封面
市場調查報告書
商品編碼
1579800

VR內容製作的全球市場

VR Content Creation

出版日期: | 出版商: Global Industry Analysts, Inc. | 英文 194 Pages | 商品交期: 最快1-2個工作天內

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簡介目錄

到 2030 年,全球 VR 內容創作市場將達到 3,257 億美元

全球 VR 內容創作市場預計 2023 年為 41 億美元,預計到 2030 年將達到 3,257 億美元,2023-2030 年分析期間複合年成長率為 86.7%。 VR 內容創建軟體/應用程式是本報告分析的細分市場之一,複合年成長率為 88.1%,預計到分析期結束時將達到 2,295 億美元。分析期間內,VR內容製作服務領域的複合年成長率預計為83.7%。

美國市場預估成長11億美元,中國複合年成長率80.8%

預計2023年美國VR內容製作市場規模將達11億美元。中國作為全球第二大經濟體,預計2030年市場規模將達413億美元,2023-2030年分析期間複合年成長率為80.8%。其他值得注意的區域市場包括日本和加拿大,在分析期間預計複合年成長率分別為 77.8% 和 73.4%。在歐洲,德國預計複合年成長率為 58.6%。

全球 VR 內容製作市場 – 探索主要趨勢和市場促進因素

為什麼 VR 內容製作會改變媒體和娛樂產業?

虛擬實境 (VR) 內容創作已成為媒體、娛樂和技術領域的遊戲規則改變者,提供前所未有的沉浸式體驗並吸引觀眾。但到底是什麼讓 VR 內容在這些產業中具有如此大的變革性呢? VR 內容創作涉及開發互動式3D體驗,將使用者置於數位建構環境的中心,使他們能夠即時探索和參與內容。這項技術透過提供電視和電影等傳統媒體格式所沒有的身臨其境型觀點,徹底改變了故事敘述方式。 VR頭戴裝置讓使用者能夠走進電影、遊戲和虛擬世界,從內部體驗它們,而不僅僅是觀察它們。因此,VR 內容為電影製作人、遊戲開發者、教育工作者和負責人創造了令人難忘、充滿活力、引人入勝的故事,激發更強烈的情感反應。

VR 硬體和軟體的進步使這項技術更容易獲得和負擔得起,從而導致 VR 內容創作的需求激增。遊戲、娛樂、教育和房地產等行業擴大採用 VR 來提高用戶參與度並提供互動體驗。在遊戲領域,VR開創了遊戲玩法的新時代,玩家可以在虛擬環境中進行實體移動和交互,創造出傳統遊戲無法實現的真實感和沈浸感。電影和娛樂產業正在利用 VR 來製作身臨其境的電影和虛擬音樂會,讓觀眾感覺自己正在參與故事或現場活動。此外,教育機構和企業培訓計畫正在利用 VR 內容開發模擬現實場景的互動式學習模組,使學習更加有吸引力和有效。隨著消費者對身臨其境型體驗的興趣不斷成長,VR 內容創作在數位媒體和娛樂的未來中發揮越來越重要的作用。

科技進步如何提升 VR 內容的創作能力?

VR 內容創作市場見證了許多技術進步,這些進步提高了 VR 體驗的真實性、互動性和可近性。但推動這些發展的關鍵創新是什麼?最重要的進步之一是開發了具有改進顯示技術的高解析度VR頭戴裝置。最新的VR頭戴裝置配備了 4K 甚至 8K 顯示螢幕,可提供更清晰的視覺效果,並減少可以看到像素之間間隙的紗門效應。這顯著提高了VR內容的視覺質量,使虛擬環境更加真實和身臨其境。 VR頭戴裝置中引入眼動追蹤技術,讓使用者只需注視即可控制自己的視覺和動作,創造更直覺、更自然的體驗,進一步改善與內容的互動。此外,運動追蹤和觸覺回饋系統的進步使得創建能夠動態響應使用者的動作和觸控的 VR 內容成為可能,從而在虛擬世界中創造出更深層的臨場感和物理性。

另一個重要的創新是 VR 內容創作平台和軟體的興起,這些平台和軟體簡化了開發流程。 Unity 和 Unreal Engine 等平台提供了用於創建詳細 3D 模型、真實光照和互動元素的強大工具,並且已成為建立 VR 環境的行業標準。這些平台支援即時渲染、逼真紋理和人工智慧驅動的角色運動等功能,使內容創作者能夠更有效率地創建高品質的 VR 體驗。雲端基礎的內容創建工具的整合進一步擴展了 VR 開發的可訪問性,允許團隊遠端協作並建立複雜的 VR 體驗,而無需高階硬體。此外,3D 掃描和體積捕捉技術的進步使得創建逼真的 VR 內容成為可能,這些內容可以在3D上捕捉現實世界的人、物體和環境。這使得創建不僅具有視覺美感,而且植根於現實世界真實性的 VR 體驗成為可能。這些創新共同提高了 VR 內容創作的能力,使開發者能夠更輕鬆且更具成本效益地創造高品質的沉浸式體驗。

哪些市場趨勢正在推動VR內容製作在各領域的引進?

