VR Content Creation - Global Market Share and Ranking, Overall Sales and Demand Forecast 2025-2031
商品番号 : SMB-79337
出版社 | QYResearch |
出版年月 | 2025年6月 |
ページ数 | 144 |
図表数 | 188 |
価格タイプ | シングルユーザライセンス |
価格 | USD 3,950 |
種別 | 英文調査報告書 |
このレポートは、VR コンテンツ作成の世界市場について、総売上高、主要企業の市場シェアとランキング、地域と国別、顧客別、アプリケーション別の VR コンテンツ作成の分析に焦点を当てて包括的に説明することを目的としています。
The global VR Content Creation market was valued at US$ 496.20 million in 2024 and is expected to reach US$ 3,254.96 million by 2031, with a CAGR of 33.86% during the forecast period 2025-2031.
世界のVRコンテンツ作成市場は2024年に4億9,620万米ドルと評価され、2025~2031年の予測期間中に33.86%のCAGRで成長し、2031年には32億5,496万米ドルに達すると予想されています。
The global key companies of VR Content Creation include Flowing Cloud Technology, Falcon’s Beyond, Survios, Felix & Paul Studios, Archiact, Juego Studios, BlockchainAppsDeveloper, Game-Ace, Hengxin Shambala, etc. in 2024, the global five largest players hold a share approximately 8% in terms of revenue. The market concentration is very low, there are many small players in the market.
This report aims to provide a comprehensive presentation of the global market for VR Content Creation, focusing on the total sales revenue, key companies market share and ranking, together with an analysis of VR Content Creation by region & country, by Customer, and by Application.
The VR Content Creation market size, estimations, and forecasts are provided in terms of sales revenue ($ millions), considering 2024 as the base year, with history and forecast data for the period from 2020 to 2031.
Market Segmentation
By Company
- Flowing Cloud Technology
- Falcon’s Beyond
- Survios
- Felix & Paul Studios
- Archiact
- Juego Studios
- BlockchainAppsDeveloper
- Game-Ace
- Hengxin Shambala
- Luminous XR
- Virtual Reality Company (VRC)
- 360 Labs
- 4Experience
- Khora
- VRdirect
- Panedia
- Koncept VR
- LetinVR
- Dream Verse
- 2nd.SIDE
- WHITESTAG
- Tsumiki Seisaku
- Silkroad Visual
- Liquona
- Avventura
Segment by Customer
- to B
- to C
Segment by Application
- Games
- Film and TV
- Medical
- Education
- Others
By Region
North America
- USA
- Canada
- Mexico
Asia-Pacific
- China
- Japan
- South Korea
- India
- Southeast Asia
- Australia
- Rest of Asia-Pacific
Europe
- Germany
- France
- UK
- Italy
- Rest of Europe
South America
- Brazil
- Rest of South America
Middle East & Africa
- Middle East
- Africa
Chapter Outline
Chapter 1: Introduces the report scope of the report, global total market size. This chapter also provides the market dynamics, latest developments of the market, the driving factors and restrictive factors of the market, the challenges and risks faced by manufacturers in the industry, and the analysis of relevant policies in the industry.
Chapter 2: Detailed analysis of VR Content Creation company competitive landscape, revenue market share, latest development plan, merger, and acquisition information, etc.
Chapter 3: Provides the analysis of various market segments by Customer, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different market segments.
Chapter 4: Provides the analysis of various market segments by Application, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different downstream markets.
Chapter 5: Revenue of VR Content Creation in regional level. It provides a quantitative analysis of the market size and development potential of each region and introduces the market development, future development prospects, market space, and market size of each country in the world.
Chapter 6: Revenue of VR Content Creation in country level. It provides sigmate data by Customer, and by Application for each country/region.
Chapter 7: Provides profiles of key players, introducing the basic situation of the main companies in the market in detail, including product revenue, gross margin, product introduction, recent development, etc.
Chapter 8: Analysis of industrial chain, including the upstream and downstream of the industry.
Chapter 9: Conclusion.
