デフォルト表紙
市場調査レポート
商品コード
1382038

VRコンテンツ制作市場:コンテンツタイプ、コンポーネント、エンドユーズ分野別- 世界予測2023-2030年

VR Content Creation Market by Content Type (360 Degree Photos, Games, Videos), Component (Services, Software), End-Use Sector - Global Forecast 2023-2030

出版日: | 発行: 360iResearch | ページ情報: 英文 188 Pages | 納期: 即日から翌営業日

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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=157.14円
VRコンテンツ制作市場:コンテンツタイプ、コンポーネント、エンドユーズ分野別- 世界予測2023-2030年
出版日: 2023年10月16日
発行: 360iResearch
ページ情報: 英文 188 Pages
納期: 即日から翌営業日
ご注意事項 :
本レポートは最新情報反映のため適宜更新し、内容構成変更を行う場合があります。ご検討の際はお問い合わせください。
  • 全表示
  • 概要
  • 図表
  • 目次
概要

VRコンテンツ制作市場は、2022年の39億米ドルから2030年には218億1,000万米ドルに達すると予測され、予測期間中のCAGRは23.99%です。

世界のVRコンテンツ制作市場

主な市場の統計
市場金額:基準年[2022] 39億米ドル
推定市場金額[2023] 47億8,000万米ドル
予測市場金額[2030] 218億1,000万米ドル
CAGR(%) 23.99%
VRコンテンツ制作 Market-IMG1

FPNVポジショニング・マトリックス

FPNVポジショニングマトリックスはVRコンテンツ制作市場の評価に不可欠なツールです。事業戦略と製品満足度に関連する主要指標を分析し、ベンダーを包括的に評価します。これにより、ユーザーは特定のニーズに合わせた情報に基づいた意思決定を行うことができます。高度な分析により、ベンダーは4つの象限に分類され、それぞれ成功のレベルが異なります:フォアフロント(F)、パスファインダー(P)、ニッチ(N)、バイタル(V)です。この洞察に満ちたフレームワークにより、意思決定者は自信を持って市場をナビゲートすることができます。

市場シェア分析

市場シェア分析では、ベンダーの市場情勢に関する貴重な洞察を提供します。全体収益、顧客ベース、その他の主要指標への影響を評価することで、企業の業績と直面する競合環境を包括的に理解することができます。この分析では、調査期間中の市場シェア獲得、断片化、優位性、業界再編などの競合レベルも明らかにします。

本レポートは、以下の側面に関する貴重な洞察を提供しています:

1.市場の浸透度:主要企業の市場力学と製品に関する包括的な情報を提供します。

2.市場の開拓度:新興市場と成熟市場セグメントへの浸透度を詳細に分析し、有利なビジネスチャンスを浮き彫りにします。

3.市場の多様化:新製品の発売、未開拓の地域、最近の開発、投資に関する詳細情報。

4.競合の評価と情報:主要企業の市場シェア、戦略、製品、認証、規制状況、特許状況、製造能力を網羅的に評価。

5.製品開発およびイノベーション:将来の技術、研究開発活動、画期的な製品開発に関するインテリジェントな洞察。

本レポートは、以下のような主要な質問に対応しています:

1.VRコンテンツ制作市場の市場規模および予測は?

2.VRコンテンツ制作市場で最も高い投資ポテンシャルを持つ製品、セグメント、用途、分野は?

3.VRコンテンツ制作市場における競争戦略の窓とは?

4.VRコンテンツ制作市場の最新技術動向と規制の枠組みは?

5.VRコンテンツ制作市場における主要ベンダーの市場シェアは?

6.VRコンテンツ制作市場への参入に適した形態や戦略的手段は?

目次

第1章 序文

第2章 調査手法

第3章 エグゼクティブサマリー

第4章 市場の概要

第5章 市場洞察

  • 市場力学
    • 促進要因
      • 顧客にリーチして顧客と関わるために、企業からの強化されたコンテンツに対する需要が増加
      • デジタルメディアをサポートできるデバイスの数が増加し、インターネットの普及が進む
      • 斬新で新しいビジュアルのソースとしてユーザー作成コンテンツが増加傾向にある
    • 抑制要因
      • VRコンテンツ制作ソリューションのコストが高い
    • 機会
      • VRコンテンツ制作ソリューションへの先進テクノロジーの統合
      • 動画マーケティングとトレーニングを目的としたVRコンテンツ制作の需要
    • 課題
      • VRコンテンツ制作時の技術的な問題
  • 市場セグメンテーション分析
  • 市場動向分析
  • 高インフレの累積的影響
  • ポーターのファイブフォース分析
  • バリューチェーンとクリティカルパス分析
  • 規制の枠組み

