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North America Virtual Reality Content Creation Market 2020-2030 by Solution, Content Type, VR Medium, Application, and Country: Trend Outlook and Growth Opportunity

Published: 18 Mar 2020 | Report Code: 10247406 | Pages: 85

North America Virtual Reality Content Creation Market is expected to grow by 68.2% annually in the forecast period and reach $102.99 billion by 2030. Highlighted with 21 tables and 37 figures, this 85-page report “North America Virtual Reality Content Creation Market 2020-2030 by Solution, Content Type, VR Medium, Application, and Country: Trend Outlook and Growth Opportunity” is based on a comprehensive research of the entire North America virtual reality content creation market and all its sub-segments through extensively detailed classifications.

 

Profound analysis and assessment are generated from premium primary and secondary information sources with inputs derived from industry professionals across the value chain. In this report 2019 is the base year for market analysis, with forecast covering 2020-2030. (Please Note: The report will be updated before delivery to make sure that the latest historical year is the base year and the forecast covers at least 5 years over the base year.)

 

In-depth qualitative analyses include identification and investigation of the following aspects:

• Market Structure

• Growth Drivers

• Restraints and Challenges

• Emerging Product Trends & Market Opportunities

• Porter’s Five Forces

 

The trend and outlook of North America market is forecast in optimistic, balanced, and conservative view. The balanced (most likely) projection is used to quantify North America virtual reality content creation market in every aspect of the classification from perspectives of Solution, Content Type, VR Medium, Application, and Country.

 

Based on Solution, the North America market is segmented into the following sub-markets with annual revenue ($ mn) for 2019-2030 included in each section.

• Software

• Service

 

Based on Content Type, the North America market is segmented into the following sub-markets with annual revenue ($ mn) for 2019-2030 included in each section.

• Games

• Videos (further split into 360 Degree Videos and Immersive Videos)

• Images

 

Based on VR Medium, the North America market is segmented into the following sub-markets with annual revenue ($ mn) for 2019-2030 included in each section.

• Mobile-based VR Content

• Console-based VR Content

• PC-based VR Content

 

Based on Application, the North America market is segmented into the following sub-markets with annual revenue ($ mn) for 2019-2030 included in each section.

• Healthcare

• Aerospace & Defense

• Media & Entertainment

• Gaming

• Automotive

• E-commerce & Retail

• Tourism & Hospitality

• Real Estate

• Other Applications

 

Geographically, the following national/local markets are fully investigated:

• U.S.

• Canada

 

For each of the aforementioned countries, market analysis and revenue data are available for 2019-2030. The breakdown of major national markets by Content Type, VR Medium, and Application over the years 2019-2030 are also included.

 

The report also covers current competitive scenario and the predicted trend; and profiles key vendors including market leaders and important emerging players. Specifically, potential risks associated with investing in North America virtual reality content creation market are assayed quantitatively and qualitatively through GMD’s Risk Assessment System. According to the risk analysis and evaluation, Critical Success Factors (CSFs) are generated as a guidance to help investors & stockholders identify emerging opportunities, manage and minimize the risks, develop appropriate business models, and make wise strategies and decisions.

 

Key Players: (this may not be a complete list and extra companies can be added upon request) 

360 Labs

Blippar

Koncept VR

Matterport

Panedia Pty Ltd.

Pixvana Inc.

Scapic.

SubVRsive

VIAR (Viar360)

WeMakeVR

(Please Note: The report will be updated before delivery to make sure that the latest historical year is the base year and the forecast covers at least 5 years over the base year.)

