List of Figures:
Figure 1. Research Method Flow Chart 11
Figure 2. Bottom-up Approach and Top-down Approach for Market Estimation 14
Figure 3. Global Market Forecast in Optimistic, Conservative and Balanced Perspectives, 2019-2030 16
Figure 4. Global Virtual Reality Content Creation Market, 2019-2030, $ mn 18
Figure 5. Primary Drivers and Impact Factors of Global Virtual Reality Content Creation Market 19
Figure 6. Primary Restraints and Impact Factors of Global Virtual Reality Content Creation Market 22
Figure 7. Porter’s Fiver Forces Analysis of Global Virtual Reality Content Creation Market 28
Figure 8. Breakdown of Global Virtual Reality Content Creation Market by Solution, 2019-2030, % of Revenue 32
Figure 9. Contribution to Global 2020-2030 Cumulative Revenue by Solution, Value ($ mn) and Share (%) 33
Figure 10. Global Virtual Reality Content Creation Market: Software, 2019-2030, $ mn 34
Figure 11. Global Virtual Reality Content Creation Market: Services, 2019-2030, $ mn 35
Figure 12. Breakdown of Global Virtual Reality Content Creation Market by Content Type, 2019-2030, % of Revenue 36
Figure 13. Contribution to Global 2020-2030 Cumulative Revenue by Content Type, Value ($ mn) and Share (%) 37
Figure 14. Global Virtual Reality Content Creation Market: Games, 2019-2030, $ mn 38
Figure 15. Global Virtual Reality Content Creation Market: Videos, 2019-2030, $ mn 39
Figure 16. Global Virtual Reality Content Creation Market: Images, 2019-2030, $ mn 41
Figure 17. Breakdown of Global Virtual Reality Content Creation Market by VR Medium, 2019-2030, % of Revenue 42
Figure 18. Contribution to Global 2020-2030 Cumulative Revenue by VR Medium, Value ($ mn) and Share (%) 43
Figure 19. Global Virtual Reality Content Creation Market: Mobile-based VR Content, 2019-2030, $ mn 44
Figure 20. Global Virtual Reality Content Creation Market: Console-based VR Content, 2019-2030, $ mn 45
Figure 21. Global Virtual Reality Content Creation Market: PC-based VR Content, 2019-2030, $ mn 46
Figure 22. Breakdown of Global Virtual Reality Content Creation Market by Application, 2019-2030, % of Revenue 47
Figure 23. Contribution to Global 2020-2030 Cumulative Revenue by Application, Value ($ mn) and Share (%) 48
Figure 24. Global Virtual Reality Content Creation Market: Healthcare, 2019-2030, $ mn 49
Figure 25. Global Virtual Reality Content Creation Market: Aerospace & Defense, 2019-2030, $ mn 50
Figure 26. Global Virtual Reality Content Creation Market: Media & Entertainment, 2019-2030, $ mn 51
Figure 27. Global Virtual Reality Content Creation Market: Gaming, 2019-2030, $ mn 52
Figure 28. Global Virtual Reality Content Creation Market: Automotive, 2019-2030, $ mn 53
Figure 29. Global Virtual Reality Content Creation Market: E-commerce & Retail, 2019-2030, $ mn 54
Figure 30. Global Virtual Reality Content Creation Market: Tourism & Hospitality, 2019-2030, $ mn 55
Figure 31. Global Virtual Reality Content Creation Market: Real Estate, 2019-2030, $ mn 56
Figure 32. Global Virtual Reality Content Creation Market: Other Applications, 2019-2030, $ mn 57
Figure 33. Global Market Snapshot by Region 58
Figure 34. Geographic Spread of Worldwide Virtual Reality Content Creation Market, 2019-2030, % of Revenue 59
Figure 35. Contribution to Global 2020-2030 Cumulative Revenue by Region, Value ($ mn) and Share (%) 60
Figure 36. North American Virtual Reality Content Creation Market, 2019-2030, $ mn 63
Figure 37. Breakdown of North America Virtual Reality Content Creation Market by Country, 2019 and 2030, % of Revenue 63
Figure 38. Contribution to North America 2020-2030 Cumulative Revenue by Country, Value ($ mn) and Share (%) 64
Figure 39. U.S. Virtual Reality Content Creation Market, 2019-2030, $ mn 66
Figure 40. Canada Virtual Reality Content Creation Market, 2019-2030, $ mn 69
