Global Virtual Reality Content Creation Market 2018 by Manufacturers, Countries, Type and Application, Forecast to 2024

  • receipt Report ID : 154847
  • calendar_today Published On: Apr, 2019
  • file_copy Pages: 117
  • list Business Services

Virtual reality creates a digital environment to provide real lifelike experience to the user.

Scope of the Report:

This report studies the Virtual Reality Content Creation market status and outlook of Global and major regions, from angles of players, countries, product types and end industries; this report analyzes the top players in global market, and splits the Virtual Reality Content Creation market by product type and applications/end industries.

Increasing adoption of virtual reality technology by media and entertainment segment have boosted the growth of the virtual reality content creation market globally.

The global Virtual Reality Content Creation market is valued at 450 million USD in 2017 and is expected to reach 12900 million USD by the end of 2023, growing at a CAGR of 75.0% between 2017 and 2023.

The Asia-Pacific will occupy for more market share in following years, especially in China, also fast growing India and Southeast Asia regions.

North America, especially The United States, will still play an important role which cannot be ignored. Any changes from United States might affect the development trend of Virtual Reality Content Creation.

Europe also play important roles in global market, with market size of xx million USD in 2017 and will be xx million USD in 2023, with a CAGR of xx%.

Market Segment by Companies, this report covers

360 Labs

Blippar

Koncept VR

Matterport

Panedia Pty Ltd

SubVRsive

Vizor

Voxelus

WeMakeVR

Wevr

Market Segment by Regions, regional analysis covers

North America (United States, Canada and Mexico)

Europe (Germany, France, UK, Russia and Italy)

Asia-Pacific (China, Japan, Korea, India and Southeast Asia)

South America (Brazil, Argentina, Colombia)

Middle East and Africa (Saudi Arabia, UAE, Egypt, Nigeria and South Africa)

Market Segment by Type, covers

Videos

360 Degree Photos

Games

Market Segment by Applications, can be divided into

Gaming and Entertainment

Engineering

Healthcare

Retail

Military and Education

Others

Frequently Asked Questions

The base year for the study has been considered 2019, historic year 2014 and 2018, the forecast period considered is from 2020 to 2027. The regions analyzed for the market include North America, Europe, South America, Asia Pacific, and Middle East and Africa. These regions are further analyzed at the country-level. The study also includes attractiveness analysis of type, application and regions which are benchmarked based on their market size, growth rate and attractiveness in terms of present and future opportunity for understanding the future growth of the market.

Market is segmented on the basis:

  • By Type
  • By Application
  • By Region
  • By Country
  • By Manufacturer

The report offers in-depth analysis of driving factors, opportunities, restraints, and challenges for gaining the key insight of the market. The report emphasizes on all the key trends that play a vital role in the enlargement of the market from 2019 to 2026.

The report provides company profile of the key players operating in the market and a comparative analysis based on their business overviews industry offering, segment market share, regional presence, business strategies, innovations, mergers & acquisitions, recent developments, joint venture, collaborations, partnerships, SWOT analysis, and key financial information.

Table of Contents

1 Virtual Reality Content Creation Market Overview

1.1 Product Overview and Scope of Virtual Reality Content Creation

1.2 Classification of Virtual Reality Content Creation by Types

1.2.1 Global Virtual Reality Content Creation Revenue Comparison by Types (2017-2023)

1.2.2 Global Virtual Reality Content Creation Revenue Market Share by Types in 2017

1.2.3 Videos

1.2.4 360 Degree Photos

1.2.5 Games

1.3 Global Virtual Reality Content Creation Market by Application

1.3.1 Global Virtual Reality Content Creation Market Size and Market Share Comparison by Applications (2013-2023)

1.3.2 Gaming and Entertainment

1.3.3 Engineering

1.3.4 Healthcare

1.3.5 Retail

1.3.6 Military and Education

1.3.7 Others

1.4 Global Virtual Reality Content Creation Market by Regions

1.4.1 Global Virtual Reality Content Creation Market Size (Million USD) Comparison by Regions (2013-2023)

1.4.1 North America (USA, Canada and Mexico) Virtual Reality Content Creation Status and Prospect (2013-2023)

1.4.2 Europe (Germany, France, UK, Russia and Italy) Virtual Reality Content Creation Status and Prospect (2013-2023)

1.4.3 Asia-Pacific (China, Japan, Korea, India and Southeast Asia) Virtual Reality Content Creation Status and Prospect (2013-2023)