Table of Contents
1 Market Overview 1
1.1 VR Content Creation Product Introduction 1
1.2 Global VR Content Creation Market Size Forecast (2020-2031) 1
1.3 VR Content Creation Market Trends & Drivers 3
1.3.1 VR Content Creation Industry Trends 3
1.3.2 VR Content Creation Market Drivers & Opportunity 4
1.3.3 VR Content Creation Market Challenges 5
1.3.4 VR Content Creation Market Restraints 5
1.4 Assumptions and Limitations 6
1.5 Study Objectives 7
1.6 Years Considered 7
2 Competitive Analysis by Company 9
2.1 Global VR Content Creation Players Revenue Ranking (2024) 9
2.2 Global VR Content Creation Revenue by Company (2020-2025) 11
2.3 Key Companies VR Content Creation Headquarter 13
2.4 Key Companies VR Content Creation Application 14
2.5 Key VR Content Creation Companies Established Time 15
2.6 VR Content Creation Market Competitive Analysis 16
2.6.1 VR Content Creation Market Concentration Rate (2020-2025) 16
2.6.2 Global 5 and 10 Largest Companies by VR Content Creation Revenue in 2024 18
2.6.3 Global Top Companies by Company Type (Tier 1, Tier 2, and Tier 3) & (based on the Revenue in VR Content Creation as of 2024) 19
3 Segmentation by Customer 22
3.1 Introduction by Customer 22
3.1.1 to B 22
3.1.2 to C 22
3.2 Global VR Content Creation Sales Value by Customer 22
3.2.1 Global VR Content Creation Sales Value by Customer (2020 VS 2024 VS 2031) 22
3.2.2 Global VR Content Creation Sales Value, by Customer (2020-2031) 24
3.2.3 Global VR Content Creation Sales Value, by Customer (%) (2020-2031) 24
4 Segmentation by Application 26
4.1 Introduction by Application 26
4.1.1 Games 26
4.1.2 Film and TV 27
4.1.3 Medical 27
4.1.4 Education 28
4.1.5 Others 29
4.2 Global VR Content Creation Sales Value by Application 29
4.2.1 Global VR Content Creation Sales Value by Application (2020 VS 2024 VS 2031) 29
4.2.2 Global VR Content Creation Sales Value, by Application (2020-2031) 31
4.2.3 Global VR Content Creation Sales Value, by Application (%) (2020-2031) 32
5 Segmentation by Region 34
5.1 Global VR Content Creation Sales Value by Region 34
5.1.1 Global VR Content Creation Sales Value by Region: 2020 VS 2024 VS 2031 34
5.1.2 Global VR Content Creation Sales Value by Region (2020-2025) 34
5.1.3 Global VR Content Creation Sales Value by Region (2026-2031) 35
5.1.4 Global VR Content Creation Sales Value by Region (%), (2020-2031) 35
5.2 North America 36
5.2.1 North America VR Content Creation Sales Value, 2020-2031 36
5.2.2 North America VR Content Creation Sales Value by Country (%), 2024 VS 2031 37
5.3 Europe 38
5.3.1 Europe VR Content Creation Sales Value, 2020-2031 38
5.3.2 Europe VR Content Creation Sales Value by Country (%), 2024 VS 2031 39
5.4 Asia Pacific 40
5.4.1 Asia Pacific VR Content Creation Sales Value, 2020-2031 40
5.4.2 Asia Pacific VR Content Creation Sales Value by Region (%), 2024 VS 2031 41
5.5 South America 42
5.5.1 South America VR Content Creation Sales Value, 2020-2031 42
5.5.2 South America VR Content Creation Sales Value by Country (%), 2024 VS 2031 43
5.6 Middle East & Africa 44
5.6.1 Middle East & Africa VR Content Creation Sales Value, 2020-2031 44
5.6.2 Middle East & Africa VR Content Creation Sales Value by Country (%), 2024 VS 2031 45
6 Segmentation by Key Countries/Regions 46
6.1 Key Countries/Regions VR Content Creation Sales Value Growth Trends, 2020 VS 2024 VS 2031 46
6.2 Key Countries/Regions VR Content Creation Sales Value, 2020-2031 47
6.3 USA 49
6.3.1 USA VR Content Creation Sales Value, 2020-2031 49
6.3.2 USA VR Content Creation Sales Value by Customer (%), 2024 VS 2031 50