第6章 VRコンテンツ制作市場コンテンツタイプ別

  • 360度写真
  • ゲーム
  • 動画

第7章 VRコンテンツ制作市場:コンポーネント別

  • サービス
  • ソフトウェア

第8章 VRコンテンツ制作市場最終用途部門別

  • 自動車
  • ゲーム
  • ヘルスケア
  • メディアとエンターテイメント
  • 不動産
  • 小売り
  • 旅行とホスピタリティ

第9章 南北アメリカのVRコンテンツ制作市場

  • アルゼンチン
  • ブラジル
  • カナダ
  • メキシコ
  • 米国

第10章 アジア太平洋地域のVRコンテンツ制作市場

  • オーストラリア
  • 中国
  • インド
  • インドネシア
  • 日本
  • マレーシア
  • フィリピン
  • シンガポール
  • 韓国
  • 台湾
  • タイ
  • ベトナム

第11章 欧州・中東・アフリカのVRコンテンツ制作市場

  • デンマーク
  • エジプト
  • フィンランド
  • フランス
  • ドイツ
  • イスラエル
  • イタリア
  • オランダ
  • ナイジェリア
  • ノルウェー
  • ポーランド
  • カタール
  • ロシア
  • サウジアラビア
  • 南アフリカ
  • スペイン
  • スウェーデン
  • スイス
  • トルコ
  • アラブ首長国連邦
  • 英国

第12章 競合情勢

  • FPNVポジショニングマトリクス
  • 市場シェア分析:主要企業別
  • 競合シナリオ主要企業別の分析

第13章 競争力のあるポートフォリオ

  • 主要な企業プロファイル
    • 360 Labs
    • Baobab Studios Inc.
    • Blippar Group Limited
    • Cisco Systems, Inc.
    • Dell Inc.
    • Fiebak Medien
    • Intel Corporation
    • Juniper Networks, Inc.
    • KonceptVR LLC
    • Magnopus LLC
    • Matterport, Inc.
    • Microsoft Corporation
    • Novac Technology Solutions
    • Panedia Pty Ltd.
    • Penrose Studios, Inc.
    • Scapic
    • Sony Corporation
    • Subvrsive, Inc.
    • Technicolor Creative Studios UK Limited t/a The Mill
    • VIAR Inc.
    • Visualise Creative Limited
    • VMware, Inc.
    • Wevr
    • Within Unlimited, Inc
  • 主要な製品ポートフォリオ

