VR內容創作全球市場 - 市場佔有率與排名、總收入、需求預測(2025-2031)
市場調查報告書
商品編碼
1738930

VR內容創作全球市場 - 市場佔有率與排名、總收入、需求預測(2025-2031)

VR Content Creation - Global Market Share and Ranking, Overall Sales and Demand Forecast 2025-2031

出版日期: | 出版商: QYResearch | 英文 144 Pages | 商品交期: 2-3個工作天內

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2024年全球VR內容創作市場規模為 4.962億美元,預計到2031年將達到 32.5496億美元,在2025-2031年預測期內的年複合成長率為 33.86%。

全球VR內容製作主要企業有Flowing Cloud Technology、Falcon's Beyond、Survios、Felix & Paul Studios、Archiact、Juego Studios、BlockchainAppsDeveloper、Game-Ace、Hengxin Shambala等。2024年全球前五大公司以收益計算約佔8%的佔有率。市場集中度很低,市場上有很多小公司。

本報告針對全球VR內容製作市場進行調查分析,提供各地區的市場規模及預測、主要企業排名、市場佔有率等資訊。

目錄

第1章 市場概述

  • VR內容製作產品介紹
  • 全球VR內容製作市場規模預測(2020-2031)
  • VR內容創作市場趨勢與促進因素
    • VR內容製作產業趨勢
    • VR內容創作市場促進因素與機會
    • VR內容製作市場面臨的問題
    • VR內容製作市場的限制
  • 先決條件和限制
  • 研究目標
  • 考慮的年數

第2章 競爭分析:依公司

  • 全球VR內容製作公司收益(2024年)
  • 全球VR內容製作公司收益(2020-2025年)
  • 主要企業VR內容製作總部
  • VR內容製作主要企業使用情形
  • 主要企業的成立時間
  • VR內容製作市場競爭分析
    • VR內容創作市場集中度(2020-2025)
    • 全球VR內容製作收益排名前5和前10的公司(2024年)
    • 全球主要企業:依公司類型(一級、二級、三級)(基於至2024年的VR 內容創作收益)

第3章 細分:依客戶

  • 介紹:由客戶
    • 2B
    • 2C
  • 全球VR內容製作銷售金額(依客戶)
    • 全球VR內容製作銷售金額(依客戶)(2020年、2024年、2031年)
    • 全球VR內容製作銷售金額(依客戶)(2020-2031)
    • 全球VR內容製作銷售金額(依客戶)(2020-2031)

第4章 細分:依應用

  • 簡介:依應用
    • 遊戲
    • 電影和電視
    • 醫療保健
    • 教育
    • 其他
  • 全球VR內容製作銷售金額(依用途)
    • 全球VR內容製作銷售金額(依應用)(2020年、2024年、2031年)
    • 全球VR內容製作銷售金額(依應用)(2020-2031年)
    • 全球VR內容製作銷售金額(依應用)(2020-2031年)

第5章 細分:依地區

  • 全球VR內容製作銷售金額(依地區)
    • 全球VR內容製作銷售金額(依地區)(2020年、2024年、2031年)
    • 全球VR內容製作銷售金額(依地區)(2020-2025)
    • 全球VR內容製作銷售金額(依地區)(2026-2031)
    • 全球VR內容製作銷售金額(依地區)(2020-2031)
  • 北美洲
    • 北美VR內容製作銷售金額(2020-2031)
    • 北美VR 內容製作銷售金額:依國家(2024年及2031年)
  • 歐洲
    • 歐洲VR內容製作銷售金額(2020-2031)
    • 歐洲VR內容製作銷售金額:依國家(2024年及2031年)
  • 亞太地區
    • 亞太地區VR內容製作銷售金額(2020-2031)
    • 亞太地區VR內容製作銷售金額:依地區(2024年和2031年)
  • 南美洲
    • 南美VR內容製作銷售金額(2020-2031)
    • 南美VR內容製作銷售金額:依國家(2024年及2031年)
  • 中東和非洲
    • 中東和非洲的VR內容製作銷售金額(2020-2031)
    • 中東和非洲VR內容製作銷售金額:依國家(2024年和2031年)

