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Virtual Production Market is Anticipated to Grow US$ 8.7 Bn By 2030

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The global Virtual Production market size is estimated to be valued at US$ 8.7 billion in 2030, and is expected to exhibit a CAGR of 17.1% over the forecast period (2021-2030).

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Growth Factors

 The rising popularity of virtual production in the media and entertainment industry, combined with its capabilities to create high definition visuals and real-time virtual environments, is the key factor propelling the growth of the market.

The growing implementation of virtual production in the gaming industry is also working well for the market. Factors such as leveraging a three-dimensional environment increased the focus of companies on developing compact and comfortable virtual gaming devices, and constant technological innovation on virtual production platforms, such as 3D audio, untethered virtual reality headsets, and cloud scalability, are expected to drive market growth across gaming application. Furthermore, the introduction of immersive experience allows for 360° views of graphic content and a new level of gaming interaction, enabling players to control and modify the gaming environment through their senses. Hence the increased application of virtual production technology in games is expected to propel the growth of the market.

Report Coverage

Report Scope Details
Market Size USD 8.7 billion by 2030
Growth Rate CAGR of 17.1% From 2021 to 2030
Base Year 2021
Forecast Period 2021 to 2030
Segments Covered Component, Type, End-user
Regional Scope North America, Europe, Asia Pacific, Latin America, Middle East & Africa
Companies Mentioned 360Rize; Adobe; Arashi Vision Inc. (Insta 360); Autodesk Inc.; BORIS FX, INC; Epic Games, Inc.

HTC Corporation (VivePort); HumanEyes Technologies; Mo-Sys Engineering Ltd.; NVIDIA Corporation.; Panocam3d.com; Pixar (The Walt Disney Company); Side Effects Software Inc (SideFX); Technicolor; Vicon Motion Systems Ltd

By Component Analysis

The software segment dominated for the largest market share of nearly 42% in 2020 and is expected to retain its dominance over the forecast period. The rising applications of visual effects and computer-generated graphics in movies and commercial advertisements are expected to positively influence the growth of the virtual production market.

The hardware segment is projected to expand at a significant pace and is expected to hold the second position in terms of market revenue over the forecast period. This can be attributed to the considerable rise in the number of LED video wall screens for real-time background visuals required for in-house shoots.

The service segment is projected to emerge as the fastest-growing segment over the forecast period. Owing to the lack of trained professionals in VFX and virtual production technology, moviemakers or film studios often hire professional agencies for their services to implement VFX in their video productions.

By End-user Analysis

The movies segment dominated for the largest market share of nearly 31.0% in 2020. A substantial increase in movies production budgets and the high usage of VFX in Hollywood and other regional movie studios are fueling the growth of the movies segment.

The television segment is expected to register the largest CAGR of 19.2% over the forecast period. This can be attributed to the increased penetration of television sets in developing regions. Moreover, the increased uptake of smart television sets with advanced technological features, such as integrated internet and interactive web, allows users to access the internet, view web pages, watch videos, and view photo slideshows on these devices.

By Type Analysis

The post-production segment led the market in 2020 and accounted for 53.4% of the global revenue. This can be attributed to its crucial role in editing and collaborating post-shoot videos with graphics and visual effects (VFX).

The production segment is anticipated to register a promising CAGR of 19.6% over the forecast years. The collaboration of high-quality visual graphics with a motion-captured imagery character in a three-dimensional environment has become highly popular in recent times.

By Regional Analysis

 North America led the market in 2020 and accounted for nearly 39.1% of the market. This can be attributed to the high application of virtual production in major film studios in the region, including NBC Universal, Viacom CBS, Warner Media, and Walt Disney Studios.

The Asia Pacific regional market is anticipated to gain significant traction in the global market and expand at a CAGR of 18.6% over the forecast year. The regional market is witnessing one of the highest implementing rates of virtual production technology in film studios; China, Australia, India, Japan, and South Korea are the key countries for driving the demand for virtual production solutions.

