North America Virtual Reality Content Creation Market 2020-2030 by Solution, Content Type, VR Medium, Application, and Country: Trend Outlook and Growth Opportunity
North America virtual reality content creation market is expected to grow by 68.2% annually in the forecast period and reach $102.99 billion by 2030. Highlighted with 21 tables and 37 figures, this 85-page report “North America Virtual Reality Content Creation Market 2020-2030 by Solution, Content Type, VR Medium, Application, and Country: Trend Outlook and Growth Opportunity” is based on a comprehensive research of the entire North America virtual reality content creation market and all its sub-segments through extensively detailed classifications. Profound analysis and assessment are generated from premium primary and secondary information sources with inputs derived from industry professionals across the value chain. In this report 2019 is the base year for market analysis, with forecast covering 2020-2030. (Please Note: The report will be updated before delivery to make sure that the latest historical year is the base year and the forecast covers at least 5 years over the base year.) In-depth qualitative analyses include identification and investigation of the following aspects: • Market Structure • Growth Drivers • Restraints and Challenges • Emerging Product Trends & Market Opportunities • Porter’s Fiver Forces The trend and outlook of North America market is forecast in optimistic, balanced, and conservative view. The balanced (most likely) projection is used to quantify North America virtual reality content creation market in every aspect of the classification from perspectives of Solution, Content Type, VR Medium, Application, and Country. Based on Solution, the North America market is segmented into the following sub-markets with annual revenue ($ mn) for 2019-2030 included in each section. • Software • Service Based on Content Type, the North America market is segmented into the following sub-markets with annual revenue ($ mn) for 2019-2030 included in each section. • Games • Videos (further split into 360 Degree Videos and Immersive Videos) • Images Based on VR Medium, the North America market is segmented into the following sub-markets with annual revenue ($ mn) for 2019-2030 included in each section. • Mobile-based VR Content • Console-based VR Content • PC-based VR Content Based on Application, the North America market is segmented into the following sub-markets with annual revenue ($ mn) for 2019-2030 included in each section. • Healthcare • Aerospace & Defense • Media & Entertainment • Gaming • Automotive • E-commerce & Retail • Tourism & Hospitality • Real Estate • Other Applications Geographically, the following national/local markets are fully investigated: • U.S. • Canada For each of the aforementioned countries, market analysis and revenue data are available for 2019-2030. The breakdown of major national markets by Content Type, VR Medium, and Application over the years 2019-2030 are also included. The report also covers current competitive scenario and the predicted trend; and profiles key vendors including market leaders and important emerging players. Specifically, potential risks associated with investing in North America virtual reality content creation market are assayed quantitatively and qualitatively through GMD’s Risk Assessment System. According to the risk analysis and evaluation, Critical Success Factors (CSFs) are generated as a guidance to help investors & stockholders identify emerging opportunities, manage and minimize the risks, develop appropriate business models, and make wise strategies and decisions. Key Players (this may not be a complete list and extra companies can be added upon request): 360 Labs Blippar Koncept VR Matterport Panedia Pty Ltd. Pixvana Inc. Scapic. SubVRsive VIAR (Viar360) WeMakeVR (Please Note: The report will be updated before delivery to make sure that the latest historical year is the base year and the forecast covers at least 5 years over the base year.)
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Table of Contents 1 Introduction 5 1.1 Industry Definition and Research Scope 5 1.1.1 Industry Definition 5 1.1.2 Research Scope 6 1.2 Research Methodology 8 1.2.1 Overview of Market Research Methodology 8 1.2.2 Market Assumption 9 1.2.3 Secondary Data 9 1.2.4 Primary Data 9 1.2.5 Data Filtration and Model Design 10 1.2.6 Market Size/Share Estimation 11 1.2.7 Research Limitations 12 1.3 Executive Summary 13 2 Market Overview and Dynamics 15 2.1 Market Size and Forecast 15 2.2 Major Growth Drivers 16 2.3 Market Restraints and Challenges 19 2.4 Emerging Opportunities and Market Trends 22 2.5 Porter’s Fiver Forces Analysis 25 3 Segmentation of North America Market by Solution 29 3.1 Market Overview by Solution 29 3.2 Software 31 3.3 Services 32 4 Segmentation of North America Market by Content Type 33 4.1 Market Overview by Content Type 33 4.2 Games 35 4.3 Videos 36 4.4 Images 38 5 Segmentation of North America Market by VR Medium 39 5.1 Market Overview by VR Medium 39 5.2 Mobile-based VR Content 41 5.3 Console-based VR Content 42 5.4 PC-based VR Content 43 6 Segmentation of North America Market by Application 44 6.1 Market Overview by Application 44 6.2 Healthcare 46 6.3 Aerospace & Defense 47 6.4 Media & Entertainment 48 6.5 Gaming 49 6.6 Automotive 50 6.7 E-commerce & Retail 51 6.8 Tourism & Hospitality 52 6.9 Real Estate 53 6.10 Other Applications 54 7 North America Market 2019-2030 by Country 55 7.1 Overview of North America Market 55 7.2 U.S. Market 58 7.3 Canadian Market 62 8 Competitive Landscape 64 8.1 Overview of Key Vendors 64 8.2 New Product Launch, Partnership, Investment, and M&A 67 8.3 Company Profiles 68 360 Labs 68 Blippar 70 Koncept VR 71 Matterport 72 Panedia Pty Ltd. 73 Pixvana Inc. 74 Scapic. 75 SubVRsive 76 VIAR (Viar360) 77 WeMakeVR 78 9 Investing in North America Market: Risk Assessment and Management 79 9.1 Risk Evaluation of North America Market 79 9.2 Critical Success Factors (CSFs) 82 Related Reports and Products 85