Virtual Reality Content Creation Market-Global Industry Analysis and Forecast (2023-2029)

Virtual Reality Content Creation Market was valued US$ 1.46 Bn in 2022 and is expected to reach US$ 21.59 Bn by 2029, at a CAGR of 47% during the forecast period.

Virtual Reality Content Creation Market Overview:

The virtual reality content creation software is assumed to be advancement of content-based applications owing to its comprehensive scope of applications among end users from different sectors like, gaming, automotive, media & entertainment, healthcare and several others.Virtual Reality Content Creation MarketTo know about the Research Methodology :- Request Free Sample Report The virtual reality content creation tools are commonly used as an open source platform to provide exclusive experience content. These tools are technologically advanced and offer ease to its users, hence the demand of virtual reality content creation is estimated to rise immensely during the forecast period.The report study has analyzed revenue impact of covid-19 pandemic on the sales revenue of market leaders, market followers and disrupters in the report and same is reflected in our analysis.

Virtual Reality Content Creation Market Dynamics:

In recent years, the demand for head-mounted display (HMDs) has increased exponentially owing to the advantages offered by its products such as VR and AR. In addition, increase in demand for high quality content such as 4K from large population along with the market readiness of cost effective VR devices are the key influencing reasons expected to boost the growth of the global virtual reality content creation market over the forecast period. The continuous up gradation of visual display systems such as televisions, desktops and several others are generating the demand for VR content due to its high capacity to access surrounding environments displaying systems and support better virtual simulations. Moreover, playing video games has become the common leisure activity in many regions of the world, as it has become one of the most popular contemporary recreational activities. Increase in population inclined toward indoor video gaming activity is hugely supplementing the demand for high-quality virtual reality content. Gaming and entertainment sector boost the sales of head mounted display (HMDs), which likely to drive the growth of the global virtual reality content creation market during the forecast years. Conversely, issue of piracy with VR content hampers the growth of the global virtual reality content creation market in the forecasted years. Additionally, growth in broadening applications of VR in numerous industries offer lucrative opportunity for the companies operating in the market, which in turn is expected to drive the growth of the global market in forecasted years..

Virtual Reality Content Creation Market Regional Analysis:

The presence of several major players in North America made this region to stand as largest contributor with US$ xx Mn in 2022. Moreover, North America anticipates the market growth with CAGR xx% in forecast period owing to the convenience of well-developed IT infrastructure. In addition, high IT spending capability of countries like, the US and Canada in the North America also supplements the growth of virtual reality content creation in this region. Asia Pacific held US$ xx Mn in 2022 and is expected to witness speedy market growth with CAGR xx% during the forecast period. The reason for this growth is large number of population belongs to this region and their rising demand for electronic appliances with Virtual Reality Content Creation. The major contribution in this region is from developing economies like, China & India. Similarly, the report covers the detail analysis of all the regions such as, Europe, Latin America, and Middle East & Africa. Their growth rate and the reason for growth along with the expected value to be reached by end of the 2029 are mentioned in the final report.

Virtual Reality Content Creation Market Segmentation Analysis:

Based on content type, the market is categorized into videos, 360 degree photos, and games. Among the content type, the videos segment dominated the VR content creation market with US$ xx Mn in 2022 and is expected to continue this trend with CAGR xx% during the forecast period. Based on Component, virtual reality content creation market is divided in software and service. Where, software is a crucial application responsible to provide immense experiences to those using virtual reality devices. Thus, software segment is estimated to grow at CAGR xx% during forecast period and reach US$ xx Mn by 2029. Depending on end-use sector, it is categorized into real estate, travel & hospitality, media & entertainment, healthcare, retail, gaming, automotive, and others. Among all media & entertainment segment is likely to dominate the market growing with CAGR xx% in forecast period and reach US$ xx Mn by 2029. Similarly, all the segments and their sub segments with their current market share, expected growth percentage, factors boosting & hampering the growth and region wise anticipated market share during the each year in forecast period along with their graphical representation are illustrated in the report.

