Virtual Reality Content Market by Component (Hardware, Software), Content Type (360 Degree Photos, Games, Videos), Application - Global Forecast 2024-2030

Virtual Reality Content Market by Component (Hardware, Software), Content Type (360 Degree Photos, Games, Videos), Application - Global Forecast 2024-2030


The Virtual Reality Content Market size was estimated at USD 33.37 billion in 2023 and expected to reach USD 35.99 billion in 2024, at a CAGR 7.93% to reach USD 56.95 billion by 2030.

Global Virtual Reality Content Market

FPNV Positioning Matrix

The FPNV Positioning Matrix is pivotal in evaluating the Virtual Reality Content Market. It offers a comprehensive assessment of vendors, examining key metrics related to Business Strategy and Product Satisfaction. This in-depth analysis empowers users to make well-informed decisions aligned with their requirements. Based on the evaluation, the vendors are then categorized into four distinct quadrants representing varying levels of success: Forefront (F), Pathfinder (P), Niche (N), or Vital (V).

Market Share Analysis

The Market Share Analysis is a comprehensive tool that provides an insightful and in-depth examination of the current state of vendors in the Virtual Reality Content Market. By meticulously comparing and analyzing vendor contributions in terms of overall revenue, customer base, and other key metrics, we can offer companies a greater understanding of their performance and the challenges they face when competing for market share. Additionally, this analysis provides valuable insights into the competitive nature of the sector, including factors such as accumulation, fragmentation dominance, and amalgamation traits observed over the base year period studied. With this expanded level of detail, vendors can make more informed decisions and devise effective strategies to gain a competitive edge in the market.

Key Company Profiles

The report delves into recent significant developments in the Virtual Reality Content Market, highlighting leading vendors and their innovative profiles. These include 360 Labs, LLC, Alphabet, Inc., AltexSoft, CreativeDrive by Accenture PLC, Eon Reality, Inc., GoPro, Inc., HTC Global Services, KonceptVR LLC, Magic Leap, Inc., Matterport, Inc., Meta Platforms, Inc., Microsoft Corporation, Netflix, Inc., Panedia Pty Ltd., Samsung Electronics Co., Ltd., Sony Corporation, and Ultraleap Limited.

Market Segmentation & Coverage

This research report categorizes the Virtual Reality Content Market to forecast the revenues and analyze trends in each of the following sub-markets:

Component
Hardware
Software
Content Type
360 Degree Photos
Games
Videos
Application
Automotive
Gaming
Media & Entertainment
Retail
Region
Americas
Argentina

Brazil

Canada

Mexico

United States
California

Florida

Illinois

New York

Ohio

Pennsylvania

Texas
Asia-Pacific
Australia

China

India

Indonesia

Japan

Malaysia

Philippines

Singapore

South Korea

Taiwan

Thailand

Vietnam
Europe, Middle East & Africa
Denmark

Egypt

Finland

France

Germany

Israel

Italy

Netherlands

Nigeria

Norway

Poland

Qatar

Russia

Saudi Arabia

South Africa

Spain

Sweden

Switzerland

Turkey

United Arab Emirates

United Kingdom

The report offers valuable insights on the following aspects:

1. Market Penetration: It presents comprehensive information on the market provided by key players.
2. Market Development: It delves deep into lucrative emerging markets and analyzes the penetration across mature market segments.
3. Market Diversification: It provides detailed information on new product launches, untapped geographic regions, recent developments, and investments.
4. Competitive Assessment & Intelligence: It conducts an exhaustive assessment of market shares, strategies, products, certifications, regulatory approvals, patent landscape, and manufacturing capabilities of the leading players.
5. Product Development & Innovation: It offers intelligent insights on future technologies, R&D activities, and breakthrough product developments.

The report addresses key questions such as:

1. What is the market size and forecast of the Virtual Reality Content Market?
2. Which products, segments, applications, and areas should one consider investing in over the forecast period in the Virtual Reality Content Market?
3. What are the technology trends and regulatory frameworks in the Virtual Reality Content Market?
4. What is the market share of the leading vendors in the Virtual Reality Content Market?
5. Which modes and strategic moves are suitable for entering the Virtual Reality Content Market?