6.3.3 USA VR Content Creation Sales Value by Application, 2024 VS 2031 51
6.4 Europe 52
6.4.1 Europe VR Content Creation Sales Value, 2020-2031 52
6.4.2 Europe VR Content Creation Sales Value by Customer (%), 2024 VS 2031 53
6.4.3 Europe VR Content Creation Sales Value by Application, 2024 VS 2031 53
6.5 China 54
6.5.1 China VR Content Creation Sales Value, 2020-2031 54
6.5.2 China VR Content Creation Sales Value by Customer (%), 2024 VS 2031 55
6.5.3 China VR Content Creation Sales Value by Application, 2024 VS 2031 55
6.6 Japan 56
6.6.1 Japan VR Content Creation Sales Value, 2020-2031 56
6.6.2 Japan VR Content Creation Sales Value by Customer (%), 2024 VS 2031 57
6.6.3 Japan VR Content Creation Sales Value by Application, 2024 VS 2031 57
6.7 South Korea 58
6.7.1 South Korea VR Content Creation Sales Value, 2020-2031 58
6.7.2 South Korea VR Content Creation Sales Value by Customer (%), 2024 VS 2031 59
6.7.3 South Korea VR Content Creation Sales Value by Application, 2024 VS 2031 59
6.8 Southeast Asia 60
6.8.1 Southeast Asia VR Content Creation Sales Value, 2020-2031 60
6.8.2 Southeast Asia VR Content Creation Sales Value by Customer (%), 2024 VS 2031 61
6.8.3 Southeast Asia VR Content Creation Sales Value by Application, 2024 VS 2031 61
6.9 India 62
6.9.1 India VR Content Creation Sales Value, 2020-2031 62
6.9.2 India VR Content Creation Sales Value by Customer (%), 2024 VS 2031 63
6.9.3 India VR Content Creation Sales Value by Application, 2024 VS 2031 63
7 Company Profiles 64
7.1 Flowing Cloud Technology 64
7.1.1 Flowing Cloud Technology Profile 64
7.1.2 Flowing Cloud Technology Main Business 64
7.1.3 Flowing Cloud Technology VR Content Creation Service/Projects 65
7.1.4 Flowing Cloud Technology VR Content Creation Revenue (US$ Million) & (2020-2025) 67
7.2 Falcon’s Beyond 67
7.2.1 Falcon’s Beyond Profile 67
7.2.2 Falcon’s Beyond Main Business 68
7.2.3 Falcon’s Beyond VR Content Creation Service/Projects 68
7.2.4 Falcon’s Beyond VR Content Creation Revenue (US$ Million) & (2020-2025) 69
7.2.5 Falcon’s Beyond Recent Developments 69
7.3 Survios 69
7.3.1 Survios Profile 69
7.3.2 Survios Main Business 70
7.3.3 Survios VR Content Creation Service/Projects 70
7.3.4 Survios VR Content Creation Revenue (US$ Million) & (2020-2025) 71
7.3.5 Survios Recent Developments 71
7.4 Felix & Paul Studios 71
7.4.1 Felix & Paul Studios Profile 71
7.4.2 Felix & Paul Studios Main Business 72
7.4.3 Felix & Paul Studios VR Content Creation Service/Projects 72
7.4.4 Felix & Paul Studios VR Content Creation Revenue (US$ Million) & (2020-2025) 73
7.5 Archiact 73
7.5.1 Archiact Profile 73
7.5.2 Archiact Main Business 74
7.5.3 Archiact VR Content Creation Service/Projects 74
7.5.4 Archiact VR Content Creation Revenue (US$ Million) & (2020-2025) 75
7.5.5 Archiact Recent Developments 75
7.6 Juego Studios 75
7.6.1 Juego Studios Profile 75
7.6.2 Juego Studios Main Business 76
7.6.3 Juego Studios VR Content Creation Service/Projects 76
7.6.4 Juego Studios VR Content Creation Revenue (US$ Million) & (2020-2025) 77
7.7 BlockchainAppsDeveloper 77
7.7.1 BlockchainAppsDeveloper Profile 77
7.7.2 BlockchainAppsDeveloper Main Business 78
7.7.3 BlockchainAppsDeveloper VR Content Creation Service/Projects 78
7.7.4 BlockchainAppsDeveloper VR Content Creation Revenue (US$ Million) & (2020-2025) 79
7.8 Game-Ace 79
7.8.1 Game-Ace Profile 79
7.8.2 Game-Ace Main Business 80
7.8.3 Game-Ace VR Content Creation Service/Projects 80
7.8.4 Game-Ace VR Content Creation Revenue (US$ Million) & (2020-2025) 80
7.9 Hengxin Shambala 81
7.9.1 Hengxin Shambala Profile 81
7.9.2 Hengxin Shambala Main Business 81
