VR Content Creation Market

VR Content Creation Market (Content - Video (Immersive, and 360 Degree), 360 Degree Photos, Games; Solution – Software/Application, and Services; End-use Sector - Retail, Travel, Hospitality and Events, Media and Entertainment, Retail, Gaming, Automotive, Education, Engineering, and Defense) - Global Industry Analysis, Size, Share, Growth, Trends and Forecast 2016 - 2024

VR Content Creation Market: Snapshot

Tools used in VR content creation help in the creation of virtual assets such as applications and cinematic views. The advent of VR tools is therefore considered a major breakthrough, which enabled people present 3D ideas and design more efficiently than ever. VR content creation tools can put targeted audience into the world of virtual entertainment, which is idea behind designing more interesting and interactive contents. VR content creation includes the development of sketch, pre-production activities, shoot, and post-production. In order to create virtual reality content, enterprises engaged in VR content creation use advance software and cameras. Driven by these factors, the global VR content creation market is forecast to witness strong growth in the coming years.

According to Transparency Market Research (TMR), the global VR content creation market is likely to exhibit a CAGR of 89.8% between 2016 and 2024. At this pace, the market is expected to reach a whopping US$41.01 bn by the end of 2024 from a valuation of US$147.5 mn in 2015.

vr content creation market

Asia Pacific to Exhibit Highest Growth as Regional VR Content Creation Market

Regionally, North America emerged dominant in the global VR content creation market with a share of 73.4% in 2016. The prevalent gaming culture in the region, especially in the U.S., and the rising adoption of novel technologies such as virtual reality have aided the expansion of the VR content creation market in North America. As consumers are more interested towards immersive experience they are receiving through the integration of virtual reality, the demand for VR content creation is forecast to increase further in the region.

However, over the course of the forecast period Asia Pacific is forecast to exhibit higher growth. TMR has projected the region to exhibit an exponential CAGR of 116.1% between 2016 and 2024. This regional market will gain from the rising awareness about virtual reality in the region and the entry of new players.

Technological Advancements to Seal Dominance of Gaming Sector

The global VR content creation market can be segmented based on content type, end use, and solution. Among the end users constituting travel, hospitality, and event, real estate, media and entertainment, retail, gaming, and automotive sectors, the gaming industry is exhibiting the most lucrative opportunities. This industry therefore enjoyed lead in the overall market in 2015. In addition, the recent technological advancements are expected to seal the dominance of the gaming sector in the overall market.

During the next few years, the use of VR content creation is also likely to increase across media and entertainment, and travel, hospitality, and event sectors. Moreover, the automotive industry is forecast to showcase attractive opportunities. The market is expected to gain traction as the adoption of immersive and 360 degree videos increase in the retail sector. Big retail brands are expected to use VR content creation to improve the overall consumer experience. Spurred by these factors the global VR content creation market is expected to report strong growth in the coming years.

Some of the companies to benefit from the aforementioned trends are Koncept VR, VOXELUS, SubVRsive, Panedia Pty Ltd., WEMAKEVR, 360 Labs, MATTERVR and Elysian Studio Private Limited (Meraki).

The growth of the VR content creation market witnessed an upward trajectory during the outbreak of the COVID-19 pandemic. As governments induced lockdowns and travel restrictions, more and more people stayed indoors. This prompted them to consume more digital content in order to pass time and for entertainment and education as well. With e-commerce sector booming during the pandemic because of requirement of essential and other items, VR console sets also witnessed a promising growth.

Content creators across digital channels came up with new and innovative ideas to produce and publish their content online. VR content played a huge role in keeping global masses entertained. As such, there was an increased demand for more immersive and experience rich content. This has helped drive the market during the peak months of the COVID-19 outbreak.

