Virtual Content Creation Global Market Report 2025
상품코드:1695259
리서치사:The Business Research Company
발행일:On Demand Report
페이지 정보:영문 200 Pages
라이선스 & 가격 (부가세 별도)
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한글목차
가상 컨텐츠 제작 시장 규모는 향후 몇 년 동안 연평균 27.7%의 성장률로 2029년까지 227억 1,000만 달러 규모로 성장할 것으로 예상됩니다. 예측 기간 동안의 성장은 소셜 네트워킹 플랫폼의 광범위한 사용, 시청자의 기대치 상승, 개인화된 컨텐츠와 몰입형 경험에 대한 수요 증가에 기인합니다. 예측 기간의 주요 동향으로는 사용자 친화적인 소프트웨어, VR 및 AR의 인기 상승, 제품 혁신, 파트너십 등이 있습니다.
소셜 네트워킹 플랫폼의 보급은 향후 가상 컨텐츠 제작 시장의 성장을 촉진할 것으로 예상됩니다. 소셜 네트워킹 플랫폼은 사용자가 공개 프로필을 만들고, 친구 등과 연결하여 컨텐츠와 커뮤니케이션을 공유할 수 있는 온라인 서비스입니다. 소셜 네트워킹 플랫폼은 사람들이 연결하고, 정보를 공유하고, 엔터테인먼트를 즐길 수 있는 편리한 방법을 제공하기 때문에 수요가 증가하고 있으며, 3D 그래픽, 증강현실(AR), 가상현실(VR) 체험과 같은 가상 컨텐츠는 사용자들의 관심을 끌며 더욱 몰입감 있는 컨텐츠를 제공할 것으로 예상됩니다. 몰입감 있고 인터랙티브한 환경을 제공할 수 있기 때문에 소셜 미디어 사용자들이 플랫폼에서 더 많은 시간을 보내게 될 것입니다. 예를 들어, 2023년 11월 캐나다에 본사를 둔 소셜 미디어 관리 플랫폼 Hootsuite Inc.의 조사에 따르면, 2022년부터 2023년까지 비즈니스 목적의 TikTok 사용률은 16%, LinkedIn은 5%, Instagram은 1% 증가했습니다. 따라서 소셜 네트워킹 플랫폼의 이용이 확산되고 있는 것이 가상 컨텐츠 제작 시장의 성장을 촉진하고 있습니다.
가상 컨텐츠 제작을 전개하는 주요 기업들은 시장에서의 수익을 높이기 위해 Flipside Studio와 같은 혁신적인 제품 개발에 주력하고 있습니다. 이 앱은 비디오 컨텐츠 제작자가 창의적인 표현을 위해 가상현실을 활용할 수 있도록 설계되었으며, 모션 캡처 기술인 Meta Quest 2 및 Rift/Rift S VR 헤드셋과 호환되어 애니메이션 제작을 쉽게 할 수 있도록 도와줍니다. 예를 들어, 2023년 3월 캐나다에 본사를 둔 가상현실 기업 Flipside XR은 가상 제작 스튜디오 앱인 Flipside Studio를 발표했습니다. 이 앱은 맞춤형 아바타, 단독 또는 공동 공연 기능, 다양한 캐릭터 유형에 대한 광범위한 지원 등 약 100가지의 가상 제작 도구를 갖추고 있습니다. 이 앱은 또한 안전한 메시징 플랫폼과 다양한 음악, 음성, 음향 효과로 구성된 오디오 브라우저도 갖추고 있습니다. 이 플랫폼은 비디오 제작자가 가상현실 속에서 탐구하고 혁신할 수 있도록 하는 것을 목표로 하고 있습니다.