7.9.3 Hengxin Shambala VR Content Creation Service/Projects 82
7.9.4 Hengxin Shambala VR Content Creation Revenue (US$ Million) & (2020-2025) 83
7.10 Luminous XR 83
7.10.1 Luminous XR Profile 83
7.10.2 Luminous XR Main Business 84
7.10.3 Luminous XR VR Content Creation Service/Projects 84
7.10.4 Luminous XR VR Content Creation Revenue (US$ Million) & (2020-2025) 85
7.10.5 Luminous XR Recent Developments 85
7.11 Virtual Reality Company (VRC) 85
7.11.1 Virtual Reality Company (VRC) Profile 85
7.11.2 Virtual Reality Company (VRC) Main Business 86
7.11.3 Virtual Reality Company (VRC) VR Content Creation Service/Projects 86
7.11.4 Virtual Reality Company (VRC) VR Content Creation Revenue (US$ Million) & (2020-2025) 87
7.12 360 Labs 87
7.12.1 360 Labs Profile 87
7.12.2 360 Labs Main Business 88
7.12.3 360 Labs VR Content Creation Service/Projects 88
7.12.4 360 Labs VR Content Creation Revenue (US$ Million) & (2020-2025) 89
7.13 4Experience 89
7.13.1 4Experience Profile 89
7.13.2 4Experience Main Business 90
7.13.3 4Experience VR Content Creation Service/Projects 90
7.13.4 4Experience VR Content Creation Revenue (US$ Million) & (2020-2025) 90
7.14 Khora 91
7.14.1 Khora Profile 91
7.14.2 Khora Main Business 91
7.14.3 Khora VR Content Creation Service/Projects 92
7.14.4 Khora VR Content Creation Revenue (US$ Million) & (2020-2025) 92
7.15 VRdirect 93
7.15.1 VRdirect Profile 93
7.15.2 VRdirect Main Business 93
7.15.3 VRdirect VR Content Creation Service/Projects 94
7.15.4 VRdirect VR Content Creation Revenue (US$ Million) & (2020-2025) 94
7.16 Panedia 94
7.16.1 Panedia Profile 94
7.16.2 Panedia Main Business 95
7.16.3 Panedia VR Content Creation Service/Projects 95
7.16.4 Panedia VR Content Creation Revenue (US$ Million) & (2020-2025) 96
7.17 Koncept VR 96
7.17.1 Koncept VR Profile 96
7.17.2 Koncept VR Main Business 97
7.17.3 Koncept VR VR Content Creation Service/Projects 97
7.17.4 Koncept VR VR Content Creation Revenue (US$ Million) & (2020-2025) 98
7.18 LetinVR 98
7.18.1 LetinVR Profile 98
7.18.2 LetinVR Main Business 99
7.18.3 LetinVR VR Content Creation Service/Projects 99
7.18.4 LetinVR VR Content Creation Revenue (US$ Million) & (2020-2025) 99
7.19 Dream Verse (iQIYI) 100
7.19.1 Dream Verse Profile 100
7.19.2 Dream Verse Main Business 100
7.19.3 Dream Verse VR Content Creation Service/Projects 101
7.19.4 Dream Verse VR Content Creation Revenue (US$ Million) & (2020-2025) 101
7.19.5 Dream Verse Recent Developments 101
7.20 2nd.SIDE 102
7.20.1 2nd.SIDE Profile 102
7.20.2 2nd.SIDE Main Business 102
7.20.3 2nd.SIDE VR Content Creation Service/Projects 103
7.20.4 2nd.SIDE VR Content Creation Revenue (US$ Million) & (2020-2025) 103
7.21 WHITESTAG 104
7.21.1 WHITESTAG Profile 104
7.21.2 WHITESTAG Main Business 104
7.21.3 WHITESTAG VR Content Creation Service/Projects 105
7.21.4 WHITESTAG VR Content Creation Revenue (US$ Million) & (2020-2025) 105
7.22 Tsumiki Seisaku 105
7.22.1 Tsumiki Seisaku Profile 105
7.22.2 Tsumiki Seisaku Main Business 106
7.22.3 Tsumiki Seisaku VR Content Creation Service/Projects 106
7.22.4 Tsumiki Seisaku VR Content Creation Revenue (US$ Million) & (2020-2025) 107
7.23 Silkroad Visual 107
7.23.1 Silkroad Visual Profile 108
7.23.2 Silkroad Visual Main Business 108
7.23.3 Silkroad Visual VR Content Creation Service/Projects 108
7.23.4 Silkroad Visual VR Content Creation Revenue (US$ Million) & (2020-2025) 109
7.24 Liquona 110
7.24.1 Liquona Profile 110
7.24.2 Liquona Main Business 110
7.24.3 Liquona VR Content Creation Service/Projects 111
7.24.4 Liquona VR Content Creation Revenue (US$ Million) & (2020-2025) 111