第14章 付録

  • ディスカッションガイド
  • ライセンスと価格について
図表

LIST OF FIGURES

  • FIGURE 1. VR CONTENT CREATION MARKET RESEARCH PROCESS
  • FIGURE 2. VR CONTENT CREATION MARKET SIZE, 2022 VS 2030
  • FIGURE 3. VR CONTENT CREATION MARKET SIZE, 2018-2030 (USD MILLION)
  • FIGURE 4. VR CONTENT CREATION MARKET SIZE, BY REGION, 2022 VS 2030 (%)
  • FIGURE 5. VR CONTENT CREATION MARKET SIZE, BY REGION, 2022 VS 2023 VS 2030 (USD MILLION)
  • FIGURE 6. VR CONTENT CREATION MARKET DYNAMICS
  • FIGURE 7. VR CONTENT CREATION MARKET SIZE, BY CONTENT TYPE, 2022 VS 2030 (%)
  • FIGURE 8. VR CONTENT CREATION MARKET SIZE, BY CONTENT TYPE, 2022 VS 2023 VS 2030 (USD MILLION)
  • FIGURE 9. VR CONTENT CREATION MARKET SIZE, BY COMPONENT, 2022 VS 2030 (%)
  • FIGURE 10. VR CONTENT CREATION MARKET SIZE, BY COMPONENT, 2022 VS 2023 VS 2030 (USD MILLION)
  • FIGURE 11. VR CONTENT CREATION MARKET SIZE, BY END-USE SECTOR, 2022 VS 2030 (%)
  • FIGURE 12. VR CONTENT CREATION MARKET SIZE, BY END-USE SECTOR, 2022 VS 2023 VS 2030 (USD MILLION)
  • FIGURE 13. AMERICAS VR CONTENT CREATION MARKET SIZE, BY COUNTRY, 2022 VS 2030 (%)
  • FIGURE 14. AMERICAS VR CONTENT CREATION MARKET SIZE, BY COUNTRY, 2022 VS 2023 VS 2030 (USD MILLION)
  • FIGURE 15. UNITED STATES VR CONTENT CREATION MARKET SIZE, BY STATE, 2022 VS 2030 (%)
  • FIGURE 16. UNITED STATES VR CONTENT CREATION MARKET SIZE, BY STATE, 2022 VS 2023 VS 2030 (USD MILLION)
  • FIGURE 17. ASIA-PACIFIC VR CONTENT CREATION MARKET SIZE, BY COUNTRY, 2022 VS 2030 (%)
  • FIGURE 18. ASIA-PACIFIC VR CONTENT CREATION MARKET SIZE, BY COUNTRY, 2022 VS 2023 VS 2030 (USD MILLION)
  • FIGURE 19. EUROPE, MIDDLE EAST & AFRICA VR CONTENT CREATION MARKET SIZE, BY COUNTRY, 2022 VS 2030 (%)
  • FIGURE 20. EUROPE, MIDDLE EAST & AFRICA VR CONTENT CREATION MARKET SIZE, BY COUNTRY, 2022 VS 2023 VS 2030 (USD MILLION)
  • FIGURE 21. VR CONTENT CREATION MARKET, FPNV POSITIONING MATRIX, 2022
  • FIGURE 22. VR CONTENT CREATION MARKET SHARE, BY KEY PLAYER, 2022

