デフォルト表紙
市場調査レポート
商品コード
1598806

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、エンドユーザー分野別-2025-2030年の世界予測

VR Content Creation Market by Content Type (360 Degree Photos, Games, Videos), Component (Services, Software), End-Use Sector - Global Forecast 2025-2030


出版日
発行
360iResearch
ページ情報
英文 197 Pages
納期
即日から翌営業日
カスタマイズ可能
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=146.99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、エンドユーザー分野別-2025-2030年の世界予測
出版日: 2024年10月31日
発行: 360iResearch
ページ情報: 英文 197 Pages
納期: 即日から翌営業日
GIIご利用のメリット
  • 全表示
  • 概要
  • 図表
  • 目次
概要

VRコンテンツ制作市場は、2023年に47億8,000万米ドルと評価され、2024年には58億9,000万米ドルに達すると予測され、CAGR 24.18%で成長し、2030年には218億1,000万米ドルに達すると予測されています。

VRコンテンツ制作の対象範囲は、ゲーム、教育、ヘルスケア、不動産、エンターテインメントなど多くの分野に応用されているバーチャルリアリティ技術を使った没入型体験の制作と開発です。VRコンテンツの必要性は、従来のメディアでは提供できなかった、非常に魅力的でインタラクティブな体験型の学習環境を提供できる点にあります。この技術は、ヘルスケアにおけるトレーニング・モジュールに革命をもたらし、外科手術のシミュレーション環境を提供しています。また、不動産では、バーチャル・ツアーが物件を遠隔地から紹介する標準機能となっています。市場の成長を後押ししているのは、ヘッドセットがより手頃な価格で使いやすくなるなど、VRハードウェアの進歩です。没入型デジタル世界が将来のインターネット利用で中心的な役割を果たす「メタバース」コンセプトに飛び込む企業によるVR技術への投資の増加も、市場拡大に影響を与える重要な要因となっています。特に、VRを活用して学習体験を向上させる教育環境や、バーチャル・トレーニングやビジネス・ミーティングを行う企業分野でのビジネスチャンスが豊富です。また、エンターテインメント向けのパーソナライズされたコンテンツ制作でVRの可能性を活用することも、未開拓の金鉱となり得る。

主な市場の統計
基準年[2023] 47億8,000万米ドル
予測年[2024] 58億9,000万米ドル
予測年[2030] 218億1,000万米ドル
CAGR(%) 24.18%

しかし、市場にはいくつかの限界と課題があります。高い開発コスト、限られたコンテンツ、新しい技術に対する不快感や懐疑心によるユーザー導入の障壁などが、成長を妨げる可能性があります。また、魅力的なストーリーテリングとユーザー中心のデザインが必要であり、作成される体験が投資を正当化し、ユーザーエンゲージメントを持続的に高めることを保証しなければならないです。イノベーションが必要とされる分野には、ダイナミックな環境を作り出すための人工知能の統合や、乗り物酔いの克服や臨場感の向上に関する調査などがあります。技術系企業とサービス部門のコラボレーションは、革新的なVRアプリケーションを育成することができます。市場の特性として、急速な技術変化とユーザーの期待の進化があり、企業はユーザー中心の体験設計に焦点を当てながら、研究開発に継続的に投資し、機敏に対応し続ける必要があります。

市場力学:急速に進化するVRコンテンツ制作市場の主要市場インサイトを公開

VRコンテンツ制作市場は、需要と供給のダイナミックな相互作用によって変貌を遂げています。このような市場力学の進化を理解することで、企業は十分な情報に基づいた投資決定、戦略的決定の精緻化、そして新たなビジネスチャンスの獲得に備えることができます。これらの動向を包括的に把握することで、企業は政治的、地理的、技術的、社会的、経済的な領域にわたる様々なリスクを軽減することができ、また、消費者行動とそれが製造コストや購買動向に与える影響をより明確に理解することができます。

  • 市場促進要因
    • 顧客へのリーチとエンゲージメントを目的とした、より充実したコンテンツに対する企業の需要の高まり
    • デジタルメディアをサポートできるデバイス数の増加とインターネット普及率の増加
    • 新鮮で新しいビジュアルの供給源としてのユーザー生成コンテンツの動向の高まり
  • 市場抑制要因
    • VRコンテンツ制作ソリューションの高コスト
  • 市場機会
    • VRコンテンツ制作ソリューションへの先端技術の統合
    • 動画マーケティングやトレーニング目的でのVRコンテンツ制作の需要
  • 市場の課題
    • VRコンテンツ制作時の技術的問題

