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VR Content Creation - Global Market Share and Ranking, Overall Sales and Demand Forecast 2025-2031

VR Content Creation - Global Market Share and Ranking, Overall Sales and Demand Forecast 2025-2031


The global VR Content Creation market was valued at US$ 496.20 million in 2024 and is expected to reach US$ 3,254.96 million by 2031, with a CAGR of 33.86% during the forecast period 2025-2031. ... もっと見る

 

 

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Summary

The global VR Content Creation market was valued at US$ 496.20 million in 2024 and is expected to reach US$ 3,254.96 million by 2031, with a CAGR of 33.86% during the forecast period 2025-2031.

The global key companies of VR Content Creation include Flowing Cloud Technology, Falcon's Beyond, Survios, Felix & Paul Studios, Archiact, Juego Studios, BlockchainAppsDeveloper, Game-Ace, Hengxin Shambala, etc. in 2024, the global five largest players hold a share approximately 8% in terms of revenue. The market concentration is very low, there are many small players in the market.
This report aims to provide a comprehensive presentation of the global market for VR Content Creation, focusing on the total sales revenue, key companies market share and ranking, together with an analysis of VR Content Creation by region & country, by Customer, and by Application.
The VR Content Creation market size, estimations, and forecasts are provided in terms of sales revenue ($ millions), considering 2024 as the base year, with history and forecast data for the period from 2020 to 2031.

Market Segmentation

By Company
Flowing Cloud Technology
Falcon's Beyond
Survios
Felix & Paul Studios
Archiact
Juego Studios
BlockchainAppsDeveloper
Game-Ace
Hengxin Shambala
Luminous XR
Virtual Reality Company (VRC)
360 Labs
4Experience
Khora
VRdirect
Panedia
Koncept VR
LetinVR
Dream Verse
2nd.SIDE
WHITESTAG
Tsumiki Seisaku
Silkroad Visual
Liquona
Avventura

Segment by Customer
to B
to C

Segment by Application
Games
Film and TV
Medical
Education
Others

By Region
North America
USA
Canada
Mexico

Asia-Pacific
China
Japan
South Korea
India
Southeast Asia
Australia
Rest of Asia-Pacific

Europe
Germany
France
UK
Italy
Rest of Europe

South America
Brazil
Rest of South America

Middle East & Africa
Middle East
Africa

Chapter Outline
Chapter 1: Introduces the report scope of the report, global total market size. This chapter also provides the market dynamics, latest developments of the market, the driving factors and restrictive factors of the market, the challenges and risks faced by manufacturers in the industry, and the analysis of relevant policies in the industry.
Chapter 2: Detailed analysis of VR Content Creation company competitive landscape, revenue market share, latest development plan, merger, and acquisition information, etc.
Chapter 3: Provides the analysis of various market segments by Customer, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different market segments.
Chapter 4: Provides the analysis of various market segments by Application, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different downstream markets.
Chapter 5: Revenue of VR Content Creation in regional level. It provides a quantitative analysis of the market size and development potential of each region and introduces the market development, future development prospects, market space, and market size of each country in the world.
Chapter 6: Revenue of VR Content Creation in country level. It provides sigmate data by Customer, and by Application for each country/region.
Chapter 7: Provides profiles of key players, introducing the basic situation of the main companies in the market in detail, including product revenue, gross margin, product introduction, recent development, etc.
Chapter 8: Analysis of industrial chain, including the upstream and downstream of the industry.
Chapter 9: Conclusion.

