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市場調査レポート
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1788389

バーチャルコンテンツ制作の世界市場

Virtual Content Creation


出版日
ページ情報
英文 172 Pages
納期
即日から翌営業日
適宜更新あり
価格
価格表記: USDを日本円(税抜)に換算
本日の銀行送金レート: 1USD=148.66円
バーチャルコンテンツ制作の世界市場
出版日: 2025年08月12日
発行: Global Industry Analysts, Inc.
ページ情報: 英文 172 Pages
納期: 即日から翌営業日
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概要

バーチャルコンテンツ制作の世界市場は2030年までに293億米ドルに達する

2024年に74億米ドルと推定されるバーチャルコンテンツ制作の世界市場は、2024年から2030年にかけてCAGR 25.8%で成長し、2030年には293億米ドルに達すると予測されます。本レポートで分析したセグメントの1つであるソフトウェアは、CAGR 27.8%を記録し、分析期間終了時には208億米ドルに達すると予測されます。サービス分野の成長率は、分析期間のCAGRで21.8%と推定されます。

米国市場は19億米ドルと推定、中国はCAGR24.4%で成長予測

米国のバーチャルコンテンツ制作市場は、2024年に19億米ドルと推定されます。世界第2位の経済大国である中国は、2030年までに44億米ドルの市場規模に達すると予測され、分析期間2024-2030年のCAGRは24.4%です。その他の注目すべき地域別市場としては、日本とカナダがあり、分析期間中のCAGRはそれぞれ23.9%と22.1%と予測されています。欧州では、ドイツがCAGR約17.6%で成長すると予測されています。

世界のバーチャルコンテンツ制作市場- 主要動向と促進要因のまとめ

バーチャルコンテンツ制作がかつてない勢いを見せているのはなぜか?

バーチャルコンテンツ制作の需要は、デジタルメディアの爆発的な消費、メタバースの台頭、拡張現実(AR)や仮想現実(VR)などの没入型テクノロジーの採用増加により、近年急増しています。コンテンツ制作者、ブランド、企業は、ソーシャルメディアや動画ストリーミング・サービスからバーチャル・イベントやゲーム環境まで、さまざまなデジタル・プラットフォームで視聴者を惹きつけるためにバーチャル・コンテンツを活用しています。eコマースやオンライン・マーケティングの拡大により、ブランドのストーリーテリングや消費者のエンゲージメントを強化できる、視覚的に説得力のあるインタラクティブなコンテンツへの需要がさらに高まっています。さらに、AIが生成するコンテンツの人気の高まりは、3Dモデル、アニメーション、バーチャル体験などのデジタル資産の制作方法に革命をもたらし、高品質のコンテンツ制作をより身近でコスト効率の高いものにしています。各業界がデジタルファースト戦略へとシフトし続ける中、バーチャルコンテンツ制作はメディア、エンターテイメント、マーケティングに欠かせない要素となりつつあり、没入感を増すデジタルエコシステムにおいて、ブランドやクリエイターが視聴者とつながる方法を再構築しています。

新たなテクノロジーは、バーチャルコンテンツ制作をどのように変化させているのでしょうか?

テクノロジーの進化は、バーチャルコンテンツ制作の進化において重要な役割を果たしており、より洗練されたインタラクティブなデジタル体験を可能にしています。人工知能(AI)と機械学習アルゴリズムは、画像補正、ビデオ編集、3Dアセット生成などの作業を自動化することでコンテンツ制作を効率化し、高品質なコンテンツ制作に必要な時間と労力を削減しました。Unreal EngineやUnityなどのリアルタイムレンダリングエンジンの採用により、仮想環境のリアルさと流動性が向上し、よりリアルで魅力的なものになりました。さらに、モーションキャプチャー技術やAIを搭載したアバターにより、クリエイターはバーチャルイベントやゲーム、マーケティングキャンペーンで使用する超リアルなデジタルヒューマンを制作できるようになりました。非代替性トークン(NFT)の台頭も、バーチャルコンテンツクリエイターに新たな収益化の機会をもたらし、ブロックチェーンベースのマーケットプレースでデジタル資産をトークン化して販売することを可能にしました。メタバースが拡大し続ける中、空間コンピューティング、5G接続、触覚フィードバック技術の進歩により、バーチャル・コンテンツの双方向性とリアリズムがさらに強化され、デジタル・イノベーションに不可欠なツールとなっています。

バーチャルコンテンツ制作市場の成長を妨げる課題とは?

