • 아르헨티나

제11장 시장 역학

  • 성장 촉진요인
  • 과제

제12장 시장 동향과 발전

  • 인수합병(M&A)
  • 제품 출시
  • 최근 동향

제13장 세계의 가상현실(VR) 컨텐츠 제작 시장 : SWOT 분석

제14장 Porter의 Five Forces 분석

  • 업계내 경쟁
  • 신규 참여 가능성
  • 공급업체의 힘
  • 고객의 힘
  • 대체품의 위협

제15장 경쟁 구도

  • Unity Software Inc
  • Epic Games, Inc
  • Adobe Inc
  • Autodesk Inc
  • Sony Interactive Entertainment Inc
  • HTC Corporation
  • Meta Platforms, Inc
  • Samsung Electronics Co., Ltd
  • Microsoft Corporation
  • Alphabet Inc

제16장 전략적 제안

제17장 회사 소개 및 면책조항

LSH

The Global Virtual Reality Content Creation Market will grow from USD 5.66 Billion in 2025 to USD 33.52 Billion by 2031 at a 34.51% CAGR. The Global Virtual Reality Content Creation Market encompasses the specialized software, development platforms, and services utilized to design, model, and render immersive three-dimensional environments for virtual reality headsets.

Market Overview
Forecast Period2027-2031
Market Size 2025USD 5.66 Billion
Market Size 2031USD 33.52 Billion
CAGR 2026-203134.51%
Fastest Growing SegmentHealthcare
Largest MarketNorth America

Key Market Drivers

The Integration of Virtual Reality in Healthcare for Therapy and Surgical Training is a critical driver reshaping the technical requirements of the global content creation market. Developers are increasingly tasked with engineering hyper-realistic, anatomically precise 3D models for pre-operative planning and rehabilitation, creating a high-value niche for medically validated software.

Key Market Challenges

The high cost and technical complexity associated with producing photorealistic, interoperable 3D assets constitute a formidable barrier hampering the growth of the Global Virtual Reality Content Creation Market. As the industry demands increasing visual fidelity for enterprise simulations and digital twins, the disparity between hardware capabilities forces developers to invest heavily in resource-intensive optimization processes. This technical friction is exacerbated by the lack of universal standards, compelling studios to build bespoke versions of content for disparate ecosystems rather than deploying a single, scalable asset.

Key Market Trends

The Adoption of Cloud-Based VR Content Creation and Streaming is fundamentally reshaping the market by decoupling visual fidelity from local hardware constraints. Developers are increasingly leveraging decentralized GPU computing to render complex assets remotely, enabling photorealistic experiences on lightweight, standalone headsets without the need for tethered workstations. This architectural shift allows for the real-time processing of massive datasets that were previously impossible to handle locally, significantly compressing production timelines for high-fidelity assets.

Key Market Players

  • Unity Software Inc
  • Epic Games, Inc
  • Adobe Inc
  • Autodesk Inc
  • Sony Interactive Entertainment Inc
  • HTC Corporation
  • Meta Platforms, Inc
  • Samsung Electronics Co., Ltd
  • Microsoft Corporation
  • Alphabet Inc

Report Scope:

In this report, the Global Virtual Reality Content Creation Market has been segmented into the following categories, in addition to the industry trends which have also been detailed below:

Virtual Reality Content Creation Market, By Content Type:

  • Videos
  • 360 Degree Photos
  • Games

Virtual Reality Content Creation Market, By Component:

  • Software and Services

Virtual Reality Content Creation Market, By End-use Sector:

  • Real Estate
  • Travel and Hospitality
  • Media and Entertainment
  • Healthcare
  • Retail
  • Gaming
  • Automotive
  • Others

Virtual Reality Content Creation Market, By Region:

  • North America
  • United States
  • Canada
  • Mexico
  • Europe
  • France
  • United Kingdom
  • Italy
  • Germany
  • Spain
  • Asia Pacific
  • China
  • India
  • Japan
  • Australia
  • South Korea
  • South America
  • Brazil
  • Argentina
  • Colombia
  • Middle East & Africa
  • South Africa
  • Saudi Arabia
  • UAE

Competitive Landscape

Company Profiles: Detailed analysis of the major companies present in the Global Virtual Reality Content Creation Market.