LIST OF TABLES

  • TABLE 1. VR CONTENT CREATION MARKET SEGMENTATION & COVERAGE
  • TABLE 2. UNITED STATES DOLLAR EXCHANGE RATE, 2018-2022
  • TABLE 3. VR CONTENT CREATION MARKET SIZE, 2018-2030 (USD MILLION)
  • TABLE 4. GLOBAL VR CONTENT CREATION MARKET SIZE, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 5. VR CONTENT CREATION MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 6. VR CONTENT CREATION MARKET SIZE, BY 360 DEGREE PHOTOS, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 7. VR CONTENT CREATION MARKET SIZE, BY GAMES, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 8. VR CONTENT CREATION MARKET SIZE, BY VIDEOS, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 9. VR CONTENT CREATION MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 10. VR CONTENT CREATION MARKET SIZE, BY SERVICES, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 11. VR CONTENT CREATION MARKET SIZE, BY SOFTWARE, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 12. VR CONTENT CREATION MARKET SIZE, BY END-USE SECTOR, 2018-2030 (USD MILLION)
  • TABLE 13. VR CONTENT CREATION MARKET SIZE, BY AUTOMOTIVE, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 14. VR CONTENT CREATION MARKET SIZE, BY GAMING, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 15. VR CONTENT CREATION MARKET SIZE, BY HEALTHCARE, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 16. VR CONTENT CREATION MARKET SIZE, BY MEDIA & ENTERTAINMENT, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 17. VR CONTENT CREATION MARKET SIZE, BY REAL ESTATE, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 18. VR CONTENT CREATION MARKET SIZE, BY RETAIL, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 19. VR CONTENT CREATION MARKET SIZE, BY TRAVEL & HOSPITALITY, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 20. AMERICAS VR CONTENT CREATION MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 21. AMERICAS VR CONTENT CREATION MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 22. AMERICAS VR CONTENT CREATION MARKET SIZE, BY END-USE SECTOR, 2018-2030 (USD MILLION)
  • TABLE 23. AMERICAS VR CONTENT CREATION MARKET SIZE, BY COUNTRY, 2018-2030 (USD MILLION)
  • TABLE 24. ARGENTINA VR CONTENT CREATION MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 25. ARGENTINA VR CONTENT CREATION MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 26. ARGENTINA VR CONTENT CREATION MARKET SIZE, BY END-USE SECTOR, 2018-2030 (USD MILLION)
  • TABLE 27. BRAZIL VR CONTENT CREATION MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 28. BRAZIL VR CONTENT CREATION MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 29. BRAZIL VR CONTENT CREATION MARKET SIZE, BY END-USE SECTOR, 2018-2030 (USD MILLION)
  • TABLE 30. CANADA VR CONTENT CREATION MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 31. CANADA VR CONTENT CREATION MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 32. CANADA VR CONTENT CREATION MARKET SIZE, BY END-USE SECTOR, 2018-2030 (USD MILLION)
  • TABLE 33. MEXICO VR CONTENT CREATION MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 34. MEXICO VR CONTENT CREATION MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 35. MEXICO VR CONTENT CREATION MARKET SIZE, BY END-USE SECTOR, 2018-2030 (USD MILLION)
  • TABLE 36. UNITED STATES VR CONTENT CREATION MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 37. UNITED STATES VR CONTENT CREATION MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 38. UNITED STATES VR CONTENT CREATION MARKET SIZE, BY END-USE SECTOR, 2018-2030 (USD MILLION)
  • TABLE 39. UNITED STATES VR CONTENT CREATION MARKET SIZE, BY STATE, 2018-2030 (USD MILLION)
  • TABLE 40. ASIA-PACIFIC VR CONTENT CREATION MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 41. ASIA-PACIFIC VR CONTENT CREATION MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 42. ASIA-PACIFIC VR CONTENT CREATION MARKET SIZE, BY END-USE SECTOR, 2018-2030 (USD MILLION)
  • TABLE 43. ASIA-PACIFIC VR CONTENT CREATION MARKET SIZE, BY COUNTRY, 2018-2030 (USD MILLION)
  • TABLE 44. AUSTRALIA VR CONTENT CREATION MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 45. AUSTRALIA VR CONTENT CREATION MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 46. AUSTRALIA VR CONTENT CREATION MARKET SIZE, BY END-USE SECTOR, 2018-2030 (USD MILLION)
  • TABLE 47. CHINA VR CONTENT CREATION MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 48. CHINA VR CONTENT CREATION MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 49. CHINA VR CONTENT CREATION MARKET SIZE, BY END-USE SECTOR, 2018-2030 (USD MILLION)
  • TABLE 50. INDIA VR CONTENT CREATION MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 51. INDIA VR CONTENT CREATION MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 52. INDIA VR CONTENT CREATION MARKET SIZE, BY END-USE SECTOR, 2018-2030 (USD MILLION)
  • TABLE 53. INDONESIA VR CONTENT CREATION MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 54. INDONESIA VR CONTENT CREATION MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 55. INDONESIA VR CONTENT CREATION MARKET SIZE, BY END-USE SECTOR, 2018-2030 (USD MILLION)
  • TABLE 56. JAPAN VR CONTENT CREATION MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 57. JAPAN VR CONTENT CREATION MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 58. JAPAN VR CONTENT CREATION MARKET SIZE, BY END-USE SECTOR, 2018-2030 (USD MILLION)
  • TABLE 59. MALAYSIA VR CONTENT CREATION MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 60. MALAYSIA VR CONTENT CREATION MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 61. MALAYSIA VR CONTENT CREATION MARKET SIZE, BY END-USE SECTOR, 2018-2030 (USD MILLION)
  • TABLE 62. PHILIPPINES VR CONTENT CREATION MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 63. PHILIPPINES VR CONTENT CREATION MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 64. PHILIPPINES VR CONTENT CREATION MARKET SIZE, BY END-USE SECTOR, 2018-2030 (USD MILLION)
  • TABLE 65. SINGAPORE VR CONTENT CREATION MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 66. SINGAPORE VR CONTENT CREATION MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 67. SINGAPORE VR CONTENT CREATION MARKET SIZE, BY END-USE SECTOR, 2018-2030 (USD MILLION)
  • TABLE 68. SOUTH KOREA VR CONTENT CREATION MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 69. SOUTH KOREA VR CONTENT CREATION MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 70. SOUTH KOREA VR CONTENT CREATION MARKET SIZE, BY END-USE SECTOR, 2018-2030 (USD MILLION)
  • TABLE 71. TAIWAN VR CONTENT CREATION MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 72. TAIWAN VR CONTENT CREATION MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 73. TAIWAN VR CONTENT CREATION MARKET SIZE, BY END-USE SECTOR, 2018-2030 (USD MILLION)
  • TABLE 74. THAILAND VR CONTENT CREATION MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 75. THAILAND VR CONTENT CREATION MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 76. THAILAND VR CONTENT CREATION MARKET SIZE, BY END-USE SECTOR, 2018-2030 (USD MILLION)
