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Virtual Production Market Size, Share, and Analysis, By Component (Hardware, Software, Services), By Type (Pre-Production, Production, Post-Production), By End-User (Movies, Television Series, Commercial Advertisement, Online Videos, and Others), and By Region (North America, Europe, Asia-Pacific, And Rest of the World) And Regional Forecast 2024-2034

February 2024 | 457 pages | ID: VEB984328C8EEN
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Virtual Production Market Size, Share, and Analysis, By Component (Hardware, Software, Services), By Type (Pre-Production, Production, Post-Production), By End-User (Movies, Television Series, Commercial Advertisement, Online Videos, and Others), and By Region (North America, Europe, Asia-Pacific, And Rest of the World) And Regional Forecast 2024-2034

PRODUCT OVERVIEW

Virtual Production Market is anticipated t%li%exhibit a Compound Annual Growth Rate (CAGR) of 16.2% during the forecast span from 2024 t%li%2034. In 2023, the market size was assessed at USD 2.5 billion and is projected t%li%reach USD 12.9 billion by the completion of 2034.

Virtual production refers t%li%a modern cinematography method that combines physical sets with computer-generated imagery (CGI) in actual time. This method transforms traditional production techniques by allowing filmmakers t%li%instantly visualize and record scenes, resulting in a shorter post-production timeline. Moreover, virtual production utilize advanced technologies such as LED walls, motion sensors, and powerful game engines t%li%completely immerse actors in digital environments, which elevates their performances by placing them in realistic settings. This technique provides interactive storytelling by enabling directors t%li%manipulate backgrounds, lighting, and sound effects during live-action scenes, offering unique creative flexibility and cost efficiency. Hence, the ability t%li%diminish the difference between physical and digital worlds simplifies the filmmaking process, which results in an immersive and visually appealing storytelling experiences.

MARKET HIGHLIGHTS

Virtual Production Market is projected t%li%achieve USD 12.9 billion during the forecast period, driven by the combination of modern technologies like real-time rendering, motion capture systems, and high-resolution LED screens. These innovations offer seamless integration of physical sets with computer-generated imagery (CGI) and transforms the processes of film and television production. Additionally, studios and production houses are increasingly embracing virtual production methods due t%li%their effectiveness in generating realistic environments, that can significantly reduce dependence on expensive physical sets and accelerates the entire production process. Besides, the market covers other aspects such as advertising, gaming, live events, and architectural visualization, expanding the application of virtual production beyond filmmaking. Therefore, the combined efforts of technology companies, studios, and creators will contribute t%li%the growth of virtual production market, providing creative and immersive storytelling across multiple domains.

Virtual Production Market Segments:
  • By Component
  • Hardware
  • Software
  • Services
  • By Type
  • Pre-Production
  • Production
  • Post-Production
  • By End-User
  • Movies
  • Television Series
  • Commercial Advertisement
  • Online Videos
  • Others
MARKET DYNAMICS

Growth Drivers

Rising Adoption of Virtual Production Across Industries Will Drive Market Expansion

Increased Realism and Engagement t%li%Provide Opportunities for Growth

Restraint

Technological Infrastructure Issues in Virtual Production Will Hinder Market Growth

Key Players
  • NVIDIA Corporation
  • Unity Technologies
  • Autodesk, Inc.
  • The Foundry Visionmongers Ltd.
  • Unreal Engine
  • Adobe Inc.
  • Blackmagic Design Pty. Ltd.
  • Mo-Sys Engineering Ltd.
  • Epic Games
  • Foundry
  • Lux Machina
  • ARRI Group
  • DNEG
  • Technicolor SA
  • Framestore
  • Other Prominent Players (Company Overview, Business Strategy, Key Product Offerings, Financial Performance, Key Performance Indicators, Risk Analysis, Recent Development, Regional Presence, SWOT Analysis)
Global Laboratory Temperature Control Units Market is further segmented by region into:
  • North America Market Size, Share, Trends, Opportunities, Y-o-Y Growth, CAG.R – United States and Canada
  • Latin America Market Size, Share, Trends, Opportunities, Y-o-Y Growth, CAGR – Mexico, Argentina, Brazil and Rest of Latin America
  • Europe Market Size, Share, Trends, Opportunities, Y-o-Y Growth, CAGR – United Kingdom, France, Germany, Italy, Spain, Belgium, Hungary, Luxembourg, Netherlands, Poland, NORDIC, Russia, Turkey and Rest of Europe
  • Asia Pacific Market Size, Share, Trends, Opportunities, Y-o-Y Growth, CAGR – India, China, South Korea, Japan, Malaysia, Indonesia, New Zealand, Australia and Rest of APAC
  • Middle East and Africa Market Size, Share, Trends, Opportunities, Y-o-Y Growth, CAGR – North Africa, Israel, GCC, South Africa and Rest of MENA
Reasons t%li%Purchase this Report
  • Qualitative and quantitative analysis of the market based on segmentation involving both economic as well as non-economic factors
  • Provision of market value (USD Billion) data for each segment and sub-segment
      • Indicates the region and segment that is expected t%li%witness the fastest growth as well as t%li%dominate the market
  • Analysis by geography highlighting the consumption of the product/service in the region as well as indicating the factors that are affecting the market within each region
  • Competitive landscape which incorporates the market ranking of the major players, along with new service/product launches, partnerships, business expansions, and acquisitions in the past five years of companies profiled
  • Extensive company profiles comprising of company overview, company insights, product benchmarking, and SWOT analysis for the major market players
    • The current as well as the future market outlook of the industry with respect t%li%recent developments which involve growth opportunities and drivers as well as challenges and restraints of both emerging as well as developed regions
  • Includes in-depth analysis of the market of various perspectives through Porter’s five forces analysis
    • Provides insight int%li%the market through Value Chain
    • Market dynamics scenario, along with growth opportunities of the market in the years t%li%come
  • 3-month post-sales analyst support.
1.EXECUTIVE SUMMARY

1.1. Regional Market Share
1.2.Business Trends
1.3. Virtual Production Market: COVID-19 Outbreak
1.4. Regional Trends
1.5. Segmentation Snapshot

2. RESEARCH METHODOLOGY

2.1.Research Objective
2.2. Research Approach
2.3. Data Sourcing and Methodology
2.4.Primary Research
2.5.Secondary Research
  2.5.1.Paid Sources
  2.5.2. Public Sources
2.6. Market Size Estimation and Data Triangulation

3. MARKET CHARACTERISTICS

3.1.Market Definition
3.2.Virtual Production Market: COVID-19 Impact
3.3. Key Segmentations
3.4.Key Developments
3.5.Allied Industry Data

4.VIRTUAL PRODUCTION MARKET – INDUSTRY INSIGHTS

4.1. Industry Segmentation
4.2.COVID-19 overview on world economy
4.3.Industry ecosystem Channel analysis
4.4.Innovation & Sustainability

5. MACROECONOMIC INDICATORS

6. RECENT DEVELOPMENTS

7. MARKET DYNAMICS

7.1.Introduction
7.2. Growth Drivers
7.3. Market Opportunities
7.4.Market Restraints
7.5. Market Trends

8.RISK ANALYSIS

9. MARKET ANALYSIS

9.1.Porters Five Forces
9.2. PEST Analysis
  9.2.1.Political
  9.2.2. Economic
  9.2.3. Social
  9.2.4. Technological

10.VIRTUAL PRODUCTION MARKET

10.1.Overview
10.2. Historical Analysis (2019-2022)
  10.2.1. Market Size, Y-o-Y Growth (%) and Market Forecast

11. VIRTUAL PRODUCTION MARKET SIZE & FORECAST 2024A-2034F

11.1. Overview
11.2.Key Findings
11.3.Market Segmentation
  11.3.1.By Component
    11.3.1.1. Hardware
      11.3.1.1.1.By Value (USD Million) 2024-2034F
      11.3.1.1.2. Market Share (%) 2024-2034F
      11.3.1.1.3. Y-o-Y Growth (%) 2024-2034F
    11.3.1.2.Software
      11.3.1.2.1. By Value (USD Million) 2024-2034F
      11.3.1.2.2.Market Share (%) 2024-2034F
      11.3.1.2.3.Y-o-Y Growth (%) 2024-2034F
    11.3.1.3.Services
      11.3.1.3.1. By Value (USD Million) 2024-2034F
      11.3.1.3.2.Market Share (%) 2024-2034F
      11.3.1.3.3.Y-o-Y Growth (%) 2024-2034F
  11.3.2. By Type
    11.3.2.1.Pre-Production
      11.3.2.1.1. By Value (USD Million) 2024-2034F
      11.3.2.1.2.Market Share (%) 2024-2034F
      11.3.2.1.3.Y-o-Y Growth (%) 2024-2034F
    11.3.2.2. Production
      11.3.2.2.1.By Value (USD Million) 2024-2034F
      11.3.2.2.2. Market Share (%) 2024-2034F
      11.3.2.2.3. Y-o-Y Growth (%) 2024-2034F
    11.3.2.3. Post-Production
      11.3.2.3.1.By Value (USD Million) 2024-2034F
      11.3.2.3.2. Market Share (%) 2024-2034F
      11.3.2.3.3. Y-o-Y Growth (%) 2024-2034F
  11.3.3.By End User
    11.3.3.1.Movies
      11.3.3.1.1. By Value (USD Million) 2024-2034F
      11.3.3.1.2.Market Share (%) 2024-2034F
      11.3.3.1.3.Y-o-Y Growth (%) 2024-2034F
    11.3.3.2. Television Series
      11.3.3.2.1.By Value (USD Million) 2024-2034F
      11.3.3.2.2. Market Share (%) 2024-2034F
      11.3.3.2.3. Y-o-Y Growth (%) 2024-2034F
    11.3.3.3. Commercial Advertisement
      11.3.3.3.1.By Value (USD Million) 2024-2034F
      11.3.3.3.2. Market Share (%) 2024-2034F
      11.3.3.3.3. Y-o-Y Growth (%) 2024-2034F
    11.3.3.4. Online Videos
      11.3.3.4.1.By Value (USD Million) 2024-2034F
      11.3.3.4.2. Market Share (%) 2024-2034F
      11.3.3.4.3. Y-o-Y Growth (%) 2024-2034F
    11.3.3.5. Others
      11.3.3.5.1.By Value (USD Million) 2024-2034F
      11.3.3.5.2. Market Share (%) 2024-2034F
      11.3.3.5.3. Y-o-Y Growth (%) 2024-2034F