1.4.4 South America (Brazil, Argentina, Colombia) Virtual Reality Content Creation Status and Prospect (2013-2023)

1.4.5 Middle East and Africa (Saudi Arabia, UAE, Egypt, Nigeria and South Africa) Virtual Reality Content Creation Status and Prospect (2013-2023)

1.5 Global Market Size of Virtual Reality Content Creation (2013-2023)

2 Manufacturers Profiles

2.1 360 Labs

2.1.1 Business Overview

2.1.2 Virtual Reality Content Creation Type and Applications

2.1.2.1 Product A

2.1.2.2 Product B

2.1.3 360 Labs Virtual Reality Content Creation Revenue, Gross Margin and Market Share (2016-2017)

2.2 Blippar

2.2.1 Business Overview

2.2.2 Virtual Reality Content Creation Type and Applications

2.2.2.1 Product A

2.2.2.2 Product B

2.2.3 Blippar Virtual Reality Content Creation Revenue, Gross Margin and Market Share (2016-2017)

2.3 Koncept VR

2.3.1 Business Overview

2.3.2 Virtual Reality Content Creation Type and Applications

2.3.2.1 Product A

2.3.2.2 Product B

2.3.3 Koncept VR Virtual Reality Content Creation Revenue, Gross Margin and Market Share (2016-2017)

2.4 Matterport

2.4.1 Business Overview

2.4.2 Virtual Reality Content Creation Type and Applications

2.4.2.1 Product A

2.4.2.2 Product B

2.4.3 Matterport Virtual Reality Content Creation Revenue, Gross Margin and Market Share (2016-2017)

2.5 Panedia Pty Ltd

2.5.1 Business Overview

2.5.2 Virtual Reality Content Creation Type and Applications

2.5.2.1 Product A

2.5.2.2 Product B

2.5.3 Panedia Pty Ltd Virtual Reality Content Creation Revenue, Gross Margin and Market Share (2016-2017)

2.6 SubVRsive

2.6.1 Business Overview

2.6.2 Virtual Reality Content Creation Type and Applications

2.6.2.1 Product A

2.6.2.2 Product B

2.6.3 SubVRsive Virtual Reality Content Creation Revenue, Gross Margin and Market Share (2016-2017)

2.7 Vizor

2.7.1 Business Overview

2.7.2 Virtual Reality Content Creation Type and Applications

2.7.2.1 Product A

2.7.2.2 Product B

2.7.3 Vizor Virtual Reality Content Creation Revenue, Gross Margin and Market Share (2016-2017)

2.8 Voxelus

2.8.1 Business Overview

2.8.2 Virtual Reality Content Creation Type and Applications

2.8.2.1 Product A

2.8.2.2 Product B

2.8.3 Voxelus Virtual Reality Content Creation Revenue, Gross Margin and Market Share (2016-2017)

2.9 WeMakeVR

2.9.1 Business Overview

2.9.2 Virtual Reality Content Creation Type and Applications

2.9.2.1 Product A

2.9.2.2 Product B

2.9.3 WeMakeVR Virtual Reality Content Creation Revenue, Gross Margin and Market Share (2016-2017)

2.10 Wevr

2.10.1 Business Overview

2.10.2 Virtual Reality Content Creation Type and Applications

2.10.2.1 Product A

2.10.2.2 Product B

2.10.3 Wevr Virtual Reality Content Creation Revenue, Gross Margin and Market Share (2016-2017)

3 Global Virtual Reality Content Creation Market Competition, by Players

3.1 Global Virtual Reality Content Creation Revenue and Share by Players (2013-2018)

3.2 Market Concentration Rate

3.2.1 Top 5 Virtual Reality Content Creation Players Market Share

3.2.2 Top 10 Virtual Reality Content Creation Players Market Share

3.3 Market Competition Trend

4 Global Virtual Reality Content Creation Market Size by Regions

4.1 Global Virtual Reality Content Creation Revenue and Market Share by Regions

4.2 North America Virtual Reality Content Creation Revenue and Growth Rate (2013-2018)

4.3 Europe Virtual Reality Content Creation Revenue and Growth Rate (2013-2018)

4.4 Asia-Pacific Virtual Reality Content Creation Revenue and Growth Rate (2013-2018)

4.5 South America Virtual Reality Content Creation Revenue and Growth Rate (2013-2018)

4.6 Middle East and Africa Virtual Reality Content Creation Revenue and Growth Rate (2013-2018)

5 North America Virtual Reality Content Creation Revenue by Countries

5.1 North America Virtual Reality Content Creation Revenue by Countries (2013-2018)

5.2 USA Virtual Reality Content Creation Revenue and Growth Rate (2013-2018)

5.3 Canada Virtual Reality Content Creation Revenue and Growth Rate (2013-2018)

5.4 Mexico Virtual Reality Content Creation Revenue and Growth Rate (2013-2018)

