LAMEA Virtual Content Creation Market

LAMEA Virtual Content Creation Market Size, Share & Industry Trends Analysis Report By Solution (Software, and Services), By Content Type (Videos, Games, and 360-degree Photos), By End-use, By Country and Growth Forecast, 2023 - 2030

Report Id: KBV-16704 Publication Date: July-2023 Number of Pages: 107
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Market Report Description

The Latin America, Middle East and Africa Virtual Content Creation Market would witness market growth of 28.6% CAGR during the forecast period (2023-2030).

Lowering the barriers to entry for new content makers is accelerating market growth. Another growth-promoting aspect is the availability of different devices & platforms, which has led virtual content providers to think about producing material that can be accessed and enjoyed across multiple platforms. A number of businesses concentrate on introducing new goods and services to draw in a larger clientele and solidify their position in the market.

By superimposing digital features over the environment, augmented reality content improves it. In order to do this, it may be necessary to create animations, 3D models, and interactive features that can be viewed using AR-capable gadgets like smartphones or smart glasses. The use of AR content is widespread in industries like mobile gaming, advertising, product visualization, and learning environments. 3D models and animations are frequently needed while producing virtual content. To create and sculpt 3D objects, people, and environments, sophisticated software tools are used. By including motion, actions, and interactions, animations give these concepts life. For the creation of engaging and realistic virtual experiences, 3D modeling, and animation are necessary.

With many internet users and widespread use of smartphones, Brazil has a sizable and quickly expanding digital market. This makes the acceptance of technologies for creating virtual content and the use of immersive digital experiences possible. It boasts a devoted gaming community, and the sector has been rapidly expanding. Virtual content creation is essential to the growth of augmented reality experiences, eSports competitions, and virtual reality games. Virtual content creation technologies have become more widely used, and related companies have expanded due to the popularity of gaming and eSports.

The Middle East is renowned for its grand architectural endeavors and thriving real estate sector. Architectural visualization, virtual tours, and interactive property showcase all use virtual content generation technology. To assist clients in visualizing designs, touring properties, and coming to wise architects, conclusions, developers, and real estate firms use virtual reality and 3D information. Middle Eastern governments are heavily funding digital transformation and smart city programs. The construction of digital twins, immersive urban planning models, and virtual simulations for infrastructure projects are all examples of how virtual content creation technologies support the growth of smart cities.

The Brazil market dominated the LAMEA Virtual Content Creation Market by Country in 2022, and would continue to be a dominant market till 2030; thereby, achieving a market value of $377.3 million by 2030. The Argentina market is showcasing a CAGR of 29.3% during (2023 - 2030). Additionally, The UAE market would register a CAGR of 28.2% during (2023 - 2030).

Based on Solution, the market is segmented into Software, and Services. Based on Content Type, the market is segmented into Videos, Games, and 360-degree Photos. Based on End-use, the market is segmented into Media & Entertainment, Gaming, Automotive, Travel & Hospitality, Real Estate, Retail, Healthcare, and Others. Based on countries, the market is segmented into Brazil, Argentina, UAE, Saudi Arabia, South Africa, Nigeria, and Rest of LAMEA.

Free Valuable Insights: The Worldwide Virtual Content Creation Market is Projected to reach USD 23.7 Billion by 2030, at a CAGR of 24.6%

The market research report covers the analysis of key stake holders of the market. Key companies profiled in the report include Matterport, Inc., WeVR, WeMakeVR, Koncept VR LLC, VIAR Inc., 360 Labs, Blippar Group Limited, Panedia Pty Ltd., Scapic Innovations Private Limited (Flipkart Pvt. Ltd,) (Walmart Inc.), and Subvrsive, Inc.

Scope of the Study

Market Segments Covered in the Report:

By Solution

  • Software
  • Services

By Content Type

  • Videos
  • Games
  • 360-degree Photos

By End-use

  • Media & Entertainment
  • Gaming
  • Automotive
  • Travel & Hospitality
  • Real Estate
  • Retail
  • Healthcare
  • Others

By Country

  • Brazil
  • Argentina
  • UAE
  • Saudi Arabia
  • South Africa
  • Nigeria
  • Rest of LAMEA

Key Market Players

List of Companies Profiled in the Report:

  • Matterport, Inc.
  • WeVR
  • WeMakeVR
  • Koncept VR LLC
  • VIAR Inc.
  • 360 Labs
  • Blippar Group Limited
  • Panedia Pty Ltd.
  • Scapic Innovations Private Limited (Flipkart Pvt. Ltd,) (Walmart Inc.)
  • Subvrsive, Inc.
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