市場調查報告書
商品編碼
1370859
虛擬實境內容創建市場 - 2018-2028 年全球產業規模、佔有率、趨勢、機會和預測(按內容類型、組件、最終用途部門、地區、競爭細分)Virtual Reality Content Creation Market - Global Industry Size, Share, Trends, Opportunities, and Forecast 2018-2028F Segmented By Content Type, By Component, By End-use Sector, By Region, Competition |
虛擬實境內容創作市場預計將在預測期內成長,成長可歸因於媒體和娛樂領域的快速擴張,以及對 360 度和其他創新行銷方式提供精緻客戶體驗的需求不斷成長。與此一致的是,對擴增實境(AR) 和VR 等有效頭戴式顯示(HMD) 系統的需求不斷成長,以及消費者對其多重優勢的認知不斷增強,這是另一個推動成長的因素。
市場概況 | |
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預測期 | 2024-2028 |
2022 年市場規模 | 31.9億美元 |
2028 年市場規模 | 178.5億美元 |
2023-2028 年年複合成長率 | 33.88% |
成長最快的細分市場 | 衛生保健 |
最大的市場 | 北美洲 |
電玩遊戲是當今最常見的休閒活動之一,因此XBOX和其他遊戲機經歷了多次發展。玩電玩遊戲最近作為一種休閒活動在世界範圍內流行起來,並且越來越多的人越來越喜歡室內電動遊戲。沉浸式遊戲預計將在那些使用增強型互動式虛擬設備來獲得令人著迷的體驗的人中獲得主流吸引力。此外,虛擬實境徹底改變了遊戲產業,因為個人可以在遊戲過程中在3D環境中體驗和互動。這大大增加了對內容基於虛擬實境的遊戲的需求。
領先的市場成員專注於生產優質產品。例如,2018年,Oculus提供了30萬台PSVR(PlayStation VR)頭顯,HTC緊追23萬台,索尼提供46.3萬台,建立了相當水準的VR(虛擬實境)技術商業實施。因此,建立虛擬實境的產業顯著成長。 2019 年 9 月,主要發行商發行的遊戲總數約為 90 款,其中 Rift、Vive、Index 和 Windows VR 遊戲名列前茅,Go 和 Gear VR(虛擬實境)遊戲緊隨其後。
虛擬實境 (VR) 耳機同樣被認為是頭戴式顯示器,被視為先進電子技術的發展。目前,虛擬實境技術可能的社會影響力的持續趨勢在過去的時代已經大幅升級。大多數從事虛擬實境解決方案和服務的公司都致力於獲得高客戶群,而由於微型設計的虛擬設備的研發活動,這反過來又降低了 VR(虛擬實境)耳機的製造成本。此外,隨著近期 HTC Vive、Oculus Rift 和索尼 PlayStation VR 等低成本虛擬實境技術的出現,市場上知名企業推出的產品數量不斷增加,刺激了對虛擬實境內容的需求。近年來,隨著虛擬實境的蓬勃發展,以及進入虛擬實境市場的小型企業數量的增加,對差異化產品組合的需求顯著增加。因此,產業領導者正在打造消費級虛擬實境耳機。因此,預計全球虛擬內容製作市場將在整個預測期內受益於巨大的收入成長潛力。
隨著消費者尋求技術方面的參與性、互動性和個人體驗,全球各地的企業越來越個性化他們的溝通,以給受眾留下深刻印象,並採用增強的互動性。隨著玩家採用虛擬實境設備,這導致了對虛擬實境內容的巨大需求。例如,沃爾瑪最近決定購買 17,000 個 VR 耳機,以便其 100 萬名員工能夠接受專門培訓,改善店內和線上消費者的整體體驗。因此,虛擬實境行銷是預計在整個預測期內推動虛擬實境內容製作市場的主要驅動力之一。
遠端呈現的理念與電腦模擬的現實體驗密切相關。虛擬實境內容使企業主能夠有效地向消費者定位其品牌形象,並為用戶提供身臨其境的體驗,從而使他們能夠以創新的方式與最終使用產品建立聯繫。因此,虛擬實境行銷已成為具有整合內容策略的最強大的行銷工具之一。這是推動全球虛擬實境內容創作市場成長的一些主要因素之一。
此外,尚未涉足科技和遊戲產業的小型企業已經開始嘗試虛擬實境技術,這意味著中小企業主要試圖了解投資的成本與效益。此外,根據以色列虛擬化公司Lumus的說法,小企業主如果投資更多,就可以吸引新客戶並更好地競爭。例如,2021年各企業在AR和VR領域的投資達到178億美元,預計未來幾年為大型和中小企業創造龐大的商機。
由於360度互動環境允許類人化身,預計對虛擬實境內容的需求將顯著影響客戶享受娛樂、工作、購物和參與社交活動的方式。預計這一因素將在未來幾年推動全球市場的擴張。