VR內容創作擴大被各個領域採用,反映了消費者和企業不斷變化的需求和興趣。最顯著的趨勢之一是遊戲和娛樂領域對沉浸式體驗的需求不斷成長。尤其是遊戲產業已經將 VR 視為更具吸引力和互動性的遊戲平台。隨著 PlayStation VR、Oculus Rift 和 HTC Vive 等 VR專用遊戲和平台的出現,開發人員正在創建允許玩家在完全實現的虛擬世界中移動、探索和互動的遊戲。這種趨勢不僅限於遊戲;娛樂產業也正在利用虛擬實境來講述新的故事形式。電影工作室正在製作將觀眾置於故事中心的 VR 電影和紀錄片,音樂藝術家正在舉辦虛擬音樂會和表演,讓粉絲從前排的觀點體驗事件。隨著消費者對身臨其境型內容的渴望增加,對高品質VR內容製作的需求預計將成長,進一步推動該領域的創新和投資。

推動 VR 內容創作採用的另一個重要趨勢是 VR 在訓練、教育和模擬中的使用越來越多。教育機構正在將 VR 內容納入其課程中,以創造互動式學習體驗,從而增強理解和記憶力。例如,醫學院正在使用 VR 來模擬手術過程,讓患者在對真實患者進行手術之前在無風險的虛擬環境中進行練習。同樣,企業培訓專案正在使用 VR 來開發逼真的模擬,教導員工如何處理緊急應變和機器操作等複雜情況。在房地產領域,VR 內容創作也被用來提供虛擬房產參觀,讓潛在買家無需親自到場即可探索住宅和商業空間。這些應用程式凸顯了 VR 內容的多功能性及其提供無法使用傳統方法重現的身臨其境型的現實生活體驗的能力。 VR 在如此多樣化的領域中的日益普及,增加了對 VR 內容創作者的需求,他們可以提供根據特定業務需求和目標量身定做的體驗。

推動全球VR內容製作市場成長的因素有哪些?

全球VR內容創作市場的成長受到VR技術進步、身臨其境型內容需求增加以及VR在各行業應用擴展等多種因素的推動。關鍵的成長要素之一是更先進、更實惠的 VR 硬體的持續發展。隨著消費者和企業越來越容易使用VR頭戴裝置,對引人入勝的高品質 VR 內容的需求也不斷增加。這一趨勢得到了獨立VR頭戴裝置,例如 Oculus Quest 系列,它提供無線體驗,不需要功能強大的 PC 或主機即可運作。降低硬體成本和改善用戶體驗正在擴大VR內容市場,吸引新用戶,並鼓勵創新內容的開拓。

另一個關鍵促進因素是專業人士和企業擴大採用 VR。醫療保健、房地產、汽車、製造等行業的公司正在使用 VR 內容為培訓、產品設計、客戶參與等創建逼真的模擬。例如,汽車公司正在使用 VR 創建虛擬展示室,客戶可以在其中探索和自訂他們的汽車,而製造公司正在使用 VR 來培訓員工使用複雜的機器和流程。醫療保健產業將 VR 內容用於治療目的,例如暴露療法和疼痛管理,以及醫療培訓和手術模擬。這些應用突顯​​了人們日益認知到 VR 作為專業發展和業務營運的寶貴工具,從而推動了對專業 VR 內容創作服務的需求。

全球VR內容創作市場也受惠於VR與擴增實境(AR)、人工智慧(AI)和雲端運算等其他新興技術的日益融合。這些技術的融合為創造更具互動性和智慧的 VR 體驗開闢了可能性。人工智慧被用來創建反應更靈敏、更真實的虛擬角色,而雲端基礎的平台正在支援大規模開發和部署 VR 內容。隨著公司尋求為客戶和員工創造更具吸引力和影響力的體驗,利用這些技術的複雜 VR 內容的需求預計將會成長。隨著VR技術的不斷進步和VR用例的擴展,在技術創新、消費者需求和不斷發展的行業應用的動態相互作用的推動下,全球VR內容創作市場預計將持續成長。