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Table of Contents

1 Market Overview 1
1.1 VR Content Creation Product Introduction 1
1.2 Global VR Content Creation Market Size Forecast (2020-2031) 1
1.3 VR Content Creation Market Trends & Drivers 3
1.3.1 VR Content Creation Industry Trends 3
1.3.2 VR Content Creation Market Drivers & Opportunity 4
1.3.3 VR Content Creation Market Challenges 5
1.3.4 VR Content Creation Market Restraints 5
1.4 Assumptions and Limitations 6
1.5 Study Objectives 7
1.6 Years Considered 7
2 Competitive Analysis by Company 9
2.1 Global VR Content Creation Players Revenue Ranking (2024) 9
2.2 Global VR Content Creation Revenue by Company (2020-2025) 11
2.3 Key Companies VR Content Creation Headquarter 13
2.4 Key Companies VR Content Creation Application 14
2.5 Key VR Content Creation Companies Established Time 15
2.6 VR Content Creation Market Competitive Analysis 16
2.6.1 VR Content Creation Market Concentration Rate (2020-2025) 16
2.6.2 Global 5 and 10 Largest Companies by VR Content Creation Revenue in 2024 18
2.6.3 Global Top Companies by Company Type (Tier 1, Tier 2, and Tier 3) & (based on the Revenue in VR Content Creation as of 2024) 19
3 Segmentation by Customer 22
3.1 Introduction by Customer 22
3.1.1 to B 22
3.1.2 to C 22
3.2 Global VR Content Creation Sales Value by Customer 22
3.2.1 Global VR Content Creation Sales Value by Customer (2020 VS 2024 VS 2031) 22
3.2.2 Global VR Content Creation Sales Value, by Customer (2020-2031) 24
3.2.3 Global VR Content Creation Sales Value, by Customer (%) (2020-2031) 24
4 Segmentation by Application 26
4.1 Introduction by Application 26
4.1.1 Games 26
4.1.2 Film and TV 27
4.1.3 Medical 27
4.1.4 Education 28
4.1.5 Others 29
4.2 Global VR Content Creation Sales Value by Application 29
4.2.1 Global VR Content Creation Sales Value by Application (2020 VS 2024 VS 2031) 29
4.2.2 Global VR Content Creation Sales Value, by Application (2020-2031) 31
4.2.3 Global VR Content Creation Sales Value, by Application (%) (2020-2031) 32
5 Segmentation by Region 34
5.1 Global VR Content Creation Sales Value by Region 34
5.1.1 Global VR Content Creation Sales Value by Region: 2020 VS 2024 VS 2031 34
5.1.2 Global VR Content Creation Sales Value by Region (2020-2025) 34
5.1.3 Global VR Content Creation Sales Value by Region (2026-2031) 35
5.1.4 Global VR Content Creation Sales Value by Region (%), (2020-2031) 35
5.2 North America 36
5.2.1 North America VR Content Creation Sales Value, 2020-2031 36
5.2.2 North America VR Content Creation Sales Value by Country (%), 2024 VS 2031 37
5.3 Europe 38
5.3.1 Europe VR Content Creation Sales Value, 2020-2031 38
5.3.2 Europe VR Content Creation Sales Value by Country (%), 2024 VS 2031 39
5.4 Asia Pacific 40
5.4.1 Asia Pacific VR Content Creation Sales Value, 2020-2031 40
5.4.2 Asia Pacific VR Content Creation Sales Value by Region (%), 2024 VS 2031 41
5.5 South America 42
5.5.1 South America VR Content Creation Sales Value, 2020-2031 42
5.5.2 South America VR Content Creation Sales Value by Country (%), 2024 VS 2031 43
5.6 Middle East & Africa 44
5.6.1 Middle East & Africa VR Content Creation Sales Value, 2020-2031 44
5.6.2 Middle East & Africa VR Content Creation Sales Value by Country (%), 2024 VS 2031 45
6 Segmentation by Key Countries/Regions 46
6.1 Key Countries/Regions VR Content Creation Sales Value Growth Trends, 2020 VS 2024 VS 2031 46
6.2 Key Countries/Regions VR Content Creation Sales Value, 2020-2031 47
6.3 USA 49
6.3.1 USA VR Content Creation Sales Value, 2020-2031 49
6.3.2 USA VR Content Creation Sales Value by Customer (%), 2024 VS 2031 50
6.3.3 USA VR Content Creation Sales Value by Application, 2024 VS 2031 51
6.4 Europe 52
6.4.1 Europe VR Content Creation Sales Value, 2020-2031 52
6.4.2 Europe VR Content Creation Sales Value by Customer (%), 2024 VS 2031 53
