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市場調査レポート
商品コード
1654465

没入型コンテンツ制作の市場規模、シェア、動向分析レポート:コンポーネント別、技術別、最終用途別、地域別、セグメント予測、2025年~2030年

Immersive Content Creation Market Size, Share & Trends Analysis Report By Component, By Technology, By End Use, By Region, And Segment Forecasts, 2025 - 2030


出版日
ページ情報
英文 150 Pages
納期
2~10営業日
カスタマイズ可能
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=146.08円
没入型コンテンツ制作の市場規模、シェア、動向分析レポート:コンポーネント別、技術別、最終用途別、地域別、セグメント予測、2025年~2030年
出版日: 2025年01月16日
発行: Grand View Research
ページ情報: 英文 150 Pages
納期: 2~10営業日
GIIご利用のメリット
  • 全表示
  • 概要
  • 図表
  • 目次
概要

没入型コンテンツ制作市場動向

世界の没入型コンテンツ制作市場規模は、2024年に156億8,100万米ドルと推定され、2025~2030年にかけてCAGR 24.5%で成長すると予測されています。

仮想現実は、特にゲーム、映画、ライブイベントにおいて完全没入型体験を提供することで、エンターテインメント産業に革命をもたらしました。クリエイターはVRを活用して、観客を幻想的な世界にいざない、環境やキャラクターとインタラクションできるようにしています。VRは体験型マーケティングにも利用されており、ブランドはユーザーにVRシミュレーションを提供し、製品を発表したりストーリーを語ったりしています。VRヘッドセットの価格が手頃になり、VRコンテンツが入手しやすくなっていることが、この動向を後押ししています。技術が向上するにつれて、VRは消費者向けエンターテインメントと専門的なメディア制作の両方に不可欠な要素になると考えられています。

拡張現実(AR)は小売業において強力なツールとなり、消費者は購入前にリアルタイムで商品を視覚化できるようになりました。洋服や化粧品のバーチャル試着から、自宅の家具のビジュアル化まで、ARはショッピング体験を大幅に向上させています。マーケティング担当者は、インタラクティブなビルボードやゲーム化された広告など、顧客の関心を引き、ユニークなブランド体験を生み出すために、ARをキャンペーンに組み込むことが増えています。さらに、ARはリアルタイムのデータオーバーレイを可能にし、ユーザーは周囲の状況情報を受け取ることができます。スマートフォンの機能が向上するにつれて、ARアプリケーションは日常生活や商取引にさらに組み込まれるようになり、没入型コンテンツ制作産業をさらに形成していくと考えられます。

人工知能(AI)は、画像や動画の生成からユーザーのインタラクティブ性の強化まで、没入型コンテンツの制作においてますます重要な役割を果たしています。AIを活用したツールにより、クリエイターは映像編集、サウンドデザイン、脚本作成などのプロセスを自動化でき、制作の迅速化とコスト効率の向上を実現できます。さらに、AIはユーザーの好みに基づいてコンテンツをパーソナライズするために使用され、没入型コンテンツ制作産業におけるエンゲージメントとリテンションを向上させています。没入型環境では、AIがユーザーの行動に基づいて設定やストーリーを調整し、ダイナミックでパーソナライズされた体験を生み出すことができます。AIが進化し続けるにつれて、没入型コンテンツ制作への影響はさらに大きくなり、無限の創造的可能性を記載しています。

360度動画は、没入感のある包括的な視聴体験を提供し、ユーザーはシーン内のどこに焦点を当てるかをコントロールできます。コンテンツ制作者は、没入型コンテンツ制作にインタラクティブなストーリーテリングの要素を取り入れており、視聴者は物語の方向性に影響を与える決定を下すことができ、より魅力的な体験を生み出しています。このタイプのコンテンツは、バーチャルツアー、ドキュメンタリー、ライブイベントなどで人気があり、視聴者は自分のペースで環境を探索したり、さまざまなストーリーを追うことができます。インタラクティブな360度動画の動向は、教育やトレーニングのセグメントにも広がっており、インタラクティブ性によって没入型の学習が強化される可能性があります。ダイナミックなストーリーテリングの需要が高まる中、360度動画コンテンツの制作は、没入型コンテンツ制作産業のクリエイターにとって必須のスキルとなりつつあります。