受訪企業範例(共42例)

  • 360 Labs LLC
  • Blippar
  • Elysian Studio Private Limited
  • Koncept VR
  • Matterport, Inc.
  • MATTERVR
  • Panedia Pty Ltd.
  • Subvrsive, Inc.
  • Vizor
  • Voxelus
  • WeMakeVR
  • Wevr

目錄

第1章調查方法

第 2 章執行摘要

  • 市場概況
  • 主要企業
  • 市場趨勢和促進因素
  • 全球市場展望

第3章市場分析

  • 美國
  • 加拿大
  • 日本
  • 中國
  • 歐洲
  • 法國
  • 德國
  • 義大利
  • 英國
  • 其他歐洲國家
  • 亞太地區
  • 其他領域

第4章 比賽

簡介目錄
Product Code: MCP16897

Global VR Content Creation Market to Reach US$325.7 Billion by 2030

The global market for VR Content Creation estimated at US$4.1 Billion in the year 2023, is expected to reach US$325.7 Billion by 2030, growing at a CAGR of 86.7% over the analysis period 2023-2030. VR Content Creation Software/Application, one of the segments analyzed in the report, is expected to record a 88.1% CAGR and reach US$229.5 Billion by the end of the analysis period. Growth in the VR Content Creation Services segment is estimated at 83.7% CAGR over the analysis period.

The U.S. Market is Estimated at US$1.1 Billion While China is Forecast to Grow at 80.8% CAGR

The VR Content Creation market in the U.S. is estimated at US$1.1 Billion in the year 2023. China, the world's second largest economy, is forecast to reach a projected market size of US$41.3 Billion by the year 2030 trailing a CAGR of 80.8% over the analysis period 2023-2030. Among the other noteworthy geographic markets are Japan and Canada, each forecast to grow at a CAGR of 77.8% and 73.4% respectively over the analysis period. Within Europe, Germany is forecast to grow at approximately 58.6% CAGR.

Global VR Content Creation Market - Key Trends & Growth Drivers Explored

Why Is VR Content Creation Transforming the Media and Entertainment Industry?

Virtual Reality (VR) content creation has become a game-changer in the media, entertainment, and technology sectors, providing immersive experiences that captivate audiences like never before. But what exactly makes VR content so transformative in these industries? VR content creation involves developing interactive and three-dimensional experiences that place users at the center of a digitally constructed environment, enabling them to explore and engage with the content in real time. This technology has revolutionized storytelling by offering an immersive perspective that traditional media formats, such as television or cinema, cannot match. With VR headsets, users can step inside movies, games, and virtual worlds, experiencing them from within rather than merely observing. As a result, VR content has opened up new possibilities for filmmakers, game developers, educators, and marketers to create dynamic and engaging narratives that evoke a stronger emotional response and leave a lasting impression.

The demand for VR content creation has surged as advancements in VR hardware and software have made the technology more accessible and affordable. Industries such as gaming, entertainment, education, and real estate are increasingly adopting VR to enhance user engagement and provide interactive experiences. In the gaming sector, VR has introduced a new era of gameplay where players can physically move and interact with the virtual environment, creating a sense of presence and immersion that traditional games cannot achieve. The film and entertainment industry is leveraging VR to create immersive movies and virtual concerts, allowing viewers to feel as though they are part of the story or live event. Additionally, educational institutions and corporate training programs are using VR content to develop interactive learning modules that simulate real-world scenarios, making learning more engaging and effective. As consumer interest in immersive experiences continues to grow, VR content creation is poised to play an increasingly central role in the future of digital media and entertainment.

How Are Technological Advancements Elevating the Capabilities of VR Content Creation?

The VR content creation market has witnessed numerous technological advancements that have enhanced the realism, interactivity, and accessibility of VR experiences. But what are the key innovations driving these developments? One of the most significant advancements is the development of high-resolution VR headsets with improved display technology. Modern VR headsets feature 4K and even 8K displays, providing crystal-clear visuals and reducing the screen door effect, where gaps between pixels are visible. This has significantly enhanced the visual quality of VR content, making virtual environments more realistic and immersive. The introduction of eye-tracking technology in VR headsets has further improved content interaction by allowing users to control their view and actions with just their gaze, creating a more intuitive and natural experience. Additionally, advancements in motion tracking and haptic feedback systems have enabled the creation of VR content that responds dynamically to user movements and touch, providing a deeper sense of presence and physicality within virtual worlds.

