리서치사:Market Glass, Inc. (Formerly Global Industry Analysts, Inc.)
발행일:2025년 08월
페이지 정보:영문 172 Pages
라이선스 & 가격 (부가세 별도)
한글목차
가상 컨텐츠 제작 세계 시장은 2030년까지 293억 달러에 달할 전망
2024년에 74억 달러로 추정되는 가상 컨텐츠 제작 세계 시장은 2024년부터 2030년까지 CAGR 25.8%로 성장하여 2030년에는 293억 달러에 달할 것으로 예측됩니다. 이 보고서에서 분석한 부문 중 하나인 소프트웨어는 CAGR 27.8%를 기록하며 분석 기간 종료시에는 208억 달러에 달할 것으로 예측됩니다. 서비스 분야의 성장률은 분석 기간 CAGR로 21.8%로 추정됩니다.
미국 시장은 19억 달러로 추정, 중국은 CAGR 24.4%로 성장 예측
미국의 가상 컨텐츠 제작 시장은 2024년에 19억 달러로 추정됩니다. 세계 2위 경제 대국인 중국은 2030년까지 44억 달러의 시장 규모에 달할 것으로 예측되며, 분석 기간인 2024-2030년 CAGR은 24.4%를 기록할 것으로 예상됩니다. 기타 주목할 만한 지역별 시장으로는 일본과 캐나다가 있고, 분석 기간 동안 CAGR은 각각 23.9%와 22.1%로 예측됩니다. 유럽에서는 독일이 CAGR 약 17.6%로 성장할 것으로 예측됩니다.
세계 가상 컨텐츠 제작 시장 - 주요 동향 및 촉진요인 정리
가상 컨텐츠 제작이 그 어느 때보다 빠르게 성장하고 있는 이유는 무엇일까?
디지털 미디어의 폭발적인 소비, 메타버스의 부상, 증강현실(AR), 가상현실(VR) 등 몰입형 기술의 도입 증가로 인해 가상 컨텐츠 제작에 대한 수요가 최근 급증하고 있습니다. 컨텐츠 제작자, 브랜드, 기업들은 소셜 미디어, 동영상 스트리밍 서비스, 가상 이벤트, 게임 환경 등 다양한 디지털 플랫폼에서 시청자를 끌어들이기 위해 버추얼 컨텐츠를 활용하고 있습니다. E-Commerce와 온라인 마케팅의 확대로 브랜드 스토리텔링과 소비자 참여를 강화할 수 있는 시각적으로 설득력 있는 인터랙티브 컨텐츠에 대한 수요가 더욱 증가하고 있습니다. 또한, AI가 생성하는 컨텐츠의 인기가 높아지면서 3D 모델, 애니메이션, 가상 체험과 같은 디지털 자산을 제작하는 방식에 혁명을 일으켜 고품질 컨텐츠 제작을 보다 친숙하고 비용 효율적으로 만들고 있습니다. 각 산업계가 디지털 퍼스트 전략으로 전환하는 가운데, 가상 컨텐츠 제작은 미디어, 엔터테인먼트, 마케팅에 필수적인 요소로 자리 잡고 있으며, 몰입도가 높아지는 디지털 생태계에서 브랜드와 크리에이터가 시청자와 소통하는 방식을 재구성하고 있습니다.
새로운 기술은 가상 컨텐츠 제작을 어떻게 변화시키고 있을까?
기술의 발전은 가상 컨텐츠 제작의 진화에 중요한 역할을 하고 있으며, 보다 정교하고 인터랙티브한 디지털 경험을 가능하게 하고 있습니다. 인공지능(AI)과 머신러닝 알고리즘은 이미지 보정, 영상 편집, 3D 에셋 생성 등의 작업을 자동화하여 컨텐츠 제작을 효율화하여 고품질 컨텐츠 제작에 필요한 시간과 노력을 줄였습니다. Unreal Engine이나 Unity와 같은 실시간 렌더링 엔진의 채택으로 가상 환경의 현실감과 유동성이 향상되어 더욱 사실적이고 매력적인 가상 환경을 구현할 수 있게 되었습니다. 또한, 모션 캡처 기술과 AI가 탑재된 아바타를 통해 크리에이터들은 가상 이벤트, 게임, 마케팅 캠페인에 사용할 수 있는 초현실적인 디지털 휴먼을 제작할 수 있게 되었습니다. 대체 불가능 토큰(NFT)의 등장은 가상 컨텐츠 제작자에게 새로운 수익화 기회를 가져왔고, 블록체인 기반 마켓플레이스에서 디지털 자산을 토큰화하여 판매할 수 있게 되었습니다. 메타버스가 계속 확장되는 가운데, 공간 컴퓨팅, 5G 연결, 촉각 피드백 기술의 발전으로 가상 컨텐츠의 인터랙션과 현실감이 더욱 강화되어 디지털 혁신에 필수적인 도구가 되고 있습니다.