ポーターの5つの力:VRコンテンツ制作市場をナビゲートする戦略ツール

ポーターの5つの力フレームワークは、VRコンテンツ制作市場の競合情勢を理解するための重要なツールです。ポーターのファイブフォース・フレームワークは、企業の競争力を評価し、戦略的機会を探るための明確な手法を提供します。このフレームワークは、企業が市場内の勢力図を評価し、新規事業の収益性を判断するのに役立ちます。これらの洞察により、企業は自社の強みを活かし、弱みに対処し、潜在的な課題を回避することができ、より強靭な市場でのポジショニングを確保することができます。

PESTLE分析:VRコンテンツ制作市場における外部からの影響の把握

外部マクロ環境要因は、VRコンテンツ制作市場の業績ダイナミクスを形成する上で極めて重要な役割を果たします。政治的、経済的、社会的、技術的、法的、環境的要因の分析は、これらの影響をナビゲートするために必要な情報を提供します。PESTLE要因を調査することで、企業は潜在的なリスクと機会をよりよく理解することができます。この分析により、企業は規制、消費者の嗜好、経済動向の変化を予測し、先を見越した積極的な意思決定を行う準備ができます。

市場シェア分析VRコンテンツ制作市場における競合情勢の把握

VRコンテンツ制作市場の詳細な市場シェア分析により、ベンダーの業績を包括的に評価することができます。企業は、収益、顧客ベース、成長率などの主要指標を比較することで、競争上のポジショニングを明らかにすることができます。この分析により、市場の集中、断片化、統合の動向が明らかになり、ベンダーは競争が激化する中で自社の地位を高める戦略的意思決定を行うために必要な知見を得ることができます。

FPNVポジショニング・マトリックスVRコンテンツ制作市場におけるベンダーのパフォーマンス評価

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においてベンダーを評価するための重要なツールです。このマトリックスにより、ビジネス組織はベンダーのビジネス戦略と製品満足度に基づき評価することで、目標に沿った十分な情報に基づいた意思決定を行うことができます。4つの象限によりベンダーを明確かつ的確にセグメント化し、戦略目標に最適なパートナーやソリューションを特定することができます。

戦略分析と推奨VRコンテンツ制作市場における成功への道筋を描く

VRコンテンツ制作市場の戦略分析は、世界市場でのプレゼンス強化を目指す企業にとって不可欠です。主要なリソース、能力、業績指標を検討することで、企業は成長機会を特定し、改善に取り組むことができます。このアプローチにより、競合情勢における課題を克服し、新たなビジネスチャンスを活かして長期的な成功を収めるための体制を整えることができます。

本レポートでは、主要な注目分野を網羅した市場の包括的な分析を提供しています:

1.市場の浸透度:現在の市場環境の詳細なレビュー、主要企業による広範なデータ、市場でのリーチと全体的な影響力の評価。

2.市場の開拓度:新興市場における成長機会を特定し、既存分野における拡大可能性を評価し、将来の成長に向けた戦略的ロードマップを提供します。

3.市場の多様化:最近の製品発売、未開拓の地域、業界の主要な進歩、市場を形成する戦略的投資を分析します。

4.競合の評価と情報:競合情勢を徹底的に分析し、市場シェア、事業戦略、製品ポートフォリオ、認証、規制当局の承認、特許動向、主要企業の技術進歩などを検証します。

5.製品開発およびイノベーション:将来の市場成長を促進すると期待される最先端技術、研究開発活動、製品イノベーションをハイライトしています。

また、利害関係者が十分な情報を得た上で意思決定できるよう、重要な質問にも答えています:

1.現在の市場規模と今後の成長予測は?

2.最高の投資機会を提供する製品、セグメント、地域はどこか?

3.市場を形成する主な技術動向と規制の影響とは?

4.主要ベンダーの市場シェアと競合ポジションは?

5.ベンダーの市場参入・撤退戦略の原動力となる収益源と戦略的機会は何か?