7.25 Avventura 112
7.25.1 Avventura Profile 112
7.25.2 Avventura Main Business 112
7.25.3 Avventura VR Content Creation Service/Projects 112
7.25.4 Avventura VR Content Creation Revenue (US$ Million) & (2020-2025) 113
8 Industry Chain Analysis 114
8.1 VR Content Creation Industrial Chain 114
8.2 VR Content Creation Upstream Analysis 114
8.2.1 Upstream Products 114
8.2.2 Upstream Key Suppliers 115
8.3 Midstream Analysis 115
8.4 Downstream Analysis (Customers Analysis) 115
9 Research Findings and Conclusion 117
10 Appendix 118
10.1 Research Methodology 118
10.1.1 Methodology/Research Approach 118
10.1.2 Data Source 121
10.2 Author Details 124
10.3 Disclaimer 124
Tables and Figures
Table 1. VR Content Creation Market Trends 3
Table 2. VR Content Creation Market Drivers & Opportunity 4
Table 3. VR Content Creation Market Challenges 5
Table 4. VR Content Creation Market Restraints 5
Table 5. Global VR Content Creation Revenue by Company (2020-2025) & (US$ Million) 11
Table 6. Global VR Content Creation Revenue Market Share by Company (2020-2025) 12
Table 7. Key Companies VR Content Creation Headquarter 13
Table 8. Key Companies VR Content Creation Application 14
Table 9. Key VR Content Creation Companies Established Time 15
Table 10. Global VR Content Creation Companies Market Concentration Ratio (CR5 and HHI) 17
Table 11. Global Top Companies by Company Type (Tier 1, Tier 2, and Tier 3) & (based on the Revenue in VR Content Creation as of 2024) 19
Table 12. Global VR Content Creation Sales Value by Customer: 2020 VS 2024 VS 2031 (US$ Million) 22
Table 13. Global VR Content Creation Sales Value by Customer (2020-2025) & (US$ Million) 24
Table 14. Global VR Content Creation Sales Value by Customer (2026-2031) & (US$ Million) 24
Table 15. Global VR Content Creation Sales Market Share in Value by Customer (2020-2025) 24
Table 16. Global VR Content Creation Sales Market Share in Value by Customer (2026-2031) 25
Table 17. Global VR Content Creation Sales Value by Application: 2020 VS 2024 VS 2031 (US$ Million) 29
Table 18. Global VR Content Creation Sales Value by Application (2020-2025) & (US$ Million) 31
Table 19. Global VR Content Creation Sales Value by Application (2026-2031) & (US$ Million) 31
Table 20. Global VR Content Creation Sales Market Share in Value by Application (2020-2025) 32
Table 21. Global VR Content Creation Sales Market Share in Value by Application (2026-2031) 32
Table 22. Global VR Content Creation Sales Value by Region, (2020 VS 2024 VS 2031) & (US$ Million) 34
Table 23. Global VR Content Creation Sales Value by Region (2020-2025) & (US$ Million) 34
Table 24. Global VR Content Creation Sales Value by Region (2026-2031) & (US$ Million) 35
Table 25. Global VR Content Creation Sales Value by Region (2020-2025) & (%) 35
Table 26. Global VR Content Creation Sales Value by Region (2026-2031) & (%) 36
Table 27. Key Countries/Regions VR Content Creation Sales Value Growth Trends, (US$ Million): 2020 VS 2024 VS 2031 46
Table 28. Key Countries/Regions VR Content Creation Sales Value, (2020-2025) & (US$ Million) 47
Table 29. Key Countries/Regions VR Content Creation Sales Value, (2026-2031) & (US$ Million) 48
Table 30. Flowing Cloud Technology Basic Information List 64
Table 31. Flowing Cloud Technology Description and Business Overview 64
Table 32. Flowing Cloud Technology VR Content Creation Service/Projects 65
Table 33. Revenue (US$ Million) in VR Content Creation Business of Flowing Cloud Technology (2020-2025) 67
Table 34. Falcon’s Beyond Basic Information List 67
