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市场调查报告书
商品编码
1543723

全球创意软体市场规模研究,按部署、类型和区域预测 2022-2032

Global Creative Software Market Size Study, by Deployment, by Type 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

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简介目录

2023 年全球创意软体市场价值约为 93.9 亿美元,预计在 2024-2032 年预测期内将以超过 7.11% 的健康成长率成长。创意软体包含旨在促进跨各种媒介的艺术和创新表达的数位工具。此类别包括图形设计程式(例如 Adob​​e Photoshop)、影片编辑软体(例如 Final Cut Pro)、音乐製作工具(包括 Ableton Live)以及 3D 建模应用程式。这些工具使用户能够精确且多功能地创建、编辑和优化内容。透过提供广泛的功能和可自订的选项,创意软体使艺术家、设计师、音乐家和电影製作人能够以数位格式将他们的想法变成现实。

全球创意软体市场的扩张主要归因于对将音讯和视讯檔案有效分发给广大用户群的转码方法的需求不断增长。线上视讯和音讯录製平台的广泛普及以及对点播服务的需求不断增长也促进了这一增长。此外,中小企业的大量机会和教育部门的快速扩张预计将为创意软体提供巨大的市场潜力。随着企业意识到需要在数位领域保持竞争力,创意软体的整合已成为其策略倡议的重要组成部分。然而,创意软体的高成本将阻碍 2024-2032 年预测期内市场的整体需求。

市场研究考虑的关键区域包括亚太地区、北美、欧洲、拉丁美洲和世界其他地区。 2023年,由于媒体和娱乐产业老牌企业对音讯录影和编辑平台的需求不断增长,北美占据了市场主导地位并占据最大份额。对音讯和视讯串流服务的日益增长的偏好是促进市场成长的重要因素之一。新冠肺炎(COVID-19) 大流行爆发后,人们选择留在室内,对数位串流媒体服务的需求大幅增长,而且这种需求没有显示出减弱的迹象,从而推动了对高品质音讯和视讯编辑软体的需求。

目录

第 1 章:全球创意软体市场执行摘要

  • 全球创意软体市场规模及预测(2022-2032)
  • 区域概要
  • 分部摘要
    • 按部署
    • 按类型
  • 主要趋势
  • 经济衰退的影响
  • 分析师推荐与结论

第 2 章:全球创意软体市场定义与研究假设

  • 研究目的
  • 市场定义
  • 研究假设
    • 包容与排除
    • 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:全球创意软体市场动态

  • 市场驱动因素
    • 对转码方法的需求不断增长
    • 线上视讯和音讯平台的激增
    • 中小企业和教育领域的扩张
  • 市场挑战
    • 创意软体成本高
    • 软体整合的复杂性
  • 市场机会
    • 越来越多地采用基于云端的解决方案
    • 对按需服务的需求不断增加
    • 创意工具的技术进步

第 4 章:全球创意软体市场产业分析

  • 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:全球创意软体市场规模与预测:按部署划分 - 2022-2032

  • 细分仪表板
  • 全球创意软体市场:2022 年和 2032 年部署收入趋势分析
    • 本地部署

第 6 章:全球创意软体市场规模与预测:按类型 - 2022-2032

  • 细分仪表板
  • 全球创意软体市场:类型收入趋势分析,2022 年和 2032 年
    • 录音及录影软体
    • 影像和影片编辑软体
    • 图形和插图软体
    • 桌面排版软体
    • 其他的

第 7 章:全球创意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 8 章:竞争情报

  • 重点企业SWOT分析
  • 顶级市场策略
  • 公司简介
    • Adobe
      • 关键讯息
      • 概述
      • 财务(视数据可用性而定)
      • 产品概要
      • 市场策略
    • MAGIX Software GmbH
    • Corel Corporation
    • CyberLink Corp.
    • FXhome Limited
    • TechSmith Corporation
    • Nero AG
    • Movavi Software Limited
    • Sony Creative Software Inc.
    • Wondershare
    • Autodesk, Inc.
    • Avid Technology, Inc.
    • Apple Inc.
    • Serif Europe Ltd.
    • Canva

第 9 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

Global Creative Software Market is valued at approximately USD 9.39 billion in 2023 and is anticipated to grow with a healthy growth rate of more than 7.11% over the forecast period 2024-2032. Creative software encompasses digital tools designed to foster artistic and innovative expression across various mediums. This category includes graphic design programs such as Adobe Photoshop, video editing software such as Final Cut Pro, music production tools including Ableton Live, and 3D modeling applications. These tools enable users to create, edit, and refine content with precision and versatility. By providing a wide range of features and customizable options, creative software empowers artists, designers, musicians, and filmmakers to bring their ideas to life in a digital format.

The Global Creative Software Market expansion can be primarily attributed to the rising demand for transcoding methods for the efficient distribution of audio and video files to a vast user base. The widespread proliferation of online video and audio recording platforms and the increasing demand for on-demand services also contribute to this growth. Furthermore, substantial opportunities in small and medium-sized enterprises and the rapid expansion of the education sector are expected to offer significant market potential to creative software. As businesses acknowledge the need to remain competitive in the digital landscape, the incorporation of creative software has become a crucial component of their strategic initiatives. However, high cost of creative software is going to impede the overall demand for the market during the forecast period 2024-2032.