物理世界と仮想世界を融合させた複合現実(MR)は、高度にインタラクティブな学習環境を提供することで、教育やトレーニングに変革をもたらしつつあります。MRによって、学生や専門家は、医療手術や工学シミュレーションなどの実世界のシナリオに、現実の実習に伴うリスクなしに取り組むことができます。例えば、MRは重要なデータや指示を物理的な物体に重ね合わせ、リアルタイムのガイダンスを提供し、没入型コンテンツ作成産業における理解力を高めることができます。教育機関では、知識の定着と実践的なスキルを向上させる没入型学習体験を実現するために、MRツールの導入が進んでいます。MR技術がより洗練されるにつれて、様々なセグメントの教育を再構築する上で重要な役割を果たすと考えられます。

ソーシャルVRプラットフォームは、没入型コンテンツ制作産業において、人々がつながりやコラボレーション、娯楽のための仮想空間を求めるにつれて人気を集めています。ユーザーは没入型環境で互いに交流し、仮想イベントに参加し、さらにはこうした空間で自分を表すアバターを作成することもできます。バーチャルコミュニティは社会的交流の拠点となりつつあり、世界中の個人が共有スペースで会ったり、ゲームをしたり、一緒に仕事をしたりすることができます。ソーシャルVRは、従来のビデオ会議に代わる、より魅力的でインタラクティブな方法を提供し、リモートチームでのコラボレーションに利用されています。ソーシャルVRがより身近になり開発されるにつれて、バーチャル環境での社交や仕事の方法が再定義されることが期待されています。

没入型ジャーナリズムは、VR、AR、360度動画を活用し、没入型コンテンツ制作産業において、視聴者へのニュース配信方法を変革します。ジャーナリストはこれらの技術を使って、視聴者にニュースの出来事を一人称の視点で伝え、より説得力のあるインパクトのある体験を提供することができます。例えば、報道機関はVRを使って視聴者を紛争地域や環境災害の中に置き、ストーリーにより深い感情的なつながりを提供しています。没入型ジャーナリズムは、視聴者が出来事を直接「体験」できるようにすることで、報道の信頼性と感情的な重みを高めています。没入型ストーリーテリングがジャーナリズムの標準的な手法になるにつれ、没入型コンテンツ制作産業における革新的なアプローチを通じて、複雑な問題に対する一般の理解を深め、世界の出来事を人間的なものにする可能性があります。

目次

第1章 調査手法と範囲

第2章 エグゼクティブサマリー

第3章 没入型コンテンツ制作市場-産業展望

  • 市場系統の展望
  • 産業バリューチェーン分析
  • 市場力学
  • 産業分析ツール

第4章 没入型コンテンツ制作市場:コンポーネント別、推定・動向分析

  • セグメントダッシュボード
  • 没入型コンテンツ制作市場:コンポーネント変動分析、2024年と2030年
  • ハードウェア
  • ソフトウェア
  • サービス

第5章 没入型コンテンツ制作市場:技術別、推定・動向分析

  • セグメントダッシュボード
  • 没入型コンテンツ制作市場:技術変動分析、2024年と2030年
  • 仮想現実(VR)コンテンツ
  • 拡張現実(AR)コンテンツ
  • 複合現実(MR)コンテンツ
  • その他

第6章 没入型コンテンツ制作市場:最終用途別、推定・動向分析

  • セグメントダッシュボード
  • 没入型コンテンツ制作市場:最終用途変動分析、2024年と2030年
  • ゲーム
  • エンターテイメントとメディア
  • 教育とトレーニング
  • 医療
  • 小売業と電子商取引
  • 自動車
  • その他

第7章 地域別、推定・動向分析

  • 没入型コンテンツ制作市場:地域別、2024年と2030年
  • 北米
    • 北米の没入型コンテンツ制作市場の推定と予測、2018~2030年、
    • 米国
    • カナダ
    • メキシコ
  • 欧州
    • 欧州の没入型コンテンツ制作市場推定・予測、2018~2030年
    • 英国
    • ドイツ
    • フランス
  • アジア太平洋
    • アジア太平洋の没入型コンテンツ制作市場推定・予測、2018~2030年
    • 中国
    • 日本
    • インド
    • 韓国
    • オーストラリア
  • ラテンアメリカ
    • ラテンアメリカの没入型コンテンツ制作市場推定・予測、2018~2030年
    • ブラジル
  • 中東・アフリカ
    • 中東・アフリカの没入型コンテンツ制作市場推定・予測、2018~2030年
    • アラブ首長国連邦
    • サウジアラビア
    • 南アフリカ

