封面
市場調查報告書
商品編碼
1901747

虛擬實境內容創作市場-全球產業規模、佔有率、趨勢、機會和預測,依內容類型、組件、最終用戶產業、地區和競爭格局分類,2021-2031年預測

Virtual Reality Content Creation Market - Global Industry Size, Share, Trends, Opportunities, and Forecast, Segmented By Content Type, By Component, By End-use Sector, By Region & Competition, 2021-2031F

出版日期: | 出版商: TechSci Research | 英文 183 Pages | 商品交期: 2-3個工作天內

價格

We offer 8 hour analyst time for an additional research. Please contact us for the details.

簡介目錄

全球虛擬實境內容創作市場規模將從2025年的56.6億美元成長到2031年的335.2億美元,複合年成長率達34.51%。全球虛擬實境內容創作市場涵蓋用於設計、建模和渲染虛擬實境頭戴裝置沉浸式3D環境的專用軟體、開發平台和服務。

市場概覽
預測期 2027-2031
市場規模:2025年 56.6億美元
市場規模:2031年 335.2億美元
複合年成長率:2026-2031年 34.51%
成長最快的細分市場 衛生保健
最大的市場 北美洲

主要市場促進因素

將虛擬實境技術應用於醫療保健領域的治療和外科手術培訓,是重塑全球內容創作市場技術需求的關鍵促進因素。開發人員日益需要建立高度逼真、解剖結構精確的3D模型,用於術前規劃和康復,這為經醫學驗證的軟體創造了一個高價值的細分市場。

主要市場挑戰

製作逼真且可互通的3D資產的高昂成本和技術複雜性構成了阻礙全球虛擬實境內容創作市場成長的巨大障礙。隨著業界對企業模擬和數位孿生的視覺保真度要求不斷提高,硬體效能的差距迫使開發人員投入大量資源進行資源密集的最佳化流程。

主要市場趨勢

基於雲端的VR內容創作和串流媒體技術的普及,從根本上重塑了市場格局,使視覺保真度擺脫了本地硬體的限制。開發者擴大利用去中心化的GPU運算來遠端渲染複雜的資源,從而在輕巧的獨立頭顯上實現逼真的體驗,而無需連接工作站。

目錄

第1章:產品概述

第2章:研究方法

第3章:執行概要

第4章:客戶之聲

第5章:全球虛擬實境內容創作市場展望

  • 市場規模及預測
    • 按價值
  • 市佔率及預測
    • 按內容類型(影片、360度全景照片、遊戲)
    • 按組件(軟體和服務)
    • 按最終用途行業分類(房地產、旅遊和酒店、媒體和娛樂、醫療保健、零售、遊戲、汽車、其他)
    • 按地區
    • 按公司(2025 年)
  • 市場地圖