Table of Contents:

1 Introduction    5
1.1 Industry Definition and Research Scope    5
1.1.1 Industry Definition    5
1.1.2 Research Scope    6
1.2 Research Methodology    8
1.2.1 Overview of Market Research Methodology    8
1.2.2 Market Assumption    9
1.2.3 Secondary Data    9
1.2.4 Primary Data    9
1.2.5 Data Filtration and Model Design    10
1.2.6 Market Size/Share Estimation    11
1.2.7 Research Limitations    12
1.3 Executive Summary    13
2 Market Overview and Dynamics    15
2.1 Market Size and Forecast    15
2.2 Major Growth Drivers    16
2.3 Market Restraints and Challenges    19
2.4 Emerging Opportunities and Market Trends    22
2.5 Porter’s Fiver Forces Analysis    25
3 Segmentation of North America Market by Solution    29
3.1 Market Overview by Solution    29
3.2 Software    31
3.3 Services    32
4 Segmentation of North America Market by Content Type    33
4.1 Market Overview by Content Type    33
4.2 Games    35
4.3 Videos    36
4.4 Images    38
5 Segmentation of North America Market by VR Medium    39
5.1 Market Overview by VR Medium    39
5.2 Mobile-based VR Content    41
5.3 Console-based VR Content    42
5.4 PC-based VR Content    43
6 Segmentation of North America Market by Application    44
6.1 Market Overview by Application    44
6.2 Healthcare    46
6.3 Aerospace & Defense    47
6.4 Media & Entertainment    48
6.5 Gaming    49
6.6 Automotive    50
6.7 E-commerce & Retail    51
6.8 Tourism & Hospitality    52
6.9 Real Estate    53
6.10 Other Applications    54
7 North America Market 2019-2030 by Country    55
7.1 Overview of North America Market    55
7.2 U.S. Market    58
7.3 Canadian Market    62
8 Competitive Landscape    64
8.1 Overview of Key Vendors    64
8.2 New Product Launch, Partnership, Investment, and M&A    67
8.3 Company Profiles    68
360 Labs    68
Blippar    70
Koncept VR    71
Matterport    72
Panedia Pty Ltd.    73
Pixvana Inc.    74
Scapic.    75
SubVRsive    76
VIAR (Viar360)    77
WeMakeVR    78
9 Investing in North America Market: Risk Assessment and Management    79
9.1 Risk Evaluation of North America Market    79
9.2 Critical Success Factors (CSFs)    82
Related Reports and Products    85

 

List of Tables:

Table 1. Snapshot of North America Virtual Reality Content Creation Market, 2019-2030    14
Table 2. Main Product Trends and Market Opportunities in North America Virtual Reality Content Creation Market    22
Table 3. North America Virtual Reality Content Creation Market by Solution, 2019-2030, $ mn    29
Table 4. North America Virtual Reality Content Creation Market by Content Type, 2019-2030, $ mn    33
Table 5. North America Virtual Reality Content Creation Market: Videos by Type, 2019-2030, $ mn    37
Table 6. North America Virtual Reality Content Creation Market by VR Medium, 2019-2030, $ mn    39
Table 7. North America Virtual Reality Content Creation Market by Application, 2019-2030, $ mn    44
Table 8. North America Virtual Reality Content Creation Market by Country, 2019-2030, $ mn    56
Table 9. U.S. Virtual Reality Content Creation Market by Content Type, 2019-2030, $ mn    60
Table 10. U.S. Virtual Reality Content Creation Market by VR Medium, 2019-2030, $ mn    60
Table 11. U.S. Virtual Reality Content Creation Market by Application, 2019-2030, $ mn    60
Table 12. Canada Virtual Reality Content Creation Market by Content Type, 2019-2030, $ mn    63
Table 13. Canada Virtual Reality Content Creation Market by VR Medium, 2019-2030, $ mn    63
Table 14. Canada Virtual Reality Content Creation Market by Application, 2019-2030, $ mn    63
Table 15. 360 Labs: Company Snapshot    68
Table 16. 360 Labs: Business Segmentation    68
Table 17. 360 Labs: Product Portfolio    69
Table 18. 360 Labs: Revenue, 2016-2018, $ mn    69
Table 19. 360 Labs: Recent Developments    69
Table 20. Risk Evaluation for Investing in North America Market, 2019-2030    80
Table 21. Critical Success Factors and Key Takeaways    83

 

List of Figures:

Figure 1. Research Method Flow Chart    8
Figure 2. Bottom-up Approach and Top-down Approach for Market Estimation    11
Figure 3. North America Market Forecast in Optimistic, Conservative and Balanced Perspectives, 2019-2030    13
Figure 4. North America Virtual Reality Content Creation Market, 2019-2030, $ mn    15
Figure 5. Primary Drivers and Impact Factors of North America Virtual Reality Content Creation Market    16
Figure 6. Primary Restraints and Impact Factors of North America Virtual Reality Content Creation Market    19
Figure 7. Porter’s Fiver Forces Analysis of North America Virtual Reality Content Creation Market    25
Figure 8. Breakdown of North America Virtual Reality Content Creation Market by Solution, 2019-2030, % of Revenue    29
Figure 9. Contribution to North America 2020-2030 Cumulative Revenue by Solution, Value ($ mn) and Share (%)    30
Figure 10. North America Virtual Reality Content Creation Market: Software, 2019-2030, $ mn    31
Figure 11. North America Virtual Reality Content Creation Market: Services, 2019-2030, $ mn    32
Figure 12. Breakdown of North America Virtual Reality Content Creation Market by Content Type, 2019-2030, % of Revenue    33
Figure 13. Contribution to North America 2020-2030 Cumulative Revenue by Content Type, Value ($ mn) and Share (%)    34
Figure 14. North America Virtual Reality Content Creation Market: Games, 2019-2030, $ mn    35
Figure 15. North America Virtual Reality Content Creation Market: Videos, 2019-2030, $ mn    36
Figure 16. North America Virtual Reality Content Creation Market: Images, 2019-2030, $ mn    38
Figure 17. Breakdown of North America Virtual Reality Content Creation Market by VR Medium, 2019-2030, % of Revenue    39
Figure 18. Contribution to North America 2020-2030 Cumulative Revenue by VR Medium, Value ($ mn) and Share (%)    40
Figure 19. North America Virtual Reality Content Creation Market: Mobile-based VR Content, 2019-2030, $ mn    41
Figure 20. North America Virtual Reality Content Creation Market: Console-based VR Content, 2019-2030, $ mn    42
Figure 21. North America Virtual Reality Content Creation Market: PC-based VR Content, 2019-2030, $ mn    43
Figure 22. Breakdown of North America Virtual Reality Content Creation Market by Application, 2019-2030, % of Revenue    44
Figure 23. Contribution to North America 2020-2030 Cumulative Revenue by Application, Value ($ mn) and Share (%)    45
Figure 24. North America Virtual Reality Content Creation Market: Healthcare, 2019-2030, $ mn    46
Figure 25. North America Virtual Reality Content Creation Market: Aerospace & Defense, 2019-2030, $ mn    47
Figure 26. North America Virtual Reality Content Creation Market: Media & Entertainment, 2019-2030, $ mn    48
Figure 27. North America Virtual Reality Content Creation Market: Gaming, 2019-2030, $ mn    49
Figure 28. North America Virtual Reality Content Creation Market: Automotive, 2019-2030, $ mn    50
Figure 29. North America Virtual Reality Content Creation Market: E-commerce & Retail, 2019-2030, $ mn    51
Figure 30. North America Virtual Reality Content Creation Market: Tourism & Hospitality, 2019-2030, $ mn    52
Figure 31. North America Virtual Reality Content Creation Market: Real Estate, 2019-2030, $ mn    53
Figure 32. North America Virtual Reality Content Creation Market: Other Applications, 2019-2030, $ mn    54
Figure 33. Breakdown of North America Virtual Reality Content Creation Market by Country, 2019 and 2030, % of Revenue    56
Figure 34. Contribution to North America 2020-2030 Cumulative Revenue by Country, Value ($ mn) and Share (%)    57
Figure 35. U.S. Virtual Reality Content Creation Market, 2019-2030, $ mn    59
Figure 36. Canada Virtual Reality Content Creation Market, 2019-2030, $ mn    62
Figure 37. Growth Stage of North America Virtual Reality Content Creation Industry over the Forecast Period    64
Key Players: (this may not be a complete list and extra companies can be added upon request)
360 Labs 
Blippar 
Koncept VR 
Matterport 
Panedia Pty Ltd.
Pixvana Inc. 
Scapic. 
SubVRsive 
VIAR (Viar360) 
WeMakeVR