第6章 細分市場:主要國家/地區

  • 主要國家/地區VR內容製作銷售金額趨勢(2020年、2024年、2031年)
  • 主要國家/地區VR內容製作銷售金額(2020-2031)
  • 美國
    • 美國VR內容製作銷售金額(2020-2031)
    • 美國VR 內容製作銷售金額(依客戶)(2024年和2031年)
    • 美國VR 內容製作銷售金額(依應用)(2024年和2031年)
  • 歐洲
    • 歐洲VR內容製作銷售金額(2020-2031)
    • 歐洲VR內容製作銷售金額(依客戶)(2024年和2031年)
    • 歐洲VR內容製作銷售金額(依應用)(2024年和2031年)
  • 中國
    • 中國VR內容製作銷售金額(2020-2031)
    • 中國VR內容製作銷售金額(依客戶)(2024年和2031年)
    • 中國VR內容製作銷售金額(依應用)(2024年及2031年)
  • 日本
    • 日本VR內容製作銷售金額(2020-2031年)
    • 日本VR內容製作銷售金額(依客戶)(2024年和2031年)
    • 日本VR內容製作銷售金額(依用途)(2024年及2031年)
  • 韓國
    • 韓國VR內容製作銷售金額(2020-2031年)
    • 韓國VR內容製作銷售金額(依客戶)(2024年及2031年)
    • 韓國VR內容製作銷售金額(依用途)(2024年及2031年)
  • 東南亞
    • 東南亞VR內容製作銷售金額(2020-2031)
    • 東南亞VR內容製作銷售金額(依客戶)(2024年和2031年)
    • 東南亞VR內容製作銷售金額(依應用)(2024年和2031年)
  • 印度
    • 印度VR內容製作銷售金額(2020-2031)
    • 印度VR內容製作銷售金額(依客戶)(2024年和2031年)
    • 印度VR內容製作銷售金額(依應用)(2024年和2031年)

第7章 公司簡介

  • Flowing Cloud Technology
  • Falcon's Beyond
  • Survios
  • Felix & Paul Studios
  • Archiact
  • Juego Studios
  • BlockchainAppsDeveloper
  • Game-Ace
  • Hengxin Shambala
  • Luminous XR
  • Virtual Reality Company(VRC)
  • 360 Labs
  • 4Experience
  • Khora
  • VRdirect
  • Panedia
  • Koncept VR
  • LetinVR
  • Dream Verse(iQIYI)
  • 2nd.SIDE
  • WHITESTAG
  • Tsumiki Seisaku
  • Silkroad Visual
  • Liquona
  • Avventura

第8章 產業鏈分析

  • VR內容製作產業鏈
  • VR內容製作上游分析
    • 上游產品
    • 主要上游供應商
  • 中游分析
  • 下游分析(客戶分析)

第9章 調查結果與結論

第10章 附錄

The global VR Content Creation market was valued at US$ 496.20 million in 2024 and is expected to reach US$ 3,254.96 million by 2031, with a CAGR of 33.86% during the forecast period 2025-2031.

The global key companies of VR Content Creation include Flowing Cloud Technology, Falcon's Beyond, Survios, Felix & Paul Studios, Archiact, Juego Studios, BlockchainAppsDeveloper, Game-Ace, Hengxin Shambala, etc. in 2024, the global five largest players hold a share approximately 8% in terms of revenue. The market concentration is very low, there are many small players in the market.

This report aims to provide a comprehensive presentation of the global market for VR Content Creation, focusing on the total sales revenue, key companies market share and ranking, together with an analysis of VR Content Creation by region & country, by Customer, and by Application.

The VR Content Creation market size, estimations, and forecasts are provided in terms of sales revenue ($ millions), considering 2024 as the base year, with history and forecast data for the period from 2020 to 2031.

Market Segmentation

By Company

  • Flowing Cloud Technology
  • Falcon's Beyond
  • Survios
  • Felix & Paul Studios
  • Archiact
  • Juego Studios
  • BlockchainAppsDeveloper
  • Game-Ace
  • Hengxin Shambala
  • Luminous XR
  • Virtual Reality Company (VRC)
  • 360 Labs
  • 4Experience
  • Khora
  • VRdirect
  • Panedia
  • Koncept VR
  • LetinVR
  • Dream Verse
  • 2nd.SIDE
  • WHITESTAG
  • Tsumiki Seisaku
  • Silkroad Visual
  • Liquona
  • Avventura

Segment by Customer

  • to B
  • to C

Segment by Application

  • Games
  • Film and TV
  • Medical
  • Education
  • Others

By Region

  • North America
  • USA
  • Canada
  • Mexico
  • Asia-Pacific
  • China
  • Japan
  • South Korea
  • India
  • Southeast Asia
  • Australia
  • Rest of Asia-Pacific
  • Europe
  • Germany
  • France
  • UK
  • Italy
  • Rest of Europe
  • South America
  • Brazil
  • Rest of South America
  • Middle East & Africa
  • Middle East
  • Africa

Chapter Outline

Chapter 1: Introduces the report scope of the report, global total market size. This chapter also provides the market dynamics, latest developments of the market, the driving factors and restrictive factors of the market, the challenges and risks faced by manufacturers in the industry, and the analysis of relevant policies in the industry.

Chapter 2: Detailed analysis of VR Content Creation company competitive landscape, revenue market share, latest development plan, merger, and acquisition information, etc.

Chapter 3: Provides the analysis of various market segments by Customer, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different market segments.

Chapter 4: Provides the analysis of various market segments by Application, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different downstream markets.

Chapter 5: Revenue of VR Content Creation in regional level. It provides a quantitative analysis of the market size and development potential of each region and introduces the market development, future development prospects, market space, and market size of each country in the world.

Chapter 6: Revenue of VR Content Creation in country level. It provides sigmate data by Customer, and by Application for each country/region.

Chapter 7: Provides profiles of key players, introducing the basic situation of the main companies in the market in detail, including product revenue, gross margin, product introduction, recent development, etc.

