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VR Content Creation Market

VR Content Creation Market (Content - Video (Immersive, and 360 Degree), 360 Degree Photos, Games; Solution – Software/Application, and Services; End-use Sector - Retail, Travel, Hospitality and Events, Media and Entertainment, Retail, Gaming, Automotive, Education, Engineering, and Defense) - Global Industry Analysis, Size, Share, Growth, Trends and Forecast 2016 - 2024

VR Content Creation Market: Snapshot

Tools used in VR content creation help in the creation of virtual assets such as applications and cinematic views. The advent of VR tools is therefore considered a major breakthrough, which enabled people present 3D ideas and design more efficiently than ever. VR content creation tools can put targeted audience into the world of virtual entertainment, which is idea behind designing more interesting and interactive contents. VR content creation includes the development of sketch, pre-production activities, shoot, and post-production. In order to create virtual reality content, enterprises engaged in VR content creation use advance software and cameras. Driven by these factors, the global VR content creation market is forecast to witness strong growth in the coming years.

According to Transparency Market Research (TMR), the global VR content creation market is likely to exhibit a CAGR of 89.8% between 2016 and 2024. At this pace, the market is expected to reach a whopping US$41.01 bn by the end of 2024 from a valuation of US$147.5 mn in 2015.

vr content creation market

Asia Pacific to Exhibit Highest Growth as Regional VR Content Creation Market

Regionally, North America emerged dominant in the global VR content creation market with a share of 73.4% in 2016. The prevalent gaming culture in the region, especially in the U.S., and the rising adoption of novel technologies such as virtual reality have aided the expansion of the VR content creation market in North America. As consumers are more interested towards immersive experience they are receiving through the integration of virtual reality, the demand for VR content creation is forecast to increase further in the region.

However, over the course of the forecast period Asia Pacific is forecast to exhibit higher growth. TMR has projected the region to exhibit an exponential CAGR of 116.1% between 2016 and 2024. This regional market will gain from the rising awareness about virtual reality in the region and the entry of new players.

Technological Advancements to Seal Dominance of Gaming Sector

The global VR content creation market can be segmented based on content type, end use, and solution. Among the end users constituting travel, hospitality, and event, real estate, media and entertainment, retail, gaming, and automotive sectors, the gaming industry is exhibiting the most lucrative opportunities. This industry therefore enjoyed lead in the overall market in 2015. In addition, the recent technological advancements are expected to seal the dominance of the gaming sector in the overall market.

During the next few years, the use of VR content creation is also likely to increase across media and entertainment, and travel, hospitality, and event sectors. Moreover, the automotive industry is forecast to showcase attractive opportunities. The market is expected to gain traction as the adoption of immersive and 360 degree videos increase in the retail sector. Big retail brands are expected to use VR content creation to improve the overall consumer experience. Spurred by these factors the global VR content creation market is expected to report strong growth in the coming years.

Some of the companies to benefit from the aforementioned trends are Koncept VR, VOXELUS, SubVRsive, Panedia Pty Ltd., WEMAKEVR, 360 Labs, MATTERVR and Elysian Studio Private Limited (Meraki).

The growth of the VR content creation market witnessed an upward trajectory during the outbreak of the COVID-19 pandemic. As governments induced lockdowns and travel restrictions, more and more people stayed indoors. This prompted them to consume more digital content in order to pass time and for entertainment and education as well. With e-commerce sector booming during the pandemic because of requirement of essential and other items, VR console sets also witnessed a promising growth.

Content creators across digital channels came up with new and innovative ideas to produce and publish their content online. VR content played a huge role in keeping global masses entertained. As such, there was an increased demand for more immersive and experience rich content. This has helped drive the market during the peak months of the COVID-19 outbreak.

The virtual reality content creation tools are widely used as an open source platform to create immersive experience content. These tools are developed to be user friendly, hence the adoption of virtual reality content creation is expected to rise at a high rate during the forecast period. North America dominated the overall virtual reality content creation market growth in 2018, as several major players are operating from this region, owing to availability of well-developed IT infrastructure. North America dominated the overall virtual reality content creation market in 2018, as several major players are operating from this region, owing to availability of well-developed IT infrastructure.

Increasing demand for the head mounted displays such as AR and VR products among people across the world and easy availability of cost effective VR devices in the entertainment and gaming sector have also played a key role in driving the growth of the global VR content creation market. As the world moves towards increased digitalization, the market is expected to witness even more promising growth in the coming years.