가상 컨텐츠 제작 시장의 성장을 저해하는 요인은 무엇인가?
급속한 보급에도 불구하고, 가상 컨텐츠 제작 시장은 확장성과 접근성에 영향을 미치는 몇 가지 문제에 직면해 있습니다. 가장 큰 장벽 중 하나는 고급 컨텐츠 제작 도구와 기술의 높은 비용으로 인해 독립 크리에이터와 소규모 사업자의 접근이 제한될 수 있다는 점입니다. 또한, 3D 모델링, 애니메이션, 실시간 렌더링의 복잡성은 전문적인 기술이 필요하며, 이 업계에 처음 진입하는 사람들에게는 학습 곡선이 가파릅니다. 디지털 환경에서는 가상 컨텐츠가 쉽게 복제, 수정, 도용될 수 있기 때문에 지적재산권 문제나 저작권 침해 문제도 심각한 리스크가 될 수 있습니다. 또한, 딥페이크 기술의 등장은 AI가 생성한 컨텐츠의 신뢰성과 악용에 대한 윤리적 우려를 불러일으키고, 규제 프레임워크와 컨텐츠 검증 기준에 대한 논의를 촉발하고 있습니다. 또한, 모바일 기기의 성능 제한과 대역폭 제약이 가상 경험의 품질과 접근성에 영향을 미칠 수 있기 때문에 다양한 플랫폼과 기기에 맞게 가상 컨텐츠를 최적화하는 것도 과제입니다. 이러한 문제를 극복하기 위해서는 컨텐츠 제작 도구의 지속적인 발전, 디지털 크리에이터에 대한 교육 이니셔티브, 윤리적이고 안전한 가상 컨텐츠 배포를 보장하는 규제 조치의 강화가 필요합니다.
가상 컨텐츠 제작 시장의 성장을 가속하는 요인은 무엇인가?
가상 컨텐츠 제작 시장의 성장은 몰입형 디지털 경험에 대한 수요 증가, 메타버스의 확장, AI를 활용한 컨텐츠 생성 도구의 통합 등 여러 가지 요인에 의해 이루어지고 있습니다. 가상 인플루언서, 가상 패션, 디지털 소장품의 등장은 패션, 엔터테인먼트, 게임 등의 산업에서 고품질 가상 컨텐츠의 필요성을 더욱 높이고 있습니다. 원격 근무와 가상 협업으로의 전환은 디지털 자산에 대한 수요를 증가시켰고, 기업들은 매력적인 프리젠테이션, 교육 모듈, 인터랙티브 마케팅 캠페인을 제작할 수 있게 되었습니다. 또한, 소셜 미디어 플랫폼과 라이브 스트리밍 서비스의 영향력이 커지면서 브랜드와 컨텐츠 제작자들은 AR, VR, 3D 생성 비주얼을 활용한 새로운 스토리텔링 형식을 모색하고 있습니다. AI를 활용한 컨텐츠 자동화, 블록체인을 활용한 수익화 모델, 공간 컴퓨팅의 지속적인 발전으로 가상 컨텐츠 제작 시장은 지속적인 성장을 이루며 디지털 참여와 창의적 표현의 미래를 형성할 것으로 예측됩니다.
부문
솔루션(소프트웨어, 서비스), 컨텐츠 유형(비디오, 360도 비디오, 몰입형 비디오), 최종 용도(자동차, 미디어 및 엔터테인먼트, 여행 및 호스피탈리티, 부동산, 소매, 게임, 헬스케어, 기타)
조사 대상 기업 사례
360 Labs
Adobe Inc.
Apple Inc.
Autodesk Inc.
Blippar Group Limited
Epic Games, Inc.
Google LLC
Koncept VR LLC
Matterport, Inc.
Meta Platforms Inc.
Microsoft Corporation
NVIDIA Corporation
Panedia Pty Ltd.
Scapic Innovations Private Limited
Sony Corporation
Subvrsive, Inc.
Unity Technologies
VIAR Inc.
WeMakeVR
WeVR
AI 통합
Global Industry Analysts는 검증된 전문가 컨텐츠와 AI 툴을 통해 시장 정보와 경쟁 정보를 혁신하고 있습니다.
