封面
市场调查报告书
商品编码
1461458

全球虚拟製作市场,按组件、类型、最终用户、地理位置。

Global Virtual Production Market, By Component, By Type, By End User, By Geography .

出版日期: | 出版商: Coherent Market Insights | 英文 165 Pages | 商品交期: 2-3个工作天内

价格
简介目录

预计2024年全球虚拟製作市场价值为28.4亿美元,预计到2031年将达到83.7亿美元,2024年至2031年的年复合成长率(CAGR)为16.7%。

报告范围 报告详情
基准年: 2023年 2023/2024 年市场规模: 28.4 亿美元
历史数据: 2019年至2023年 预测期: 2024年至2031年
预测期间 2023/2024 至 2030/2031 年复合成长率: 16.70% 2030/2031 价值预测: 83.7 亿美元
全球虚拟製作市场占有率 (%)(按地区),2024 年
全球虚拟製作市场 - IMG1

虚拟製作正在改变媒体和娱乐格局。它能够无缝融合真实元素和电脑生成的元素,以创造身临其境的体验。透过虚拟製作,导演可以在网路世界等虚拟环境中“拍摄”,而不受实体製作的限制。它提供了在任何地方创造性地可​​视化和捕获内容的自由。虚拟相机、即时渲染和扩增实境等先进技术正在彻底改变电影、电视、广告和游戏的概念化和製作方式。

市场动态:

由于全球观众对更真实、更身临其境的内容体验的需求不断增长,全球虚拟製作市场正在不断增长。电影製作人和内容创作者越来越多地转向虚拟製作技术,以雄心勃勃但预算友好的方式讲述引人入胜的故事。即时渲染、扩展现实和云端运算等技术的进步推动了这一趋势,这些技术开闢了新的创意可能性并降低了生产成本。然而,广泛采用也面临挑战,包括建立虚拟製作基础设施所需的高额初始投资以及熟练人才的短缺。儘管存在这些障碍,但除了视觉效果之外,还有探索虚拟製作应用的大好机会,例如建筑视觉化、培训和模拟。

此外,5G技术的推出预计将增强虚拟製作工作流程的行动性和可扩展性,为产业的成长和创新提供更多途径。整体而言,虚拟製作的未来一片光明,因为它继续彻底改变各个领域的内容创作。

研究的主要特点:

该报告对全球虚拟製作市场进行了深入分析,并提供了以2023年为基准年的预测期(2024-2031)的市场规模和年复合成长率(CAGR%)。

它阐明了不同细分市场的潜在收入机会,并解释了该市场有吸引力的投资主张矩阵。

这项研究还提供了有关市场驱动因素、限制因素、机会、新产品发布或批准、市场趋势、区域前景以及主要参与者采取的竞争策略的重要见解。

它根据以下参数描述了全球虚拟製作市场的主要参与者——公司亮点、产品组合、主要亮点、财务表现和策略。

本研究涵盖的主要公司包括 360Rize、80six、Adobe、Arashi Vision Inc. (Insta 360)、ARRI AG、Autodesk Inc.、BORIS FX, INC、Epic Games, Inc.、FuseFX、HTC Corporation、HumanEyes Technologies 、Mo- Sys Engineering Ltd.、NVIDIA Corporation.、Panocam3d.com、Pixar(华特迪士尼公司)、Pixotope、Side Effects Software Inc (SideFX)、Sony Corporation、Technicolor、TREE Digital Studio、Vicon Motion Systems Ltd 是主要的玩家。

该报告的见解将使行销人员和公司管理当局能够就未来的产品发布、类型升级、市场扩张和行销策略做出明智的决策。

全球虚拟製作市场报告迎合了该行业的各个利益相关者,包括投资者、供应商、产品製造商、分销商、新进业者和财务分析师。

利害关係人可以透过用于分析全球虚拟製作市场的各种策略矩阵轻鬆做出决策。

第一章:研究目标与假设

  • 研究目标
  • 假设
  • 缩写

第 2 章:市场范围

  • 报告说明
    • 市场定义和范围
  • 执行摘要
  • Coherent Opportunity Map (COM)

第 3 章:市场动态、法规与趋势分析

  • 市场动态
    • 司机
    • 限制
    • 机会
  • 主要亮点
  • 监管场景
  • 近期趋势
  • 产品发布/批准
  • PEST分析
  • 波特的分析
  • 合併、收购和合作

第 4 章:全球虚拟製作市场 - 冠状病毒 (COVID-19) 大流行的影响

  • COVID-19 流行病学
  • 供给面和需求面分析
  • 经济影响

第 5 章:2019 - 2031 年全球虚拟製作市场(按组成部分)(十亿美元)

