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Virtual Reality Content Market (Component - Hardware, and Software; Content Type - Games, Videos, and 360 Degree Photos; Application - Gaming, Automotive, Media and Entertainment, Retail, and Other Applications): Global Industry Analysis, Trends, Size, Share and Forecasts to 2025

  • Published : August, 2019

  • Rep Id : ICT1274

  • Category : Electronics, ICT and Semiconductors

  • Status : Published

This report provides exclusive insights into the COVID-19 impact on the Virtual Reality Content Market. The detailed analysis provides information about the impact of the outbreak on the demand and supply conditions, trends and forecasts of the Virtual Reality Content Market. Moreover, the impact analysis covers the study of the COVID-19 on the supply chain of Virtual Reality Content Market. The sectoral impact shall provide insights into both short term and long term effects of the pandemic on the related and support industries.

A recent report published by Infinium Global Research on virtual reality content market provides an in-depth analysis of segments and sub-segments in the global as well as regional virtual reality content market. The study also highlights the impact of drivers, restraints, and macro indicators on the global and regional virtual reality content market over the short term as well as long term. The report is a comprehensive presentation of trends, forecast and dollar values of global virtual reality content market. According to the report, the global virtual reality content market is projected to grow at healthy CAGR over the forecast period of 2019-2025.

Market Insight

Easiest means of creating virtual reality content is to talking 360-degree video. Due to 360-degree videos user will be able to interact with the environment except for looking around. Taking 360-degree video will allow us to generate the content of the real world. Some platforms such as HTC Vive, Oculus Rift, OSVR, PSVR, and Google Cardboard provides a platform to view amazing content from the VR designers across the globe.

Growing the investment of key players in the virtual reality is the driving factor for the growth of the global virtual reality market. Rising demand for the virtual reality in the gaming and entertainment sector is the driving factor for the growth of the global virtual reality content market. Growing adoption of virtual reality for education propels the growth of the market. An increasing number of user of the smartphones and tablets boosts the growth of the global virtual reality content market. On the other hand, High cost associated with the virtual reality devices and software may hamper the growth of the global virtual reality market. High cost associated with virtual reality devices. Moreover, growing digitalization and adoption of advanced technologies creates an opportunity for the growth of the virtual reality content market.

Global Virtual Reality Market is segmented regionally into North America, Europe, Asia-Pacific and Rest of World (RoW). North America holds the highest market in the Global Virtual Reality Market due to the presence of the major players and increasing capital investment in the gaming and media and entertainment industries. In North America, the U.S. dominates the market followed by Canada and Mexico. Asia-Pacific is expected to grow with the highest CAGR during 2018-2025. Growing adoption of virtual reality for the education and growing number of smartphone and tablet users and an increasing number of mobile application boost the growth of the market in the Asia-Pacific region. In Asia-Pacific, China dominates the market followed by Japan and India.

Segment Covered

The report on global virtual reality content market covers segments such as component, content type, and application. On the basis of component, the sub-markets include hardware, and software. On the basis of content type, the sub-markets include games, videos, and 360 degree photos. On the basis of application, the sub-markets include gaming, automotive, media and entertainment, retail, and other applications. 

Companies Profiled:

The report provides profiles of the companies in the market such as Microsoft Corporation, Sony Corporation, Samsung Electronics Co. Ltd., Alphabet, Inc. (Google), Oculus VR, LLC, HTC Corporation, GoPro, Inc., Magic Leap, Inc., Leap Motion, Inc., Eon Reality, Inc., and Other Companies. 

Report Highlights:

The report provides deep insights into the demand forecasts, market trends, and micro and macro indicators. In addition, this report provides insights into the factors that are driving and restraining the growth in this market. Moreover, The IGR-Growth Matrix analysis given in the report brings an insight into the investment areas that existing or new market players can consider. The report provides insights into the market using analytical tools such as Porter's five forces analysis and DRO analysis of virtual reality content market. Moreover, the study highlights current market trends and provides forecast from 2019-2025. We also have highlighted future trends in the market that will affect the demand during the forecast period. Moreover, the competitive analysis given in each regional market brings an insight into the market share of the leading players.

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