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Home » ICT » Consumer IT » ICO-5220517
  • Global Virtual Reality (VR) Content Creation Market Insights, Opportunity, Analysis, Market Shares And Forecast 2017 – 2023

  • Publish: May 2017 | Report Code: ICO-5220517

* For discount/customization and buying a particular chapter click here or write to us at sales@occamsresearch.com

Global virtual reality content creation market is estimated to grow with approx. 90.1% CAGR during the forecast period 2016–2023. Virtual Reality (VR) content creation is the video sharing platform that provides virtual reality environment through web-browser. It enables the creation of virtual assets such as apps and cinematic view. Virtual reality is a technology that uses virtual reality headsets with multi-projected environment to create realistic images, sound and other sensation that stimulate a user’s physical presence in a virtual environment. Global virtual reality content creation market is primarily driven by following factors:

  • Application across major end-user industries
  • Technological innovation
  • Rising demand for gaming segment




Advantage of this technology is that it helps health care professionals to learn new skills without causing any danger to patients. In healthcare sector, virtual reality is mostly used as a diagnostic tool which can help the physicians to get clear images of organs. Investments in development of software that supports creation of enhanced 360° video for VR headsets using multiple action camera are trending in the market. For example, video stich, a startup company from France, grabbed a capital funding of $2.25 million for its real time live 360° video feed production software using multiple action camera. VR content creation tools open doors into the world of virtual market that includes pre-production activities, development of sketch shoot and post-production. Enterprises which are engaged in the virtual reality content creation, use advanced cameras and software. The global VR content creation market is estimated to grow impressively due to various factors such as technological advancement, increasing application in travel, media and entertainment and rising demand for the gaming sector all over the world. It provides realistic view of design and space. It can be formed as video/movies on various VR headsets & devices present in the market. The major challenges global VR content creation market faces are high initial investments and lack of skilled personnel. Increase in demand of virtual reality content creation in the developing countries lead to immense growth of the market across the region. The major challenge of global VR content creation market includes high cost of VR content devices such as 3D cameras.

Source: OBRC Analysis

The global virtual reality content creation market segments include content type, solution and end-user. Content type segment is further segmented into:

  • Global videos VR content creation market,
  • Global 360-degree photo VR content creation market
  • Global games VR content creation market




Solution segment is further segmented into:

  • Global VR content creation by software market
  • Global VR content creation by service market



End-user segment is sub segmented into:

  • Global VR content creation by real estate market
  • Global VR content creation by travel, hospitality and events market
  • Global VR content creation by media and entertainment market
  • Global VR content creation by retail market
  • Global VR content creation by gaming market
  • Global VR content creation by automotive market
  • Global VR content creation by others electronics market








The revenue for the above end-user segments are specific to the global virtual reality content creation market. However, the total revenue of these end-user in general has been excluded from the scope of the report. Also, the total market revenue has been calculated by summing up content type and solution segment. However, the solution segment which includes software solution and service and excludes hardware solution.

Geographically, the global virtual reality content creation market is segmented into:

  • North America (U.S. & Canada)
  • Asia Pacific (China, India, Japan, RoAPAC)
  • Europe (UK, France, Germany, RoE)
  • Rest of World





The primary factors which are responsible for the increase in demand of VR content creation market in North America and Europe are the rise in adoption of new technologies such as virtual reality and rising of gaming culture. Increased use of VR technology in movies and healthcare is enhancing the market and have created numerous scopes for future advanced healthcare infrastructure in VR content creation market of North America and Europe. Improved healthcare has also increased the demand of VR technology due to better diagnosis by proving clearer images of internal organs in 3D. Asia Pacific emerges as the fastest growing market for VR content creation due to innovation in the technologies, rising awareness and exposure of virtual reality and entry of various key players in the market. Countries such as India and China are estimated to grow in global VR content creation market in term of revenue.