Table 35. Falcon’s Beyond Description and Business Overview 68
Table 36. Falcon’s Beyond VR Content Creation Service/Projects 68
Table 37. Revenue (US$ Million) in VR Content Creation Business of Falcon’s Beyond (2020-2025) 69
Table 38. Falcon’s Beyond Recent Developments 69
Table 39. Survios Basic Information List 69
Table 40. Survios Description and Business Overview 70
Table 41. Survios VR Content Creation Service/Projects 70
Table 42. Revenue (US$ Million) in VR Content Creation Business of Survios (2020-2025) 71
Table 43. Survios Recent Developments 71
Table 44. Felix & Paul Studios Basic Information List 71
Table 45. Felix & Paul Studios Description and Business Overview 72
Table 46. Felix & Paul Studios VR Content Creation Service/Projects 72
Table 47. Revenue (US$ Million) in VR Content Creation Business of Felix & Paul Studios (2020-2025) 73
Table 48. Archiact Basic Information List 73
Table 49. Archiact Description and Business Overview 74
Table 50. Archiact VR Content Creation Service/Projects 74
Table 51. Revenue (US$ Million) in VR Content Creation Business of Archiact (2020-2025) 75
Table 52. Archiact Recent Developments 75
Table 53. Juego Studios Basic Information List 75
Table 54. Juego Studios Description and Business Overview 76
Table 55. Juego Studios VR Content Creation Service/Projects 76
Table 56. Revenue (US$ Million) in VR Content Creation Business of Juego Studios (2020-2025) 77
Table 57. BlockchainAppsDeveloper Basic Information List 77
Table 58. BlockchainAppsDeveloper Description and Business Overview 78
Table 59. BlockchainAppsDeveloper VR Content Creation Service/Projects 78
Table 60. Revenue (US$ Million) in VR Content Creation Business of BlockchainAppsDeveloper (2020-2025) 79
Table 61. Game-Ace Basic Information List 79
Table 62. Game-Ace Description and Business Overview 80
Table 63. Game-Ace VR Content Creation Service/Projects 80
Table 64. Revenue (US$ Million) in VR Content Creation Business of Game-Ace (2020-2025) 80
Table 65. Hengxin Shambala Basic Information List 81
Table 66. Hengxin Shambala Description and Business Overview 81
Table 67. Hengxin Shambala VR Content Creation Service/Projects 82
Table 68. Revenue (US$ Million) in VR Content Creation Business of Hengxin Shambala (2020-2025) 83
Table 69. Luminous XR Basic Information List 83
Table 70. Luminous XR Description and Business Overview 84
Table 71. Luminous XR VR Content Creation Service/Projects 84
Table 72. Revenue (US$ Million) in VR Content Creation Business of Luminous XR (2020-2025) 85
Table 73. Luminous XR Recent Developments 85
Table 74. Virtual Reality Company (VRC) Basic Information List 85
Table 75. Virtual Reality Company (VRC) Description and Business Overview 86
Table 76. Virtual Reality Company (VRC) VR Content Creation Service/Projects 86
Table 77. Revenue (US$ Million) in VR Content Creation Business of Virtual Reality Company (VRC) (2020-2025) 87
Table 78. 360 Labs Basic Information List 87
Table 79. 360 Labs Description and Business Overview 88
Table 80. 360 Labs VR Content Creation Service/Projects 88
Table 81. Revenue (US$ Million) in VR Content Creation Business of 360 Labs (2020-2025) 89
Table 82. 4Experience Basic Information List 89
Table 83. 4Experience Description and Business Overview 90
Table 84. 4Experience VR Content Creation Service/Projects 90
Table 85. Revenue (US$ Million) in VR Content Creation Business of 4Experience (2020-2025) 90
Table 86. Khora Basic Information List 91
Table 87. Khora Description and Business Overview 91
Table 88. Khora VR Content Creation Service/Projects 92