Another critical innovation is the rise of VR content creation platforms and software that streamline the development process. Platforms like Unity and Unreal Engine have become industry standards for building VR environments, offering powerful tools for creating detailed 3D models, realistic lighting, and interactive elements. These platforms support features like real-time rendering, photorealistic textures, and AI-driven character behavior, enabling content creators to produce high-quality VR experiences more efficiently. The integration of cloud-based content creation tools has further expanded the accessibility of VR development, allowing teams to collaborate remotely and build complex VR experiences without the need for high-end hardware. Moreover, advancements in 3D scanning and volumetric capture technology have enabled the creation of photorealistic VR content that captures real-world people, objects, and environments in three dimensions. This has made it possible to create VR experiences that are not only visually stunning but also rooted in real-world authenticity. These technological innovations have collectively elevated the capabilities of VR content creation, making it easier and more cost-effective for developers to produce high-quality, immersive experiences.

What Market Trends Are Driving the Adoption of VR Content Creation Across Various Sectors?

Several key market trends are shaping the adoption of VR content creation across various sectors, reflecting the evolving needs and interests of consumers and businesses. One of the most prominent trends is the growing demand for immersive experiences in gaming and entertainment. The gaming industry, in particular, has embraced VR as a platform for creating more engaging and interactive gameplay. With the advent of VR-specific games and platforms like PlayStation VR, Oculus Rift, and HTC Vive, developers are creating games that allow players to move, explore, and interact within fully realized virtual worlds. This trend is not limited to gaming; the entertainment industry is also leveraging VR for new forms of storytelling. Film studios are producing VR movies and documentaries that place viewers at the center of the narrative, while music artists are hosting virtual concerts and performances that allow fans to experience the event from a front-row perspective. As consumer appetite for immersive content grows, the demand for high-quality VR content creation is expected to increase, driving further innovation and investment in the field.

Another significant trend driving the adoption of VR content creation is the rising use of VR in training, education, and simulation. Educational institutions are incorporating VR content into their curricula to create interactive learning experiences that enhance understanding and retention. For example, medical schools are using VR to simulate surgical procedures, allowing students to practice in a risk-free virtual environment before operating on real patients. Similarly, corporate training programs are using VR to develop realistic simulations that teach employees how to handle complex situations, such as emergency response or machinery operation. The real estate sector is also embracing VR content creation to provide virtual tours of properties, enabling potential buyers to explore homes and commercial spaces without being physically present. These applications highlight the versatility of VR content and its ability to provide immersive, hands-on experiences that traditional methods cannot replicate. The increasing adoption of VR across these diverse sectors is driving demand for VR content creators who can produce tailored experiences that meet specific business needs and objectives.

What Factors Are Driving the Growth of the Global VR Content Creation Market?

The growth in the global VR content creation market is driven by several factors, including advancements in VR technology, increasing demand for immersive content, and the expansion of VR applications across various industries. One of the primary growth drivers is the ongoing development of more advanced and affordable VR hardware. As VR headsets become more accessible to consumers and businesses, the demand for engaging and high-quality VR content has risen. This trend is supported by the introduction of standalone VR headsets, such as the Oculus Quest series, which offer a tether-free experience and do not require a powerful PC or console to run. The reduction in hardware costs and the improvement in user experience have broadened the market for VR content, attracting new users and encouraging the development of innovative content.

Another significant growth driver is the increasing adoption of VR in professional and enterprise settings. Companies in industries such as healthcare, real estate, automotive, and manufacturing are using VR content to create realistic simulations for training, product design, and customer engagement. For example, automotive companies are using VR to create virtual showrooms where customers can explore and customize vehicles, while manufacturers are using VR to train employees on complex machinery and processes. The healthcare industry is leveraging VR content for therapeutic purposes, such as exposure therapy and pain management, as well as for medical training and surgical simulations. These applications highlight the growing recognition of VR as a valuable tool for professional development and business operations, driving demand for specialized VR content creation services.

The global VR content creation market is also benefiting from the increasing integration of VR with other emerging technologies, such as augmented reality (AR), artificial intelligence (AI), and cloud computing. The convergence of these technologies has expanded the possibilities for creating even more interactive and intelligent VR experiences. AI is being used to create more responsive and realistic virtual characters, while cloud-based platforms are enabling the development and deployment of VR content at scale. As businesses seek to create more engaging and impactful experiences for their customers and employees, the demand for sophisticated VR content that leverages these technologies is expected to grow. With ongoing advancements in VR technology and the expansion of VR use cases, the global VR content creation market is poised for sustained growth, driven by a dynamic interplay of technological innovation, consumer demand, and evolving industry applications.