急速な普及にもかかわらず、バーチャルコンテンツ制作市場は、そのスケーラビリティとアクセシビリティに影響を与えるいくつかの課題に直面しています。最大の障壁のひとつは、高度なコンテンツ制作ツールや技術のコストが高いことで、独立系クリエイターや小規模事業者のアクセスが制限される可能性があります。加えて、3Dモデリング、アニメーション、リアルタイムレンダリングの複雑さには専門的なスキルが必要であり、この業界の新参者にとっては学習曲線が険しいです。知的財産の問題や著作権侵害の問題も、デジタル環境では仮想コンテンツが簡単に複製、修正、盗用できるため、重大なリスクとなります。さらに、ディープフェイク技術の台頭は、AIが生成したコンテンツの信憑性や悪用に関する倫理的な懸念を引き起こし、規制の枠組みやコンテンツの検証基準に関する議論を促しています。また、モバイル機器の性能制限や帯域幅の制約がバーチャル体験の品質やアクセシビリティに影響を及ぼす可能性があるため、さまざまなプラットフォームやデバイス向けにバーチャルコンテンツを最適化することも課題となっています。こうした課題を克服するには、コンテンツ制作ツールの継続的な進歩、デジタル・クリエイターへの教育イニシアティブ、倫理的で安全なバーチャル・コンテンツ配信を保証する規制措置の強化が必要となります。

バーチャルコンテンツ制作市場の成長を促進する要因とは?

バーチャルコンテンツ制作市場の成長は、没入型デジタル体験に対する需要の高まり、メタバースの拡大、AIを活用したコンテンツ生成ツールの統合など、いくつかの要因によってもたらされます。バーチャルインフルエンサー、バーチャルファッション、デジタルコレクタブルの台頭は、ファッション、エンターテインメント、ゲームなどの業界における高品質なバーチャルコンテンツの必要性をさらに高めています。リモートワークやバーチャルコラボレーションへのシフトもデジタル資産への需要を高め、企業は魅力的なプレゼンテーション、トレーニングモジュール、インタラクティブなマーケティングキャンペーンを作成できるようになりました。さらに、ソーシャルメディアプラットフォームやライブストリーミングサービスの影響力の高まりは、ブランドやコンテンツクリエイターに、AR、VR、3D生成ビジュアルを使用した新しいストーリーテリング形式の探求を促しています。AIを活用したコンテンツの自動化、ブロックチェーンを活用した収益化モデル、空間コンピューティングの継続的な進歩により、バーチャルコンテンツ制作市場は持続的な成長を遂げ、デジタルエンゲージメントと創造的表現の未来を形成すると予想されます。

セグメント

ソリューション(ソフトウェア、サービス)、コンテンツタイプ(動画、360度動画、没入型動画)、最終用途(自動車、メディア&エンターテインメント、旅行&ホスピタリティ、不動産、小売、ゲーム、ヘルスケア、その他)

調査対象企業の例

  • 360 Labs
  • Adobe Inc.
  • Apple Inc.
  • Autodesk Inc.
  • Blippar Group Limited
  • Epic Games, Inc.
  • Google LLC
  • Koncept VR LLC
  • Matterport, Inc.
  • Meta Platforms Inc.
  • Microsoft Corporation
  • NVIDIA Corporation
  • Panedia Pty Ltd.
  • Scapic Innovations Private Limited
  • Sony Corporation
  • Subvrsive, Inc.
  • Unity Technologies
  • VIAR Inc.
  • WeMakeVR
  • WeVR

AIインテグレーション

Global Industry Analystsは、有効な専門家コンテンツとAIツールによって、市場情報と競合情報を変革しています。

Global Industry Analystsは、LLMや業界固有のSLMを照会する一般的な規範に従う代わりに、ビデオ記録、ブログ、検索エンジン調査、膨大な量の企業、製品/サービス、市場データなど、世界中の専門家から収集したコンテンツのリポジトリを構築しました。

関税影響係数

Global Industry Analystsは、本社の国、製造拠点、輸出入(完成品とOEM)に基づく企業の競争力の変化を予測しています。この複雑で多面的な市場力学は、売上原価(COGS)の増加、収益性の低下、サプライチェーンの再構築など、ミクロおよびマクロの市場力学の中でも特に競合他社に影響を与える見込みです。

目次

第1章 調査手法

第2章 エグゼクティブサマリー

  • 市場概要
  • 主要企業
  • 市場動向と促進要因
  • 世界市場の見通し

第3章 市場分析

  • 米国
  • カナダ
  • 日本
  • 中国
  • 欧州
  • フランス
  • ドイツ
  • イタリア
  • 英国
  • その他欧州
  • アジア太平洋
  • その他の地域

第4章 競合

目次
Product Code: MCP33289

Global Virtual Content Creation Market to Reach US$29.3 Billion by 2030

The global market for Virtual Content Creation estimated at US$7.4 Billion in the year 2024, is expected to reach US$29.3 Billion by 2030, growing at a CAGR of 25.8% over the analysis period 2024-2030. Software, one of the segments analyzed in the report, is expected to record a 27.8% CAGR and reach US$20.8 Billion by the end of the analysis period. Growth in the Services segment is estimated at 21.8% CAGR over the analysis period.