  • TABLE 77. VIETNAM VR CONTENT CREATION MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 78. VIETNAM VR CONTENT CREATION MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 79. VIETNAM VR CONTENT CREATION MARKET SIZE, BY END-USE SECTOR, 2018-2030 (USD MILLION)
  • TABLE 80. EUROPE, MIDDLE EAST & AFRICA VR CONTENT CREATION MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 81. EUROPE, MIDDLE EAST & AFRICA VR CONTENT CREATION MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 82. EUROPE, MIDDLE EAST & AFRICA VR CONTENT CREATION MARKET SIZE, BY END-USE SECTOR, 2018-2030 (USD MILLION)
  • TABLE 83. EUROPE, MIDDLE EAST & AFRICA VR CONTENT CREATION MARKET SIZE, BY COUNTRY, 2018-2030 (USD MILLION)
  • TABLE 84. DENMARK VR CONTENT CREATION MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 85. DENMARK VR CONTENT CREATION MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 86. DENMARK VR CONTENT CREATION MARKET SIZE, BY END-USE SECTOR, 2018-2030 (USD MILLION)
  • TABLE 87. EGYPT VR CONTENT CREATION MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 88. EGYPT VR CONTENT CREATION MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 89. EGYPT VR CONTENT CREATION MARKET SIZE, BY END-USE SECTOR, 2018-2030 (USD MILLION)
  • TABLE 90. FINLAND VR CONTENT CREATION MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 91. FINLAND VR CONTENT CREATION MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 92. FINLAND VR CONTENT CREATION MARKET SIZE, BY END-USE SECTOR, 2018-2030 (USD MILLION)
  • TABLE 93. FRANCE VR CONTENT CREATION MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 94. FRANCE VR CONTENT CREATION MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 95. FRANCE VR CONTENT CREATION MARKET SIZE, BY END-USE SECTOR, 2018-2030 (USD MILLION)
  • TABLE 96. GERMANY VR CONTENT CREATION MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 97. GERMANY VR CONTENT CREATION MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 98. GERMANY VR CONTENT CREATION MARKET SIZE, BY END-USE SECTOR, 2018-2030 (USD MILLION)
  • TABLE 99. ISRAEL VR CONTENT CREATION MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 100. ISRAEL VR CONTENT CREATION MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 101. ISRAEL VR CONTENT CREATION MARKET SIZE, BY END-USE SECTOR, 2018-2030 (USD MILLION)
  • TABLE 102. ITALY VR CONTENT CREATION MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 103. ITALY VR CONTENT CREATION MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 104. ITALY VR CONTENT CREATION MARKET SIZE, BY END-USE SECTOR, 2018-2030 (USD MILLION)
  • TABLE 105. NETHERLANDS VR CONTENT CREATION MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 106. NETHERLANDS VR CONTENT CREATION MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 107. NETHERLANDS VR CONTENT CREATION MARKET SIZE, BY END-USE SECTOR, 2018-2030 (USD MILLION)
  • TABLE 108. NIGERIA VR CONTENT CREATION MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 109. NIGERIA VR CONTENT CREATION MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 110. NIGERIA VR CONTENT CREATION MARKET SIZE, BY END-USE SECTOR, 2018-2030 (USD MILLION)
  • TABLE 111. NORWAY VR CONTENT CREATION MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 112. NORWAY VR CONTENT CREATION MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 113. NORWAY VR CONTENT CREATION MARKET SIZE, BY END-USE SECTOR, 2018-2030 (USD MILLION)
  • TABLE 114. POLAND VR CONTENT CREATION MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 115. POLAND VR CONTENT CREATION MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 116. POLAND VR CONTENT CREATION MARKET SIZE, BY END-USE SECTOR, 2018-2030 (USD MILLION)
  • TABLE 117. QATAR VR CONTENT CREATION MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 118. QATAR VR CONTENT CREATION MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 119. QATAR VR CONTENT CREATION MARKET SIZE, BY END-USE SECTOR, 2018-2030 (USD MILLION)
  • TABLE 120. RUSSIA VR CONTENT CREATION MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 121. RUSSIA VR CONTENT CREATION MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 122. RUSSIA VR CONTENT CREATION MARKET SIZE, BY END-USE SECTOR, 2018-2030 (USD MILLION)
  • TABLE 123. SAUDI ARABIA VR CONTENT CREATION MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 124. SAUDI ARABIA VR CONTENT CREATION MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 125. SAUDI ARABIA VR CONTENT CREATION MARKET SIZE, BY END-USE SECTOR, 2018-2030 (USD MILLION)
  • TABLE 126. SOUTH AFRICA VR CONTENT CREATION MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 127. SOUTH AFRICA VR CONTENT CREATION MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 128. SOUTH AFRICA VR CONTENT CREATION MARKET SIZE, BY END-USE SECTOR, 2018-2030 (USD MILLION)
  • TABLE 129. SPAIN VR CONTENT CREATION MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 130. SPAIN VR CONTENT CREATION MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 131. SPAIN VR CONTENT CREATION MARKET SIZE, BY END-USE SECTOR, 2018-2030 (USD MILLION)
  • TABLE 132. SWEDEN VR CONTENT CREATION MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 133. SWEDEN VR CONTENT CREATION MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 134. SWEDEN VR CONTENT CREATION MARKET SIZE, BY END-USE SECTOR, 2018-2030 (USD MILLION)
  • TABLE 135. SWITZERLAND VR CONTENT CREATION MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 136. SWITZERLAND VR CONTENT CREATION MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 137. SWITZERLAND VR CONTENT CREATION MARKET SIZE, BY END-USE SECTOR, 2018-2030 (USD MILLION)
  • TABLE 138. TURKEY VR CONTENT CREATION MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 139. TURKEY VR CONTENT CREATION MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 140. TURKEY VR CONTENT CREATION MARKET SIZE, BY END-USE SECTOR, 2018-2030 (USD MILLION)
  • TABLE 141. UNITED ARAB EMIRATES VR CONTENT CREATION MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 142. UNITED ARAB EMIRATES VR CONTENT CREATION MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 143. UNITED ARAB EMIRATES VR CONTENT CREATION MARKET SIZE, BY END-USE SECTOR, 2018-2030 (USD MILLION)
  • TABLE 144. UNITED KINGDOM VR CONTENT CREATION MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 145. UNITED KINGDOM VR CONTENT CREATION MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 146. UNITED KINGDOM VR CONTENT CREATION MARKET SIZE, BY END-USE SECTOR, 2018-2030 (USD MILLION)
  • TABLE 147. VR CONTENT CREATION MARKET, FPNV POSITIONING MATRIX, 2022
  • TABLE 148. VR CONTENT CREATION MARKET SHARE, BY KEY PLAYER, 2022
  • TABLE 149. VR CONTENT CREATION MARKET LICENSE & PRICING
目次
Product Code: MRR-69324464D1EA