Select Competitors (Total 42 Featured) -

  • 360 Labs LLC
  • Blippar
  • Elysian Studio Private Limited
  • Koncept VR
  • Matterport, Inc.
  • MATTERVR
  • Panedia Pty Ltd.
  • Subvrsive, Inc.
  • Vizor
  • Voxelus
  • WeMakeVR
  • Wevr

TABLE OF CONTENTS

I. METHODOLOGY

II. EXECUTIVE SUMMARY

  • 1. MARKET OVERVIEW
    • Influencer Market Insights
    • World Market Trajectories
    • VR Content Creation - Global Key Competitors Percentage Market Share in 2024 (E)
    • Competitive Market Presence - Strong/Active/Niche/Trivial for Players Worldwide in 2024 (E)
  • 2. FOCUS ON SELECT PLAYERS
  • 3. MARKET TRENDS & DRIVERS
    • Rising Adoption of Virtual Reality in Gaming and Entertainment Drives Growth of VR Content Creation Market
    • Surge in Demand for Immersive and Interactive VR Experiences Expands Addressable Market
    • Technological Advancements in VR Hardware and Software Propel Market Expansion
    • Rising Adoption of VR Content in Education and Training Applications Sets the Stage for Market Growth
    • Surge in Use of VR Content in Healthcare and Therapeutic Applications Expands Market Opportunities
    • Technological Innovations in 360-Degree and 3D VR Content Creation Propel Market Growth
    • Growing Use of VR Content in Real Estate and Architectural Visualization Strengthens Business Case
    • Surge in Adoption of VR Content in Marketing and Advertising Campaigns Fuels Market Growth
    • Growing Use of VR Content in Tourism and Virtual Travel Experiences Strengthens Business Case
    • Growing Adoption of VR Content in Film and Media Production Strengthens Business Case
    • Increased Focus on Developing VR Content for Augmented Reality (AR) and Mixed Reality (MR) Applications Fuels Market Demand
    • Surge in Adoption of VR Content in E-commerce and Virtual Shopping Experiences Expands Market Opportunities
  • 4. GLOBAL MARKET PERSPECTIVE
    • TABLE 1: World VR Content Creation Market Analysis of Annual Sales in US$ Thousand for Years 2014 through 2030
    • TABLE 2: World Recent Past, Current & Future Analysis for VR Content Creation by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2023 through 2030 and % CAGR
    • TABLE 3: World 7-Year Perspective for VR Content Creation by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets for Years 2024 & 2030
    • TABLE 4: World Recent Past, Current & Future Analysis for Software/Application by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2023 through 2030 and % CAGR
    • TABLE 5: World 7-Year Perspective for Software/Application by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2024 & 2030
    • TABLE 6: World Recent Past, Current & Future Analysis for Services by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2023 through 2030 and % CAGR
    • TABLE 7: World 7-Year Perspective for Services by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2024 & 2030
    • TABLE 8: World Recent Past, Current & Future Analysis for Real-Estate by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2023 through 2030 and % CAGR
    • TABLE 9: World 7-Year Perspective for Real-Estate by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2024 & 2030
    • TABLE 10: World Recent Past, Current & Future Analysis for Engineering by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2023 through 2030 and % CAGR
    • TABLE 11: World 7-Year Perspective for Engineering by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2024 & 2030
    • TABLE 12: World Recent Past, Current & Future Analysis for Healthcare by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2023 through 2030 and % CAGR
    • TABLE 13: World 7-Year Perspective for Healthcare by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2024 & 2030
    • TABLE 14: World Recent Past, Current & Future Analysis for Gaming, Media and Entertainment by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2023 through 2030 and % CAGR
    • TABLE 15: World 7-Year Perspective for Gaming, Media and Entertainment by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2024 & 2030
    • TABLE 16: World Recent Past, Current & Future Analysis for Retail by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2023 through 2030 and % CAGR
    • TABLE 17: World 7-Year Perspective for Retail by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2024 & 2030
    • TABLE 18: World Recent Past, Current & Future Analysis for Other End-Uses by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2023 through 2030 and % CAGR
    • TABLE 19: World 7-Year Perspective for Other End-Uses by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2024 & 2030