Objective of the Global Virtual Reality Content Creation Market :

The objective of the report is to present a comprehensive analysis of the Global Virtual Reality Content Creation Market including all the stakeholders of the industry. The past and current status of the industry with forecasted market size and trends are presented in the report with the analysis of complicated data in simple language. The report covers all the aspects of the industry with a dedicated study of key players that includes market leaders, followers and new entrants. PORTER, SVOR, PESTEL analysis with the potential impact of micro-economic factors of the market have been presented in the report. External as well as internal factors that are supposed to affect the business positively or negatively have been analyzed, which will give a clear futuristic view of the industry to the decision-makers. The report also helps in understanding Global Virtual Reality Content Creation Market dynamics, structure by analyzing the market segments and projects the Global Market size. Clear representation of competitive analysis of key players by Application, price, financial position, Product portfolio, growth strategies, and regional presence in the Global Virtual Reality Content Creation Market make the report investor’s guide.

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Virtual Reality Content Creation Market
Report Coverage Details
Base Year: 2022 Forecast Period: 2023-2029
Historical Data: 2018 to 2022 Market Size in 2022: US $ 1.46 Bn.
Forecast Period 2023 to 2029 CAGR: 47% Market Size in 2029: US $ 21.59 Bn.
Segments Covered: 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 Commercial Healthcare Retail Gaming Automotive Others

Virtual Reality Content Creation Market, by Region

North America (United States, Canada and Mexico) Europe (UK, France, Germany, Italy, Spain, Sweden, Austria and Rest of Europe) Asia Pacific (China, South Korea, Japan, India, Australia, Indonesia, Malaysia, Vietnam, Taiwan, Bangladesh, Pakistan and Rest of APAC) Middle East and Africa (South Africa, GCC, Egypt, Nigeria and Rest of ME&A) South America (Brazil, Argentina Rest of South America)

Virtual Reality Content Creation Market Key Players are:

