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Global and China VR Content Creation Market Size, Status and Forecast 2020-2026

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1 Report Overview

  • 1.1 Study Scope
  • 1.2 Market Analysis by Type
    • 1.2.1 Global VR Content Creation Market Size Growth Rate by Type: 2020 VS 2026
    • 1.2.2 Videos
    • 1.2.3 360 Degree Photos
    • 1.2.4 Games
  • 1.3 Market by Application
    • 1.3.1 Global VR Content Creation Market Share by Application: 2020 VS 2026
    • 1.3.2 Travel, Hospitality and Events
    • 1.3.3 Media and Entertainment
    • 1.3.4 Retail
    • 1.3.5 Gaming
    • 1.3.6 Automotive
    • 1.3.7 Others
  • 1.4 Study Objectives
  • 1.5 Years Considered

2 Global Growth Trends

  • 2.1 Global VR Content Creation Market Perspective (2015-2026)
  • 2.2 Global VR Content Creation Growth Trends by Regions
    • 2.2.1 VR Content Creation Market Size by Regions: 2015 VS 2020 VS 2026
    • 2.2.2 VR Content Creation Historic Market Share by Regions (2015-2020)
    • 2.2.3 VR Content Creation Forecasted Market Size by Regions (2021-2026)
  • 2.3 Industry Trends and Growth Strategy
    • 2.3.1 Market Trends
    • 2.3.2 Market Drivers
    • 2.3.3 Market Challenges
    • 2.3.4 Market Restraints

3 Competition Landscape by Key Players

  • 3.1 Global Top VR Content Creation Players by Market Size
    • 3.1.1 Global Top VR Content Creation Players by Revenue (2015-2020)
    • 3.1.2 Global VR Content Creation Revenue Market Share by Players (2015-2020)
  • 3.2 Global VR Content Creation Market Share by Company Type (Tier 1, Tier 2 and Tier 3)
  • 3.3 Players Covered: Ranking by VR Content Creation Revenue
  • 3.4 Global VR Content Creation Market Concentration Ratio
    • 3.4.1 Global VR Content Creation Market Concentration Ratio (CR5 and HHI)
    • 3.4.2 Global Top 10 and Top 5 Companies by VR Content Creation Revenue in 2019
  • 3.5 Key Players VR Content Creation Area Served
  • 3.6 Key Players VR Content Creation Product Solution and Service
  • 3.7 Date of Enter into VR Content Creation Market
  • 3.8 Mergers & Acquisitions, Expansion Plans

4 VR Content Creation Breakdown Data by Type (2015-2026)

  • 4.1 Global VR Content Creation Historic Market Size by Type (2015-2020)
  • 4.2 Global VR Content Creation Forecasted Market Size by Type (2021-2026)

5 VR Content Creation Breakdown Data by Application (2015-2026)

  • 5.1 Global VR Content Creation Historic Market Size by Application (2015-2020)
  • 5.2 Global VR Content Creation Forecasted Market Size by Application (2021-2026)

6 North America

  • 6.1 North America VR Content Creation Market Size (2015-2026)
  • 6.2 North America VR Content Creation Market Size by Type (2015-2020)
  • 6.3 North America VR Content Creation Market Size by Application (2015-2020)
  • 6.4 North America VR Content Creation Market Size by Country (2015-2020)
    • 6.4.1 United States
    • 6.4.2 Canada

7 Europe

  • 7.1 Europe VR Content Creation Market Size (2015-2026)
  • 7.2 Europe VR Content Creation Market Size by Type (2015-2020)
  • 7.3 Europe VR Content Creation Market Size by Application (2015-2020)
  • 7.4 Europe VR Content Creation Market Size by Country (2015-2020)
    • 7.4.1 Germany
    • 7.4.2 France
    • 7.4.3 U.K.
    • 7.4.4 Italy
    • 7.4.5 Russia
    • 7.4.6 Nordic
    • 7.4.7 Rest of Europe

8 China

  • 8.1 China VR Content Creation Market Size (2015-2026)
  • 8.2 China VR Content Creation Market Size by Type (2015-2020)
  • 8.3 China VR Content Creation Market Size by Application (2015-2020)
  • 8.4 China VR Content Creation Market Size by Region (2015-2020)
    • 8.4.1 China
    • 8.4.2 Japan
    • 8.4.3 South Korea
    • 8.4.4 Southeast Asia
    • 8.4.5 India
    • 8.4.6 Australia
    • 8.4.7 Rest of Asia-Pacific

9 Japan

  • 9.1 Japan VR Content Creation Market Size (2015-2026)
  • 9.2 Japan VR Content Creation Market Size by Type (2015-2020)
  • 9.3 Japan VR Content Creation Market Size by Application (2015-2020)
  • 9.4 Japan VR Content Creation Market Size by Country (2015-2020)
    • 9.4.1 Mexico
    • 9.4.2 Brazil

10 Southeast Asia

  • 10.1 Southeast Asia VR Content Creation Market Size (2015-2026)
  • 10.2 Southeast Asia VR Content Creation Market Size by Type (2015-2020)
  • 10.3 Southeast Asia VR Content Creation Market Size by Application (2015-2020)
  • 10.4 Southeast Asia VR Content Creation Market Size by Country (2015-2020)
    • 10.4.1 Turkey
    • 10.4.2 Saudi Arabia
    • 10.4.3 UAE
    • 10.4.4 Rest of Middle East & Africa