Key Players

  • 360Rize
  • Adobe
  • Arashi Vision Inc. (Insta 360)
  • Autodesk Inc.
  • BORIS FX, INC
  • Epic Games, Inc.
  • HTC Corporation (VivePort)
  • HumanEyes Technologies
  • Mo-Sys Engineering Ltd.
  • NVIDIA Corporation.
  • Panocam3d.com
  • Pixar (The Walt Disney Company)
  • Side Effects Software Inc  (SideFX)
  • Technicolor
  • Vicon Motion Systems Ltd

Market Segmentation

  • By Component
    • Hardware
    • Software
    • Services
  • By Type
    • Pre-production
    • Production
    • Post-production
  • By End-user
    • Movies
    • TV Series
    • Commercial Ads
    • Online Videos
    • Others
  • Regional
    • North America
      • U.S.
      • Canada
      • Mexico
    • Europe
      • U.K.
      • Germany
      • France
    • Asia Pacific
      • China
      • Japan
      • India
    • South America
      • Brazil
    • Middle East and Africa (MEA)

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Reasons to Purchase this Report:

– Market segmentation analysis including qualitative and quantitative research incorporating the impact of economic and policy aspects
– Regional and country level analysis integrating the demand and supply forces that are influencing the growth of the market.
– Market value USD Million and volume Units Million data for each segment and sub-segment
– Competitive landscape involving the market share of major players, along with the new projects and strategies adopted by players in the past five years
– Comprehensive company profiles covering the product offerings, key financial information, recent developments, SWOT analysis, and strategies employed by the major market players

Table of Contents

Chapter 1.  Introduction

1.1.  Research Objective

1.2.  Scope of the Study

1.3.  Definition

Chapter 2.  Research Methodology

2.1.  Research Approach

2.2.  Data Sources

2.3.  Assumptions & Limitations

Chapter 3.  Executive Summary

3.1.  Market Snapshot

Chapter 4.  Market Variables and Scope

4.1.  Introduction

4.2.  Market Classification and Scope

4.3.  Industry Value Chain Analysis

4.3.1.    Raw Material Procurement Analysis

4.3.2.    Sales and Distribution Channel Analysis

4.3.3.    Downstream Buyer Analysis

Chapter 5.  Market Dynamics Analysis and Trends

5.1.  Market Dynamics

5.1.1.    Market Drivers

5.1.2.    Market Restraints

5.1.3.    Market Opportunities

5.2.  Porter’s Five Forces Analysis

5.2.1.    Bargaining power of suppliers

5.2.2.    Bargaining power of buyers

5.2.3.    Threat of substitute

5.2.4.    Threat of new entrants

5.2.5.    Degree of competition

Chapter 6.  Competitive Landscape

6.1.1.    Company Market Share/Positioning Analysis

6.1.2.    Key Strategies Adopted by Players

6.1.3.    Vendor Landscape

6.1.3.1.        List of Suppliers

6.1.3.2.        List of Buyers

Chapter 7.  Global Virtual Production Market, By Product

7.1.  Virtual Production Market, by Product, 2021-2030

7.1.1.    Hardware

7.1.1.1.        Market Revenue and Forecast (2017-2030)

7.1.2.    Software

7.1.2.1.        Market Revenue and Forecast (2017-2030)

7.1.3.    Services

7.1.3.1.        Market Revenue and Forecast (2017-2030)

Chapter 8.  Global Virtual Production Market, By Type

8.1.  Virtual Production Market, by Type, 2021-2030

8.1.1.    Pre-production

8.1.1.1.        Market Revenue and Forecast (2017-2030)

8.1.2.    Production

8.1.2.1.        Market Revenue and Forecast (2017-2030)

8.1.3.    Post-production

8.1.3.1.        Market Revenue and Forecast (2017-2030)

Chapter 9.  Global Virtual Production Market, By End-user

9.1.  Virtual Production Market, by End-user, 2021-2030

9.1.1.    Movies

9.1.1.1.        Market Revenue and Forecast (2017-2030)

9.1.2.    TV Series

9.1.2.1.        Market Revenue and Forecast (2017-2030)

9.1.3.    Commercial Ads

9.1.3.1.        Market Revenue and Forecast (2017-2030)

9.1.4.    Online Videos

9.1.4.1.        Market Revenue and Forecast (2017-2030)

Chapter 10.      Global Virtual Production Market, Regional Estimates and Trend Forecast