VR content creation market is segmented on the basis of content types, solution and end-user. Based on the content type VR content creation is further segmented into videos, 360 degree photos and games. Google introduces street view app to create 360 degree photos. It captures everything in little rotation. Market share of this 360-degree photo is expected to increase with the highest rate during the forecast period. On the basis of solution VR content creation market is sub divided into software and service. Based on end-user VR content creation market is further segmented into real-estate, travel, hospitality & events, media & entertainment, retail, gaming, automotive and others. Gaming is one of the emerging markets for the growth of VR content creation market and shares largest market size in terms of revenue. Gaming market is expected to rise during forecast period with the increasing demand of new 3D games all over the world.

 

The major market players of the global virtual reality content creation market are:

  • MATTERPORT
  • WEVR
  • KONCEPT VR
  • VOXELUS
  • SUBVRSIVE
  • OTHERS







Detailed analysis of these companies provided in this report comprises overview, SCOT analysis, product portfolio, strategic initiative and strategic analysis.

These companies using various strategies such as merger & acquisition, collaboration, partnership and product launching. For example, on 10 March 2017, Littlstar, New York based virtual reality company partnered with CJ Powercast to launch localized version of its VR content app in South Korea to expand its market growth.

Why to buy the report:

This report will:

  • Provide you the business strategies adopted by market player such as partnership as on 10 March 2017, Littlstar, New York based virtual reality company partnered with CJ Powercast to launch localized version of its VR content app in South Korea to expand its market growth.
  • Provide in detail the different segments such as content type, solution and end user which are affecting the global virtual reality content creation market.
  • Provide you the patent analysis of the virtual reality content creation market.
  • Identify and understand the strength, opportunities, challenges and threat of the virtual reality content creation market.
  • Provide revenues of major players of the market such as Matterport and Voxelus.
  • Provide you the various regulatory policies which affect the global virtual reality content creation market.







How we are different from others:

At Occams we provide an extensive portfolio which is comprehensive market analysis along with the market size, market share, and market segmentations. Our report on global virtual reality content creation market offers the longest chain of market segmentation covering major market segmentation based content type, solution and end-user. The report tracks the major market trends in the global virtual reality content creation market such as growing adoption of VR content creation in enterprises and gaming industries, technological advancement and so on. For each market segments covered in global virtual reality content creation market report, we provide opportunity matrix, and DROC analysis, that enable the clear growth assessment across each market segment. The report discusses competitive landscape of the virtual reality content creation industry, with giving extensive strategy analysis of more than 15 companies. Moreover, the report discusses various models such as 360-degree analysis, See Saw analysis, and Porter five force model and so on. For the high level analysis in the report we provide a comparative analysis of historic and current year data.

Key findings of the global virtual reality content creation market.