11 Key Players Profiles

  • 11.1 Blippar
    • 11.1.1 Blippar Company Details
    • 11.1.2 Blippar Business Overview
    • 11.1.3 Blippar VR Content Creation Introduction
    • 11.1.4 Blippar Revenue in VR Content Creation Business (2015-2020))
    • 11.1.5 Blippar Recent Development
  • 11.2 360 Labs
    • 11.2.1 360 Labs Company Details
    • 11.2.2 360 Labs Business Overview
    • 11.2.3 360 Labs VR Content Creation Introduction
    • 11.2.4 360 Labs Revenue in VR Content Creation Business (2015-2020)
    • 11.2.5 360 Labs Recent Development
  • 11.3 Matterport
    • 11.3.1 Matterport Company Details
    • 11.3.2 Matterport Business Overview
    • 11.3.3 Matterport VR Content Creation Introduction
    • 11.3.4 Matterport Revenue in VR Content Creation Business (2015-2020)
    • 11.3.5 Matterport Recent Development
  • 11.4 Koncept VR
    • 11.4.1 Koncept VR Company Details
    • 11.4.2 Koncept VR Business Overview
    • 11.4.3 Koncept VR VR Content Creation Introduction
    • 11.4.4 Koncept VR Revenue in VR Content Creation Business (2015-2020)
    • 11.4.5 Koncept VR Recent Development
  • 11.5 SubVRsive
    • 11.5.1 SubVRsive Company Details
    • 11.5.2 SubVRsive Business Overview
    • 11.5.3 SubVRsive VR Content Creation Introduction
    • 11.5.4 SubVRsive Revenue in VR Content Creation Business (2015-2020)
    • 11.5.5 SubVRsive Recent Development
  • 11.6 Panedia
    • 11.6.1 Panedia Company Details
    • 11.6.2 Panedia Business Overview
    • 11.6.3 Panedia VR Content Creation Introduction
    • 11.6.4 Panedia Revenue in VR Content Creation Business (2015-2020)
    • 11.6.5 Panedia Recent Development
  • 11.7 Voxelus
    • 11.7.1 Voxelus Company Details
    • 11.7.2 Voxelus Business Overview
    • 11.7.3 Voxelus VR Content Creation Introduction
    • 11.7.4 Voxelus Revenue in VR Content Creation Business (2015-2020)
    • 11.7.5 Voxelus Recent Development
  • 11.8 Vizor
    • 11.8.1 Vizor Company Details
    • 11.8.2 Vizor Business Overview
    • 11.8.3 Vizor VR Content Creation Introduction
    • 11.8.4 Vizor Revenue in VR Content Creation Business (2015-2020)
    • 11.8.5 Vizor Recent Development
  • 11.9 Wevr
    • 11.9.1 Wevr Company Details
    • 11.9.2 Wevr Business Overview
    • 11.9.3 Wevr VR Content Creation Introduction
    • 11.9.4 Wevr Revenue in VR Content Creation Business (2015-2020)
    • 11.9.5 Wevr Recent Development
  • 11.10 WeMakeVR
    • 11.10.1 WeMakeVR Company Details
    • 11.10.2 WeMakeVR Business Overview
    • 11.10.3 WeMakeVR VR Content Creation Introduction
    • 11.10.4 WeMakeVR Revenue in VR Content Creation Business (2015-2020)
    • 11.10.5 WeMakeVR Recent Development

12 Analyst's Viewpoints/Conclusions

    13 Appendix

    • 13.1 Research Methodology
      • 13.1.1 Methodology/Research Approach
      • 13.1.2 Data Source
    • 13.2 Disclaimer

    Global VR Content Creation Scope and Market Size
    VR Content Creation market is segmented by Type, and by Application. Players, stakeholders, and other participants in the global VR Content Creation market will be able to gain the upper hand as they use the report as a powerful resource. The segmental analysis focuses on revenue and forecast by Type and by Application in terms of revenue and forecast for the period 2015-2026.

    Market segment by Type, the product can be split into
    Videos
    360 Degree Photos
    Games

    Market segment by Application, split into
    Travel, Hospitality and Events
    Media and Entertainment
    Retail
    Gaming
    Automotive
    Others

    Based on regional and country-level analysis, the VR Content Creation market has been segmented as follows:
    North America
    United States
    Canada
    Europe
    Germany
    France
    U.K.
    Italy
    Russia
    Nordic
    Rest of Europe
    Asia-Pacific
    China
    Japan
    South Korea
    Southeast Asia
    India
    Australia
    Rest of Asia-Pacific
    Latin America
    Mexico
    Brazil
    Middle East & Africa
    Turkey
    Saudi Arabia
    UAE
    Rest of Middle East & Africa

    In the competitive analysis section of the report, leading as well as prominent players of the global VR Content Creation market are broadly studied on the basis of key factors. The report offers comprehensive analysis and accurate statistics on revenue by the player for the period 2015-2020. It also offers detailed analysis supported by reliable statistics on price and revenue (global level) by player for the period 2015-2020.
    The key players covered in this study
    Blippar
    360 Labs
    Matterport
    Koncept VR
    SubVRsive
    Panedia
    Voxelus
    Vizor
    Wevr
    WeMakeVR

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