Europe Virtual Content Creation Market Size, Share & Industry Trends Analysis Report By Solution (Software, and Services), By Content Type (Videos, Games, and 360-degree Photos), By End-use, By Country and Growth Forecast, 2023 - 2030

Europe Virtual Content Creation Market Size, Share & Industry Trends Analysis Report By Solution (Software, and Services), By Content Type (Videos, Games, and 360-degree Photos), By End-use, By Country and Growth Forecast, 2023 - 2030


The Europe Virtual Content Creation Market would witness market growth of 24.0% CAGR during the forecast period (2023-2030).

The increased demand for head-mounted displays (HMDs) such as VR and AR goods among people around the region and the abundance of affordable VR devices in the gaming & entertainment industries are the two main factors propelling the expansion of the market. In addition, there is a surge in need for VR content in the marketing field because of a growth in the popularity of exquisite customer experience marketing tactics among various end users. Additionally, an advantageous aspect of the market is the increase in R&D operations to expand the potential of virtual marketing in the retail sector.

In order to give users of virtual reality devices engaging experiences, virtual reality content development software is an essential tool. Thus, an increase in the use of virtual reality devices is anticipated to fuel demand for virtual reality content among consumers and other industry sectors around the region. The game industry, which has profited from this immersive technology, is gaining popularity for virtual reality. In order to transform the user experience, many sizable game production studios have embarked on the VR trend. Many developers were interested in VR games as time went on. The addition and alteration of already-existing VR material has recently transformed how people see games.

Europe has a strong technological foundation: dependable telecommunications networks, high-speed internet connectivity, and cutting-edge gear. This infrastructure offers a strong base for adopting technologies for creating virtual content and for the smooth delivery of virtual experiences. Europe's creative and cultural sectors, such as those in film, gaming, the arts, fashion, and design, have a rich history. Creating virtual material opens up fresh opportunities for artistic expression, storytelling, and interactive experiences. To push the bounds of creativity & engage audiences in new ways, European content creators & artists have adopted immersive technologies like augmented reality, virtual reality, and virtual reality.

Many studios, game developers, and content producers are concentrated in Europe, which has a thriving gaming and entertainment sector. The development of interactive experiences, virtual reality games, and eSports competitions have all contributed significantly to the expansion of the European gaming industry. The need for immersive and interesting virtual content has increased among gamers and consumers in Europe.

The Germany market dominated the Europe Virtual Content Creation Market by Country in 2022, and would continue to be a dominant market till 2030; thereby, achieving a market value of $1,472.5 million by 2030. The UK market is registering a CAGR of 23% during (2023 - 2030). Additionally, The France market would witness a CAGR of 25% during (2023 - 2030).

Based on Solution, the market is segmented into Software, and Services. Based on Content Type, the market is segmented into Videos, Games, and 360-degree Photos. Based on End-use, the market is segmented into Media & Entertainment, Gaming, Automotive, Travel & Hospitality, Real Estate, Retail, Healthcare, and Others. Based on countries, the market is segmented into Germany, UK, France, Russia, Spain, Italy, and Rest of Europe.

The market research report covers the analysis of key stake holders of the market. Key companies profiled in the report include Matterport, Inc., WeVR, WeMakeVR, Koncept VR LLC, VIAR Inc., 360 Labs, Blippar Group Limited, Panedia Pty Ltd., Scapic Innovations Private Limited (Flipkart Pvt. Ltd,) (Walmart Inc.), and Subvrsive, Inc.

Scope of the Study

Market Segments covered in the Report:

By Solution
  • Software
  • Services
By Content Type
  • Videos
  • Games
  • 360-degree Photos
By End-use
  • Media & Entertainment
  • Gaming
  • Automotive
  • Travel & Hospitality
  • Real Estate
  • Retail
  • Healthcare
  • Others
By Country
  • Germany
  • UK
  • France
  • Russia
  • Spain
  • Italy
  • Rest of Europe
Companies Profiled
  • Matterport, Inc.
  • WeVR
  • WeMakeVR
  • Koncept VR LLC
  • VIAR Inc.
  • 360 Labs
  • Blippar Group Limited
  • Panedia Pty Ltd.
  • Scapic Innovations Private Limited (Flipkart Pvt. Ltd,) (Walmart Inc.)
  • Subvrsive, Inc.
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Chapter 1. Market Scope & Methodology
1.1 Market Definition
1.2 Objectives
1.3 Market Scope
1.4 Segmentation
1.4.1 Europe Virtual Content Creation Market, by Solution
1.4.2 Europe Virtual Content Creation Market, by Content Type
1.4.3 Europe Virtual Content Creation Market, by End-use
1.4.4 Europe Virtual Content Creation Market, by Country
1.5 Methodology for the research
Chapter 2. Market at a Glance
2.1 Key Highlights
Chapter 3. Market Overview
3.1 Introduction
3.1.1 Overview
3.1.1.1 Market Composition and Scenario
3.2 Key Factors Impacting the Market
3.2.1 Market Drivers
3.2.2 Market Restraints
3.3 Porter’s Five Forces Analysis
Chapter 4. Europe Virtual Content Creation Market by Solution
4.1 Europe Software Market by Country
4.2 Europe Services Market by Country
Chapter 5. Europe Virtual Content Creation Market by Content Type
5.1 Europe Videos Market by Country
5.2 Europe Games Market by Country
5.3 Europe 360-degree Photos Market by Country
Chapter 6. Europe Virtual Content Creation Market by End-use
6.1 Europe Media & Entertainment Market by Country
6.2 Europe Gaming Market by Country
6.3 Europe Automotive Market by Country
6.4 Europe Travel & Hospitality Market by Country
6.5 Europe Real Estate Market by Country
6.6 Europe Retail Market by Country
6.7 Europe Healthcare Market by Country
6.8 Europe Others Market by Country
Chapter 7. Europe Virtual Content Creation Market by Country
7.1 Germany Virtual Content Creation Market
7.1.1 Germany Virtual Content Creation Market by Solution
7.1.2 Germany Virtual Content Creation Market by Content Type
7.1.3 Germany Virtual Content Creation Market by End-use
7.2 UK Virtual Content Creation Market
7.2.1 UK Virtual Content Creation Market by Solution
7.2.2 UK Virtual Content Creation Market by Content Type
7.2.3 UK Virtual Content Creation Market by End-use
7.3 France Virtual Content Creation Market
7.3.1 France Virtual Content Creation Market by Solution
7.3.2 France Virtual Content Creation Market by Content Type
7.3.3 France Virtual Content Creation Market by End-use
7.4 Russia Virtual Content Creation Market
7.4.1 Russia Virtual Content Creation Market by Solution
7.4.2 Russia Virtual Content Creation Market by Content Type
7.4.3 Russia Virtual Content Creation Market by End-use
7.5 Spain Virtual Content Creation Market
7.5.1 Spain Virtual Content Creation Market by Solution
7.5.2 Spain Virtual Content Creation Market by Content Type
7.5.3 Spain Virtual Content Creation Market by End-use
7.6 Italy Virtual Content Creation Market
7.6.1 Italy Virtual Content Creation Market by Solution
7.6.2 Italy Virtual Content Creation Market by Content Type
7.6.3 Italy Virtual Content Creation Market by End-use
7.7 Rest of Europe Virtual Content Creation Market
7.7.1 Rest of Europe Virtual Content Creation Market by Solution
7.7.2 Rest of Europe Virtual Content Creation Market by Content Type
7.7.3 Rest of Europe Virtual Content Creation Market by End-use
Chapter 8. Company Profiles
8.1 Matterport, Inc.
8.1.1 Company Overview
8.1.2 Financial Analysis
8.1.3 Regional Analysis
8.1.4 Research & Development Expenses
8.1.5 Recent strategies and developments:
8.1.5.1 Partnerships, Collaborations, and Agreements:
8.1.5.2 Product Launches and Product Expansions:
8.1.5.3 Acquisition and Mergers:
8.1.6 SWOT Analysis
8.2 WeVR
8.2.1 Company Overview
8.2.2 SWOT Analysis
8.3 WeMakeVR
8.3.1 Company Overview
8.3.2 SWOT Analysis
8.4 Koncept VR LLC
8.4.1 Company Overview
8.4.2 SWOT Analysis
8.5 VIAR Inc.
8.5.1 Company Overview
8.5.2 SWOT Analysis
8.6 360 Labs
8.6.1 Company Overview
8.6.2 SWOT Analysis
8.7 Blippar Group Limited
8.7.1 Company Overview
8.7.2 SWOT Analysis
8.8 Panedia Pty Ltd.
8.8.1 Company Overview
8.8.2 SWOT Analysis
8.9 Scapic Innovations Private Limited (Flipkart Pvt. Ltd,) (Walmart Inc.)
8.9.1 Company Overview
8.9.2 Financial Analysis
8.9.3 Segmental and Regional Analysis
8.9.4 SWOT Analysis
8.10. Subvrsive, Inc.
8.10.1 Company Overview
8.10.2 SWOT Analysis

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