VR Content Creation Market By Component (Software, Services), By Content Type (Games, Videos, Images), By Application (Healthcare, Aerospace & Defense, Media & Entertainment, Gaming, Automotive, Others) - Growth, Future Prospects, And Competitive Analysis, 2019 - 2027

Key Market Insights

"Growing popularity of 5G & IoT technology will spur the market growth"

The global VR content creation market is growing competently and accounted for US$ 365.0 Mn in 2018 at a CAGR of 67.0% throughout the forecast period 2019 to 2027.

The virtual reality content creation is a software tool with an advanced version of content-based applications due to its wide scope of use among various end-users including media and entertainment, and gaming among others. The tools used for content creation are being broadly recognized as an open-source platform to create immersive experience content. These are user-friendly tools, which assist in developing content through 360-degree videos, images and games among others. Thereby, the rising adoption of virtual reality and its content creation tools is expected to bolster the VR content creation market growth significantly throughout the forecast period.

Market Synopsis

VR Content Creation Market

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Content-Type Analysis

"Increased investment flows by major players will spur revenue growth during the forecast period"

The videos segment is the largest revenue contributing segment, with more than 1/3rd of the total market revenue generated worldwide and is expected to remain dominant. This is due to the increased usage of video in the gaming industry, the rise of 3D market, and it acts as an efficient tool for marketing among others. Companies such as Qualcomm and Facebook among others are investing rigorously in this technology. For instance, Facebook acquired Oculus VR a startup which makes virtual reality video games in a US$ 2 Bn deal.

VR Content Creation Market

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Regional Analysis

Increasing adoption of technologically advanced solutions, the growing emphasis on digitalization and artificial intelligence holds the U.S. in dominant position

In 2018, North America was the largest value contributing region in the VR content creation market accounting for more than 40% of the global revenue. North America expected to continue its supremacy during the forecast period trailed by Europe. Owing to the availability of state-of-the-art infrastructure, rapid adoption of VR content creation devices, and increased spending on IT among others. This, in turn, will spur the VR content creation market growth.

On the contrary, the Asia Pacific region is set to register maximum growth during the forecast period. This is due to increased investment flows, rising consumer spendings on VR and support from public sectors among others in the developing economies such as China and India. In addition, the penetration of VR content creation in gaming will further boost the VR content creation market growth.

VR Content Creation Market

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"Increased research and development with strong product portfolio in the developed regions"

Top manufacturers are focusing on developing advanced products for application in various industries. The developers are forming new alliances & partnering up for new product development, and improved R&D. This, in turn, will increase the expansion of the VR content creation market in the emerging nations in the near future.

List of Companies Covered:

  • Blippar
  • 360 Labs
  • Matterport
  • Koncept VR
  • SubVRsive
  • Panedia Pty Ltd.
  • WeMakeVR
  • VIAR (Viar360)
  • Pixvana Inc.
  • Scapic.

VR Content Creation Market

Key Industry Development:

  • In September 2018, Veer VR launched a free of cost web-based VR content creation tool. It is a coding-free user-interactive creation tool which will allow the users to create VR photos, and take 360-degree videos among others. The platform already has more than 30 Mn users from more than 150 countries.

Historical & Forecast Period

This research study provides qualitative as well as quantitative insights for each segment and sub-segment from 2017 to 2027, considering 2018 as the base year for the research. CAGR (Compounded Annual Growth Rate) for each segment and sub-segment is calculated for the forecast period from 2019 to 2027.

Research Period  2017-2027
Base Year 2018
Forecast Period  2019-2027
Historical Year  2017
Unit  USD Million

 Component Segment (2017–2027; US$ Mn) 
• Software 
 • Services

 Content Type Segment (2017–2027; US$ Mn)
 • Games
 • Videos
 • Images

 Application Segment (2017–2027; US$ Mn)
 • Healthcare
 • Aerospace & Defense
 • Media & Entertainment
 • Gaming
 • Automotive
 • Others (E-commerce & Retail)

 Geography Segment (2017–2027; US$ Mn)
 • North America (U.S., Rest of North America)
 • Europe (U.K., Germany, Russia, Rest of Europe)
 • Asia Pacific (Japan, China, India, Rest of Asia Pacific)
 • Rest of the World (Middle East & Africa, Latin America)


Market Segmentation

The current report also comprehends qualitative and qualitative market valuation factors such as key market drivers, market trends, restraints and opportunities that give a better market understanding of the overall spinal fusion market. Additionally, the global report also comprises a graphical representation of a competitive landscape based on their market initiatives and strategies, product portfolio and business strengths.

Key questions answered in this report

  • The worldwide market value of the VR content creation market in 2017 and 2018
  • Estimated forecast and market projections up to 2027
  • Which is the largest regional market for VR content creation?
  • Which segment has highest penetration of VR content creation solutions?
  • Which are the key trends driving the global VR content creation market growth?
  • Who are the leading developers in the VR content creation market worldwide?
  • What are the key strategies adopted by the leading VR content creation developers?
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Published Date:  Dec 2019
Category:  Technology & Media
Report ID:   60138
Report Format:   PDF
Pages:   120
Rating:    4.2 (58)
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