封面
市场调查报告书
商品编码
1525312

全球视觉特效软体市场规模研究,按组件(软体、服务)、部署(本地、云端)、应用程式(电影、广告、电视、游戏)和 2022-2032 年区域预测

Global VFX Software Market Size Study, by Component (Software, Service), by Deployment (On-Premise, Cloud), by Application (Movies, Advertising, Television, Gaming) and Regional Forecasts 2022-2032

出版日期: | 出版商: Bizwit Research & Consulting LLP | 英文 285 Pages | 商品交期: 2-3个工作天内

价格
简介目录

2023 年全球视觉特效软体市场价值约为 10.2 亿美元,预计在 2024-2032 年预测期内将以 12.81% 的健康成长率成长。 VFX 软体,也称为视觉效果软体,对于创建和操作电脑生成影像 (CGI) 至关重要,否则这些影像在现实生活中製作起来会非常昂贵、危险或不可能。该技术透过支援高品质视觉内容的製作,在电影製作、电视、广告和游戏等各个行业中发挥着至关重要的作用。电影中视觉效果的使用不断增加、消费者对高品质内容的需求不断增长以及视觉特效软体云端技术的不断采用,推动了该市场的发展。此外,虚拟实境和人工智慧等先进技术与视觉特效软体的集成为市场扩张提供了利润丰厚的机会。此外,印度和中国等新兴市场视觉特效支出的增加预计将推动亚太地区的显着成长。

电影中视觉效果的使用激增已成为一个重要趋势,电影製作者利用视觉特效技术来有效地实现几乎不可能的镜头。这导致电影製作中视觉特效的预算分配增加,有时占总预算的20%至50%。此外,对高品质视觉体验的需求促使电影製作人和工作室融入更多视觉特效和动画镜头,以满足消费者对引人入胜和真实内容的偏好。数位视讯内容平台的兴起以及 AR 和 VR 等沉浸式体验的日益普及,进一步推动了对先进视觉特效软体的需求。然而,市场面临着免费和开源视觉特效软体等挑战,这对商业视觉特效解决方案的采用构成了威胁。

全球视觉特效软体市场的主要区域包括北美、欧洲、亚太地区、拉丁美洲以及中东和非洲。 2023年,北美地区在收入方面占据市场主导地位。这是由于娱乐和媒体业的蓬勃发展,其中包括世界最大的电影业中心好莱坞。该地区是领先的视觉特效工作室和软体开发商的所在地,促进视觉效果领域的创新和技术进步。对电影、电视、电玩游戏和串流媒体服务中高品质内容的高需求加速了复杂的视觉特效软体的采用。此外,研发方面的大量投资和熟练专业人员的存在也有助于市场成长。虚拟实境(VR)和扩增实境(AR)技术的兴起也支撑了北美的视觉特效软体市场。教育机构和政府措施的大力支持进一步巩固了该地区在这个充满活力的行业中的领导地位。此外,亚太地区预计在 2024 年至 2032 年预测期内复合年增长率最高。

目录

第 1 章:全球视觉特效软体市场执行摘要

  • 全球视觉特效软体市场规模及预测(2022-2032)
  • 区域概要
  • 分部摘要
    • 按组件
    • 按部署
    • 按申请
  • 主要趋势
  • 经济衰退的影响
  • 分析师推荐与结论

第 2 章:全球视觉特效软体市场定义与研究假设

  • 研究目的
  • 市场定义
  • 研究假设
    • 包含与排除
    • 限制
    • 供给侧分析
      • 可用性
      • 基础设施
      • 监管环境
      • 市场竞争
      • 经济可行性(消费者的角度)
    • 需求面分析
      • 监理框架
      • 技术进步
      • 环境考虑
      • 消费者意识和接受度
  • 估算方法
  • 研究考虑的年份
  • 货币兑换率

第 3 章:全球视觉特效软体市场动态

  • 市场驱动因素
    • 增加电影中视觉效果的使用
    • 消费者对高品质内容的需求上升
  • 市场挑战
    • 免费开源视觉特效软体的存在
    • COVID-19 大流行的影响
  • 市场机会
    • VR、AI等先进科技融合
    • 新兴市场视觉特效支出增加

