DUBLIN–(BUSINESS WIRE)–The “Virtual Reality Content Creation Market by Content Type, Component, and End-use Sector: Global Opportunity Analysis and Industry Forecast, 2019-2026” report has been added to ResearchAndMarkets.com’s offering.

According to this 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.

Virtual reality (VR) is a virtual environment that is created by computer-generated simulations. VR devices replicate 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 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.

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 Finding of The Virtual Reality Content Creation Market:

By content type, the videos segment dominated the virtual reality content creation market. However, the 360 degree photos segment is expected to exhibit significant growth during the forecast period in the virtual reality content creation industry.

Based on component, the software segment accounted for the highest revenue in 2018.

Depending on industry vertical, the gaming industry generated the highest revenue in 2018. However, healthcare sector is expected to witness considerable growth in the near future.

Major players operating in this market have witnessed high growth in demand for high quality virtual reality content especially due to rise in consumers demand for virtual reality applications. This study includes virtual reality content creation market analysis, trends, and future estimations to determine the imminent investment pockets.

Key Topics Covered:

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

Chapter 2: Executive Summary

2.1. Key Findings

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

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

3.6. Market Dynamics

3.7. Industry Roadmap of Virtual Reality Content Creation Market

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. Real Estate

6.3. Travel And Hospitality

6.4. Media And Entertainment

6.5. Healthcare

6.6. Retail

6.7. Gaming

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 Dashboard

Chapter 9: Company Profiles

9.1. 360 Labs

9.2. Blippar

9.3. Koncept Vr

9.4. Matterport, Inc.

9.5. Panedia Pty Ltd

9.6. Pixvana Inc.

9.7. Scapic

9.8. Subvrsive

9.9. Viar

9.10. Wemakevr

For more information about this report visit https://www.researchandmarkets.com/r/lpkb3s

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