The U.S. Market is Estimated at US$1.9 Billion While China is Forecast to Grow at 24.4% CAGR

The Virtual Content Creation market in the U.S. is estimated at US$1.9 Billion in the year 2024. China, the world's second largest economy, is forecast to reach a projected market size of US$4.4 Billion by the year 2030 trailing a CAGR of 24.4% over the analysis period 2024-2030. Among the other noteworthy geographic markets are Japan and Canada, each forecast to grow at a CAGR of 23.9% and 22.1% respectively over the analysis period. Within Europe, Germany is forecast to grow at approximately 17.6% CAGR.

Global Virtual Content Creation Market - Key Trends & Drivers Summarized

Why Is Virtual Content Creation Gaining Unprecedented Momentum?

The demand for virtual content creation has skyrocketed in recent years, driven by the explosion of digital media consumption, the rise of the metaverse, and the increasing adoption of immersive technologies such as augmented reality (AR) and virtual reality (VR). Content creators, brands, and businesses are leveraging virtual content to engage audiences across various digital platforms, from social media and video streaming services to virtual events and gaming environments. The expansion of e-commerce and online marketing has further fueled the demand for visually compelling and interactive content that can enhance brand storytelling and consumer engagement. Additionally, the growing popularity of AI-generated content has revolutionized the way digital assets such as 3D models, animations, and virtual experiences are produced, making high-quality content creation more accessible and cost-effective. As industries continue to shift toward digital-first strategies, virtual content creation is becoming an essential component of media, entertainment, and marketing landscapes, reshaping how brands and creators connect with their audiences in an increasingly immersive digital ecosystem.

How Are Emerging Technologies Transforming Virtual Content Creation?

Technological advancements have played a crucial role in the evolution of virtual content creation, enabling more sophisticated and interactive digital experiences. Artificial intelligence (AI) and machine learning algorithms have streamlined content production by automating tasks such as image enhancement, video editing, and 3D asset generation, reducing the time and effort required for high-quality content creation. The adoption of real-time rendering engines such as Unreal Engine and Unity has enhanced the realism and fluidity of virtual environments, making them more lifelike and engaging. Additionally, motion capture technology and AI-powered avatars have enabled creators to produce hyper-realistic digital humans for use in virtual events, gaming, and marketing campaigns. The rise of non-fungible tokens (NFTs) has also introduced new monetization opportunities for virtual content creators, allowing them to tokenize and sell digital assets on blockchain-based marketplaces. As the metaverse continues to expand, advancements in spatial computing, 5G connectivity, and haptic feedback technologies are further enhancing the interactivity and realism of virtual content, making it a vital tool for digital innovation.

What Challenges Are Hindering the Growth of the Virtual Content Creation Market?

Despite its rapid adoption, the virtual content creation market faces several challenges that impact its scalability and accessibility. One of the biggest barriers is the high cost of advanced content creation tools and technologies, which can limit access for independent creators and small businesses. Additionally, the complexity of 3D modeling, animation, and real-time rendering requires specialized skills, creating a steep learning curve for newcomers in the industry. Intellectual property concerns and copyright infringement issues also pose significant risks, as virtual content can be easily replicated, modified, or stolen in digital environments. Furthermore, the rise of deepfake technology has raised ethical concerns regarding the authenticity and misuse of AI-generated content, prompting discussions around regulatory frameworks and content verification standards. Another challenge lies in optimizing virtual content for different platforms and devices, as performance limitations on mobile devices and bandwidth constraints can affect the quality and accessibility of virtual experiences. Overcoming these challenges will require continued advancements in content creation tools, education initiatives for digital creators, and stronger regulatory measures to ensure ethical and secure virtual content distribution.

What Factors Are Driving the Growth of the Virtual Content Creation Market?

