Global VR AR Content Creation Market Ecosystem By Content Type; By Application; By End user (Automotive, Aerospace, Defense, Logistics, Retail, Healthcare, Consumer Industry, Others), By Region & Forecast to 2026

Global VR AR Content Creation Market Ecosystem was valued at US$ 385.5 Mn in 2018 and is expected to grow with a CAGR of 18.5% during the forecast period. Increasing demand for AR VR devices among the population is driving the growth of the VR AR Content Creation Market Ecosystem. At the same time, the increasing number of AR VR headset manufacturers such as Google, HTC, Oculus, and others, is one of the major factors in accentuating the demand for VR AR content creation. Content is distributed on a range of devices such as Oculus Go, Oculus Rift, Samsung Gear, and others, in order to provide users an immersive experience. Users are expected to download the content on their smartphones from google store, Oculus store, and so on.

Moreover, the growing demand for 360 videos is creating opportunities for content creators to provide content for this type of video. Augmented reality applications mainly run on AR capable mobile phones and users are expected to download the application from the app store. The main challenge is to make users download the content on their smartphones due to the poor quality of the internet in locations such as museums and other such places. This, in turn, can hinder the growth of the overall VR AR Content Creation Market Ecosystem.

COVID-19 Impact Analysis & Opportunities in VR AR Content Creation Market:

The outbreak of COVID-19 has bought along with a global recession, which has impacted several industries. Along with this impact, COVID Pandemic has also generated a few new business opportunities for VR AR Content Creation market. The overall competitive landscape and market dynamics of VR AR Content Creation have been disrupted due to this pandemic. All these disruptions and impacts have been analyzed quantifiably in this report, which is backed by market trends, events, and revenue shift analysis. COVID impact analysis also covers strategic adjustments for Tier 1, 2, and 3 players of VR AR Content Creation Market.

Ecosystem Snapshot: VR AR Content Creation Market Overview

Ecosystem Snapshot VR AR Content Creation Market Ecosystem

Based on applications, the training segment dominated the market in 2018 and is expected to show similar trends in the coming years. VR AR content is mainly used by employers for training and promotional purpose. The global spending for corporate training in 2018 was approximately US$ 130 Bn, which is expected to create demand for VR AR content creation among employers for training their employees. Companies such as Walmart, Boeing, UPS, and others are using AR VR for training purposes, which has been driving the demand for VR AR content creation in recent years. Boeing has reduced its operational time by 25% due to the use of augmented reality headsets. This has also enabled the company to eliminate errors during maintenance and thus, enhance productivity.

Further, Agco, a U.S.-based agriculture equipment company manufacturer, has managed to reduce the time of inspection by 30% due to the use of augmented reality in training programs. As augmented reality is increasingly used for training by companies, the demand for VR AR content creation is expected to increase in the coming years. At the same time, as 80% of workforce across the world uses smartphones or tablets at work, this will create opportunities for AR VR training in the coming years. However, security issues associated with corporate training applications are expected to hinder the growth of the segment to some extent. Capabilities of AR smart glasses to provide real-time data, remote assistance, and others are also driving the growth of the VR AR Content Creation Market Ecosystem

VR AR Content Creation Market Ecosystem Segmentation

 

By Content-Type  By Application By End-Use 
Videos 3D Modelling Automotive
360-Degree Videos Training Aerospace
Games Monitoring Defence
  Others Logistics
    Retail
    Healthcare
    Consumer Industry
    Others

Global VR AR Content Creation Market Ecosystem  

Based on regions, North America dominated the market in 2018 and is expected to show similar trends in the coming years. The presence of major players such as Facebook, Google, and others, is one of the major factors in driving the growth of the VR AR Content Creation Market Ecosystem. Asia Pacific is expected to grow at the fastest pace during the forecast period. Growth of the gaming industry in the Asia Pacific has been creating demand for VR AR content creation in recent days. The China gaming market accounted for a revenue of US$ 27.6 Bn in 2017, and this market will dominate the VR AR Content Creation Market Ecosystem in the APAC region.