1. Blippar 2. 360 Labs 3. Matterport 4. Koncept VR 5. SubVRsive 6. Panedia Pty Ltd. 7. WeMakeVR 8. VIAR (Viar360) 9. Pixvana Inc. 10.Scapic 11.IBM Corporation 12.Dell 13.Intel Corporation 14.McAfee, LLC 15.Trend Micro 16.VMware 17.Juniper Networks 18.Fortinet, Inc 19.Sophos Ltd. 20.Cisco Systems Inc. Frequently Asked questions 1. What is the market size of the Global Virtual Reality Content Creation Market in 2022? Ans. The market size Global Market in 2022 was US$ 1.46 Billion. 2. What are the different segments of the Global Virtual Reality Content Creation Market ? Ans. The Global Market is divided into Product, Application and Distribution Channel. 3. What is the study period of this market? Ans. The Global Market will be studied from 2022 to 2029. 4. Which region is expected to hold the highest Global Market share? Ans. The Asia Pacific dominates the market share in the market. 5. What is the Forecast Period of Global Market ? Ans. The Forecast Period of the market is 2023-2029 in the market.
Global Virtual Reality Content Creation Market 1. Preface 1.1. Report Scope and Market Segmentation 1.2. Research Highlights 1.3. Research Objectives 2. Assumptions and Research Methodology 2.1. Report Assumptions 2.2. Abbreviations 2.3. Research Methodology 2.3.1. Secondary Research 2.3.1.1. Secondary data 2.3.1.2. Secondary Sources 2.3.2. Primary Research 2.3.2.1. Data from Primary Sources 2.3.2.2. Breakdown of Primary Sources 3. Executive Summary: Global Virtual Reality Content Creation Market Size, by Market Value (US$ Mn) 4. Market Overview 4.1. Introduction 4.2. Market Indicator 4.2.1. Drivers 4.2.2. Restraints 4.2.3. Opportunities 4.2.4. Challenges 4.3. Porter’s Analysis 4.4. Value Chain Analysis 4.5. Market Risk Analysis 4.6. SWOT Analysis 4.7. Industry Trends and Emerging Technologies 5. Supply Side and Demand Side Indicators 6. Global Virtual Reality Content Creation Market Analysis and Forecast 6.1. Global Virtual Reality Content Creation Market Size & Y-o-Y Growth Analysis 6.1.1. North America 6.1.2. Europe 6.1.3. Asia Pacific 6.1.4. Middle East & Africa 6.1.5. South America 7. Global Virtual Reality Content Creation Market Analysis and Forecast, by Content Type 7.1. Introduction and Definition 7.2. Key Findings 7.3. Global Virtual Reality Content Creation Market Value Share Analysis, by Content Type 7.4. Global Virtual Reality Content Creation Market Size (US$ Mn) Forecast, by Content Type 7.5. Global Virtual Reality Content Creation Market Analysis, by Content Type 7.6. Global Virtual Reality Content Creation Market Attractiveness Analysis, by Content Type 8. Global Virtual Reality Content Creation Market Analysis and Forecast, By Component 8.1. Introduction and Definition 8.2. Key Findings 8.3. Global Virtual Reality Content Creation Market Value Share Analysis, By Component 8.4. Global Virtual Reality Content Creation Market Size (US$ Mn) Forecast, By Component 8.5. Global Virtual Reality Content Creation Market Analysis, By Component 8.6. Global Virtual Reality Content Creation Market Attractiveness Analysis, By Component 9. Global Virtual Reality Content Creation Market Analysis and Forecast, by End Use Sector 9.1. Introduction and Definition 9.2. Key Findings 9.3. Global Virtual Reality Content Creation Market Value Share Analysis, by End Use Sector 9.4. Global Virtual Reality Content Creation Market Size (US$ Mn) Forecast, by End Use Sector 9.5. Global Virtual Reality Content Creation Market Analysis, by End Use Sector 9.6. Global Virtual Reality Content Creation Market Attractiveness Analysis, by End Use Sector 10. Global Virtual Reality Content Creation Market Analysis, by Region 10.1. Global Virtual Reality Content Creation Market Value Share Analysis, by Region 10.2. Global Virtual Reality Content Creation Market Size (US$ Mn) Forecast, by Region 10.3. Global Virtual Reality Content Creation Market Attractiveness Analysis, by Region 11. North America Virtual Reality Content Creation Market Analysis 11.1. Key Findings 11.2. North America Virtual Reality Content Creation Market Overview 11.3. North America Virtual Reality Content Creation Market Value Share Analysis, by Content Type 11.4. North America Virtual Reality Content Creation Market Forecast, by Content Type 11.4.1. Videos 11.4.1.1. 