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VR Content Creation-Global Market Insights and Sales Trends 2025

VR Content Creation-Global Market Insights and Sales Trends 2025

Publishing Date : Mar, 2025

License Type :
 

Report Code : 1857304

No of Pages : 103

Synopsis
VR content creation can be realised through various tools in the making of virtual assets, for instance, cinematic views and applications. The development of the VR tools is thus considered as the most important advancement, which enabled the customer’s to design their 3D ideas in an efficient way.
The global VR Content Creation market size is expected to reach US$ 8020.4 million by 2029, growing at a CAGR of 42.5% from 2023 to 2029. The market is mainly driven by the significant applications of VR Content Creation in various end use industries. The expanding demands from the Travel, Hospitality and Events, Media and Entertainment, Retail and Gaming, are propelling VR Content Creation market. Videos, one of the segments analysed in this report, is projected to record % CAGR and reach US$ million by the end of the analysis period. Growth in the 360 Degree Photos segment is estimated at % CAGR for the next seven-year period.
Asia Pacific shows high growth potential for VR Content Creation market, driven by demand from China, the second largest economy with some signs of stabilising, the VR Content Creation market in China is forecast to reach US$ million by 2029, trailing a CAGR of % over the 2023-2029 period, while the U.S. market will reach US$ million by 2029, exhibiting a CAGR of % during the same period.
Report Objectives
This report provides market insight on the different segments, by players, by Type, by Application. Market size and forecast (2018-2029) has been provided in the report. The primary objectives of this report are to provide 1) global market size and forecasts, growth rates, market dynamics, industry structure and developments, market situation, trends; 2) global market share and ranking by company; 3) comprehensive presentation of the global market for VR Content Creation, with both quantitative and qualitative analysis through detailed segmentation; 4) detailed value chain analysis and review of growth factors essential for the existing market players and new entrants; 5) emerging opportunities in the market and the future impact of major drivers and restraints of the market.
Key Features of The Study:
This report provides in-depth analysis of the global VR Content Creation market, and provides market size (US$ million) and CAGR for the forecast period (2023-2029), considering 2022 as the base year.
This report profiles key players in the global VR Content Creation market based on the following parameters - company details (found date, headquarters, manufacturing bases), products portfolio, VR Content Creation sales data, market share and ranking.
This report elucidates potential market opportunities across different segments and explains attractive investment proposition matrices for this market.
This report illustrates key insights about market drivers, restraints, opportunities, market trends, regional outlook.
Key companies of VR Content Creation covered in this report include Blippar, 360 Labs, Matterport, Koncept VR, SubVRsive, Panedia, Voxelus, Vizor and Wevr, etc.
The global VR Content Creation market report caters to various stakeholders in this industry including investors, suppliers, product players, distributors, new entrants, and financial analysts.
Market Segmentation
Company Profiles:
Blippar
360 Labs
Matterport
Koncept VR
SubVRsive
Panedia
Voxelus
Vizor
Wevr
WeMakeVR
Global VR Content Creation market, by region:
North America (U.S., Canada, Mexico)
Europe (Germany, France, UK, Italy, etc.)
Asia Pacific (China, Japan, South Korea, Southeast Asia, India, etc.)
South America (Brazil, etc.)
Middle East and Africa (Turkey, GCC Countries, Africa, etc.)
Global VR Content Creation market, Segment by Type:
Videos
360 Degree Photos
Games
Global VR Content Creation market, by Application
Travel, Hospitality and Events
Media and Entertainment
Retail
Gaming
Automotive
Others