Chapter 8: Analysis of industrial chain, including the upstream and downstream of the industry.

Chapter 9: Conclusion.

Table of Contents

1 Market Overview

  • 1.1 VR Content Creation Product Introduction
  • 1.2 Global VR Content Creation Market Size Forecast (2020-2031)
  • 1.3 VR Content Creation Market Trends & Drivers
    • 1.3.1 VR Content Creation Industry Trends
    • 1.3.2 VR Content Creation Market Drivers & Opportunity
    • 1.3.3 VR Content Creation Market Challenges
    • 1.3.4 VR Content Creation Market Restraints
  • 1.4 Assumptions and Limitations
  • 1.5 Study Objectives
  • 1.6 Years Considered

2 Competitive Analysis by Company

  • 2.1 Global VR Content Creation Players Revenue Ranking (2024)
  • 2.2 Global VR Content Creation Revenue by Company (2020-2025)
  • 2.3 Key Companies VR Content Creation Headquarter
  • 2.4 Key Companies VR Content Creation Application
  • 2.5 Key VR Content Creation Companies Established Time
  • 2.6 VR Content Creation Market Competitive Analysis
    • 2.6.1 VR Content Creation Market Concentration Rate (2020-2025)
    • 2.6.2 Global 5 and 10 Largest Companies by VR Content Creation Revenue in 2024
    • 2.6.3 Global Top Companies by Company Type (Tier 1, Tier 2, and Tier 3) & (based on the Revenue in VR Content Creation as of 2024)

3 Segmentation by Customer

  • 3.1 Introduction by Customer
    • 3.1.1 to B
    • 3.1.2 to C
  • 3.2 Global VR Content Creation Sales Value by Customer
    • 3.2.1 Global VR Content Creation Sales Value by Customer (2020 VS 2024 VS 2031)
    • 3.2.2 Global VR Content Creation Sales Value, by Customer (2020-2031)
    • 3.2.3 Global VR Content Creation Sales Value, by Customer (%) (2020-2031)

4 Segmentation by Application

  • 4.1 Introduction by Application
    • 4.1.1 Games
    • 4.1.2 Film and TV
    • 4.1.3 Medical
    • 4.1.4 Education
    • 4.1.5 Others
  • 4.2 Global VR Content Creation Sales Value by Application
    • 4.2.1 Global VR Content Creation Sales Value by Application (2020 VS 2024 VS 2031)
    • 4.2.2 Global VR Content Creation Sales Value, by Application (2020-2031)
    • 4.2.3 Global VR Content Creation Sales Value, by Application (%) (2020-2031)

5 Segmentation by Region

  • 5.1 Global VR Content Creation Sales Value by Region
    • 5.1.1 Global VR Content Creation Sales Value by Region: 2020 VS 2024 VS 2031
    • 5.1.2 Global VR Content Creation Sales Value by Region (2020-2025)
    • 5.1.3 Global VR Content Creation Sales Value by Region (2026-2031)
    • 5.1.4 Global VR Content Creation Sales Value by Region (%), (2020-2031)
  • 5.2 North America
    • 5.2.1 North America VR Content Creation Sales Value, 2020-2031
    • 5.2.2 North America VR Content Creation Sales Value by Country (%), 2024 VS 2031
  • 5.3 Europe
    • 5.3.1 Europe VR Content Creation Sales Value, 2020-2031
    • 5.3.2 Europe VR Content Creation Sales Value by Country (%), 2024 VS 2031
  • 5.4 Asia Pacific
    • 5.4.1 Asia Pacific VR Content Creation Sales Value, 2020-2031
    • 5.4.2 Asia Pacific VR Content Creation Sales Value by Region (%), 2024 VS 2031
  • 5.5 South America
    • 5.5.1 South America VR Content Creation Sales Value, 2020-2031
    • 5.5.2 South America VR Content Creation Sales Value by Country (%), 2024 VS 2031
  • 5.6 Middle East & Africa
    • 5.6.1 Middle East & Africa VR Content Creation Sales Value, 2020-2031
    • 5.6.2 Middle East & Africa VR Content Creation Sales Value by Country (%), 2024 VS 2031