10.1.        North America

10.1.1.  Market Revenue and Forecast, by Product (2017-2030)

10.1.2.  Market Revenue and Forecast, by Type (2017-2030)

10.1.3.  Market Revenue and Forecast, by End-user (2017-2030)

10.1.4.  U.S.

10.1.4.1.      Market Revenue and Forecast, by Product (2017-2030)

10.1.4.2.      Market Revenue and Forecast, by Type (2017-2030)

10.1.4.3.      Market Revenue and Forecast, by End-user (2017-2030)

10.1.5.  Rest of North America

10.1.5.1.      Market Revenue and Forecast, by Product (2017-2030)

10.1.5.2.      Market Revenue and Forecast, by Type (2017-2030)

10.1.5.3.      Market Revenue and Forecast, by End-user (2017-2030)

10.2.        Europe

10.2.1.  Market Revenue and Forecast, by Product (2017-2030)

10.2.2.  Market Revenue and Forecast, by Type (2017-2030)

10.2.3.  Market Revenue and Forecast, by End-user (2017-2030)

10.2.4.  UK

10.2.4.1.      Market Revenue and Forecast, by Product (2017-2030)

10.2.4.2.      Market Revenue and Forecast, by Type (2017-2030)

10.2.4.3.      Market Revenue and Forecast, by End-user (2017-2030)

10.2.5.  Germany

10.2.5.1.      Market Revenue and Forecast, by Product (2017-2030)

10.2.5.2.      Market Revenue and Forecast, by Type (2017-2030)

10.2.5.3.      Market Revenue and Forecast, by End-user (2017-2030)

10.2.6.  France

10.2.6.1.      Market Revenue and Forecast, by Product (2017-2030)

10.2.6.2.      Market Revenue and Forecast, by Type (2017-2030)

10.2.6.3.      Market Revenue and Forecast, by End-user (2017-2030)

10.2.7.  Rest of Europe

10.2.7.1.      Market Revenue and Forecast, by Product (2017-2030)

10.2.7.2.      Market Revenue and Forecast, by Type (2017-2030)

10.2.7.3.      Market Revenue and Forecast, by End-user (2017-2030)

10.3.        APAC

10.3.1.  Market Revenue and Forecast, by Product (2017-2030)

10.3.2.  Market Revenue and Forecast, by Type (2017-2030)

10.3.3.  Market Revenue and Forecast, by End-user (2017-2030)

10.3.4.  India

10.3.4.1.      Market Revenue and Forecast, by Product (2017-2030)

10.3.4.2.      Market Revenue and Forecast, by Type (2017-2030)

10.3.4.3.      Market Revenue and Forecast, by End-user (2017-2030)

10.3.5.  China

10.3.5.1.      Market Revenue and Forecast, by Product (2017-2030)

10.3.5.2.      Market Revenue and Forecast, by Type (2017-2030)

10.3.5.3.      Market Revenue and Forecast, by End-user (2017-2030)

10.3.6.  Japan

10.3.6.1.      Market Revenue and Forecast, by Product (2017-2030)

10.3.6.2.      Market Revenue and Forecast, by Type (2017-2030)

10.3.6.3.      Market Revenue and Forecast, by End-user (2017-2030)

10.3.7.  Rest of APAC

10.3.7.1.      Market Revenue and Forecast, by Product (2017-2030)

10.3.7.2.      Market Revenue and Forecast, by Type (2017-2030)

10.3.7.3.      Market Revenue and Forecast, by End-user (2017-2030)

10.4.        MEA

10.4.1.  Market Revenue and Forecast, by Product (2017-2030)

10.4.2.  Market Revenue and Forecast, by Type (2017-2030)

10.4.3.  Market Revenue and Forecast, by End-user (2017-2030)

10.4.4.  GCC

10.4.4.1.      Market Revenue and Forecast, by Product (2017-2030)

10.4.4.2.      Market Revenue and Forecast, by Type (2017-2030)

10.4.4.3.      Market Revenue and Forecast, by End-user (2017-2030)

10.4.5.  North Africa