6.4.3 Europe VR Content Creation Sales Value by Application, 2024 VS 2031 53
6.5 China 54
6.5.1 China VR Content Creation Sales Value, 2020-2031 54
6.5.2 China VR Content Creation Sales Value by Customer (%), 2024 VS 2031 55
6.5.3 China VR Content Creation Sales Value by Application, 2024 VS 2031 55
6.6 Japan 56
6.6.1 Japan VR Content Creation Sales Value, 2020-2031 56
6.6.2 Japan VR Content Creation Sales Value by Customer (%), 2024 VS 2031 57
6.6.3 Japan VR Content Creation Sales Value by Application, 2024 VS 2031 57
6.7 South Korea 58
6.7.1 South Korea VR Content Creation Sales Value, 2020-2031 58
6.7.2 South Korea VR Content Creation Sales Value by Customer (%), 2024 VS 2031 59
6.7.3 South Korea VR Content Creation Sales Value by Application, 2024 VS 2031 59
6.8 Southeast Asia 60
6.8.1 Southeast Asia VR Content Creation Sales Value, 2020-2031 60
6.8.2 Southeast Asia VR Content Creation Sales Value by Customer (%), 2024 VS 2031 61
6.8.3 Southeast Asia VR Content Creation Sales Value by Application, 2024 VS 2031 61
6.9 India 62
6.9.1 India VR Content Creation Sales Value, 2020-2031 62
6.9.2 India VR Content Creation Sales Value by Customer (%), 2024 VS 2031 63
6.9.3 India VR Content Creation Sales Value by Application, 2024 VS 2031 63
7 Company Profiles 64
7.1 Flowing Cloud Technology 64
7.1.1 Flowing Cloud Technology Profile 64
7.1.2 Flowing Cloud Technology Main Business 64
7.1.3 Flowing Cloud Technology VR Content Creation Service/Projects 65
7.1.4 Flowing Cloud Technology VR Content Creation Revenue (US$ Million) & (2020-2025) 67
7.2 Falcon's Beyond 67
7.2.1 Falcon's Beyond Profile 67
7.2.2 Falcon's Beyond Main Business 68
7.2.3 Falcon's Beyond VR Content Creation Service/Projects 68
7.2.4 Falcon's Beyond VR Content Creation Revenue (US$ Million) & (2020-2025) 69
7.2.5 Falcon's Beyond Recent Developments 69
7.3 Survios 69
7.3.1 Survios Profile 69
7.3.2 Survios Main Business 70
7.3.3 Survios VR Content Creation Service/Projects 70
7.3.4 Survios VR Content Creation Revenue (US$ Million) & (2020-2025) 71
7.3.5 Survios Recent Developments 71
7.4 Felix & Paul Studios 71
7.4.1 Felix & Paul Studios Profile 71
7.4.2 Felix & Paul Studios Main Business 72
7.4.3 Felix & Paul Studios VR Content Creation Service/Projects 72
7.4.4 Felix & Paul Studios VR Content Creation Revenue (US$ Million) & (2020-2025) 73
7.5 Archiact 73
7.5.1 Archiact Profile 73
7.5.2 Archiact Main Business 74
7.5.3 Archiact VR Content Creation Service/Projects 74
7.5.4 Archiact VR Content Creation Revenue (US$ Million) & (2020-2025) 75
7.5.5 Archiact Recent Developments 75
7.6 Juego Studios 75
7.6.1 Juego Studios Profile 75
7.6.2 Juego Studios Main Business 76
7.6.3 Juego Studios VR Content Creation Service/Projects 76
7.6.4 Juego Studios VR Content Creation Revenue (US$ Million) & (2020-2025) 77
7.7 BlockchainAppsDeveloper 77
7.7.1 BlockchainAppsDeveloper Profile 77
7.7.2 BlockchainAppsDeveloper Main Business 78
7.7.3 BlockchainAppsDeveloper VR Content Creation Service/Projects 78
7.7.4 BlockchainAppsDeveloper VR Content Creation Revenue (US$ Million) & (2020-2025) 79
7.8 Game-Ace 79
7.8.1 Game-Ace Profile 79
7.8.2 Game-Ace Main Business 80
7.8.3 Game-Ace VR Content Creation Service/Projects 80
7.8.4 Game-Ace VR Content Creation Revenue (US$ Million) & (2020-2025) 80
7.9 Hengxin Shambala 81
7.9.1 Hengxin Shambala Profile 81
7.9.2 Hengxin Shambala Main Business 81
7.9.3 Hengxin Shambala VR Content Creation Service/Projects 82
7.9.4 Hengxin Shambala VR Content Creation Revenue (US$ Million) & (2020-2025) 83
7.10 Luminous XR 83
7.10.1 Luminous XR Profile 83
7.10.2 Luminous XR Main Business 84
7.10.3 Luminous XR VR Content Creation Service/Projects 84
7.10.4 Luminous XR VR Content Creation Revenue (US$ Million) & (2020-2025) 85
7.10.5 Luminous XR Recent Developments 85
7.11 Virtual Reality Company (VRC) 85
