Technology

Virtual Reality Content Creation Market Top Key Players: Blippar, 360 Labs, Matterport, Koncept VR, SubVRsive, Panedia Pty Ltd., WeMakeVR, VIAR (Viar360), Pixvana Inc., and Scapic

A fresh report titled “Virtual Reality Content Creation Market” has been presented by KD market insights. It evaluates the key market trends, advantages, and factors that are pushing the overall growth of the market. The report also analyzes the different segments along with major geographies that have more demand for Virtual Reality Content Creation Market. The competition analysis is also a major part of the report.

The virtual reality content creation market size was valued at $431.3 million in 2018, and is projected to reach $46.5 billion by 2026, growing at a CAGR of 77.10% from 2019 to 2026.

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Virtual reality (VR) is a virtual environment that is created by computer-generated simulations. VR devices replicates the real-time environment into the virtual environment. For example, the driving simulators in VR headsets provide actual simulations of driving a vehicle by displaying vehicular motion and corresponding visual, motion, and audio indications to the driver. These simulations are high definition content known as VR content, which are developed with the help of software that creates three-dimensional environment or videos. Thus, the virtual reality content creation market growth is expected to rise at a significant rate in the coming years owing to proliferation of VR devices in diverse industries. The VR content is created in two different ways. First, the VR content is produced by taking a 360-degree immersive videos with the help of 360-degree camera, which has high definition such as 4K resolution. Secondly, the content is produced by making a 3-dimensional (3D) animation with the help of advanced and interactive software applications.

Rise in demand for high quality content such as 4K among individuals coupled with high availability of cost-efficient VR devices are major factors expected to drive the growth of the global virtual reality content creation market during the forecast period. Ongoing modernization of visual display electronics such as TV, desktops, and others are proliferating the demand for VR content owing to its ability to adapt to surrounding environments displaying systems and provide virtual simulations. Moreover, rise in sales of head-mounted display (HMDs) especially in gaming and entertainment sector is another factor anticipated to propel the growth of the global virtual reality content creation market. However, concerns associated with VR content piracy is a factor that hampers the growth of the global virtual reality content creation market to a certain extent. Furthermore, rise in diversification applications of VR in various industries is an opportunistic factor for the players operating in the market, which in turn is expected to fuel the growth of the global market.

The virtual reality content creation market is segmented on the basis of content type, component, end-use sector, and region. Further, the videos segment is sub-categorized into 360 degree and immersive. Based on content type, the market is categorized into videos, 360-degree photos, and games. On the basis of component, it is divided into software and services. Depending on end-use sector, it is categorized into real estate, travel & hospitality, media & entertainment, healthcare, retail, gaming, automotive, and others. Based on region, the market is analyzed across North America, Europe, Asia-Pacific, and LAMEA.

The market players operating in the virtual reality content creation market include Blippar, 360 Labs, Matterport, Koncept VR, SubVRsive, Panedia Pty Ltd., WeMakeVR, VIAR (Viar360), Pixvana Inc., and Scapic.

KEY BENEFITS FOR STAKEHOLDERS:

– The study provides an in-depth analysis of the market trends to elucidate the imminent investment pockets.
– Information about key drivers, restraints, and opportunities and their impact analyses on the global virtual reality content creation market size is provided.
– Porter’s five forces analysis illustrates the potency of the buyers and suppliers operating in the industry.
– The quantitative analysis of the market from 2018 to 2026 is provided to determine the global virtual reality content creation market potential.

KEY MARKET SEGMENTS:

By Content Type
– Videos
– – – 360 Degree
– – – Immersive
– 360 Degree Photos
– Games

By Component
– Software
– Services

By End-use Sector
– Real Estate
– Travel & Hospitality
– Media & Entertainment
– Healthcare
– Retail
– Gaming
– Automotive
– Others

BY REGION

North America
– U.S.
– Canada
Europe
– Germany
– France
– UK
– Rest of Europe
Asia-Pacific
– Japan
– China
– India
– Rest of Asia-Pacific
LAMEA
– Latin America
– Middle East
– Africa

KEY MARKET PLAYERS:

– Blippar
– 360 Labs
– Matterport
– Koncept VR
– SubVRsive
– Panedia Pty Ltd.
– WeMakeVR
– VIAR (Viar360)
– Pixvana Inc.
– Scapic

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Table of Content

Chapter 1: Introduction

1.1. Report Description
1.2. Key Benefits For Stakeholders
1.3. Key Market Segments
1.4. Key Market Players
1.5. Research Methodology