Figure 41. European Virtual Reality Content Creation Market, 2019-2030, $ mn 72
Figure 42. Breakdown of European Virtual Reality Content Creation Market by Country, 2019 and 2030, % of Revenue 72
Figure 43. Contribution to Europe 2020-2030 Cumulative Revenue by Country, Value ($ mn) and Share (%) 73
Figure 44. Virtual Reality Content Creation Market in Germany, 2019-2030, $ mn 74
Figure 45. Virtual Reality Content Creation Market in UK, 2019-2030, $ mn 76
Figure 46. Virtual Reality Content Creation Market in France, 2019-2030, $ mn 78
Figure 47. Virtual Reality Content Creation Market in Russia, 2019-2030, $ mn 80
Figure 48. Virtual Reality Content Creation Market in Italy, 2019-2030, $ mn 82
Figure 49. Virtual Reality Content Creation Market in Rest of Europe, 2019-2030, $ mn 84
Figure 50. Asia-Pacific Virtual Reality Content Creation Market, 2019-2030, $ mn 87
Figure 51. Breakdown of APAC Virtual Reality Content Creation Market by Country, 2019 and 2030, % of Revenue 87
Figure 52. Contribution to APAC 2020-2030 Cumulative Revenue by Country, Value ($ mn) and Share (%) 88
Figure 53. Virtual Reality Content Creation Market in Japan, 2019-2030, $ mn 90
Figure 54. Virtual Reality Content Creation Market in China, 2019-2030, $ mn 92
Figure 55. Virtual Reality Content Creation Market in Australia, 2019-2030, $ mn 94
Figure 56. Virtual Reality Content Creation Market in India, 2019-2030, $ mn 96
Figure 57. Virtual Reality Content Creation Market in South Korea, 2019-2030, $ mn 98
Figure 58. Virtual Reality Content Creation Market in Rest of APAC, 2019-2030, $ mn 100
Figure 59. Latin America Virtual Reality Content Creation Market, 2019-2030, $ mn 103
Figure 60. Breakdown of Latin America Virtual Reality Content Creation Market by Country, 2019 and 2030, % of Revenue 103
Figure 61. Contribution to Latin America 2020-2030 Cumulative Revenue by Country, Value ($ mn) and Share (%) 104
Figure 62. Virtual Reality Content Creation Market in Argentina, 2019-2030, $ mn 105
Figure 63. Virtual Reality Content Creation Market in Brazil, 2019-2030, $ mn 107
Figure 64. Virtual Reality Content Creation Market in Mexico, 2019-2030, $ mn 110
Figure 65. Virtual Reality Content Creation Market in Rest of Latin America, 2019-2030, $ mn 112
Figure 66. Virtual Reality Content Creation Market in Rest of the World (RoW), 2019-2030, $ mn 114
Figure 67. Breakdown of RoW Virtual Reality Content Creation Market by Country, 2019 and 2030, % of Revenue 114
Figure 68. Contribution to RoW 2020-2030 Cumulative Revenue by Country, Value ($ mn) and Share (%) 115
Figure 69. Virtual Reality Content Creation Market in UAE, 2019-2030, $ mn 116
Figure 70. Virtual Reality Content Creation Market in Saudi Arabia, 2019-2030, $ mn 118
Figure 71. Virtual Reality Content Creation Market in South Africa, 2019-2030, $ mn 120
Figure 72. Growth Stage of Global Virtual Reality Content Creation Industry over the Forecast Period 123
List of Tables:
Table 1. Snapshot of Asia Pacific Virtual Reality Market, 2019-2026 16
Table 2. Main Product Trends and Market Opportunities in Asia Pacific Virtual Reality Market 25
Table 3. Asia Pacific Virtual Reality Market by Component, 2015-2026, $ mn 32
Table 4. Asia Pacific Virtual Reality Market: Hardware by Type, 2015-2026, $ mn 35
Table 5. Asia Pacific Virtual Reality Market: Software by Type, 2015-2026, $ mn 37
Table 6. Asia Pacific Virtual Reality Market by Technology, 2015-2026, $ mn 38
Table 7. Asia Pacific Virtual Reality Market by Device, 2015-2026, $ mn 43
Table 8. Asia Pacific Virtual Reality Market by Platform, 2015-2026, $ mn 48
Table 9. Asia Pacific Virtual Reality Market by Industry Vertical, 2015-2026, $ mn 53
Table 10. Asia Pacific Virtual Reality Market by End User, 2015-2026, $ mn 64
