VRコンテンツ制作の世界市場シェアとランキング 2025-2031

VR Content Creation - Global Market Share and Ranking, Overall Sales and Demand Forecast 2025-2031

VRコンテンツ制作の世界市場シェアとランキング、総売上高と需要予測 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