第8章 没入型コンテンツ制作市場-競合情勢

  • 企業分類
  • 企業の市場ポジショニング
  • 企業ヒートマップ分析
  • 企業プロファイル/上場企業
    • Epic Games, Inc.
    • Fusion VR
    • Google LLC
    • HCL Technologies
    • HTC Corporation
    • Magic Leap
    • Meta Platforms, Inc.
    • Microsoft
    • NVIDIA Corporation
    • Sony Corporation
    • Unity Technologies.
図表

List of Tables

  • Table 1 Global Immersive content creation market size estimates & forecasts 2018 - 2030 (USD Million)
  • Table 2 Global Immersive content creation market, by region 2018 - 2030 (USD Million)
  • Table 3 Global Immersive content creation market, by component 2018 - 2030 (USD Million)
  • Table 4 Global Immersive content creation market, by technology 2018 - 2030 (USD Million)
  • Table 5 Global Immersive content creation market, by end use 2018 - 2030 (USD Million)
  • Table 6 Hardware Immersive content creation market, by region 2018 - 2030 (USD Million)
  • Table 7 Software Immersive content creation market, by region 2018 - 2030 (USD Million)
  • Table 8 Services Immersive content creation market, by region 2018 - 2030 (USD Million)
  • Table 9 Virtual reality (VR) content Immersive content creation market, by region 2018 - 2030 (USD Million)
  • Table 10 Augmented reality (AR) content Immersive content creation market, by region 2018 - 2030 (USD Million)
  • Table 11 Mixed reality (MR) content Immersive content creation market, by region 2018 - 2030 (USD Million)
  • Table 12 Others Immersive content creation market, by region 2018 - 2030 (USD Million)
  • Table 13 Gaming Immersive content creation market, by region 2018 - 2030 (USD Million)
  • Table 14 Entertainment & Media Immersive content creation market, by region 2018 - 2030 (USD Million)
  • Table 15 Education & Training Immersive content creation market, by region 2018 - 2030 (USD Million)
  • Table 16 Healthcare Immersive content creation market, by region 2018 - 2030 (USD Million)
  • Table 17 Retail & ecommerce Immersive content creation market, by region 2018 - 2030 (USD Million)
  • Table 18 Automotive Immersive content creation market, by region 2018 - 2030 (USD Million)
  • Table 19 Others Immersive content creation market, by region 2018 - 2030 (USD Million)
  • Table 20 North America Immersive content creation market, by component 2018 - 2030 (USD Million)
  • Table 21 North America Immersive content creation market, by technology 2018 - 2030 (USD Million)
  • Table 22 North America Immersive content creation market, by end use 2018 - 2030 (USD Million)
  • Table 23 U.S. Immersive content creation market, by component 2018 - 2030 (USD Million)
  • Table 24 U.S. Immersive content creation market, by technology 2018 - 2030 (USD Million)
  • Table 25 U.S. Immersive content creation market, by end use 2018 - 2030 (USD Million)
  • Table 26 Canada Immersive content creation market, by component 2018 - 2030 (USD Million)
  • Table 27 Canada Immersive content creation market, by technology 2018 - 2030 (USD Million)
  • Table 28 Canada Immersive content creation market, by end use 2018 - 2030 (USD Million)
  • Table 29 Mexico Immersive content creation market, by component 2018 - 2030 (USD Million)
  • Table 30 Mexico Immersive content creation market, by technology 2018 - 2030 (USD Million)
  • Table 31 Mexico Immersive content creation market, by end use 2018 - 2030 (USD Million)
  • Table 32 Europe Immersive content creation market, by component 2018 - 2030 (USD Million)
  • Table 33 Europe Immersive content creation market, by technology 2018 - 2030 (USD Million)
  • Table 34 Europe Immersive content creation market, by end use 2018 - 2030 (USD Million)
  • Table 35 UK Immersive content creation market, by component 2018 - 2030 (USD Million)
  • Table 36 UK Immersive content creation market, by technology 2018 - 2030 (USD Million)
  • Table 37 UK Immersive content creation market, by end use 2018 - 2030 (USD Million)
  • Table 38 Germany Immersive content creation market, by component 2018 - 2030 (USD Million)