  • 介绍
  • 硬体
  • 软体
  • 服务

第 6 章:2019 - 2031 年全球虚拟製作市场(按类型)(十亿美元)

  • 介绍
  • 前期製作
  • 生产
  • 后製

第 7 章:全球虚拟製作市场,以最终用户划分,2019 - 2031 年(十亿美元)

  • 介绍
  • 电影
  • 电视剧
  • 商业广告
  • 线上影片
  • 其他的

第 8 章:2019 - 2031 年全球虚拟製作市场(按地区)(十亿美元)

  • 介绍
  • 北美洲
  • 我们
  • 加拿大
  • 欧洲
  • 德国
  • 英国
  • 法国
  • 西班牙
  • 义大利
  • 俄罗斯
  • 欧洲其他地区
  • 亚太地区
  • 中国
  • 印度
  • 日本
  • 韩国
  • 东协
  • 澳洲
  • 亚太地区其他地区
  • 拉丁美洲
  • 巴西
  • 阿根廷
  • 墨西哥
  • 拉丁美洲其他地区
  • 中东和非洲
  • 海湾合作委员会国家
  • 以色列
  • 南非
  • 中东和非洲其他地区

第 9 章:竞争格局

  • 公司简介
    • 360Rize
    • 80six
    • Adobe
    • Arashi Vision Inc. (Insta 360)
    • ARRI AG
    • Autodesk Inc.
    • BORIS FX, INC
    • Epic Games, Inc.
    • FuseFX
    • HTC Corporation
    • HumanEyes Technologies
    • Mo-Sys Engineering Ltd.
    • NVIDIA Corporation.
    • Panocam3d.com
    • Pixar (The Walt Disney Company)
    • Pixotope
    • Side Effects Software Inc (SideFX)
    • Sony Corporation
    • Technicolor
    • TREE Digital Studio
    • Vicon Motion Systems Ltd

第10章:命运之轮

  • 命运之轮
  • 分析师观点
  • 连贯的机会图

第 11 章:部分

  • 参考
  • 研究方法论
  • 关于我们
简介目录
Product Code: CMI6772

Global virtual production market is estimated to be valued at USD 2.84 billion in 2024 and is expected to reach USD 8.37 billion by 2031, growing at a compound annual growth rate (CAGR) of 16.7% from 2024 to 2031.

Report Coverage Report Details
Base Year: 2023 Market Size in 2023/2024: US$ 2.84 Bn
Historical Data for: 2019 to 2023 Forecast Period: 2024 to 2031
Forecast Period 2023/2024 to 2030/2031 CAGR: 16.70% 2030/2031 Value Projection: US$ 8.37 Bn
Global Virtual Production Market Share (%), By Region, 2024
Global Virtual Production Market - IMG1

Virtual production is transforming the media and entertainment landscape. It enables the seamless merging of real and computer-generated elements to create immersive experiences. Through virtual production, directors can 'film' in virtual environments like cyber worlds without limitations of physical production. It provides freedom to visualize and capture content anywhere creatively. The advanced technologies involved like virtual cameras, real-time rendering and augmented reality are revolutionizing how movies, television, commercials and games are conceptualized and produced.

Market Dynamics:

The global virtual production market is on the rise thanks to a growing demand for more realistic and immersive content experiences from audiences worldwide. Filmmakers and content creators are increasingly turning to virtual production techniques to tell captivating stories in ambitious yet budget-friendly ways. This trend is fueled by advancements in technologies such as real-time rendering, extended reality, and cloud computing, which are opening up new creative possibilities and cutting down production costs. However, there are challenges to widespread adoption, including the high initial investment needed to set up virtual production infrastructure and a shortage of skilled talent. Despite these hurdles, there are promising opportunities to explore virtual production for applications beyond just visual effects, such as architectural visualization, training, and simulation.

Furthermore, the rollout of 5G technology is expected to enhance the mobility and scalability of virtual production workflows, providing even more avenues for growth and innovation in the industry. Overall, the future looks bright for virtual production as it continues to revolutionize content creation across various sectors.