第 4 章:全球视觉特效软体市场产业分析

  • 波特的五力模型
    • 供应商的议价能力
    • 买家的议价能力
    • 新进入者的威胁
    • 替代品的威胁
    • 竞争竞争
    • 波特五力模型的未来方法
    • 波特的五力影响分析
  • PESTEL分析
    • 政治的
    • 经济
    • 社会的
    • 技术性
    • 环境的
    • 合法的
  • 顶级投资机会
  • 最佳制胜策略
  • 颠覆性趋势
  • 产业专家视角
  • 分析师推荐与结论

第 5 章:全球视觉特效软体市场规模与预测:按组成部分 - 2022-2032

  • 细分仪表板
  • 全球视觉特效软体市场:2022 年与 2032 年组件收入趋势分析
    • 软体
    • 服务

第 6 章:全球视觉特效软体市场规模与预测:依部署划分 - 2022-2032

  • 细分仪表板
  • 全球视觉特效软体市场:2022 年与 2032 年部署收入趋势分析
    • 本地部署

第 7 章:全球视觉特效软体市场规模与预测:依应用分类 - 2022-2032

  • 细分仪表板
  • 全球视觉特效软体市场:2022 年与 2032 年应用营收趋势分析
    • 电影
    • 广告
    • 电视
    • 赌博

第 8 章:全球视觉特效软体市场规模与预测:按地区 - 2022-2032

  • 北美洲
    • 我们
    • 加拿大
  • 欧洲
    • 英国
    • 德国
    • 法国
    • 西班牙
    • 义大利
    • 欧洲其他地区
  • 亚太
    • 中国
    • 印度
    • 日本
    • 澳洲
    • 韩国
    • 亚太地区其他地区
  • 拉丁美洲
    • 巴西
    • 墨西哥
    • 拉丁美洲其他地区
  • 中东和非洲
    • 沙乌地阿拉伯
    • 南非
    • 中东和非洲其他地区

第 9 章:竞争情报

  • 重点企业SWOT分析
  • 顶级市场策略
  • 公司简介
    • Maxon Computer
      • 关键讯息
      • 概述
      • 财务(视数据可用性而定)
      • 产品概要
      • 市场策略
    • Sitni Sati
    • The Foundry Visionmongers Limited
    • Pixar
    • Chaos Software
    • Blackmagic Design Pty. Ltd.
    • Corel Corporation
    • Adobe
    • Autodesk Inc.
    • SideFX

第 10 章:研究过程

  • 研究过程
    • 资料探勘
    • 分析
    • 市场预测
    • 验证
    • 出版
  • 研究属性
简介目录

The Global VFX Software Market is valued at approximately USD 1.02 billion in 2023 and is anticipated to grow with a healthy growth rate of 12.81% over the forecast period 2024-2032. VFX software, also known as visual effects software, is essential for creating and manipulating computer-generated imagery (CGI) that would otherwise be expensive, dangerous, or impossible to produce in real life. This technology plays a critical role in various industries, including film-making, television, advertising, and gaming, by enabling the production of high-quality visual content. The market is driven by the increasing use of visual effects in movies, the growing demand for high-quality content by consumers, and the rising adoption of cloud technology for VFX software. Furthermore, the integration of advanced technologies like virtual reality and artificial intelligence with VFX software presents lucrative opportunities for market expansion. Furthermore, the increased spending on VFX in emerging markets like India and China is expected to drive significant growth in the Asia-Pacific region.

The surge in visual effects usage in movies has become a significant trend, with filmmakers leveraging VFX technology to achieve practically impossible shots efficiently. This has led to an increase in the budget allocation for VFX in film production, sometimes accounting for 20% to 50% of the overall budget. Additionally, the demand for high-quality visual experiences has prompted filmmakers and studios to incorporate more VFX and animation shots, catering to the consumer's preference for engaging and realistic content. The rise of digital video content platforms and the growing popularity of immersive experiences such as AR and VR further fuel the demand for advanced VFX software. However, the market faces challenges such as the presence of free and open-source VFX software, which poses a threat to the adoption of commercial VFX solutions.