The virtual reality content creation tools are widely used as an open source platform to create immersive experience content. These tools are developed to be user friendly, hence the adoption of virtual reality content creation is expected to rise at a high rate during the forecast period. North America dominated the overall virtual reality content creation market growth in 2018, as several major players are operating from this region, owing to availability of well-developed IT infrastructure. North America dominated the overall virtual reality content creation market in 2018, as several major players are operating from this region, owing to availability of well-developed IT infrastructure.

Increasing demand for the head mounted displays such as AR and VR products among people across the world and easy availability of cost effective VR devices in the entertainment and gaming sector have also played a key role in driving the growth of the global VR content creation market. As the world moves towards increased digitalization, the market is expected to witness even more promising growth in the coming years.

Global VR Content Creation Market

By Content Type

  • Videos
    • 360 Degree
    • Immersive
  • 360 Degree Photos
  • Games 

By Solution

  • Software/Application
  • Services

By End-Use Sector

  • Real Estate
  • Travel, Hospitality and Events
  • Media and Entertainment
  • Retail
  • Gaming
  • Automotive
  • Others

    1. Preface
        1.1. Market Definition and Scope
        1.2. Market Segmentation
        1.3. Key Research Objectives
        1.4. Research Highlights

    2. Assumptions and Research Methodology

    3. Executive Summary : VR Content Creation Market

    4. Market Overview
        4.1. Introduction
               4.1.1. Definition
               4.1.2. Evolution/Development
        4.2. Market Dynamics
               4.2.1. Drivers
               4.2.2. Restraints
               4.2.3. Opportunities
        4.3. Global VR Content Creation Market Analysis and Forecasts, 2014 – 2024 
               4.3.1. Market Revenue Projection (US$ Mn))
        4.4. Porter’s Five Force Analysis    
        4.5. Market Outlook

    5. Global VR Content Creation Market Analysis and Forecasts, By Content Type
        5.1. Introduction & Definitions     
        5.2. Key Findings/Developments
        5.3. Key Trends
        5.4. Market Size (US$ Mn) Forecast By Content Type, 2014 - 2024
               5.4.1. Videos
                        5.4.1.1. 360 Degree
                        5.4.1.2. Immersive
               5.4.2. 360 Degree Photos
               5.4.3. Games
        5.5. Content Type Comparison Matrix
        5.6. Market Attractiveness By Content Type

    6. Global VR Content Creation Market Analysis and Forecasts, By Solution
        6.1. Introduction & Definition
        6.2. Key Findings/Developments    
        6.3. Key Trends
        6.4. Market Size (US$ Mn) Forecast By Solution, 2014 - 2020
               6.4.1. Software/Application
               6.4.2. Services
        6.5. Solution Comparison Matrix
        6.6. Market Attractiveness By Solution

    7. Global VR Content Creation Market Analysis and Forecasts, By End-Use Sector
        7.1. Introduction & Definition
        7.2. Key Findings/ Developments
        7.3. Key Trends
        7.4. Market Size (US$ Mn) Forecast By End-use Sector, 2014 - 2024
               7.4.1. Real-Estate
               7.4.2. Travel, Hospitality and Events
               7.4.3. Media and Entertainment
               7.4.4. Retail
               7.4.5. Gaming
               7.4.6. Automotive
               7.4.7. Others
        7.5. End-use Sector Comparison Matrix
        7.6. Market Attractiveness By End-use Sector

    8. Global VR Content Creation Market Analysis and Forecasts, By Region
        8.1. Key Findings
        8.2. Market Size (US$ Mn) Forecast By Region, 2014 - 2020
               8.2.1. North America
               8.2.2. Europe
               8.2.3. Asia-Pacific
               8.2.4. Middle-East and Africa
               8.2.5. South America
        8.3. Market Attractiveness By Region