Table 89. Revenue (US$ Million) in VR Content Creation Business of Khora (2020-2025) 92
Table 90. VRdirect Basic Information List 93
Table 91. VRdirect Description and Business Overview 93
Table 92. VRdirect VR Content Creation Service/Projects 94
Table 93. Revenue (US$ Million) in VR Content Creation Business of VRdirect (2020-2025) 94
Table 94. Panedia Basic Information List 94
Table 95. Panedia Description and Business Overview 95
Table 96. Panedia VR Content Creation Service/Projects 95
Table 97. Revenue (US$ Million) in VR Content Creation Business of Panedia (2020-2025) 96
Table 98. Koncept VR Basic Information List 96
Table 99. Koncept VR Description and Business Overview 97
Table 100. Koncept VR VR Content Creation Service/Projects 97
Table 101. Revenue (US$ Million) in VR Content Creation Business of Koncept VR (2020-2025) 98
Table 102. LetinVR Basic Information List 98
Table 103. LetinVR Description and Business Overview 99
Table 104. LetinVR VR Content Creation Service/Projects 99
Table 105. Revenue (US$ Million) in VR Content Creation Business of LetinVR (2020-2025) 99
Table 106. Dream Verse Basic Information List 100
Table 107. Dream Verse Description and Business Overview 100
Table 108. Dream Verse VR Content Creation Service/Projects 101
Table 109. Revenue (US$ Million) in VR Content Creation Business of Dream Verse (2020-2025) 101
Table 110. Dream Verse Recent Developments 101
Table 111. 2nd.SIDE Basic Information List 102
Table 112. 2nd.SIDE Description and Business Overview 102
Table 113. 2nd.SIDE VR Content Creation Service/Projects 103
Table 114. Revenue (US$ Million) in VR Content Creation Business of 2nd.SIDE (2020-2025) 103
Table 115. WHITESTAG Basic Information List 104
Table 116. WHITESTAG Description and Business Overview 104
Table 117. WHITESTAG VR Content Creation Service/Projects 105
Table 118. Revenue (US$ Million) in VR Content Creation Business of WHITESTAG (2020-2025) 105
Table 119. Tsumiki Seisaku Basic Information List 105
Table 120. Tsumiki Seisaku Description and Business Overview 106
Table 121. Tsumiki Seisaku VR Content Creation Service/Projects 106
Table 122. Revenue (US$ Million) in VR Content Creation Business of Tsumiki Seisaku (2020-2025) 107
Table 123. Silkroad Visual Basic Information List 108
Table 124. Silkroad Visual Description and Business Overview 108
Table 125. Silkroad Visual VR Content Creation Service/Projects 108
Table 126. Revenue (US$ Million) in VR Content Creation Business of Silkroad Visual (2020-2025) 109
Table 127. Liquona Basic Information List 110
Table 128. Liquona Description and Business Overview 110
Table 129. Liquona VR Content Creation Service/Projects 111
Table 130. Revenue (US$ Million) in VR Content Creation Business of Liquona (2020-2025) 111
Table 131. Avventura Basic Information List 112
Table 132. Avventura Description and Business Overview 112
Table 133. Avventura VR Content Creation Service/Projects 112
Table 134. Revenue (US$ Million) in VR Content Creation Business of Avventura (2020-2025) 113
Table 135. Key Upstream Products Lists 114
Table 136. Upstream Key Suppliers Lists 115
Table 137. VR Content Creation Downstream Customers 115
Table 138. Research Programs/Design for This Report 118
Table 139. Key Data Information from Secondary Sources 121
Table 140. Key Data Information from Primary Sources 123
List of Figures
Figure 1. Global VR Content Creation Sales Value, 2020 VS 2024 VS 2031 (US$ Million) 2
Figure 2. Global VR Content Creation Sales Value (2020-2031) & (US$ Million) 2
Figure 3. VR Content Creation Report Years Considered 7