The VR Content Creation Market is projected to reach USD 21.81 billion by 2030 from USD 3.90 billion in 2022, at a CAGR of 23.99% during the forecast period.

Global VR Content Creation Market

KEY MARKET STATISTICS
Base Year Value [2022] USD 3.90 billion
Estimated Year Value [2023] USD 4.78 billion
Forecast Year Value [2030] USD 21.81 billion
CAGR (%) 23.99%
VR Content Creation Market - IMG1

Market Segmentation & Coverage:

This research report analyzes various sub-markets, forecasts revenues, and examines emerging trends in each category to provide a comprehensive outlook on the VR Content Creation Market.

Based on Content Type, market is studied across 360 Degree Photos, Games, and Videos. The Games is projected to witness significant market share during forecast period.

Based on Component, market is studied across Services and Software. The Software is projected to witness significant market share during forecast period.

Based on End-Use Sector, market is studied across Automotive, Gaming, Healthcare, Media & Entertainment, Real Estate, Retail, and Travel & Hospitality. The Travel & Hospitality is projected to witness significant market share during forecast period.

Based on Region, market is studied across Americas, Asia-Pacific, and Europe, Middle East & Africa. The Americas is further studied across Argentina, Brazil, Canada, Mexico, and United States. The United States is further studied across California, Florida, Illinois, New York, Ohio, Pennsylvania, and Texas. The Asia-Pacific is further studied across Australia, China, India, Indonesia, Japan, Malaysia, Philippines, Singapore, South Korea, Taiwan, Thailand, and Vietnam. The Europe, Middle East & Africa is further studied across Denmark, Egypt, Finland, France, Germany, Israel, Italy, Netherlands, Nigeria, Norway, Poland, Qatar, Russia, Saudi Arabia, South Africa, Spain, Sweden, Switzerland, Turkey, United Arab Emirates, and United Kingdom. The Asia-Pacific is projected to witness significant market share during forecast period.