Key features of the study:

This report provides in-depth analysis of the global virtual production market, and provides market size (US$ Bn) and compound annual growth rate (CAGR%) for the forecast period (2024-2031), considering 2023 as the base year

It elucidates potential revenue opportunities across different segments and explains attractive investment proposition matrices for this market

This study also provides key insights about market drivers, restraints, opportunities, new product launches or approval, market trends, regional outlook, and competitive strategies adopted by key players

It profiles key players in the global virtual production market based on the following parameters - company highlights, products portfolio, key highlights, financial performance, and strategies

Key companies covered as a part of this study include 360Rize, 80six, Adobe, Arashi Vision Inc. (Insta 360), ARRI AG, Autodesk Inc., BORIS FX, INC, Epic Games, Inc., FuseFX, HTC Corporation, HumanEyes Technologies, Mo-Sys Engineering Ltd., NVIDIA Corporation., Panocam3d.com, Pixar (The Walt Disney Company), Pixotope, Side Effects Software Inc (SideFX), Sony Corporation, Technicolor, TREE Digital Studio, Vicon Motion Systems Ltd are the major players

Insights from this report would allow marketers and the management authorities of the companies to make informed decisions regarding their future product launches, type up-gradation, market expansion, and marketing tactics

Global virtual production market report caters to various stakeholders in this industry including investors, suppliers, product manufacturers, distributors, new entrants, and financial analysts

Stakeholders would have ease in decision-making through various strategy matrices used in analyzing the global virtual production market

Market Segmentation

  • By Component
    • Hardware
    • Software
    • Services
  • By Type
    • Pre-production
    • Production
    • Post-production
  • By End User
    • Movies
    • TV Series
    • Commercial Ads
    • Online Videos
    • Others
  • By Region
    • North America
    • Latin America
    • Europe
    • Asia Pacific
    • Middle East & Africa
  • Key Players Insights
    • 360Rize
    • 80six
    • Adobe
    • Arashi Vision Inc. (Insta 360)
    • ARRI AG
    • Autodesk Inc.
    • BORIS FX, INC
    • Epic Games, Inc.
    • FuseFX
    • HTC Corporation
    • HumanEyes Technologies
    • Mo-Sys Engineering Ltd.
    • NVIDIA Corporation.
    • Panocam3d.com
    • Pixar (The Walt Disney Company)
    • Pixotope
    • Side Effects Software Inc (SideFX)
    • Sony Corporation
    • Technicolor
    • TREE Digital Studio
    • Vicon Motion Systems Ltd

Table of Content

1. Research Objectives and Assumptions

  • Research Objectives
  • Assumptions
  • Abbreviations

2. Market Purview

  • Report Description
    • Market Definition and Scope
  • Executive Summary
    • Market Snippet, By Component
    • Market Snippet, By Type
    • Market Snippet, By End User
    • Market Snippet, By Region
  • Coherent Opportunity Map (COM)

3. Market Dynamics, Regulations, and Trends Analysis

  • Market Dynamics
    • Drivers
    • Restraints
    • Opportunities
  • Key Highlights
  • Regulatory Scenario
  • Recent Trends
  • Product Launches/Approvals
  • PEST Analysis
  • PORTER's Analysis
  • Mergers, Acquisitions, and Collaborations

4. Global Virtual Production Market - Impact of Coronavirus (COVID-19) Pandemic

  • COVID-19 Epidemiology
  • Supply Side and Demand Side Analysis
  • Economic Impact

5. Global Virtual Production Market, By Component, 2019 - 2031, (USD Bn)

  • Introduction
    • Market Share Analysis, 2024 and 2031 (%)
    • Y-o-Y Growth Analysis, 2020 - 2031
    • Segment Trends
  • Hardware
    • Introduction
    • Market Size and Forecast, and Y-o-Y Growth, 2019-2031, (USD Bn)
  • Software
    • Introduction
    • Market Size and Forecast, and Y-o-Y Growth, 2019-2031, (USD Bn)
  • Services
    • Introduction
    • Market Size and Forecast, and Y-o-Y Growth, 2019-2031, (USD Bn)

6. Global Virtual Production Market, By Type, 2019 - 2031, (USD Bn)

  • Introduction
    • Market Share Analysis, 2024 and 2031 (%)
    • Y-o-Y Growth Analysis, 2020 - 2031
    • Segment Trends
  • Pre-production
    • Introduction
    • Market Size and Forecast, and Y-o-Y Growth, 2019-2031, (USD Bn)
  • Production
    • Introduction
    • Market Size and Forecast, and Y-o-Y Growth, 2019-2031, (USD Bn)
  • Post-production
    • Introduction
    • Market Size and Forecast, and Y-o-Y Growth, 2019-2031, (USD Bn)