7.11.1 Virtual Reality Company (VRC) Profile 85
7.11.2 Virtual Reality Company (VRC) Main Business 86
7.11.3 Virtual Reality Company (VRC) VR Content Creation Service/Projects 86
7.11.4 Virtual Reality Company (VRC) VR Content Creation Revenue (US$ Million) & (2020-2025) 87
7.12 360 Labs 87
7.12.1 360 Labs Profile 87
7.12.2 360 Labs Main Business 88
7.12.3 360 Labs VR Content Creation Service/Projects 88
7.12.4 360 Labs VR Content Creation Revenue (US$ Million) & (2020-2025) 89
7.13 4Experience 89
7.13.1 4Experience Profile 89
7.13.2 4Experience Main Business 90
7.13.3 4Experience VR Content Creation Service/Projects 90
7.13.4 4Experience VR Content Creation Revenue (US$ Million) & (2020-2025) 90
7.14 Khora 91
7.14.1 Khora Profile 91
7.14.2 Khora Main Business 91
7.14.3 Khora VR Content Creation Service/Projects 92
7.14.4 Khora VR Content Creation Revenue (US$ Million) & (2020-2025) 92
7.15 VRdirect 93
7.15.1 VRdirect Profile 93
7.15.2 VRdirect Main Business 93
7.15.3 VRdirect VR Content Creation Service/Projects 94
7.15.4 VRdirect VR Content Creation Revenue (US$ Million) & (2020-2025) 94
7.16 Panedia 94
7.16.1 Panedia Profile 94
7.16.2 Panedia Main Business 95
7.16.3 Panedia VR Content Creation Service/Projects 95
7.16.4 Panedia VR Content Creation Revenue (US$ Million) & (2020-2025) 96
7.17 Koncept VR 96
7.17.1 Koncept VR Profile 96
7.17.2 Koncept VR Main Business 97
7.17.3 Koncept VR VR Content Creation Service/Projects 97
7.17.4 Koncept VR VR Content Creation Revenue (US$ Million) & (2020-2025) 98
7.18 LetinVR 98
7.18.1 LetinVR Profile 98
7.18.2 LetinVR Main Business 99
7.18.3 LetinVR VR Content Creation Service/Projects 99
7.18.4 LetinVR VR Content Creation Revenue (US$ Million) & (2020-2025) 99
7.19 Dream Verse (iQIYI) 100
7.19.1 Dream Verse Profile 100
7.19.2 Dream Verse Main Business 100
7.19.3 Dream Verse VR Content Creation Service/Projects 101
7.19.4 Dream Verse VR Content Creation Revenue (US$ Million) & (2020-2025) 101
7.19.5 Dream Verse Recent Developments 101
7.20 2nd.SIDE 102
7.20.1 2nd.SIDE Profile 102
7.20.2 2nd.SIDE Main Business 102
7.20.3 2nd.SIDE VR Content Creation Service/Projects 103
7.20.4 2nd.SIDE VR Content Creation Revenue (US$ Million) & (2020-2025) 103
7.21 WHITESTAG 104
7.21.1 WHITESTAG Profile 104
7.21.2 WHITESTAG Main Business 104
7.21.3 WHITESTAG VR Content Creation Service/Projects 105
7.21.4 WHITESTAG VR Content Creation Revenue (US$ Million) & (2020-2025) 105
7.22 Tsumiki Seisaku 105
7.22.1 Tsumiki Seisaku Profile 105
7.22.2 Tsumiki Seisaku Main Business 106
7.22.3 Tsumiki Seisaku VR Content Creation Service/Projects 106
7.22.4 Tsumiki Seisaku VR Content Creation Revenue (US$ Million) & (2020-2025) 107
7.23 Silkroad Visual 107
7.23.1 Silkroad Visual Profile 108
7.23.2 Silkroad Visual Main Business 108
7.23.3 Silkroad Visual VR Content Creation Service/Projects 108
7.23.4 Silkroad Visual VR Content Creation Revenue (US$ Million) & (2020-2025) 109
7.24 Liquona 110
7.24.1 Liquona Profile 110
7.24.2 Liquona Main Business 110
7.24.3 Liquona VR Content Creation Service/Projects 111
7.24.4 Liquona VR Content Creation Revenue (US$ Million) & (2020-2025) 111
7.25 Avventura 112
7.25.1 Avventura Profile 112
7.25.2 Avventura Main Business 112
7.25.3 Avventura VR Content Creation Service/Projects 112
7.25.4 Avventura VR Content Creation Revenue (US$ Million) & (2020-2025) 113
8 Industry Chain Analysis 114
8.1 VR Content Creation Industrial Chain 114
8.2 VR Content Creation Upstream Analysis 114
8.2.1 Upstream Products 114
8.2.2 Upstream Key Suppliers 115
8.3 Midstream Analysis 115
8.4 Downstream Analysis (Customers Analysis) 115
9 Research Findings and Conclusion 117
10 Appendix 118
10.1 Research Methodology 118
10.1.1 Methodology/Research Approach 118
10.1.2 Data Source 121
10.2 Author Details 124
10.3 Disclaimer 124

 

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