  • Table 39 Germany Immersive content creation market, by technology 2018 - 2030 (USD Million)
  • Table 40 Germany Immersive content creation market, by end use 2018 - 2030 (USD Million)
  • Table 41 France Immersive content creation market, by component 2018 - 2030 (USD Million)
  • Table 42 France Immersive content creation market, by technology 2018 - 2030 (USD Million)
  • Table 43 France Immersive content creation market, by end use 2018 - 2030 (USD Million)
  • Table 44 Asia-Pacific Immersive content creation market, by component 2018 - 2030 (USD Million)
  • Table 45 Asia-Pacific Immersive content creation market, by technology 2018 - 2030 (USD Million)
  • Table 46 Asia-Pacific Immersive content creation market, by end use 2018 - 2030 (USD Million)
  • Table 47 China Immersive content creation market, by component 2018 - 2030 (USD Million)
  • Table 48 China Immersive content creation market, by technology 2018 - 2030 (USD Million)
  • Table 49 China Immersive content creation market, by end use 2018 - 2030 (USD Million)
  • Table 50 Japan Immersive content creation market, by component 2018 - 2030 (USD Million)
  • Table 51 Japan Immersive content creation market, by technology 2018 - 2030 (USD Million)
  • Table 52 Japan Immersive content creation market, by end use 2018 - 2030 (USD Million)
  • Table 53 India Immersive content creation market, by component 2018 - 2030 (USD Million)
  • Table 54 India Immersive content creation market, by technology 2018 - 2030 (USD Million)
  • Table 55 India Immersive content creation market, by end use 2018 - 2030 (USD Million)
  • Table 56 South Korea Immersive content creation market, by component 2018 - 2030 (USD Million)
  • Table 57 South Korea Immersive content creation market, by technology 2018 - 2030 (USD Million)
  • Table 58 South Korea Immersive content creation market, by end end use 2018 - 2030 (USD Million)
  • Table 59 Australia Immersive content creation market, by component 2018 - 2030 (USD Million)
  • Table 60 Australia Immersive content creation market, by technology 2018 - 2030 (USD Million)
  • Table 61 Australia Immersive content creation market, by end use 2018 - 2030 (USD Million)
  • Table 62 Latin America Immersive content creation market, by component 2018 - 2030 (USD Million)
  • Table 63 Latin America Immersive content creation market, by technology 2018 - 2030 (USD Million)
  • Table 64 Latin America Immersive content creation market, by end use 2018 - 2030 (USD Million)
  • Table 65 Brazil Immersive content creation market, by component 2018 - 2030 (USD Million)
  • Table 66 Brazil Immersive content creation market, by technology 2018 - 2030 (USD Million)
  • Table 67 Brazil Immersive content creation market, by end use 2018 - 2030 (USD Million)
  • Table 68 Middle East & Africa Immersive content creation market, by component 2018 - 2030 (USD Million)
  • Table 69 Middle East & Africa Immersive content creation market, by technology 2018 - 2030 (USD Million)
  • Table 70 Middle East & Africa Immersive content creation market, by end use 2018 - 2030 (USD Million)
  • Table 71 UAE Immersive content creation market, by component 2018 - 2030 (USD Million)
  • Table 72 UAE Immersive content creation market, by technology 2018 - 2030 (USD Million)
  • Table 73 UAE Immersive content creation market, by end use 2018 - 2030 (USD Million)
  • Table 74 South Africa Immersive content creation market, by component 2018 - 2030 (USD Million)
  • Table 75 South Africa Immersive content creation market, by technology 2018 - 2030 (USD Million)
  • Table 76 South Africa Immersive content creation market, by end use 2018 - 2030 (USD Million)
  • Table 77 Saudi Arabia Immersive content creation market, by component 2018 - 2030 (USD Million)
  • Table 78 Saudi Arabia Immersive content creation market, by technology 2018 - 2030 (USD Million)
  • Table 79 Saudi Arabia Immersive content creation market, by end use 2018 - 2030 (USD Million)

