Global Virtual Production Market Report Size, Trends & Growth Opportunity, By Type (Pre-production, Production, Post-production), By Component (Hardware, Software, Services), By End-user (Movies, TV Series, Commercial Ads, Online Videos, Others), By Region (North America, Europe, Asia Pacific, Latin America, Middle East) And Forecast Till 2030.
Report ID : IR1001972 | Industries : Energy & Power | Published On :June 2024 | Page Count : 253
Global Virtual Production Market Report Size, Trends & Growth Opportunity, By Type (Pre-production, Production, Post-production), By Component (Hardware, Software, Services), By End-user (Movies, TV Series, Commercial Ads, Online Videos, Others), By Region (North America, Europe, Asia Pacific, Latin America, Middle East) And Forecast Till 2030.
Global Virtual Production Market
The Global Virtual Production Market is estimated to be USD 1.24 Bn in 2022 and is projected to reach USD 6.50 Bn by 2030, growing at a CAGR of 16.61%.
A method that finely combines real-life live-action footage with computerized graphic footage is called Virtual Production.
Market Drivers
Major driving factors for the growth of the Global Virtual Production Market are noteworthy growth in the media and entertainment industry and the growing adoption of remote filmmaking.
Furthermore, the growing adoption of LED video wall technology is directed to the enlarged implementation of virtual production in the media and entertainment industry.
Market Restraints
The rise of the COVID-19 pandemic badly affected the global virtual production market as restrictions on on-site shooting and production hampers the market growth.
Market Segmentation
The virtual Production Market is segmented into major 4 categories. Based on Type, the market is segmented into Pre-production, Production, and Post-production. Based on End-user, the market is divided into Movies, TV Series, Commercial Ads, Online Videos, and Others. Based on Components, the market is segmented into Hardware, Software, and Services. Based on Region, the market is segmented into North America, Europe, Asia Pacific, Latin America, Middle East.
Regional Analysis
On the basis of region, North America is expected to dominate the market owing to the wide application of virtual production in main film studios in the region, including NBC Universal, Viacom CBS, Warner Media, and Walt Disney Studios.
Asia Pacific region is also predicted to witness the highest growth due to the increasing adoption of advanced content creation technology in developing economies like China, India, and Japan with the introduction of artificial intelligence and machine learning technology, the demand for VFX has increased over the years in the region.
Market Key Players
Some of the key players operating in the Global Virtual Production Market are x Technicolor, NVIDIA Corporation, Pixar (The Walt Disney Company), 360Rize, HTC Corporation (VivePort), Arashi Vision Inc. (Insta 360), Autodesk Inc., Epic Games, Inc., Mo-Sys Engineering Ltd., Side Effects Software Inc (SideFX).
Industry development
In 2021, Hibino partnered with ROE Visual for a virtual production studio in Japan. The Hibino Group, one of Japan's largest AV providers, offers various products and services. Leader in live music and events, Hibino now extends its services by adding the new VFX studio.
In March 2020, Epic Games Inc. acquired Cubic Motion, a highly detailed digital facial animation provider for both films and video games. The acquisition would further enrich visuals and three-dimensional graphic environments for the users of Epic Games Inc. solutions.
In January 2022, Sony expanded its video creation to another level with crystal LED. Sony Innovation Studios reinvented locations and sets for film and TV productions with its latest technology that captures 3D volumetric point cloud data in Japan.
In 2021, NEP Group announced the launch of a new virtual production business segment namely NEP Virtual Studios in order to bring on board industry leaders in real-time creation with the acquisition of Lux Machina, Prysm Collective, and Halon Entertainment.