第6章:北美虛擬實境內容創作市場展望

  • 市場規模及預測
  • 市佔率及預測
  • 北美洲:國家分析
    • 美國
    • 加拿大
    • 墨西哥

第7章:歐洲虛擬實境內容創作市場展望

  • 市場規模及預測
  • 市佔率及預測
  • 歐洲:國家分析
    • 德國
    • 法國
    • 英國
    • 義大利
    • 西班牙

第8章:亞太地區虛擬實境內容創作市場展望

  • 市場規模及預測
  • 市佔率及預測
  • 亞太地區:國家分析
    • 中國
    • 印度
    • 日本
    • 韓國
    • 澳洲

第9章:中東與非洲虛擬實境內容創作市場展望

  • 市場規模及預測
  • 市佔率及預測
  • 中東和非洲:國家分析
    • 沙烏地阿拉伯
    • 阿拉伯聯合大公國
    • 南非

第10章:南美洲虛擬實境內容創作市場展望

  • 市場規模及預測
  • 市佔率及預測
  • 南美洲:國家分析
    • 巴西
    • 哥倫比亞
    • 阿根廷

第11章:市場動態

  • 促進要素
  • 挑戰

第12章:市場趨勢與發展

  • 併購
  • 產品發布
  • 最新進展

第13章:全球虛擬實境內容創作市場:SWOT分析

第14章:波特五力分析

  • 產業競爭
  • 新進入者的潛力
  • 供應商議價能力
  • 顧客的力量
  • 替代產品的威脅

第15章:競爭格局

  • Unity Software Inc
  • Epic Games, Inc
  • Adobe Inc
  • Autodesk Inc
  • Sony Interactive Entertainment Inc
  • HTC Corporation
  • Meta Platforms, Inc
  • Samsung Electronics Co., Ltd
  • Microsoft Corporation
  • Alphabet Inc

第16章:策略建議

第17章調查會社について,免責事項

簡介目錄
Product Code: 15825

The Global Virtual Reality Content Creation Market will grow from USD 5.66 Billion in 2025 to USD 33.52 Billion by 2031 at a 34.51% CAGR. The Global Virtual Reality Content Creation Market encompasses the specialized software, development platforms, and services utilized to design, model, and render immersive three-dimensional environments for virtual reality headsets.

Market Overview
Forecast Period2027-2031
Market Size 2025USD 5.66 Billion
Market Size 2031USD 33.52 Billion
CAGR 2026-203134.51%
Fastest Growing SegmentHealthcare
Largest MarketNorth America

Key Market Drivers

The Integration of Virtual Reality in Healthcare for Therapy and Surgical Training is a critical driver reshaping the technical requirements of the global content creation market. Developers are increasingly tasked with engineering hyper-realistic, anatomically precise 3D models for pre-operative planning and rehabilitation, creating a high-value niche for medically validated software.

Key Market Challenges

The high cost and technical complexity associated with producing photorealistic, interoperable 3D assets constitute a formidable barrier hampering the growth of the Global Virtual Reality Content Creation Market. As the industry demands increasing visual fidelity for enterprise simulations and digital twins, the disparity between hardware capabilities forces developers to invest heavily in resource-intensive optimization processes. This technical friction is exacerbated by the lack of universal standards, compelling studios to build bespoke versions of content for disparate ecosystems rather than deploying a single, scalable asset.

Key Market Trends

The Adoption of Cloud-Based VR Content Creation and Streaming is fundamentally reshaping the market by decoupling visual fidelity from local hardware constraints. Developers are increasingly leveraging decentralized GPU computing to render complex assets remotely, enabling photorealistic experiences on lightweight, standalone headsets without the need for tethered workstations. This architectural shift allows for the real-time processing of massive datasets that were previously impossible to handle locally, significantly compressing production timelines for high-fidelity assets.

Key Market Players

  • Unity Software Inc
  • Epic Games, Inc
  • Adobe Inc
  • Autodesk Inc
  • Sony Interactive Entertainment Inc
  • HTC Corporation
  • Meta Platforms, Inc
  • Samsung Electronics Co., Ltd
  • Microsoft Corporation
  • Alphabet Inc

Report Scope:

In this report, the Global Virtual Reality Content Creation Market has been segmented into the following categories, in addition to the industry trends which have also been detailed below:

Virtual Reality Content Creation Market, By Content Type:

  • Videos
  • 360 Degree Photos
  • Games

Virtual Reality Content Creation Market, By Component:

  • Software and Services

Virtual Reality Content Creation Market, By End-use Sector:

  • Real Estate
  • Travel and Hospitality
  • Media and Entertainment
  • Healthcare
  • Retail
  • Gaming
  • Automotive
  • Others

Virtual Reality Content Creation Market, By Region:

  • North America
  • United States
  • Canada
  • Mexico
  • Europe
  • France
  • United Kingdom
  • Italy
  • Germany
  • Spain
  • Asia Pacific
  • China
  • India
  • Japan
  • Australia
  • South Korea
  • South America
  • Brazil
  • Argentina
  • Colombia
  • Middle East & Africa
  • South Africa
  • Saudi Arabia
  • UAE

Competitive Landscape

Company Profiles: Detailed analysis of the major companies present in the Global Virtual Reality Content Creation Market.