6 Segmentation by Key Countries/Regions

  • 6.1 Key Countries/Regions VR Content Creation Sales Value Growth Trends, 2020 VS 2024 VS 2031
  • 6.2 Key Countries/Regions VR Content Creation Sales Value, 2020-2031
  • 6.3 USA
    • 6.3.1 USA VR Content Creation Sales Value, 2020-2031
    • 6.3.2 USA VR Content Creation Sales Value by Customer (%), 2024 VS 2031
    • 6.3.3 USA VR Content Creation Sales Value by Application, 2024 VS 2031
  • 6.4 Europe
    • 6.4.1 Europe VR Content Creation Sales Value, 2020-2031
    • 6.4.2 Europe VR Content Creation Sales Value by Customer (%), 2024 VS 2031
    • 6.4.3 Europe VR Content Creation Sales Value by Application, 2024 VS 2031
  • 6.5 China
    • 6.5.1 China VR Content Creation Sales Value, 2020-2031
    • 6.5.2 China VR Content Creation Sales Value by Customer (%), 2024 VS 2031
    • 6.5.3 China VR Content Creation Sales Value by Application, 2024 VS 2031
  • 6.6 Japan
    • 6.6.1 Japan VR Content Creation Sales Value, 2020-2031
    • 6.6.2 Japan VR Content Creation Sales Value by Customer (%), 2024 VS 2031
    • 6.6.3 Japan VR Content Creation Sales Value by Application, 2024 VS 2031
  • 6.7 South Korea
    • 6.7.1 South Korea VR Content Creation Sales Value, 2020-2031
    • 6.7.2 South Korea VR Content Creation Sales Value by Customer (%), 2024 VS 2031
    • 6.7.3 South Korea VR Content Creation Sales Value by Application, 2024 VS 2031
  • 6.8 Southeast Asia
    • 6.8.1 Southeast Asia VR Content Creation Sales Value, 2020-2031
    • 6.8.2 Southeast Asia VR Content Creation Sales Value by Customer (%), 2024 VS 2031
    • 6.8.3 Southeast Asia VR Content Creation Sales Value by Application, 2024 VS 2031
  • 6.9 India
    • 6.9.1 India VR Content Creation Sales Value, 2020-2031
    • 6.9.2 India VR Content Creation Sales Value by Customer (%), 2024 VS 2031
    • 6.9.3 India VR Content Creation Sales Value by Application, 2024 VS 2031