360 Degree 11.4.1.2. Immersive 11.4.2. 360 Degree Photos 11.4.3. Games 11.5. North America Virtual Reality Content Creation Market Value Share Analysis, By Component 11.6. North America Virtual Reality Content Creation Market Forecast, By Component 11.6.1. Software 11.6.2. Services 11.7. North America Virtual Reality Content Creation Market Value Share Analysis, by End Use Sector 11.8. North America Virtual Reality Content Creation Market Forecast, by End Use Sector 11.8.1. Real Estate 11.8.2. Travel & Hospitality 11.8.3. Media & Entertainment 11.8.4. Healthcare 11.8.5. Retail 11.8.6. Gaming 11.8.7. Commercial 11.8.8. Automotive 11.8.9. Others 11.9. North America Virtual Reality Content Creation Market Value Share Analysis, by Country 11.10. North America Virtual Reality Content Creation Market Forecast, by Country 11.10.1. U.S. 11.10.2. Canada 11.11. North America Virtual Reality Content Creation Market Analysis, by Country 11.12. U.S. Virtual Reality Content Creation Market Forecast, by Content Type 11.12.1. Videos 11.12.1.1. 360 Degree 11.12.1.2. Immersive 11.12.2. 360 Degree Photos 11.12.3. Games 11.13. U.S. Virtual Reality Content Creation Market Forecast, By Component 11.13.1. Software 11.13.2. Services 11.14. U.S. Virtual Reality Content Creation Market Forecast, by End Use Sector 11.14.1. Real Estate 11.14.2. Travel & Hospitality 11.14.3. Media & Entertainment 11.14.4. Healthcare 11.14.5. Retail 11.14.6. Gaming 11.14.7. Commercial 11.14.8. Automotive 11.14.9. Others 11.15. Canada Virtual Reality Content Creation Market Forecast, by Content Type 11.15.1. Videos 11.15.1.1. 360 Degree 11.15.1.2. Immersive 11.15.2. 360 Degree Photos 11.15.3. Games 11.16. Steel Canada Virtual Reality Content Creation Market Forecast, By Component 11.16.1. Small and Medium-Sized Enterprises 11.16.2. Large Enterprises 11.17. Canada Virtual Reality Content Creation Market Forecast, by End Use Sector 11.17.1. Real Estate 11.17.2. Travel & Hospitality 11.17.3. Media & Entertainment 11.17.4. Healthcare 11.17.5. Retail 11.17.6. Gaming 11.17.7. Commercial 11.17.8. Automotive 11.17.9. Others 11.18. North America Virtual Reality Content Creation Market Attractiveness Analysis 11.18.1. By Content Type 11.18.2. By Component 11.18.3. By End Use Sector 11.19. PEST Analysis 11.20. Key Trends 11.21. Key Developments 12. Europe Virtual Reality Content Creation Market Analysis 12.1. Key Findings 12.2. Europe Virtual Reality Content Creation Market Overview 12.3. Europe Virtual Reality Content Creation Market Value Share Analysis, by Content Type 12.4. Europe Virtual Reality Content Creation Market Forecast, by Content Type 12.4.1. Videos 12.4.1.1. 360 Degree 12.4.1.2. Immersive 12.4.2. 360 Degree Photos 12.4.3. Games 12.5. Europe Virtual Reality Content Creation Market Value Share Analysis, By Component 12.6. Europe Virtual Reality Content Creation Market Forecast, By Component 12.6.1. Software 12.6.2. Services 12.7. Europe Virtual Reality Content Creation Market Value Share Analysis, by End Use Sector 12.8. Europe Virtual Reality Content Creation Market Forecast, by End Use Sector 12.8.1. Real Estate 12.8.2. Travel & Hospitality 12.8.3. Media & Entertainment 12.8.4. Healthcare 12.8.5. Retail 12.8.6. Gaming 12.8.7. Commercial 12.8.8. Automotive 12.8.9. Others 12.9. Europe Virtual Reality Content Creation Market Value Share Analysis, by Country 12.10. Europe Virtual Reality Content Creation Market Forecast, by Country 12.10.1. Germany 12.10.2. U.K. 12.10.3. France 12.10.4. Italy 12.10.5. Spain 12.10.6. Rest of Europe 12.11. Europe Virtual Reality Content Creation Market Analysis, by Country 12.12. Germany Virtual Reality Content Creation Market Forecast, by Content Type 12.12.1. Videos 12.12.1.1. 