  • Increasing adoption of virtual reality content creation in gaming and media and enterprises are contributing to the growth of global virtual reality and content creation market.
  • Asia Pacific had the largest revenue share in 2016.
  • Solution segment is the dominating market due to growing adoption virtual reality content creation software in enterprises.
  • Partnership is the key strategy adopted by the various market players of global virtual reality content creation market.
  • Gaming sector is the major segment of end-user.
1. INTRODUCTION
1.1. EXECUTIVE SUMMARY
1.2. ESTIMATION METHODOLOGY
2. MARKET OVERVIEW
2.1. GLOBAL VR CONTENT CREATION MARKET: EVOLUTION & TRANSITION
2.2. MARKET DEFINITION& SCOPE
2.3. INDUSTRY STRUCTURE
2.4. REGULATOR FRAMEWORK
2.5. TOTAL MARKET ANALYSIS
2.5.1. TOP 5 FINDINGS
2.5.2. TOP 5 OPPORTUNITY MARKETS
2.5.3. TOP 5 COMPANIES
2.5.4. TOP 3 COMPETITIVE STRATEGIES
2.6. ESTIMATION ANALYSIS
2.7. STRATEGIC ANALYSIS
2.7.1. INVESTMENT VS. ADOPTION MODEL
2.7.2. 360 DEGREE INDUSTRY ANALYSIS
2.7.3. PORTERS 5 FORCE MODEL
2.7.4. SEE-SAW ANALYSIS
2.7.5. CONSUMER ANALYSIS AND KEY BUYING CRITERIA
2.8. COMPETITIVE ANALYSIS
2.8.1. KEY STRATEGIES & ANALYSIS
2.8.2. MARKET SHARE
2.8.3. TOP COMPANY ANALYSIS
2.9. STRATEGIC RECOMMENDATIONS & KEY CONCLUSIONS
2.9.1. INVESTMENT OPPORTUNITIES BY REGIONS
2.9.2. OPPORTUNITIES IN EMERGING APPLICATIONS
2.9.3. INVESTMENT OPPORTUNITY IN FASTEST GROWING SEGMENT
3. MARKET DETERMINANTS
3.1. MARKET DRIVERS
3.1.1. APPLICATION ACROSS MAJOR END-USER INDUSTRIES 
3.1.2. TECHNOLOGICAL INNOVATION
3.1.3. RISING DEMAND FOR GAMING SEGMENT
3.2. MARKET RESTRAINTS
3.2.1. HIGH COST OF VR CREATION DEVICE
3.3. MARKET OPPORTUNITIES
3.3.1. INCREASING DEMAND IN EMERGING COUNTRIES
3.4. MARKET CHALLENGES
3.4.1. HIGH INITIAL INVESTMENT
3.4.2. LACK OF SKILLED WORKER 
4. MARKET SEGMENTATION
4.1. GLOBAL VR CONTENT CREATION MARKET BY CONTENT TYPE 2014-2023 ($ MILLION)
4.1.1. MARKET DEFINITION AND SCOPE
4.1.2. DECISION SUPPORT DATABASE & ESTIMATION METHODOLOGY
4.1.3. COMPARATIVE ANALYSIS ACROSS MARKET SEGMENTS
4.1.4. OPPORTUNITY MATRIX
4.1.5. MARKET SEGMENTATION
4.1.5.1. GLOBAL VIDEOS MARKET
4.1.5.1.1.  APPLICATION
4.1.5.1.2.  ADOPTION SCENARIO & MARKET DETERMINANTS
4.1.5.1.3.  MARKET ESTIMATIONS AND FORECASTS 2014-2023 ($ MILLION)
4.1.5.1.4.  TOP PLAYERS & KEY PRODUCTS
4.1.5.1.5.  KEY CONCLUSIONS
4.1.5.2. GLOBAL 360 DEGREE PHOTO MARKET
4.1.5.2.1.  APPLICATION
4.1.5.2.2.  ADOPTION SCENARIO & MARKET DETERMINANTS
4.1.5.2.3.  MARKET ESTIMATIONS AND FORECASTS 2014-2023 ($ MILLION)
4.1.5.2.4.  TOP PLAYERS & KEY PRODUCTS
4.1.5.2.5.  KEY CONCLUSIONS
4.1.5.3. GLOBAL GAMES MARKET
4.1.5.3.1.  APPLICATION
4.1.5.3.2.  ADOPTION SCENARIO & MARKET DETERMINANTS
4.1.5.3.3.  MARKET ESTIMATIONS AND FORECASTS 2014-2023 ($ MILLION)
4.1.5.3.4.  TOP PLAYERS & KEY PRODUCTS
4.1.5.3.5.  KEY CONCLUSIONS
4.2. GLOBAL VR CONTENT CREATION MARKET BY SOLUTION 2014-2023 ($ MILLION)
4.2.1. MARKET DEFINITION AND SCOPE
4.2.2. DECISION SUPPORT DATABASE & ESTIMATION METHODOLOGY
4.2.3. COMPARATIVE ANALYSIS ACROSS MARKET SEGMENTS
4.2.4. OPPORTUNITY MATRIX
4.2.5. MARKET SEGMENTATION
 