Table 11. Asia Pacific Virtual Reality Market: Enterprise by Size, 2015-2026, $ mn 67
Table 12. APAC Virtual Reality Market by Country, 2015-2026, $ mn 69
Table 13. China Virtual Reality Market by Technology, 2015-2026, $ mn 72
Table 14. China Virtual Reality Market by Device, 2015-2026, $ mn 72
Table 15. China Virtual Reality Market by Industry Vertical, 2015-2026, $ mn 72
Table 16. Japan Virtual Reality Market by Technology, 2015-2026, $ mn 75
Table 17. Japan Virtual Reality Market by Device, 2015-2026, $ mn 75
Table 18. Japan Virtual Reality Market by Industry Vertical, 2015-2026, $ mn 75
Table 19. India Virtual Reality Market by Technology, 2015-2026, $ mn 77
Table 20. India Virtual Reality Market by Device, 2015-2026, $ mn 77
Table 21. India Virtual Reality Market by Industry Vertical, 2015-2026, $ mn 77
Table 22. Australia Virtual Reality Market by Technology, 2015-2026, $ mn 79
Table 23. Australia Virtual Reality Market by Device, 2015-2026, $ mn 79
Table 24. Australia Virtual Reality Market by Industry Vertical, 2015-2026, $ mn 79
Table 25. South Korea Virtual Reality Market by Technology, 2015-2026, $ mn 81
Table 26. South Korea Virtual Reality Market by Device, 2015-2026, $ mn 81
Table 27. South Korea Virtual Reality Market by Industry Vertical, 2015-2026, $ mn 81
Table 28. Virtual Reality Market in Rest of APAC by Country, 2015-2026, $ mn 83
Table 29. Apple Inc.: Company Snapshot 88
Table 30. Apple Inc.: Business Segmentation 88
Table 31. Apple Inc.: Product Portfolio 89
Table 32. Apple Inc.: Revenue, 2015-2018, $ mn 89
Table 33. Apple Inc.: Recent Developments 89
Table 34. Risk Evaluation for Investing in Asia Pacific Market, 2019-2026 109
Table 35. Critical Success Factors and Key Takeaways 112
Safe and Secure SSl Encryption
Licensing options
3090
USD
You can select one of these options upon checking out
Allows one individual to access the purchased report
Allows up to five individuals to access the purchased report
Allows all employees of an organization to access the purchased report. Internal sharing only
Allows all employees of an organization to access the purchased report. It also permits the use of up to 4 paragraphs or 1 page of the report externally in whitepapers, press releases, and marketing collateral
North America: +1 201 793 8545 Europe: +44 20 8089 0049 Asia-Pacific: +91 7878231309
Email us on:- sales@bonafideresearch.com
Order Placed (25 September, 2023)
Notify To Team (25 September, 2023)
Report updation (26 September, 2023)
Report Quality Check (26 September, 2023)
Report Dispatch (27 September, 2023)
Hard Copy
Our analysts and industry experts will work directly with you to understand your requirements and provide you with customized data in a short amount of time.
We offer $1000 worth of FREE customization at the time of purchase
80% of the clinet request tailor made solution, how can we help you?
Avail customized purchase options to meet your exact research needs:
READY TO MIX MARKET HAS HELPED US TO UNDERSTAND PRODUCT, PRICE & VARIENTS OF ALL THE COMPETITION INCLUDING SMALL STARTUPS/REGIONAL PLAYERS.
CEO
Vivek Arora
BEING A STARTUP WE WERE NOT AWARE ABOUT E-COMMERCE LOGISTICS, THE REPORT HAS RESOLVED ALL OUR QUERIES. THE TEAM HAVE IN DEPTH KNOWLEDGE OF LOGISTICS. REMARKABLE!!
EXECUTIVE DIRECTOR
Rahul Roy
THE REPORT WAS GOOD FOR OUR STUDY, I WOULD STRONGLY RECOMMEND BONAFIDE RESEARCH. A VERY CUSTOMER CENTRIC AND APPROACHABLE TEAM.
SALES DIRECTOR
Arjun Prasad
THE COMPANY WHICH THOROUGHLY UNDERSTANDS INDIAN CONSUMER AND INDIAN MARKET. WE ARE REALLY HAPPY TO WORK WITH BONAFIDE RESEARCH
President
Manish Verma
Bonafide Research did an outstanding work on Global Hand Sanitizer project. It was indeed a comprehensive report that gave us revenue impacting solution enabling us to plan the right move.