Global Industry Analysts는 LLM 및 업계 고유의 SLM을 조회하는 일반적인 규범을 따르는 대신 비디오 기록, 블로그, 검색 엔진 조사, 방대한 양의 기업, 제품/서비스, 시장 데이터 등 세계 전문가로부터 수집한 컨텐츠 리포지토리를 구축했습니다.
관세 영향 계수
Global Industry Analysts는 본사 소재지, 제조거점, 수출입(완제품 및 OEM)을 기준으로 기업의 경쟁력 변화를 예측했습니다. 이러한 복잡하고 다면적인 시장 역학은 수익원가(COGS) 증가, 수익성 하락, 공급망 재편 등 미시적, 거시적 시장 역학 중에서도 특히 경쟁사들에게 영향을 미칠 것으로 예측됩니다.
목차
제1장 조사 방법
제2장 주요 요약
시장 개요
주요 기업
시장 동향과 촉진요인
세계 시장 전망
제3장 시장 분석
미국
캐나다
일본
중국
유럽
프랑스
독일
이탈리아
영국
기타 유럽
아시아태평양
기타 지역
제4장 경쟁
KSM
영문 목차
영문목차
Global Virtual Content Creation Market to Reach US$29.3 Billion by 2030
The global market for Virtual Content Creation estimated at US$7.4 Billion in the year 2024, is expected to reach US$29.3 Billion by 2030, growing at a CAGR of 25.8% over the analysis period 2024-2030. Software, one of the segments analyzed in the report, is expected to record a 27.8% CAGR and reach US$20.8 Billion by the end of the analysis period. Growth in the Services segment is estimated at 21.8% CAGR over the analysis period.
The U.S. Market is Estimated at US$1.9 Billion While China is Forecast to Grow at 24.4% CAGR
The Virtual Content Creation market in the U.S. is estimated at US$1.9 Billion in the year 2024. China, the world's second largest economy, is forecast to reach a projected market size of US$4.4 Billion by the year 2030 trailing a CAGR of 24.4% over the analysis period 2024-2030. Among the other noteworthy geographic markets are Japan and Canada, each forecast to grow at a CAGR of 23.9% and 22.1% respectively over the analysis period. Within Europe, Germany is forecast to grow at approximately 17.6% CAGR.
Why Is Virtual Content Creation Gaining Unprecedented Momentum?
The demand for virtual content creation has skyrocketed in recent years, driven by the explosion of digital media consumption, the rise of the metaverse, and the increasing adoption of immersive technologies such as augmented reality (AR) and virtual reality (VR). Content creators, brands, and businesses are leveraging virtual content to engage audiences across various digital platforms, from social media and video streaming services to virtual events and gaming environments. The expansion of e-commerce and online marketing has further fueled the demand for visually compelling and interactive content that can enhance brand storytelling and consumer engagement. Additionally, the growing popularity of AI-generated content has revolutionized the way digital assets such as 3D models, animations, and virtual experiences are produced, making high-quality content creation more accessible and cost-effective. As industries continue to shift toward digital-first strategies, virtual content creation is becoming an essential component of media, entertainment, and marketing landscapes, reshaping how brands and creators connect with their audiences in an increasingly immersive digital ecosystem.
How Are Emerging Technologies Transforming Virtual Content Creation?
Technological advancements have played a crucial role in the evolution of virtual content creation, enabling more sophisticated and interactive digital experiences. Artificial intelligence (AI) and machine learning algorithms have streamlined content production by automating tasks such as image enhancement, video editing, and 3D asset generation, reducing the time and effort required for high-quality content creation. The adoption of real-time rendering engines such as Unreal Engine and Unity has enhanced the realism and fluidity of virtual environments, making them more lifelike and engaging. Additionally, motion capture technology and AI-powered avatars have enabled creators to produce hyper-realistic digital humans for use in virtual events, gaming, and marketing campaigns. The rise of non-fungible tokens (NFTs) has also introduced new monetization opportunities for virtual content creators, allowing them to tokenize and sell digital assets on blockchain-based marketplaces. As the metaverse continues to expand, advancements in spatial computing, 5G connectivity, and haptic feedback technologies are further enhancing the interactivity and realism of virtual content, making it a vital tool for digital innovation.
What Challenges Are Hindering the Growth of the Virtual Content Creation Market?
Despite its rapid adoption, the virtual content creation market faces several challenges that impact its scalability and accessibility. One of the biggest barriers is the high cost of advanced content creation tools and technologies, which can limit access for independent creators and small businesses. Additionally, the complexity of 3D modeling, animation, and real-time rendering requires specialized skills, creating a steep learning curve for newcomers in the industry. Intellectual property concerns and copyright infringement issues also pose significant risks, as virtual content can be easily replicated, modified, or stolen in digital environments. Furthermore, the rise of deepfake technology has raised ethical concerns regarding the authenticity and misuse of AI-generated content, prompting discussions around regulatory frameworks and content verification standards. Another challenge lies in optimizing virtual content for different platforms and devices, as performance limitations on mobile devices and bandwidth constraints can affect the quality and accessibility of virtual experiences. Overcoming these challenges will require continued advancements in content creation tools, education initiatives for digital creators, and stronger regulatory measures to ensure ethical and secure virtual content distribution.