List of Figures

  • Fig. 1 Immersive Content Creation market segmentation
  • Fig. 2 Information procurement
  • Fig. 3 Data analysis models
  • Fig. 4 Market formulation and validation
  • Fig. 5 Data validating & publishing
  • Fig. 6 Immersive Content Creation market snapshot
  • Fig. 7 Immersive Content Creation market segment snapshot
  • Fig. 8 Immersive Content Creation market competitive landscape snapshot
  • Fig. 9 Market research process
  • Fig. 10 Market driver relevance analysis (current & future impact)
  • Fig. 11 Market restraint relevance analysis (current & future impact)
  • Fig. 12 Immersive Content Creation market, by component, key takeaways, 2018 - 2030, revenue (USD million)
  • Fig. 13 Immersive Content Creation market, by component: market share, 2024 & 2030
  • Fig. 14 Hardware market estimates & forecasts, 2018 - 2030 (USD Million)
  • Fig. 15 Software market estimates & forecasts, 2018 - 2030 (USD Million)
  • Fig. 16 Services market estimates & forecasts, 2018 - 2030 (USD Million)
  • Fig. 17 Immersive Content Creation market, by technology, key takeaways, 2018 - 2030, revenue (USD million)
  • Fig. 18 Immersive Content Creation market, by technology: market share, 2024 & 2030
  • Fig. 19 Virtual Reality (VR) Content console market estimates & forecasts, 2018 - 2030 (USD Million)
  • Fig. 20 Augmented Reality (AR) Content market estimates & forecasts, 2018 - 2030 (USD Million)
  • Fig. 21 Mixed Reality (MR) Content console market estimates & forecasts, 2018 - 2030 (USD Million)
  • Fig. 22 Others Content market estimates & forecasts, 2018 - 2030 (USD Million)
  • Fig. 23 Immersive Content Creation market, by end use, key takeaways, 2018 - 2030, revenue (USD million)
  • Fig. 24 Immersive Content Creation market, by end use: market share, 2024 & 2030
  • Fig. 25 Gaming market estimates & forecasts, 2018 - 2030 (USD Million)
  • Fig. 26 Entertainment & Media market estimates & forecasts, 2018 - 2030 (USD Million)
  • Fig. 27 Education & Training market estimates & forecasts, 2018 - 2030 (USD Million)
  • Fig. 28 Healthcare market estimates & forecasts, 2018 - 2030 (USD Million)
  • Fig. 29 Retail & Ecommerce market estimates & forecasts, 2018 - 2030 (USD Million)
  • Fig. 30 Automotive market estimates & forecasts, 2018 - 2030 (USD Million)
  • Fig. 31 Others market estimates & forecasts, 2018 - 2030 (USD Million)
  • Fig. 32 Regional marketplace: key takeaways
  • Fig. 33 North America Immersive content creation market estimates & forecast, 2018 - 2030 (USD Million)
  • Fig. 34 U.S. Immersive content creation market estimates & forecast, 2018 - 2030 (USD Million)
  • Fig. 35 Canada Immersive content creation market estimates & forecast, 2018 - 2030 (USD Million)
  • Fig. 36 Mexico Immersive content creation market estimates & forecast, 2018 - 2030 (USD Million)
  • Fig. 37 Europe Immersive content creation market estimates & forecast, 2018 - 2030 (USD Million)
  • Fig. 38 Germany Immersive content creation market estimates & forecast, 2018 - 2030 (USD Million)
  • Fig. 39 UK Immersive content creation market estimates & forecast, 2018 - 2030 (USD Million)
  • Fig. 40 France Immersive content creation market estimates & forecast, 2018 - 2030 (USD Million)
  • Fig. 41 Asia pacific Immersive content creation market estimates & forecast, 2018 - 2030 (USD Million)
  • Fig. 42 China Immersive content creation market estimates & forecast, 2018 - 2030 (USD Million)
  • Fig. 43 Japan Immersive content creation market estimates & forecast, 2018 - 2030 (USD Million)
  • Fig. 44 India Immersive content creation market estimates & forecast, 2018 - 2030 (USD Million)
  • Fig. 45 South Korea Immersive content creation market estimates & forecast, 2018 - 2030 (USD Million)
  • Fig. 46 Australia Immersive content creation market estimates & forecast, 2018 - 2030 (USD Million)
  • Fig. 47 Latin America Immersive content creation market estimates & forecast, 2018 - 2030 (USD Million)
  • Fig. 48 Brazil Immersive content creation market estimates & forecast, 2018 - 2030 (USD Million)
  • Fig. 49 MEA Immersive content creation market estimates & forecast, 2018 - 2030 (USD Million)
  • Fig. 50 UAE Immersive content creation market estimates & forecast, 2018 - 2030 (USD Million)
  • Fig. 51 South Africa Immersive content creation market estimates & forecast, 2018 - 2030 (USD Million)
  • Fig. 52 Saudi Arabia Immersive content creation market estimates & forecast, 2018 - 2030 (USD Million)
  • Fig. 53 Key company categorization
  • Fig. 54 Strategy framework
目次
Product Code: GVR-4-68040-496-8

Immersive Content Creation Market Trends:

The global immersive content creation market size was estimated at USD 15,681.0 million in 2024 and is expected to grow at a CAGR of 24.5% from 2025 to 2030. Virtual Reality has revolutionized the entertainment industry by offering fully immersive experiences, particularly in gaming, movies, and live events. Creators are leveraging VR to transport audiences into fantastical worlds, where they can interact with environments and characters. VR is also being used in experiential marketing, where brands provide users with VR simulations to showcase products or tell stories. The growing affordability of VR headsets and the increasing availability of VR content are driving this trend forward. As technology improves, VR is set to become an integral part of both consumer entertainment and professional media production.