隨著3D和4D(立體)技術的出現,其與醫療保健和製造等行業的融合趨勢有所增強,並在遊戲和娛樂產業中佔據主導地位。從過去幾年來看,3D電影上映數量呈現上升趨勢;從而刺激了對3D電視的需求。這種成長歸因於 3D 內容創作需求的成長,而這反過來又有望支持市場收入和市場佔有率的成長。
此外,隨著內容技術創作的進步,虛擬實境內容應用以及3D/4D技術市場的機會預計將在醫療保健、工業、消費、娛樂、國防和教育等領域得到推動。例如,借助具有響應式機械手和3D攝影機系統的VR手術模擬器,以及內建的感官輸入,研究人員可以從新的角度研究人體腹部解剖學。這可以進一步幫助練習使用手術刀和夾子進行外科手術。因此,3D內容在為虛擬實境顯示設備提供高品質內容方面發揮著至關重要的作用,從而有望推動市場成長。
由於其低成本優勢,虛擬實境設備的採用率上升,推動了市場的大幅成長。然而,在新興國家,由於對使用虛擬實境設備的優勢缺乏認知,虛擬實境設備的需求並不旺盛。因此,由於虛擬實境設備製造中對先進電子產品的需求,全球市場預計將受到阻礙。
此外,消費者將虛擬實境耳機視為奢侈利基產品的觀點正在減少全球個人對這些設備的需求。首先,虛擬實境內容創作者正在努力創建一款能夠獲得主流採用和遊戲玩家廣泛讚賞的獨家遊戲,因為以高畫質發布的遊戲因其功能而被智慧手機和電動遊戲機等其他智慧設備廣泛採用。多使用者遊戲優勢。
此外,由於醫療保健等有限用例的牽引緩慢而穩定,Facebook 的 Oculus 等主要社交網路參與者正在努力將虛擬實境帶給市場上的大多數消費者。這反過來又引起了人們對虛擬實境內容品質及其長時間吸引消費者的能力的擔憂。因此,上述因素預計將阻礙市場成長。
據估計,虛擬實境 (VR) 內容盜版造成的潛在破壞非常嚴重。由於影視盜版的興起,未經許可的線上串流約佔娛樂業電影或影視竊盜事件的 81%。從複製和破解非接觸式智慧卡等智慧卡,內容竊取已發展到洩漏目標裝置的晶片組、透過點對點 (P2P) 網路和檔案傳輸協定 (FTP) 網站共享存取權限訊息和視訊檔案。
透過寬頻 IP 網路傳輸的影片內容不斷增加,已從小眾市場轉變為主流市場,引發了與盜版相關的擔憂。反過來,這預計將阻礙市場的成長。與內容盜版相關的複雜問題是,觀眾很容易被欺騙從串流媒體網站購買和訪問影片,這些影片通常是由專業網頁設計師複製的,因此看起來是合法的。預計這將阻礙全球虛擬實境內容創作市場的擴張。
全球虛擬實境內容創作市場分為內容類型、組件、最終用途部門和地區。根據內容類型,市場分為影片、360 度照片和遊戲。根據組件,市場分為軟體和服務。根據最終用途行業,市場分為房地產、旅遊和酒店、媒體和娛樂、醫療保健、零售、遊戲、汽車等。依地區分類,市場分為北美、亞太地區、歐洲、南美、中東和非洲。
全球虛擬實境內容創作市場的主要市場參與者包括 Subvrsive、Panedia Pty Ltd、360 Labs, Inc.、Blippar Group Limited、Matterport, Inc.、Koncept VR LLC、VIAR (Viar360)、Pixvana Inc.、Scapic、WeMakeVR
在本報告中,全球虛擬實境內容創作市場除了詳細介紹的產業趨勢外,也分為以下幾類:
(註:公司名單可依客戶要求客製化)
Virtual Reality Content Creation market is expected to grow during the forecast period, and the growth can be attributed to the rapid expansion in the media and entertainment sector, along with the rising demand for 360-degree and other innovative marketing approaches to offer exquisite customer experience. In line with this, the fuelling need for effective head-mounted display (HMD) systems, such as augmented reality (AR) and VR, and the growing consumer awareness regarding their multiple benefits are another growth-inducing factor.