7 Company Profiles

  • 7.1 Flowing Cloud Technology
    • 7.1.1 Flowing Cloud Technology Profile
    • 7.1.2 Flowing Cloud Technology Main Business
    • 7.1.3 Flowing Cloud Technology VR Content Creation Service/Projects
    • 7.1.4 Flowing Cloud Technology VR Content Creation Revenue (US$ Million) & (2020-2025)
  • 7.2 Falcon's Beyond
    • 7.2.1 Falcon's Beyond Profile
    • 7.2.2 Falcon's Beyond Main Business
    • 7.2.3 Falcon's Beyond VR Content Creation Service/Projects
    • 7.2.4 Falcon's Beyond VR Content Creation Revenue (US$ Million) & (2020-2025)
    • 7.2.5 Falcon's Beyond Recent Developments
  • 7.3 Survios
    • 7.3.1 Survios Profile
    • 7.3.2 Survios Main Business
    • 7.3.3 Survios VR Content Creation Service/Projects
    • 7.3.4 Survios VR Content Creation Revenue (US$ Million) & (2020-2025)
    • 7.3.5 Survios Recent Developments
  • 7.4 Felix & Paul Studios
    • 7.4.1 Felix & Paul Studios Profile
    • 7.4.2 Felix & Paul Studios Main Business
    • 7.4.3 Felix & Paul Studios VR Content Creation Service/Projects
    • 7.4.4 Felix & Paul Studios VR Content Creation Revenue (US$ Million) & (2020-2025)
  • 7.5 Archiact
    • 7.5.1 Archiact Profile
    • 7.5.2 Archiact Main Business
    • 7.5.3 Archiact VR Content Creation Service/Projects
    • 7.5.4 Archiact VR Content Creation Revenue (US$ Million) & (2020-2025)
    • 7.5.5 Archiact Recent Developments
  • 7.6 Juego Studios
    • 7.6.1 Juego Studios Profile
    • 7.6.2 Juego Studios Main Business
    • 7.6.3 Juego Studios VR Content Creation Service/Projects
    • 7.6.4 Juego Studios VR Content Creation Revenue (US$ Million) & (2020-2025)
  • 7.7 BlockchainAppsDeveloper
    • 7.7.1 BlockchainAppsDeveloper Profile
    • 7.7.2 BlockchainAppsDeveloper Main Business
    • 7.7.3 BlockchainAppsDeveloper VR Content Creation Service/Projects
    • 7.7.4 BlockchainAppsDeveloper VR Content Creation Revenue (US$ Million) & (2020-2025)
  • 7.8 Game-Ace
    • 7.8.1 Game-Ace Profile
    • 7.8.2 Game-Ace Main Business
    • 7.8.3 Game-Ace VR Content Creation Service/Projects
    • 7.8.4 Game-Ace VR Content Creation Revenue (US$ Million) & (2020-2025)
  • 7.9 Hengxin Shambala
    • 7.9.1 Hengxin Shambala Profile
    • 7.9.2 Hengxin Shambala Main Business
    • 7.9.3 Hengxin Shambala VR Content Creation Service/Projects
    • 7.9.4 Hengxin Shambala VR Content Creation Revenue (US$ Million) & (2020-2025)
  • 7.10 Luminous XR
    • 7.10.1 Luminous XR Profile
    • 7.10.2 Luminous XR Main Business
    • 7.10.3 Luminous XR VR Content Creation Service/Projects
    • 7.10.4 Luminous XR VR Content Creation Revenue (US$ Million) & (2020-2025)
    • 7.10.5 Luminous XR Recent Developments
  • 7.11 Virtual Reality Company (VRC)
    • 7.11.1 Virtual Reality Company (VRC) Profile
    • 7.11.2 Virtual Reality Company (VRC) Main Business
    • 7.11.3 Virtual Reality Company (VRC) VR Content Creation Service/Projects
    • 7.11.4 Virtual Reality Company (VRC) VR Content Creation Revenue (US$ Million) & (2020-2025)
  • 7.12 360 Labs
    • 7.12.1 360 Labs Profile
    • 7.12.2 360 Labs Main Business
    • 7.12.3 360 Labs VR Content Creation Service/Projects
    • 7.12.4 360 Labs VR Content Creation Revenue (US$ Million) & (2020-2025)
  • 7.13 4Experience
    • 7.13.1 4Experience Profile
    • 7.13.2 4Experience Main Business
    • 7.13.3 4Experience VR Content Creation Service/Projects
    • 7.13.4 4Experience VR Content Creation Revenue (US$ Million) & (2020-2025)
  • 7.14 Khora
    • 7.14.1 Khora Profile
    • 7.14.2 Khora Main Business
    • 7.14.3 Khora VR Content Creation Service/Projects
    • 7.14.4 Khora VR Content Creation Revenue (US$ Million) & (2020-2025)
  • 7.15 VRdirect
    • 7.15.1 VRdirect Profile
    • 7.15.2 VRdirect Main Business
    • 7.15.3 VRdirect VR Content Creation Service/Projects
    • 7.15.4 VRdirect VR Content Creation Revenue (US$ Million) & (2020-2025)
  • 7.16 Panedia
    • 7.16.1 Panedia Profile
    • 7.16.2 Panedia Main Business
    • 7.16.3 Panedia VR Content Creation Service/Projects
    • 7.16.4 Panedia VR Content Creation Revenue (US$ Million) & (2020-2025)
  • 7.17 Koncept VR
    • 7.17.1 Koncept VR Profile
    • 7.17.2 Koncept VR Main Business
    • 7.17.3 Koncept VR VR Content Creation Service/Projects
    • 7.17.4 Koncept VR VR Content Creation Revenue (US$ Million) & (2020-2025)
  • 7.18 LetinVR
    • 7.18.1 LetinVR Profile
    • 7.18.2 LetinVR Main Business
    • 7.18.3 LetinVR VR Content Creation Service/Projects
    • 7.18.4 LetinVR VR Content Creation Revenue (US$ Million) & (2020-2025)
  • 7.19 Dream Verse (iQIYI)
    • 7.19.1 Dream Verse Profile
    • 7.19.2 Dream Verse Main Business
    • 7.19.3 Dream Verse VR Content Creation Service/Projects
    • 7.19.4 Dream Verse VR Content Creation Revenue (US$ Million) & (2020-2025)
    • 7.19.5 Dream Verse Recent Developments
  • 7.20 2nd.SIDE
    • 7.20.1 2nd.SIDE Profile
    • 7.20.2 2nd.SIDE Main Business
    • 7.20.3 2nd.SIDE VR Content Creation Service/Projects
    • 7.20.4 2nd.SIDE VR Content Creation Revenue (US$ Million) & (2020-2025)
  • 7.21 WHITESTAG
    • 7.21.1 WHITESTAG Profile
    • 7.21.2 WHITESTAG Main Business
    • 7.21.3 WHITESTAG VR Content Creation Service/Projects
    • 7.21.4 WHITESTAG VR Content Creation Revenue (US$ Million) & (2020-2025)
  • 7.22 Tsumiki Seisaku
    • 7.22.1 Tsumiki Seisaku Profile
    • 7.22.2 Tsumiki Seisaku Main Business
    • 7.22.3 Tsumiki Seisaku VR Content Creation Service/Projects
    • 7.22.4 Tsumiki Seisaku VR Content Creation Revenue (US$ Million) & (2020-2025)
  • 7.23 Silkroad Visual
    • 7.23.1 Silkroad Visual Profile
    • 7.23.2 Silkroad Visual Main Business
    • 7.23.3 Silkroad Visual VR Content Creation Service/Projects
    • 7.23.4 Silkroad Visual VR Content Creation Revenue (US$ Million) & (2020-2025)
  • 7.24 Liquona
    • 7.24.1 Liquona Profile
    • 7.24.2 Liquona Main Business
    • 7.24.3 Liquona VR Content Creation Service/Projects
    • 7.24.4 Liquona VR Content Creation Revenue (US$ Million) & (2020-2025)
  • 7.25 Avventura
    • 7.25.1 Avventura Profile
    • 7.25.2 Avventura Main Business
    • 7.25.3 Avventura VR Content Creation Service/Projects
    • 7.25.4 Avventura VR Content Creation Revenue (US$ Million) & (2020-2025)

8 Industry Chain Analysis

  • 8.1 VR Content Creation Industrial Chain
  • 8.2 VR Content Creation Upstream Analysis
    • 8.2.1 Upstream Products
    • 8.2.2 Upstream Key Suppliers
  • 8.3 Midstream Analysis
  • 8.4 Downstream Analysis (Customers Analysis)