Note: PDF & Excel + Online Access - 1 Year


1. Preface
1.1. Objectives of the Study
1.2. Market Segmentation & Coverage
1.3. Years Considered for the Study
1.4. Currency & Pricing
1.5. Language
1.6. Limitations
1.7. Assumptions
1.8. Stakeholders
2. Research Methodology
2.1. Define: Research Objective
2.2. Determine: Research Design
2.3. Prepare: Research Instrument
2.4. Collect: Data Source
2.5. Analyze: Data Interpretation
2.6. Formulate: Data Verification
2.7. Publish: Research Report
2.8. Repeat: Report Update
3. Executive Summary
4. Market Overview
4.1. Introduction
4.2. Virtual Reality Content Market, by Region
5. Market Insights
5.1. Market Dynamics
5.1.1. Drivers
5.1.1.1. Rise in demand for head-mounted displays (HMDs) such as VR and AR products
5.1.1.2. High availability of cost-efficient VR devices in the gaming and entertainment sector
5.1.1.3. Increase in the demand for VR content in the marketing sector
5.1.2. Restraints
5.1.2.1. Shortage of trained professionals
5.1.3. Opportunities
5.1.3.1. Rising demand for technologically advanced, portable and stand alone devices
5.1.3.2. Emergence of metaverse and robust startup ecosystem
5.1.4. Challenges
5.1.4.1. Security and privacy breach issues
5.2. Market Segmentation Analysis
5.3. Market Trend Analysis
5.4. Cumulative Impact of High Inflation
5.5. Porter’s Five Forces Analysis
5.5.1. Threat of New Entrants
5.5.2. Threat of Substitutes
5.5.3. Bargaining Power of Customers
5.5.4. Bargaining Power of Suppliers
5.5.5. Industry Rivalry
5.6. Value Chain & Critical Path Analysis
5.7. Regulatory Framework
6. Virtual Reality Content Market, by Component
6.1. Introduction
6.2. Hardware
6.3. Software
7. Virtual Reality Content Market, by Content Type
7.1. Introduction
7.2. 360 Degree Photos
7.3. Games
7.4. Videos
8. Virtual Reality Content Market, by Application
8.1. Introduction
8.2. Automotive
8.3. Gaming
8.4. Media & Entertainment
8.5. Retail
9. Americas Virtual Reality Content Market
9.1. Introduction
9.2. Argentina
9.3. Brazil
9.4. Canada
9.5. Mexico
9.6. United States
10. Asia-Pacific Virtual Reality Content Market
10.1. Introduction
10.2. Australia
10.3. China
10.4. India
10.5. Indonesia
10.6. Japan
10.7. Malaysia
10.8. Philippines
10.9. Singapore
10.10. South Korea
10.11. Taiwan
10.12. Thailand
10.13. Vietnam
11. Europe, Middle East & Africa Virtual Reality Content Market
11.1. Introduction
11.2. Denmark
11.3. Egypt
11.4. Finland
11.5. France
11.6. Germany
11.7. Israel
11.8. Italy
11.9. Netherlands
11.10. Nigeria
11.11. Norway
11.12. Poland
11.13. Qatar
11.14. Russia
11.15. Saudi Arabia
11.16. South Africa
11.17. Spain
11.18. Sweden
11.19. Switzerland
11.20. Turkey
11.21. United Arab Emirates