III. MARKET ANALYSIS

  • UNITED STATES
    • VR Content Creation Market Presence - Strong/Active/Niche/Trivial - Key Competitors in the United States for 2024 (E)
    • TABLE 20: USA Recent Past, Current & Future Analysis for VR Content Creation by Solution - Software/Application and Services - Independent Analysis of Annual Sales in US$ Thousand for the Years 2023 through 2030 and % CAGR
    • TABLE 21: USA 7-Year Perspective for VR Content Creation by Solution - Percentage Breakdown of Value Sales for Software/Application and Services for the Years 2024 & 2030
    • TABLE 22: USA Recent Past, Current & Future Analysis for VR Content Creation by End-Use - Real-Estate, Engineering, Healthcare, Gaming, Media and Entertainment, Retail and Other End-Uses - Independent Analysis of Annual Sales in US$ Thousand for the Years 2023 through 2030 and % CAGR
    • TABLE 23: USA 7-Year Perspective for VR Content Creation by End-Use - Percentage Breakdown of Value Sales for Real-Estate, Engineering, Healthcare, Gaming, Media and Entertainment, Retail and Other End-Uses for the Years 2024 & 2030
  • CANADA
    • TABLE 24: Canada Recent Past, Current & Future Analysis for VR Content Creation by Solution - Software/Application and Services - Independent Analysis of Annual Sales in US$ Thousand for the Years 2023 through 2030 and % CAGR
    • TABLE 25: Canada 7-Year Perspective for VR Content Creation by Solution - Percentage Breakdown of Value Sales for Software/Application and Services for the Years 2024 & 2030
    • TABLE 26: Canada Recent Past, Current & Future Analysis for VR Content Creation by End-Use - Real-Estate, Engineering, Healthcare, Gaming, Media and Entertainment, Retail and Other End-Uses - Independent Analysis of Annual Sales in US$ Thousand for the Years 2023 through 2030 and % CAGR
    • TABLE 27: Canada 7-Year Perspective for VR Content Creation by End-Use - Percentage Breakdown of Value Sales for Real-Estate, Engineering, Healthcare, Gaming, Media and Entertainment, Retail and Other End-Uses for the Years 2024 & 2030
  • JAPAN
    • VR Content Creation Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Japan for 2024 (E)
    • TABLE 28: Japan Recent Past, Current & Future Analysis for VR Content Creation by Solution - Software/Application and Services - Independent Analysis of Annual Sales in US$ Thousand for the Years 2023 through 2030 and % CAGR
    • TABLE 29: Japan 7-Year Perspective for VR Content Creation by Solution - Percentage Breakdown of Value Sales for Software/Application and Services for the Years 2024 & 2030
    • TABLE 30: Japan Recent Past, Current & Future Analysis for VR Content Creation by End-Use - Real-Estate, Engineering, Healthcare, Gaming, Media and Entertainment, Retail and Other End-Uses - Independent Analysis of Annual Sales in US$ Thousand for the Years 2023 through 2030 and % CAGR
    • TABLE 31: Japan 7-Year Perspective for VR Content Creation by End-Use - Percentage Breakdown of Value Sales for Real-Estate, Engineering, Healthcare, Gaming, Media and Entertainment, Retail and Other End-Uses for the Years 2024 & 2030
  • CHINA
    • VR Content Creation Market Presence - Strong/Active/Niche/Trivial - Key Competitors in China for 2024 (E)
    • TABLE 32: China Recent Past, Current & Future Analysis for VR Content Creation by Solution - Software/Application and Services - Independent Analysis of Annual Sales in US$ Thousand for the Years 2023 through 2030 and % CAGR
    • TABLE 33: China 7-Year Perspective for VR Content Creation by Solution - Percentage Breakdown of Value Sales for Software/Application and Services for the Years 2024 & 2030
    • TABLE 34: China Recent Past, Current & Future Analysis for VR Content Creation by End-Use - Real-Estate, Engineering, Healthcare, Gaming, Media and Entertainment, Retail and Other End-Uses - Independent Analysis of Annual Sales in US$ Thousand for the Years 2023 through 2030 and % CAGR
    • TABLE 35: China 7-Year Perspective for VR Content Creation by End-Use - Percentage Breakdown of Value Sales for Real-Estate, Engineering, Healthcare, Gaming, Media and Entertainment, Retail and Other End-Uses for the Years 2024 & 2030
  • EUROPE
    • VR Content Creation Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Europe for 2024 (E)