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、関与す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高まっている
      • デジタルメディアをサポートできるデバイスの増加とインターネットの普及率の向上
      • 新鮮で新しいビジュアルのソースとしてのユーザー生成コンテンツの増加傾向
    • 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における先進技術の統合
      • ビデオマーケティングとトレーニング目的のVRコンテンツ制作の需要
    • 課題
      • VRコンテンツ制作中の技術的な問題
  • 市場セグメンテーション分析
  • ポーターのファイブフォース分析
  • PESTEL分析
    • 政治的
    • 経済
    • 社交
    • 技術的
    • 法律上
    • 環境

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
  • ビデオ

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分野別

  • 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・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

  • 市場シェア分析2023
  • FPNVポジショニングマトリックス, 2023
  • 競合シナリオ分析
  • 戦略分析と提言

企業一覧

  • 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
図表

LIST OF FIGURES

  • FIGURE 1. VR CONTENT CREATION MARKET RESEARCH PROCESS
  • FIGURE 2. VR CONTENT CREATION MARKET SIZE, 2023 VS 2030
  • FIGURE 3. GLOBAL VR CONTENT CREATION MARKET SIZE, 2018-2030 (USD MILLION)
  • FIGURE 4. GLOBAL VR CONTENT CREATION MARKET SIZE, BY REGION, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 5. GLOBAL VR CONTENT CREATION MARKET SIZE, BY COUNTRY, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 6. GLOBAL VR CONTENT CREATION MARKET SIZE, BY CONTENT TYPE, 2023 VS 2030 (%)
  • FIGURE 7. GLOBAL VR CONTENT CREATION MARKET SIZE, BY CONTENT TYPE, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 8. GLOBAL VR CONTENT CREATION MARKET SIZE, BY COMPONENT, 2023 VS 2030 (%)
  • FIGURE 9. GLOBAL VR CONTENT CREATION MARKET SIZE, BY COMPONENT, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 10. GLOBAL VR CONTENT CREATION MARKET SIZE, BY END-USE SECTOR, 2023 VS 2030 (%)
  • FIGURE 11. GLOBAL VR CONTENT CREATION MARKET SIZE, BY END-USE SECTOR, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 12. AMERICAS VR CONTENT CREATION MARKET SIZE, BY COUNTRY, 2023 VS 2030 (%)
  • FIGURE 13. AMERICAS VR CONTENT CREATION MARKET SIZE, BY COUNTRY, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 14. UNITED STATES VR CONTENT CREATION MARKET SIZE, BY STATE, 2023 VS 2030 (%)
  • FIGURE 15. UNITED STATES VR CONTENT CREATION MARKET SIZE, BY STATE, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 16. ASIA-PACIFIC VR CONTENT CREATION MARKET SIZE, BY COUNTRY, 2023 VS 2030 (%)
  • FIGURE 17. ASIA-PACIFIC VR CONTENT CREATION MARKET SIZE, BY COUNTRY, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 18. EUROPE, MIDDLE EAST & AFRICA VR CONTENT CREATION MARKET SIZE, BY COUNTRY, 2023 VS 2030 (%)
  • FIGURE 19. EUROPE, MIDDLE EAST & AFRICA VR CONTENT CREATION MARKET SIZE, BY COUNTRY, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 20. VR CONTENT CREATION MARKET SHARE, BY KEY PLAYER, 2023
  • FIGURE 21. VR CONTENT CREATION MARKET, FPNV POSITIONING MATRIX, 2023