목차
제1장 주요 요약
제2장 시장 특징
제3장 시장 동향과 전략
제4장 시장 - 금리, 인플레이션, 지정학, 코로나, 회복이 시장에 미치는 영향을 포함한 거시경제 시나리오
제5장 세계의 성장 분석과 전략 분석 프레임워크
세계 가상 컨텐츠 제작 PESTEL 분석(정치, 사회, 기술, 환경, 법적 요인, 촉진요인, 억제요인)
최종 이용 산업 분석
세계의 가상 컨텐츠 제작 시장 : 성장률 분석
세계의 가상 컨텐츠 제작 시장 실적 : 규모와 성장, 2019-2024
세계의 가상 컨텐츠 제작 시장 예측 : 규모와 성장, 2024-2029, 2034F
세계 가상 컨텐츠 제작 전체 시장(TAM)
제6장 시장 세분화
세계의 가상 컨텐츠 제작 시장 솔루션 유형별, 실적과 예측, 2019-2024, 2024-2029F, 2034F
서비스
소프트웨어
세계의 가상 컨텐츠 제작 시장 컨텐츠 유형별, 실적과 예측, 2019-2024, 2024-2029F, 2034F
비디오
몰입형 비디오
360도 사진
세계의 가상 컨텐츠 제작 시장 : 기업 규모별, 실적과 예측, 2019-2024, 2024-2029F, 2034F
대기업
중소기업
세계의 가상 컨텐츠 제작 시장 : 최종사용자별, 실적과 예측, 2019-2024, 2024-2029F, 2034F
자동차
여행과 호스피탈리티
미디어와 엔터테인먼트
헬스케어
부동산
게임
소매
기타 최종사용자
세계의 가상 컨텐츠 제작 시장, 서비스 종류별 세분화, 실적과 예측, 2019-2024, 2024-2029F, 2034F
컨텐츠 제작 서비스
컨설팅 서비스
통합 및 구현 서비스
트레이닝 및 서포트 서비스
세계의 가상 컨텐츠 제작 시장, 소프트웨어 하위 세분화, 유형별, 실적과 예측, 2019-2024, 2024-2029F, 2034F
3D 모델링 소프트웨어
애니메이션 소프트웨어
가상현실(VR) 개발 소프트웨어
증강현실(AR) 개발 소프트웨어
게임 개발 소프트웨어
제7장 지역별·국가별 분석
세계의 가상 컨텐츠 제작 시장 : 지역별, 실적과 예측, 2019-2024, 2024-2029F, 2034F
세계의 가상 컨텐츠 제작 시장 : 국가별, 실적과 예측, 2019-2024, 2024-2029F, 2034F
제8장 아시아태평양 시장
제9장 중국 시장
제10장 인도 시장
제11장 일본 시장
제12장 호주 시장
제13장 인도네시아 시장
제14장 한국 시장
제15장 서유럽 시장
제16장 영국 시장
제17장 독일 시장
제18장 프랑스 시장
제19장 이탈리아 시장
제20장 스페인 시장
제21장 동유럽 시장
제22장 러시아 시장
제23장 북미 시장
제24장 미국 시장
제25장 캐나다 시장
제26장 남미 시장
제27장 브라질 시장
제28장 중동 시장
제29장 아프리카 시장
제30장 경쟁 구도와 기업 개요
가상 컨텐츠 제작 시장 : 경쟁 구도
가상 컨텐츠 제작 시장 : 기업 개요
Apple Inc. Overview, Products and Services, Strategy and Financial Analysis
Google LLC Overview, Products and Services, Strategy and Financial Analysis
Microsoft Corporation Overview, Products and Services, Strategy and Financial Analysis
Meta Platforms Inc. Overview, Products and Services, Strategy and Financial Analysis
Sony Corporation Overview, Products and Services, Strategy and Financial Analysis
제31장 기타 주요 기업과 혁신적 기업
Nvidia Corporation
Adobe Inc.
Aptara Inc.
Epic Games Inc.
Avid Technology Inc.
Valve Corporation
Corel Corporation
Magic Leap Inc.
Matteport Inc.
HTC Corporation
Pimax Inc.
Canva Inc.
Varjo Technologies Oy
Acrolinx GmbH
PicsArt Inc.
제32장 세계의 시장 경쟁 벤치마킹과 대시보드
제33장 주요 인수합병
제34장 최근의 시장 동향
제35장 시장 잠재력이 높은 국가, 부문, 전략
가상 컨텐츠 제작 시장 2029 : 새로운 기회를 제공하는 국가
가상 컨텐츠 제작 시장 2029 : 새로운 기회를 제공하는 부문
가상 컨텐츠 제작 시장 2029 : 성장 전략
시장 동향에 기반한 전략
경쟁 전략
제36장 부록
ksm
영문 목차
영문목차
Virtual content creation involves the process of designing, producing, and sharing digital materials such as videos, images, and articles in a virtual environment. It is used to engage online audiences, market products and services, and provide educational or entertainment value through digital platforms. This digital content can be distributed across social media, websites, virtual reality platforms, and other online channels to reach a wide audience.
The main types of solutions in virtual content creation are services and software. A video is a series of moving images that are recorded and played back, often with accompanying sound, to convey stories, information, or entertainment. The various types of content are videos, immersive videos, and 360-degree photos. They are used by enterprises such as large enterprises and small and medium enterprises and are also used by end users such as automotive, travel and hospitality, media and entertainment, healthcare, real estate, gaming, retail, and others.