Augmented Reality (AR) has become a powerful tool in retail, allowing consumers to visualize products in real-time before making a purchase. From virtual try-ons of clothing and makeup to visualizing furniture in one's own home, AR enhances the shopping experience significantly. Marketers are increasingly integrating AR into campaigns to engage customers and create unique brand experiences, such as interactive billboards and gamified advertisements. Additionally, AR allows for real-time data overlay, enabling users to receive contextual information about their surroundings. As smartphone capabilities improve, AR applications will become even more integrated into daily life and commerce, further shaping the immersive content creation industry.

Artificial Intelligence (AI) plays an increasingly significant role in creating immersive content, from generating images and videos to enhancing user interactivity. AI-driven tools enable creators to automate processes such as video editing, sound design, and even scriptwriting, making production faster and more cost-effective. Moreover, AI is being used to personalize content based on user preferences, improving engagement and retention within the immersive content creation industry. In immersive environments, AI can adjust the setting or storyline based on user actions, creating dynamic and personalized experiences. As AI continues to evolve, its impact on immersive content creation will only become more profound, offering limitless creative possibilities.

360-degree video offers an immersive, all-encompassing viewing experience, giving users control over where they focus within the scene. Content creators are incorporating interactive storytelling elements into their immersive content creation, where the audience can make decisions that influence the narrative's direction, creating a more engaging experience. This type of content is popular in virtual tours, documentaries, and live events, as it enables viewers to explore environments or follow different storylines at their own pace. The trend toward interactive 360-degree videos is expanding into the educational and training sectors, where immersive learning can be enhanced by interactivity. As the demand for dynamic storytelling rises, the creation of 360-degree video content is becoming an essential skill for creators in the immersive content creation industry.

Mixed Reality (MR), which blends physical and virtual worlds, is transforming education and training by providing highly interactive learning environments. MR allows students and professionals to engage in real-world scenarios, such as medical surgeries or engineering simulations, without the risks associated with real-life practice. For instance, MR can overlay critical data or instructions on physical objects, providing real-time guidance and enhancing comprehension within the immersive content creation industry. Educational institutions are increasingly adopting MR tools to create immersive learning experiences that improve knowledge retention and practical skills. As MR technology becomes more refined, it will play a crucial role in reshaping education across various fields.

Social VR platforms are gaining popularity as people seek virtual spaces for connection, collaboration, and entertainment within the immersive content creation industry. Users can interact with each other in immersive environments, attend virtual events, and even create avatars that represent them in these spaces. Virtual communities are becoming hubs for social interaction, allowing individuals from around the world to meet, play games, or work together in shared spaces. Social VR has been used for remote team collaboration, providing a more engaging and interactive alternative to traditional video conferencing. As social VR becomes more accessible and developed, it is expected to redefine how we socialize and work in virtual environments.

Immersive journalism utilizes VR, AR, and 360-degree video to transform how news is delivered to audiences within the immersive content creation industry. Journalists can use these technologies to provide viewers with a first-person perspective on news events, offering a more compelling and impactful experience. For example, news outlets have used VR to place audiences amid war zones or environmental disasters, providing a deeper emotional connection to the story. Immersive journalism enhances the credibility and emotional weight of news coverage by enabling viewers to "experience" events firsthand. As immersive storytelling becomes a standard practice in journalism, it holds the potential to deepen public understanding of complex issues and humanize global events through innovative approaches in the immersive content creation industry.

Global Immersive Content Creation Market Report Segmentation

This report forecasts revenue growth at global, regional, and country levels and provides an analysis of the latest technology trends in each of the sub-segments from 2018 to 2030. For this study, Grand View Research has segmented the global immersive content creation market report based on component, technology, end use, and region:

  • Component Outlook (Revenue, USD Million; 2018 - 2030)
  • Hardware
  • Software
  • Services
  • Technology Outlook (Revenue, USD Million; 2018 - 2030)
  • Virtual Reality (VR) Content
  • Augmented Reality (AR) Content
  • Mixed Reality (MR) Content
  • Others
  • End Use Outlook (Revenue, USD Million; 2018 - 2030)
  • Gaming
  • Entertainment & Media
  • Education & Training
  • Healthcare
  • Retail & Ecommerce
  • Automotive
  • Others
  • Regional Outlook (Revenue, USD Million; 2018-2030)
  • North America
    • U.S.
    • Canada
    • Mexico
  • Europe
    • UK
    • Germany
    • France
  • Asia Pacific
    • China
    • India
    • Japan
    • South Korea
    • Australia
  • Latin America
    • Brazil
  • Middle East & Africa
    • UAE
    • Saudi Arabia
    • South Africa