LIST OF TABLES

  • TABLE 1. VR CONTENT CREATION MARKET SEGMENTATION & COVERAGE
  • TABLE 2. UNITED STATES DOLLAR EXCHANGE RATE, 2018-2023
  • TABLE 3. GLOBAL 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. GLOBAL VR CONTENT CREATION MARKET SIZE, BY COUNTRY, 2018-2030 (USD MILLION)
  • TABLE 6. VR CONTENT CREATION MARKET DYNAMICS
  • TABLE 7. GLOBAL VR CONTENT CREATION MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 8. GLOBAL VR CONTENT CREATION MARKET SIZE, BY 360 DEGREE PHOTOS, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 9. GLOBAL VR CONTENT CREATION MARKET SIZE, BY GAMES, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 10. GLOBAL VR CONTENT CREATION MARKET SIZE, BY VIDEOS, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 11. GLOBAL VR CONTENT CREATION MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 12. GLOBAL VR CONTENT CREATION MARKET SIZE, BY SERVICES, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 13. GLOBAL VR CONTENT CREATION MARKET SIZE, BY SOFTWARE, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 14. GLOBAL VR CONTENT CREATION MARKET SIZE, BY END-USE SECTOR, 2018-2030 (USD MILLION)
  • TABLE 15. GLOBAL VR CONTENT CREATION MARKET SIZE, BY AUTOMOTIVE, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 16. GLOBAL VR CONTENT CREATION MARKET SIZE, BY GAMING, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 17. GLOBAL VR CONTENT CREATION MARKET SIZE, BY HEALTHCARE, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 18. GLOBAL VR CONTENT CREATION MARKET SIZE, BY MEDIA & ENTERTAINMENT, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 19. GLOBAL VR CONTENT CREATION MARKET SIZE, BY REAL ESTATE, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 20. GLOBAL VR CONTENT CREATION MARKET SIZE, BY RETAIL, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 21. GLOBAL VR CONTENT CREATION MARKET SIZE, BY TRAVEL & HOSPITALITY, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 22. AMERICAS VR CONTENT CREATION MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 23. AMERICAS VR CONTENT CREATION MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 24. AMERICAS VR CONTENT CREATION MARKET SIZE, BY END-USE SECTOR, 2018-2030 (USD MILLION)
  • TABLE 25. AMERICAS VR CONTENT CREATION MARKET SIZE, BY COUNTRY, 2018-2030 (USD MILLION)
  • TABLE 26. ARGENTINA VR CONTENT CREATION MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 27. ARGENTINA VR CONTENT CREATION MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 28. ARGENTINA VR CONTENT CREATION MARKET SIZE, BY END-USE SECTOR, 2018-2030 (USD MILLION)
  • TABLE 29. BRAZIL VR CONTENT CREATION MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 30. BRAZIL VR CONTENT CREATION MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 31. BRAZIL VR CONTENT CREATION MARKET SIZE, BY END-USE SECTOR, 2018-2030 (USD MILLION)
  • TABLE 32. CANADA VR CONTENT CREATION MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 33. CANADA VR CONTENT CREATION MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 34. CANADA VR CONTENT CREATION MARKET SIZE, BY END-USE SECTOR, 2018-2030 (USD MILLION)
  • TABLE 35. MEXICO VR CONTENT CREATION MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 36. MEXICO VR CONTENT CREATION MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 37. MEXICO VR CONTENT CREATION MARKET SIZE, BY END-USE SECTOR, 2018-2030 (USD MILLION)
  • TABLE 38. UNITED STATES VR CONTENT CREATION MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 39. UNITED STATES VR CONTENT CREATION MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 40. UNITED STATES VR CONTENT CREATION MARKET SIZE, BY END-USE SECTOR, 2018-2030 (USD MILLION)
  • TABLE 41. UNITED STATES VR CONTENT CREATION MARKET SIZE, BY STATE, 2018-2030 (USD MILLION)
  • TABLE 42. ASIA-PACIFIC VR CONTENT CREATION MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 43. ASIA-PACIFIC VR CONTENT CREATION MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 44. ASIA-PACIFIC VR CONTENT CREATION MARKET SIZE, BY END-USE SECTOR, 2018-2030 (USD MILLION)
  • TABLE 45. ASIA-PACIFIC VR CONTENT CREATION MARKET SIZE, BY COUNTRY, 2018-2030 (USD MILLION)
  • TABLE 46. AUSTRALIA VR CONTENT CREATION MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 47. AUSTRALIA VR CONTENT CREATION MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 48. AUSTRALIA VR CONTENT CREATION MARKET SIZE, BY END-USE SECTOR, 2018-2030 (USD MILLION)
  • TABLE 49. CHINA VR CONTENT CREATION MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 50. CHINA VR CONTENT CREATION MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 51. CHINA VR CONTENT CREATION MARKET SIZE, BY END-USE SECTOR, 2018-2030 (USD MILLION)