The main types of solutions in virtual content creation are services and software. A video is a series of moving images that are recorded and played back, often with accompanying sound, to convey stories, information, or entertainment. The various types of content are videos, immersive videos, and 360-degree photos. They are used by enterprises such as large enterprises and small and medium enterprises and are also used by end users such as automotive, travel and hospitality, media and entertainment, healthcare, real estate, gaming, retail, and others.
The virtual content creation market size has grown exponentially in recent years. It will grow from $6.67 billion in 2024 to $8.53 billion in 2025 at a compound annual growth rate (CAGR) of 28.0%. The growth in the historic period can be attributed to increasing digital marketing and increasing ai in personalized content creation.
The virtual content creation market size is expected to see exponential growth in the next few years. It will grow to $22.71 billion in 2029 at a compound annual growth rate (CAGR) of 27.7%. The growth in the forecast period can be attributed to widespread usage of social networking platforms, rising expectations of audiences, increasing demand for personalized content, immersive experiences. Major trends in the forecast period include user-friendly software, rising popularity of VR and AR, product innovations, partnerships.
The widespread usage of social networking platforms is expected to propel the growth of the virtual content creation market going forward. Social networking platforms are online services that enable users to create public profiles, connect with friends and others, and share content and communication. The demand for social networking platforms is increasing as it provide convenient ways for people to connect, share information, and entertainment. Virtual content, such as 3D graphics, augmented reality (AR), and virtual reality (VR) experiences, can capture users' attention and provide a more immersive and interactive environment that leads to social media users spending more time on the platform. For instance, in November 2023, according to a survey conducted by Hootsuite Inc., a Canada-based social media management platform, from 2022 to 2023, TikTok's usage increased by 16%, LinkedIn by 5%, and Instagram by 1% for business purposes. Therefore, widespread usage of social networking platforms is driving the growth of the virtual content creation market.
Major companies operating in virtual content creation are focused on developing innovative products, such as Flipside Studio, to boost their revenue in the market. The app is designed to empower video content creators to harness virtual reality for creative expression, and it is compatible with Meta Quest 2 and Rift/Rift S VR headsets for motion capture technology, making animation production easier. For instance, in March 2023, Flipside XR, a Canada-based virtual reality company, launched Flipside Studio, a virtual production studio app. It has around 100 virtual production tools, such as bespoke avatars, solo or collaborative performance capabilities, and extensive support for different character types. The app also features a secure messaging platform and an audio browser enriched with various music, voices, and sound effects. This platform aims to enable video creators to explore and innovate within virtual reality.
In April 2023, VideoVerse, a US-based video editing platform provider, acquired Reely.ai for an undisclosed amount. Through this acquisition, VideoVerse aims to bolster its capabilities in AI-driven content creation and distribution for the gaming and esports industries, addressing the growing demand for innovative solutions. Reely.ai is a US-based company that provides AI-powered real-time video analysis.
Major companies operating in the virtual content creation market are Apple Inc., Google LLC, Microsoft Corporation, Meta Platforms Inc., Sony Corporation, Nvidia Corporation, Adobe Inc., Aptara Inc., Epic Games Inc., Avid Technology Inc., Valve Corporation, Corel Corporation, Magic Leap Inc., Matteport Inc., HTC Corporation, Pimax Inc., Canva Inc., Varjo Technologies Oy, Acrolinx GmbH, PicsArt Inc., Subvrsive Inc., StarVR Corporation, Blippar Group Ltd., VIAR Inc., Panedia Pty. Ltd., Scapic Innovation Pvt. Ltd., MarketMuse Inc.
Asia-Pacific was the largest region in the virtual content creation market in 2024. The regions covered in the virtual content creation market report are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East, Africa.
The countries covered in the virtual content creation market report are Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Russia, South Korea, UK, USA, Canada, Italy, Spain.
The virtual content creation market consists of revenues earned by entities by providing services such as graphic design, video production, content writing, blogging, website development, and email marketing. The market value includes the value of related goods sold by the service provider or included within the service offering. The virtual content creation market also includes sales of video editing software, content management systems, audio production software, and animation software that are used in providing services. Values in this market are 'factory gate' values, that is, the value of goods sold by the manufacturers or creators of the goods, whether to other entities (including downstream manufacturers, wholesalers, distributors, and retailers) or directly to end customers. The value of goods in this market includes related services sold by the creators of the goods.
The market value is defined as the revenues that enterprises gain from the sale of goods and/or services within the specified market and geography through sales, grants, or donations in terms of the currency (in USD, unless otherwise specified).