VR AR Content Creation Market Ecosystem: Market Statistics Glimpse

VR AR Content Creation Market Ecosystem Market Statistics Glimpse

There are many trends that are having an impact on the market forecast. These, when evaluated from a company’s perspective, can drive growth. Our numerous consulting projects have generated sizeable synergies across all regions and all sizes of companies.

The Major Players Operating in The Global VR AR Content Creation Market Ecosystem are as Follows:

Company Ecosystem Positioning Total Revenue Industry Region
Next/Now Software provider ~ US$ 14.9 Mn Content Creation Global
GameAnax Inc. Software provider ~ US$ 13.8 Mn Content Creation Global
Intellectsoft Software provider ~ US$ 13.8 Mn Content Creation Global
Apptension  Software provider ~ US$ 7.9 Mn Content Creation Global
Zco Corporation Software provider ~ US$ 65.9 Mn Content Creation Global

Very few markets have interconnectivity with other markets like AR VR. Our Interconnectivity module focuses on the key nodes of heterogeneous markets in detail. Internet of things, cloud computing, and 5G integration markets are some of our key researched markets

VR AR Content Creation Market Ecosystem Major Interconnectivities

	VR AR Content Creation Market Ecosystem Major Interconnectivities

Glance on Global VR AR Content Creation Market Ecosystem Trends:

Trends By End-Use  Impact value
Virtual reality can imitate the greatest music, entertainment, and sports experience, from live nation concerts to NBA games. The virtual reality sports enable fans to enjoy the game without facing any difficulty due to crowded stadiums. Consumer Industry 4.61%
Rising demand for mixed reality among companies, owing to its increased adoption in the gaming and entertainment industry. Consumer Industry 0.96%
Virtual reality headsets are used by sports associations for training players. National Football League and Major League Baseball are using this platform for training referees and umpires, thus helping them in detecting concussions in players. Consumer Industry 0.55%

 

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Ecosystem Report – Table of Content

  1. Introduction
    1. Global VR AR content creation ecosystem Definition
    2. Scope of study 
    3. Annual SaaS
  2. Executive Summary
    1. Global Market Segmentation
    2. Global Market Overview
      1. Mega Growth Drivers
      2. Major Growth Blockers
    3. Global Market Statistics
      1. By Investment
        1. VR AR content creation Ecosystem Industry Player
        2. Investment Companies
      2. By Market Revenue / Shipments/ Price Points                        
    4. Mega Trends
    5. Competitive Landscape
      1. SWOT
      2. PEST
      3. Company Ranking
    6. Market Attractiveness
      1. By Segment Level
      2. By Geography (Region/Country)
    7. Interconnectivity
      1. Allied/Interconnected Markets
      2. Allied/Interconnected Technologies
      3. Allied/Interconnected Applications
      4. Allied/Interconnected End Users

VR AR content creation Ecosystem Positioning

  1. Global VR AR content creation Ecosystem Snapshot
    1. VR AR content creation Ecosystem Broad Heads
      1. Demand Side
    2. Supply Side
  2. Global VR AR content creation Ecosystem Segmentation
    1. By content type
      1. Videos
      2. 360-Degree Videos
      3. Games
    2. By Application
      1. 3D modelling
      2. Training
      3. Monitoring
      4. Others
    3. By end use
      1. Automotive
      2. Aerospace
      3. Defence
      4. Logistics
      5. Retail
      6. Healthcare
      7. Consumer Industry
      8. Others
    4. Geographic Overview
      1. North America
        1. U.S.
        2. Canada
        3. Mexico
      2. Europe
        1. U.K.
        2. Germany
        3. Italy
        4. Spain
        5. France
        6. Rest of Europe
      3. APAC
        1. India
        2. Japan
        3. China
        4. South Korea
        5. Taiwan
        6. Rest of APAC
      4. RoW
        1. MEA
        2. LATAM
  3. Competitive Landscape Mapping by Ecosystem Positioning
    1. Company by each node
    2. Vendor Landscaping
    3. Ecosystem Level Analysis
    4. Global VR AR content creation Ecosystem Broad Heads
  4. Competitive Landscape Mapping by Ecosystem Positioning
    1. Company by each node
    2. Vendor Landscaping