1.5.1. Secondary Research
1.5.2. Primary Research
1.5.3. Analyst Tools & Models

Chapter 2: Executive Summary

2.1. Key Findings

2.1.1. Top Impacting Factors
2.1.2. Top Investment Pockets

2.2. Cxo Perspective

Chapter 3: Market Overview

3.1. Market Definition And Scope
3.2. Key Forces Shaping The Global Virtual Reality Content Creation Market
3.3. Value Chain Analysis
3.4. Case Studies

3.4.1. Bank of America Collaborated With Omnivirt For Its Ad Marketing Components
3.4.2. Rewind Partnered With The Endemol Shine Uk

3.5. Impact of Government Regulations On The Global Virtual Reality Content Creation Market
3.6. Market Dynamics

3.6.1. Drivers

3.6.1.1. Growing Demand For Head-Mounted Display (Hmds) In Gaming And Entertainment Sector
3.6.1.2. Availability of Affordable Virtual Reality Devices
3.6.1.3. Rise In Virtual Reality Marketing
3.6.1.4. High Demand For 3-Dimensional Content Among Various Industries

3.6.2. Restraints

3.6.2.1. Lack of Awareness Regarding The Advantages Using Virtual Reality Devices
3.6.2.2. Virtual Reality Content Piracy

3.6.3. Opportunities

3.6.3.1. Penetration of Hmds In Healthcare And Architectural Applications
3.6.3.2. Use of Virtual Reality In Training And Simulation Among Aerospace & Defense And Transportation Sector
3.6.3.3. Content Marketing In Retail

3.7. Industry Roadmap of Virtual Reality Content Creation Market
3.8. Patent Analysis

3.8.1. By Region (2004–2018)
3.8.2. By Applicant

Chapter 4: Global Virtual Reality Content Creation Market, By Content Type

4.1. Overview
4.2. Videos

4.2.1. Key Market Trends, Growth Factors, And Opportunities
4.2.2. Market Size And Forecast, By Region
4.2.3. Market Analysis, By Country
4.2.4. Virtual Reality Content Creation Market, By Videos

4.2.4.1. 360 Degree
4.2.4.2. Immersive
4.2.4.3. Virtual Reality Content Creation Market Size And Forecast, By Videos

4.3. 360 Degree Photos

4.3.1. Key Market Trends, Growth Factors, And Opportunities
4.3.2. Market Size And Forecast, By Region
4.3.3. Market Analysis, By Country

4.4. Games

4.4.1. Key Market Trends, Growth Factors, And Opportunities
4.4.2. Market Size And Forecast, By Region
4.4.3. Market Analysis, By Country

Chapter 5: Global Virtual Reality Content Creation Market, By Component

5.1. Overview
5.2. Software

5.2.1. Key Market Trends, Growth Factors, And Opportunities
5.2.2. Market Size And Forecast, By Region
5.2.3. Market Analysis, By Country

5.3. Services

5.3.1. Key Market Trends, Growth Factors, And Opportunities
5.3.2. Market Size And Forecast, By Region
5.3.3. Market Analysis, By Country

Chapter 6: Global Virtual Reality Content Creation Market, By End-User

6.1. Overview
6.2. Real Estate

6.2.1. Key Market Trends, Growth Factors, And Opportunities
6.2.2. Market Size And Forecast, By Region
6.2.3. Market Analysis, By Country

6.3. Travel And Hospitality

6.3.1. Key Market Trends, Growth Factors, And Opportunities
6.3.2. Market Size And Forecast, By Region
6.3.3. Market Analysis, By Country

6.4. Media And Entertainment

6.4.1. Key Market Trends, Growth Factors, And Opportunities
6.4.2. Market Size And Forecast, By Region
6.4.3. Market Analysis, By Country

6.5. Healthcare

6.5.1. Key Market Trends, Growth Factors, And Opportunities
6.5.2. Market Size And Forecast, By Region
6.5.3. Market Analysis, By Country

6.6. Retail

6.6.1. Key Market Trends, Growth Factors, And Opportunities
6.6.2. Market Size And Forecast, By Region
6.6.3. Market Analysis, By Country

6.7. Gaming

6.7.1. Key Market Trends, Growth Factors, And Opportunities
6.7.2. Market Size And Forecast, By Region
6.7.3. Market Analysis, By Country

6.8. Automotive

6.8.1. Key Market Trends, Growth Factors, And Opportunities
6.8.2. Market Size And Forecast, By Region
6.8.3. Market Analysis, By Country

6.9. Others

6.9.1. Key Market Trends, Growth Factors, And Opportunities
6.9.2. Market Size And Forecast, By Region
6.9.3. Market Analysis, By Country

Continue…

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