  • TABLE 52. INDIA VR CONTENT CREATION MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 53. INDIA VR CONTENT CREATION MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 54. INDIA VR CONTENT CREATION MARKET SIZE, BY END-USE SECTOR, 2018-2030 (USD MILLION)
  • TABLE 55. INDONESIA VR CONTENT CREATION MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 56. INDONESIA VR CONTENT CREATION MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 57. INDONESIA VR CONTENT CREATION MARKET SIZE, BY END-USE SECTOR, 2018-2030 (USD MILLION)
  • TABLE 58. JAPAN VR CONTENT CREATION MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 59. JAPAN VR CONTENT CREATION MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 60. JAPAN VR CONTENT CREATION MARKET SIZE, BY END-USE SECTOR, 2018-2030 (USD MILLION)
  • TABLE 61. MALAYSIA VR CONTENT CREATION MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 62. MALAYSIA VR CONTENT CREATION MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 63. MALAYSIA VR CONTENT CREATION MARKET SIZE, BY END-USE SECTOR, 2018-2030 (USD MILLION)
  • TABLE 64. PHILIPPINES VR CONTENT CREATION MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 65. PHILIPPINES VR CONTENT CREATION MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 66. PHILIPPINES VR CONTENT CREATION MARKET SIZE, BY END-USE SECTOR, 2018-2030 (USD MILLION)
  • TABLE 67. SINGAPORE VR CONTENT CREATION MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 68. SINGAPORE VR CONTENT CREATION MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 69. SINGAPORE VR CONTENT CREATION MARKET SIZE, BY END-USE SECTOR, 2018-2030 (USD MILLION)
  • TABLE 70. SOUTH KOREA VR CONTENT CREATION MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 71. SOUTH KOREA VR CONTENT CREATION MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 72. SOUTH KOREA VR CONTENT CREATION MARKET SIZE, BY END-USE SECTOR, 2018-2030 (USD MILLION)
  • TABLE 73. TAIWAN VR CONTENT CREATION MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 74. TAIWAN VR CONTENT CREATION MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 75. TAIWAN VR CONTENT CREATION MARKET SIZE, BY END-USE SECTOR, 2018-2030 (USD MILLION)
  • TABLE 76. THAILAND VR CONTENT CREATION MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 77. THAILAND VR CONTENT CREATION MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 78. THAILAND VR CONTENT CREATION MARKET SIZE, BY END-USE SECTOR, 2018-2030 (USD MILLION)
  • TABLE 79. VIETNAM VR CONTENT CREATION MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 80. VIETNAM VR CONTENT CREATION MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 81. VIETNAM VR CONTENT CREATION MARKET SIZE, BY END-USE SECTOR, 2018-2030 (USD MILLION)
  • TABLE 82. EUROPE, MIDDLE EAST & AFRICA VR CONTENT CREATION MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 83. EUROPE, MIDDLE EAST & AFRICA VR CONTENT CREATION MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 84. EUROPE, MIDDLE EAST & AFRICA VR CONTENT CREATION MARKET SIZE, BY END-USE SECTOR, 2018-2030 (USD MILLION)
  • TABLE 85. EUROPE, MIDDLE EAST & AFRICA VR CONTENT CREATION MARKET SIZE, BY COUNTRY, 2018-2030 (USD MILLION)
  • TABLE 86. DENMARK VR CONTENT CREATION MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 87. DENMARK VR CONTENT CREATION MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 88. DENMARK VR CONTENT CREATION MARKET SIZE, BY END-USE SECTOR, 2018-2030 (USD MILLION)
  • TABLE 89. EGYPT VR CONTENT CREATION MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 90. EGYPT VR CONTENT CREATION MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 91. EGYPT VR CONTENT CREATION MARKET SIZE, BY END-USE SECTOR, 2018-2030 (USD MILLION)
  • TABLE 92. FINLAND VR CONTENT CREATION MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 93. FINLAND VR CONTENT CREATION MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 94. FINLAND VR CONTENT CREATION MARKET SIZE, BY END-USE SECTOR, 2018-2030 (USD MILLION)
  • TABLE 95. FRANCE VR CONTENT CREATION MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 96. FRANCE VR CONTENT CREATION MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 97. FRANCE VR CONTENT CREATION MARKET SIZE, BY END-USE SECTOR, 2018-2030 (USD MILLION)
  • TABLE 98. GERMANY VR CONTENT CREATION MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 99. GERMANY VR CONTENT CREATION MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 100. GERMANY VR CONTENT CREATION MARKET SIZE, BY END-USE SECTOR, 2018-2030 (USD MILLION)