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
VR Content Creation Market

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1. Preface
    1.1. Market Definition and Scope
    1.2. Market Segmentation
    1.3. Key Research Objectives
    1.4. Research Highlights

2. Assumptions and Research Methodology

3. Executive Summary : VR Content Creation Market

4. Market Overview
    4.1. Introduction
           4.1.1. Definition
           4.1.2. Evolution/Development
    4.2. Market Dynamics
           4.2.1. Drivers
           4.2.2. Restraints
           4.2.3. Opportunities
    4.3. Global VR Content Creation Market Analysis and Forecasts, 2014 – 2024 
           4.3.1. Market Revenue Projection (US$ Mn))
    4.4. Porter’s Five Force Analysis    
    4.5. Market Outlook

5. Global VR Content Creation Market Analysis and Forecasts, By Content Type
    5.1. Introduction & Definitions     
    5.2. Key Findings/Developments
    5.3. Key Trends
    5.4. Market Size (US$ Mn) Forecast By Content Type, 2014 - 2024
           5.4.1. Videos
                    5.4.1.1. 360 Degree
                    5.4.1.2. Immersive
           5.4.2. 360 Degree Photos
           5.4.3. Games
    5.5. Content Type Comparison Matrix
    5.6. Market Attractiveness By Content Type

6. Global VR Content Creation Market Analysis and Forecasts, By Solution
    6.1. Introduction & Definition
    6.2. Key Findings/Developments    
    6.3. Key Trends
    6.4. Market Size (US$ Mn) Forecast By Solution, 2014 - 2020
           6.4.1. Software/Application
           6.4.2. Services
    6.5. Solution Comparison Matrix
    6.6. Market Attractiveness By Solution

7. Global VR Content Creation Market Analysis and Forecasts, By End-Use Sector
    7.1. Introduction & Definition
    7.2. Key Findings/ Developments
    7.3. Key Trends
    7.4. Market Size (US$ Mn) Forecast By End-use Sector, 2014 - 2024
           7.4.1. Real-Estate
           7.4.2. Travel, Hospitality and Events
           7.4.3. Media and Entertainment
           7.4.4. Retail
           7.4.5. Gaming
           7.4.6. Automotive
           7.4.7. Others
    7.5. End-use Sector Comparison Matrix
    7.6. Market Attractiveness By End-use Sector

8. Global VR Content Creation Market Analysis and Forecasts, By Region
    8.1. Key Findings
    8.2. Market Size (US$ Mn) Forecast By Region, 2014 - 2020
           8.2.1. North America
           8.2.2. Europe
           8.2.3. Asia-Pacific
           8.2.4. Middle-East and Africa
           8.2.5. South America
    8.3. Market Attractiveness By Region

9. North America VR Content Creation Market Analysis and Forecast 
    9.1. Key Findings
    9.2. Key Trends
    9.3. Market Size (US$ Mn) Forecast By Content Type, 2014 - 2024
           9.3.1. Videos
                    9.3.1.1. 360 Degree
                    9.3.1.2. Immersive
           9.3.2. 360 Degree Photos
           9.3.3. Games
    9.4. Market Size (US$ Mn) Forecast By Solution, 2014 - 2024
           9.4.1. Software/Application
           9.4.2. Services
    9.5. Market Size (US$ Mn) Forecast By End-use Sector, 2014 - 2024
           9.5.1. Real-Estate
           9.5.2. Travel, Hospitality and Events
           9.5.3. Media and Entertainment
           9.5.4. Retail
           9.5.5. Gaming
           9.5.6. Automotive
           9.5.7. Others
    9.6. Market Size (US$ Mn) Forecast By Country
           9.6.1. The U.S.
           9.6.2. Canada
           9.6.3. Res of North America
    9.7. Market Attractiveness Analysis 
           9.7.1. By Country
           9.7.2. By Content Type
           9.7.3. By Solution
           9.7.4. By End-use Sector

10. Europe VR Content Creation Market Analysis and Forecast 
    10.1. Key Findings
    10.2. Key Trends
    10.3. Market Size (US$ Mn) Forecast By Content Type, 2014 - 2024
           10.3.1. Videos
                    10.3.1.1. 360 Degree
                    10.3.1.2. Immersive
           10.3.2. 360 Degree Photos
           10.3.3. Games
    10.4. Market Size (US$ Mn) Forecast By Solution, 2014 - 2024
           10.4.1. Software/Application
           10.4.2. Services
    10.5. Market Size (US$ Mn) Forecast By End-use Sector, 2014 - 2024
           10.5.1. Real-Estate
           10.5.2. Travel, Hospitality and Events
           10.5.3. Media and Entertainment
           10.5.4. Retail
           10.5.5. Gaming
           10.5.6. Automotive
           10.5.7. Others
    10.6. Market Size (US$ Mn) Forecast By Country
           10.6.1. The U.K
           10.6.2. France
           10.6.3. Rest of Europe,
    10.7. Market Attractiveness Analysis 
           10.7.1. By Country
           10.7.2. By Content Type
           10.7.3. By Solution
           10.7.4. By End-use Sector