    9. North America VR Content Creation Market Analysis and Forecast 
        9.1. Key Findings
        9.2. Key Trends
        9.3. Market Size (US$ Mn) Forecast By Content Type, 2014 - 2024
               9.3.1. Videos
                        9.3.1.1. 360 Degree
                        9.3.1.2. Immersive
               9.3.2. 360 Degree Photos
               9.3.3. Games
        9.4. Market Size (US$ Mn) Forecast By Solution, 2014 - 2024
               9.4.1. Software/Application
               9.4.2. Services
        9.5. Market Size (US$ Mn) Forecast By End-use Sector, 2014 - 2024
               9.5.1. Real-Estate
               9.5.2. Travel, Hospitality and Events
               9.5.3. Media and Entertainment
               9.5.4. Retail
               9.5.5. Gaming
               9.5.6. Automotive
               9.5.7. Others
        9.6. Market Size (US$ Mn) Forecast By Country
               9.6.1. The U.S.
               9.6.2. Canada
               9.6.3. Res of North America
        9.7. Market Attractiveness Analysis 
               9.7.1. By Country
               9.7.2. By Content Type
               9.7.3. By Solution
               9.7.4. By End-use Sector

    10. Europe VR Content Creation Market Analysis and Forecast 
        10.1. Key Findings
        10.2. Key Trends
        10.3. Market Size (US$ Mn) Forecast By Content Type, 2014 - 2024
               10.3.1. Videos
                        10.3.1.1. 360 Degree
                        10.3.1.2. Immersive
               10.3.2. 360 Degree Photos
               10.3.3. Games
        10.4. Market Size (US$ Mn) Forecast By Solution, 2014 - 2024
               10.4.1. Software/Application
               10.4.2. Services
        10.5. Market Size (US$ Mn) Forecast By End-use Sector, 2014 - 2024
               10.5.1. Real-Estate
               10.5.2. Travel, Hospitality and Events
               10.5.3. Media and Entertainment
               10.5.4. Retail
               10.5.5. Gaming
               10.5.6. Automotive
               10.5.7. Others
        10.6. Market Size (US$ Mn) Forecast By Country
               10.6.1. The U.K
               10.6.2. France
               10.6.3. Rest of Europe,
        10.7. Market Attractiveness Analysis 
               10.7.1. By Country
               10.7.2. By Content Type
               10.7.3. By Solution
               10.7.4. By End-use Sector

    11. Asia-Pacific VR Content Creation Market Analysis and Forecast 
        11.1. Key Findings
        11.2. Key Trends
        11.3. Market Size (US$ Mn) Forecast By Content Type, 2014 - 2024
               11.3.1. Videos
                        11.3.1.1. 360 Degree
                        11.3.1.2. Immersive
               11.3.2. 360 Degree Photos
               11.3.3. Games
        11.4. Market Size (US$ Mn) Forecast By Solution, 2014 - 2024
               11.4.1. Software/Application
               11.4.2. Services
        11.5. Market Size (US$ Mn) Forecast By End-use Sector, 2014 - 2024
               11.5.1. Real-Estate
               11.5.2. Travel, Hospitality and Events
               11.5.3. Media and Entertainment
               11.5.4. Retail
               11.5.5. Gaming
               11.5.6. Automotive
               11.5.7. Others
        11.6. Market Size (US$ Mn) Forecast By Country
               11.6.1. China
               11.6.2. Japan
               11.6.3. India
               11.6.4. Australia
               11.6.5. Res of Asia-Pacific
        11.7. Market Attractiveness Analysis 
               11.7.1. By Country
               11.7.2. By Content Type
               11.7.3. By Solution
               11.7.4. By End-use Sector

    12. Middle-East and Africa VR Content Creation Market Analysis and Forecast 
        12.1. Key Findings
        12.2. Key Trends
        12.3. Market Size (US$ Mn) Forecast By Content Type, 2014 - 2024
               12.3.1. Videos
                        12.3.1.1. 360 Degree
                        12.3.1.2. Immersive
               12.3.2. 360 Degree Photos
               12.3.3. Games
        12.4. Market Size (US$ Mn) Forecast By Solution, 2014 - 2024
               12.4.1. Software/Application
               12.4.2. Services
        12.5. Market Size (US$ Mn) Forecast By End-use Sector, 2014 - 2024
               12.5.1. Real-Estate
               12.5.2. Travel, Hospitality and Events
               12.5.3. Media and Entertainment
               12.5.4. Retail
               12.5.5. Gaming
               12.5.6. Automotive
               12.5.7. Others
        12.6. Market Size (US$ Mn) Forecast By Country
               12.6.1. GCC
               12.6.2. South Africa
               12.6.3. Res of MEA
        12.7. Market Attractiveness Analysis 
               12.7.1. By Country
               12.7.2. By Content Type
               12.7.3. By Solution
               12.7.4. By End-use Sector

