Virtual reality content is information that helps the end user to experience the virtual reality environment.
PORTLAND, PORTLAND, GOLD, UNITED STATES, AUGUST 18, 2021 /EINPresswire.com/ – Increased demand for head-mounted display (HMD) in the gaming and entertainment industry, availability of cost-effective virtual reality devices, increase of virtual reality marketing and the high demand for three-dimensional content among various industries drive the growth of the global virtual reality content creation market. On the other hand, the lack of awareness about the benefits of using virtual reality devices reduces growth to some extent. However, it is expected that the penetration of HMDs in architectural and health applications, and the use of virtual reality in training, as well as simulation between the aerospace sector and defense and transport, will create multiple opportunities for to the main agents of the industry market.
The global global virtual reality content creation market was estimated at $ 431.3 million in 2018 and is expected to reach $ 46.54 million in 2026, recording a CAGR of 77.1% from 2019 to 2026.
By components, the software segment accounted for more than four-fifths of total market share in 2018 and is expected to be the leader by 2026. At the same time, the services segment would account for the fastest CAGR of 83, 5% for the entire forecast period. .
The global market is analyzed through content types, components, end-use sectors and regions. By content type, the video segment contributed to almost half of total market revenue in 2018 and is expected to govern the break during the study period. Simultaneously, the 360-degree photographic segment is projected to show the fastest CAGR of 81.5% in 2026.
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By geography, North America achieved the highest share in 2018, with nearly three-fifths of the world market. Asia-Pacific, on the other hand, will grow at the fastest CAGR of 91.3% from 2019 to 2026. The report has also addressed regions such as Europe and LAMEA.
Key Player Profiles: 360 Labs, Scapic VIAR (Viar360), Matterport, Panedia Pty Ltd., Koncept VR, SubVRsive, WeMakeVR, Pixvana Inc. and Blippar.
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1. Supply chain disruptions, due to covid-19, have led to a significant decline in the manufacture of real VR devices.
2. However, the pandemic has provoked “stay at home” orders in most countries. And, with this drift on board, there has been a sharp increase in demand for head-mounted displays (HMDs), such as VR and AR products, among people around the world.
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