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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

  • Report ID: GMI7405
  • Published Date: Nov 2023
  • Report Format: PDF

Report Content

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 360º 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 & Hospitality

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
 

Authors: Preeti Wadhwani

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Premium Report Details

  • Base Year: 2022
  • Companies covered: 15
  • Tables & Figures: 277
  • Countries covered: 21
  • Pages: 200
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