The key region in the Global VFX Software Market includes North America, Europe, Asia Pacific, Latin America and Middle East & Africa. In 2023, North America dominates the market in terms of revenue. This is due to the thriving entertainment and media industry, which includes Hollywood, the world's largest film industry hub. The region is home to leading VFX studios and software developers, fostering innovation and technological advancements in visual effects. High demand for high-quality content in movies, television, video games, and streaming services accelerates the adoption of sophisticated VFX software. Additionally, significant investments in R&D and the presence of skilled professionals contribute to market growth. The rise of virtual reality (VR) and augmented reality (AR) technologies also bolsters the VFX software market in North America. Strong support from educational institutions and government initiatives further solidifies the region's leadership in this dynamic industry. Furthermore, Asia Pacific expected to witness highest CAGR during the forecast period 2024-2032.

Major market players included in this report are:

  • Adobe
  • Autodesk Inc.
  • SideFX
  • Maxon Computer
  • Sitni Sati
  • The Foundry Visionmongers Limited
  • Pixar
  • Chaos Software
  • Blackmagic Design Pty. Ltd.
  • Corel Corporation

The detailed segments and sub-segment of the market are explained below:

By Component

  • Software
  • Service

By Deployment

  • On-Premise
  • Cloud

By Application

  • Movies
  • Advertising
  • Television
  • Gaming

By Region:

  • North America
  • U.S.
  • Canada
  • Europe
  • UK
  • Germany
  • France
  • Spain
  • Italy
  • ROE
  • Asia Pacific
  • China
  • India
  • Japan
  • Australia
  • South Korea
  • RoAPAC
  • Latin America
  • Brazil
  • Mexico
  • Rest of Latin America
  • Middle East & Africa
  • Saudi Arabia
  • South Africa
  • RoMEA

Years considered for the study are as follows:

  • Historical year - 2022
  • Base year - 2023
  • Forecast period - 2024 to 2032

Key Takeaways:

  • Market Estimates & Forecast for 10 years from 2022 to 2032.
  • Annualized revenues and regional level analysis for each market segment.
  • Detailed analysis of geographical landscape with Country level analysis of major regions.
  • Competitive landscape with information on major players in the market.
  • Analysis of key business strategies and recommendations on future market approach.
  • Analysis of competitive structure of the market.
  • Demand side and supply side analysis of the market.

Table of Contents

Chapter 1. Global VFX Software Market Executive Summary

  • 1.1. Global VFX Software Market Size & Forecast (2022-2032)
  • 1.2. Regional Summary
  • 1.3. Segmental Summary
    • 1.3.1. By Component
    • 1.3.2. By Deployment
    • 1.3.3. By Application
  • 1.4. Key Trends
  • 1.5. Recession Impact
  • 1.6. Analyst Recommendation & Conclusion

Chapter 2. Global VFX Software Market Definition and Research Assumptions

  • 2.1. Research Objective
  • 2.2. Market Definition
  • 2.3. Research Assumptions
    • 2.3.1. Inclusion & Exclusion
    • 2.3.2. Limitations
    • 2.3.3. Supply Side Analysis
      • 2.3.3.1. Availability
      • 2.3.3.2. Infrastructure
      • 2.3.3.3. Regulatory Environment
      • 2.3.3.4. Market Competition
      • 2.3.3.5. Economic Viability (Consumer's Perspective)
    • 2.3.4. Demand Side Analysis
      • 2.3.4.1. Regulatory frameworks
      • 2.3.4.2. Technological Advancements
      • 2.3.4.3. Environmental Considerations
      • 2.3.4.4. Consumer Awareness & Acceptance
  • 2.4. Estimation Methodology
  • 2.5. Years Considered for the Study
  • 2.6. Currency Conversion Rates

Chapter 3. Global VFX Software Market Dynamics

  • 3.1. Market Drivers
    • 3.1.1. Increase in use of visual effects in movies
    • 3.1.2. Rise in demand for high quality content by consumers
  • 3.2. Market Challenges
    • 3.2.1. Presence of free & open-source VFX software
    • 3.2.2. Impact of COVID-19 Pandemic
  • 3.3. Market Opportunities
    • 3.3.1. Integration of advanced technologies such as VR & AI
    • 3.3.2. Increased spending on VFX in emerging markets