The growth in the virtual content creation market is driven by several factors, including the increasing demand for immersive digital experiences, the expansion of the metaverse, and the integration of AI-powered content generation tools. The rise of virtual influencers, virtual fashion, and digital collectibles has further propelled the need for high-quality virtual content across industries such as fashion, entertainment, and gaming. The shift toward remote work and virtual collaboration has also increased demand for digital assets, enabling businesses to create engaging presentations, training modules, and interactive marketing campaigns. Additionally, the growing influence of social media platforms and live-streaming services has encouraged brands and content creators to explore new storytelling formats using AR, VR, and 3D-generated visuals. With continuous advancements in AI-driven content automation, blockchain-powered monetization models, and spatial computing, the virtual content creation market is expected to experience sustained growth, shaping the future of digital engagement and creative expression.

SCOPE OF STUDY:

The report analyzes the Virtual Content Creation market in terms of units by the following Segments, and Geographic Regions/Countries:

Segments:

Solution (Software, Services); Content Type (Videos, 360-degree Videos, Immersive Videos); End-Use (Automotive, Media & Entertainment, Travel & Hospitality, Real Estate, Retail, Gaming, Healthcare, Others)

Geographic Regions/Countries:

World; United States; Canada; Japan; China; Europe (France; Germany; Italy; United Kingdom; and Rest of Europe); Asia-Pacific; Rest of World.

Select Competitors (Total 32 Featured) -

  • 360 Labs
  • Adobe Inc.
  • Apple Inc.
  • Autodesk Inc.
  • Blippar Group Limited
  • Epic Games, Inc.
  • Google LLC
  • Koncept VR LLC
  • Matterport, Inc.
  • Meta Platforms Inc.
  • Microsoft Corporation
  • NVIDIA Corporation
  • Panedia Pty Ltd.
  • Scapic Innovations Private Limited
  • Sony Corporation
  • Subvrsive, Inc.
  • Unity Technologies
  • VIAR Inc.
  • WeMakeVR
  • WeVR

AI INTEGRATIONS

We're transforming market and competitive intelligence with validated expert content and AI tools.

Instead of following the general norm of querying LLMs and Industry-specific SLMs, we built repositories of content curated from domain experts worldwide including video transcripts, blogs, search engines research, and massive amounts of enterprise, product/service, and market data.

TARIFF IMPACT FACTOR

Our new release incorporates impact of tariffs on geographical markets as we predict a shift in competitiveness of companies based on HQ country, manufacturing base, exports and imports (finished goods and OEM). This intricate and multifaceted market reality will impact competitors by increasing the Cost of Goods Sold (COGS), reducing profitability, reconfiguring supply chains, amongst other micro and macro market dynamics.