11. Asia-Pacific VR Content Creation Market Analysis and Forecast 
    11.1. Key Findings
    11.2. Key Trends
    11.3. Market Size (US$ Mn) Forecast By Content Type, 2014 - 2024
           11.3.1. Videos
                    11.3.1.1. 360 Degree
                    11.3.1.2. Immersive
           11.3.2. 360 Degree Photos
           11.3.3. Games
    11.4. Market Size (US$ Mn) Forecast By Solution, 2014 - 2024
           11.4.1. Software/Application
           11.4.2. Services
    11.5. Market Size (US$ Mn) Forecast By End-use Sector, 2014 - 2024
           11.5.1. Real-Estate
           11.5.2. Travel, Hospitality and Events
           11.5.3. Media and Entertainment
           11.5.4. Retail
           11.5.5. Gaming
           11.5.6. Automotive
           11.5.7. Others
    11.6. Market Size (US$ Mn) Forecast By Country
           11.6.1. China
           11.6.2. Japan
           11.6.3. India
           11.6.4. Australia
           11.6.5. Res of Asia-Pacific
    11.7. Market Attractiveness Analysis 
           11.7.1. By Country
           11.7.2. By Content Type
           11.7.3. By Solution
           11.7.4. By End-use Sector

12. Middle-East and Africa VR Content Creation Market Analysis and Forecast 
    12.1. Key Findings
    12.2. Key Trends
    12.3. Market Size (US$ Mn) Forecast By Content Type, 2014 - 2024
           12.3.1. Videos
                    12.3.1.1. 360 Degree
                    12.3.1.2. Immersive
           12.3.2. 360 Degree Photos
           12.3.3. Games
    12.4. Market Size (US$ Mn) Forecast By Solution, 2014 - 2024
           12.4.1. Software/Application
           12.4.2. Services
    12.5. Market Size (US$ Mn) Forecast By End-use Sector, 2014 - 2024
           12.5.1. Real-Estate
           12.5.2. Travel, Hospitality and Events
           12.5.3. Media and Entertainment
           12.5.4. Retail
           12.5.5. Gaming
           12.5.6. Automotive
           12.5.7. Others
    12.6. Market Size (US$ Mn) Forecast By Country
           12.6.1. GCC
           12.6.2. South Africa
           12.6.3. Res of MEA
    12.7. Market Attractiveness Analysis 
           12.7.1. By Country
           12.7.2. By Content Type
           12.7.3. By Solution
           12.7.4. By End-use Sector

13. South America VR Content Creation Market Analysis and Forecast 
    13.1. Key Findings
    13.2. Key Trends
    13.3. Market Size (US$ Mn) Forecast By Content Type, 2014 - 2024
           13.3.1. Videos
13.3.1.1. 360 Degree
13.3.1.2. Immersive
           13.3.2. 360 Degree Photos
           13.3.3. Games
    13.4. Market Size (US$ Mn) Forecast By Solution, 2014 - 2024
           13.4.1. Software/Application
           13.4.2. Services
    13.5. Market Size (US$ Mn) Forecast By End-use Sector, 2014 - 2024
           13.5.1. Real-Estate
           13.5.2. Travel, Hospitality and Events
           13.5.3. Media and Entertainment
           13.5.4. Retail
           13.5.5. Gaming
           13.5.6. Automotive
           13.5.7. Others
    13.6. Market Size (US$ Mn) Forecast By Country
           13.6.1. Brazil
           13.6.2. Argentina
           13.6.3. Rest of South America
    13.7. Market Attractiveness Analysis 
           13.7.1. By Country
           13.7.2. By Content Type
           13.7.3. By Solution
           13.7.4. By End-use Sector