What Factors Are Driving the Growth of the Virtual Content Creation Market?
The growth in the virtual content creation market is driven by several factors, including the increasing demand for immersive digital experiences, the expansion of the metaverse, and the integration of AI-powered content generation tools. The rise of virtual influencers, virtual fashion, and digital collectibles has further propelled the need for high-quality virtual content across industries such as fashion, entertainment, and gaming. The shift toward remote work and virtual collaboration has also increased demand for digital assets, enabling businesses to create engaging presentations, training modules, and interactive marketing campaigns. Additionally, the growing influence of social media platforms and live-streaming services has encouraged brands and content creators to explore new storytelling formats using AR, VR, and 3D-generated visuals. With continuous advancements in AI-driven content automation, blockchain-powered monetization models, and spatial computing, the virtual content creation market is expected to experience sustained growth, shaping the future of digital engagement and creative expression.
SCOPE OF STUDY:
The report analyzes the Virtual Content Creation market in terms of units by the following Segments, and Geographic Regions/Countries:
Segments:
Solution (Software, Services); Content Type (Videos, 360-degree Videos, Immersive Videos); End-Use (Automotive, Media & Entertainment, Travel & Hospitality, Real Estate, Retail, Gaming, Healthcare, Others)
Geographic Regions/Countries:
World; United States; Canada; Japan; China; Europe (France; Germany; Italy; United Kingdom; and Rest of Europe); Asia-Pacific; Rest of World.
Select Competitors (Total 32 Featured) -
360 Labs
Adobe Inc.
Apple Inc.
Autodesk Inc.
Blippar Group Limited
Epic Games, Inc.
Google LLC
Koncept VR LLC
Matterport, Inc.
Meta Platforms Inc.
Microsoft Corporation
NVIDIA Corporation
Panedia Pty Ltd.
Scapic Innovations Private Limited
Sony Corporation
Subvrsive, Inc.
Unity Technologies
VIAR Inc.
WeMakeVR
WeVR
AI INTEGRATIONS
We're transforming market and competitive intelligence with validated expert content and AI tools.
Instead of following the general norm of querying LLMs and Industry-specific SLMs, we built repositories of content curated from domain experts worldwide including video transcripts, blogs, search engines research, and massive amounts of enterprise, product/service, and market data.
TARIFF IMPACT FACTOR
Our new release incorporates impact of tariffs on geographical markets as we predict a shift in competitiveness of companies based on HQ country, manufacturing base, exports and imports (finished goods and OEM). This intricate and multifaceted market reality will impact competitors by increasing the Cost of Goods Sold (COGS), reducing profitability, reconfiguring supply chains, amongst other micro and macro market dynamics.
TABLE OF CONTENTS
I. METHODOLOGY
II. EXECUTIVE SUMMARY
1. MARKET OVERVIEW
Influencer Market Insights
Tariff Impact on Global Supply Chain Patterns
Virtual Content Creation - Global Key Competitors Percentage Market Share in 2025 (E)
Competitive Market Presence - Strong/Active/Niche/Trivial for Players Worldwide in 2025 (E)
2. FOCUS ON SELECT PLAYERS
3. MARKET TRENDS & DRIVERS
Proliferation of Social Media Commerce Platforms Drives Demand for Scalable Virtual Content Tools
Creator Economy Boom Throws the Spotlight on Real-Time Digital Production Technologies
Adoption of AI-Based Generative Tools Spurs Growth in Automated Virtual Content Workflows
Rising Use of Virtual Production Pipelines in Film and Media Strengthens Business Case for Integration
Expansion of Metaverse Ecosystem Expands Addressable Market Opportunity for Immersive Content
Corporate Shift Toward Remote Work Environments Drives Adoption of Virtual Training and Onboarding Content
Increased Reliance on 3D and AR/VR Assets Accelerates Demand for Realistic Content Creation Platforms
Influencer and Brand Collaborations Generate Demand for Personalized and Dynamic Virtual Experiences
Integration of Virtual Avatars in Marketing Campaigns Spurs Growth in Synthetic Content Generation
Cloud-Based Design Studios and Virtual Editing Suites Propel Scalability and Collaboration Efficiency
Emergence of Virtual Influencers and AI-Created Characters Opens New Revenue Streams for Brands
Streaming Platform Competition Generates Accelerated Demand for High-Volume Digital Content
Interactive Storytelling Tools Strengthen Engagement Metrics and Enhance Marketability of Virtual Narratives
Convergence of Gaming Engines and Media Creation Tools Expands Creative Possibilities for Studios
Growth in Online Education and E-Learning Drives Demand for Modular and Interactive Virtual Content
Regulatory Concerns Around Deepfakes and AI Ethics Pose Compliance Challenges for Market Participants
Virtual Event Platforms and Digital Conferences Sustain Market Demand for Real-Time Content Generation
Advancements in Real-Time Rendering Technologies Fuel Adoption in Advertising and Product Visualization