    13. South America VR Content Creation Market Analysis and Forecast 
        13.1. Key Findings
        13.2. Key Trends
        13.3. Market Size (US$ Mn) Forecast By Content Type, 2014 - 2024
               13.3.1. Videos
    13.3.1.1. 360 Degree
    13.3.1.2. Immersive
               13.3.2. 360 Degree Photos
               13.3.3. Games
        13.4. Market Size (US$ Mn) Forecast By Solution, 2014 - 2024
               13.4.1. Software/Application
               13.4.2. Services
        13.5. Market Size (US$ Mn) Forecast By End-use Sector, 2014 - 2024
               13.5.1. Real-Estate
               13.5.2. Travel, Hospitality and Events
               13.5.3. Media and Entertainment
               13.5.4. Retail
               13.5.5. Gaming
               13.5.6. Automotive
               13.5.7. Others
        13.6. Market Size (US$ Mn) Forecast By Country
               13.6.1. Brazil
               13.6.2. Argentina
               13.6.3. Rest of South America
        13.7. Market Attractiveness Analysis 
               13.7.1. By Country
               13.7.2. By Content Type
               13.7.3. By Solution
               13.7.4. By End-use Sector

    14. Competition Landscape
        14.1. Market Player – Competition Matrix 
        14.2. Market Share Analysis By Company (2015)
        14.3. Company Profiles (Details – Overview, Financials, SWOT Analysis, Strategy)
               14.3.1. Matterport
                        14.3.1.1. Company Details (HQ, Foundation Year, Revenue, Employee Strength)
                        14.3.1.2. Company Description
                        14.3.1.3. SWOT Analysis
                        14.3.1.4. Strategic Overview
               14.3.2. Wevr
                        14.3.2.1. Company Details (HQ, Foundation Year, Revenue, Employee Strength)
                        14.3.2.2. Company Description
                        14.3.2.3. SWOT Analysis
                        14.3.2.4. Strategic Overview
               14.3.3. Vizor
                        14.3.3.1. Company Details (HQ, Foundation Year, Revenue, Employee Strength)
                        14.3.3.2. Company Description
                        14.3.3.3. SWOT Analysis
                        14.3.3.4. Strategic Overview
               14.3.4. Koncept VR
                        14.3.4.1. Company Details (HQ, Foundation Year, Revenue, Employee Strength)
                        14.3.4.2. Company Description
                        14.3.4.3. SWOT Analysis
                        14.3.4.4. Strategic Overview
               14.3.5. VOXELUS
                        14.3.5.1. Company Details (HQ, Foundation Year, Revenue, Employee Strength)
                        14.3.5.2. Company Description
                        14.3.5.3. SWOT Analysis
                        14.3.5.4. Strategic Overview
               14.3.6. SubVRsive
                        14.3.6.1. Company Details (HQ, Foundation Year, Revenue, Employee Strength)
                        14.3.6.2. Company Description
                        14.3.6.3. SWOT Analysis
                        14.3.6.4. Strategic Overview
               14.3.7. Panedia Pty Ltd
                        14.3.7.1. Company Details (HQ, Foundation Year, Revenue, Employee Strength)
                        14.3.7.2. Company Description
                        14.3.7.3. SWOT Analysis
                        14.3.7.4. Strategic Overview
               14.3.8. WEMAKEVR
                        14.3.8.1. Company Details (HQ, Foundation Year, Revenue, Employee Strength)
                        14.3.8.2. Company Description
                        14.3.8.3. SWOT Analysis
                        14.3.8.4. Strategic Overview
               14.3.9. 360 Labs
                        14.3.9.1. Company Details (HQ, Foundation Year, Revenue, Employee Strength)
                        14.3.9.2. Company Description
                        14.3.9.3. SWOT Analysis
                        14.3.9.4. Strategic Overview
               14.3.10. MATTERVR
                        14.3.10.1. Company Details (HQ, Foundation Year, Revenue, Employee Strength)
                        14.3.10.2. Company Description
                        14.3.10.3. SWOT Analysis
                        14.3.10.4. Strategic Overview
               14.3.11. Elysian Studio Private Limited (Meraki)
                        14.3.11.1. Company Details (HQ, Foundation Year, Revenue, Employee Strength)
                        14.3.11.2. Company Description
                        14.3.11.3. SWOT Analysis
                        14.3.11.4. Strategic Overview
               14.3.12. Blippar
                        14.3.12.1. Company Details (HQ, Foundation Year, Revenue, Employee Strength)
                        14.3.12.2. Company Description
                        14.3.12.3. SWOT Analysis
                        14.3.12.4. Strategic Overview