14. Competition Landscape
    14.1. Market Player – Competition Matrix 
    14.2. Market Share Analysis By Company (2015)
    14.3. Company Profiles (Details – Overview, Financials, SWOT Analysis, Strategy)
           14.3.1. Matterport
                    14.3.1.1. Company Details (HQ, Foundation Year, Revenue, Employee Strength)
                    14.3.1.2. Company Description
                    14.3.1.3. SWOT Analysis
                    14.3.1.4. Strategic Overview
           14.3.2. Wevr
                    14.3.2.1. Company Details (HQ, Foundation Year, Revenue, Employee Strength)
                    14.3.2.2. Company Description
                    14.3.2.3. SWOT Analysis
                    14.3.2.4. Strategic Overview
           14.3.3. Vizor
                    14.3.3.1. Company Details (HQ, Foundation Year, Revenue, Employee Strength)
                    14.3.3.2. Company Description
                    14.3.3.3. SWOT Analysis
                    14.3.3.4. Strategic Overview
           14.3.4. Koncept VR
                    14.3.4.1. Company Details (HQ, Foundation Year, Revenue, Employee Strength)
                    14.3.4.2. Company Description
                    14.3.4.3. SWOT Analysis
                    14.3.4.4. Strategic Overview
           14.3.5. VOXELUS
                    14.3.5.1. Company Details (HQ, Foundation Year, Revenue, Employee Strength)
                    14.3.5.2. Company Description
                    14.3.5.3. SWOT Analysis
                    14.3.5.4. Strategic Overview
           14.3.6. SubVRsive
                    14.3.6.1. Company Details (HQ, Foundation Year, Revenue, Employee Strength)
                    14.3.6.2. Company Description
                    14.3.6.3. SWOT Analysis
                    14.3.6.4. Strategic Overview
           14.3.7. Panedia Pty Ltd
                    14.3.7.1. Company Details (HQ, Foundation Year, Revenue, Employee Strength)
                    14.3.7.2. Company Description
                    14.3.7.3. SWOT Analysis
                    14.3.7.4. Strategic Overview
           14.3.8. WEMAKEVR
                    14.3.8.1. Company Details (HQ, Foundation Year, Revenue, Employee Strength)
                    14.3.8.2. Company Description
                    14.3.8.3. SWOT Analysis
                    14.3.8.4. Strategic Overview
           14.3.9. 360 Labs
                    14.3.9.1. Company Details (HQ, Foundation Year, Revenue, Employee Strength)
                    14.3.9.2. Company Description
                    14.3.9.3. SWOT Analysis
                    14.3.9.4. Strategic Overview
           14.3.10. MATTERVR
                    14.3.10.1. Company Details (HQ, Foundation Year, Revenue, Employee Strength)
                    14.3.10.2. Company Description
                    14.3.10.3. SWOT Analysis
                    14.3.10.4. Strategic Overview
           14.3.11. Elysian Studio Private Limited (Meraki)
                    14.3.11.1. Company Details (HQ, Foundation Year, Revenue, Employee Strength)
                    14.3.11.2. Company Description
                    14.3.11.3. SWOT Analysis
                    14.3.11.4. Strategic Overview
           14.3.12. Blippar
                    14.3.12.1. Company Details (HQ, Foundation Year, Revenue, Employee Strength)
                    14.3.12.2. Company Description
                    14.3.12.3. SWOT Analysis
                    14.3.12.4. Strategic Overview