Global Virtual Production Market
1 Introduction
1.1 Objective of the Study
1.2 Market definition
1.3 Market Scope
2 Research Methodology
2.1 Data Mining
2.2 Validation
2.3 Primary Interviews
2.4 List of Data Sources
3 Executive Summary
4 Virtual Production Market Outlook
4.1 Overview
4.2 Market Dynamics
4.2.1 Drivers
4.2.2 Restraints
4.2.3 Opportunities
4.2.4 Cumulative Impact due to recent Energy Crisis
4.2.5 Cumulative Impact due to nearing economic downturn
4.2.6 Post covid-19 world Supply& Demand conditions
4.2.7 Cumulative Impact of Russia-Ukraine Conflict
4.3 Porters Five Force Model
4.4 Value Chain Analysis
5 Virtual Production Market, By Component
5.1 Y-o-Y Growth Comparison, By Component
5.2 Virtual Production Market Share Analysis, By Component
5.3 Virtual Production Market Size and Forecast, By Component
5.3.1 Hardware
5.3.2 Software
5.3.3 Services
6 Virtual Production Market, By Type
6.1 Y-o-Y Growth Comparison, By Type
6.2 Virtual Production Market Share Analysis, By Type
6.3 Virtual Production Market Size and Forecast, By Type
6.3.1 Pre-production
6.3.2 Production
6.3.3 post-production
7 Virtual Production Market, By End-user
7.1 Y-o-Y Growth Comparison, By End-user
7.2 Virtual Production Market Share Analysis, By End-user
7.3 Virtual Production Market Size and Forecast, By End-user
7.3.1 Movies
7.3.2 TV Series
7.3.3 Commercial Ads
7.3.4 Online Videos
7.3.5 Others
8 Virtual Production Market, By Region
8.1 Virtual Production Market Share Analysis, By Region
8.2 Virtual Production Market Share Analysis, By Region
8.3 Virtual Production Market Size and Forecast, By Region
9 North America Virtual Production Market Analysis and Forecast (2023-2030)
9.1 Introduction
9.2 North America Virtual Production Market Share Analysis, By Component
9.3 North America Virtual Production Market Size and Forecast, By Type
9.4 North America Virtual Production Market Size and Forecast, By End-user
9.5 North America Virtual Production Market Size and Forecast, By Country
9.5.1 U.S.
9.5.2 Canada
9.5.3 Mexico
10 Europe Virtual Production Market Analysis and Forecast (2023-2030)
10.1 Introduction
10.2 Europe Virtual Production Market Share Analysis, By Component
10.3 Europe Virtual Production Market Size and Forecast, By Type
10.4 Europe Virtual Production Market Size and Forecast, By End-user
10.5 Europe Virtual Production Market Size and Forecast, By Country
10.5.1 Germany
10.5.2 France
10.5.3 UK
10.54. Rest of Europe
11 Asia Pacific Virtual Production Market Analysis and Forecast (2023-2030)
11.1 Introduction
11.2 Asia Pacific Virtual Production Market Share Analysis, By Component
11.3 Asia Pacific Virtual Production Market Size and Forecast, By Type
11.4 Asia Pacific Virtual Production Market Size and Forecast, By End-user
11.5 Asia Pacific Virtual Production Market Size and Forecast, By Country
11.5.1 China
11.5.2 Japan
11.5.3 India
11.5.4. Rest of Asia Pacific
12 Latin America Virtual Production Market Analysis and Forecast (2023-2030)
12.1 Introduction
12.2 Latin America Virtual Production Market Share Analysis, By Component
12.3 Latin America Virtual Production Market Size and Forecast, By Type
12.4 Latin America Virtual Production Market Size and Forecast, By End-user
12.4 Latin America Virtual Production Market Size and Forecast, Country
12.5.1. Brazil
12.5.2. Rest of Latin America
13 Middle East Virtual Production Market Analysis and Forecast (2023-2030)
13.1 Introduction
13.2 Middle East Virtual Production Market Share Analysis, By Component
13.3 Middle East Virtual Production Market Size and Forecast, By Type
13.4 Middle East Virtual Production Market Size and Forecast, By End-user
13.5 Middle East Virtual Production Market Size and Forecast, By Country
13.5.1. Saudi Arabia
13.5.2. UAE
13.5.3. Egypt
13.5.4. Kuwait
13.5.5. South Africa
14 Competitive Analysis
14.1 Competition Dashboard
14.2 Market share Analysis of Top Vendors
14.3 Key Development Strategies
15 Company Profiles
15.1 Technicolor
15.1.1 Overview
15.1.2 Offerings
15.1.3 Key Financials
15.1.4 Business Segment & Geographic Overview
15.1.5 Key Market Developments
15.1.6 Key Strategies
15.2 NVIDIA Corporation
15.2.1 Overview
15.2.2 Offerings
15.2.3 Key Financials
15.2.4 Business Segment & Geographic Overview
15.2.5 Key Market Developments
15.2.6 Key Strategies
15.3 Pixar (The Walt Disney Company)
15.3.1 Overview
15.3.2 Offerings
15.3.3 Key Financials
15.3.4 Business Segment & Geographic Overview
15.3.5 Key Market Developments
15.3.6 Key Strategies
15.4 360Rize
15.4.1 Overview
15.4.2 Offerings
15.4.3 Key Financials
15.4.4 Business Segment & Geographic Overview
15.4.5 Key Market Developments
15.4.6 Key Strategies
15.5 HTC Corporation (VivePort)
15.5.1 Overview
15.5.2 Offerings
15.5.3 Key Financials
15.5.4 Business Segment & Geographic Overview
15.5.5 Key Market Developments
15.5.6 Key Strategies
15.6 Arashi Vision Inc. (Insta 360)
15.6.1 Overview
15.6.2 Offerings
15.6.3 Key Financials
15.6.4 Business Segment & Geographic Overview
15.6.5 Key Market Developments
15.6.6 Key Strategies
15.7 Autodesk Inc.
15.7.1 Overview
15.7.2 Offerings
15.7.3 Key Financials
15.7.4 Business Segment & Geographic Overview
15.7.5 Key Market Developments
15.7.6 Key Strategies
15.8 Epic Games, Inc.
15.8.1 Overview
15.8.2 Offerings
15.8.3 Key Financials
15.8.4 Business Segment & Geographic Overview
15.8.5 Key Market Developments
15.8.6 Key Strategies
15.9 Mo-Sys Engineering Ltd
15.9.1 Overview
15.9.2 Offerings
15.9.3 Key Financials
15.9.4 Business Segment & Geographic Overview
15.9.5 Key Market Developments
15.9.6 Key Strategies
15.10 Side Effects Software Inc (SideFX)
15.10.1 Overview
15.10.2 Offerings
15.10.3 Key Financials
15.10.4 Business Segment & Geographic Overview
15.10.5 Key Market Developments
15.10.6 Key Strategies