Virtual Reality Content Creation Global Market Report 2022: Sector to Reach $39.94 Billion by 2027 at a CAGR of 65.84%

The “Virtual Reality Content Creation Market: Global Industry Trends, Share, Size, Growth, Opportunity and Forecast 2022-2027” report has been added to’s offering.

The global virtual reality content creation market size reached US$ 1.92 Billion in 2021. Looking forward, the publisher expects the market to reach US$ 39.94 Billion by 2027, exhibiting a CAGR of 65.84% during 2021-2027.

Virtual reality (VR) content creation refers to computer-based applications that enable creators to conceptualize and design various stimulated assets or cinematic views to offer an immersive user experience. It involves the development of sketches, pre-production activities, shoot, production, and post-production as standard phases. To create virtual content during these stages, enterprises utilize various tools, approaches, advanced software, and cameras.

Currently, VR content creation is produced through two practices, including computer generation, in which every aspect of the world is designed, synthesized and integrated through code. On the other hand, there is a 360-degree video creation approach, wherein omnidirectional cameras are employed to capture content and edit them later as per the requirements.

VR content helps develop collaborations, enhances customer engagement, performs campaigns, and allows content marketing. As a result, it is used by industries for marketing, engineering, and designing content for training or promotional purposes.

The growth of the global VR content creation market can be attributed to the rapid expansion in the media and entertainment sector and the rising demand for 360-degree and other innovative marketing approaches to offer exquisite customer experience. In line with this, the fueling need for effective head-mounted display (HMD) systems, such as augmented reality (AR) and VR, and the growing consumer awareness regarding their multiple benefits are acting as another growth-inducing factor.

Additionally, the escalating demand for VR content on diverse platforms and the widespread adoption of immersive indoor gaming to enjoy the interactive three-dimensional (3D) environment, especially during the COVID-19 pandemic, is supporting the market growth.

Moreover, the uptake of the telepresence concept by marketers and brands to offer computer-emulated reality experiences and create brand awareness is propelling the market growth. Apart from this, the ongoing development of visual display systems, such as desktops and smartphones, to access improved virtual stimulations is creating a positive outlook for the market.

Competitive Landscape:

The competitive landscape of the industry has also been examined along with the profiles of the key players being 360 Labs, Blippar Group Limited, Dell Inc, Koncept VR LLC, Matterport Inc., Panedia Pty Ltd., Scapic Innovations Private Limited, Subvrsive, VIAR Inc and WeMakeVR.

Key Questions Answered in This Report:

  • How has the global virtual reality content creation market performed so far and how will it perform in the coming years?
  • What has been the impact of COVID-19 on the global virtual reality content creation market?
  • What are the key regional markets?
  • What is the breakup of the market based on the content type?
  • What is the breakup of the market based on the component?
  • What is the breakup of the market based on the end user?
  • What are the various stages in the value chain of the industry?
  • What are the key driving factors and challenges in the industry?
  • What is the structure of the global virtual reality content creation market and who are the key players?
  • What is the degree of competition in the industry?

Key Topics Covered: 

1 Preface

2 Scope and Methodology

3 Executive Summary

4 Introduction
4.1 Overview
4.2 Key Industry Trends

5 Global Virtual Reality Content Creation Market
5.1 Market Overview
5.2 Market Performance
5.3 Impact of COVID-19
5.4 Market Forecast

6 Market Breakup by Content Type
6.1 Videos
6.1.1 Market Trends
6.1.2 Market Forecast
6.2 360 Degree Photos
6.2.1 Market Trends
6.2.2 Market Forecast
6.3 Games
6.3.1 Market Trends
6.3.2 Market Forecast

7 Market Breakup by Component
7.1 Software
7.1.1 Market Trends
7.1.2 Market Forecast
7.2 Services
7.2.1 Market Trends
7.2.2 Market Forecast

8 Market Breakup by End User
8.1 Real Estate
8.1.1 Market Trends
8.1.2 Market Forecast
8.2 Travel and Hospitality
8.2.1 Market Trends
8.2.2 Market Forecast
8.3 Media and Entertainment
8.3.1 Market Trends
8.3.2 Market Forecast
8.4 Healthcare
8.4.1 Market Trends
8.4.2 Market Forecast
8.5 Retail
8.5.1 Market Trends
8.5.2 Market Forecast
8.6 Gaming
8.6.1 Market Trends
8.6.2 Market Forecast
8.7 Automotive
8.7.1 Market Trends
8.7.2 Market Forecast
8.8 Others
8.8.1 Market Trends
8.8.2 Market Forecast

9 Market Breakup by Region

10 SWOT Analysis

11 Value Chain Analysis

12 Porters Five Forces Analysis

13 Price Analysis

14 Competitive Landscape
14.1 Market Structure
14.2 Key Players
14.3 Profiles of Key Players

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