    • TABLE 36: Europe Recent Past, Current & Future Analysis for VR Content Creation by Geographic Region - France, Germany, Italy, UK and Rest of Europe Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2023 through 2030 and % CAGR
    • TABLE 37: Europe 7-Year Perspective for VR Content Creation by Geographic Region - Percentage Breakdown of Value Sales for France, Germany, Italy, UK and Rest of Europe Markets for Years 2024 & 2030
    • TABLE 38: Europe Recent Past, Current & Future Analysis for VR Content Creation by Solution - Software/Application and Services - Independent Analysis of Annual Sales in US$ Thousand for the Years 2023 through 2030 and % CAGR
    • TABLE 39: Europe 7-Year Perspective for VR Content Creation by Solution - Percentage Breakdown of Value Sales for Software/Application and Services for the Years 2024 & 2030
    • TABLE 40: Europe Recent Past, Current & Future Analysis for VR Content Creation by End-Use - Real-Estate, Engineering, Healthcare, Gaming, Media and Entertainment, Retail and Other End-Uses - Independent Analysis of Annual Sales in US$ Thousand for the Years 2023 through 2030 and % CAGR
    • TABLE 41: Europe 7-Year Perspective for VR Content Creation by End-Use - Percentage Breakdown of Value Sales for Real-Estate, Engineering, Healthcare, Gaming, Media and Entertainment, Retail and Other End-Uses for the Years 2024 & 2030
  • FRANCE
    • VR Content Creation Market Presence - Strong/Active/Niche/Trivial - Key Competitors in France for 2024 (E)
    • TABLE 42: France Recent Past, Current & Future Analysis for VR Content Creation by Solution - Software/Application and Services - Independent Analysis of Annual Sales in US$ Thousand for the Years 2023 through 2030 and % CAGR
    • TABLE 43: France 7-Year Perspective for VR Content Creation by Solution - Percentage Breakdown of Value Sales for Software/Application and Services for the Years 2024 & 2030
    • TABLE 44: France Recent Past, Current & Future Analysis for VR Content Creation by End-Use - Real-Estate, Engineering, Healthcare, Gaming, Media and Entertainment, Retail and Other End-Uses - Independent Analysis of Annual Sales in US$ Thousand for the Years 2023 through 2030 and % CAGR
    • TABLE 45: France 7-Year Perspective for VR Content Creation by End-Use - Percentage Breakdown of Value Sales for Real-Estate, Engineering, Healthcare, Gaming, Media and Entertainment, Retail and Other End-Uses for the Years 2024 & 2030
  • GERMANY
    • VR Content Creation Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Germany for 2024 (E)
    • TABLE 46: Germany Recent Past, Current & Future Analysis for VR Content Creation by Solution - Software/Application and Services - Independent Analysis of Annual Sales in US$ Thousand for the Years 2023 through 2030 and % CAGR
    • TABLE 47: Germany 7-Year Perspective for VR Content Creation by Solution - Percentage Breakdown of Value Sales for Software/Application and Services for the Years 2024 & 2030
    • TABLE 48: Germany Recent Past, Current & Future Analysis for VR Content Creation by End-Use - Real-Estate, Engineering, Healthcare, Gaming, Media and Entertainment, Retail and Other End-Uses - Independent Analysis of Annual Sales in US$ Thousand for the Years 2023 through 2030 and % CAGR
    • TABLE 49: Germany 7-Year Perspective for VR Content Creation by End-Use - Percentage Breakdown of Value Sales for Real-Estate, Engineering, Healthcare, Gaming, Media and Entertainment, Retail and Other End-Uses for the Years 2024 & 2030
  • ITALY
    • TABLE 50: Italy Recent Past, Current & Future Analysis for VR Content Creation by Solution - Software/Application and Services - Independent Analysis of Annual Sales in US$ Thousand for the Years 2023 through 2030 and % CAGR
    • TABLE 51: Italy 7-Year Perspective for VR Content Creation by Solution - Percentage Breakdown of Value Sales for Software/Application and Services for the Years 2024 & 2030
    • TABLE 52: Italy Recent Past, Current & Future Analysis for VR Content Creation by End-Use - Real-Estate, Engineering, Healthcare, Gaming, Media and Entertainment, Retail and Other End-Uses - Independent Analysis of Annual Sales in US$ Thousand for the Years 2023 through 2030 and % CAGR