11.22. United Kingdom
12. Competitive Landscape
12.1. FPNV Positioning Matrix
12.2. Market Share Analysis, By Key Player
12.3. Competitive Scenario Analysis, By Key Player
13. Competitive Portfolio
13.1. Key Company Profiles
13.1.1. 360 Labs, LLC
13.1.2. Alphabet, Inc.
13.1.3. AltexSoft
13.1.4. CreativeDrive by Accenture PLC
13.1.5. Eon Reality, Inc.
13.1.6. GoPro, Inc.
13.1.7. HTC Global Services
13.1.8. KonceptVR LLC
13.1.9. Magic Leap, Inc.
13.1.10. Matterport, Inc.
13.1.11. Meta Platforms, Inc.
13.1.12. Microsoft Corporation
13.1.13. Netflix, Inc.
13.1.14. Panedia Pty Ltd.
13.1.15. Samsung Electronics Co., Ltd.
13.1.16. Sony Corporation
13.1.17. Ultraleap Limited
13.2. Key Product Portfolio
14. Appendix
14.1. Discussion Guide
14.2. License & Pricing
FIGURE 1. VIRTUAL REALITY CONTENT MARKET RESEARCH PROCESS
FIGURE 2. VIRTUAL REALITY CONTENT MARKET SIZE, 2023 VS 2030
FIGURE 3. VIRTUAL REALITY CONTENT MARKET SIZE, 2018-2030 (USD MILLION)
FIGURE 4. VIRTUAL REALITY CONTENT MARKET SIZE, BY REGION, 2023 VS 2030 (%)
FIGURE 5. VIRTUAL REALITY CONTENT MARKET SIZE, BY REGION, 2023 VS 2024 VS 2030 (USD MILLION)
FIGURE 6. VIRTUAL REALITY CONTENT MARKET DYNAMICS
FIGURE 7. VIRTUAL REALITY CONTENT MARKET SIZE, BY COMPONENT, 2023 VS 2030 (%)
FIGURE 8. VIRTUAL REALITY CONTENT MARKET SIZE, BY COMPONENT, 2023 VS 2024 VS 2030 (USD MILLION)
FIGURE 9. VIRTUAL REALITY CONTENT MARKET SIZE, BY CONTENT TYPE, 2023 VS 2030 (%)
FIGURE 10. VIRTUAL REALITY CONTENT MARKET SIZE, BY CONTENT TYPE, 2023 VS 2024 VS 2030 (USD MILLION)
FIGURE 11. VIRTUAL REALITY CONTENT MARKET SIZE, BY APPLICATION, 2023 VS 2030 (%)
FIGURE 12. VIRTUAL REALITY CONTENT MARKET SIZE, BY APPLICATION, 2023 VS 2024 VS 2030 (USD MILLION)
FIGURE 13. AMERICAS VIRTUAL REALITY CONTENT MARKET SIZE, BY COUNTRY, 2023 VS 2030 (%)
FIGURE 14. AMERICAS VIRTUAL REALITY CONTENT MARKET SIZE, BY COUNTRY, 2023 VS 2024 VS 2030 (USD MILLION)
FIGURE 15. UNITED STATES VIRTUAL REALITY CONTENT MARKET SIZE, BY STATE, 2023 VS 2030 (%)
FIGURE 16. UNITED STATES VIRTUAL REALITY CONTENT MARKET SIZE, BY STATE, 2023 VS 2024 VS 2030 (USD MILLION)
FIGURE 17. ASIA-PACIFIC VIRTUAL REALITY CONTENT MARKET SIZE, BY COUNTRY, 2023 VS 2030 (%)
FIGURE 18. ASIA-PACIFIC VIRTUAL REALITY CONTENT MARKET SIZE, BY COUNTRY, 2023 VS 2024 VS 2030 (USD MILLION)
FIGURE 19. EUROPE, MIDDLE EAST & AFRICA VIRTUAL REALITY CONTENT MARKET SIZE, BY COUNTRY, 2023 VS 2030 (%)
FIGURE 20. EUROPE, MIDDLE EAST & AFRICA VIRTUAL REALITY CONTENT MARKET SIZE, BY COUNTRY, 2023 VS 2024 VS 2030 (USD MILLION)
FIGURE 21. VIRTUAL REALITY CONTENT MARKET, FPNV POSITIONING MATRIX, 2023
FIGURE 22. VIRTUAL REALITY CONTENT MARKET SHARE, BY KEY PLAYER, 2023

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