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市場調查報告書
商品編碼
1788389

全球虛擬內容創作市場

Virtual Content Creation

出版日期: | 出版商: Global Industry Analysts, Inc. | 英文 172 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,全球虛擬內容創作市場規模將達到 293 億美元

全球虛擬內容創作市場規模預計在2024年為74億美元,2030年將達到293億美元,2024年至2030年的複合年成長率為25.8%。軟體是本報告分析的細分市場之一,預計其複合年成長率為27.8%,到分析期結束時規模將達到208億美元。服務細分市場在分析期間內的複合年成長率預計為21.8%。

美國市場規模估計為 19 億美元,中國市場預期複合年成長率為 24.4%

美國虛擬內容創作市場規模預計2024年達到19億美元。作為世界第二大經濟體,中國預計到2030年市場規模將達到44億美元,在2024-2030年的分析期間內,複合年成長率為24.4%。其他值得關注的區域市場包括日本和加拿大,預計在分析期間內,這兩個市場的複合年成長率分別為23.9%和22.1%。在歐洲,預計德國市場的複合年成長率約為17.6%。

全球虛擬內容創作市場-主要趨勢與促進因素摘要

虛擬內容創作為何如此蓬勃發展?

近年來,由於數位媒體消費的爆炸式成長、元宇宙的興起以及擴增實境(AR) 和虛擬實境 (VR) 等身臨其境型技術的日益普及,對虛擬內容創作的需求激增。內容創作者、品牌和企業正在利用虛擬內容吸引各種數位平台上的受眾,從社群媒體和影片串流服務到虛擬活動和遊戲環境。電子商務和線上行銷的擴張進一步推動了對視覺上引人入勝的互動內容的需求,這些內容可以增強品牌故事和消費者參與度。此外,人工智慧生成內容的日益普及正在徹底改變 3D 模型、動畫和虛擬體驗等數位資產的製作方式,使高品質內容製作更易於存取且更具成本效益。隨著各行各業繼續轉向數位優先策略,虛擬內容創作正成為媒體、娛樂和行銷的重要組成部分,重塑品牌和創作者在日益沉浸式的數位生態系統中與受眾的聯繫方式。

新興科技如何改變虛擬內容創作?

技術進步在虛擬內容創作的演變中發揮關鍵作用,使更複雜、更具互動性的數位體驗成為可能。人工智慧 (AI) 和機器學習演算法透過自動執行影像增強、影片編輯和 3D 資源生成等任務簡化了內容製作,減少了製作高品質內容所需的時間和精力。虛幻引擎和 Unity 等即時渲染引擎的採用提高了虛擬環境的真實感和流暢性,使其更加逼真、更具吸引力。此外,動態捕捉技術和人工智慧化身使創作者能夠創建超逼真的數位人類,用於虛擬活動、遊戲和行銷宣傳活動。非同質化代幣(NFT) 的興起也為虛擬內容創作者帶來了新的收益機會,使他們能夠將數位資產代幣化並在基於區塊鏈的市場上出售。隨著元宇宙的不斷擴展,空間運算、5G 連接和觸覺回饋技術的進步進一步增強了虛擬內容的互動性和真實感,使其成為數位創新的重要工具。

阻礙虛擬內容創作市場成長的挑戰有哪些?

儘管虛擬內容創作市場迅速普及,但仍面臨許多挑戰,影響其可擴展性和可訪問性。最大的障礙之一是先進內容創作工具和技術的高成本,這可能會限制獨立創作者和小型企業的存取。此外,3D建模、動畫和即時渲染的複雜性需要專業技能,這給了業界新手陡峭的學習曲線。智慧財產權問題和盜版構成了巨大的風險,因為虛擬內容在數位環境中很容易被複製、修改和竊取。此外,深度造假技術的興起引發了人們對人工智慧生成內容真實性和濫用的倫理擔憂,引發了關於法律規範和內容檢驗標準的討論。針對各種平台和裝置最佳化虛擬內容也帶來了挑戰,因為行動裝置的效能限制和頻寬限制會影響虛擬體驗的品質和可訪問性。克服這些挑戰需要不斷改進內容創作工具、為數位創作者提供教育計劃,並加強監管措施,以確保虛擬內容傳送符合倫理道德且安全可靠。

哪些因素推動了虛擬內容創作市場的成長?

虛擬內容創作市場的成長受到多種因素的推動,包括對身臨其境型體驗的需求不斷成長、元宇宙的擴展以及人工智慧內容生成工具的整合。虛擬影響者、虛擬時尚和數位收藏品的興起進一步推動了時尚、娛樂和遊戲等行業對高品質虛擬內容的需求。向遠距工作和虛擬協作的轉變也推動了對數位資產的需求,使企業能夠創建引人入勝的簡報、培訓模組和互動行銷宣傳活動。此外,社群媒體平台和直播服務日益成長的影響力正在鼓勵品牌和內容創作者使用 AR、VR 和 3D 生成視覺效果來探索新的故事敘述格式。人工智慧驅動的內容自動化、區塊鏈驅動的收益模型以及空間運算的持續進步預計將推動虛擬內容創作市場的持續成長,塑造數位參與和創造性表達的未來。

部分

解決方案(軟體、服務)、內容類型(影片、360 度影片、身臨其境型影片)、最終用途(汽車、媒體和娛樂、旅遊和酒店、房地產、零售、遊戲、醫療保健、其他)

受訪公司範例

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

人工智慧整合

全球產業分析師利用可操作的專家內容和人工智慧工具改變市場和競爭情報。

Global 特定產業產業SLM 的典型規範,而是建立了一個從世界各地專家收集的內容庫,包括影片錄影、部落格、搜尋引擎研究以及大量的公司、產品/服務和市場數據。

關稅影響係數

全球產業分析師根據公司總部所在國家、製造地和進出口(成品和原始設備製造商)情況預測其競爭地位的變化。這種複雜而多面的市場動態預計將以多種方式影響競爭對手,包括銷貨成本(COGS) 上升、盈利下降、供應鏈重組以及其他微觀和宏觀市場動態。

目錄

第1章調查方法

第2章執行摘要

  • 市場概覽
  • 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
  • 其他地區

第4章 競賽

簡介目錄
Product Code: MCP33289

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

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

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

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

Global Virtual Content Creation Market - Key Trends & Drivers Summarized

Why Is Virtual Content Creation Gaining Unprecedented Momentum?

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

How Are Emerging Technologies Transforming Virtual Content Creation?

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

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

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

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

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

SCOPE OF STUDY:

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

Segments:

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

Geographic Regions/Countries:

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

Select Competitors (Total 32 Featured) -

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

AI INTEGRATIONS

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

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

TARIFF IMPACT FACTOR

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

TABLE OF CONTENTS

I. METHODOLOGY

II. EXECUTIVE SUMMARY

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

III. MARKET ANALYSIS

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

IV. COMPETITION