Integration of Natural Language Processing Enhances Realism in AI-Generated Narratives
Strategic Partnerships Between Tech Firms and Media Houses Strengthen Innovation in Virtual Content Delivery
Surge in Direct-to-Avatar Commerce Propels Growth in Virtual Goods and Branded Content Creation
Adoption of Digital Twins in Industrial and Retail Sectors Expands Scope for Virtual Content Applications
Open-Source Tools and Accessible Software Democratize Entry into Professional Content Creation
TABLE 1: World Virtual Content Creation Market Analysis of Annual Sales in US$ Million for Years 2015 through 2030
TABLE 2: World Recent Past, Current & Future Analysis for Virtual Content Creation by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
TABLE 3: World 6-Year Perspective for Virtual Content Creation by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets for Years 2025 & 2030
TABLE 4: World Recent Past, Current & Future Analysis for Software by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
TABLE 5: World 6-Year Perspective for Software by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
TABLE 6: World Recent Past, Current & Future Analysis for Services by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
TABLE 7: World 6-Year Perspective for Services by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
TABLE 8: World Recent Past, Current & Future Analysis for Retail by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
TABLE 9: World 6-Year Perspective for Retail by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
TABLE 10: World Recent Past, Current & Future Analysis for Gaming by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
TABLE 11: World 6-Year Perspective for Gaming by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
TABLE 12: World Recent Past, Current & Future Analysis for Healthcare by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
TABLE 13: World 6-Year Perspective for Healthcare by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
TABLE 14: World Recent Past, Current & Future Analysis for Others by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
TABLE 15: World 6-Year Perspective for Others by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
TABLE 16: World Recent Past, Current & Future Analysis for Automotive by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
TABLE 17: World 6-Year Perspective for Automotive by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
TABLE 18: World Recent Past, Current & Future Analysis for Media & Entertainment by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
TABLE 19: World 6-Year Perspective for Media & Entertainment by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
TABLE 20: World Recent Past, Current & Future Analysis for Travel & Hospitality by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
TABLE 21: World 6-Year Perspective for Travel & Hospitality by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
TABLE 22: World Recent Past, Current & Future Analysis for Real Estate by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
TABLE 23: World 6-Year Perspective for Real Estate by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
TABLE 24: World Recent Past, Current & Future Analysis for Videos by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
TABLE 25: World 6-Year Perspective for Videos by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
TABLE 26: World Recent Past, Current & Future Analysis for 360-degree Videos by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
TABLE 27: World 6-Year Perspective for 360-degree Videos by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
TABLE 28: World Recent Past, Current & Future Analysis for Immersive Videos by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
TABLE 29: World 6-Year Perspective for Immersive Videos by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
III. MARKET ANALYSIS
UNITED STATES
Virtual Content Creation Market Presence - Strong/Active/Niche/Trivial - Key Competitors in the United States for 2025 (E)
TABLE 30: USA Recent Past, Current & Future Analysis for Virtual Content Creation by Solution - Software and Services - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 31: USA 6-Year Perspective for Virtual Content Creation by Solution - Percentage Breakdown of Value Sales for Software and Services for the Years 2025 & 2030
TABLE 32: USA Recent Past, Current & Future Analysis for Virtual Content Creation by End-Use - Retail, Gaming, Healthcare, Others, Automotive, Media & Entertainment, Travel & Hospitality and Real Estate - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 33: USA 6-Year Perspective for Virtual Content Creation by End-Use - Percentage Breakdown of Value Sales for Retail, Gaming, Healthcare, Others, Automotive, Media & Entertainment, Travel & Hospitality and Real Estate for the Years 2025 & 2030