    15. Key Takeaways

    List of Tables

    Table 1: Global VR Content Creation Market Forecast, By Content Type, 2014 – 2024 (US$ Mn)
    Table 2: Global VR Content Creation Market Forecast, By Videos, 2014 – 2024 (US$ Mn)
    Table 3: Global VR Content Creation Market Forecast, By Solution, 2014 – 2024 (US$ Mn)
    Table 4: Global VR Content Creation Market Forecast, By End-Use Sector, 2014 – 2024 (US$ Mn)
    Table 5: Global VR Content Creation Market Forecast, By Region, 2014 – 2024 (US$ Mn)
    Table 6: North America VR Content Creation Market Forecast, By Content Type, 2014 – 2024 (US$ Mn)
    Table 7: North America VR Content Creation Market Forecast, By Videos, 2014 – 2024 (US$ Mn)
    Table 8: North America VR Content Creation Market Forecast, By Solution, 2014 – 2024 (US$ Mn)
    Table 9: North America VR Content Creation Market Forecast, By End-Use Sector, 2014 – 2024 (US$ Mn)
    Table 10: North America VR Content Creation Market Forecast, By Country, 2014 – 2024 (US$ Mn)
    Table 11: Europe VR Content Creation Market Forecast, By Content Type, 2014 – 2024 (US$ Mn)
    Table 12: Europe VR Content Creation Market Forecast, By Videos, 2014 – 2024 (US$ Mn)
    Table 13: Europe VR Content Creation Market Forecast, By Solution, 2014 – 2024 (US$ Mn)
    Table 14: Europe VR Content Creation Market Forecast, By End-Use Sector, 2014 – 2024 (US$ Mn)
    Table 15: Europe VR Content Creation Market Forecast, By Country, 2014 – 2024 (US$ Mn)
    Table 16: Asia-Pacific VR Content Creation Market Forecast, By Content Type, 2014 – 2024 (US$ Mn)
    Table 17: Asia-Pacific VR Content Creation Market Forecast, By Videos, 2014 – 2024 (US$ Mn)
    Table 18: Asia-Pacific VR Content Creation Market Forecast, By Solution, 2014 – 2024 (US$ Mn)
    Table 19: Asia-Pacific VR Content Creation Market Forecast, By End-use Sector, 2014 – 2024 (US$ Mn)
    Table 20: Asia-Pacific VR Content Creation Market Forecast, By Country, 2014 – 2024 (US$ Mn)
    Table 21: MEA VR Content Creation Market Forecast, By Content Type, 2014 – 2024 (US$ Mn)
    Table 22: MEA VR Content Creation Market Forecast, By Videos, 2014 – 2024 (US$ Mn)
    Table 23: MEA VR Content Creation Market Forecast, By Solution, 2014 – 2024 (US$ Mn)
    Table 24: MEA VR Content Creation Market Forecast, By End-use Sector, 2014 – 2024 (US$ Mn)
    Table 25: MEA VR Content Creation Market Forecast, By Country, 2014 – 2024 (US$ Mn)
    Table 26: South America VR Content Creation Market Forecast, By Content Type, 2014 – 2024 (US$ Mn)
    Table 27: South America VR Content Creation Market Forecast, By Videos, 2014 – 2024 (US$ Mn)
    Table 28: South America VR Content Creation Market Forecast, By Solution, 2014 – 2024 (US$ Mn)
    Table 29: South America VR Content Creation Market Forecast, By End-use Sector, 2014 – 2024 (US$ Mn)
    Table 30: South America VR Content Creation Market Forecast, By Country, 2014 – 2024 (US$ Mn)