360 Degree 12.12.1.2. Immersive 12.12.2. 360 Degree Photos 12.12.3. Games 12.13. Germany Virtual Reality Content Creation Market Forecast, By Component 12.13.1. Software 12.13.2. Services 12.14. Germany Virtual Reality Content Creation Market Forecast, by End Use Sector 12.14.1. Real Estate 12.14.2. Travel & Hospitality 12.14.3. Media & Entertainment 12.14.4. Healthcare 12.14.5. Retail 12.14.6. Gaming 12.14.7. Commercial 12.14.8. Automotive 12.14.9. Others 12.15. U.K. Virtual Reality Content Creation Market Forecast, by Content Type 12.15.1. Videos 12.15.1.1. 360 Degree 12.15.1.2. Immersive 12.15.2. 360 Degree Photos 12.15.3. Games 12.16. U.K. Virtual Reality Content Creation Market Forecast, By Component 12.16.1. Software 12.16.2. Services 12.17. U.K. Virtual Reality Content Creation Market Forecast, by End Use Sector 12.17.1. Real Estate 12.17.2. Travel & Hospitality 12.17.3. Media & Entertainment 12.17.4. Healthcare 12.17.5. Retail 12.17.6. Gaming 12.17.7. Commercial 12.17.8. Automotive 12.17.9. Others 12.18. France Virtual Reality Content Creation Market Forecast, by Content Type 12.18.1. Videos 12.18.1.1. 360 Degree 12.18.1.2. Immersive 12.18.2. 360 Degree Photos 12.18.3. Games 12.19. France Virtual Reality Content Creation Market Forecast, By Component 12.19.1. Software 12.19.2. Services 12.20. France Virtual Reality Content Creation Market Forecast, by End Use Sector 12.20.1. Real Estate 12.20.2. Travel & Hospitality 12.20.3. Media & Entertainment 12.20.4. Healthcare 12.20.5. Retail 12.20.6. Gaming 12.20.7. Commercial 12.20.8. Automotive 12.20.9. Others 12.21. Italy Virtual Reality Content Creation Market Forecast, by Content Type 12.21.1. Videos 12.21.1.1. 360 Degree 12.21.1.2. Immersive 12.21.2. 360 Degree Photos 12.21.3. Games 12.22. Italy Virtual Reality Content Creation Market Forecast, By Component 12.22.1. Software 12.22.2. Services 12.23. Italy Virtual Reality Content Creation Market Forecast, by End Use Sector 12.23.1. Real Estate 12.23.2. Travel & Hospitality 12.23.3. Media & Entertainment 12.23.4. Healthcare 12.23.5. Retail 12.23.6. Gaming 12.23.7. Commercial 12.23.8. Automotive 12.23.9. Others 12.24. Spain Virtual Reality Content Creation Market Forecast, by Content Type 12.24.1. Videos 12.24.1.1. 360 Degree 12.24.1.2. Immersive 12.24.2. 360 Degree Photos 12.24.3. Games 12.25. Spain Virtual Reality Content Creation Market Forecast, By Component 12.25.1. Software 12.25.2. Services 12.26. Spain Virtual Reality Content Creation Market Forecast, by End Use Sector 12.26.1. Real Estate 12.26.2. Travel & Hospitality 12.26.3. Media & Entertainment 12.26.4. Healthcare 12.26.5. Retail 12.26.6. Gaming 12.26.7. Commercial 12.26.8. Automotive 12.26.9. Others 12.27. Rest of Europe Virtual Reality Content Creation Market Forecast, by Content Type 12.27.1. Videos 12.27.1.1. 360 Degree 12.27.1.2. Immersive 12.27.2. 360 Degree Photos 12.27.3. Games 12.28. Rest of Europe Virtual Reality Content Creation Market Forecast, By Component 12.28.1. Software 12.28.2. Services 12.29. Rest Of Europe Virtual Reality Content Creation Market Forecast, by End Use Sector 12.29.1. Real Estate 12.29.2. Travel & Hospitality 12.29.3. Media & Entertainment 12.29.4. Healthcare 12.29.5. Retail 12.29.6. Gaming 12.29.7. Commercial 12.29.8. Automotive 12.29.9. Others 12.30. Europe Virtual Reality Content Creation Market Attractiveness Analysis 12.30.1. By Content Type 12.30.2. By Component 12.30.3. By End Use Sector 12.31. PEST Analysis 12.32. Key Trends 12.33. Key Developments 13. Asia Pacific Virtual Reality Content Creation Market Analysis 13.1. Key Findings 13.2. Asia Pacific Virtual Reality Content Creation Market Overview 13.3. Asia Pacific Virtual Reality Content Creation Market Value Share Analysis, by Content Type 13.4. Asia Pacific Virtual Reality Content Creation Market Forecast, by Content Type 13.4.1. Videos 13.4.1.1. 