9 Research Findings and Conclusion

10 Appendix

  • 10.1 Research Methodology
    • 10.1.1 Methodology/Research Approach
    • 10.1.2 Data Source
  • 10.2 Author Details
  • 10.3 Disclaimer

List of Tables

  • Table 1. VR Content Creation Market Trends
  • Table 2. VR Content Creation Market Drivers & Opportunity
  • Table 3. VR Content Creation Market Challenges
  • Table 4. VR Content Creation Market Restraints
  • Table 5. Global VR Content Creation Revenue by Company (2020-2025) & (US$ Million)
  • Table 6. Global VR Content Creation Revenue Market Share by Company (2020-2025)
  • Table 7. Key Companies VR Content Creation Headquarter
  • Table 8. Key Companies VR Content Creation Application
  • Table 9. Key VR Content Creation Companies Established Time
  • Table 10. Global VR Content Creation Companies Market Concentration Ratio (CR5 and HHI)
  • Table 11. Global Top Companies by Company Type (Tier 1, Tier 2, and Tier 3) & (based on the Revenue in VR Content Creation as of 2024)
  • Table 12. Global VR Content Creation Sales Value by Customer: 2020 VS 2024 VS 2031 (US$ Million)
  • Table 13. Global VR Content Creation Sales Value by Customer (2020-2025) & (US$ Million)
  • Table 14. Global VR Content Creation Sales Value by Customer (2026-2031) & (US$ Million)
  • Table 15. Global VR Content Creation Sales Market Share in Value by Customer (2020-2025)
  • Table 16. Global VR Content Creation Sales Market Share in Value by Customer (2026-2031)
  • Table 17. Global VR Content Creation Sales Value by Application: 2020 VS 2024 VS 2031 (US$ Million)
  • Table 18. Global VR Content Creation Sales Value by Application (2020-2025) & (US$ Million)
  • Table 19. Global VR Content Creation Sales Value by Application (2026-2031) & (US$ Million)
  • Table 20. Global VR Content Creation Sales Market Share in Value by Application (2020-2025)
  • Table 21. Global VR Content Creation Sales Market Share in Value by Application (2026-2031)
  • Table 22. Global VR Content Creation Sales Value by Region, (2020 VS 2024 VS 2031) & (US$ Million)
  • Table 23. Global VR Content Creation Sales Value by Region (2020-2025) & (US$ Million)
  • Table 24. Global VR Content Creation Sales Value by Region (2026-2031) & (US$ Million)
  • Table 25. Global VR Content Creation Sales Value by Region (2020-2025) & (%)
  • Table 26. Global VR Content Creation Sales Value by Region (2026-2031) & (%)
  • Table 27. Key Countries/Regions VR Content Creation Sales Value Growth Trends, (US$ Million): 2020 VS 2024 VS 2031
  • Table 28. Key Countries/Regions VR Content Creation Sales Value, (2020-2025) & (US$ Million)
  • Table 29. Key Countries/Regions VR Content Creation Sales Value, (2026-2031) & (US$ Million)
  • Table 30. Flowing Cloud Technology Basic Information List
  • Table 31. Flowing Cloud Technology Description and Business Overview
  • Table 32. Flowing Cloud Technology VR Content Creation Service/Projects
  • Table 33. Revenue (US$ Million) in VR Content Creation Business of Flowing Cloud Technology (2020-2025)
  • Table 34. Falcon's Beyond Basic Information List
  • Table 35. Falcon's Beyond Description and Business Overview
  • Table 36. Falcon's Beyond VR Content Creation Service/Projects
  • Table 37. Revenue (US$ Million) in VR Content Creation Business of Falcon's Beyond (2020-2025)
  • Table 38. Falcon's Beyond Recent Developments
  • Table 39. Survios Basic Information List
  • Table 40. Survios Description and Business Overview
  • Table 41. Survios VR Content Creation Service/Projects
  • Table 42. Revenue (US$ Million) in VR Content Creation Business of Survios (2020-2025)
  • Table 43. Survios Recent Developments
  • Table 44. Felix & Paul Studios Basic Information List
  • Table 45. Felix & Paul Studios Description and Business Overview
  • Table 46. Felix & Paul Studios VR Content Creation Service/Projects
  • Table 47. Revenue (US$ Million) in VR Content Creation Business of Felix & Paul Studios (2020-2025)
  • Table 48. Archiact Basic Information List
  • Table 49. Archiact Description and Business Overview
  • Table 50. Archiact VR Content Creation Service/Projects
  • Table 51. Revenue (US$ Million) in VR Content Creation Business of Archiact (2020-2025)
  • Table 52. Archiact Recent Developments
  • Table 53. Juego Studios Basic Information List
  • Table 54. Juego Studios Description and Business Overview
  • Table 55. Juego Studios VR Content Creation Service/Projects
  • Table 56. Revenue (US$ Million) in VR Content Creation Business of Juego Studios (2020-2025)
  • Table 57. BlockchainAppsDeveloper Basic Information List
  • Table 58. BlockchainAppsDeveloper Description and Business Overview
  • Table 59. BlockchainAppsDeveloper VR Content Creation Service/Projects
  • Table 60. Revenue (US$ Million) in VR Content Creation Business of BlockchainAppsDeveloper (2020-2025)
  • Table 61. Game-Ace Basic Information List
  • Table 62. Game-Ace Description and Business Overview
  • Table 63. Game-Ace VR Content Creation Service/Projects