Available Customizations:

Global Virtual Reality Content Creation Market report with the given market data, TechSci Research offers customizations according to a company's specific needs. The following customization options are available for the report:

Company Information

  • Detailed analysis and profiling of additional market players (up to five).

Table of Contents

1. Product Overview

  • 1.1. Market Definition
  • 1.2. Scope of the Market
    • 1.2.1. Markets Covered
    • 1.2.2. Years Considered for Study
    • 1.2.3. Key Market Segmentations

2. Research Methodology

  • 2.1. Objective of the Study
  • 2.2. Baseline Methodology
  • 2.3. Key Industry Partners
  • 2.4. Major Association and Secondary Sources
  • 2.5. Forecasting Methodology
  • 2.6. Data Triangulation & Validation
  • 2.7. Assumptions and Limitations

3. Executive Summary

  • 3.1. Overview of the Market
  • 3.2. Overview of Key Market Segmentations
  • 3.3. Overview of Key Market Players
  • 3.4. Overview of Key Regions/Countries
  • 3.5. Overview of Market Drivers, Challenges, Trends

4. Voice of Customer

5. Global Virtual Reality Content Creation Market Outlook

  • 5.1. Market Size & Forecast
    • 5.1.1. By Value
  • 5.2. Market Share & Forecast
    • 5.2.1. By Content Type (Videos, 360 Degree Photos, Games)
    • 5.2.2. By Component (Software and Services)
    • 5.2.3. By End-use Sector (Real Estate, Travel and Hospitality, Media and Entertainment, Healthcare, Retail, Gaming, Automotive, Others)
    • 5.2.4. By Region
    • 5.2.5. By Company (2025)
  • 5.3. Market Map

6. North America Virtual Reality Content Creation Market Outlook

  • 6.1. Market Size & Forecast
    • 6.1.1. By Value
  • 6.2. Market Share & Forecast
    • 6.2.1. By Content Type
    • 6.2.2. By Component
    • 6.2.3. By End-use Sector
    • 6.2.4. By Country
  • 6.3. North America: Country Analysis
    • 6.3.1. United States Virtual Reality Content Creation Market Outlook
      • 6.3.1.1. Market Size & Forecast
        • 6.3.1.1.1. By Value
      • 6.3.1.2. Market Share & Forecast
        • 6.3.1.2.1. By Content Type
        • 6.3.1.2.2. By Component
        • 6.3.1.2.3. By End-use Sector
    • 6.3.2. Canada Virtual Reality Content Creation Market Outlook
      • 6.3.2.1. Market Size & Forecast
        • 6.3.2.1.1. By Value
      • 6.3.2.2. Market Share & Forecast
        • 6.3.2.2.1. By Content Type
        • 6.3.2.2.2. By Component
        • 6.3.2.2.3. By End-use Sector
    • 6.3.3. Mexico Virtual Reality Content Creation Market Outlook
      • 6.3.3.1. Market Size & Forecast
        • 6.3.3.1.1. By Value
      • 6.3.3.2. Market Share & Forecast
        • 6.3.3.2.1. By Content Type
        • 6.3.3.2.2. By Component
        • 6.3.3.2.3. By End-use Sector