Core Chapters
Chapter One: Introduces the report scope of the report, executive summary of global and regional market size and CAGR for the history and forecast period (2018-2023, 2024-2029). It offers a high-level view of the current state of the market and its likely evolution in the short to mid-term, and long term.
Chapter Two: Provides the analysis of various market segments by Type, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different market segments.
Chapter Three: Provides the analysis of various market segments by Application, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different downstream markets.
Chapter Four: Detailed analysis of VR Content Creation companies’ competitive landscape, revenue, market share and ranking, latest development plan, merger, and acquisition information, etc.
Chapter Five: Provides profiles of key players, introducing the basic situation of the main companies in the market in detail, including product introduction, revenue, recent development, etc.
Chapter Six, Seven, Eight, Nine and Ten: North America, Europe, Asia Pacific, Latin America, Middle East & Africa, revenue by country.
Chapter Eleven: this section also introduces the market dynamics, latest developments of the market, the driving factors and restrictive factors of the market, the challenges and risks faced by companies in the industry, and the analysis of relevant policies in the industry.
Chapter Twelve: Research Finding/Conclusion
Index
1 Market Overview of VR Content Creation
1.1 VR Content Creation Market Overview
1.1.1 VR Content Creation Product Scope
1.1.2 VR Content Creation Market Status and Outlook
1.2 Global VR Content Creation Market Size Overview by Region 2018 VS 2022 VS 2029
1.3 Global VR Content Creation Market Size by Region (2018-2029)
1.4 Global VR Content Creation Historic Market Size by Region (2018-2023)
1.5 Global VR Content Creation Market Size Forecast by Region (2024-2029)
1.6 Key Regions, VR Content Creation Market Size (2018-2029)
1.6.1 North America VR Content Creation Market Size (2018-2029)
1.6.2 Europe VR Content Creation Market Size (2018-2029)
1.6.3 Asia-Pacific VR Content Creation Market Size (2018-2029)
1.6.4 Latin America VR Content Creation Market Size (2018-2029)
1.6.5 Middle East & Africa VR Content Creation Market Size (2018-2029)
2 VR Content Creation Market by Type
2.1 Introduction
2.1.1 Videos
2.1.2 360 Degree Photos
2.1.3 Games
2.2 Global VR Content Creation Market Size by Type: 2018 VS 2022 VS 2029
2.2.1 Global VR Content Creation Historic Market Size by Type (2018-2023)
2.2.2 Global VR Content Creation Forecasted Market Size by Type (2024-2029)
2.3 Key Regions Market Size by Type
2.3.1 North America VR Content Creation Revenue Breakdown by Type (2018-2029)
2.3.2 Europe VR Content Creation Revenue Breakdown by Type (2018-2029)
2.3.3 Asia-Pacific VR Content Creation Revenue Breakdown by Type (2018-2029)
2.3.4 Latin America VR Content Creation Revenue Breakdown by Type (2018-2029)
2.3.5 Middle East and Africa VR Content Creation Revenue Breakdown by Type (2018-2029)
3 VR Content Creation Market Overview by Application
3.1 Introduction
3.1.1 Travel, Hospitality and Events
3.1.2 Media and Entertainment
3.1.3 Retail
3.1.4 Gaming
3.1.5 Automotive
3.1.6 Others
3.2 Global VR Content Creation Market Size by Application: 2018 VS 2022 VS 2029
3.2.1 Global VR Content Creation Historic Market Size by Application (2018-2023)
3.2.2 Global VR Content Creation Forecasted Market Size by Application (2024-2029)
3.3 Key Regions Market Size by Application
3.3.1 North America VR Content Creation Revenue Breakdown by Application (2018-2029)
3.3.2 Europe VR Content Creation Revenue Breakdown by Application (2018-2029)
3.3.3 Asia-Pacific VR Content Creation Revenue Breakdown by Application (2018-2029)
3.3.4 Latin America VR Content Creation Revenue Breakdown by Application (2018-2029)
3.3.5 Middle East and Africa VR Content Creation Revenue Breakdown by Application (2018-2029)
4 VR Content Creation Competition Analysis by Players
4.1 Global VR Content Creation Market Size by Players (2018-2023)
