Global VR Content Creation Market expected to reach a whopping US$41.01 bn by 2024

Albany, USA, 2018-May-30 — /EPR Network/ —In order to study the various trends and patterns prevailing in the overall market for VR Content Creation, Market Research Reports Search Engine (MRRSE) has included a new report titled “VR Content Creation Market” to its wide online database. This research assessment offers a clear insight about the influential factors that are expected to transform the global market in the near future. Readers can access the regional as well as segment-wise analysis for acquiring precise information about the global market structure.

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The global market for virtual reality (VR) content creation hosts a number of market players who want to invent innovative technologies in order to earn a greater market. The resources at the disposal of these players vary across a wide spectrum of the market, and there is also a great level of variation in the size of these players.  In recent times, forming partnership and alliances with smaller companies has become the catchphrase of well-established market players. This is done to fetch a wider geographical reach and penetrate local markets without any hassles. The aforementioned factors helped MRRSE is estimating that the competition would intensify in the market in the coming years. The key market players include Blippar, Voxelus, and Matterport. Companies within the VR content industry are also expected to resort to acquisition of other companies in order to grow their market share.

MRRSE presents a report that throws light on the market dynamics and forecasts the future success of the global market for VR content. The market is anticipated to inflate at a commendably high CAGR of 89.8% over the period from 2016 to 2024. The market value that was worth US$147.5 mn in 2015 is projected to rise to an astral figure of US$41.01 bn by the end of 2024. These are plush figures that show the bright prospects of the market over the forecast period. Based on the end-user categorization, the gaming segment is anticipated to bring in high revenue into the market. This segment accounted for a little below 50% of the total market share within the end-use segment. If we analyze the regional markets, North America exhibited positive results in the years 2016 and had a market share of 73.4% in the same year. Despite the prominent position of the North American Market, the market in Asia Pacific is expected to register the highest growth rate over the forecast period.

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The demand for VR content comes from an array of fields, which has created a regular flow of revenue into the market. The media and entertainment industry has been an ardent user of content based on virtual reality. The rise of the 3D market has given a strong push to the global market for VR content. Other industries using VR content include hospitality, travel, real estate, automobile, and retail. Hence, it isn’t surprising that the market has gained stupendous traction and exhibits an unusually high CAGR. The quest to offer better entertainment experiences to consumers has also necessitated the need for VR content. Although the VR technology is relatively new, almost all of the sectors have realized the worth of this technology. VR content has also become an efficient tool for marketing products and building stories around them. This helps the companies in asserting their iconic brand and reaping the benefits of better marketing. The gaming industry has pervaded across the globe, and there are substantial resources being invested towards providing better gaming experiences. Hence, the market also grows alongside the need to provide virtual reality experiences to gamers.

The report segments the market on the basis of solution basis of content type, solution, and end-use sector. The content type segment include videos, 360 Degree Photos and games. The video segment is further sub-segmented into 360 Degree and immersive videos. On the basis of solution, the market is segmented into software/application and services. The end use sector considered in the market include real-estate, travel, hospitality and events, media and entertainment, retail, gaming, automotive and others. The report provides in-depth segment analysis of the global VR content creation market, thereby providing valuable insights at the macro as well as micro levels.

Koncept VR, VOXELUS., SubVRsive, Panedia Pty Ltd., WEMAKEVR, 360 Labs, MATTERVR and Elysian Studio Private Limited (Meraki), Matterport, Wevr, Vizor, and Blippar are some of the major players operating within the VR content creation market profiled in this study. Details such as financials, SWOT analysis, business strategies, recent developments, and other such strategic information pertaining to these players has been duly provided as part of company profiling.

Global VR Content Creation Market

By Content Type

  • Videos
    • 360 Degree
    • Immersive
  • 360 Degree Photos
  • Games

By Solution

  • Software/Application
  • Services

By End-Use Sector

  • Real Estate
  • Travel, Hospitality and Events
  • Media and Entertainment
  • Retail
  • Gaming
  • Automotive
  • Others

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