4.2.5.1. GLOBAL SOFTWARE MARKET
4.2.5.1.1.  APPLICATION
4.2.5.1.2.  ADOPTION SCENARIO & MARKET DETERMINANTS
4.2.5.1.3.  MARKET ESTIMATIONS AND FORECASTS 2014-2023 ($ MILLION)
4.2.5.1.4.  TOP PLAYERS & KEY PRODUCTS
4.2.5.1.5.  KEY CONCLUSIONS
4.2.5.2. GLOBAL SERVICE MARKET
4.2.5.2.1.  APPLICATION
4.2.5.2.2.  ADOPTION SCENARIO & MARKET DETERMINANTS
4.2.5.2.3.  MARKET ESTIMATIONS AND FORECASTS 2014-2023 ($ MILLION)
4.2.5.2.4.  TOP PLAYERS & KEY PRODUCTS
4.2.5.2.5.  KEY CONCLUSIONS
4.3. GLOBAL VR CONTENT CREATION MARKET BY END-USER SECTOR 2014-2023 ($ MILLION)
4.3.1. MARKET DEFINITION AND SCOPE
4.3.2. DECISION SUPPORT DATABASE & ESTIMATION METHODOLOGY
4.3.3. COMPARATIVE ANALYSIS ACROSS MARKET SEGMENTS
4.3.4. OPPORTUNITY MATRIX
4.3.5. MARKET SEGMENTATION
 