10.4.5.1.      Market Revenue and Forecast, by Product (2017-2030)

10.4.5.2.      Market Revenue and Forecast, by Type (2017-2030)

10.4.5.3.      Market Revenue and Forecast, by End-user (2017-2030)

10.4.6.  South Africa

10.4.6.1.      Market Revenue and Forecast, by Product (2017-2030)

10.4.6.2.      Market Revenue and Forecast, by Type (2017-2030)

10.4.6.3.      Market Revenue and Forecast, by End-user (2017-2030)

10.4.7.  Rest of MEA

10.4.7.1.      Market Revenue and Forecast, by Product (2017-2030)

10.4.7.2.      Market Revenue and Forecast, by Type (2017-2030)

10.4.7.3.      Market Revenue and Forecast, by End-user (2017-2030)

10.5.        Latin America

10.5.1.  Market Revenue and Forecast, by Product (2017-2030)

10.5.2.  Market Revenue and Forecast, by Type (2017-2030)

10.5.3.  Market Revenue and Forecast, by End-user (2017-2030)

10.5.4.  Brazil

10.5.4.1.      Market Revenue and Forecast, by Product (2017-2030)

10.5.4.2.      Market Revenue and Forecast, by Type (2017-2030)

10.5.4.3.      Market Revenue and Forecast, by End-user (2017-2030)

10.5.5.  Rest of LATAM

10.5.5.1.      Market Revenue and Forecast, by Product (2017-2030)

10.5.5.2.      Market Revenue and Forecast, by Type (2017-2030)

10.5.5.3.      Market Revenue and Forecast, by End-user (2017-2030)

Chapter 11.  Company Profiles

11.1.              360Rize

11.1.1.  Company Overview

11.1.2.  Production Offerings

11.1.3.  Financial Performance

11.1.4.  Recent Initiatives

11.2.              Adobe

11.2.1.  Company Overview

11.2.2.  Production Offerings

11.2.3.  Financial Performance

11.2.4.  Recent Initiatives

11.3.              Arashi Vision Inc. (Insta 360)

11.3.1.  Company Overview

11.3.2.  Production Offerings

11.3.3.  Financial Performance

11.3.4.  Recent Initiatives

11.4.              Autodesk Inc.

11.4.1.  Company Overview

11.4.2.  Production Offerings

11.4.3.  Financial Performance

11.4.4.  Recent Initiatives

11.5.              BORIS FX, INC

11.5.1.  Company Overview

11.5.2.  Production Offerings

11.5.3.  Financial Performance

11.5.4.  Recent Initiatives

11.6.              Epic Games, Inc.

11.6.1.  Company Overview

11.6.2.  Production Offerings

11.6.3.  Financial Performance

11.6.4.  Recent Initiatives

11.7.              HTC Corporation (VivePort)

11.7.1.  Company Overview

11.7.2.  Production Offerings

11.7.3.  Financial Performance

11.7.4.  Recent Initiatives

11.8.              HumanEyes Technologies

11.8.1.  Company Overview

11.8.2.  Production Offerings

11.8.3.  Financial Performance

11.8.4.  Recent Initiatives

11.9.              Mo-Sys Engineering Ltd.

11.9.1.  Company Overview

11.9.2.  Production Offerings

11.9.3.  Financial Performance

11.9.4.  Recent Initiatives

11.10.           NVIDIA Corporation.

11.10.1.               Company Overview

11.10.2.               Production Offerings

11.10.3.               Financial Performance

11.10.4.               Recent Initiatives

Chapter 12.  Research Methodology

12.1.              Primary Research

12.2.              Secondary Research

12.3.              Assumptions

Chapter 13.  Appendix

13.1.              About Us

13.2.              Glossary of Terms

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