TABLE OF CONTENTS

I. METHODOLOGY

II. EXECUTIVE SUMMARY

  • 1. MARKET OVERVIEW
    • Influencer Market Insights
    • Tariff Impact on Global Supply Chain Patterns
    • Virtual Content Creation - Global Key Competitors Percentage Market Share in 2025 (E)
    • Competitive Market Presence - Strong/Active/Niche/Trivial for Players Worldwide in 2025 (E)
  • 2. FOCUS ON SELECT PLAYERS
  • 3. MARKET TRENDS & DRIVERS
    • Proliferation of Social Media Commerce Platforms Drives Demand for Scalable Virtual Content Tools
    • Creator Economy Boom Throws the Spotlight on Real-Time Digital Production Technologies
    • Adoption of AI-Based Generative Tools Spurs Growth in Automated Virtual Content Workflows
    • Rising Use of Virtual Production Pipelines in Film and Media Strengthens Business Case for Integration
    • Expansion of Metaverse Ecosystem Expands Addressable Market Opportunity for Immersive Content
    • Corporate Shift Toward Remote Work Environments Drives Adoption of Virtual Training and Onboarding Content
    • Increased Reliance on 3D and AR/VR Assets Accelerates Demand for Realistic Content Creation Platforms
    • Influencer and Brand Collaborations Generate Demand for Personalized and Dynamic Virtual Experiences
    • Integration of Virtual Avatars in Marketing Campaigns Spurs Growth in Synthetic Content Generation
    • Cloud-Based Design Studios and Virtual Editing Suites Propel Scalability and Collaboration Efficiency
    • Emergence of Virtual Influencers and AI-Created Characters Opens New Revenue Streams for Brands
    • Streaming Platform Competition Generates Accelerated Demand for High-Volume Digital Content
    • Interactive Storytelling Tools Strengthen Engagement Metrics and Enhance Marketability of Virtual Narratives
    • Convergence of Gaming Engines and Media Creation Tools Expands Creative Possibilities for Studios
    • Growth in Online Education and E-Learning Drives Demand for Modular and Interactive Virtual Content
    • Regulatory Concerns Around Deepfakes and AI Ethics Pose Compliance Challenges for Market Participants
    • Virtual Event Platforms and Digital Conferences Sustain Market Demand for Real-Time Content Generation
    • Advancements in Real-Time Rendering Technologies Fuel Adoption in Advertising and Product Visualization
    • Integration of Natural Language Processing Enhances Realism in AI-Generated Narratives
    • Strategic Partnerships Between Tech Firms and Media Houses Strengthen Innovation in Virtual Content Delivery
    • Surge in Direct-to-Avatar Commerce Propels Growth in Virtual Goods and Branded Content Creation
    • Adoption of Digital Twins in Industrial and Retail Sectors Expands Scope for Virtual Content Applications
    • Open-Source Tools and Accessible Software Democratize Entry into Professional Content Creation
    • Shift Toward Subscription-Based Creator Tools Sustains Revenue Growth Across SaaS-Based Platforms
  • 4. GLOBAL MARKET PERSPECTIVE
    • TABLE 1: World Virtual Content Creation Market Analysis of Annual Sales in US$ Million for Years 2015 through 2030
    • TABLE 2: World Recent Past, Current & Future Analysis for Virtual Content Creation by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 3: World 6-Year Perspective for Virtual Content Creation by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets for Years 2025 & 2030
    • TABLE 4: World Recent Past, Current & Future Analysis for Software by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 5: World 6-Year Perspective for Software by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
    • TABLE 6: World Recent Past, Current & Future Analysis for Services by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 7: World 6-Year Perspective for Services by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
    • TABLE 8: World Recent Past, Current & Future Analysis for Retail by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 9: World 6-Year Perspective for Retail by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
    • TABLE 10: World Recent Past, Current & Future Analysis for Gaming by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 11: World 6-Year Perspective for Gaming by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
    • TABLE 12: World Recent Past, Current & Future Analysis for Healthcare by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 13: World 6-Year Perspective for Healthcare by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
    • TABLE 14: World Recent Past, Current & Future Analysis for Others by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 15: World 6-Year Perspective for Others by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
    • TABLE 16: World Recent Past, Current & Future Analysis for Automotive by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 17: World 6-Year Perspective for Automotive by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
    • TABLE 18: World Recent Past, Current & Future Analysis for Media & Entertainment by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 19: World 6-Year Perspective for Media & Entertainment by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
    • TABLE 20: World Recent Past, Current & Future Analysis for Travel & Hospitality by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 21: World 6-Year Perspective for Travel & Hospitality by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
    • TABLE 22: World Recent Past, Current & Future Analysis for Real Estate by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 23: World 6-Year Perspective for Real Estate by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
    • TABLE 24: World Recent Past, Current & Future Analysis for Videos by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 25: World 6-Year Perspective for Videos by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
    • TABLE 26: World Recent Past, Current & Future Analysis for 360-degree Videos by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 27: World 6-Year Perspective for 360-degree Videos by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
    • TABLE 28: World Recent Past, Current & Future Analysis for Immersive Videos by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 29: World 6-Year Perspective for Immersive Videos by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030