 
4.3.5.1. GLOBAL REAL ESTATE MARKET
4.3.5.1.1.  APPLICATION
4.3.5.1.2.  ADOPTION SCENARIO & MARKET DETERMINANTS
4.3.5.1.3.  MARKET ESTIMATIONS AND FORECASTS 2014-2023 ($ MILLION)
4.3.5.1.4.  TOP PLAYERS & KEY PRODUCTS
4.3.5.1.5.  KEY CONCLUSIONS
4.3.5.2. GLOBAL TRAVEL, HOSPITALITY AND EVENTS MARKET
4.3.5.2.1.  APPLICATION
4.3.5.2.2.  ADOPTION SCENARIO & MARKET DETERMINANTS
4.3.5.2.3.  MARKET ESTIMATIONS AND FORECASTS 2014-2023 ($ MILLION)
4.3.5.2.4.  TOP PLAYERS & KEY PRODUCTS
4.3.5.2.5.  KEY CONCLUSIONS
4.3.5.3. GLOBAL MEDIA AND ENTERTAINMENT MARKET
4.3.5.3.1.  APPLICATION
4.3.5.3.2.  ADOPTION SCENARIO & MARKET DETERMINANTS
4.3.5.3.3.  MARKET ESTIMATIONS AND FORECASTS 2014-2023 ($ MILLION)
4.3.5.3.4.  TOP PLAYERS & KEY PRODUCTS
4.3.5.3.5.  KEY CONCLUSIONS
4.3.5.4. GLOBAL RETAIL MARKET
4.3.5.4.1.  APPLICATION
4.3.5.4.2.  ADOPTION SCENARIO & MARKET DETERMINANTS
4.3.5.4.3.  MARKET ESTIMATIONS AND FORECASTS 2014-2023 ($ MILLION)
4.3.5.4.4.  TOP PLAYERS & KEY PRODUCTS
4.3.5.4.5.  KEY CONCLUSIONS
4.3.5.5. GLOBAL GAMING MARKET
4.3.5.5.1.  APPLICATION
4.3.5.5.2.  ADOPTION SCENARIO & MARKET DETERMINANTS
4.3.5.5.3.  MARKET ESTIMATIONS AND FORECASTS 2014-2023 ($ MILLION)
4.3.5.5.4.  TOP PLAYERS & KEY PRODUCTS
4.3.5.5.5.  KEY CONCLUSIONS
4.3.5.6. GLOBAL AUTOMOTIVE MARKET
4.3.5.6.1.  APPLICATION
4.3.5.6.2.  ADOPTION SCENARIO & MARKET DETERMINANTS
4.3.5.6.3.  MARKET ESTIMATIONS AND FORECASTS 2014-2023 ($ MILLION)
4.3.5.6.4.  TOP PLAYERS & KEY PRODUCTS
4.3.5.6.5.  KEY CONCLUSIONS
4.3.5.7. GLOBAL OTHER ELECTRONICS MARKET
4.3.5.7.1.  APPLICATION
4.3.5.7.2.  ADOPTION SCENARIO & MARKET DETERMINANTS
4.3.5.7.3.  MARKET ESTIMATIONS AND FORECASTS 2014-2023 ($ MILLION)
4.3.5.7.4.  TOP PLAYERS & KEY PRODUCTS
4.3.5.7.5.  KEY CONCLUSIONS
5. COMPETITIVE LANDSCAPE
5.1. KEY STRATEGIES
5.1.1. LIST OF MERGERS & ACQUISITIONS
5.1.2. LIST OF JOINT VENTURES
5.1.3. LIST OF PRODUCT LAUNCHES
5.1.4. LIST OF PARTNERSHIPS
5.2. TOP 10 COMPANY ANALYSIS
6. GLOBAL VR CONTENT CREATION MARKET BY REGION
6.1. DECISION SUPPORT DATABASE & ESTIMATION METHODOLOGY
6.2. COMPARATIVE ANALYSIS ACROSS MARKET SEGMENTS
6.3. OPPORTUNITY MATRIX
6.4. GEOGRAPHIC SEGMENTATION
6.4.1. NORTH AMERICA
6.4.1.1. INDUSTRY APPLICATION ANALYSIS
6.4.1.2. TOP COUNTRY ANALYSIS
6.4.1.2.1. U.S.
6.4.1.2.1.1. MARKET ESTIMATIONS AND FORECASTS 2014-2023 ($ MILLION)
6.4.1.2.1.2. TOP PLAYERS & KEY PRODUCTS
6.4.1.2.1.3. KEY CONCLUSIONS
6.4.1.2.2. CANADA
6.4.1.2.2.1. MARKET ESTIMATIONS AND FORECASTS 2014-2023 ($ MILLION)
6.4.1.2.2.2. TOP PLAYERS & KEY PRODUCTS
6.4.1.2.2.3. KEY CONCLUSIONS
6.4.2. EUROPE
6.4.2.1. INDUSTRY APPLICATION ANALYSIS
6.4.2.2. TOP COUNTRY ANALYSIS
6.4.2.2.1. UK
6.4.2.2.1.1. MARKET ESTIMATIONS AND FORECASTS 2014-2023 ($ MILLION)
6.4.2.2.1.2. TOP PLAYERS & KEY PRODUCTS
6.4.2.2.1.3. KEY CONCLUSIONS
6.4.2.2.2. FRANCE
6.4.2.2.2.1. MARKET ESTIMATIONS AND FORECASTS 2014-2023 ($ MILLION)
6.4.2.2.2.2. TOP PLAYERS & KEY PRODUCTS
6.4.2.2.2.3. KEY CONCLUSIONS
6.4.2.2.3. GERMANY
6.4.2.2.3.1. MARKET ESTIMATIONS AND FORECASTS 2014-2023 ($ MILLION)
6.4.2.2.3.2. TOP PLAYERS & KEY PRODUCTS
6.4.2.2.3.3. KEY CONCLUSIONS
6.4.2.2.4. SPAIN
6.4.2.2.4.1. MARKET ESTIMATIONS AND FORECASTS 2014-2023 ($ MILLION)
6.4.2.2.4.2. TOP PLAYERS & KEY PRODUCTS
6.4.2.2.4.3. KEY CONCLUSIONS
6.4.2.2.5. REST OF EUROPE
6.4.2.2.5.1. MARKET ESTIMATIONS AND FORECASTS 2014-2023($ MILLION)
6.4.2.2.5.2. TOP PLAYERS & KEY PRODUCTS
6.4.2.2.5.3. KEY CONCLUSIONS
6.4.3. ASIA PACIFIC
6.4.3.1. INDUSTRY APPLICATION ANALYSIS
6.4.3.2. TOP COUNTRY ANALYSIS
6.4.3.2.1. CHINA
6.4.3.2.1.1. MARKET ESTIMATIONS AND FORECASTS 2014-2023 ($ MILLION)
6.4.3.2.1.2. TOP PLAYERS & KEY PRODUCTS
6.4.3.2.1.3. KEY CONCLUSIONS
6.4.3.2.2. INDIA