Figure 4. Global VR Content Creation Players Revenue Ranking (2024) & (US$ Million) 10
Figure 5. The 5 and 10 Largest Companies in the World: Market Share by VR Content Creation Revenue in 2024 18
Figure 6. VR Content Creation Market Share by Company Type (Tier 1, Tier 2, and Tier 3): 2020 VS 2024 20
Figure 7. Global VR Content Creation Sales Value Market Share by Customer, 2024 & 2031 23
Figure 8. Product Picture of Games 26
Figure 9. Product Picture of Film and TV 27
Figure 10. Product Picture of Medical 28
Figure 11. Product Picture of Education 28
Figure 12. Product Picture of Others 29
Figure 13. Global VR Content Creation Sales Value Market Share by Application, 2024 & 2031 30
Figure 14. North America VR Content Creation Sales Value (2020-2031) & (US$ Million) 36
Figure 15. North America VR Content Creation Sales Value by Country (%), 2024 VS 2031 37
Figure 16. Europe VR Content Creation Sales Value, (2020-2031) & (US$ Million) 38
Figure 17. Europe VR Content Creation Sales Value by Country (%), 2024 VS 2031 39
Figure 18. Asia Pacific VR Content Creation Sales Value, (2020-2031) & (US$ Million) 40
Figure 19. Asia Pacific VR Content Creation Sales Value by Region (%), 2024 VS 2031 41
Figure 20. South America VR Content Creation Sales Value, (2020-2031) & (US$ Million) 42
Figure 21. South America VR Content Creation Sales Value by Country (%), 2024 VS 2031 43
Figure 22. Middle East & Africa VR Content Creation Sales Value, (2020-2031) & (US$ Million) 44
Figure 23. Middle East & Africa VR Content Creation Sales Value by Country (%), 2024 VS 2031 45
Figure 24. USA VR Content Creation Sales Value, (2020-2031) & (US$ Million) 49
Figure 25. USA VR Content Creation Sales Value by Customer (%), 2024 VS 2031 50
Figure 26. USA VR Content Creation Sales Value by Application (%), 2024 VS 2031 51
Figure 27. Europe VR Content Creation Sales Value, (2020-2031) & (US$ Million) 52
Figure 28. Europe VR Content Creation Sales Value by Customer (%), 2024 VS 2031 53
Figure 29. Europe VR Content Creation Sales Value by Application (%), 2024 VS 2031 53
Figure 30. China VR Content Creation Sales Value, (2020-2031) & (US$ Million) 54
Figure 31. China VR Content Creation Sales Value by Customer (%), 2024 VS 2031 55
Figure 32. China VR Content Creation Sales Value by Application (%), 2024 VS 2031 55
Figure 33. Japan VR Content Creation Sales Value, (2020-2031) & (US$ Million) 56
Figure 34. Japan VR Content Creation Sales Value by Customer (%), 2024 VS 2031 57
Figure 35. Japan VR Content Creation Sales Value by Application (%), 2024 VS 2031 57
Figure 36. South Korea VR Content Creation Sales Value, (2020-2031) & (US$ Million) 58
Figure 37. South Korea VR Content Creation Sales Value by Customer (%), 2024 VS 2031 59
Figure 38. South Korea VR Content Creation Sales Value by Application (%), 2024 VS 2031 59
Figure 39. Southeast Asia VR Content Creation Sales Value, (2020-2031) & (US$ Million) 60
Figure 40. Southeast Asia VR Content Creation Sales Value by Customer (%), 2024 VS 2031 61
Figure 41. Southeast Asia VR Content Creation Sales Value by Application (%), 2024 VS 2031 61
Figure 42. India VR Content Creation Sales Value, (2020-2031) & (US$ Million) 62
Figure 43. India VR Content Creation Sales Value by Customer (%), 2024 VS 2031 63
Figure 44. India VR Content Creation Sales Value by Application (%), 2024 VS 2031 63
Figure 45. VR Content Creation Industrial Chain 114
Figure 46. Bottom-up and Top-down Approaches for This Report 120
Figure 47. Data Triangulation 121
Figure 48. Key Executives Interviewed 123
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