    List of Figures

    Figure 1: Market Revenue Projections, 2014 - 2024 (US$ Mn)
    Figure 2: Market Value Share (Revenue), By Content Type (2016)
    Figure 3: Market Value Share (Revenue), By Solution (2016)
    Figure 4: Market Value Share (Revenue), By End-Use Sector (2016)
    Figure 5: Market Value (Revenue) Share, By Geography (2016)
    Figure 6: Global VR Content Creation Market Value Share Analysis, By Content Type, 2016 and 2024
    Figure 7: Global VR Content Creation Market Graph for Videos
    Figure 8: Global VR Content Creation Market Graph for 360 Degree Photos
    Figure 9: Global VR Content Creation Market Graph for Games
    Figure 10: VR Content Creation Comparison Matrix
    Figure 11: VR Content Creation Market Attractiveness Analysis, By Content Type
    Figure 12: Global VR Content Creation Market Value Share Analysis, By Solution, 2016 and 2024
    Figure 13: Global VR Content Creation Market Graph for Software/Application
    Figure 14: Global VR Content Creation Market Graph for Services
    Figure 15: VR Content Creation Comparison Matrix
    Figure 16: VR Content Creation Market Attractiveness Analysis, By Solution
    Figure 17: Global VR Content Creation Market Value Share Analysis, By End-Use Sector, 2016 and 2024
    Figure 18: Global VR Content Creation Market Graph for Real Estate
    Figure 19: Global VR Content Creation Market Graph for Travel, Hospitality and Events
    Figure 20: Global VR Content Creation Market Graph for Media and Entertainment
    Figure 21: Global VR Content Creation Market Graph for Retail
    Figure 22: Global VR Content Creation Market Graph for Gaming
    Figure 23: Global VR Content Creation Market Graph for Automotive
    Figure 24: Global VR Content Creation Market Graph for Others
    Figure 25: VR Content Creation Comparison Matrix
    Figure 26: Global VR Content Creation Market Forecast, By End-use Sector
    Figure 27: Global VR Content Creation Market Value Share Analysis, By Region, 2016 and 2024
    Figure 28: VR Content Creation Market Attractiveness Analysis, By Region
    Figure 29: North America VR Content Creation Market Revenue (US$ Mn) and Y-o-Y Forecast, 2016 – 2024
    Figure 30: North America VR Content Creation Market Value Share Analysis, By Content Type, 2016 and 2024
    Figure 31: North America VR Content Creation Market Value Share Analysis, By Solution, 2016 and 2024
    Figure 32: North America VR Content Creation Market Value Share Analysis, By End-use Sector, 2016 and 2024
    Figure 33: North America VR Content Creation Market Value Share Analysis, By Country, 2016 and 2024
    Figure 34: North America VR Content Creation Market Attractiveness Analysis, By Content Type
    Figure 35: North America VR Content Creation Market Attractiveness Analysis, By Solution
    Figure 36: North America VR Content Creation Market Attractiveness Analysis, By End-Use Sector
    Figure 37: North America VR Content Creation Market Attractiveness Analysis, By Country
    Figure 38: Europe VR Content Creation Market Revenue (US$ Mn) and Y-o-Y Forecast, 2016 – 2024
    Figure 39: Europe VR Content Creation Market Value Share Analysis, By Content Type, 2016 and 2024
    Figure 40: Europe VR Content Creation Market Value Share Analysis, By Solution, 2016 and 2024