  • TABLE 101. ISRAEL VR CONTENT CREATION MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 102. ISRAEL VR CONTENT CREATION MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 103. ISRAEL VR CONTENT CREATION MARKET SIZE, BY END-USE SECTOR, 2018-2030 (USD MILLION)
  • TABLE 104. ITALY VR CONTENT CREATION MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 105. ITALY VR CONTENT CREATION MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 106. ITALY VR CONTENT CREATION MARKET SIZE, BY END-USE SECTOR, 2018-2030 (USD MILLION)
  • TABLE 107. NETHERLANDS VR CONTENT CREATION MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 108. NETHERLANDS VR CONTENT CREATION MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 109. NETHERLANDS VR CONTENT CREATION MARKET SIZE, BY END-USE SECTOR, 2018-2030 (USD MILLION)
  • TABLE 110. NIGERIA VR CONTENT CREATION MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 111. NIGERIA VR CONTENT CREATION MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 112. NIGERIA VR CONTENT CREATION MARKET SIZE, BY END-USE SECTOR, 2018-2030 (USD MILLION)
  • TABLE 113. NORWAY VR CONTENT CREATION MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 114. NORWAY VR CONTENT CREATION MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 115. NORWAY VR CONTENT CREATION MARKET SIZE, BY END-USE SECTOR, 2018-2030 (USD MILLION)
  • TABLE 116. POLAND VR CONTENT CREATION MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 117. POLAND VR CONTENT CREATION MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 118. POLAND VR CONTENT CREATION MARKET SIZE, BY END-USE SECTOR, 2018-2030 (USD MILLION)
  • TABLE 119. QATAR VR CONTENT CREATION MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 120. QATAR VR CONTENT CREATION MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 121. QATAR VR CONTENT CREATION MARKET SIZE, BY END-USE SECTOR, 2018-2030 (USD MILLION)
  • TABLE 122. RUSSIA VR CONTENT CREATION MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 123. RUSSIA VR CONTENT CREATION MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 124. RUSSIA VR CONTENT CREATION MARKET SIZE, BY END-USE SECTOR, 2018-2030 (USD MILLION)
  • TABLE 125. SAUDI ARABIA VR CONTENT CREATION MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 126. SAUDI ARABIA VR CONTENT CREATION MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 127. SAUDI ARABIA VR CONTENT CREATION MARKET SIZE, BY END-USE SECTOR, 2018-2030 (USD MILLION)
  • TABLE 128. SOUTH AFRICA VR CONTENT CREATION MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 129. SOUTH AFRICA VR CONTENT CREATION MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 130. SOUTH AFRICA VR CONTENT CREATION MARKET SIZE, BY END-USE SECTOR, 2018-2030 (USD MILLION)
  • TABLE 131. SPAIN VR CONTENT CREATION MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 132. SPAIN VR CONTENT CREATION MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 133. SPAIN VR CONTENT CREATION MARKET SIZE, BY END-USE SECTOR, 2018-2030 (USD MILLION)
  • TABLE 134. SWEDEN VR CONTENT CREATION MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 135. SWEDEN VR CONTENT CREATION MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 136. SWEDEN VR CONTENT CREATION MARKET SIZE, BY END-USE SECTOR, 2018-2030 (USD MILLION)
  • TABLE 137. SWITZERLAND VR CONTENT CREATION MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 138. SWITZERLAND VR CONTENT CREATION MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 139. SWITZERLAND VR CONTENT CREATION MARKET SIZE, BY END-USE SECTOR, 2018-2030 (USD MILLION)
  • TABLE 140. TURKEY VR CONTENT CREATION MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 141. TURKEY VR CONTENT CREATION MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 142. TURKEY VR CONTENT CREATION MARKET SIZE, BY END-USE SECTOR, 2018-2030 (USD MILLION)
  • TABLE 143. UNITED ARAB EMIRATES VR CONTENT CREATION MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 144. UNITED ARAB EMIRATES VR CONTENT CREATION MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 145. UNITED ARAB EMIRATES VR CONTENT CREATION MARKET SIZE, BY END-USE SECTOR, 2018-2030 (USD MILLION)
  • TABLE 146. UNITED KINGDOM VR CONTENT CREATION MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 147. UNITED KINGDOM VR CONTENT CREATION MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 148. UNITED KINGDOM VR CONTENT CREATION MARKET SIZE, BY END-USE SECTOR, 2018-2030 (USD MILLION)
  • TABLE 149. VR CONTENT CREATION MARKET SHARE, BY KEY PLAYER, 2023
  • TABLE 150. VR CONTENT CREATION MARKET, FPNV POSITIONING MATRIX, 2023
目次
Product Code: MRR-69324464D1BC