6.4.3.2.2.1. MARKET ESTIMATIONS AND FORECASTS 2014-2023 ($ MILLION)
6.4.3.2.2.2. TOP PLAYERS & KEY PRODUCTS
6.4.3.2.2.3. KEY CONCLUSIONS
6.4.3.2.3. JAPAN
6.4.3.2.3.1. MARKET ESTIMATIONS AND FORECASTS 2014-2023 ($ MILLION)
6.4.3.2.3.2. TOP PLAYERS & KEY PRODUCTS
6.4.3.2.3.3. KEY CONCLUSIONS
6.4.3.2.4. AUSTRALIA
6.4.3.2.4.1. MARKET ESTIMATIONS AND FORECASTS 2014-2023 ($ MILLION)
6.4.3.2.4.2. TOP PLAYERS & KEY PRODUCTS
6.4.3.2.4.3. KEY CONCLUSIONS
6.4.3.2.5. REST OF ASIA PACIFIC
6.4.3.2.5.1. MARKET ESTIMATIONS AND FORECASTS 2014-2023 ($ MILLION)
6.4.3.2.5.2. TOP PLAYERS & KEY PRODUCTS
6.4.3.2.5.3. KEY CONCLUSIONS
6.4.4. ROW
6.4.4.1. INDUSTRY APPLICATION ANALYSIS
6.4.4.2. TOP COUNTRY ANALYSIS
6.4.4.2.1. LATIN AMERICA
6.4.4.2.1.1. MARKET ESTIMATIONS AND FORECASTS 2014-2023 ($ MILLION)
6.4.4.2.1.2. TOP PLAYERS & KEY PRODUCTS
6.4.4.2.1.3. KEY CONCLUSIONS
6.4.4.2.2. MIDDLE EAST & AFRICA
6.4.4.2.2.1. MARKET ESTIMATIONS AND FORECASTS 2014-2023 ($ MILLION)
6.4.4.2.2.2. TOP PLAYERS & KEY PRODUCTS
6.4.4.2.2.3. KEY CONCLUSIONS
7. COMPANY PROFILES
7.1. MATTERPORT
7.1.1. OVERVIEW
7.1.2. PRODUCT PORTFOLIO
7.1.3. KEY INNOVATION SECTOR
7.1.4. STRATEGIC INITIATIVES
7.1.5. SCOT ANALYSIS
7.1.6. STRATEGIC ANALYSIS
7.2. WEVR
7.2.1. OVERVIEW
7.2.2. PRODUCT PORTFOLIO
7.2.3. KEY INNOVATION SECTOR
7.2.4. STRATEGIC INITIATIVES
7.2.5. SCOT ANALYSIS
7.2.6. STRATEGIC ANALYSIS
7.3. KONCEPT VR
7.3.1. OVERVIEW
7.3.2. PRODUCT PORTFOLIO
7.3.3. KEY INNOVATION SECTOR
7.3.4. STRATEGIC INITIATIVES
7.3.5. SCOT ANALYSIS
7.3.6. STRATEGIC ANALYSIS
7.4. VOXELUS
7.4.1. OVERVIEW
7.4.2. PRODUCT PORTFOLIO
7.4.3. KEY INNOVATION SECTOR
7.4.4. STRATEGIC INITIATIVES
7.4.5. SCOT ANALYSIS
7.4.6. STRATEGIC ANALYSIS
7.5. SUBVRSIVE
7.5.1. OVERVIEW
7.5.2. PRODUCT PORTFOLIO
7.5.3. KEY INNOVATION SECTOR
7.5.4. STRATEGIC INITIATIVES
7.5.5. SCOT ANALYSIS
7.5.6. STRATEGIC ANALYSIS
7.6. PANEDIA PTY LTD
7.6.1. OVERVIEW
7.6.2. PRODUCT PORTFOLIO
7.6.3. KEY INNOVATION SECTOR
7.6.4. STRATEGIC INITIATIVES
7.6.5. SCOT ANALYSIS
7.6.6. STRATEGIC ANALYSIS
7.7. 360 LABS
7.7.1. OVERVIEW
7.7.2. PRODUCT PORTFOLIO
7.7.3. KEY INNOVATION SECTOR
7.7.4. STRATEGIC INITIATIVES
7.7.5. SCOT ANALYSIS
7.7.6. STRATEGIC ANALYSIS
7.8. WEMAKEVR
7.8.1. OVERVIEW
7.8.2. PRODUCT PORTFOLIO
7.8.3. KEY INNOVATION SECTOR
7.8.4. STRATEGIC INITIATIVES
7.8.5. SCOT ANALYSIS
7.8.6. STRATEGIC ANALYSIS
7.9. MATTERVR
7.9.1. OVERVIEW
7.9.2. PRODUCT PORTFOLIO
7.9.3. KEY INNOVATION SECTOR
7.9.4. STRATEGIC INITIATIVES
7.9.5. SCOT ANALYSIS
7.9.6. STRATEGIC ANALYSIS
7.10.  ELYSIAN STUDIO PRIVATE LIMITED (MERAKI)
7.10.1. OVERVIEW
7.10.2. PRODUCT PORTFOLIO
7.10.3. KEY INNOVATION SECTOR
7.10.4. STRATEGIC INITIATIVES
7.10.5. SCOT ANALYSIS
7.10.6. STRATEGIC ANALYSIS
7.11. VIRTUIX
7.11.1. OVERVIEW
7.11.2. PRODUCT PORTFOLIO
7.11.3. KEY INNOVATION SECTOR
7.11.4. STRATEGIC INITIATIVES
7.11.5. SCOT ANALYSIS
7.11.6. STRATEGIC ANALYSIS
7.12.  NEXT VR
7.12.1. OVERVIEW
7.12.2. PRODUCT PORTFOLIO
7.12.3. KEY INNOVATION SECTOR
7.12.4. STRATEGIC INITIATIVES
7.12.5. SCOT ANALYSIS
7.13.  DISCOVERY VR
7.13.1. OVERVIEW
7.13.2. PRODUCT PORTFOLIO
7.13.3. KEY INNOVATION SECTOR
7.13.4. STRATEGIC INITIATIVES
7.13.5. SCOT ANALYSIS
7.13.6. STRATEGIC ANALYSIS
7.14.  LITTLSTAR
7.14.1. OVERVIEW
7.14.2. PRODUCT PORTFOLIO
7.14.3. KEY INNOVATION SECTOR
7.14.4. STRATEGIC INITIATIVES
7.14.5. SCOT ANALYSIS
7.14.6. STRATEGIC ANALYSIS
7.15.  JAUNT
7.15.1. OVERVIEW
7.15.2. PRODUCT PORTFOLIO
7.15.3. KEY INNOVATION SECTOR
7.15.4. STRATEGIC INITIATIVES
7.15.5. SCOT ANALYSIS
7.15.6. STRATEGIC ANALYSIS
7.16.  OTHERS
7.16.1. OVERVIEW
7.16.2. PRODUCT PORTFOLIO
7.16.3. KEY INNOVATION SECTOR
7.16.4. STRATEGIC INITIATIVES
7.16.5. SCOT ANALYSIS
7.16.6. STRATEGIC ANALYSIS
 