360 Degree 13.4.1.2. Immersive 13.4.2. 360 Degree Photos 13.4.3. Games 13.5. Asia Pacific Virtual Reality Content Creation Market Value Share Analysis, By Component 13.6. Asia Pacific Virtual Reality Content Creation Market Forecast, By Component 13.6.1. Software 13.6.2. Services 13.7. Asia Pacific Virtual Reality Content Creation Market Value Share Analysis, by End Use Sector 13.8. Asia Pacific Virtual Reality Content Creation Market Forecast, by End Use Sector 13.8.1. Real Estate 13.8.2. Travel & Hospitality 13.8.3. Media & Entertainment 13.8.4. Healthcare 13.8.5. Retail 13.8.6. Gaming 13.8.7. Commercial 13.8.8. Automotive 13.8.9. Others 13.9. Asia Pacific Virtual Reality Content Creation Market Value Share Analysis, by Country 13.10. Asia Pacific Virtual Reality Content Creation Market Forecast, by Country 13.10.1. China 13.10.2. India 13.10.3. Japan 13.10.4. ASEAN 13.10.5. Rest of Asia Pacific 13.11. Asia Pacific Virtual Reality Content Creation Market Analysis, by Country 13.12. China Virtual Reality Content Creation Market Forecast, by Content Type 13.12.1. Videos 13.12.1.1. 360 Degree 13.12.1.2. Immersive 13.12.2. 360 Degree Photos 13.12.3. Games 13.13. China Virtual Reality Content Creation Market Forecast, By Component 13.13.1. Software 13.13.2. Services 13.14. China Virtual Reality Content Creation Market Forecast, by End Use Sector 13.14.1. Real Estate 13.14.2. Travel & Hospitality 13.14.3. Media & Entertainment 13.14.4. Healthcare 13.14.5. Retail 13.14.6. Gaming 13.14.7. Commercial 13.14.8. Automotive 13.14.9. Others 13.15. India Virtual Reality Content Creation Market Forecast, by Content Type 13.15.1. Videos 13.15.1.1. 360 Degree 13.15.1.2. Immersive 13.15.2. 360 Degree Photos 13.15.3. Games 13.16. India Virtual Reality Content Creation Market Forecast, By Component 13.16.1. Software 13.16.2. Services 13.17. India Virtual Reality Content Creation Market Forecast, by End Use Sector 13.17.1. Real Estate 13.17.2. Travel & Hospitality 13.17.3. Media & Entertainment 13.17.4. Healthcare 13.17.5. Retail 13.17.6. Gaming 13.17.7. Commercial 13.17.8. Automotive 13.17.9. Others 13.18. Japan Virtual Reality Content Creation Market Forecast, by Content Type 13.18.1. Videos 13.18.1.1. 360 Degree 13.18.1.2. Immersive 13.18.2. 360 Degree Photos 13.18.3. Games 13.19. Japan Virtual Reality Content Creation Market Forecast, By Component 13.19.1. Software 13.19.2. Services 13.20. Japan Virtual Reality Content Creation Market Forecast, by End Use Sector 13.20.1. Real Estate 13.20.2. Travel & Hospitality 13.20.3. Media & Entertainment 13.20.4. Healthcare 13.20.5. Retail 13.20.6. Gaming 13.20.7. Commercial 13.20.8. Automotive 13.20.9. Others 13.21. ASEAN Virtual Reality Content Creation Market Forecast, by Content Type 13.21.1. Videos 13.21.1.1. 360 Degree 13.21.1.2. Immersive 13.21.2. 360 Degree Photos 13.21.3. Games 13.22. ASEAN Virtual Reality Content Creation Market Forecast, By Component 13.22.1. Software 13.22.2. Services 13.23. ASEAN Virtual Reality Content Creation Market Forecast, by End Use Sector 13.23.1. Real Estate 13.23.2. Travel & Hospitality 13.23.3. Media & Entertainment 13.23.4. Healthcare 13.23.5. Retail 13.23.6. Gaming 13.23.7. Commercial 13.23.8. Automotive 13.23.9. Others 13.24. Rest of Asia Pacific Virtual Reality Content Creation Market Forecast, by Content Type 13.24.1. Videos 13.24.1.1. 360 Degree 13.24.1.2. Immersive 13.24.2. 360 Degree Photos 13.24.3. Games 13.25. Rest of Asia Pacific Virtual Reality Content Creation Market Forecast, By Component 13.25.1. Software 13.25.2. Services 13.26. Rest of Asia Pacific Virtual Reality Content Creation Market Forecast, by End Use Sector 13.26.1. Real Estate 13.26.2. Travel & Hospitality 13.26.3. Media & Entertainment 13.26.4. Healthcare 13.26.5. Retail 13.26.6. Gaming 13.26.7. Commercial 13.26.8. Automotive 13.26.9. Others 13.27. Asia Pacific Virtual Reality Content Creation Market Attractiveness Analysis 13.27.1. By Content Type 13.27.2. By Component 13.27.3. By End Use Sector 13.28. PEST Analysis 13.29. Key Trends 13.30. Key Developments 14. Middle East & Africa Virtual Reality Content Creation Market Analysis 14.1. Key Findings 14.2. Middle East & Africa Virtual Reality Content Creation Market Overview 14.3. Middle East & Africa Virtual Reality Content Creation Market Value Share Analysis, by Content Type 14.4. Middle East & Africa Virtual Reality Content Creation Market Forecast, by Content Type 14.4.1. Videos 14.4.1.1. 