The key regions considered for the market study includes Asia Pacific, North America, Europe, Latin America, and Rest of the World. In 2023, North America dominated the market and accounted for largest share attributed to the rising demand for audio-video recording and editing platforms from the incumbents of the media & entertainment industry. The growing preference for audio and video streaming services is one of the significant factors contributing to the growth of the market. The demand for digital streaming services, which gained significant traction in the wake of the outbreak of the COVID-19 pandemic as people opted to stay indoors, shows no signs of abating, thereby driving the demand for high-quality audio and video editing software.

Major market players included in this report are:

  • Adobe
  • MAGIX Software GmbH
  • Corel Corporation
  • CyberLink Corp.
  • FXhome Limited
  • TechSmith Corporation
  • Nero AG
  • Movavi Software Limited
  • Sony Creative Software Inc.
  • Wondershare
  • Autodesk, Inc.
  • Avid Technology, Inc.
  • Apple Inc.
  • Serif Europe Ltd.
  • Canva

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

By Deployment:

  • Cloud
  • On-Premises

By Type:

  • Sound & Video Recording Software
  • Image & Video Editing Software
  • Graphics & Illustration Software
  • Desktop Publishing Software
  • Others

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
  • RoLA

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 Creative Software Market Executive Summary

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

Chapter 2. Global Creative 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 Creative Software Market Dynamics

  • 3.1. Market Drivers
    • 3.1.1. Rising Demand for Transcoding Methods
    • 3.1.2. Proliferation of Online Video and Audio Platforms
    • 3.1.3. Expansion in SMEs and Education Sector
  • 3.2. Market Challenges
    • 3.2.1. High Costs of Creative Software
    • 3.2.2. Complexity in Software Integration
  • 3.3. Market Opportunities
    • 3.3.1. Growing Adoption of Cloud-Based Solutions
    • 3.3.2. Increasing Demand for On-Demand Services
    • 3.3.3. Technological Advancements in Creative Tools

Chapter 4. Global Creative 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 Creative Software Market Size & Forecasts by Deployment 2022-2032

  • 5.1. Segment Dashboard
  • 5.2. Global Creative Software Market: Deployment Revenue Trend Analysis, 2022 & 2032 (USD Billion)
    • 5.2.1. Cloud
    • 5.2.2. On-Premises

Chapter 6. Global Creative Software Market Size & Forecasts by Type 2022-2032

  • 6.1. Segment Dashboard
  • 6.2. Global Creative Software Market: Type Revenue Trend Analysis, 2022 & 2032 (USD Billion)
    • 6.2.1. Sound & Video Recording Software
    • 6.2.2. Image & Video Editing Software
    • 6.2.3. Graphics & Illustration Software
    • 6.2.4. Desktop Publishing Software
    • 6.2.5. Others

Chapter 7. Global Creative Software Market Size & Forecasts by Region 2022-2032

  • 7.1. North America Creative Software Market
    • 7.1.1. U.S. Creative Software Market
      • 7.1.1.1. Deployment breakdown size & forecasts, 2022-2032
      • 7.1.1.2. Type breakdown size & forecasts, 2022-2032
    • 7.1.2. Canada Creative Software Market
  • 7.2. Europe Creative Software Market
    • 7.2.1. UK Creative Software Market
    • 7.2.2. Germany Creative Software Market
    • 7.2.3. France Creative Software Market
    • 7.2.4. Spain Creative Software Market
    • 7.2.5. Italy Creative Software Market
    • 7.2.6. Rest of Europe Creative Software Market
  • 7.3. Asia-Pacific Creative Software Market
    • 7.3.1. China Creative Software Market
    • 7.3.2. India Creative Software Market
    • 7.3.3. Japan Creative Software Market
    • 7.3.4. Australia Creative Software Market
    • 7.3.5. South Korea Creative Software Market
    • 7.3.6. Rest of Asia Pacific Creative Software Market
  • 7.4. Latin America Creative Software Market
    • 7.4.1. Brazil Creative Software Market
    • 7.4.2. Mexico Creative Software Market
    • 7.4.3. Rest of Latin America Creative Software Market
  • 7.5. Middle East & Africa Creative Software Market
    • 7.5.1. Saudi Arabia Creative Software Market
    • 7.5.2. South Africa Creative Software Market
    • 7.5.3. Rest of Middle East & Africa Creative Software Market

Chapter 8. Competitive Intelligence

  • 8.1. Key Company SWOT Analysis
  • 8.2. Top Market Strategies
  • 8.3. Company Profiles
    • 8.3.1. Adobe
      • 8.3.1.1. Key Information
      • 8.3.1.2. Overview
      • 8.3.1.3. Financial (Subject to Data Availability)
      • 8.3.1.4. Product Summary
      • 8.3.1.5. Market Strategies
    • 8.3.2. MAGIX Software GmbH
    • 8.3.3. Corel Corporation
    • 8.3.4. CyberLink Corp.
    • 8.3.5. FXhome Limited
    • 8.3.6. TechSmith Corporation
    • 8.3.7. Nero AG
    • 8.3.8. Movavi Software Limited
    • 8.3.9. Sony Creative Software Inc.
    • 8.3.10. Wondershare
    • 8.3.11. Autodesk, Inc.
    • 8.3.12. Avid Technology, Inc.
    • 8.3.13. Apple Inc.
    • 8.3.14. Serif Europe Ltd.
    • 8.3.15. Canva

Chapter 9. Research Process

  • 9.1. Research Process
    • 9.1.1. Data Mining
    • 9.1.2. Analysis
    • 9.1.3. Market Estimation
    • 9.1.4. Validation
    • 9.1.5. Publishing
  • 9.2. Research Attributes