TABLE 34: USA Recent Past, Current & Future Analysis for Virtual Content Creation by Content Type - Videos, 360-degree Videos and Immersive Videos - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 35: USA 6-Year Perspective for Virtual Content Creation by Content Type - Percentage Breakdown of Value Sales for Videos, 360-degree Videos and Immersive Videos for the Years 2025 & 2030
CANADA
TABLE 36: Canada Recent Past, Current & Future Analysis for Virtual Content Creation by Solution - Software and Services - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 37: Canada 6-Year Perspective for Virtual Content Creation by Solution - Percentage Breakdown of Value Sales for Software and Services for the Years 2025 & 2030
TABLE 38: Canada Recent Past, Current & Future Analysis for Virtual Content Creation by End-Use - Retail, Gaming, Healthcare, Others, Automotive, Media & Entertainment, Travel & Hospitality and Real Estate - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 39: Canada 6-Year Perspective for Virtual Content Creation by End-Use - Percentage Breakdown of Value Sales for Retail, Gaming, Healthcare, Others, Automotive, Media & Entertainment, Travel & Hospitality and Real Estate for the Years 2025 & 2030
TABLE 40: Canada Recent Past, Current & Future Analysis for Virtual Content Creation by Content Type - Videos, 360-degree Videos and Immersive Videos - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 41: Canada 6-Year Perspective for Virtual Content Creation by Content Type - Percentage Breakdown of Value Sales for Videos, 360-degree Videos and Immersive Videos for the Years 2025 & 2030
JAPAN
Virtual Content Creation Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Japan for 2025 (E)
TABLE 42: Japan Recent Past, Current & Future Analysis for Virtual Content Creation by Solution - Software and Services - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 43: Japan 6-Year Perspective for Virtual Content Creation by Solution - Percentage Breakdown of Value Sales for Software and Services for the Years 2025 & 2030
TABLE 44: Japan Recent Past, Current & Future Analysis for Virtual Content Creation by End-Use - Retail, Gaming, Healthcare, Others, Automotive, Media & Entertainment, Travel & Hospitality and Real Estate - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 45: Japan 6-Year Perspective for Virtual Content Creation by End-Use - Percentage Breakdown of Value Sales for Retail, Gaming, Healthcare, Others, Automotive, Media & Entertainment, Travel & Hospitality and Real Estate for the Years 2025 & 2030
TABLE 46: Japan Recent Past, Current & Future Analysis for Virtual Content Creation by Content Type - Videos, 360-degree Videos and Immersive Videos - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 47: Japan 6-Year Perspective for Virtual Content Creation by Content Type - Percentage Breakdown of Value Sales for Videos, 360-degree Videos and Immersive Videos for the Years 2025 & 2030
CHINA
Virtual Content Creation Market Presence - Strong/Active/Niche/Trivial - Key Competitors in China for 2025 (E)
TABLE 48: China Recent Past, Current & Future Analysis for Virtual Content Creation by Solution - Software and Services - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 49: China 6-Year Perspective for Virtual Content Creation by Solution - Percentage Breakdown of Value Sales for Software and Services for the Years 2025 & 2030
TABLE 50: China Recent Past, Current & Future Analysis for Virtual Content Creation by End-Use - Retail, Gaming, Healthcare, Others, Automotive, Media & Entertainment, Travel & Hospitality and Real Estate - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 51: China 6-Year Perspective for Virtual Content Creation by End-Use - Percentage Breakdown of Value Sales for Retail, Gaming, Healthcare, Others, Automotive, Media & Entertainment, Travel & Hospitality and Real Estate for the Years 2025 & 2030
TABLE 52: China Recent Past, Current & Future Analysis for Virtual Content Creation by Content Type - Videos, 360-degree Videos and Immersive Videos - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 53: China 6-Year Perspective for Virtual Content Creation by Content Type - Percentage Breakdown of Value Sales for Videos, 360-degree Videos and Immersive Videos for the Years 2025 & 2030
EUROPE
Virtual Content Creation Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Europe for 2025 (E)
TABLE 54: Europe Recent Past, Current & Future Analysis for Virtual Content Creation by Geographic Region - France, Germany, Italy, UK and Rest of Europe Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
TABLE 55: Europe 6-Year Perspective for Virtual Content Creation by Geographic Region - Percentage Breakdown of Value Sales for France, Germany, Italy, UK and Rest of Europe Markets for Years 2025 & 2030
TABLE 56: Europe Recent Past, Current & Future Analysis for Virtual Content Creation by Solution - Software and Services - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 57: Europe 6-Year Perspective for Virtual Content Creation by Solution - Percentage Breakdown of Value Sales for Software and Services for the Years 2025 & 2030