360 Degree 14.4.1.2. Immersive 14.4.2. 360 Degree Photos 14.4.3. Games 14.5. Middle East & Africa Virtual Reality Content Creation Market Value Share Analysis, By Component 14.6. Middle East & Africa Virtual Reality Content Creation Market Forecast, By Component 14.6.1. Software 14.6.2. Services 14.7. Middle East & Africa Virtual Reality Content Creation Market Value Share Analysis, by End Use Sector 14.8. Middle East & Africa Virtual Reality Content Creation Market Forecast, by End Use Sector 14.8.1. Real Estate 14.8.2. Travel & Hospitality 14.8.3. Media & Entertainment 14.8.4. Healthcare 14.8.5. Retail 14.8.6. Gaming 14.8.7. Commercial 14.8.8. Automotive 14.8.9. Others 14.9. Middle East & Africa Virtual Reality Content Creation Market Value Share Analysis, by Country 14.10. Middle East & Africa Virtual Reality Content Creation Market Forecast, by Country 14.10.1. GCC 14.10.2. South Africa 14.10.3. Rest of Middle East & Africa 14.11. Middle East & Africa Virtual Reality Content Creation Market Analysis, by Country 14.12. GCC Virtual Reality Content Creation Market Forecast, by Content Type 14.12.1. Videos 14.12.1.1. 360 Degree 14.12.1.2. Immersive 14.12.2. 360 Degree Photos 14.12.3. Games 14.13. GCC Virtual Reality Content Creation Market Forecast, By Component 14.13.1. Software 14.13.2. Services 14.14. GCC Virtual Reality Content Creation Market Forecast, by End Use Sector 14.14.1. Real Estate 14.14.2. Travel & Hospitality 14.14.3. Media & Entertainment 14.14.4. Healthcare 14.14.5. Retail 14.14.6. Gaming 14.14.7. Commercial 14.14.8. Automotive 14.14.9. Others 14.15. South Africa Virtual Reality Content Creation Market Forecast, by Content Type 14.15.1. Videos 14.15.1.1. 360 Degree 14.15.1.2. Immersive 14.15.2. 360 Degree Photos 14.15.3. Games 14.16. South Africa Virtual Reality Content Creation Market Forecast, By Component 14.16.1. Software 14.16.2. Services 14.17. South Africa Virtual Reality Content Creation Market Forecast, by End Use Sector 14.17.1. Real Estate 14.17.2. Travel & Hospitality 14.17.3. Media & Entertainment 14.17.4. Healthcare 14.17.5. Retail 14.17.6. Gaming 14.17.7. Commercial 14.17.8. Automotive 14.17.9. Others 14.18. Rest of Middle East & Africa Virtual Reality Content Creation Market Forecast, by Content Type 14.18.1. Videos 14.18.1.1. 360 Degree 14.18.1.2. Immersive 14.18.2. 360 Degree Photos 14.18.3. Games 14.19. Rest of Middle East & Africa Virtual Reality Content Creation Market Forecast, By Component 14.19.1. Software 14.19.2. Services 14.20. Rest of Middle East & Africa Virtual Reality Content Creation Market Forecast, by End Use Sector 14.20.1. Real Estate 14.20.2. Travel & Hospitality 14.20.3. Media & Entertainment 14.20.4. Healthcare 14.20.5. Retail 14.20.6. Gaming 14.20.7. Commercial 14.20.8. Automotive 14.20.9. Others 14.21. Middle East & Africa Virtual Reality Content Creation Market Attractiveness Analysis 14.21.1. By Content Type 14.21.2. By Component 14.21.3. By End Use Sector 14.22. PEST Analysis 14.23. Key Trends 14.24. Key Developments 15. South America Virtual Reality Content Creation Market Analysis 15.1. Key Findings 15.2. South America Virtual Reality Content Creation Market Overview 15.3. South America Virtual Reality Content Creation Market Value Share Analysis, by Content Type 15.4. South America Virtual Reality Content Creation Market Forecast, by Content Type 15.4.1. Videos 15.4.1.1. 360 Degree 15.4.1.2. Immersive 15.4.2. 