The VR Content Creation Market was valued at USD 4.78 billion in 2023, expected to reach USD 5.89 billion in 2024, and is projected to grow at a CAGR of 24.18%, to USD 21.81 billion by 2030.

The scope of VR content creation encompasses the production and development of immersive experiences using virtual reality technology, which has applications across numerous sectors such as gaming, education, healthcare, real estate, and entertainment. The necessity of VR content lies in its ability to provide highly engaging, interactive, and experiential learning environments that traditional media cannot offer. This technology has revolutionized training modules in healthcare, offering simulated environments for surgical practice, and in real estate, virtual tours have become a standard feature to showcase properties remotely. The market's growth is propelled by advancements in VR hardware, such as headsets becoming more affordable and user-friendly. Increased investment in VR technology by companies diving into the 'metaverse' concept, where immersive digital worlds play a central role in future internet usage, is also a significant factor influencing market expansion. Opportunities abound particularly in educational environments leveraging VR to enhance learning experiences, and in corporate sectors for virtual training and business meetings. Leveraging VR's potential in personalized content creation for entertainment can also be an unexplored goldmine.

KEY MARKET STATISTICS
Base Year [2023] USD 4.78 billion
Estimated Year [2024] USD 5.89 billion
Forecast Year [2030] USD 21.81 billion
CAGR (%) 24.18%

However, the market does face several limitations and challenges. High development costs, limited content, and user adoption barriers due to discomfort or skepticism about new tech can stymie growth. There's also the need for compelling storytelling and user-centric design, ensuring the experiences created justify the investment and enhance user engagement sustainably. Areas ripe for innovation include the integration of artificial intelligence to create dynamic environments, and research into overcoming motion sickness and enhancing realism. Collaborations between tech companies and service sectors can foster innovative VR applications. The market's nature involves rapid technological changes and evolving user expectations, requiring companies to remain agile and responsive, continuously investing in research and development while maintaining a focus on user-centric experience design.

Market Dynamics: Unveiling Key Market Insights in the Rapidly Evolving VR Content Creation Market

The VR Content Creation Market is undergoing transformative changes driven by a dynamic interplay of supply and demand factors. Understanding these evolving market dynamics prepares business organizations to make informed investment decisions, refine strategic decisions, and seize new opportunities. By gaining a comprehensive view of these trends, business organizations can mitigate various risks across political, geographic, technical, social, and economic domains while also gaining a clearer understanding of consumer behavior and its impact on manufacturing costs and purchasing trends.

  • Market Drivers
    • Increasing demand for enhanced content from businesses to reach and engage customers
    • Rise in the number of devices capable of supporting digital media and increasing internet penetration
    • Growing trend of user-generated content as a source of fresh and new visuals
  • Market Restraints
    • High cost of VR content creation solutions
  • Market Opportunities
    • Integration of advanced technologies in VR content creation solutions
    • Demand for VR content creation for video marketing and training purpose
  • Market Challenges
    • Technical issues during VR content creations

Porter's Five Forces: A Strategic Tool for Navigating the VR Content Creation Market

Porter's five forces framework is a critical tool for understanding the competitive landscape of the VR Content Creation Market. It offers business organizations with a clear methodology for evaluating their competitive positioning and exploring strategic opportunities. This framework helps businesses assess the power dynamics within the market and determine the profitability of new ventures. With these insights, business organizations can leverage their strengths, address weaknesses, and avoid potential challenges, ensuring a more resilient market positioning.

PESTLE Analysis: Navigating External Influences in the VR Content Creation Market

External macro-environmental factors play a pivotal role in shaping the performance dynamics of the VR Content Creation Market. Political, Economic, Social, Technological, Legal, and Environmental factors analysis provides the necessary information to navigate these influences. By examining PESTLE factors, businesses can better understand potential risks and opportunities. This analysis enables business organizations to anticipate changes in regulations, consumer preferences, and economic trends, ensuring they are prepared to make proactive, forward-thinking decisions.

Market Share Analysis: Understanding the Competitive Landscape in the VR Content Creation Market

A detailed market share analysis in the VR Content Creation Market provides a comprehensive assessment of vendors' performance. Companies can identify their competitive positioning by comparing key metrics, including revenue, customer base, and growth rates. This analysis highlights market concentration, fragmentation, and trends in consolidation, offering vendors the insights required to make strategic decisions that enhance their position in an increasingly competitive landscape.