TABLE 58: Europe Recent Past, Current & Future Analysis for Virtual Content Creation by End-Use - Retail, Gaming, Healthcare, Others, Automotive, Media & Entertainment, Travel & Hospitality and Real Estate - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 59: Europe 6-Year Perspective for Virtual Content Creation by End-Use - Percentage Breakdown of Value Sales for Retail, Gaming, Healthcare, Others, Automotive, Media & Entertainment, Travel & Hospitality and Real Estate for the Years 2025 & 2030
TABLE 60: Europe Recent Past, Current & Future Analysis for Virtual Content Creation by Content Type - Videos, 360-degree Videos and Immersive Videos - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 61: Europe 6-Year Perspective for Virtual Content Creation by Content Type - Percentage Breakdown of Value Sales for Videos, 360-degree Videos and Immersive Videos for the Years 2025 & 2030
FRANCE
Virtual Content Creation Market Presence - Strong/Active/Niche/Trivial - Key Competitors in France for 2025 (E)
TABLE 62: France Recent Past, Current & Future Analysis for Virtual Content Creation by Solution - Software and Services - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 63: France 6-Year Perspective for Virtual Content Creation by Solution - Percentage Breakdown of Value Sales for Software and Services for the Years 2025 & 2030
TABLE 64: France Recent Past, Current & Future Analysis for Virtual Content Creation by End-Use - Retail, Gaming, Healthcare, Others, Automotive, Media & Entertainment, Travel & Hospitality and Real Estate - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 65: France 6-Year Perspective for Virtual Content Creation by End-Use - Percentage Breakdown of Value Sales for Retail, Gaming, Healthcare, Others, Automotive, Media & Entertainment, Travel & Hospitality and Real Estate for the Years 2025 & 2030
TABLE 66: France Recent Past, Current & Future Analysis for Virtual Content Creation by Content Type - Videos, 360-degree Videos and Immersive Videos - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 67: France 6-Year Perspective for Virtual Content Creation by Content Type - Percentage Breakdown of Value Sales for Videos, 360-degree Videos and Immersive Videos for the Years 2025 & 2030
GERMANY
Virtual Content Creation Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Germany for 2025 (E)
TABLE 68: Germany Recent Past, Current & Future Analysis for Virtual Content Creation by Solution - Software and Services - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 69: Germany 6-Year Perspective for Virtual Content Creation by Solution - Percentage Breakdown of Value Sales for Software and Services for the Years 2025 & 2030
TABLE 70: Germany Recent Past, Current & Future Analysis for Virtual Content Creation by End-Use - Retail, Gaming, Healthcare, Others, Automotive, Media & Entertainment, Travel & Hospitality and Real Estate - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 71: Germany 6-Year Perspective for Virtual Content Creation by End-Use - Percentage Breakdown of Value Sales for Retail, Gaming, Healthcare, Others, Automotive, Media & Entertainment, Travel & Hospitality and Real Estate for the Years 2025 & 2030
TABLE 72: Germany Recent Past, Current & Future Analysis for Virtual Content Creation by Content Type - Videos, 360-degree Videos and Immersive Videos - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 73: Germany 6-Year Perspective for Virtual Content Creation by Content Type - Percentage Breakdown of Value Sales for Videos, 360-degree Videos and Immersive Videos for the Years 2025 & 2030
ITALY
TABLE 74: Italy Recent Past, Current & Future Analysis for Virtual Content Creation by Solution - Software and Services - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 75: Italy 6-Year Perspective for Virtual Content Creation by Solution - Percentage Breakdown of Value Sales for Software and Services for the Years 2025 & 2030
TABLE 76: Italy Recent Past, Current & Future Analysis for Virtual Content Creation by End-Use - Retail, Gaming, Healthcare, Others, Automotive, Media & Entertainment, Travel & Hospitality and Real Estate - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 77: Italy 6-Year Perspective for Virtual Content Creation by End-Use - Percentage Breakdown of Value Sales for Retail, Gaming, Healthcare, Others, Automotive, Media & Entertainment, Travel & Hospitality and Real Estate for the Years 2025 & 2030
TABLE 78: Italy Recent Past, Current & Future Analysis for Virtual Content Creation by Content Type - Videos, 360-degree Videos and Immersive Videos - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 79: Italy 6-Year Perspective for Virtual Content Creation by Content Type - Percentage Breakdown of Value Sales for Videos, 360-degree Videos and Immersive Videos for the Years 2025 & 2030
UNITED KINGDOM
Virtual Content Creation Market Presence - Strong/Active/Niche/Trivial - Key Competitors in the United Kingdom for 2025 (E)