Available Customizations:

Global Virtual Reality Content Creation Market report with the given market data, TechSci Research offers customizations according to a company's specific needs. The following customization options are available for the report:

Company Information

  • Detailed analysis and profiling of additional market players (up to five).

Table of Contents

1. Product Overview

  • 1.1. Market Definition
  • 1.2. Scope of the Market
    • 1.2.1. Markets Covered
    • 1.2.2. Years Considered for Study
    • 1.2.3. Key Market Segmentations

2. Research Methodology

  • 2.1. Objective of the Study
  • 2.2. Baseline Methodology
  • 2.3. Key Industry Partners
  • 2.4. Major Association and Secondary Sources
  • 2.5. Forecasting Methodology
  • 2.6. Data Triangulation & Validation
  • 2.7. Assumptions and Limitations

3. Executive Summary

  • 3.1. Overview of the Market
  • 3.2. Overview of Key Market Segmentations
  • 3.3. Overview of Key Market Players
  • 3.4. Overview of Key Regions/Countries
  • 3.5. Overview of Market Drivers, Challenges, Trends

4. Voice of Customer

5. Global Virtual Reality Content Creation Market Outlook

  • 5.1. Market Size & Forecast
    • 5.1.1. By Value
  • 5.2. Market Share & Forecast
    • 5.2.1. By Content Type (Videos, 360 Degree Photos, Games)
    • 5.2.2. By Component (Software and Services)
    • 5.2.3. By End-use Sector (Real Estate, Travel and Hospitality, Media and Entertainment, Healthcare, Retail, Gaming, Automotive, Others)
    • 5.2.4. By Region
    • 5.2.5. By Company (2025)
  • 5.3. Market Map

6. North America Virtual Reality Content Creation Market Outlook

  • 6.1. Market Size & Forecast
    • 6.1.1. By Value
  • 6.2. Market Share & Forecast
    • 6.2.1. By Content Type
    • 6.2.2. By Component
    • 6.2.3. By End-use Sector
    • 6.2.4. By Country
  • 6.3. North America: Country Analysis
    • 6.3.1. United States Virtual Reality Content Creation Market Outlook
      • 6.3.1.1. Market Size & Forecast
        • 6.3.1.1.1. By Value
      • 6.3.1.2. Market Share & Forecast
        • 6.3.1.2.1. By Content Type
        • 6.3.1.2.2. By Component
        • 6.3.1.2.3. By End-use Sector
    • 6.3.2. Canada Virtual Reality Content Creation Market Outlook
      • 6.3.2.1. Market Size & Forecast
        • 6.3.2.1.1. By Value
      • 6.3.2.2. Market Share & Forecast
        • 6.3.2.2.1. By Content Type
        • 6.3.2.2.2. By Component
        • 6.3.2.2.3. By End-use Sector
    • 6.3.3. Mexico Virtual Reality Content Creation Market Outlook
      • 6.3.3.1. Market Size & Forecast
        • 6.3.3.1.1. By Value
      • 6.3.3.2. Market Share & Forecast
        • 6.3.3.2.1. By Content Type
        • 6.3.3.2.2. By Component
        • 6.3.3.2.3. By End-use Sector