6 Europe Virtual Reality Content Creation Revenue by Countries

6.1 Europe Virtual Reality Content Creation Revenue by Countries (2013-2018)

6.2 Germany Virtual Reality Content Creation Revenue and Growth Rate (2013-2018)

6.3 UK Virtual Reality Content Creation Revenue and Growth Rate (2013-2018)

6.4 France Virtual Reality Content Creation Revenue and Growth Rate (2013-2018)

6.5 Russia Virtual Reality Content Creation Revenue and Growth Rate (2013-2018)

6.6 Italy Virtual Reality Content Creation Revenue and Growth Rate (2013-2018)

7 Asia-Pacific Virtual Reality Content Creation Revenue by Countries

7.1 Asia-Pacific Virtual Reality Content Creation Revenue by Countries (2013-2018)

7.2 China Virtual Reality Content Creation Revenue and Growth Rate (2013-2018)

7.3 Japan Virtual Reality Content Creation Revenue and Growth Rate (2013-2018)

7.4 Korea Virtual Reality Content Creation Revenue and Growth Rate (2013-2018)

7.5 India Virtual Reality Content Creation Revenue and Growth Rate (2013-2018)

7.6 Southeast Asia Virtual Reality Content Creation Revenue and Growth Rate (2013-2018)

8 South America Virtual Reality Content Creation Revenue by Countries

8.1 South America Virtual Reality Content Creation Revenue by Countries (2013-2018)

8.2 Brazil Virtual Reality Content Creation Revenue and Growth Rate (2013-2018)

8.3 Argentina Virtual Reality Content Creation Revenue and Growth Rate (2013-2018)

8.4 Colombia Virtual Reality Content Creation Revenue and Growth Rate (2013-2018)

9 Middle East and Africa Revenue Virtual Reality Content Creation by Countries

9.1 Middle East and Africa Virtual Reality Content Creation Revenue by Countries (2013-2018)

9.2 Saudi Arabia Virtual Reality Content Creation Revenue and Growth Rate (2013-2018)

9.3 UAE Virtual Reality Content Creation Revenue and Growth Rate (2013-2018)

9.4 Egypt Virtual Reality Content Creation Revenue and Growth Rate (2013-2018)

9.5 Nigeria Virtual Reality Content Creation Revenue and Growth Rate (2013-2018)

9.6 South Africa Virtual Reality Content Creation Revenue and Growth Rate (2013-2018)

10 Global Virtual Reality Content Creation Market Segment by Type

10.1 Global Virtual Reality Content Creation Revenue and Market Share by Type (2013-2018)

10.2 Global Virtual Reality Content Creation Market Forecast by Type (2018-2023)

10.3 Videos Revenue Growth Rate (2013-2023)

10.4 360 Degree Photos Revenue Growth Rate (2013-2023)

10.5 Games Revenue Growth Rate (2013-2023)

11 Global Virtual Reality Content Creation Market Segment by Application

11.1 Global Virtual Reality Content Creation Revenue Market Share by Application (2013-2018)

11.2 Virtual Reality Content Creation Market Forecast by Application (2018-2023)

11.3 Gaming and Entertainment Revenue Growth (2013-2018)

11.4 Engineering Revenue Growth (2013-2018)

11.5 Healthcare Revenue Growth (2013-2018)

11.6 Retail Revenue Growth (2013-2018)

11.7 Military and Education Revenue Growth (2013-2018)

11.8 Others Revenue Growth (2013-2018)

12 Global Virtual Reality Content Creation Market Size Forecast (2018-2023)

12.1 Global Virtual Reality Content Creation Market Size Forecast (2018-2023)

12.2 Global Virtual Reality Content Creation Market Forecast by Regions (2018-2023)

12.3 North America Virtual Reality Content Creation Revenue Market Forecast (2018-2023)

12.4 Europe Virtual Reality Content Creation Revenue Market Forecast (2018-2023)

12.5 Asia-Pacific Virtual Reality Content Creation Revenue Market Forecast (2018-2023)

12.6 South America Virtual Reality Content Creation Revenue Market Forecast (2018-2023)

12.7 Middle East and Africa Virtual Reality Content Creation Revenue Market Forecast (2018-2023)

13 Research Findings and Conclusion

14 Appendix

14.1 Methodology

14.2 Data Source

List of Tables and Figures

Figure Virtual Reality Content Creation Picture

Table Product Specifications of Virtual Reality Content Creation

Table Global Virtual Reality Content Creation and Revenue (

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