360 Degree Photos 15.4.3. Games 15.5. South America Virtual Reality Content Creation Market Value Share Analysis, By Component 15.6. South America Virtual Reality Content Creation Market Forecast, By Component 15.6.1. Software 15.6.2. Services 15.7. South America Virtual Reality Content Creation Market Value Share Analysis, by End Use Sector 15.8. South America Virtual Reality Content Creation Market Forecast, by End Use Sector 15.8.1. Real Estate 15.8.2. Travel & Hospitality 15.8.3. Media & Entertainment 15.8.4. Healthcare 15.8.5. Retail 15.8.6. Gaming 15.8.7. Commercial 15.8.8. Automotive 15.8.9. Others 15.9. South America Virtual Reality Content Creation Market Value Share Analysis, by Country 15.10. South America Virtual Reality Content Creation Market Forecast, by Country 15.10.1. Brazil 15.10.2. Mexico 15.10.3. Rest of South America 15.11. South America Virtual Reality Content Creation Market Analysis, by Country 15.12. Brazil Virtual Reality Content Creation Market Forecast, by Content Type 15.12.1. Videos 15.12.1.1. 360 Degree 15.12.1.2. Immersive 15.12.2. 360 Degree Photos 15.12.3. Games 15.13. Brazil Virtual Reality Content Creation Market Forecast, By Component 15.13.1. Software 15.13.2. Services 15.14. Brazil Virtual Reality Content Creation Market Forecast, by End Use Sector 15.14.1. Real Estate 15.14.2. Travel & Hospitality 15.14.3. Media & Entertainment 15.14.4. Healthcare 15.14.5. Retail 15.14.6. Gaming 15.14.7. Commercial 15.14.8. Automotive 15.14.9. Others 15.15. Mexico Virtual Reality Content Creation Market Forecast, by Content Type 15.15.1. Videos 15.15.1.1. 360 Degree 15.15.1.2. Immersive 15.15.2. 360 Degree Photos 15.15.3. Games 15.16. Mexico Virtual Reality Content Creation Market Forecast, By Component 15.16.1. Software 15.16.2. Services 15.17. Mexico Virtual Reality Content Creation Market Forecast, by End Use Sector 15.17.1. Real Estate 15.17.2. Travel & Hospitality 15.17.3. Media & Entertainment 15.17.4. Healthcare 15.17.5. Retail 15.17.6. Gaming 15.17.7. Commercial 15.17.8. Automotive 15.17.9. Others 15.18. Rest of South America Virtual Reality Content Creation Market Forecast, by Content Type 15.18.1. Videos 15.18.1.1. 360 Degree 15.18.1.2. Immersive 15.18.2. 360 Degree Photos 15.18.3. Games 15.19. Rest of South America Virtual Reality Content Creation Market Forecast, By Component 15.19.1. Software 15.19.2. Services 15.20. Rest of South America Virtual Reality Content Creation Market Forecast, by End Use Sector 15.20.1. Real Estate 15.20.2. Travel & Hospitality 15.20.3. Media & Entertainment 15.20.4. Healthcare 15.20.5. Retail 15.20.6. Gaming 15.20.7. Commercial 15.20.8. Automotive 15.20.9. Others 15.21. South America Virtual Reality Content Creation Market Attractiveness Analysis 15.21.1. By Content Type 15.21.2. By Component 15.21.3. By End Use Sector 15.22. PEST Analysis 15.23. Key Trends 15.24. Key Developments 16. Company Profiles 16.1. Market Share Analysis, by Company 16.2. Competition Matrix 16.2.1. Competitive Benchmarking of key players by price, presence, market share, Applications and R&D investment 16.2.2. New Product Launches and Product Enhancements 16.2.3. Market Consolidation 16.2.3.1. M&A by Regions, Investment and Applications 16.2.3.2. M&A Key Players, Forward Integration and Backward Integration 16.3. Company Profiles: Key Players 16.3.1. Blippar 16.3.1.1. Company Overview 16.3.1.2. Financial Overview 16.3.1.3. Product Portfolio 16.3.1.4. Business Strategy 16.3.1.5. Recent Developments 16.3.1.6. Development Footprint 16.3.2. 360 Labs 16.3.3. Matterport 16.3.4. Koncept VR 16.3.5. SubVRsive 16.3.6. Panedia Pty Ltd. 16.3.7. WeMakeVR 16.3.8. VIAR (Viar360) 16.3.9. Pixvana Inc. 16.3.10. Scapic 16.3.11. IBM Corporation 16.3.12. Dell 16.3.13. Intel Corporation 16.3.14. McAfee, LLC 16.3.15. Trend Micro 16.3.16. VMware 16.3.17. Juniper Networks 16.3.18. Fortinet, Inc 16.3.19. Sophos Ltd. 16.3.20. Cisco Systems Inc. 17. Primary Key Insights
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