7. Global Virtual Production Market, By End User, 2019 - 2031, (USD Bn)

  • Introduction
    • Market Share Analysis, 2024 and 2031 (%)
    • Y-o-Y Growth Analysis, 2020 - 2031
    • Segment Trends
  • Movies
    • Introduction
    • Market Size and Forecast, and Y-o-Y Growth, 2019-2031, (USD Bn)
  • TV Series
    • Introduction
    • Market Size and Forecast, and Y-o-Y Growth, 2019-2031, (USD Bn)
  • Commercial Ads
    • Introduction
    • Market Size and Forecast, and Y-o-Y Growth, 2019-2031, (USD Bn)
  • Online Videos
    • Introduction
    • Market Size and Forecast, and Y-o-Y Growth, 2019-2031, (USD Bn)
  • Others
    • Introduction
    • Market Size and Forecast, and Y-o-Y Growth, 2019-2031, (USD Bn)

8. Global Virtual Production Market, By Region, 2019 - 2031, (USD Bn)

  • Introduction
    • Market Share Analysis, By Region, 2024 and 2031 (%)
    • Y-o-Y Growth Analysis, For Region, 2020 - 2031
    • Country Trends
  • North America
    • Introduction
    • Market Size and Forecast, and Y-o-Y Growth, By Component, 2019-2031, (USD Bn)
    • Market Size and Forecast, and Y-o-Y Growth, By Type, 2019-2031, (USD Bn)
    • Market Size and Forecast, and Y-o-Y Growth, By End User, 2019-2031, (USD Bn)
    • Market Size and Forecast, and Y-o-Y Growth, By Country, 2019-2031, (USD Bn)
  • U.S.
  • Canada
  • Europe
    • Introduction
    • Market Size and Forecast, and Y-o-Y Growth, By Component, 2019-2031, (USD Bn)
    • Market Size and Forecast, and Y-o-Y Growth, By Type, 2019-2031, (USD Bn)
    • Market Size and Forecast, and Y-o-Y Growth, By End User, 2019-2031, (USD Bn)
    • Market Size and Forecast, and Y-o-Y Growth, By Country, 2019-2031, (USD Bn)
  • Germany
  • U.K.
  • France
  • Spain
  • Italy
  • Russia
  • Rest of Europe
  • Asia Pacific
    • Introduction
    • Market Size and Forecast, and Y-o-Y Growth, By Component, 2019-2031, (USD Bn)
    • Market Size and Forecast, and Y-o-Y Growth, By Type, 2019-2031, (USD Bn)
    • Market Size and Forecast, and Y-o-Y Growth, By End User, 2019-2031, (USD Bn)
    • Market Size and Forecast, and Y-o-Y Growth, By Country, 2019-2031, (USD Bn)
  • China
  • India
  • Japan
  • South Korea
  • ASEAN
  • Australia
  • Rest of Asia Pacific
  • Latin America
    • Introduction
    • Market Size and Forecast, and Y-o-Y Growth, By Component, 2019-2031, (USD Bn)
    • Market Size and Forecast, and Y-o-Y Growth, By Type, 2019-2031, (USD Bn)
    • Market Size and Forecast, and Y-o-Y Growth, By End User, 2019-2031, (USD Bn)
    • Market Size and Forecast, and Y-o-Y Growth, By Country, 2019-2031, (USD Bn)
  • Brazil
  • Argentina
  • Mexico
  • Rest of Latin America
  • Middle East & Africa
    • Introduction
    • Market Size and Forecast, and Y-o-Y Growth, By Component, 2019-2031, (USD Bn)
    • Market Size and Forecast, and Y-o-Y Growth, By Type, 2019-2031, (USD Bn)
    • Market Size and Forecast, and Y-o-Y Growth, By End User, 2019-2031, (USD Bn)
    • Market Size and Forecast, and Y-o-Y Growth, By Country, 2019-2031, (USD Bn)
  • GCC Countries
  • Israel
  • South Africa
  • Rest of Middle East & Africa

9. Competitive Landscape

  • Company Profile
    • 360Rize
  • Company Overview
  • Product Portfolio
  • Financial Performance
  • Key Strategies
  • Recent Developments/Updates
    • 80six
    • Adobe
    • Arashi Vision Inc. (Insta 360)
    • ARRI AG
    • Autodesk Inc.
    • BORIS FX, INC
    • Epic Games, Inc.
    • FuseFX
    • HTC Corporation
    • HumanEyes Technologies
    • Mo-Sys Engineering Ltd.
    • NVIDIA Corporation.
    • Panocam3d.com
    • Pixar (The Walt Disney Company)
    • Pixotope
    • Side Effects Software Inc (SideFX)
    • Sony Corporation
    • Technicolor
    • TREE Digital Studio
    • Vicon Motion Systems Ltd

10. Wheel of Fortune

  • Wheel of Fortune
  • Analyst View
  • Coherent Opportunity Map

11. Section

  • References
  • Research Methodology
  • About us