12.NORTH AMERICA VIRTUAL PRODUCTION MARKET SIZE & FORECAST 2024A-2034F

12.1.Overview
12.2. Key Findings
12.3. Market Segmentation
  12.3.1.By Component
  12.3.2. By Type
  12.3.3. By End-User
12.4. Country
  12.4.1. United States
  12.4.2. Canada

13.EUROPE VIRTUAL PRODUCTION MARKET SIZE & FORECAST 2024A-2034F

13.1.Overview
13.2. Key Findings
13.3. Market Segmentation
  13.3.1.By Component
  13.3.2. By Type
  13.3.3. By End-User
13.4.Country
  13.4.1.Germany
  13.4.2. United Kingdom
  13.4.3. France
  13.4.4. Italy
  13.4.5. Spain
  13.4.6. Russia
  13.4.7. Rest of Europe (BENELUX, NORDIC, Hungary, Turkey & Poland)

14.ASIA-PACIFIC VIRTUAL PRODUCTION MARKET SIZE & FORECAST 2024A-2034F

14.1. Overview
14.2. Key Findings
14.3.Market Segmentation
  14.3.1.By Component
  14.3.2. By Type
  14.3.3. By End-User
14.4. Country
  14.4.1.India
  14.4.2. China
  14.4.3. South Korea
  14.4.4.Japan
  14.4.5.Rest of APAC

15.MIDDLE EAST AND AFRICA VIRTUAL PRODUCTION MARKET SIZE & FORECAST 2024A-2034F

15.1.Overview
15.2. Key Findings
15.3. Market Segmentation
  15.3.1.By Component
  15.3.2. By Type
  15.3.3. By End-User
15.4.Country
  15.4.1. Israel
  15.4.2. GCC
  15.4.3. North Africa
  15.4.4.South Africa
  15.4.5. Rest of Middle East and Africa

16. LATIN AMERICA VIRTUAL PRODUCTION MARKET SIZE & FORECAST 2024A-2034F

16.1.Overview
16.2. Key Findings
16.3. Market Segmentation
  16.3.1.By Component
  16.3.2. By Type
  16.3.3. By End-User
16.4.Country
  16.4.1. Mexico
  16.4.2. Brazil
  16.4.3. Rest of Latin America

17. COMPETITIVE LANDSCAPE

17.1.Company market share, 2023
17.2. Key player overview
17.3. Key stakeholders

18. COMPANY PROFILES

18.1. NVIDIA Corporation
  18.1.1.Company Overview
  18.1.2.Financial Overview
  18.1.3.Key Product; Analysis
  18.1.4.Company Assessment
    18.1.4.1.Product Portfolio
    18.1.4.2.Key Clients
    18.1.4.3. Market Share
    18.1.4.4. Recent News & Development (Last 3 Yrs.)
    18.1.4.5. Executive Team
18.2.Unity Technologies
18.3.Autodesk, Inc.
18.4.The Foundry Visionmongers Ltd.
18.5.Unreal Engine
18.6.Epic Games
18.7.Adobe Inc.
18.8.Blackmagic Design Pty. Ltd.
18.9.Mo-Sys Engineering Ltd.
18.10.Foundry
18.11. Lux Machina
18.12.ARRI Group
18.13.DNEG
18.14.Technicolor SA
18.15.Framestore
18.16.Other Prominent Players

19. APPENDIX

20.CONSULTANT RECOMMENDATION



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