15. Key Takeaways

List of Tables

Table 1: Global VR Content Creation Market Forecast, By Content Type, 2014 – 2024 (US$ Mn)
Table 2: Global VR Content Creation Market Forecast, By Videos, 2014 – 2024 (US$ Mn)
Table 3: Global VR Content Creation Market Forecast, By Solution, 2014 – 2024 (US$ Mn)
Table 4: Global VR Content Creation Market Forecast, By End-Use Sector, 2014 – 2024 (US$ Mn)
Table 5: Global VR Content Creation Market Forecast, By Region, 2014 – 2024 (US$ Mn)
Table 6: North America VR Content Creation Market Forecast, By Content Type, 2014 – 2024 (US$ Mn)
Table 7: North America VR Content Creation Market Forecast, By Videos, 2014 – 2024 (US$ Mn)
Table 8: North America VR Content Creation Market Forecast, By Solution, 2014 – 2024 (US$ Mn)
Table 9: North America VR Content Creation Market Forecast, By End-Use Sector, 2014 – 2024 (US$ Mn)
Table 10: North America VR Content Creation Market Forecast, By Country, 2014 – 2024 (US$ Mn)
Table 11: Europe VR Content Creation Market Forecast, By Content Type, 2014 – 2024 (US$ Mn)
Table 12: Europe VR Content Creation Market Forecast, By Videos, 2014 – 2024 (US$ Mn)
Table 13: Europe VR Content Creation Market Forecast, By Solution, 2014 – 2024 (US$ Mn)
Table 14: Europe VR Content Creation Market Forecast, By End-Use Sector, 2014 – 2024 (US$ Mn)
Table 15: Europe VR Content Creation Market Forecast, By Country, 2014 – 2024 (US$ Mn)
Table 16: Asia-Pacific VR Content Creation Market Forecast, By Content Type, 2014 – 2024 (US$ Mn)
Table 17: Asia-Pacific VR Content Creation Market Forecast, By Videos, 2014 – 2024 (US$ Mn)
Table 18: Asia-Pacific VR Content Creation Market Forecast, By Solution, 2014 – 2024 (US$ Mn)
Table 19: Asia-Pacific VR Content Creation Market Forecast, By End-use Sector, 2014 – 2024 (US$ Mn)
Table 20: Asia-Pacific VR Content Creation Market Forecast, By Country, 2014 – 2024 (US$ Mn)
Table 21: MEA VR Content Creation Market Forecast, By Content Type, 2014 – 2024 (US$ Mn)
Table 22: MEA VR Content Creation Market Forecast, By Videos, 2014 – 2024 (US$ Mn)
Table 23: MEA VR Content Creation Market Forecast, By Solution, 2014 – 2024 (US$ Mn)
Table 24: MEA VR Content Creation Market Forecast, By End-use Sector, 2014 – 2024 (US$ Mn)
Table 25: MEA VR Content Creation Market Forecast, By Country, 2014 – 2024 (US$ Mn)
Table 26: South America VR Content Creation Market Forecast, By Content Type, 2014 – 2024 (US$ Mn)
Table 27: South America VR Content Creation Market Forecast, By Videos, 2014 – 2024 (US$ Mn)
Table 28: South America VR Content Creation Market Forecast, By Solution, 2014 – 2024 (US$ Mn)
Table 29: South America VR Content Creation Market Forecast, By End-use Sector, 2014 – 2024 (US$ Mn)
Table 30: South America VR Content Creation Market Forecast, By Country, 2014 – 2024 (US$ Mn)

