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市場調查報告書
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1233032

虛擬製作市場規模、份額和趨勢分析報告:按組件(硬件、軟件、服務)、產品類型、最終用途、地區、細分市場預測,2023-2030 年

Virtual Production Market Size, Share & Trends Analysis Report By Component (Hardware, Software, Services), By Type, By End-user, By Region, And Segment Forecasts, 2023 - 2030

出版日期: | 出版商: Grand View Research | 英文 100 Pages | 商品交期: 2-10個工作天內

價格

虛擬製作市場的增長和趨勢

根據 Grand View Research, Inc. 的最新報告,全球虛擬製作市場預計到 2030 年將達到 67.8 億美元。

預計從 2023 年到 2030 年,該市場的複合年增長率將達到 18.2%。 虛擬製作在媒體和娛樂行業的日益普及,加上高清視覺效果和創建實時虛擬環境的能力,是推動市場增長的主要因素。

這項技術可讓電影製作人將虛擬背景環境集成到實景鏡頭中,從而減少對現場製作團隊和工作人員的需求。 這可以顯著降低視頻製作成本。 例如,在 2020 年 COVID-19 大流行之後,好萊塢電影製作人找到了一種高科技解決方案,可以在片場無人值守地分批拍攝 100 人。 使用雲剋星、舞台藝術 LED 設置和遠程拍攝演員的機器人攝像機等技術(稱為獨奏電影機器人)對電影製作人有很大幫助。 虛擬製作的技術進步正在幫助廣播公司通過盡量減少技術人員在廣播室的實際存在來提高運營效率。

例如,2020 年 3 月,Sky Sports 推出了一個虛擬製作套件,允許公司的團隊創建內容並遠程傳輸。 該套件連接了 48 個虛擬工作站和相同數量的直連工作站,支持遠程編輯、同步直播節目以及將直播剪輯直接傳送到社交媒體平台。 虛擬製作可以製作出具有更好視覺效□□果和更低製作成本的電影,但它也帶來了一些挑戰,尤其是由於行業參與者缺乏培訓和經驗。

例如,2022 年 5 月,英國虛擬製作解決方案製造商 Mo-Sys Academy 宣布推出新的虛擬製作課程。 本課程旨在填補對受過培訓的技術人員的需求激增的虛擬製作領域的技能缺口。

隨著人工智能的出現,虛擬製作技術大大提高了計算機生成圖形的質量。 複雜的場景現在可以設計和可視化為 3D 模型,並實時編輯和檢查。 通過降低人員和設備的運輸和物流成本,該技術將對市場產生積極影響。 電影製作人可以使用模擬或虛擬攝像機在片場捕捉真人場景,將計算機生成的 3D 圖形元素與真人電影鏡頭無縫融合,並以最終的視覺效果結束。。

VFX 技術的發展和動畫的發展令娛樂行業興奮不已。 例如,2022 年 7 月,美國訂閱流媒體服務和製作公司 Netflix 宣布計劃收購澳大利亞動畫和視覺效果數字工作室 Animal Logic。 這一舉措將使 Netflix 能夠加快開發端到端動畫製作能力的步伐。

此外,人工智能有助於加快電影製作過程的前期製作支持。 在過去十年中,前期製作工作嚴重依賴非結構化的票房數據和與觀眾相關的有限人口統計信息,阻礙了引人入勝的視頻內容的開發。 但現在,人工智能可以從從各種平台收集的大型數據集中產生洞察力,以了解對建議內容的接受度和興趣。

例如,Netflix 根據準確、個性化的推薦和對用戶行為的觀察(例如瀏覽歷史和投訴)以及暫停和倒帶視頻等數據操作創建視頻內容。。 2021 年 4 月,我們決定投資 170 億美元建立專用數據庫,並根據平台收集的數據開發原創內容。 人工智能技術還可以理解劇本和場景,識別描繪的位置,並建議導演可以想像的真實世界位置,並創建逼真的計算機圖形圖像位置。

遊戲行業越來越多地採用虛擬製作也將使該市場受益。 企業現在專注於利用 3D 環境,開發緊湊舒適的虛擬遊戲機,以及與虛擬製作平台相關的技術創新,如 3D 音頻、無繩虛擬現實耳機、雲可擴展性等因素,預計將推動市場發展遊戲應用程序的增長。

此外,通過引入身臨其境的體驗,圖形內容的 360° 視圖將成為可能,從而實現全新水平的遊戲交互,讓玩家能夠通過感官控制和修改遊戲環境。 這使玩家可以更順暢地與視頻遊戲互動。 因此,虛擬製作技術在遊戲中的應用越來越多,預計將推動市場的增長。

虛擬製作市場報告亮點

  • 就最終用途而言,電影細分市場有望在預測期內為市場帶來可觀的收入。 這種增長可以歸因於對電影中視覺效果和 3D 模型不斷增長的需求。
  • 按組件劃分,軟件領域預計會因人工智能的結合而顯著增長。 人工智能的加入有望提高動畫和圖形的質量。
  • 到 2022 年,北美地區將佔最大的收入份額,達到 37.0%。 這一增長歸因於先進 VFX 和虛擬製作技術的日益採用,以及該地區主要電影製片廠(如維亞康姆 CBS、沃爾特迪斯尼工作室、NBC 環球和華納媒體)對虛擬製作的高度採用。

內容

第一章調查方法及範圍

  • 信息獲取和調查範圍
  • 信息分析
  • 市場形成和數據可視化
  • 市場範圍和假設
    • 次要信息
    • 主要信息

第 2 章執行摘要

  • 市場展望
  • 世界
  • 細分趨勢

第 3 章虛擬製作市場變量、趨勢和範圍

  • 市場細分和範圍
  • 虛擬製作 - 價值鏈分析
  • 市場動態
    • 市場驅動力
      • 全球電影製作對視覺效果的需求不斷增長
      • 更多地實施 LED 牆技術
    • 市場製約因素
      • 缺乏熟練的專業人員
      • 初始設置的大量資本投資
  • 行業分析 - 搬運工
    • 供應商的力量
    • 買家的議價能力
    • 替代威脅
    • 來自新進入者的威脅
    • 競爭公司之間的敵對關係
  • 關鍵機會 - 確定優先級
  • 2022 年虛擬製作市場 - 主要參與者分析
    • 2022 年主要公司分析
    • 主要市場參與者名單
  • 虛擬製作 - PEST 分析
    • 政治
    • 經濟的
    • 社交
    • 技術

第4章虛擬製作:組件展望

  • 2022 年和 2030 年按組件劃分的虛擬生產市場份額
  • 軟件
  • 硬件
  • 服務

第5章虛擬製作:類型展望

  • 2022 年和 2030 年按類型劃分的虛擬製作市場份額
  • 前期製作
  • 製作
  • 後期製作

第 6 章虛擬製作:最終用戶視角

  • 2022 年和 2030 年按最終用途劃分的虛擬生產市場份額
  • 電影
  • 電視劇
  • 商業廣告
  • 在線視頻
  • 其他

第 7 章虛擬製作:區域視角

  • 北美
    • 北美虛擬製作市場的最終用途,2017-2030 年
    • 美國
    • 加拿大
    • 墨西哥
  • 歐洲
    • 德國
    • 英國
    • 法國
  • 亞太地區
    • 中國
    • 日本
    • 印度
  • 南美洲
    • 巴西
  • 多邊環境協定

第八章競爭格局

  • 360銳化
    • 公司簡介
    • 財務業績
    • 產品基準
    • 最近的發展
  • 土坯
    • 公司簡介
    • 財務業績
    • 產品基準
    • 最近的發展
  • 嵐視覺公司(Insta 360)
    • 公司簡介
    • 財務業績
    • 產品基準
    • 最近的發展
  • 歐特克公司
    • 公司簡介
    • 財務業績
    • 產品基準
    • 最近的發展
  • Boris Fx, Inc.
    • 公司簡介
    • 產品基準
    • 最近的發展
  • Epic Games, Inc.
    • 公司簡介
    • 產品基準
    • 最近的發展
  • Htc 公司(Viveport)
    • 公司簡介
    • 財務業績
    • 產品基準
    • 最近的發展
  • Humaneyes 技術
    • 公司簡介
    • 財務業績
    • 產品基準
    • 最近的發展
  • Mo-Sys 工程有限公司
    • 公司簡介
    • 產品基準
    • 最近的發展
  • 英偉達公司。
    • 公司簡介
    • 產品基準
    • 最近的發展
  • Panocam3d.Com
    • 公司簡介
    • 產品基準
    • 最近的發展
  • 皮克斯(華特迪士尼公司)
    • 公司簡介
    • 產品基準
    • 最近的發展
  • 副作用軟件公司 (Sidefx)
    • 公司簡介
    • 產品基準
    • 最近的發展
  • 彩色
    • 公司簡介
    • 產品基準
    • 最近的發展
  • Vicon 運動系統有限公司
    • 公司簡介
    • 產品基準
    • 最近的發展
Product Code: GVR-4-68039-317-3

Virtual Production Market Growth & Trends:

The global virtual production market size is expected to reach USD 6.78 billion by 2030, according to a new report by Grand View Research, Inc. The market is anticipated to register a CAGR of 18.2% from 2023 to 2030. 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 technology enables filmmakers to reduce the demand for on-set production teams and crew members by integrating virtual background environments into live-action footage. This allows for a significant reduction in video production costs. For instance, in 2020, after the COVID-19 pandemic, filmmakers in the Hollywood industry found the hi-tech solution of shooting without gathering 100s of people on set. The use of techniques such as cloudbusting, stagecraft LED setup, and robotic camera to shoot actors remotely, known as the Solo Cinebot has helped the filmmaker a lot. Technological advancement in virtual production helps broadcasters improve their operational efficiency with the least physical presence of technicians in the broadcasting room.

For instance, in March 2020, Sky Sports implemented a virtual production suite, which has enabled its teams to create content and stream it remotely. The suite connected 48 virtual workstations and an equal number of direct-to-workstation connections for remote editing, simultaneous live programming, and the distribution of live clippings directly on social media platforms. Although virtual production can produce a film with better visuals and low production costs, it also poses some challenges, especially from the lack of training and experience among industry professionals.

For instance, in May 2022, Mo-Sys Academy, a manufacturer of virtual production solutions in the U.K. announced the launch of a new virtual production course. This course intends to close the skills gap in the virtual production sector, which is experiencing a surge in demand for trained technicians.

With the advent of artificial intelligence, virtual production technology has witnessed significant improvements in the quality of its computer-generated graphics. Design and visualization of all complex scenes in a three-dimensional model have become convenient, further editing and reviewing in a real-time environment. The technology positively impacts the market by reducing the transportation and logistics costs of crew members and equipment. It enables filmmakers to capture on-set live-action scenes through simul-cams or virtual cameras and seamlessly merge computer-generated 3D graphic elements with the film's live-shooting footage to conclude with the final visual effects.

The evolution of VFX technologies and the growth of animation are boosting the entertainment industry. For instance, in July 2022, Netflix, a subscription streaming service and production company in the U.S. announced a plan to acquire Animal Logic, an Australian animation, and visual effects digital studio. This initiative will help Netflix accelerate its efforts to develop end-to-end animation production capabilities.

Furthermore, artificial intelligence facilitates pre-production support that helps to accelerate video production work. In the previous decade, pre-production works heavily relied on unstructured box office data and limited demographic information related to viewers, leading to less engaging video content development. However, now artificial intelligence can generate insights from large data sets collected from various platforms to understand the proposed content's acceptance and interest.

For example, Netflix creates video content based on accurate, personalized recommendations and observations of its users' behavior, such as surfing history, claims, and data actions like pausing or rewinding videos. Also, in April 2021, the company decided to invest USD 17 billion to create a dedicated database to develop original content based on its platform's collected data. Artificial intelligence technology can also help understand scripts and screenplays to recognize the locations described and suggest real-world locations where directors can imagine and create realistic computer graphic imagery locations.

The growing implementation of virtual production in the gaming industry also works well for the market. Factors such as leveraging a three-dimensional environment, increased 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 applications.

Furthermore, introducing an 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. This made the interaction with the video games smoother for the player. Hence the increased application of virtual production technology in games is expected to propel the growth of the market.

Virtual Production Market Report Highlights:

  • In terms of end-user, the movie segment is expected to contribute a significant amount of revenue to the market over the forecast period. The growth can be attributed to the rising demand for visual effects and a three-dimensional model in movies
  • In terms of components, the software segment is expected to grow at a significant rate owing to the inclusion of artificial intelligence. The inclusion is expected to improve the performance of animation and graphics quality
  • The North American region holds the maximum revenue share of 37.0% in 2022. The growth is attributable to the increasing adoption of advanced VFX and virtual production technologies coupled with the high implementation of virtual production by leading regional film studios, such as Viacom CBS, Walt Disney Studios, NBC Universal, and Warner Media.

Table of Contents

Chapter 1 Methodology And Scope

  • 1.1 Information Procurement And Research Scope
  • 1.2 Information Analysis
  • 1.3 Market Formulation & Data Visualization
  • 1.4 Market Scope And Assumptions
    • 1.4.1 Secondary Sources
    • 1.4.2 Primary Sources

Chapter 2 Executive Summary

  • 2.1 Market Outlook
  • 2.2 Global
    • 2.2.1 Global Virtual Production Market, 2017 - 2030
    • 2.2.2 Global Virtual Production Market, By Region, 2017 - 2030
    • 2.2.3 Global Virtual Production Market, By Component, 2017 - 2030
    • 2.2.4 Global Virtual Production Market, By Type, 2017 - 2030
    • 2.2.5 Global Virtual Production Market, By End-User, 2017 - 2030
  • 2.3 Segmental Trends

Chapter 3 Virtual Production Market Variables, Trends & Scope

  • 3.1 Market Segmentation & Scope
  • 3.2 Virtual Production - Value Chain Analysis
  • 3.3 Market Dynamics
    • 3.3.1 Market Drivers
      • 3.3.1.1 Rising Demand For Visual Effects In Movie Production Across The Globe
      • 3.3.1.2 Growing Implementation Of Led Wall Technology
    • 3.3.2 Market Restraints
      • 3.3.2.1 Lack Of Skilled Professionals
      • 3.3.2.2 High Capital Expenditure For Initial Set-Up
  • 3.4 Industry Analysis - Porter's
    • 3.4.1 Supplier Power
    • 3.4.2 Buyer Power
    • 3.4.3 Substitution Threat
    • 3.4.4 Threat From New Entrant
    • 3.4.5 Competitive Rivalry
  • 3.5 Key Opportunities - Prioritized
  • 3.6 Virtual Production Market - Key Company Analysis, 2022
    • 3.6.1 Key Company Analysis, 2022
    • 3.6.2 List Of Key Market Players
  • 3.7 Virtual Production - Pest Analysis
    • 3.7.1 Political
    • 3.7.2 Economic
    • 3.7.3 Social
    • 3.7.4 Technological

Chapter 4 Virtual Production: Component Outlook

  • 4.1 Virtual Production Market Share By Component, 2022 & 2030
  • 4.2 Software
    • 4.2.1 Software Virtual Production Market, By Region, 2017 - 2030
  • 4.3 Hardware
    • 4.3.1 Hardware Virtual Production Market, By Region, 2017 - 2030
  • 4.4 Services
    • 4.3.1 Services Virtual Production Market, By Region, 2017 - 2030

Chapter 5 Virtual Production: Type Outlook

  • 5.1 Virtual Production Market Share By Type, 2022 & 2030
  • 5.2 Pre-Production
    • 5.2.1 Pre-Production Virtual Production Market, By Region, 2017 - 2030
  • 5.3 Production
    • 5.3.1 Production Virtual Production Market, By Region, 2017 - 2030
  • 5.4 Post-Production
    • 5.4.1 Post Production Virtual Production Market, By Region, 2017 - 2030

Chapter 6 Virtual Production: End-User Outlook

  • 6.1 Virtual Production Market Share By End-User, 2022 & 2030
  • 6.2 Movies
    • 6.2.1 Movies Virtual Production Market, By Region, 2017 - 2030
  • 6.3 Tv Series
    • 6.3.1 Tv Series Virtual Production Market, By Region, 2017 - 2030
  • 6.4 Commercial Ads
    • 6.4.1 Commercial Ads Virtual Production Market, By Region, 2017 - 2030
  • 6.5 Online Videos
    • 6.5.1 Online Videos Virtual Production Market, By Region, 2017 - 2030
  • 6.6 Others
    • 6.6.1 Others Video Platform Market, By Region, 2017 - 2030

Chapter 7 Virtual Production: Regional Outlook

  • 7.1 North America
    • 7.1.1 North America Virtual Production Market, By Component, 2017 - 2030
    • 7.1.2 North America Virtual Production Market, By Type, 2017 - 2030
    • 7.1.3 North America Virtual Production Market, By End-User 2017 - 2030
    • 7.1.4 U.S.
      • 7.1.4.1 U.S. Virtual Production Market, By Component, 2017 - 2030
      • 7.1.4.2 U.S. Virtual Production Market, By Type, 2017 - 2030
      • 7.1.4.3 U.S. Virtual Production Market, By End-User, 2017 - 2030
    • 7.1.5 Canada
      • 7.1.5.1 Canada Virtual Production Market, By Component, 2017 - 2030
      • 7.1.5.2 Canada Virtual Production Market, By Type, 2017 - 2030
      • 7.1.5.3 Canada Virtual Production Market, By End-User, 2017 - 2030
    • 7.1.6 Mexico
      • 7.1.6.1 Mexico Virtual Production Market, By Component, 2017 - 2030
      • 7.1.6.2 Mexico Virtual Production Market, By Type, 2017 - 2030
      • 7.1.7.3 Mexico Virtual Production Market, By End-User, 2017 - 2030
  • 7.2 Europe
    • 7.2.1 Europe Virtual Production Market, By Component, 2017 - 2030
    • 7.2.2 Europe Virtual Production Market, By Type, 2017 - 2030
    • 7.2.3 Europe Virtual Production Market, By End-User, 2017 - 2030
    • 7.2.4 Germany
      • 7.2.4.1 Germany Virtual Production Market, by component, 2017 - 2030
      • 7.2.4.2 Germany Virtual Production Market, by type, 2017 - 2030
      • 7.2.4.3 Germany Virtual Production Market, by end-user, 2017 - 2030
    • 7.2.5 U.K.
      • 7.2.5.1 U.K. Virtual Production Market, by component, 2017 - 2030
      • 7.2.5.2 U.K. Virtual Production Market, by type, 2017 - 2030
      • 7.2.5.3 U.K. Virtual Production Market, by end-user, 2017 - 2030
    • 7.2.6 France
      • 7.2.6.1 France Virtual Production Market, by component, 2017 - 2030
      • 7.2.6.2 France Virtual Production Market, by type, 2017 - 2030
      • 7.2.6.3 France Virtual Production Market, by end-user, 2017 - 2030
  • 7.3 Asia Pacific
    • 7.3.1 Asia Pacific Virtual Production Market, By Component, 2017 - 2030
    • 7.3.2 Asia Pacific Virtual Production Market, By Type, 2017 - 2030
    • 7.3.3 Asia Pacific Virtual Production Market, By End-User, 2017 - 2030
    • 7.3.4 China
      • 7.3.4.1 China Virtual Production Market, By Component, 2017 - 2030
      • 7.3.4.2 China Virtual Production Market, By Type, 2017 - 2030
      • 7.3.4.3 China Virtual Production Market, By End-User, 2017 - 2030
    • 7.3.5 Japan
      • 7.3.5.1 Japan Virtual Production Market, By Component, 2017 - 2030
      • 7.3.5.2 Japan Virtual Production Market, By Type, 2017 - 2030
      • 7.3.5.3 Japan Virtual Production Market, By End-User, 2017 - 2030
    • 7.3.6 India
      • 7.3.6.1 India Virtual Production Market, by component, 2017 - 2030
      • 7.3.6.2 India Virtual Production Market, by type, 2017 - 2030
      • 7.3.6.3 India Virtual Production Market, by end-user, 2017 - 2030
  • 7.4 South America
    • 7.4.1 South America Virtual Production Market, By Component, 2017 - 2030
    • 7.4.2 South America Virtual Production Market, By Type, 2017 - 2030
    • 7.4.3 South America Virtual Production Market, By End-User, 2017 - 2030
    • 7.4.4 Brazil
      • 7.4.4.1 Brazil Virtual Production Market, By Component, 2017 - 2030
      • 7.4.4.2 Brazil Virtual Production Market, By Type, 2017 - 2030
      • 7.4.4.3 Brazil Virtual Production Market, By End-User, 2017 - 2030
  • 7.5 MEA
    • 7.5.1 MEA Virtual Production Market, By Component, 2017 - 2030
    • 7.5.2 MEA Virtual Production Market, By Type, 2017 - 2030
    • 7.5.3 MEA Virtual Production Market, By End-User, 2017 - 2030

Chapter 8 Competitive Landscape

  • 8.1 360Rize
    • 8.1.1 Company Overview
    • 8.1.2 Financial Performance
    • 8.1.3 Product Benchmarking
    • 8.1.4 Recent Developments
  • 8.2 Adobe
    • 8.2.1 Company Overview
    • 8.2.2 Financial Performance
    • 8.2.3 Product Benchmarking
    • 8.2.4 Recent Developments
  • 8.3 Arashi Vision Inc. (Insta 360)
    • 8.3.1 Company Overview
    • 8.3.2 Financial Performance
    • 8.3.3 Product Benchmarking
    • 8.3.5 Recent Developments
  • 8.4 Autodesk Inc.
    • 8.4.1 Company Overview
    • 8.4.2 Financial Performance
    • 8.4.3 Product Benchmarking
    • 8.4.4 Recent Developments
  • 8.5 Boris Fx, Inc
    • 8.5.1 Company Overview
    • 8.5.3 Product Benchmarking
    • 8.5.4 Recent Developments
  • 8.6 Epic Games, Inc.
    • 8.6.1 Company Overview
    • 8.6.3 Product Benchmarking
    • 8.6.4 Recent Developments
  • 8.7 Htc Corporation (Viveport)
    • 8.7.1 Company Overview
    • 8.7.2 Financial Performance
    • 8.7.3 Product Benchmarking
    • 8.7.4 Recent Developments
  • 8.8 Humaneyes Technologies
    • 8.8.1 Company Overview
    • 8.7.2 Financial Performance
    • 8.7.3 Product Benchmarking
    • 8.7.4 Recent Developments
  • 8.8 Mo-Sys Engineering Ltd.
    • 8.8.1 Company Overview
    • 8.8.2 Product Benchmarking
    • 8.8.3 Recent Developments
  • 8.10 Nvidia Corporation.
    • 8.10.1 Company Overview
    • 8.10.2 Product Benchmarking
    • 8.10.3 Recent Developments
  • 8.11 Panocam3d.Com
    • 8.11.1 Company Overview
    • 8.11.2 Product Benchmarking
    • 8.11.3 Recent Developments
  • 8.12 Pixar (The Walt Disney Company)
    • 8.12.1 Company Overview
    • 8.12.2 Product Benchmarking
    • 8.12.3 Recent Developments
  • 8.13 Side Effects Software Inc (Sidefx)
    • 8.13.1 Company Overview
    • 8.13.2 Product Benchmarking
    • 8.13.3 Recent Developments
  • 8.14 Technicolor
    • 8.14.1 Company Overview
    • 8.14.2 Product Benchmarking
    • 8.14.3 Recent Developments
  • 8.15 Vicon Motion Systems Ltd
    • 8.15.1 Company Overview
    • 8.15.2 Product Benchmarking
    • 8.15.3 Recent Developments

List of Tables

  • Table 1 Virtual production market - Industry snapshot & key buying criteria, 2017 - 2030
  • Table 2 Global Virtual Production Market, 2017 - 2030 (USD Million)
  • Table 3 Global Virtual Production Market, by region, 2017 - 2030 (USD Million)
  • Table 4 Global Virtual Production Market, by component, 2017 - 2030 (USD Million)
  • Table 5 Global Virtual Production Market, by type, 2017 - 2030 (USD Million)
  • Table 6 Global Virtual Production Market, by end-user, 2017 - 2030 (USD Million)
  • Table 7 Key market driver impact
  • Table 8 Key market restraint impact
  • Table 9 Key market opportunity impact
  • Table 10 List of key market players
  • Table 11 Hardware Virtual Production Market, by region, 2017 - 2030 (USD Million)
  • Table 12 Software Virtual Production Market, by region, 2017 - 2030 (USD Million)
  • Table 13 Services Virtual Production Market, by region, 2017 - 2030 (USD Million)
  • Table 14 Pre-production Virtual Production Market, by region, 2017 - 2030 (USD Million)
  • Table 15 Production Virtual Production Market, by region, 2017 - 2030 (USD Million)
  • Table 16 Post-production Virtual Production Market, by region, 2017 - 2030 (USD Million)
  • Table 17 Movies Virtual Production Market, by region, 2017 - 2030 (USD Million)
  • Table 18 TV Series Virtual Production Market, by region, 2017 - 2030 (USD Million)
  • Table 19 Commercial Ads Virtual Production Market, by region, 2017 - 2030 (USD Million)
  • Table 20 Online Videos Virtual Production Market, by region, 2017 - 2030 (USD Million)
  • Table 21 Others Virtual Production Market, by region, 2017 - 2030 (USD Million)
  • Table 22 North America Virtual Production Market, by component, 2017 - 2030 (USD Million)
  • Table 23 North America Virtual Production Market, by type, 2017 - 2030 (USD Million)
  • Table 24 North America Virtual Production Market, by end-user, 2017 - 2030 (USD Million)
  • Table 25 U.S. Virtual Production Market, by component, 2017 - 2030 (USD Million)
  • Table 26 U.S. Virtual Production Market, by type, 2017 - 2030 (USD Million)
  • Table 27 U.S. Virtual Production Market, by end-user, 2017 - 2030 (USD Million)
  • Table 28 Canada Virtual Production Market, by component, 2017 - 2030 (USD Million)
  • Table 29 Canada Virtual Production Market, by type, 2017 - 2030 (USD Million)
  • Table 30 Canada Virtual Production Market, by end-user, 2017 - 2030 (USD Million)
  • Table 31 Mexico Virtual Production Market, by component, 2017 - 2030 (USD Million)
  • Table 32 Mexico Virtual Production Market, by type, 2017 - 2030 (USD Million)
  • Table 33 Mexico Virtual Production Market, by end-user, 2017 - 2030 (USD Million)
  • Table 34 Europe Virtual Production Market, by component, 2017 - 2030 (USD Million)
  • Table 35 Europe Virtual Production Market, by type, 2017 - 2030 (USD Million)
  • Table 36 Europe Virtual Production Market, by end-user, 2017 - 2030 (USD Million)
  • Table 37 Germany Virtual Production Market, by component, 2017 - 2030 (USD Million)
  • Table 38 Germany Virtual Production Market, by type, 2017 - 2030 (USD Million)
  • Table 39 Germany Virtual Production Market, by end-user, 2017 - 2030 (USD Million)
