DUBLIN – (COMMERCIAL THREAD)–The “Virtual Reality Content Creation Market by Content Type, Component, and End-Use Industry: Global Opportunity Analysis and Industry Forecast, 2019-2026” the report was added to ResearchAndMarkets.com offer.
According to this report, the virtual reality content creation market size was valued at $ 431.3 million in 2018 and is expected to reach $ 46.5 billion by 2026, with a CAGR of 77.10% of 2019 to 2026.
Virtual reality (VR) is a virtual environment created by computer-generated simulations. VR devices replicate the environment in real time in the virtual environment. For example, driving simulators in VR headsets provide real simulations of driving a vehicle by displaying the movement of the vehicle and the corresponding visual, motion and audio cues to the driver. These simulations are high definition content known as VR content, which is developed using software that creates a three-dimensional environment or videos. Thus, the growth of the virtual reality content creation market is expected to increase at a significant rate in the coming years due to the proliferation of virtual reality devices in various industries. VR content is created in two different ways. Firstly, VR content is produced by taking 360 degree immersive videos using 360 degree camera, which has high definition such as 4K resolution. Second, the content is produced by performing 3-dimensional (3D) animation using advanced and interactive software applications.
Rising demand for high-quality content such as 4K among individuals coupled with the high availability of cost-effective virtual reality devices are major factors that are expected to drive the growth of the global content creation market. virtual reality during the forecast period. The ongoing modernization of visual display electronics such as televisions, desktops and the like is proliferating the demand for VR content due to its ability to adapt to the environments surrounding display systems and provide virtual simulations. Moreover, increasing sales of Head Mounted Displays (HMDs) especially in the games and entertainment industry is another factor that is expected to propel the growth of the global virtual reality content creation market. . However, concerns over VR content piracy is a factor that to some extent restraining the growth of the global virtual reality content creation market. Besides, the increase in the diversification applications of virtual reality 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.
KEY BENEFITS FOR STAKEHOLDERS
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The study provides in-depth analysis of market trends to elucidate looming pockets of investment.
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Information on key drivers, restraints, and opportunities and their analysis of impact on the global virtual reality content creation market size is provided.
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Porter’s Five Forces Analysis illustrates the power of buyers and suppliers operating in the industry.
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The quantitative analysis of the market from 2018 to 2026 is provided to determine the potential of the global virtual reality content creation market.
Key finding of the virtual reality content creation market:
By content type, the video segment dominated the virtual reality content creation market. However, the 360 degree photos segment is expected to experience significant growth during the forecast period in the virtual reality content creation industry.
On a component basis, the software segment accounted for the highest revenue in 2018.
According to the industry vertical, the gaming industry generated the highest revenues in 2018. However, the healthcare sector is expected to experience tremendous growth in the near future.
Major players operating in this market have seen strong growth in demand for high quality virtual reality content, especially due to increasing consumer demand for virtual reality applications. This study includes an analysis of the virtual reality content creation market, trends, and future estimates to determine impending pockets of investment.
Main topics covered:
Chapter 1 Introduction
1.1. Description of the report
1.2. Main benefits for stakeholders
1.3. Key market segments
1.4. Key market players
1.5. Research methodology
Chapter 2: Executive summary
2.1. Main conclusions
2.2. Cxo perspective
Chapter 3: Market Overview
3.1. Definition and scope of the market
3.2. Key Forces Shaping the Global Virtual Reality Content Creation Market
3.3. Value chain analysis
3.4. Case studies
3.5. Impact of government regulations on the global virtual reality content creation market
3.6. Market dynamics
3.7. Virtual Reality Content Creation Market Industry Roadmap
3.8. Patent analysis
Chapter 4: Global Virtual Reality Content Creation Market, By Content Type
4.1. Overview
4.2. Videos
4.3. 360 degree photos
4.4. Games
Chapter 5: Global Virtual Reality Content Creation Market, By Component
5.1. Overview
5.2. Software
5.3. Services
Chapter 6: Global Virtual Reality Content Creation Market, By End User
6.1. Overview
6.2. Immovable
6.3. Travel and hospitality
6.4. Media and entertainment
6.5. Health care
6.6. Retail
6.7. Games
6.8. Automotive
6.9. Others
Chapter 7: Global Virtual Reality Content Creation Market, By Region
7.1. Overview
7.2. North America
7.3. Europe
7.4. Asia Pacific
7.5. LAMEA
Chapter 8: Competitive Landscape
8.1. Market share analysis, 2018
8.2. Competitive scoreboard
Chapter 9: Company Profiles
9.1. 360 Laboratories
9.2. Blippar
9.3. Koncept Vr
9.4. Matterport, Inc.
9.5. Panedia Pty Ltd
9.6. Pixvana Inc.
9.7. Scapique
9.8. Subvrsive
9.9. Viar
9.10. Wemakevr
For more information on this report, visit https://www.researchandmarkets.com/r/lpkb3s