Market Statistics:

The report provides market sizing and forecasts across 7 major currencies - USD, EUR, JPY, GBP, AUD, CAD, and CHF; multiple currency support helps organization leaders to make well-informed decisions. In this report, 2018 to 2021 are considered as historical years, 2022 is base year, 2023 is estimated year, and years from 2024 to 2030 are considered as forecast period.

FPNV Positioning Matrix:

The FPNV Positioning Matrix is an indispensable tool for assessing the VR Content Creation Market. It comprehensively evaluates vendors, analyzing key metrics related to Business Strategy and Product Satisfaction. This enables users to make informed decisions tailored to their specific needs. Through advanced analysis, vendors are categorized into four distinct quadrants, each representing a different level of success: Forefront (F), Pathfinder (P), Niche (N), or Vital (V). Be assured that this insightful framework empowers decision-makers to navigate the market with confidence.

Market Share Analysis:

The Market Share Analysis offers invaluable insights into the vendor landscape VR Content Creation Market. By evaluating their impact on overall revenue, customer base, and other key metrics, we provide companies with a comprehensive understanding of their performance and the competitive environment they confront. This analysis also uncovers the level of competition in terms of market share acquisition, fragmentation, dominance, and industry consolidation during the study period.

Key Company Profiles:

The report delves into recent significant developments in the VR Content Creation Market, highlighting leading vendors and their innovative profiles. These include 360 Labs, Baobab Studios Inc., Blippar Group Limited, Cisco Systems, Inc., Dell Inc., Fiebak Medien, Intel Corporation, Juniper Networks, Inc., KonceptVR LLC, Magnopus LLC, Matterport, Inc., Microsoft Corporation, Novac Technology Solutions, Panedia Pty Ltd., Penrose Studios, Inc., Scapic, Sony Corporation, Subvrsive, Inc., Technicolor Creative Studios UK Limited t/a The Mill, VIAR Inc., Visualise Creative Limited, VMware, Inc., Wevr, and Within Unlimited, Inc.

The report offers valuable insights on the following aspects:

1. Market Penetration: It provides comprehensive information about key players' market dynamics and offerings.

2. Market Development: In-depth analysis of emerging markets and penetration across mature market segments, highlighting lucrative opportunities.

3. Market Diversification: Detailed information about new product launches, untapped geographies, recent developments, and investments.

4. Competitive Assessment & Intelligence: Exhaustive assessment of market shares, strategies, products, certifications, regulatory approvals, patent landscape, and manufacturing capabilities of leading players.

5. Product Development & Innovation: Intelligent insights on future technologies, R&D activities, and breakthrough product developments.

The report addresses key questions such as:

1. What is the market size and forecast for the VR Content Creation Market?

2. Which products, segments, applications, and areas hold the highest investment potential in the VR Content Creation Market?

3. What is the competitive strategic window for identifying opportunities in the VR Content Creation Market?

4. What are the latest technology trends and regulatory frameworks in the VR Content Creation Market?

5. What is the market share of the leading vendors in the VR Content Creation Market?

6. Which modes and strategic moves are suitable for entering the VR Content Creation Market?

Table of Contents

1. Preface

  • 1.1. Objectives of the Study
  • 1.2. Market Segmentation & Coverage
  • 1.3. Years Considered for the Study
  • 1.4. Currency & Pricing
  • 1.5. Language
  • 1.6. Limitations
  • 1.7. Assumptions
  • 1.8. Stakeholders

2. Research Methodology

  • 2.1. Define: Research Objective
  • 2.2. Determine: Research Design
  • 2.3. Prepare: Research Instrument
  • 2.4. Collect: Data Source
  • 2.5. Analyze: Data Interpretation
  • 2.6. Formulate: Data Verification
  • 2.7. Publish: Research Report
  • 2.8. Repeat: Report Update