TABLE 80: UK Recent Past, Current & Future Analysis for Virtual Content Creation by Solution - Software and Services - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 81: UK 6-Year Perspective for Virtual Content Creation by Solution - Percentage Breakdown of Value Sales for Software and Services for the Years 2025 & 2030
TABLE 82: UK Recent Past, Current & Future Analysis for Virtual Content Creation by End-Use - Retail, Gaming, Healthcare, Others, Automotive, Media & Entertainment, Travel & Hospitality and Real Estate - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 83: UK 6-Year Perspective for Virtual Content Creation by End-Use - Percentage Breakdown of Value Sales for Retail, Gaming, Healthcare, Others, Automotive, Media & Entertainment, Travel & Hospitality and Real Estate for the Years 2025 & 2030
TABLE 84: UK Recent Past, Current & Future Analysis for Virtual Content Creation by Content Type - Videos, 360-degree Videos and Immersive Videos - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 85: UK 6-Year Perspective for Virtual Content Creation by Content Type - Percentage Breakdown of Value Sales for Videos, 360-degree Videos and Immersive Videos for the Years 2025 & 2030
REST OF EUROPE
TABLE 86: Rest of Europe Recent Past, Current & Future Analysis for Virtual Content Creation by Solution - Software and Services - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 87: Rest of Europe 6-Year Perspective for Virtual Content Creation by Solution - Percentage Breakdown of Value Sales for Software and Services for the Years 2025 & 2030
TABLE 88: Rest of Europe Recent Past, Current & Future Analysis for Virtual Content Creation by End-Use - Retail, Gaming, Healthcare, Others, Automotive, Media & Entertainment, Travel & Hospitality and Real Estate - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 89: Rest of Europe 6-Year Perspective for Virtual Content Creation by End-Use - Percentage Breakdown of Value Sales for Retail, Gaming, Healthcare, Others, Automotive, Media & Entertainment, Travel & Hospitality and Real Estate for the Years 2025 & 2030
TABLE 90: Rest of Europe Recent Past, Current & Future Analysis for Virtual Content Creation by Content Type - Videos, 360-degree Videos and Immersive Videos - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 91: Rest of Europe 6-Year Perspective for Virtual Content Creation by Content Type - Percentage Breakdown of Value Sales for Videos, 360-degree Videos and Immersive Videos for the Years 2025 & 2030
ASIA-PACIFIC
Virtual Content Creation Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Asia-Pacific for 2025 (E)
TABLE 92: Asia-Pacific Recent Past, Current & Future Analysis for Virtual Content Creation by Solution - Software and Services - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 93: Asia-Pacific 6-Year Perspective for Virtual Content Creation by Solution - Percentage Breakdown of Value Sales for Software and Services for the Years 2025 & 2030
TABLE 94: Asia-Pacific Recent Past, Current & Future Analysis for Virtual Content Creation by End-Use - Retail, Gaming, Healthcare, Others, Automotive, Media & Entertainment, Travel & Hospitality and Real Estate - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 95: Asia-Pacific 6-Year Perspective for Virtual Content Creation by End-Use - Percentage Breakdown of Value Sales for Retail, Gaming, Healthcare, Others, Automotive, Media & Entertainment, Travel & Hospitality and Real Estate for the Years 2025 & 2030
TABLE 96: Asia-Pacific Recent Past, Current & Future Analysis for Virtual Content Creation by Content Type - Videos, 360-degree Videos and Immersive Videos - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 97: Asia-Pacific 6-Year Perspective for Virtual Content Creation by Content Type - Percentage Breakdown of Value Sales for Videos, 360-degree Videos and Immersive Videos for the Years 2025 & 2030
REST OF WORLD
TABLE 98: Rest of World Recent Past, Current & Future Analysis for Virtual Content Creation by Solution - Software and Services - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 99: Rest of World 6-Year Perspective for Virtual Content Creation by Solution - Percentage Breakdown of Value Sales for Software and Services for the Years 2025 & 2030
TABLE 100: Rest of World Recent Past, Current & Future Analysis for Virtual Content Creation by End-Use - Retail, Gaming, Healthcare, Others, Automotive, Media & Entertainment, Travel & Hospitality and Real Estate - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 101: Rest of World 6-Year Perspective for Virtual Content Creation by End-Use - Percentage Breakdown of Value Sales for Retail, Gaming, Healthcare, Others, Automotive, Media & Entertainment, Travel & Hospitality and Real Estate for the Years 2025 & 2030
TABLE 102: Rest of World Recent Past, Current & Future Analysis for Virtual Content Creation by Content Type - Videos, 360-degree Videos and Immersive Videos - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 103: Rest of World 6-Year Perspective for Virtual Content Creation by Content Type - Percentage Breakdown of Value Sales for Videos, 360-degree Videos and Immersive Videos for the Years 2025 & 2030