    • TABLE 53: Italy 7-Year Perspective for VR Content Creation by End-Use - Percentage Breakdown of Value Sales for Real-Estate, Engineering, Healthcare, Gaming, Media and Entertainment, Retail and Other End-Uses for the Years 2024 & 2030
  • UNITED KINGDOM
    • VR Content Creation Market Presence - Strong/Active/Niche/Trivial - Key Competitors in the United Kingdom for 2024 (E)
    • TABLE 54: UK Recent Past, Current & Future Analysis for VR Content Creation by Solution - Software/Application and Services - Independent Analysis of Annual Sales in US$ Thousand for the Years 2023 through 2030 and % CAGR
    • TABLE 55: UK 7-Year Perspective for VR Content Creation by Solution - Percentage Breakdown of Value Sales for Software/Application and Services for the Years 2024 & 2030
    • TABLE 56: UK Recent Past, Current & Future Analysis for VR Content Creation by End-Use - Real-Estate, Engineering, Healthcare, Gaming, Media and Entertainment, Retail and Other End-Uses - Independent Analysis of Annual Sales in US$ Thousand for the Years 2023 through 2030 and % CAGR
    • TABLE 57: UK 7-Year Perspective for VR Content Creation by End-Use - Percentage Breakdown of Value Sales for Real-Estate, Engineering, Healthcare, Gaming, Media and Entertainment, Retail and Other End-Uses for the Years 2024 & 2030
  • REST OF EUROPE
    • TABLE 58: Rest of Europe Recent Past, Current & Future Analysis for VR Content Creation by Solution - Software/Application and Services - Independent Analysis of Annual Sales in US$ Thousand for the Years 2023 through 2030 and % CAGR
    • TABLE 59: Rest of Europe 7-Year Perspective for VR Content Creation by Solution - Percentage Breakdown of Value Sales for Software/Application and Services for the Years 2024 & 2030
    • TABLE 60: Rest of Europe Recent Past, Current & Future Analysis for VR Content Creation by End-Use - Real-Estate, Engineering, Healthcare, Gaming, Media and Entertainment, Retail and Other End-Uses - Independent Analysis of Annual Sales in US$ Thousand for the Years 2023 through 2030 and % CAGR
    • TABLE 61: Rest of Europe 7-Year Perspective for VR Content Creation by End-Use - Percentage Breakdown of Value Sales for Real-Estate, Engineering, Healthcare, Gaming, Media and Entertainment, Retail and Other End-Uses for the Years 2024 & 2030
  • ASIA-PACIFIC
    • VR Content Creation Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Asia-Pacific for 2024 (E)
    • TABLE 62: Asia-Pacific Recent Past, Current & Future Analysis for VR Content Creation by Solution - Software/Application and Services - Independent Analysis of Annual Sales in US$ Thousand for the Years 2023 through 2030 and % CAGR
    • TABLE 63: Asia-Pacific 7-Year Perspective for VR Content Creation by Solution - Percentage Breakdown of Value Sales for Software/Application and Services for the Years 2024 & 2030
    • TABLE 64: Asia-Pacific Recent Past, Current & Future Analysis for VR Content Creation by End-Use - Real-Estate, Engineering, Healthcare, Gaming, Media and Entertainment, Retail and Other End-Uses - Independent Analysis of Annual Sales in US$ Thousand for the Years 2023 through 2030 and % CAGR
    • TABLE 65: Asia-Pacific 7-Year Perspective for VR Content Creation by End-Use - Percentage Breakdown of Value Sales for Real-Estate, Engineering, Healthcare, Gaming, Media and Entertainment, Retail and Other End-Uses for the Years 2024 & 2030
  • REST OF WORLD
    • TABLE 66: Rest of World Recent Past, Current & Future Analysis for VR Content Creation by Solution - Software/Application and Services - Independent Analysis of Annual Sales in US$ Thousand for the Years 2023 through 2030 and % CAGR
    • TABLE 67: Rest of World 7-Year Perspective for VR Content Creation by Solution - Percentage Breakdown of Value Sales for Software/Application and Services for the Years 2024 & 2030
    • TABLE 68: Rest of World Recent Past, Current & Future Analysis for VR Content Creation by End-Use - Real-Estate, Engineering, Healthcare, Gaming, Media and Entertainment, Retail and Other End-Uses - Independent Analysis of Annual Sales in US$ Thousand for the Years 2023 through 2030 and % CAGR
    • TABLE 69: Rest of World 7-Year Perspective for VR Content Creation by End-Use - Percentage Breakdown of Value Sales for Real-Estate, Engineering, Healthcare, Gaming, Media and Entertainment, Retail and Other End-Uses for the Years 2024 & 2030

IV. COMPETITION