Virtual reality (VR) is a technology that repeats the real-time environment into virtual three-dimensional environment. VR devices compel VR content to display simulating visions. VR content is computer-generated replica or simulation that implies three-dimensional environment or image, which can cooperate using special electronic equipment known as VR devices. The VR content is developed with the help of a software in two different ways. First, the content is generated by taking a 360-degree immersive video with the relief of special 360 camera and with high-definition resolution. Second, the content is produced by making a 3-dimensional (3D) animation with the aid of advanced and interactive applications. The VR content quality is vital established on the following parameters such as Field of View (FOV), Frame Rate, and Latency. Extensive range of VR headsets or products have risen into the development of multiple immersive 3D content creation methods.
Market Overview | |
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Forecast Period | 2024-2028 |
Market Size 2022 | USD 3.19 Billion |
Market Size 2028 | USD 17.85 Billion |
CAGR 2023-2028 | 33.88% |
Fastest Growing Segment | Healthcare |
Largest Market | North America |
Video gaming is one of the most common leisure activities nowadays, hence XBOX and other gaming consoles have undergone several developments. Playing video games has recently gained popularity as a leisure activity all around the world, and an increasing number of people are gravitating more and more towards indoor video games. Immersive gaming is expected to gain mainstream appeal among the individuals that are dwelling on enhanced interactive virtual devices for an enthralled experience. Furthermore, virtual reality has revolutionized the gaming industry, as an individual can experience and interact in a three-dimensional environment during a game. This has grown the need for games whose content is based on virtual reality, at a significant rate.
Leading market members are focusing on generating superior goods. Such as, in 2018, Oculus provided 300000 PSVR (PlayStation VR) headsets, pursued by HTC with 230000, and Sony with 463000, establishing a considerable level of business implementation of VR (Virtual Reality) technology. The industry for establishing virtual reality significant has since increased substantially as a result of this. The total number of games released by significant publishers in September 2019 was about 90, with Rift, Vive, Index, and Windows VR titles indicating the list, pursued by Go, and Gear VR (Virtual Reality) games.
Virtual reality (VR) headsets, likewise, recognized as head mount displays, are contemplated as a development in advanced electronics in terms of technology. Currently, on-going trend of probable social influence of virtual reality technology has escalated substantially over the past era. Foremost companies operating in the virtual reality solutions and services are determined for high customer base, which in turn, decline the cost of VR (virtual reality) headsets manufacturing, owing to Research & Development activities for virtual devices with miniature design. Moreover, increase in the number of product launches by prominent players in the market with recent appearance of low-cost virtual reality technologies such as HTC Vive, Oculus Rift, and the Sony PlayStation VR, fuel the demand for virtual reality content. As virtual reality is gaining high traction from the recent years and with increase in number of small-scale enterprises that are stepping into virtual reality market, the need for differentiative product portfolio is rising significantly. As a result, industry leaders are creating consumer-grade virtual reality headsets. The global virtual content production market is, thus, predicted to benefit from substantial revenue growth potential throughout the forecast period.
Businesses across the globe are increasingly personalizing their communications to impress audiences and are employing heightened interactivities as consumers are looking for engaging, interactive, and personal experiences in the form of technological aspect. This has led to a significant demand for virtual reality content as players are adopting virtual reality devices. For instance, Walmart recently made the decision to purchase 17,000 VR headsets so that a million of its employees could get specialised training, improving the in-store and online consumers' overall experience. Thus, virtual reality marketing is one of the major drivers anticipated to fuel the market for virtual reality content production throughout the projected period.
The idea of telepresence is closely related to computer emulated reality experience. Virtual reality content is enabling business owners to position their brand image effectively to the consumers and is offering an immersive experience to users, which in turn allows them to connect with an end-use product in an innovative way. Hence, virtual reality marketing has curved into one of the most powerful marketing tools available with integrated content strategies. This is among some of the major factors that propel the growth of the global virtual reality content creation market.