III. MARKET ANALYSIS

  • UNITED STATES
    • Virtual Content Creation Market Presence - Strong/Active/Niche/Trivial - Key Competitors in the United States for 2025 (E)
    • TABLE 30: USA Recent Past, Current & Future Analysis for Virtual Content Creation by Solution - Software and Services - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 31: USA 6-Year Perspective for Virtual Content Creation by Solution - Percentage Breakdown of Value Sales for Software and Services for the Years 2025 & 2030
    • TABLE 32: USA Recent Past, Current & Future Analysis for Virtual Content Creation by End-Use - Retail, Gaming, Healthcare, Others, Automotive, Media & Entertainment, Travel & Hospitality and Real Estate - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 33: USA 6-Year Perspective for Virtual Content Creation by End-Use - Percentage Breakdown of Value Sales for Retail, Gaming, Healthcare, Others, Automotive, Media & Entertainment, Travel & Hospitality and Real Estate for the Years 2025 & 2030
    • TABLE 34: USA Recent Past, Current & Future Analysis for Virtual Content Creation by Content Type - Videos, 360-degree Videos and Immersive Videos - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 35: USA 6-Year Perspective for Virtual Content Creation by Content Type - Percentage Breakdown of Value Sales for Videos, 360-degree Videos and Immersive Videos for the Years 2025 & 2030
  • CANADA
    • TABLE 36: Canada Recent Past, Current & Future Analysis for Virtual Content Creation by Solution - Software and Services - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 37: Canada 6-Year Perspective for Virtual Content Creation by Solution - Percentage Breakdown of Value Sales for Software and Services for the Years 2025 & 2030
    • TABLE 38: Canada Recent Past, Current & Future Analysis for Virtual Content Creation by End-Use - Retail, Gaming, Healthcare, Others, Automotive, Media & Entertainment, Travel & Hospitality and Real Estate - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 39: Canada 6-Year Perspective for Virtual Content Creation by End-Use - Percentage Breakdown of Value Sales for Retail, Gaming, Healthcare, Others, Automotive, Media & Entertainment, Travel & Hospitality and Real Estate for the Years 2025 & 2030
    • TABLE 40: Canada Recent Past, Current & Future Analysis for Virtual Content Creation by Content Type - Videos, 360-degree Videos and Immersive Videos - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 41: Canada 6-Year Perspective for Virtual Content Creation by Content Type - Percentage Breakdown of Value Sales for Videos, 360-degree Videos and Immersive Videos for the Years 2025 & 2030
  • JAPAN
    • Virtual Content Creation Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Japan for 2025 (E)
    • TABLE 42: Japan Recent Past, Current & Future Analysis for Virtual Content Creation by Solution - Software and Services - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 43: Japan 6-Year Perspective for Virtual Content Creation by Solution - Percentage Breakdown of Value Sales for Software and Services for the Years 2025 & 2030
    • TABLE 44: Japan Recent Past, Current & Future Analysis for Virtual Content Creation by End-Use - Retail, Gaming, Healthcare, Others, Automotive, Media & Entertainment, Travel & Hospitality and Real Estate - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 45: Japan 6-Year Perspective for Virtual Content Creation by End-Use - Percentage Breakdown of Value Sales for Retail, Gaming, Healthcare, Others, Automotive, Media & Entertainment, Travel & Hospitality and Real Estate for the Years 2025 & 2030
    • TABLE 46: Japan Recent Past, Current & Future Analysis for Virtual Content Creation by Content Type - Videos, 360-degree Videos and Immersive Videos - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 47: Japan 6-Year Perspective for Virtual Content Creation by Content Type - Percentage Breakdown of Value Sales for Videos, 360-degree Videos and Immersive Videos for the Years 2025 & 2030
  • CHINA
    • Virtual Content Creation Market Presence - Strong/Active/Niche/Trivial - Key Competitors in China for 2025 (E)
    • TABLE 48: China Recent Past, Current & Future Analysis for Virtual Content Creation by Solution - Software and Services - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 49: China 6-Year Perspective for Virtual Content Creation by Solution - Percentage Breakdown of Value Sales for Software and Services for the Years 2025 & 2030
    • TABLE 50: China Recent Past, Current & Future Analysis for Virtual Content Creation by End-Use - Retail, Gaming, Healthcare, Others, Automotive, Media & Entertainment, Travel & Hospitality and Real Estate - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 51: China 6-Year Perspective for Virtual Content Creation by End-Use - Percentage Breakdown of Value Sales for Retail, Gaming, Healthcare, Others, Automotive, Media & Entertainment, Travel & Hospitality and Real Estate for the Years 2025 & 2030
    • TABLE 52: China Recent Past, Current & Future Analysis for Virtual Content Creation by Content Type - Videos, 360-degree Videos and Immersive Videos - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 53: China 6-Year Perspective for Virtual Content Creation by Content Type - Percentage Breakdown of Value Sales for Videos, 360-degree Videos and Immersive Videos for the Years 2025 & 2030
  • EUROPE
    • Virtual Content Creation Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Europe for 2025 (E)