Chapter 4. Global VFX Software Market Industry Analysis

  • 4.1. Porter's 5 Force Model
    • 4.1.1. Bargaining Power of Suppliers
    • 4.1.2. Bargaining Power of Buyers
    • 4.1.3. Threat of New Entrants
    • 4.1.4. Threat of Substitutes
    • 4.1.5. Competitive Rivalry
    • 4.1.6. Futuristic Approach to Porter's 5 Force Model
    • 4.1.7. Porter's 5 Force Impact Analysis
  • 4.2. PESTEL Analysis
    • 4.2.1. Political
    • 4.2.2. Economical
    • 4.2.3. Social
    • 4.2.4. Technological
    • 4.2.5. Environmental
    • 4.2.6. Legal
  • 4.3. Top Investment Opportunity
  • 4.4. Top Winning Strategies
  • 4.5. Disruptive Trends
  • 4.6. Industry Expert Perspective
  • 4.7. Analyst Recommendation & Conclusion

Chapter 5. Global VFX Software Market Size & Forecasts by Component 2022-2032

  • 5.1. Segment Dashboard
  • 5.2. Global VFX Software Market: Component Revenue Trend Analysis, 2022 & 2032 (USD Billion)
    • 5.2.1. Software
    • 5.2.2. Service

Chapter 6. Global VFX Software Market Size & Forecasts by Deployment 2022-2032

  • 6.1. Segment Dashboard
  • 6.2. Global VFX Software Market: Deployment Revenue Trend Analysis, 2022 & 2032 (USD Billion)
    • 6.2.1. On-Premise
    • 6.2.2. Cloud

Chapter 7. Global VFX Software Market Size & Forecasts by Application 2022-2032

  • 7.1. Segment Dashboard
  • 7.2. Global VFX Software Market: Application Revenue Trend Analysis, 2022 & 2032 (USD Billion)
    • 7.2.1. Movies
    • 7.2.2. Advertising
    • 7.2.3. Television
    • 7.2.4. Gaming

Chapter 8. Global VFX Software Market Size & Forecasts by Region 2022-2032

  • 8.1. North America VFX Software Market
    • 8.1.1. U.S. VFX Software Market
      • 8.1.1.1. Component breakdown size & forecasts, 2022-2032
      • 8.1.1.2. Deployment breakdown size & forecasts, 2022-2032
      • 8.1.1.3. Application breakdown size & forecasts, 2022-2032
    • 8.1.2. Canada VFX Software Market
  • 8.2. Europe VFX Software Market
    • 8.2.1. U.K. VFX Software Market
    • 8.2.2. Germany VFX Software Market
    • 8.2.3. France VFX Software Market
    • 8.2.4. Spain VFX Software Market
    • 8.2.5. Italy VFX Software Market
    • 8.2.6. Rest of Europe VFX Software Market
  • 8.3. Asia-Pacific VFX Software Market
    • 8.3.1. China VFX Software Market
    • 8.3.2. India VFX Software Market
    • 8.3.3. Japan VFX Software Market
    • 8.3.4. Australia VFX Software Market
    • 8.3.5. South Korea VFX Software Market
    • 8.3.6. Rest of Asia Pacific VFX Software Market
  • 8.4. Latin America VFX Software Market
    • 8.4.1. Brazil VFX Software Market
    • 8.4.2. Mexico VFX Software Market
    • 8.4.3. Rest of Latin America VFX Software Market
  • 8.5. Middle East & Africa VFX Software Market
    • 8.5.1. Saudi Arabia VFX Software Market
    • 8.5.2. South Africa VFX Software Market
    • 8.5.3. Rest of Middle East & Africa VFX Software Market

Chapter 9. Competitive Intelligence

  • 9.1. Key Company SWOT Analysis
  • 9.2. Top Market Strategies
  • 9.3. Company Profiles
    • 9.3.1. Maxon Computer
      • 9.3.1.1. Key Information
      • 9.3.1.2. Overview
      • 9.3.1.3. Financial (Subject to Data Availability)
      • 9.3.1.4. Product Summary
      • 9.3.1.5. Market Strategies
    • 9.3.2. Sitni Sati
    • 9.3.3. The Foundry Visionmongers Limited
    • 9.3.4. Pixar
    • 9.3.5. Chaos Software
    • 9.3.6. Blackmagic Design Pty. Ltd.
    • 9.3.7. Corel Corporation
    • 9.3.8. Adobe
    • 9.3.9. Autodesk Inc.
    • 9.3.10. SideFX

Chapter 10. Research Process

  • 10.1. Research Process
    • 10.1.1. Data Mining
    • 10.1.2. Analysis
    • 10.1.3. Market Estimation
    • 10.1.4. Validation
    • 10.1.5. Publishing
  • 10.2. Research Attributes