Table of Contents

Chapter 1. Methodology and Scope

  • 1.1. Market Segmentation & Scope
  • 1.2. Market Definitions
  • 1.3. Information Procurement
    • 1.3.1. Information analysis
    • 1.3.2. Market formulation & data visualization
    • 1.3.3. Data validation & publishing
  • 1.4. 1.4 Research Scope and Assumptions
    • 1.4.1. List of Data Sources

Chapter 2. Executive Summary

  • 2.1. Immersive Content Creation Market Snapshot
  • 2.2. Immersive Content Creation Market - Segment Snapshot (1/2)
  • 2.3. Immersive Content Creation Market - Segment Snapshot (2/2)
  • 2.4. Immersive Content Creation Market - Competitive Landscape Snapshot

Chapter 3. Immersive Content Creation Market - Industry Outlook

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

Chapter 4. Immersive Content Creation Market: Component Estimates & Trend Analysis

  • 4.1. Segment Dashboard
  • 4.2. Immersive Content Creation Market: Component Movement Analysis, 2024 & 2030 (USD Million)
  • 4.3. Hardware
    • 4.3.1. Hardware Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
  • 4.4. Software
    • 4.4.1. Software Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
  • 4.5. Services
    • 4.5.1. Services Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)

Chapter 5. Immersive Content Creation Market: Technology Estimates & Trend Analysis

  • 5.1. Segment Dashboard
  • 5.2. Immersive Content Creation Market: Technology Movement Analysis, 2024 & 2030 (USD Million)
  • 5.3. Virtual Reality (VR) Content
    • 5.3.1. Virtual Reality (VR) Content Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
  • 5.4. Augmented Reality (AR) Content
    • 5.4.1. Augmented Reality (AR) Content Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
  • 5.5. Mixed Reality (MR) Content
    • 5.5.1. Mixed Reality (MR) Content Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
  • 5.6. Others
    • 5.6.1. Others Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)

Chapter 6. Immersive Content Creation Market: End use Estimates & Trend Analysis

  • 6.1. Segment Dashboard
  • 6.2. Immersive Content Creation Market: End Use Movement Analysis, 2024 & 2030 (USD Million)
  • 6.3. Gaming
    • 6.3.1. Gaming Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
  • 6.4. Entertainment & Media
    • 6.4.1. Entertainment & Media Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
  • 6.5. Education & Training
    • 6.5.1. Education & Training Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
  • 6.6. Healthcare
    • 6.6.1. Healthcare Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
  • 6.7. Retail & Ecommerce
    • 6.7.1. Retail & Ecommerce Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
  • 6.8. Automotive
    • 6.8.1. Automotive Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
  • 6.9. Others
    • 6.9.1. Others Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)