MARKETING DIRECTOR
Gautam Saxena
The study done by Bonafide Research was customized with all our needs. We were extremely impressed by the simple but comprehensive presentation of the study and the quality of work done.
PRODUCT MANAGER
Tom Stone
I’m glad I decided to work with you. Thankful to the team for the amazing coordination, it was indeed a good experience, would definitely recommend and come back for future prospects.
Associate Director
Mark Wood
Global virtual reality content creation market is expected to reach $227.9 billion by 2030, representing a 2020-2030 CAGR of 69.5%. Highlighted with 77 tables and 72 figures, this 144-page report “Global Virtual Reality Content Creation Market 2020-2030 by Solution, Content Type, VR Medium, Application, and Region: Trend Outlook and Growth Opportunity” is based on a comprehensive research of the entire global virtual reality content creation market and all its sub-segments through extensively detailed classifications. Profound analysis and assessment are generated from premium primary and secondary information sources with inputs derived from industry professionals across the value chain. In this report 2019 is the base year for market analysis, with forecast covering 2020-2030. (Please Note: The report will be updated before delivery to make sure that the latest historical year is the base year and the forecast covers at least 5 years over the base year.) In-depth qualitative analyses include identification and investigation of the following aspects: • Market Structure • Growth Drivers • Restraints and Challenges • Emerging Product Trends & Market Opportunities • Porter’s Fiver Forces The trend and outlook of global market is forecast in optimistic, balanced, and conservative view. The balanced (most likely) projection is used to quantify global virtual reality content creation market in every aspect of the classification from perspectives of Solution, Content Type, VR Medium, Application, and Region. Based on Solution, the global market is segmented into the following sub-markets with annual revenue ($ mn) for 2019-2030 included in each section. • Software • Service Based on Content Type, the global market is segmented into the following sub-markets with annual revenue ($ mn) for 2019-2030 included in each section. • Games • Videos (further split into 360 Degree Videos and Immersive Videos) • Images Based on VR Medium, the global market is segmented into the following sub-markets with annual revenue ($ mn) for 2019-2030 included in each section. • Mobile-based VR Content • Console-based VR Content • PC-based VR Content Based on Application, the global market is segmented into the following sub-markets with annual revenue ($ mn) for 2019-2030 included in each section. • Healthcare • Aerospace & Defense • Media & Entertainment • Gaming • Automotive • E-commerce & Retail • Tourism & Hospitality • Real Estate • Other Applications Geographically, the following regions together with the listed national/local markets are fully investigated: • APAC (Japan, China, South Korea, Australia, India, and Rest of APAC; Rest of APAC is further segmented into Malaysia, Singapore, Indonesia, Thailand, New Zealand, Vietnam, and Sri Lanka) • Europe (Germany, UK, France, Italy, Russia, Rest of Europe; Rest of Europe is further segmented into Spain, The Netherlands, Denmark, Austria, Norway, Sweden, Belgium, Poland, Czech Republic, Slovakia, Hungary, and Romania) • North America (U.S. and Canada) • Latin America (Brazil, Mexico, Argentina, Rest of Latin America) • RoW (Saudi Arabia, UAE, South Africa) For each of the aforementioned regions and countries, market analysis and revenue data are available for 2019-2030. The breakdown of all regional markets by country and split of major national markets by Content Type, VR Medium, and Application over the years 2019-2030 are also included. The report also covers current competitive scenario and the predicted trend; and profiles key vendors including market leaders and important emerging players. Specifically, potential risks associated with investing in global virtual reality content creation market are assayed quantitatively and qualitatively through GMD’s Risk Assessment System. According to the risk analysis and evaluation, Critical Success Factors (CSFs) are generated as a guidance to help investors & stockholders identify emerging opportunities, manage and minimize the risks, develop appropriate business models, and make wise strategies and decisions. Key Players (this may not be a complete list and extra companies can be added upon request): 360 Labs Blippar Koncept VR Matterport Panedia Pty Ltd. Pixvana Inc. Scapic. SubVRsive VIAR (Viar360) WeMakeVR (Please Note: The report will be updated before delivery to make sure that the latest historical year is the base year and the forecast covers at least 5 years over the base year.)
Read More