  • Table 64. Revenue (US$ Million) in VR Content Creation Business of Game-Ace (2020-2025)
  • Table 65. Hengxin Shambala Basic Information List
  • Table 66. Hengxin Shambala Description and Business Overview
  • Table 67. Hengxin Shambala VR Content Creation Service/Projects
  • Table 68. Revenue (US$ Million) in VR Content Creation Business of Hengxin Shambala (2020-2025)
  • Table 69. Luminous XR Basic Information List
  • Table 70. Luminous XR Description and Business Overview
  • Table 71. Luminous XR VR Content Creation Service/Projects
  • Table 72. Revenue (US$ Million) in VR Content Creation Business of Luminous XR (2020-2025)
  • Table 73. Luminous XR Recent Developments
  • Table 74. Virtual Reality Company (VRC) Basic Information List
  • Table 75. Virtual Reality Company (VRC) Description and Business Overview
  • Table 76. Virtual Reality Company (VRC) VR Content Creation Service/Projects
  • Table 77. Revenue (US$ Million) in VR Content Creation Business of Virtual Reality Company (VRC) (2020-2025)
  • Table 78. 360 Labs Basic Information List
  • Table 79. 360 Labs Description and Business Overview
  • Table 80. 360 Labs VR Content Creation Service/Projects
  • Table 81. Revenue (US$ Million) in VR Content Creation Business of 360 Labs (2020-2025)
  • Table 82. 4Experience Basic Information List
  • Table 83. 4Experience Description and Business Overview
  • Table 84. 4Experience VR Content Creation Service/Projects
  • Table 85. Revenue (US$ Million) in VR Content Creation Business of 4Experience (2020-2025)
  • Table 86. Khora Basic Information List
  • Table 87. Khora Description and Business Overview
  • Table 88. Khora VR Content Creation Service/Projects
  • Table 89. Revenue (US$ Million) in VR Content Creation Business of Khora (2020-2025)
  • Table 90. VRdirect Basic Information List
  • Table 91. VRdirect Description and Business Overview
  • Table 92. VRdirect VR Content Creation Service/Projects
  • Table 93. Revenue (US$ Million) in VR Content Creation Business of VRdirect (2020-2025)
  • Table 94. Panedia Basic Information List
  • Table 95. Panedia Description and Business Overview
  • Table 96. Panedia VR Content Creation Service/Projects
  • Table 97. Revenue (US$ Million) in VR Content Creation Business of Panedia (2020-2025)
  • Table 98. Koncept VR Basic Information List
  • Table 99. Koncept VR Description and Business Overview
  • Table 100. Koncept VR VR Content Creation Service/Projects
  • Table 101. Revenue (US$ Million) in VR Content Creation Business of Koncept VR (2020-2025)
  • Table 102. LetinVR Basic Information List
  • Table 103. LetinVR Description and Business Overview
  • Table 104. LetinVR VR Content Creation Service/Projects
  • Table 105. Revenue (US$ Million) in VR Content Creation Business of LetinVR (2020-2025)
  • Table 106. Dream Verse Basic Information List
  • Table 107. Dream Verse Description and Business Overview
  • Table 108. Dream Verse VR Content Creation Service/Projects
  • Table 109. Revenue (US$ Million) in VR Content Creation Business of Dream Verse (2020-2025)
  • Table 110. Dream Verse Recent Developments
  • Table 111. 2nd.SIDE Basic Information List
  • Table 112. 2nd.SIDE Description and Business Overview
  • Table 113. 2nd.SIDE VR Content Creation Service/Projects
  • Table 114. Revenue (US$ Million) in VR Content Creation Business of 2nd.SIDE (2020-2025)
  • Table 115. WHITESTAG Basic Information List
  • Table 116. WHITESTAG Description and Business Overview
  • Table 117. WHITESTAG VR Content Creation Service/Projects
  • Table 118. Revenue (US$ Million) in VR Content Creation Business of WHITESTAG (2020-2025)
  • Table 119. Tsumiki Seisaku Basic Information List
  • Table 120. Tsumiki Seisaku Description and Business Overview
  • Table 121. Tsumiki Seisaku VR Content Creation Service/Projects
  • Table 122. Revenue (US$ Million) in VR Content Creation Business of Tsumiki Seisaku (2020-2025)
  • Table 123. Silkroad Visual Basic Information List
  • Table 124. Silkroad Visual Description and Business Overview
  • Table 125. Silkroad Visual VR Content Creation Service/Projects
  • Table 126. Revenue (US$ Million) in VR Content Creation Business of Silkroad Visual (2020-2025)
  • Table 127. Liquona Basic Information List
  • Table 128. Liquona Description and Business Overview
  • Table 129. Liquona VR Content Creation Service/Projects
  • Table 130. Revenue (US$ Million) in VR Content Creation Business of Liquona (2020-2025)
  • Table 131. Avventura Basic Information List
  • Table 132. Avventura Description and Business Overview
  • Table 133. Avventura VR Content Creation Service/Projects
  • Table 134. Revenue (US$ Million) in VR Content Creation Business of Avventura (2020-2025)
  • Table 135. Key Upstream Products Lists
  • Table 136. Upstream Key Suppliers Lists
  • Table 137. VR Content Creation Downstream Customers
  • Table 138. Research Programs/Design for This Report
  • Table 139. Key Data Information from Secondary Sources
  • Table 140. Key Data Information from Primary Sources