Chapter 7. Regional Estimates & Trend Analysis

  • 7.1. Immersive Content Creation Market by Region, 2024 & 2030
  • 7.2. North America
    • 7.2.1. North America Immersive Content Creation Market Estimates & Forecasts, 2018 - 2030, (USD Million)
    • 7.2.2. U.S.
      • 7.2.2.1. U.S. Immersive Content Creation Market Estimates and Forecasts, 2018 - 2030 (USD Million)
    • 7.2.3. Canada
      • 7.2.3.1. Canada Immersive Content Creation Market Estimates and Forecasts, 2018 - 2030 (USD Million)
    • 7.2.4. Mexico
      • 7.2.4.1. Mexico Immersive Content Creation Market Estimates and Forecasts, 2018 - 2030 (USD Million)
  • 7.3. Europe
    • 7.3.1. Europe Immersive Content Creation Market Estimates and Forecasts, 2018 - 2030 (USD Million)
    • 7.3.2. UK
      • 7.3.2.1. UK Immersive Content Creation Market Estimates and Forecasts, 2018 - 2030 (USD Million)
    • 7.3.3. Germany
      • 7.3.3.1. Germany Immersive Content Creation Market Estimates and Forecasts, 2018 - 2030 (USD Million)
    • 7.3.4. France
      • 7.3.4.1. France Immersive Content Creation Market Estimates and Forecasts, 2018 - 2030 (USD Million)
  • 7.4. Asia Pacific
    • 7.4.1. Asia Pacific Immersive Content Creation Market Estimates and Forecasts, 2018 - 2030 (USD Million)
    • 7.4.2. China
      • 7.4.2.1. China Immersive Content Creation Market Estimates and Forecasts, 2018 - 2030 (USD Million)
    • 7.4.3. Japan
      • 7.4.3.1. Japan Immersive Content Creation Market Estimates and Forecasts, 2018 - 2030 (USD Million)
    • 7.4.4. India
      • 7.4.4.1. India Immersive Content Creation Market Estimates and Forecasts, 2018 - 2030 (USD Million)
    • 7.4.5. South Korea
      • 7.4.5.1. South Korea Immersive Content Creation Market Estimates and Forecasts, 2018 - 2030 (USD Million)
    • 7.4.6. Australia
      • 7.4.6.1. Australia Immersive Content Creation Market Estimates and Forecasts, 2018 - 2030 (USD Million)
  • 7.5. Latin America
    • 7.5.1. Latin America Immersive Content Creation Market Estimates and Forecasts, 2018 - 2030 (USD Million)
    • 7.5.2. Brazil
      • 7.5.2.1. Brazil Immersive Content Creation Market Estimates and Forecasts, 2018 - 2030 (USD Million)
  • 7.6. Middle East and Africa
    • 7.6.1. Middle East and Africa Immersive Content Creation Market Estimates and Forecasts, 2018 - 2030 (USD Million)
    • 7.6.2. UAE
      • 7.6.2.1. UAE Immersive Content Creation Market Estimates and Forecasts, 2018 - 2030 (USD Million)
    • 7.6.3. Saudi Arabia
      • 7.6.3.1. Saudi Arabia Immersive Content Creation Market Estimates and Forecasts, 2018 - 2030 (USD Million)
    • 7.6.4. South Africa
      • 7.6.4.1. South Africa Immersive Content Creation Market Estimates and Forecasts, 2018 - 2030 (USD Million)

Chapter 8. Immersive Content Creation Market - Competitive Landscape

  • 8.1. Company Categorization
  • 8.2. Company Market Positioning
  • 8.3. Company Heat Map Analysis
  • 8.4. Company Profiles/Listing
    • 8.4.1. Epic Games, Inc.
      • 8.4.1.1. Participant's Overview
      • 8.4.1.2. Financial Performance
      • 8.4.1.3. Product Benchmarking
      • 8.4.1.4. Recent Developments
    • 8.4.2. Fusion VR
      • 8.4.2.1. Participant's Overview
      • 8.4.2.2. Financial Performance
      • 8.4.2.3. Product Benchmarking
      • 8.4.2.4. Recent Developments
    • 8.4.3. Google LLC
      • 8.4.3.1. Participant's Overview
      • 8.4.3.2. Financial Performance
      • 8.4.3.3. Product Benchmarking
      • 8.4.3.4. Recent Developments
    • 8.4.4. HCL Technologies
      • 8.4.4.1. Participant's Overview
      • 8.4.4.2. Financial Performance
      • 8.4.4.3. Product Benchmarking
      • 8.4.4.4. Recent Developments
    • 8.4.5. HTC Corporation
      • 8.4.5.1. Participant's Overview
      • 8.4.5.2. Financial Performance
      • 8.4.5.3. Product Benchmarking
      • 8.4.5.4. Recent Developments
    • 8.4.6. Magic Leap
      • 8.4.6.1. Participant's Overview
      • 8.4.6.2. Financial Performance
      • 8.4.6.3. Product Benchmarking
      • 8.4.6.4. Recent Developments
    • 8.4.7. Meta Platforms, Inc.
      • 8.4.7.1. Participant's Overview
      • 8.4.7.2. Financial Performance
      • 8.4.7.3. Product Benchmarking
      • 8.4.7.4. Recent Developments
    • 8.4.8. Microsoft
      • 8.4.8.1. Participant's Overview
      • 8.4.8.2. Financial Performance
      • 8.4.8.3. Product Benchmarking
      • 8.4.8.4. Recent Developments
    • 8.4.9. NVIDIA Corporation
      • 8.4.9.1. Participant's Overview
      • 8.4.9.2. Financial Performance
      • 8.4.9.3. Product Benchmarking
      • 8.4.9.4. Recent Developments
    • 8.4.10. Sony Corporation
      • 8.4.10.1. Participant's Overview
      • 8.4.10.2. Financial Performance
      • 8.4.10.3. Product Benchmarking
      • 8.4.10.4. Recent Developments
    • 8.4.11. Unity Technologies.
      • 8.4.11.1. Participant's Overview
      • 8.4.11.2. Financial Performance
      • 8.4.11.3. Product Benchmarking
      • 8.4.11.4. Recent Developments