Global Virtual Reality Content Creation Market 2020 (Includes Business Impact of COVID-19)

  • TBI790434
  • April 29, 2020
  • Global
  • 149 pages
  • Market.US
                                          

“Global Virtual Reality Content Creation Market Analysis Trends, Applications, Analysis, Growth, and Forecast to 2027” is a recent report generated by Trusted Business Insights. The global virtual reality content creation market report has been segmented on the basis of content type, component, application, and region.

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Global Virtual Reality Content Creation Market: Overview Virtual reality creates digital environment using computer technology to provide read lifeline experience to user. There are two flavors of VR – wired and wireless. In wired VR solution, the head mounted display is generally connected to a gaming platform in order to take advantage of the power of compute solution that device offers. In wireless VR solution includes inexpensive slot-in plastics or cardboard with an insert slot for a smartphone. Global Virtual Reality Content Creation Market: Dynamics Rising adoption of virtual reality technology across various end use industries such as manufacturing, retail, healthcare, marketing, entertainment, and education is a key factors expected to drive growth of the global market over the forecast period. In addition, increasing adoption of VR technology in gaming sector for various platforms such as computer, PlayStations, smartphones, laptops, and tablets is another factor expected to further fuel growth of target market in the near future. Vanguard V, Adventure Time, Proton Pulse, Grand Theft Auto VR, Rez Infinite, Need for Speed No Limits VR, Thumper, Hover Junkers, and Kittypocalypse, are some VR based games. Furthermore, innovative product developments such as development of head mounted display, smart glasses, and rising adoption of this technology by organizations for various application such as on the job training, virtual offices, training such as virtual meetings, and educational seminars are some other factors expected to propel growth of this market during the forecast period. However, high initial investments cost and lack of skilled workforce are major factors expected to restrain growth of the global market over the forecast period. In addition, high cost of VR content devices such as 3D cameras is another factor expected to hamper growth of the target market in the near future. Ongoing trend observed in the target market is increasing investment activities by major manufacturers for development of software that support creation of enhanced 360° video for VR headsets using multiple action camera. Technological advancements and development of various software tools and hardware suits are expected to create tremendous opportunities for players operating in the target market over the forecast period. Global Virtual Reality Content Creation Market: Segment Analysis On the basis of application, the gaming and entertainment segment is expected to register significant growth in terms of revenue and is expected to continue its dominance over the forecast period, owing to increasing technological advancement in VR headsets such as PlayStation VR and HTC Vive. Global Virtual Reality Content Creation Market: Regional Analysis The market in North America is expected to dominate the target market and is expected to continue its dominance over the forecast period, owing to increasing adoption of new technology such as virtual reality and prevalent of video gaming culture across various countries in the region. The market in Asia Pacific is expected to register highest CAGR over the forecast period, owing to increasing VR based startups across various countries in this region.

Global Virtual Reality Content Creation Market Segmentation:

Segmentation by content type: Videos 360 Degree Photos Games Segmentation by component: Software Services

Segmentation by application:

Gaming and Entertainment Engineering Healthcare Real state Retail Military Education Others (Travel, Automotive, and Events)

Table of Contents
Chapter 1. Methodology and Scope                  1.1. Research Methodology                  1.2. Research Scope & Assumptions                  1.3. List of Data SourcesChapter 2. Executive SummaryChapter 3. Global Virtual Reality Content Creation Market Outlook                  3.1. Market Segmentation                  3.2. Market Size and Growth Prospects, 2016 - 2027                  3.3. Value Chain Analysis                  3.4. Market Dynamics                      3.4.1. Market driver analysis                      3.4.2. Market restraint analysis        
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