3. Executive Summary

4. Market Overview

  • 4.1. Introduction
  • 4.2. VR Content Creation Market, by Region

5. Market Insights

  • 5.1. Market Dynamics
    • 5.1.1. Drivers
      • 5.1.1.1. Increasing demand for enhanced content from businesses to reach and engage customers
      • 5.1.1.2. Rise in the number of devices capable of supporting digital media and increasing internet penetration
      • 5.1.1.3. Growing trend of user-generated content as a source of fresh and new visuals
    • 5.1.2. Restraints
      • 5.1.2.1. High cost of VR content creation solutions
    • 5.1.3. Opportunities
      • 5.1.3.1. Integration of advanced technologies in VR content creation solutions
      • 5.1.3.2. Demand for VR content creation for video marketing and training purpose
    • 5.1.4. Challenges
      • 5.1.4.1. Technical issues during VR content creations
  • 5.2. Market Segmentation Analysis
  • 5.3. Market Trend Analysis
  • 5.4. Cumulative Impact of High Inflation
  • 5.5. Porter's Five Forces Analysis
    • 5.5.1. Threat of New Entrants
    • 5.5.2. Threat of Substitutes
    • 5.5.3. Bargaining Power of Customers
    • 5.5.4. Bargaining Power of Suppliers
    • 5.5.5. Industry Rivalry
  • 5.6. Value Chain & Critical Path Analysis
  • 5.7. Regulatory Framework

6. VR Content Creation Market, by Content Type

  • 6.1. Introduction
  • 6.2. 360 Degree Photos
  • 6.3. Games
  • 6.4. Videos

7. VR Content Creation Market, by Component

  • 7.1. Introduction
  • 7.2. Services
  • 7.3. Software

8. VR Content Creation Market, by End-Use Sector

  • 8.1. Introduction
  • 8.2. Automotive
  • 8.3. Gaming
  • 8.4. Healthcare
  • 8.5. Media & Entertainment
  • 8.6. Real Estate
  • 8.7. Retail
  • 8.8. Travel & Hospitality

9. Americas VR Content Creation Market

  • 9.1. Introduction
  • 9.2. Argentina
  • 9.3. Brazil
  • 9.4. Canada
  • 9.5. Mexico
  • 9.6. United States

10. Asia-Pacific VR Content Creation Market

  • 10.1. Introduction
  • 10.2. Australia
  • 10.3. China
  • 10.4. India
  • 10.5. Indonesia
  • 10.6. Japan
  • 10.7. Malaysia
  • 10.8. Philippines
  • 10.9. Singapore
  • 10.10. South Korea
  • 10.11. Taiwan
  • 10.12. Thailand
  • 10.13. Vietnam

11. Europe, Middle East & Africa VR Content Creation Market

  • 11.1. Introduction
  • 11.2. Denmark
  • 11.3. Egypt
  • 11.4. Finland
  • 11.5. France
  • 11.6. Germany
  • 11.7. Israel
  • 11.8. Italy
  • 11.9. Netherlands
  • 11.10. Nigeria
  • 11.11. Norway
  • 11.12. Poland
  • 11.13. Qatar
  • 11.14. Russia
  • 11.15. Saudi Arabia
  • 11.16. South Africa
  • 11.17. Spain
  • 11.18. Sweden
  • 11.19. Switzerland
  • 11.20. Turkey
  • 11.21. United Arab Emirates
  • 11.22. United Kingdom

12. Competitive Landscape

  • 12.1. FPNV Positioning Matrix
  • 12.2. Market Share Analysis, By Key Player
  • 12.3. Competitive Scenario Analysis, By Key Player

13. Competitive Portfolio

  • 13.1. Key Company Profiles
    • 13.1.1. 360 Labs
    • 13.1.2. Baobab Studios Inc.
    • 13.1.3. Blippar Group Limited
    • 13.1.4. Cisco Systems, Inc.
    • 13.1.5. Dell Inc.
    • 13.1.6. Fiebak Medien
    • 13.1.7. Intel Corporation
    • 13.1.8. Juniper Networks, Inc.
    • 13.1.9. KonceptVR LLC
    • 13.1.10. Magnopus LLC
    • 13.1.11. Matterport, Inc.
    • 13.1.12. Microsoft Corporation
    • 13.1.13. Novac Technology Solutions
    • 13.1.14. Panedia Pty Ltd.
    • 13.1.15. Penrose Studios, Inc.
    • 13.1.16. Scapic
    • 13.1.17. Sony Corporation
    • 13.1.18. Subvrsive, Inc.
    • 13.1.19. Technicolor Creative Studios UK Limited t/a The Mill
    • 13.1.20. VIAR Inc.
    • 13.1.21. Visualise Creative Limited
    • 13.1.22. VMware, Inc.
    • 13.1.23. Wevr
    • 13.1.24. Within Unlimited, Inc
  • 13.2. Key Product Portfolio

14. Appendix

  • 14.1. Discussion Guide
  • 14.2. License & Pricing