LIST OF TABLES
 
1. GLOBAL VR CONTENT CREATION MARKET BY CONTENT TYPE 2014-2023 ($ MILLION)
2. GLOBAL VIDEOS VR CONTENT CREATION MARKET BY GEOGRAPHY 2014-2023 ($ MILLION)
3. GLOBAL 360 DEGREE PHOTOS VR CONTENT CREATION MARKET BY GEOGRAPHY 2014-2023 ($ MILLION)
4. GLOBAL GAMES VR CONTENT CREATION MARKET BY GEOGRAPHY 2014-2023 ($ MILLION)
5. GLOBAL VR CONTENT CREATION MARKET BY SOLUTION 2014-2023 ($ MILLION)
6. GLOBAL SOFTWARE VR CONTENT CREATION MARKET BY GEOGRAPHY 2014-2023 ($ MILLION)
7. GLOBAL SERVICES VR CONTENT CREATION MARKET BY GEOGRAPHY 2014-2023 ($ MILLION)
8. GLOBAL VR CONTENT CREATION MARKET BY END-USE SECTOR 2014-2023 ($ MILLION)
9. GLOBAL REAL ESTATE VR CONTENT CREATION MARKET BY GEOGRAPHY 2014-2023 ($ MILLION)
10. GLOBAL TRAVEL, HOSPITALITY AND EVENTS VR CONTENT CREATION MARKET BY GEOGRAPHY 2014-2023 ($ MILLION)
11. GLOBAL MEDIA AND ENTERTAINMENT VR CONTENT CREATION MARKET BY GEOGRAPHY 2014-2023 ($ MILLION)
12. GLOBAL RETAIL VR CONTENT CREATION MARKET BY GEOGRAPHY 2014-2023 ($ MILLION)
13. GLOBAL GAMING VR CONTENT CREATION MARKET BY GEOGRAPHY 2014-2023 ($ MILLION)
14. GLOBAL AUTOMOTIVE VR CONTENT CREATION MARKET BY GEOGRAPHY 2014-2023 ($ MILLION)
15. GLOBAL OTHERS VR CONTENT CREATION MARKET BY GEOGRAPHY 2014-2023 ($ MILLION)
16. NORTH AMERICA VR CONTENT CREATION MARKET 2014-2023 ($ MILLION)
17. EUROPE VR CONTENT CREATION MARKET 2014-2023 ($ MILLION)
18. ASIA PACIFIC VR CONTENT CREATION MARKET 2014-2023 ($ MILLION)
19. REST OF THE WORLD VR CONTENT CREATION MARKET 2014-2023 ($ MILLION)
 