FPNV Positioning Matrix: Evaluating Vendors' Performance in the VR Content Creation Market

The Forefront, Pathfinder, Niche, Vital (FPNV) Positioning Matrix is a critical tool for evaluating vendors within the VR Content Creation Market. This matrix enables business organizations to make well-informed decisions that align with their goals by assessing vendors based on their business strategy and product satisfaction. The four quadrants provide a clear and precise segmentation of vendors, helping users identify the right partners and solutions that best fit their strategic objectives.

Strategy Analysis & Recommendation: Charting a Path to Success in the VR Content Creation Market

A strategic analysis of the VR Content Creation Market is essential for businesses looking to strengthen their global market presence. By reviewing key resources, capabilities, and performance indicators, business organizations can identify growth opportunities and work toward improvement. This approach helps businesses navigate challenges in the competitive landscape and ensures they are well-positioned to capitalize on newer opportunities and drive long-term success.

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.

Market Segmentation & Coverage

This research report categorizes the VR Content Creation Market to forecast the revenues and analyze trends in each of the following sub-markets:

  • Based on Content Type, market is studied across 360 Degree Photos, Games, and Videos.
  • Based on Component, market is studied across Services and Software.
  • Based on End-Use Sector, market is studied across Automotive, Gaming, Healthcare, Media & Entertainment, Real Estate, Retail, and Travel & Hospitality.
  • 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 report offers a comprehensive analysis of the market, covering key focus areas:

1. Market Penetration: A detailed review of the current market environment, including extensive data from top industry players, evaluating their market reach and overall influence.

2. Market Development: Identifies growth opportunities in emerging markets and assesses expansion potential in established sectors, providing a strategic roadmap for future growth.

3. Market Diversification: Analyzes recent product launches, untapped geographic regions, major industry advancements, and strategic investments reshaping the market.

4. Competitive Assessment & Intelligence: Provides a thorough analysis of the competitive landscape, examining market share, business strategies, product portfolios, certifications, regulatory approvals, patent trends, and technological advancements of key players.

5. Product Development & Innovation: Highlights cutting-edge technologies, R&D activities, and product innovations expected to drive future market growth.

The report also answers critical questions to aid stakeholders in making informed decisions:

1. What is the current market size, and what is the forecasted growth?

2. Which products, segments, and regions offer the best investment opportunities?

3. What are the key technology trends and regulatory influences shaping the market?

4. How do leading vendors rank in terms of market share and competitive positioning?

5. What revenue sources and strategic opportunities drive vendors' market entry or exit strategies?

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. 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

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. Porter's Five Forces Analysis
    • 5.3.1. Threat of New Entrants
    • 5.3.2. Threat of Substitutes
    • 5.3.3. Bargaining Power of Customers
    • 5.3.4. Bargaining Power of Suppliers
    • 5.3.5. Industry Rivalry
  • 5.4. PESTLE Analysis
    • 5.4.1. Political
    • 5.4.2. Economic
    • 5.4.3. Social
    • 5.4.4. Technological
    • 5.4.5. Legal
    • 5.4.6. Environmental

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. Market Share Analysis, 2023
  • 12.2. FPNV Positioning Matrix, 2023
  • 12.3. Competitive Scenario Analysis
  • 12.4. Strategy Analysis & Recommendation

Companies Mentioned

  • 1. 360 Labs
  • 2. Baobab Studios Inc.
  • 3. Blippar Group Limited
  • 4. Cisco Systems, Inc.
  • 5. Dell Inc.
  • 6. Fiebak Medien
  • 7. Intel Corporation
  • 8. Juniper Networks, Inc.
  • 9. KonceptVR LLC
  • 10. Magnopus LLC
  • 11. Matterport, Inc.
  • 12. Microsoft Corporation
  • 13. Novac Technology Solutions
  • 14. Panedia Pty Ltd.
  • 15. Penrose Studios, Inc.
  • 16. Scapic
  • 17. Sony Corporation
  • 18. Subvrsive, Inc.
  • 19. Technicolor Creative Studios UK Limited t/a The Mill
  • 20. VIAR Inc.
  • 21. Visualise Creative Limited
  • 22. VMware, Inc.
  • 23. Wevr
  • 24. Within Unlimited, Inc