List of Figures

  • Figure 1. Global VR Content Creation Sales Value, 2020 VS 2024 VS 2031 (US$ Million)
  • Figure 2. Global VR Content Creation Sales Value (2020-2031) & (US$ Million)
  • Figure 3. VR Content Creation Report Years Considered
  • Figure 4. Global VR Content Creation Players Revenue Ranking (2024) & (US$ Million)
  • Figure 5. The 5 and 10 Largest Companies in the World: Market Share by VR Content Creation Revenue in 2024
  • Figure 6. VR Content Creation Market Share by Company Type (Tier 1, Tier 2, and Tier 3): 2020 VS 2024
  • Figure 7. Global VR Content Creation Sales Value Market Share by Customer, 2024 & 2031
  • Figure 8. Product Picture of Games
  • Figure 9. Product Picture of Film and TV
  • Figure 10. Product Picture of Medical
  • Figure 11. Product Picture of Education
  • Figure 12. Product Picture of Others
  • Figure 13. Global VR Content Creation Sales Value Market Share by Application, 2024 & 2031
  • Figure 14. North America VR Content Creation Sales Value (2020-2031) & (US$ Million)
  • Figure 15. North America VR Content Creation Sales Value by Country (%), 2024 VS 2031
  • Figure 16. Europe VR Content Creation Sales Value, (2020-2031) & (US$ Million)
  • Figure 17. Europe VR Content Creation Sales Value by Country (%), 2024 VS 2031
  • Figure 18. Asia Pacific VR Content Creation Sales Value, (2020-2031) & (US$ Million)
  • Figure 19. Asia Pacific VR Content Creation Sales Value by Region (%), 2024 VS 2031
  • Figure 20. South America VR Content Creation Sales Value, (2020-2031) & (US$ Million)
  • Figure 21. South America VR Content Creation Sales Value by Country (%), 2024 VS 2031
  • Figure 22. Middle East & Africa VR Content Creation Sales Value, (2020-2031) & (US$ Million)
  • Figure 23. Middle East & Africa VR Content Creation Sales Value by Country (%), 2024 VS 2031
  • Figure 24. USA VR Content Creation Sales Value, (2020-2031) & (US$ Million)
  • Figure 25. USA VR Content Creation Sales Value by Customer (%), 2024 VS 2031
  • Figure 26. USA VR Content Creation Sales Value by Application (%), 2024 VS 2031
  • Figure 27. Europe VR Content Creation Sales Value, (2020-2031) & (US$ Million)
  • Figure 28. Europe VR Content Creation Sales Value by Customer (%), 2024 VS 2031
  • Figure 29. Europe VR Content Creation Sales Value by Application (%), 2024 VS 2031
  • Figure 30. China VR Content Creation Sales Value, (2020-2031) & (US$ Million)
  • Figure 31. China VR Content Creation Sales Value by Customer (%), 2024 VS 2031
  • Figure 32. China VR Content Creation Sales Value by Application (%), 2024 VS 2031
  • Figure 33. Japan VR Content Creation Sales Value, (2020-2031) & (US$ Million)
  • Figure 34. Japan VR Content Creation Sales Value by Customer (%), 2024 VS 2031
  • Figure 35. Japan VR Content Creation Sales Value by Application (%), 2024 VS 2031
  • Figure 36. South Korea VR Content Creation Sales Value, (2020-2031) & (US$ Million)
  • Figure 37. South Korea VR Content Creation Sales Value by Customer (%), 2024 VS 2031
  • Figure 38. South Korea VR Content Creation Sales Value by Application (%), 2024 VS 2031
  • Figure 39. Southeast Asia VR Content Creation Sales Value, (2020-2031) & (US$ Million)
  • Figure 40. Southeast Asia VR Content Creation Sales Value by Customer (%), 2024 VS 2031
  • Figure 41. Southeast Asia VR Content Creation Sales Value by Application (%), 2024 VS 2031
  • Figure 42. India VR Content Creation Sales Value, (2020-2031) & (US$ Million)
  • Figure 43. India VR Content Creation Sales Value by Customer (%), 2024 VS 2031
  • Figure 44. India VR Content Creation Sales Value by Application (%), 2024 VS 2031
  • Figure 45. VR Content Creation Industrial Chain
  • Figure 46. Bottom-up and Top-down Approaches for This Report
  • Figure 47. Data Triangulation
  • Figure 48. Key Executives Interviewed