  • Table 40 U.K. Virtual Production Market, by component, 2017 - 2030 (USD Million)
  • Table 41 U.K. Virtual Production Market, by type, 2017 - 2030 (USD Million)
  • Table 42 U.K. Virtual Production Market, by end-user, 2017 - 2030 (USD Million)
  • Table 43 France Virtual Production Market, by component, 2017 - 2030 (USD Million)
  • Table 44 France Virtual Production Market, by type, 2017 - 2030 (USD Million)
  • Table 45 France Virtual Production Market, by end-user, 2017 - 2030 (USD Million)
  • Table 46 Asia Pacific Virtual Production Market, by component, 2017 - 2030 (USD Million)
  • Table 47 Asia Pacific Virtual Production Market, by type, 2017 - 2030 (USD Million)
  • Table 48 Asia Pacific Virtual Production Market, by end-user, 2017 - 2030 (USD Million)
  • Table 49 China Virtual Production Market, by component, 2017 - 2030 (USD Million)
  • Table 50 China Virtual Production Market, by type, 2017 - 2030 (USD Million)
  • Table 51 China Virtual Production Market, by end-user, 2017 - 2030 (USD Million)
  • Table 52 Japan Virtual Production Market, by component, 2017 - 2030 (USD Million)
  • Table 53 Japan Virtual Production Market, by type, 2017 - 2030 (USD Million)
  • Table 54 Japan Virtual Production Market, by end-user, 2017 - 2030 (USD Million)
  • Table 55 India Virtual Production Market, by component, 2017 - 2030 (USD Million)
  • Table 56 India Virtual Production Market, by type, 2017 - 2030 (USD Million)
  • Table 57 India Virtual Production Market, by end-user, 2017 - 2030 (USD Million)
  • Table 58 South America Virtual Production Market, by component, 2017 - 2030 (USD Million)
  • Table 59 South America Virtual Production Market, by type, 2017 - 2030 (USD Million)
  • Table 60 South America Virtual Production Market, by end-user, 2017 - 2030 (USD Million)
  • Table 61 Brazil Virtual Production Market, by component, 2017 - 2030 (USD Million)
  • Table 62 Brazil Virtual Production Market, by type, 2017 - 2030 (USD Million)
  • Table 63 Brazil Virtual Production Market, by end-user, 2017 - 2030 (USD Million)
  • Table 64 MEA Virtual Production Market, by component, 2017 - 2030 (USD Million)
  • Table 65 MEA Virtual Production Market, by type, 2017 - 2030 (USD Million)
  • Table 66 MEA Virtual Production Market, by end-user, 2017 - 2030 (USD Million)

List of Figures

  • Fig. 1 Research process
  • Fig. 2 Market formulation
  • Fig. 3 Market segmentation and scope
  • Fig. 4 Virtual production market, 2017 - 2030
  • Fig. 5 Key opportunities analysis
  • Fig. 6 Virtual production - Value chain analysis
  • Fig. 7 Virtual production market dynamics
  • Fig. 8 Industry analysis - Porter's five forces analysis
  • Fig. 9 Virtual production - PEST analysis
  • Fig. 10 Virtual production market share by component, 2022 & 2030
  • Fig. 11 Virtual production market share by type, 2022 & 2030
  • Fig. 12 Virtual production market share by end-user, 2022 & 2030
  • Fig. 13 Virtual production market share by region, 2022 & 2030
  • Fig. 14 North America marketplace: Key takeaways
  • Fig. 15 Europe marketplace: Key takeaways
  • Fig. 16 Asia Pacific marketplace: Key takeaways
  • Fig. 17 South America marketplace: Key takeaways
  • Fig. 18 MEA marketplace: Key takeaways