Moreover, small businesses that have not stepped in the tech and gaming industries have already begun the experiment of virtual reality technology, which means SMEs are primarily trying to understand the costs against the benefits of the investment. In addition, according to Lumus, an Israeli-based virtualization company, small business owners can attract new customers and compete better if they invest more. For instance, USD 17.8 billion have been invested by various enterprises in AR and VR in 2021, which is expected to create huge business opportunities for large as well as small & medium enterprises in the upcoming years.
Due to 360-degree interactive environments that permit human-like avatars, it is projected that the demand for virtual reality content will significantly affect how customers enjoy entertainment, work, make purchases, and participate in social activities. This factor is expected to fuel market expansion on a global basis in the future years.
With the advent of 3D and 4D (dimensional) technologies, there is an increase in trend of its integration with industries such as healthcare and manufacturing, along with its dominant presence in gaming and entertainment industry. From the past few years, the rise in number of 3D movie releases has increased; thereby, boosting the demand for 3D TVs. This growth is attributing to rise in the demand for 3D content creation, which in turn, is expected to support growth of the market in terms of revenue and market share.
Furthermore, with the advancement in content technology creation, the virtual reality content applications, and opportunities in the 3D/4D technology market is expected to boost in sectors such as healthcare, industrial, consumer, entertainment, defence, and education. For example, with the help of VR surgical simulator that are responsive manipulators and 3-D camera system, with in-built sensory input, researchers can study human abdomen anatomy from a new perspective. This can further help practice surgical procedures with a scalpel and clamps. Hence, 3D content plays a crucial role in providing the virtual reality display devices with high-quality content, which in turn, is expected to boost the market growth.
Rise in the adoption of virtual reality devices due to its low-cost benefits has fuelled the growth of the market at a significant rate. However, in emerging countries, due to the lack of awareness regarding the advantages of using virtual reality devices, the demand for virtual reality devices is not in a momentum. Thus, the global market is expected to get hampered due to its need for advance electronics in the manufacturing of virtual reality devices.
Moreover, consumers' perspective to view virtual reality headsets as a luxury niche product is reducing the demand for these devices among individuals across the globe. Primarily, virtual reality content creators are struggling to create an exclusive game that would garner mainstream adoption and widespread appreciation among gamers as games released with high definition are widely being adopted by other smart devices such as smart phones and video gaming consoles, due to its capability of multi-user gaming advantage.
Furthermore, the major social networking players such as Facebook's Oculus is struggling to bring virtual reality to the majority of consumers in market due to slow and steady traction as limited use-cases such as in healthcare. This, in turn, has raised concerns associated with virtual reality content quality and its ability to engage consumers for longer periods. Thus, the aforementioned factors are expected to hinder the market growth.
The potential disruption due to piracy of virtual reality (VR) content is estimated to be significant. Due to the rise of video piracy, unlicensed online streaming accounts for approximately 81% of film or movie and television theft in the entertainment industry. From cloning and hacking smart cards such as contactless smart, content theft has evolved to revealing the chipset of target devices, sharing access rights messages and video files via peer-to-peer (P2P) networks and File Transfer Protocol (FTP) sites.
Increase in video content streaming over broadband IP networks, which has moved from niche to mainstream market, has led to concerns associated with piracy. This, in turn, is expected to hinder the growth of the market. Complication associated with content piracy is that viewers can be easily deceived into purchasing and accessing videos from streaming sites that are often replicated from professional web designers, thus appear to be legitimate. This is expected to impede the expansion of the global virtual reality content creation market.
Global Virtual Reality Content Creation market is segmented into Content Type, Component, End-use Sector, and Region. Based on Content Type, the market is segmented into videos, 360-degree photos, and games. Based on Component, the market is segmented into software and services. Based on End-use Sector, the market is segmented into real estate, travel and hospitality, media and entertainment, healthcare, retail, gaming, automotive, and others. Based on region, the market is segmented into North America, Asia-Pacific, Europe, South America, and Middle East & Africa.
Major market players in the global virtual reality content creation market are Subvrsive, Panedia Pty Ltd, 360 Labs, Inc., Blippar Group Limited, Matterport, Inc., Koncept VR LLC, VIAR (Viar360), Pixvana Inc., Scapic, WeMakeVR
In this report, Global virtual reality content creation market has been segmented into following categories, in addition to the industry trends which have also been detailed below:
(Note: The companies list can be customized based on the client requirements)