LIST OF FIGURES
 
1. GLOBAL VIDEOS VR CONTENT CREATION MARKET 2014-2023 ($ MILLION)
2. GLOBAL 360 DEGREE PHOTOS VR CONTENT CREATION MARKET 2014-2023 ($ MILLION)
3. GLOBAL GAMES VR CONTENT CREATION MARKET 2014-2023 ($ MILLION)
4. GLOBAL SOFTWARE VR CONTENT CREATION MARKET 2014-2023 ($ MILLION)
5. GLOBAL SERVICES VR CONTENT CREATION MARKET 2014-2023 ($ MILLION)
6. GLOBAL REAL ESTATE VR CONTENT CREATION MARKET 2014-2023 ($ MILLION)
7. GLOBAL TRAVEL, HOSPITALITY AND EVENTS VR CONTENT CREATION MARKET 2014-2023 ($ MILLION)
8. GLOBAL MEDIA AND ENTERTAINMENT VR CONTENT CREATION MARKET 2014-2023 ($ MILLION)
9. GLOBAL RETAIL VR CONTENT CREATION MARKET 2014-2023 ($ MILLION)
10. GLOBAL GAMING VR CONTENT CREATION MARKET 2014-2023 ($ MILLION)
11. GLOBAL AUTOMOTIVE VR CONTENT CREATION MARKET 2014-2023 ($ MILLION)
12. GLOBAL OTHERS VR CONTENT CREATION MARKET 2014-2023 ($ MILLION)
13. UNITED STATES (U.S.) VR CONTENT CREATION MARKET 2014-2023 ($ MILLION)
14. CANADA VR CONTENT CREATION MARKET 2014-2023 ($ MILLION)
15. UNITED KINGDOM (UK) VR CONTENT CREATION MARKET 2014-2023 ($ MILLION)
16. FRANCE VR CONTENT CREATION MARKET 2014-2023 ($ MILLION)
17. GERMANY VR CONTENT CREATION MARKET 2014-2023 ($ MILLION)
18. SPAIN VR CONTENT CREATION MARKET 2014-2023 ($ MILLION)
19. ROE VR CONTENT CREATION MARKET 2014-2023 ($ MILLION)
20. INDIA VR CONTENT CREATION MARKET 2014-2023 ($ MILLION)
21. CHINA VR CONTENT CREATION MARKET 2014-2023 ($ MILLION)
22. JAPAN VR CONTENT CREATION MARKET 2014-2023 ($ MILLION)
23. AUSTRALIA VR CONTENT CREATION MARKET 2014-2023 ($ MILLION)
24. ROAPAC VR CONTENT CREATION MARKET 2014-2023 ($ MILLION)
25. LATIN AMERICA VR CONTENT CREATION MARKET 2014-2023 ($ MILLION)
26. MENA VR CONTENT CREATION MARKET 2014-2023 ($ MILLION)

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