7. Europe Virtual Reality Content Creation Market Outlook

  • 7.1. Market Size & Forecast
    • 7.1.1. By Value
  • 7.2. Market Share & Forecast
    • 7.2.1. By Content Type
    • 7.2.2. By Component
    • 7.2.3. By End-use Sector
    • 7.2.4. By Country
  • 7.3. Europe: Country Analysis
    • 7.3.1. Germany Virtual Reality Content Creation Market Outlook
      • 7.3.1.1. Market Size & Forecast
        • 7.3.1.1.1. By Value
      • 7.3.1.2. Market Share & Forecast
        • 7.3.1.2.1. By Content Type
        • 7.3.1.2.2. By Component
        • 7.3.1.2.3. By End-use Sector
    • 7.3.2. France Virtual Reality Content Creation Market Outlook
      • 7.3.2.1. Market Size & Forecast
        • 7.3.2.1.1. By Value
      • 7.3.2.2. Market Share & Forecast
        • 7.3.2.2.1. By Content Type
        • 7.3.2.2.2. By Component
        • 7.3.2.2.3. By End-use Sector
    • 7.3.3. United Kingdom Virtual Reality Content Creation Market Outlook
      • 7.3.3.1. Market Size & Forecast
        • 7.3.3.1.1. By Value
      • 7.3.3.2. Market Share & Forecast
        • 7.3.3.2.1. By Content Type
        • 7.3.3.2.2. By Component
        • 7.3.3.2.3. By End-use Sector
    • 7.3.4. Italy Virtual Reality Content Creation Market Outlook
      • 7.3.4.1. Market Size & Forecast
        • 7.3.4.1.1. By Value
      • 7.3.4.2. Market Share & Forecast
        • 7.3.4.2.1. By Content Type
        • 7.3.4.2.2. By Component
        • 7.3.4.2.3. By End-use Sector
    • 7.3.5. Spain Virtual Reality Content Creation Market Outlook
      • 7.3.5.1. Market Size & Forecast
        • 7.3.5.1.1. By Value
      • 7.3.5.2. Market Share & Forecast
        • 7.3.5.2.1. By Content Type
        • 7.3.5.2.2. By Component
        • 7.3.5.2.3. By End-use Sector

8. Asia Pacific Virtual Reality Content Creation Market Outlook

  • 8.1. Market Size & Forecast
    • 8.1.1. By Value
  • 8.2. Market Share & Forecast
    • 8.2.1. By Content Type
    • 8.2.2. By Component
    • 8.2.3. By End-use Sector
    • 8.2.4. By Country
  • 8.3. Asia Pacific: Country Analysis
    • 8.3.1. China Virtual Reality Content Creation Market Outlook
      • 8.3.1.1. Market Size & Forecast
        • 8.3.1.1.1. By Value
      • 8.3.1.2. Market Share & Forecast
        • 8.3.1.2.1. By Content Type
        • 8.3.1.2.2. By Component
        • 8.3.1.2.3. By End-use Sector
    • 8.3.2. India Virtual Reality Content Creation Market Outlook
      • 8.3.2.1. Market Size & Forecast
        • 8.3.2.1.1. By Value
      • 8.3.2.2. Market Share & Forecast
        • 8.3.2.2.1. By Content Type
        • 8.3.2.2.2. By Component
        • 8.3.2.2.3. By End-use Sector
    • 8.3.3. Japan Virtual Reality Content Creation Market Outlook
      • 8.3.3.1. Market Size & Forecast
        • 8.3.3.1.1. By Value
      • 8.3.3.2. Market Share & Forecast
        • 8.3.3.2.1. By Content Type
        • 8.3.3.2.2. By Component
        • 8.3.3.2.3. By End-use Sector
    • 8.3.4. South Korea Virtual Reality Content Creation Market Outlook
      • 8.3.4.1. Market Size & Forecast
        • 8.3.4.1.1. By Value
      • 8.3.4.2. Market Share & Forecast
        • 8.3.4.2.1. By Content Type
        • 8.3.4.2.2. By Component
        • 8.3.4.2.3. By End-use Sector
    • 8.3.5. Australia Virtual Reality Content Creation Market Outlook
      • 8.3.5.1. Market Size & Forecast
        • 8.3.5.1.1. By Value
      • 8.3.5.2. Market Share & Forecast
        • 8.3.5.2.1. By Content Type
        • 8.3.5.2.2. By Component
        • 8.3.5.2.3. By End-use Sector