7. Europe Virtual Reality Content Creation Market Outlook

  • 7.1. Market Size & Forecast
    • 7.1.1. By Value
  • 7.2. Market Share & Forecast
    • 7.2.1. By Content Type
    • 7.2.2. By Component
    • 7.2.3. By End-use Sector
    • 7.2.4. By Country
  • 7.3. Europe: Country Analysis
    • 7.3.1. Germany Virtual Reality Content Creation Market Outlook
      • 7.3.1.1. Market Size & Forecast
        • 7.3.1.1.1. By Value
      • 7.3.1.2. Market Share & Forecast
        • 7.3.1.2.1. By Content Type
        • 7.3.1.2.2. By Component
        • 7.3.1.2.3. By End-use Sector
    • 7.3.2. France Virtual Reality Content Creation Market Outlook
      • 7.3.2.1. Market Size & Forecast
        • 7.3.2.1.1. By Value
      • 7.3.2.2. Market Share & Forecast
        • 7.3.2.2.1. By Content Type
        • 7.3.2.2.2. By Component
        • 7.3.2.2.3. By End-use Sector
    • 7.3.3. United Kingdom Virtual Reality Content Creation Market Outlook
      • 7.3.3.1. Market Size & Forecast
        • 7.3.3.1.1. By Value
      • 7.3.3.2. Market Share & Forecast
        • 7.3.3.2.1. By Content Type
        • 7.3.3.2.2. By Component
        • 7.3.3.2.3. By End-use Sector
    • 7.3.4. Italy Virtual Reality Content Creation Market Outlook
      • 7.3.4.1. Market Size & Forecast
        • 7.3.4.1.1. By Value
      • 7.3.4.2. Market Share & Forecast
        • 7.3.4.2.1. By Content Type
        • 7.3.4.2.2. By Component
        • 7.3.4.2.3. By End-use Sector
    • 7.3.5. Spain Virtual Reality Content Creation Market Outlook
      • 7.3.5.1. Market Size & Forecast
        • 7.3.5.1.1. By Value
      • 7.3.5.2. Market Share & Forecast
        • 7.3.5.2.1. By Content Type
        • 7.3.5.2.2. By Component
        • 7.3.5.2.3. By End-use Sector

8. Asia Pacific Virtual Reality Content Creation Market Outlook

  • 8.1. Market Size & Forecast
    • 8.1.1. By Value
  • 8.2. Market Share & Forecast
    • 8.2.1. By Content Type
    • 8.2.2. By Component
    • 8.2.3. By End-use Sector
    • 8.2.4. By Country
  • 8.3. Asia Pacific: Country Analysis
    • 8.3.1. China Virtual Reality Content Creation Market Outlook
      • 8.3.1.1. Market Size & Forecast
        • 8.3.1.1.1. By Value
      • 8.3.1.2. Market Share & Forecast
        • 8.3.1.2.1. By Content Type
        • 8.3.1.2.2. By Component
        • 8.3.1.2.3. By End-use Sector
    • 8.3.2. India Virtual Reality Content Creation Market Outlook
      • 8.3.2.1. Market Size & Forecast
        • 8.3.2.1.1. By Value
      • 8.3.2.2. Market Share & Forecast
        • 8.3.2.2.1. By Content Type
        • 8.3.2.2.2. By Component
        • 8.3.2.2.3. By End-use Sector
    • 8.3.3. Japan Virtual Reality Content Creation Market Outlook
      • 8.3.3.1. Market Size & Forecast
        • 8.3.3.1.1. By Value
      • 8.3.3.2. Market Share & Forecast
        • 8.3.3.2.1. By Content Type
        • 8.3.3.2.2. By Component
        • 8.3.3.2.3. By End-use Sector
    • 8.3.4. South Korea Virtual Reality Content Creation Market Outlook
      • 8.3.4.1. Market Size & Forecast
        • 8.3.4.1.1. By Value
      • 8.3.4.2. Market Share & Forecast
        • 8.3.4.2.1. By Content Type
        • 8.3.4.2.2. By Component
        • 8.3.4.2.3. By End-use Sector
    • 8.3.5. Australia Virtual Reality Content Creation Market Outlook
      • 8.3.5.1. Market Size & Forecast
        • 8.3.5.1.1. By Value
      • 8.3.5.2. Market Share & Forecast
        • 8.3.5.2.1. By Content Type
        • 8.3.5.2.2. By Component
        • 8.3.5.2.3. By End-use Sector