VR AR content creation Ecosystem Trend Analysis

  1. Global VR AR content creation Ecosystem Trends
    1. Trend Mapping
      1. Trend Description
      2. Trend Evaluation
        1. Impact
        2. Importance
        3. Remarks
      3. Trend Outlook (Short, Mid, Long Term)
      4. Trend Company Mapping
      5. Related VR AR content creation ecosystem Mapping
      6. Trend Region/Country Mapping

VR AR content creation Ecosystem Regulatory Analysis

  1. Overview
    1. Regulatory Mapping
    2. Regulatory Impact
    3. Regulatory Interlinkage

VR AR content creation ecosystem Sizing, Volume and ASP Analysis & Forecast

  1. Global VR AR content creation Ecosystem Sizing & Volume
    1. Cross-segmentation
    2. Global VR AR content creation Ecosystem Market Sizing and Forecast
    3. Global VR AR content creation Ecosystem Volume Analysis
    4. Average Selling Price Analysis
    1. Global VR AR content creation Ecosystem Growth Analysis

 

VR AR content creation Ecosystem Competitive Intelligence

  1. Competitive Intelligence
    1. Top Industry Players vs Trend Tagging
        1. Importance
        2. Trend Nature (Positive/ Negative)
        3. Value
        4. Interconnectivity for each vendor
    2. Global VR AR content creation ecosystem Share Analysis
        1. By Each Node
    3. Strategies Adopted by Global VR AR content creation Ecosystem participants
        1. Global VR AR content creation Ecosystem Strategies
          1. New product launch Strategies
          2. Geographic Expansion Strategies
          3. Product-line Expansion Strategies
          4. Operational / Efficiency building Strategies
          5. Other Strategies

VR AR content creation Ecosystem Company Profiles

  1. Company Profiles (Total available company profiles for this market are around 103, this is sample list of companies. Please write us at contact@alltheresearch.com for details)
    1. Next/Now
      1. Company Fundamentals
      2. Subsidiaries list
      3. Share Holding Pattern
      4. Key Employees and Board of Directors
      5. Financial Analysis
        1. Financial Summary
        2. Ratio Analysis
        3. Valuation Metrics
      6. Product & Services
      7. Client & Strategies
      8. Ecosystem Presence
      9. SWOT
      10. Trends Mapping
      11. Analyst Views
    2. GameAnax Inc.
    3. Intellectsoft
    4. Apptension
    5. Zco Corporation
    6. Quy Technology
    7. CitrusBits
    8. Intelivita
    9. Capermint Technologies Pvt Ltd
    10. HQSOFTWARE
    11. iQlance Solutions
    12. Technostacks Infotech Pvt. Ltd
    13. EON Reality Inc.
    14. Gramercy Tech
    15. Crysberry
    16. Lookinar
    17. The intellify
    18. Atheer
    19. Unity Technology
    20. Microsoft

VR AR content creation Ecosystem Developments

  1.  Market Developments
    1. VR AR content creation Ecosystem Events & Rationale
    2. R&D, Technology and Innovation
    3. Business & Corporate advancements
    4. M&A, JVs/Partnerships
    5.  Political, Macro-economic, Regulatory
    6.  Awards & Recognition
    7. Others

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    1. Sensitivity Analysis
    2. TAM SAM SOM Analysis
    3. Other Customization
  2. Appendix
    1. Sources
    2. Assumptions
    3. Contact

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