4.2 Global Top Players by Company Type (Tier 1, Tier 2 and Tier 3) & (based on the Revenue in VR Content Creation as of 2022)
4.3 Date of Key Players Enter into VR Content Creation Market
4.4 Global Top Players VR Content Creation Headquarters and Area Served
4.5 Key Players VR Content Creation Product Solution and Service
4.6 Competitive Status
4.6.1 VR Content Creation Market Concentration Rate
4.6.2 Mergers & Acquisitions, Expansion Plans
5 Company (Top Players) Profiles
5.1 Blippar
5.1.1 Blippar Profile
5.1.2 Blippar Main Business
5.1.3 Blippar VR Content Creation Products, Services and Solutions
5.1.4 Blippar VR Content Creation Revenue (US$ Million) & (2018-2023)
5.1.5 Blippar Recent Developments
5.2 360 Labs
5.2.1 360 Labs Profile
5.2.2 360 Labs Main Business
5.2.3 360 Labs VR Content Creation Products, Services and Solutions
5.2.4 360 Labs VR Content Creation Revenue (US$ Million) & (2018-2023)
5.2.5 360 Labs Recent Developments
5.3 Matterport
5.3.1 Matterport Profile
5.3.2 Matterport Main Business
5.3.3 Matterport VR Content Creation Products, Services and Solutions
5.3.4 Matterport VR Content Creation Revenue (US$ Million) & (2018-2023)
5.3.5 Koncept VR Recent Developments
5.4 Koncept VR
5.4.1 Koncept VR Profile
5.4.2 Koncept VR Main Business
5.4.3 Koncept VR VR Content Creation Products, Services and Solutions
5.4.4 Koncept VR VR Content Creation Revenue (US$ Million) & (2018-2023)
5.4.5 Koncept VR Recent Developments
5.5 SubVRsive
5.5.1 SubVRsive Profile
5.5.2 SubVRsive Main Business
5.5.3 SubVRsive VR Content Creation Products, Services and Solutions
5.5.4 SubVRsive VR Content Creation Revenue (US$ Million) & (2018-2023)
5.5.5 SubVRsive Recent Developments
5.6 Panedia
5.6.1 Panedia Profile
5.6.2 Panedia Main Business
5.6.3 Panedia VR Content Creation Products, Services and Solutions
5.6.4 Panedia VR Content Creation Revenue (US$ Million) & (2018-2023)
5.6.5 Panedia Recent Developments
5.7 Voxelus
5.7.1 Voxelus Profile
5.7.2 Voxelus Main Business
5.7.3 Voxelus VR Content Creation Products, Services and Solutions
5.7.4 Voxelus VR Content Creation Revenue (US$ Million) & (2018-2023)
5.7.5 Voxelus Recent Developments
5.8 Vizor
5.8.1 Vizor Profile
5.8.2 Vizor Main Business
5.8.3 Vizor VR Content Creation Products, Services and Solutions
5.8.4 Vizor VR Content Creation Revenue (US$ Million) & (2018-2023)
5.8.5 Vizor Recent Developments
5.9 Wevr
5.9.1 Wevr Profile
5.9.2 Wevr Main Business
5.9.3 Wevr VR Content Creation Products, Services and Solutions
5.9.4 Wevr VR Content Creation Revenue (US$ Million) & (2018-2023)
5.9.5 Wevr Recent Developments
5.10 WeMakeVR
5.10.1 WeMakeVR Profile
5.10.2 WeMakeVR Main Business
5.10.3 WeMakeVR VR Content Creation Products, Services and Solutions
5.10.4 WeMakeVR VR Content Creation Revenue (US$ Million) & (2018-2023)
5.10.5 WeMakeVR Recent Developments
6 North America
6.1 North America VR Content Creation Market Size by Country (2018-2029)
6.2 U.S.
6.3 Canada
7 Europe
7.1 Europe VR Content Creation Market Size by Country (2018-2029)
7.2 Germany
7.3 France
7.4 U.K.
7.5 Italy
7.6 Russia
7.7 Nordic Countries
7.8 Rest of Europe
8 Asia-Pacific
8.1 Asia-Pacific VR Content Creation Market Size by Region (2018-2029)
8.2 China
8.3 Japan
8.4 South Korea
8.5 Southeast Asia
8.6 India
8.7 Australia
8.8 Rest of Asia-Pacific
9 Latin America
9.1 Latin America VR Content Creation Market Size by Country (2018-2029)
9.2 Mexico
9.3 Brazil
9.4 Rest of Latin America
10 Middle East & Africa
10.1 Middle East & Africa VR Content Creation Market Size by Country (2018-2029)
10.2 Turkey
10.3 Saudi Arabia
10.4 UAE
10.5 Rest of Middle East & Africa
11 VR Content Creation Market Dynamics
11.1 VR Content Creation Industry Trends
11.2 VR Content Creation Market Drivers
11.3 VR Content Creation Market Challenges
11.4 VR Content Creation Market Restraints
12 Research Finding /Conclusion
13 Methodology and Data Source
13.1 Methodology/Research Approach
13.1.1 Research Programs/Design
13.1.2 Market Size Estimation
13.1.3 Market Breakdown and Data Triangulation
13.2 Data Source
13.2.1 Secondary Sources
13.2.2 Primary Sources
13.3 Disclaimer
13.4 Author List

Published By : QY Research

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