9. Middle East & Africa Virtual Reality Content Creation Market Outlook

  • 9.1. Market Size & Forecast
    • 9.1.1. By Value
  • 9.2. Market Share & Forecast
    • 9.2.1. By Content Type
    • 9.2.2. By Component
    • 9.2.3. By End-use Sector
    • 9.2.4. By Country
  • 9.3. Middle East & Africa: Country Analysis
    • 9.3.1. Saudi Arabia Virtual Reality Content Creation Market Outlook
      • 9.3.1.1. Market Size & Forecast
        • 9.3.1.1.1. By Value
      • 9.3.1.2. Market Share & Forecast
        • 9.3.1.2.1. By Content Type
        • 9.3.1.2.2. By Component
        • 9.3.1.2.3. By End-use Sector
    • 9.3.2. UAE Virtual Reality Content Creation Market Outlook
      • 9.3.2.1. Market Size & Forecast
        • 9.3.2.1.1. By Value
      • 9.3.2.2. Market Share & Forecast
        • 9.3.2.2.1. By Content Type
        • 9.3.2.2.2. By Component
        • 9.3.2.2.3. By End-use Sector
    • 9.3.3. South Africa Virtual Reality Content Creation Market Outlook
      • 9.3.3.1. Market Size & Forecast
        • 9.3.3.1.1. By Value
      • 9.3.3.2. Market Share & Forecast
        • 9.3.3.2.1. By Content Type
        • 9.3.3.2.2. By Component
        • 9.3.3.2.3. By End-use Sector

10. South America Virtual Reality Content Creation Market Outlook

  • 10.1. Market Size & Forecast
    • 10.1.1. By Value
  • 10.2. Market Share & Forecast
    • 10.2.1. By Content Type
    • 10.2.2. By Component
    • 10.2.3. By End-use Sector
    • 10.2.4. By Country
  • 10.3. South America: Country Analysis
    • 10.3.1. Brazil Virtual Reality Content Creation Market Outlook
      • 10.3.1.1. Market Size & Forecast
        • 10.3.1.1.1. By Value
      • 10.3.1.2. Market Share & Forecast
        • 10.3.1.2.1. By Content Type
        • 10.3.1.2.2. By Component
        • 10.3.1.2.3. By End-use Sector
    • 10.3.2. Colombia Virtual Reality Content Creation Market Outlook
      • 10.3.2.1. Market Size & Forecast
        • 10.3.2.1.1. By Value
      • 10.3.2.2. Market Share & Forecast
        • 10.3.2.2.1. By Content Type
        • 10.3.2.2.2. By Component
        • 10.3.2.2.3. By End-use Sector
    • 10.3.3. Argentina Virtual Reality Content Creation Market Outlook
      • 10.3.3.1. Market Size & Forecast
        • 10.3.3.1.1. By Value
      • 10.3.3.2. Market Share & Forecast
        • 10.3.3.2.1. By Content Type
        • 10.3.3.2.2. By Component
        • 10.3.3.2.3. By End-use Sector

11. Market Dynamics

  • 11.1. Drivers
  • 11.2. Challenges

12. Market Trends & Developments

  • 12.1. Merger & Acquisition (If Any)
  • 12.2. Product Launches (If Any)
  • 12.3. Recent Developments

13. Global Virtual Reality Content Creation Market: SWOT Analysis

14. Porter's Five Forces Analysis

  • 14.1. Competition in the Industry
  • 14.2. Potential of New Entrants
  • 14.3. Power of Suppliers
  • 14.4. Power of Customers
  • 14.5. Threat of Substitute Products

15. Competitive Landscape

  • 15.1. Unity Software Inc
    • 15.1.1. Business Overview
    • 15.1.2. Products & Services
    • 15.1.3. Recent Developments
    • 15.1.4. Key Personnel
    • 15.1.5. SWOT Analysis
  • 15.2. Epic Games, Inc
  • 15.3. Adobe Inc
  • 15.4. Autodesk Inc
  • 15.5. Sony Interactive Entertainment Inc
  • 15.6. HTC Corporation
  • 15.7. Meta Platforms, Inc
  • 15.8. Samsung Electronics Co., Ltd
  • 15.9. Microsoft Corporation
  • 15.10. Alphabet Inc

16. Strategic Recommendations

17. About Us & Disclaimer

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