Market Highlights: The Virtual reality refers to demonstrating real experience of a particular subject by using the computer-generated technology of a 3D image or atmosphere that can be interacted with in a relatively real or physical way by a person using special electronic equipment, such as a helmet with a screen inside or gloves fitted with sensors, goggles, etc. VR content creation imitates the presence of real environments which gives thundering experiences to the consumer. The market study is being classified by Type (360-Degree Videos, 3D Animations and 3D Graphics (Computer animation, 3D modeling, Visual effects, Product design, Graphic/motion design, Visualization for architecture, engineering, Stereoscopic, 3D effects)), by Application (Entertainment industry, Educational Learning (Academic Research Through To Engineering, Design, Business, Arts ) and Develop New Models, Training Methods, Communication and Interaction) and major geographies with country level break-up that includes South America (Brazil, Argentina, Rest of South America), Asia Pacific (China, Japan, India, South Korea, Taiwan, Australia, Rest of Asia-Pacific), Europe (Germany, France, Italy, United Kingdom, Netherlands, Rest of Europe), MEA (Middle East, Africa), North America (United States, Canada, Mexico).
Key Players: The prominent players in the Virtual Reality Content Creation are Oculus VR (United States), Google (United States), HTC Vive (China), Unity (United States), Microsoft (United States), Samsung (South Korea), Magic Leap (United States), WorldViz (United States), Snap Inc (United States) and Wevr (United States).
Major Market Development Highlights On 20th September 2019, Unity Technologies creator of the world’s leading real-time 3D development platform announced the acquisition of deltaDNA, a leader in games LiveOps management. Under the terms of the acquisition, deltaDNA will continue to operate as a separate entity, providing its engine agnostic player lifetime management tools to developers worldwide. On 7th January 2020, Unity Technologies the world’s leading real-time 3D development platform announced the company is collaborating with NXP Semiconductors N.V, the world’s largest provider of automotive semiconductors, to develop a Human Machine Interface (HMI) tool-chain that creates modern vehicle experiences in mass production vehicles. Operating on NXP’s i.MX 8QuadMax Applications Processor, the tool-chain will give automotive manufacturers (OEMs) the ability to tap into Unity’s real-time 3D rendering technology.
Key Questions Answered in the Report What will the Virtual Reality Content Creation Market size and the growth rate be in Future? What are the key factors driving the Virtual Reality Content Creation Market? What are the key market trends and macro-economic impacting the growth of the Virtual Reality Content Creation Market? What are the challenges to market growth? Who are the key vendors in the Virtual Reality Content Creation Market? What are the market opportunities and threats faced by the vendors in the Virtual Reality Content Creation Market? Trending factors influencing the market shares of the Players. What are the key outcomes of the five forces analysis of the Virtual Reality Content Creation Market?
Research Methodology: The top-down and bottom-up approaches are used to estimate and validate the size of the Global Virtual Reality Content Creation market. In order to reach an exhaustive list of functional and relevant players various industry classification standards are closely followed such as NAICS, ICB, SIC to penetrate deep in important geographies by players and a thorough validation test is conducted to reach most relevant players for survey in Virtual Reality Content Creation market. In order to make priority list sorting is done based on revenue generated based on latest reporting with the help of paid databases such as Factiva, Bloomberg etc. Finally the questionnaire is set and specifically designed to address all the necessities for primary data collection after getting prior appointment by targeting key target audience that includes Virtual Reality content Manufacturers, Software developers, Entertainment Industry, Real Estate industries, Travel & Hospitality industries, Healthcare industries, Marketing firms, Gaming developers, Government organization and Educational Institute. This helps us to gather the data for the players revenue, operating cycle and expense, profit along with product or service growth etc. Almost 70-80% of data is collected through primary medium and further validation is done through various secondary sources that includes Regulators, World Bank, Association, Company Website, SEC filings, OTC BB, Annual reports, press releases etc.