Virtual Content Creation Market Size - By Component (Software, Services), Content Type (Videos, 360-degree Photos, Games), End-use (Automotive, Media & Entertainment, Travel & Hospitality, Retail, Gaming, Healthcare, Real Estate) & Forecast, 2023 - 2032

Virtual Content Creation Market Size - By Component (Software, Services), Content Type (Videos, 360-degree Photos, Games), End-use (Automotive, Media & Entertainment, Travel & Hospitality, Retail, Gaming, Healthcare, Real Estate) & Forecast, 2023 - 2032


Virtual Content Creation Market is set to record a CAGR of over 22% between 2023 and 2032, driven by the increasing demand for immersive and engaging experiences in gaming, entertainment, and virtual events. In November 2023, Accenture invested in Vū Technologies, a technology company specialized in virtual production and filmmaking. The latter helps companies create immersive as well as engaging experiences using a combination of real-time computer-generated imagery & live-action filming. As consumers seek more interactive and visually captivating content, the strategic partnerships and acquisitions will shape the market outlook.

Additionally, advancements in technology, particularly augmented reality (AR) and virtual reality (VR), along with the development of more sophisticated tools and platforms has made it easier for content creators to produce immersive experiences, driving both innovation and demand. The seamless integration of AR and VR into various sectors, from education to healthcare, further amplifies the industry growth prospects.

The global virtual content creation market is classified on the basis of component, content type, end-use and region.

The 360-degree photos segment is slated to gain momentum and record a strong CAGR through 2032, due to its ability to provide unparalleled enticing experiences. It allows users to capture and share panoramic images with a complete view of their surroundings, creating a sense of presence and interactivity. As VR & AR applications become more prevalent across industries, the demand for 360-degree photos is surging, particularly in sectors including real estate, tourism, and e-commerce.

Media & entertainment segment is anticipated to observe a significant CAGR during 2023 and 2032. Original and interactive virtual content, ranging from virtual concerts to immersive storytelling experiences, is captivating consumers and redefining entertainment. As media outlets and entertainment companies continue to leverage virtual content creation to enhance viewer engagement and loyalty, there will be constant market growth.

Asia Pacific virtual content creation industry will grow substantially between 2023 and 2032, attributed to the surge in mobile device penetration and internet accessibility, especially in rapidly advancing economies. This has created a massive user base striving for diverse and engaging virtual content, leading to increased demand across sectors such as mobile gaming, social media, and online education. Moreover, the proactive adoption of cutting-edge technologies, such as AI and 5G, resulting in the seamless creation and distribution of virtual content, will augment the regional market expansion.


Chapter 1 Methodology & Scope
1.1 Market scope & definition
1.2 Base estimates & calculations
1.3 Forecast calculation
1.4 Data Sources
1.4.1 Primary
1.4.2 Secondary
1.4.2.1 Paid sources
1.4.2.2 Public sources
Chapter 2 Executive Summary
2.1 Virtual content creation market 360 degree synopsis, 2018 - 2032
2.2 Business trends
2.2.1 Total Addressable Market (TAM), 2023-2032
2.3 Regional trends
2.4 Component trends
2.5 Content type trends
2.6 End-use trends
Chapter 3 Virtual Content Creation Industry Insights
3.1 Impact on COVID-19
3.2 Industry ecosystem analysis
3.3 Vendor matrix
3.4 Profit margin analysis
3.5 Content type innovation landscape
3.6 Patent analysis
3.7 Key news and initiatives
3.8 Regulatory landscape
3.9 Impact forces
3.9.1 Growth drivers
3.9.1.1 Increased demand for virtual content in real estate
3.9.1.2 Rise of gaming and entertainment industry
3.9.1.3 The demand for cost efficient software
3.9.1.4. Proliferation of virtual try-ons and 3 D product views
3.9.2 Industry pitfalls & challenges
3.9.2.1 Data security and privacy concerns
3.10 Growth potential analysis
3.11 Porter's analysis
3.12 PESTEL analysis
Chapter 4 Competitive Landscape, 2022
4.1 Introduction
4.2 Company market share, 2022
4.3 Competitive analysis of major market players, 2022
4.3.1 Adobe, Inc.
4.3.2 Autodesk Inc
4.3.3 Epic Games, Inc.
4.3.4 Magic Leap
4.3.5 Nvidia Corporation
4.3.6 Perforce Software, Inc
4.3.7 Unity Technologies
4.4 Competitive positioning matrix, 2022
4.5 Strategic outlook matrix, 2022
Chapter 5 Virtual Content Creation Market Estimates & Forecast, By Component (Revenue)
5.1 Key trends, by component
5.2 Software
5.3 Services
Chapter 6 Virtual Content Creation Market Estimates & Forecast, By Content type (Revenue)
6.1 Key trends, by content type
6.2 Videos
6.3 360-degree Photos
6.4 Games
Chapter 7 Virtual Content Creation Market Estimates & Forecast, By End-Use (Revenue)
7.1 Key trends, by end-use
7.2 Automotive
7.3 Media & Entertainment
7.4 Travel & Gaming
7.5 Retail
7.6 Gaming
7.7 Healthcare
7.8 Real Estate
7.9 Others
Chapter 8 Virtual Content Creation Market Estimates & Forecast, By Region (Revenue)
8.1 Key trends, by region
8.2 North America
8.2.1 U.S.
8.2.2 Canada
8.3 Europe
8.3.1 UK
8.3.2 Germany
8.3.3 France
8.3.4 Italy
8.3.5 Spain
8.3.6 Russia
8.4 Asia Pacific
8.4.1 China
8.4.2 India
8.4.3 Japan
8.4.4 South Korea
8.4.5 ANZ
8.4.6 Southeast Asia
8.5 Latin America
8.5.1 Brazil
8.5.2 Mexico
8.5.3 Argentina
8.6 MEA
8.6.1 South Africa
8.6.2 Saudi Arabia
8.6.3 UAE
Chapter 9 Company Profiles
9.1 360 Labs
9.2 Adobe, Inc.
9.3 Autodesk Inc
9.4 Epic Games, Inc.
9.5 Koncept VR LLC
9.6 Magic Leap
9.7 Matterport, Inc.
9.8 Nvidia Corporation
9.9 Perforce Software, Inc
9.10 Scapic Innovations Private Limited
9.11 Subvrsive, Inc.
9.12 Unity Technologies
9.13 VIAR Inc.
9.14 Vizor
9.15 WeVR

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