    • TABLE 54: Europe Recent Past, Current & Future Analysis for Virtual Content Creation by Geographic Region - France, Germany, Italy, UK and Rest of Europe Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 55: Europe 6-Year Perspective for Virtual Content Creation by Geographic Region - Percentage Breakdown of Value Sales for France, Germany, Italy, UK and Rest of Europe Markets for Years 2025 & 2030
    • TABLE 56: Europe Recent Past, Current & Future Analysis for Virtual Content Creation by Solution - Software and Services - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 57: Europe 6-Year Perspective for Virtual Content Creation by Solution - Percentage Breakdown of Value Sales for Software and Services for the Years 2025 & 2030
    • TABLE 58: Europe Recent Past, Current & Future Analysis for Virtual Content Creation by End-Use - Retail, Gaming, Healthcare, Others, Automotive, Media & Entertainment, Travel & Hospitality and Real Estate - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 59: Europe 6-Year Perspective for Virtual Content Creation by End-Use - Percentage Breakdown of Value Sales for Retail, Gaming, Healthcare, Others, Automotive, Media & Entertainment, Travel & Hospitality and Real Estate for the Years 2025 & 2030
    • TABLE 60: Europe Recent Past, Current & Future Analysis for Virtual Content Creation by Content Type - Videos, 360-degree Videos and Immersive Videos - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 61: Europe 6-Year Perspective for Virtual Content Creation by Content Type - Percentage Breakdown of Value Sales for Videos, 360-degree Videos and Immersive Videos for the Years 2025 & 2030
  • FRANCE
    • Virtual Content Creation Market Presence - Strong/Active/Niche/Trivial - Key Competitors in France for 2025 (E)
    • TABLE 62: France Recent Past, Current & Future Analysis for Virtual Content Creation by Solution - Software and Services - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 63: France 6-Year Perspective for Virtual Content Creation by Solution - Percentage Breakdown of Value Sales for Software and Services for the Years 2025 & 2030
    • TABLE 64: France Recent Past, Current & Future Analysis for Virtual Content Creation by End-Use - Retail, Gaming, Healthcare, Others, Automotive, Media & Entertainment, Travel & Hospitality and Real Estate - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 65: France 6-Year Perspective for Virtual Content Creation by End-Use - Percentage Breakdown of Value Sales for Retail, Gaming, Healthcare, Others, Automotive, Media & Entertainment, Travel & Hospitality and Real Estate for the Years 2025 & 2030
    • TABLE 66: France Recent Past, Current & Future Analysis for Virtual Content Creation by Content Type - Videos, 360-degree Videos and Immersive Videos - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 67: France 6-Year Perspective for Virtual Content Creation by Content Type - Percentage Breakdown of Value Sales for Videos, 360-degree Videos and Immersive Videos for the Years 2025 & 2030
  • GERMANY
    • Virtual Content Creation Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Germany for 2025 (E)
    • TABLE 68: Germany Recent Past, Current & Future Analysis for Virtual Content Creation by Solution - Software and Services - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 69: Germany 6-Year Perspective for Virtual Content Creation by Solution - Percentage Breakdown of Value Sales for Software and Services for the Years 2025 & 2030
    • TABLE 70: Germany Recent Past, Current & Future Analysis for Virtual Content Creation by End-Use - Retail, Gaming, Healthcare, Others, Automotive, Media & Entertainment, Travel & Hospitality and Real Estate - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 71: Germany 6-Year Perspective for Virtual Content Creation by End-Use - Percentage Breakdown of Value Sales for Retail, Gaming, Healthcare, Others, Automotive, Media & Entertainment, Travel & Hospitality and Real Estate for the Years 2025 & 2030
    • TABLE 72: Germany Recent Past, Current & Future Analysis for Virtual Content Creation by Content Type - Videos, 360-degree Videos and Immersive Videos - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 73: Germany 6-Year Perspective for Virtual Content Creation by Content Type - Percentage Breakdown of Value Sales for Videos, 360-degree Videos and Immersive Videos for the Years 2025 & 2030
  • ITALY
    • TABLE 74: Italy Recent Past, Current & Future Analysis for Virtual Content Creation by Solution - Software and Services - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 75: Italy 6-Year Perspective for Virtual Content Creation by Solution - Percentage Breakdown of Value Sales for Software and Services for the Years 2025 & 2030
    • TABLE 76: Italy Recent Past, Current & Future Analysis for Virtual Content Creation by End-Use - Retail, Gaming, Healthcare, Others, Automotive, Media & Entertainment, Travel & Hospitality and Real Estate - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 77: Italy 6-Year Perspective for Virtual Content Creation by End-Use - Percentage Breakdown of Value Sales for Retail, Gaming, Healthcare, Others, Automotive, Media & Entertainment, Travel & Hospitality and Real Estate for the Years 2025 & 2030
    • TABLE 78: Italy Recent Past, Current & Future Analysis for Virtual Content Creation by Content Type - Videos, 360-degree Videos and Immersive Videos - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 79: Italy 6-Year Perspective for Virtual Content Creation by Content Type - Percentage Breakdown of Value Sales for Videos, 360-degree Videos and Immersive Videos for the Years 2025 & 2030