List of Figures

Figure 1: Market Revenue Projections, 2014 - 2024 (US$ Mn)
Figure 2: Market Value Share (Revenue), By Content Type (2016)
Figure 3: Market Value Share (Revenue), By Solution (2016)
Figure 4: Market Value Share (Revenue), By End-Use Sector (2016)
Figure 5: Market Value (Revenue) Share, By Geography (2016)
Figure 6: Global VR Content Creation Market Value Share Analysis, By Content Type, 2016 and 2024
Figure 7: Global VR Content Creation Market Graph for Videos
Figure 8: Global VR Content Creation Market Graph for 360 Degree Photos
Figure 9: Global VR Content Creation Market Graph for Games
Figure 10: VR Content Creation Comparison Matrix
Figure 11: VR Content Creation Market Attractiveness Analysis, By Content Type
Figure 12: Global VR Content Creation Market Value Share Analysis, By Solution, 2016 and 2024
Figure 13: Global VR Content Creation Market Graph for Software/Application
Figure 14: Global VR Content Creation Market Graph for Services
Figure 15: VR Content Creation Comparison Matrix
Figure 16: VR Content Creation Market Attractiveness Analysis, By Solution
Figure 17: Global VR Content Creation Market Value Share Analysis, By End-Use Sector, 2016 and 2024
Figure 18: Global VR Content Creation Market Graph for Real Estate
Figure 19: Global VR Content Creation Market Graph for Travel, Hospitality and Events
Figure 20: Global VR Content Creation Market Graph for Media and Entertainment
Figure 21: Global VR Content Creation Market Graph for Retail
Figure 22: Global VR Content Creation Market Graph for Gaming
Figure 23: Global VR Content Creation Market Graph for Automotive
Figure 24: Global VR Content Creation Market Graph for Others
Figure 25: VR Content Creation Comparison Matrix
Figure 26: Global VR Content Creation Market Forecast, By End-use Sector
Figure 27: Global VR Content Creation Market Value Share Analysis, By Region, 2016 and 2024
Figure 28: VR Content Creation Market Attractiveness Analysis, By Region
Figure 29: North America VR Content Creation Market Revenue (US$ Mn) and Y-o-Y Forecast, 2016 – 2024
Figure 30: North America VR Content Creation Market Value Share Analysis, By Content Type, 2016 and 2024
Figure 31: North America VR Content Creation Market Value Share Analysis, By Solution, 2016 and 2024
Figure 32: North America VR Content Creation Market Value Share Analysis, By End-use Sector, 2016 and 2024
Figure 33: North America VR Content Creation Market Value Share Analysis, By Country, 2016 and 2024
Figure 34: North America VR Content Creation Market Attractiveness Analysis, By Content Type
Figure 35: North America VR Content Creation Market Attractiveness Analysis, By Solution
Figure 36: North America VR Content Creation Market Attractiveness Analysis, By End-Use Sector
Figure 37: North America VR Content Creation Market Attractiveness Analysis, By Country
Figure 38: Europe VR Content Creation Market Revenue (US$ Mn) and Y-o-Y Forecast, 2016 – 2024
Figure 39: Europe VR Content Creation Market Value Share Analysis, By Content Type, 2016 and 2024
Figure 40: Europe VR Content Creation Market Value Share Analysis, By Solution, 2016 and 2024
Figure 41: Europe VR Content Creation Market Value Share Analysis, By End-Use Sector, 2016 and 2024
Figure 42: Europe VR Content Creation Market Value Share Analysis, By Country, 2016 and 2024
Figure 43: Europe VR Content Creation Market Attractiveness Analysis, By Content Type
Figure 44: Europe VR Content Creation Market Attractiveness Analysis, By Solution
Figure 45: Europe VR Content Creation Market Attractiveness Analysis, By End-Use Sector
Figure 46: Europe VR Content Creation Market Attractiveness Analysis, By Country
Figure 47: Asia Pacific VR Content Creation Market Revenue (US$ Mn) and Y-o-Y Forecast, 2016 – 2024
Figure 48: Asia-Pacific VR Content Creation Market Value Share Analysis, By Content Type, 2016 and 2024
Figure 49: Asia-Pacific VR Content Creation Market Value Share Analysis, By Solution, 2016 and 2024
Figure 50: Asia-Pacific VR Content Creation Market Value Share Analysis, By End-Use Sector, 2016 and 2024
Figure 51: Asia-Pacific VR Content Creation Market Value Share Analysis, By Country, 2016 and 2024
Figure 52: Asia-Pacific VR Content Creation Market Attractiveness Analysis, By Content Type
Figure 53: Asia-Pacific VR Content Creation Market Attractiveness Analysis, By Solution
Figure 54: Asia-Pacific VR Content Creation Market Attractiveness Analysis, By End-Use Sector
Figure 55: Asia Pacific VR Content Creation Market Attractiveness Analysis, By Country
Figure 56: MEA VR Content Creation Market Revenue (US$ Mn) and Y-o-Y Forecast, 2016 – 2024
Figure 57: MEA VR Content Creation Market Value Share Analysis, By Content Type, 2016 and 2024
Figure 58: MEA VR Content Creation Market Value Share Analysis, By Solution, 2016 and 2024
Figure 59: MEA VR Content Creation Market Value Share Analysis, By End-use Sector, 2016 and 2024
Figure 60: MEA VR Content Creation Market Value Share Analysis, By Country, 2016 and 2024
Figure 61: MEA VR Content Creation Market Attractiveness Analysis, By Content Type
Figure 62: MEA VR Content Creation Market Attractiveness Analysis, By Solution
Figure 63: MEA VR Content Creation Market Attractiveness Analysis, By End-use Sector
Figure 64: MEA VR Content Creation Market Attractiveness Analysis, By Country
Figure 65: South America VR Content Creation Market Revenue (US$ Mn) and Y-o-Y Forecast, 2016 – 2024
Figure 66: South America VR Content Creation Market Value Share Analysis, By Content Type, 2016 and 2024
Figure 67: South America VR Content Creation Market Value Share Analysis, By Solution, 2016 and 2024
Figure 68: South America VR Content Creation Market Value Share Analysis, By End-Use Sector, 2016 and 2024
Figure 69: South America VR Content Creation Market Value Share Analysis, By Country, 2016 and 2024
Figure 70: South America VR Content Creation Market Attractiveness Analysis, By Content Type
Figure 71: South America VR Content Creation Market Attractiveness Analysis, By Solution
Figure 72: South America VR Content Creation Market Attractiveness Analysis, By End-use Sector
Figure 73: South America VR and AR Market Attractiveness Analysis, By Country
Figure 74: Global VR Content Creation Market Share Analysis (2015)

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