9. Middle East & Africa Virtual Reality Content Creation Market Outlook

  • 9.1. Market Size & Forecast
    • 9.1.1. By Value
  • 9.2. Market Share & Forecast
    • 9.2.1. By Content Type
    • 9.2.2. By Component
    • 9.2.3. By End-use Sector
    • 9.2.4. By Country
  • 9.3. Middle East & Africa: Country Analysis
    • 9.3.1. Saudi Arabia Virtual Reality Content Creation Market Outlook
      • 9.3.1.1. Market Size & Forecast
        • 9.3.1.1.1. By Value
      • 9.3.1.2. Market Share & Forecast
        • 9.3.1.2.1. By Content Type
        • 9.3.1.2.2. By Component
        • 9.3.1.2.3. By End-use Sector
    • 9.3.2. UAE Virtual Reality Content Creation Market Outlook
      • 9.3.2.1. Market Size & Forecast
        • 9.3.2.1.1. By Value
      • 9.3.2.2. Market Share & Forecast
        • 9.3.2.2.1. By Content Type
        • 9.3.2.2.2. By Component
        • 9.3.2.2.3. By End-use Sector
    • 9.3.3. South Africa Virtual Reality Content Creation Market Outlook
      • 9.3.3.1. Market Size & Forecast
        • 9.3.3.1.1. By Value
      • 9.3.3.2. Market Share & Forecast
        • 9.3.3.2.1. By Content Type
        • 9.3.3.2.2. By Component
        • 9.3.3.2.3. By End-use Sector

10. South America Virtual Reality Content Creation Market Outlook

  • 10.1. Market Size & Forecast
    • 10.1.1. By Value
  • 10.2. Market Share & Forecast
    • 10.2.1. By Content Type
    • 10.2.2. By Component
    • 10.2.3. By End-use Sector
    • 10.2.4. By Country
  • 10.3. South America: Country Analysis
    • 10.3.1. Brazil Virtual Reality Content Creation Market Outlook
      • 10.3.1.1. Market Size & Forecast
        • 10.3.1.1.1. By Value
      • 10.3.1.2. Market Share & Forecast
        • 10.3.1.2.1. By Content Type
        • 10.3.1.2.2. By Component
        • 10.3.1.2.3. By End-use Sector
    • 10.3.2. Colombia Virtual Reality Content Creation Market Outlook
      • 10.3.2.1. Market Size & Forecast
        • 10.3.2.1.1. By Value
      • 10.3.2.2. Market Share & Forecast
        • 10.3.2.2.1. By Content Type
        • 10.3.2.2.2. By Component
        • 10.3.2.2.3. By End-use Sector
    • 10.3.3. Argentina Virtual Reality Content Creation Market Outlook
      • 10.3.3.1. Market Size & Forecast
        • 10.3.3.1.1. By Value
      • 10.3.3.2. Market Share & Forecast
        • 10.3.3.2.1. By Content Type
        • 10.3.3.2.2. By Component
        • 10.3.3.2.3. By End-use Sector

11. Market Dynamics

  • 11.1. Drivers
  • 11.2. Challenges

12. Market Trends & Developments

  • 12.1. Merger & Acquisition (If Any)
  • 12.2. Product Launches (If Any)
  • 12.3. Recent Developments

13. Global Virtual Reality Content Creation Market: SWOT Analysis

14. Porter's Five Forces Analysis

  • 14.1. Competition in the Industry
  • 14.2. Potential of New Entrants
  • 14.3. Power of Suppliers
  • 14.4. Power of Customers
  • 14.5. Threat of Substitute Products

15. Competitive Landscape

  • 15.1. Unity Software Inc
    • 15.1.1. Business Overview
    • 15.1.2. Products & Services
    • 15.1.3. Recent Developments
    • 15.1.4. Key Personnel
    • 15.1.5. SWOT Analysis
  • 15.2. Epic Games, Inc
  • 15.3. Adobe Inc
  • 15.4. Autodesk Inc
  • 15.5. Sony Interactive Entertainment Inc
  • 15.6. HTC Corporation
  • 15.7. Meta Platforms, Inc
  • 15.8. Samsung Electronics Co., Ltd
  • 15.9. Microsoft Corporation
  • 15.10. Alphabet Inc

16. Strategic Recommendations

17. About Us & Disclaimer