  • UNITED KINGDOM
    • Virtual Content Creation Market Presence - Strong/Active/Niche/Trivial - Key Competitors in the United Kingdom for 2025 (E)
    • TABLE 80: UK Recent Past, Current & Future Analysis for Virtual Content Creation by Solution - Software and Services - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 81: UK 6-Year Perspective for Virtual Content Creation by Solution - Percentage Breakdown of Value Sales for Software and Services for the Years 2025 & 2030
    • TABLE 82: UK Recent Past, Current & Future Analysis for Virtual Content Creation by End-Use - Retail, Gaming, Healthcare, Others, Automotive, Media & Entertainment, Travel & Hospitality and Real Estate - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 83: UK 6-Year Perspective for Virtual Content Creation by End-Use - Percentage Breakdown of Value Sales for Retail, Gaming, Healthcare, Others, Automotive, Media & Entertainment, Travel & Hospitality and Real Estate for the Years 2025 & 2030
    • TABLE 84: UK Recent Past, Current & Future Analysis for Virtual Content Creation by Content Type - Videos, 360-degree Videos and Immersive Videos - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 85: UK 6-Year Perspective for Virtual Content Creation by Content Type - Percentage Breakdown of Value Sales for Videos, 360-degree Videos and Immersive Videos for the Years 2025 & 2030
  • REST OF EUROPE
    • TABLE 86: Rest of Europe Recent Past, Current & Future Analysis for Virtual Content Creation by Solution - Software and Services - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 87: Rest of Europe 6-Year Perspective for Virtual Content Creation by Solution - Percentage Breakdown of Value Sales for Software and Services for the Years 2025 & 2030
    • TABLE 88: Rest of Europe Recent Past, Current & Future Analysis for Virtual Content Creation by End-Use - Retail, Gaming, Healthcare, Others, Automotive, Media & Entertainment, Travel & Hospitality and Real Estate - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 89: Rest of Europe 6-Year Perspective for Virtual Content Creation by End-Use - Percentage Breakdown of Value Sales for Retail, Gaming, Healthcare, Others, Automotive, Media & Entertainment, Travel & Hospitality and Real Estate for the Years 2025 & 2030
    • TABLE 90: Rest of Europe Recent Past, Current & Future Analysis for Virtual Content Creation by Content Type - Videos, 360-degree Videos and Immersive Videos - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 91: Rest of Europe 6-Year Perspective for Virtual Content Creation by Content Type - Percentage Breakdown of Value Sales for Videos, 360-degree Videos and Immersive Videos for the Years 2025 & 2030
  • ASIA-PACIFIC
    • Virtual Content Creation Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Asia-Pacific for 2025 (E)
    • TABLE 92: Asia-Pacific Recent Past, Current & Future Analysis for Virtual Content Creation by Solution - Software and Services - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 93: Asia-Pacific 6-Year Perspective for Virtual Content Creation by Solution - Percentage Breakdown of Value Sales for Software and Services for the Years 2025 & 2030
    • TABLE 94: Asia-Pacific Recent Past, Current & Future Analysis for Virtual Content Creation by End-Use - Retail, Gaming, Healthcare, Others, Automotive, Media & Entertainment, Travel & Hospitality and Real Estate - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 95: Asia-Pacific 6-Year Perspective for Virtual Content Creation by End-Use - Percentage Breakdown of Value Sales for Retail, Gaming, Healthcare, Others, Automotive, Media & Entertainment, Travel & Hospitality and Real Estate for the Years 2025 & 2030
    • TABLE 96: Asia-Pacific Recent Past, Current & Future Analysis for Virtual Content Creation by Content Type - Videos, 360-degree Videos and Immersive Videos - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 97: Asia-Pacific 6-Year Perspective for Virtual Content Creation by Content Type - Percentage Breakdown of Value Sales for Videos, 360-degree Videos and Immersive Videos for the Years 2025 & 2030
  • REST OF WORLD
    • TABLE 98: Rest of World Recent Past, Current & Future Analysis for Virtual Content Creation by Solution - Software and Services - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 99: Rest of World 6-Year Perspective for Virtual Content Creation by Solution - Percentage Breakdown of Value Sales for Software and Services for the Years 2025 & 2030
    • TABLE 100: Rest of World Recent Past, Current & Future Analysis for Virtual Content Creation by End-Use - Retail, Gaming, Healthcare, Others, Automotive, Media & Entertainment, Travel & Hospitality and Real Estate - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 101: Rest of World 6-Year Perspective for Virtual Content Creation by End-Use - Percentage Breakdown of Value Sales for Retail, Gaming, Healthcare, Others, Automotive, Media & Entertainment, Travel & Hospitality and Real Estate for the Years 2025 & 2030
    • TABLE 102: Rest of World Recent Past, Current & Future Analysis for Virtual Content Creation by Content Type - Videos, 360-degree Videos and Immersive Videos - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 103: Rest of World 6-Year Perspective for Virtual Content Creation by Content Type - Percentage Breakdown of Value Sales for Videos, 360-degree Videos and Immersive Videos for the Years 2025 & 2030

IV. COMPETITION