    Figure 41: Europe VR Content Creation Market Value Share Analysis, By End-Use Sector, 2016 and 2024
    Figure 42: Europe VR Content Creation Market Value Share Analysis, By Country, 2016 and 2024
    Figure 43: Europe VR Content Creation Market Attractiveness Analysis, By Content Type
    Figure 44: Europe VR Content Creation Market Attractiveness Analysis, By Solution
    Figure 45: Europe VR Content Creation Market Attractiveness Analysis, By End-Use Sector
    Figure 46: Europe VR Content Creation Market Attractiveness Analysis, By Country
    Figure 47: Asia Pacific VR Content Creation Market Revenue (US$ Mn) and Y-o-Y Forecast, 2016 – 2024
    Figure 48: Asia-Pacific VR Content Creation Market Value Share Analysis, By Content Type, 2016 and 2024
    Figure 49: Asia-Pacific VR Content Creation Market Value Share Analysis, By Solution, 2016 and 2024
    Figure 50: Asia-Pacific VR Content Creation Market Value Share Analysis, By End-Use Sector, 2016 and 2024
    Figure 51: Asia-Pacific VR Content Creation Market Value Share Analysis, By Country, 2016 and 2024
    Figure 52: Asia-Pacific VR Content Creation Market Attractiveness Analysis, By Content Type
    Figure 53: Asia-Pacific VR Content Creation Market Attractiveness Analysis, By Solution
    Figure 54: Asia-Pacific VR Content Creation Market Attractiveness Analysis, By End-Use Sector
    Figure 55: Asia Pacific VR Content Creation Market Attractiveness Analysis, By Country
    Figure 56: MEA VR Content Creation Market Revenue (US$ Mn) and Y-o-Y Forecast, 2016 – 2024
    Figure 57: MEA VR Content Creation Market Value Share Analysis, By Content Type, 2016 and 2024
    Figure 58: MEA VR Content Creation Market Value Share Analysis, By Solution, 2016 and 2024
    Figure 59: MEA VR Content Creation Market Value Share Analysis, By End-use Sector, 2016 and 2024
    Figure 60: MEA VR Content Creation Market Value Share Analysis, By Country, 2016 and 2024
    Figure 61: MEA VR Content Creation Market Attractiveness Analysis, By Content Type
    Figure 62: MEA VR Content Creation Market Attractiveness Analysis, By Solution
    Figure 63: MEA VR Content Creation Market Attractiveness Analysis, By End-use Sector
    Figure 64: MEA VR Content Creation Market Attractiveness Analysis, By Country
    Figure 65: South America VR Content Creation Market Revenue (US$ Mn) and Y-o-Y Forecast, 2016 – 2024
    Figure 66: South America VR Content Creation Market Value Share Analysis, By Content Type, 2016 and 2024
    Figure 67: South America VR Content Creation Market Value Share Analysis, By Solution, 2016 and 2024
    Figure 68: South America VR Content Creation Market Value Share Analysis, By End-Use Sector, 2016 and 2024
    Figure 69: South America VR Content Creation Market Value Share Analysis, By Country, 2016 and 2024
    Figure 70: South America VR Content Creation Market Attractiveness Analysis, By Content Type
    Figure 71: South America VR Content Creation Market Attractiveness Analysis, By Solution
    Figure 72: South America VR Content Creation Market Attractiveness Analysis, By End-use Sector
    Figure 73: South America VR and AR Market Attractiveness Analysis, By Country
    Figure 74: Global VR Content Creation Market Share Analysis (2015)

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