The revenues for a specified geography are consumption values that are revenues generated by organizations in the specified geography within the market, irrespective of where they are produced. It does not include revenues from resales along the supply chain, either further along the supply chain or as part of other products.
Virtual Content Creation Global Market Report 2025 from The Business Research Company provides strategists, marketers and senior management with the critical information they need to assess the market.
This report focuses on virtual content creation market which is experiencing strong growth. The report gives a guide to the trends which will be shaping the market over the next ten years and beyond.
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Where is the largest and fastest growing market for virtual content creation ? How does the market relate to the overall economy, demography and other similar markets? What forces will shape the market going forward? The virtual content creation market global report from the Business Research Company answers all these questions and many more.
The report covers market characteristics, size and growth, segmentation, regional and country breakdowns, competitive landscape, market shares, trends and strategies for this market. It traces the market's historic and forecast market growth by geography.
The market characteristics section of the report defines and explains the market.
The market size section gives the market size ($b) covering both the historic growth of the market, and forecasting its development.
The forecasts are made after considering the major factors currently impacting the market. These include:
The forecasts are made after considering the major factors currently impacting the market. These include the Russia-Ukraine war, rising inflation, higher interest rates, and the legacy of the COVID-19 pandemic.
Market segmentations break down the market into sub markets.
The regional and country breakdowns section gives an analysis of the market in each geography and the size of the market by geography and compares their historic and forecast growth. It covers the growth trajectory of COVID-19 for all regions, key developed countries and major emerging markets.
The competitive landscape chapter gives a description of the competitive nature of the market, market shares, and a description of the leading companies. Key financial deals which have shaped the market in recent years are identified.
The trends and strategies section analyses the shape of the market as it emerges from the crisis and suggests how companies can grow as the market recovers.
Scope
Markets Covered:1) By Solution Type: Services; Software
2) By Content Type: Videos; Immersive Videos; 360-Degree Photos
3) By Enterprise Size: Large Enterprises; Small And Medium Enterprises
4) By End User: Automotive; Travel And Hospitality; Media And Entertainment; Healthcare; Real Estate; Gaming; Retail; Other End Users
Subsegments:
1) By Services: Content Creation Services; Consulting Services; Integration And Implementation Services; Training And Support Services
2) By Software: 3D Modeling Software; Animation Software; Virtual Reality (VR) Development Software; Augmented Reality (AR) Development Software; Game Development Software
Companies Mentioned: Apple Inc.; Google LLC; Microsoft Corporation; Meta Platforms Inc.; Sony Corporation
3. Virtual Content Creation Market Trends And Strategies
4. Virtual Content Creation Market - Macro Economic Scenario Including The Impact Of Interest Rates, Inflation, Geopolitics, Covid And Recovery On The Market
5. Global Virtual Content Creation Growth Analysis And Strategic Analysis Framework
5.1. Global Virtual Content Creation PESTEL Analysis (Political, Social, Technological, Environmental and Legal Factors, Drivers and Restraints)
5.2. Analysis Of End Use Industries
5.3. Global Virtual Content Creation Market Growth Rate Analysis
5.4. Global Virtual Content Creation Historic Market Size and Growth, 2019 - 2024, Value ($ Billion)
5.5. Global Virtual Content Creation Forecast Market Size and Growth, 2024 - 2029, 2034F, Value ($ Billion)
5.6. Global Virtual Content Creation Total Addressable Market (TAM)
6. Virtual Content Creation Market Segmentation
6.1. Global Virtual Content Creation Market, Segmentation By Solution Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
Services
Software
6.2. Global Virtual Content Creation Market, Segmentation By Content Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
Videos
Immersive Videos
360-Degree Photos
6.3. Global Virtual Content Creation Market, Segmentation By Enterprise Size, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
Large Enterprises
Small And Medium Enterprises
6.4. Global Virtual Content Creation Market, Segmentation By End User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
Automotive
Travel And Hospitality
Media And Entertainment
Healthcare
Real Estate
Gaming
Retail
Other End Users
6.5. Global Virtual Content Creation Market, Sub-Segmentation Of Services, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
Content Creation Services
Consulting Services
Integration And Implementation Services
Training And Support Services
6.6. Global Virtual Content Creation Market, Sub-Segmentation Of Software, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
3D Modeling Software
Animation Software
Virtual Reality (VR) Development Software
Augmented Reality (AR) Development Software
Game Development Software
7. Virtual Content Creation Market Regional And Country Analysis
7.1. Global Virtual Content Creation Market, Split By Region, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
7.2. Global Virtual Content Creation Market, Split By Country, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion