封面
市场调查报告书
商品编码
1336742

全球视觉效果 (VFX) 软件市场 - 2023-2030

Global Visual Effects (VFX) Software Market - 2023-2030

出版日期: | 出版商: DataM Intelligence | 英文 181 Pages | 商品交期: 约2个工作天内

价格

本网页内容可能与最新版本有所差异。详细情况请与我们联繫。

简介目录

市场概况

2022 年,全球视觉效果 (VFX) 软件市场规模达到 13 亿美元,预计到 2030 年将达到 36 亿美元,2023-2030 年预测期间年复合成长率为 13.5%。

基于云的技术的快速采用为全球视觉特效市场带来了增长机会,云技术的采用彻底改变了视觉特效软件市场。它提供了增强的灵活性和更大的可扩展性。基于云的视觉特效软件提供了成本效益。因此,云技术带来的这些好处推动了全球视觉效果(VFX)软件市场的增长。

为了製作动画电视内容,欧洲动画工作室已经开始与主要国际公司合作。这些合作产生了适合该地区观众的内容。这在法国、英国、德国和西班牙等国家尤其明显。因此,欧洲占据了全球近1/3的市场份额。

市场动态

对更好游戏体验的需求不断增长

全世界的视频游戏玩家都需要更好、更身临其境的视觉体验。由于人们对互联网的广泛使用、最新技术的进步以及高端手机、PC和游戏机等游戏设备性能的提高,对游戏视觉效果的需求不断增加。

随着供应和质量的提高,对增强现实和虚拟现实等动画和视觉效果的需求尤其急剧增长。得益于改进的视频游戏视觉效果软件,普通大众现在可以获得最优质的沉浸式视觉特效。在国际媒体和娱乐市场中,该行业是增长速度最快的行业之一。上述因素推动了全球视觉效果(VFX)软件市场的增长。

对高质量内容的需求不断增长

消费者不断被更高质量的内容所吸引,超级英雄大片和动作片的流行推动了对视觉特效的需求。此外,人们还观察到这些技术在游戏、教材、广告甚至 YouTube 视频中的应用。现在是成为该领域专家或开始研究其程序的更好机会。因此,电影的日益普及推动了全球对视觉特效软件的需求。

自由软件的存在

开源免费视觉特效软件会加剧市场竞争,其成本效益可能会限制全球视觉特效软件市场的增长,这可能会导致市场碎片化,因为消费者有更多选择来增强任何内容的视觉效果。它减少了商业供应商的市场份额,并迫使他们创新其产品。

COVID-19 影响分析

COVID-19 疫情可能给娱乐业带来了一些优势,因为与真人製作不同,动画和视觉效果领域的员工可以远程处理项目。根据毕马威一份题为“A Year off Script”的报告,该细分市场的收入在 2020 年仍将下降 51%。这是因为在封锁的最初几个月,视觉设计师和创作者被困在家里,没有先进的基础设施、软件或设备,无法为许多不得不推迟的节目提供素材。

目录

第 1 章:方法和范围

  • 研究方法论
  • 报告的研究目的和范围

第 2 章:定义和概述

第 3 章:执行摘要

  • 按组件分類的片段
  • 部署片段
  • 按应用程序片段
  • 按地区分類的片段

第 4 章:动力学

  • 影响因素
    • 司机
      • 对更好游戏体验的需求不断增长
      • 对高质量内容的需求不断增长
    • 限制
      • 自由软件的存在
    • 机会
    • 影响分析

第 5 章:行业分析

  • 波特五力分析
  • 供应链分析
  • 定价分析
  • 监管分析

第 6 章:COVID-19 分析

  • COVID-19 分析
    • 新冠疫情爆发前的情景
    • 新冠疫情期间的情景
    • 新冠疫情后的情景
  • COVID-19 期间的定价动态
  • 供需谱
  • 疫情期间政府与市场相关的倡议
  • 製造商战略倡议
  • 结论

第 7 章:按组件

  • 软件
  • 硬件
  • 服务

第 8 章:通过部署

  • 本地部署

第 9 章:按申请

  • 电影
  • 赌博
  • 广告
  • 电视
  • 其他的

第 10 章:按地区

  • 北美
    • 我们
    • 加拿大
    • 墨西哥
  • 欧洲
    • 德国
    • 英国
    • 法国
    • 意大利
    • 俄罗斯
    • 欧洲其他地区
  • 南美洲
    • 巴西
    • 阿根廷
    • 南美洲其他地区
  • 亚太
    • 中国
    • 印度
    • 日本
    • 澳大利亚
    • 亚太其他地区
  • 中东和非洲

第 11 章:竞争格局

  • 竞争场景
  • 市场定位/份额分析
  • 併购分析

第 12 章:公司简介

  • Maxon Computer
    • 公司简介
    • 产品组合和描述
    • 财务概览
    • 最近的发展
  • Foundry
  • Chaos Software
  • Adobe Inc.
  • PIXAR
  • Sitni Sati
  • SideFX
  • Corel Corporation
  • Blackmagic Design Pty Ltd
  • Autodesk Inc.

第 13 章:附录

简介目录
Product Code: ICT6714

Market Overview

Global visual effects (VFX) software market reached US$ 1.3 billion in 2022 and is expected to reach US$ 3.6 billion by 2030, growing with a CAGR of 13.5% during the forecast period 2023-2030.

The rapid adoption of the cloud based technology thrives the growth opportunities in the global VFX market and the adoption of the cloud technology has completely transformed the VFX software market. It offers the enhanced flexibility and greater scalability. Cloud based VFX softwares provides the cost-efficiency. Therefore, these benefits by cloud technology drives the growth of the global visual effect (VFX) software market.

In order to produce animated television content, European animation studios have begun collaborating with major international companies. These collaborations have produced content that is appropriate for the regional audience. This is especially evident in nations like France, UK, Germany and Spain. Therefore, Europe accounts for nearly 1/3rd of the global market share.

Market Dynamics

Rising Demand for Better Gaming Experience

Players of video games all throughout the world demand better, more immersive visual experiences. Due to people's widespread ease of access to the internet, the advancement of the latest technology and the improvement in gaming device performance, such as high-end mobile phones, PCs and consoles, there is an increased need for game visual effects.

The demand for animation and visual effects like augmented reality and virtual reality is particularly rising dramatically as the supply and quality rise. The general public now has access to the finest quality, immersive VFX thanks to improved visual effects software for video games. In the international media and entertainment markets, this sector has one of the fastest rates of growth. Above mentioned factors drives the growth of the global visual effect (VFX) software market.

Growing Demand for High Quality Content

Consumers are constantly drawn to higher quality content and the popularity of superhero blockbusters and action-packed movies has driven up demand for VFX. Additionally, it is been observed that the application of these technologies in games, instructional materials, commercials and even YouTube videos. There has never been a better opportunity to become an expert in this field or to begin studying its procedures. Therefore, the growing popularity of moviesdrives the demand for VFX software s globally.

Presence of Free Softwares

Open source free VFX software can intensify the competition in the market and its cost effectiveness may restrict the growth of the global VFX software market, which can lead to the fregmentation in the market as consumers have more options to enhance the visual effect of any content. It reduces the market shares of the commercoial vendors and force them to innovate their offerings.

COVID-19 Impact Analysis

The COVID-19 epidemic might have given the entertainment industry some advantages because, unlike live action productions, employees in the fields of animation and visual effects can work remotely on projects. According to a KPMG report titled A Year off Script, the segments will still experience a 51% decline in revenues in 2020 year. This is because during the first few months of the lockdown, visual designers and creators were stranded at home without advanced infrastructure, software or equipment and were unable to provide footage for many shows that had to be delayed.

Segment Analysis

The global visual effects (VFX) software market is segmented based on component, deployment, application and region.

Large Scale Movie Industry Drives the Segmental Growth

The film industry demands higher-quality visual effects to generate captivating cinematic excitement. As new innovative technology comes in the market, filmmakers look to enhance the visual appearance of the movies. VFX software offers the capabilities and tools to attain these effects in a movie. These software makes jobs easy for the film makers to get the best VFX possible. Therefore, movies segment is expected to register a highest growth rate during the forecasted period.

Geographical Analysis

Growing Popularity of E-sports and Casual Gaming Generates the Higger Demand for VFX Softwares

Owing to the quick rise in online cloud gaming and increased digital content in the region, North America dominates the global visual effect (VFX) software market with majority of the market shares. The North American VFX software market is growing rapidly, due to the early use of visual effects in hollywood films, the significant presence of key market vendors and the substantial presence of customers who are enthusiast gamers in this region. Growing popularity of the e-sports and casual gaming in the region thrives the growth opportunitiues for the VFX designers in the region.

Competitive Landscape

The major global players include: Maxon Computer, Foundry, Chaos Software, Adobe Inc., PIXAR, Sitni Sati, SideFX, Corel Corporation and Blackmagic Design Pty Ltd.

Why Purchase the Report?

  • To visualize the global visual effects (VFX) software market segmentation based on component, deployment, application and region, as well as understand key commercial assets and players.
  • Identify commercial opportunities by analyzing trends and co-development.
  • Excel data sheet with numerous data points of visual effects (VFX) software market-level with all segments.
  • PDF report consists of a comprehensive analysis after exhaustive qualitative interviews and an in-depth study.
  • Product mapping available as Excel consisting of key products of all the major players.

The global visual effects (VFX) software market report would provide approximately 61 tables, 56 figures and 181 Pages.

Target Audience 2023

  • Manufacturers/ Buyers
  • Industry Investors/Investment Bankers
  • Research Professionals
  • Emerging Companies

Table of Contents

1. Methodology and Scope

  • 1.1. Research Methodology
  • 1.2. Research Objective and Scope of the Report

2. Definition and Overview

3. Executive Summary

  • 3.1. Snippet by Component
  • 3.2. Snippet by Deployment
  • 3.3. Snippet by Application
  • 3.4. Snippet by Region

4. Dynamics

  • 4.1. Impacting Factors
    • 4.1.1. Drivers
      • 4.1.1.1. Rising Demand for Better Gaming Experience
      • 4.1.1.2. Growing Demand for High Quality Content
    • 4.1.2. Restraints
      • 4.1.2.1. Presence of Free Softwares
    • 4.1.3. Opportunity
    • 4.1.4. Impact Analysis

5. Industry Analysis

  • 5.1. Porter's Five Force Analysis
  • 5.2. Supply Chain Analysis
  • 5.3. Pricing Analysis
  • 5.4. Regulatory Analysis

6. COVID-19 Analysis

  • 6.1. Analysis of COVID-19
    • 6.1.1. Scenario Before COVID
    • 6.1.2. Scenario During COVID
    • 6.1.3. Scenario Post COVID
  • 6.2. Pricing Dynamics Amid COVID-19
  • 6.3. Demand-Supply Spectrum
  • 6.4. Government Initiatives Related to the Market During Pandemic
  • 6.5. Manufacturers Strategic Initiatives
  • 6.6. Conclusion

7. By Component

  • 7.1. Introduction
    • 7.1.1. Market Size Analysis and Y-o-Y Growth Analysis (%), By Component
    • 7.1.2. Market Attractiveness Index, By Component
  • 7.2. Software*
    • 7.2.1. Introduction
    • 7.2.2. Market Size Analysis and Y-o-Y Growth Analysis (%)
  • 7.3. Hardware
  • 7.4. Services

8. By Deployment

  • 8.1. Introduction
    • 8.1.1. Market Size Analysis and Y-o-Y Growth Analysis (%), By Deployment
    • 8.1.2. Market Attractiveness Index, By Deployment
  • 8.2. On-Premise*
    • 8.2.1. Introduction
    • 8.2.2. Market Size Analysis and Y-o-Y Growth Analysis (%)
  • 8.3. Cloud

9. By Application

  • 9.1. Introduction
    • 9.1.1. Market Size Analysis and Y-o-Y Growth Analysis (%), By Application
    • 9.1.2. Market Attractiveness Index, By Application
  • 9.2. Movies*
    • 9.2.1. Introduction
    • 9.2.2. Market Size Analysis and Y-o-Y Growth Analysis (%)
  • 9.3. Gaming
  • 9.4. Advertising
  • 9.5. Television
  • 9.6. Others

10. By Region

  • 10.1. Introduction
    • 10.1.1. Market Size Analysis and Y-o-Y Growth Analysis (%), By Region
    • 10.1.2. Market Attractiveness Index, By Region
  • 10.2. North America
    • 10.2.1. Introduction
    • 10.2.2. Key Region-Specific Dynamics
    • 10.2.3. Market Size Analysis and Y-o-Y Growth Analysis (%), By Component
    • 10.2.4. Market Size Analysis and Y-o-Y Growth Analysis (%), By Deployment
    • 10.2.5. Market Size Analysis and Y-o-Y Growth Analysis (%), By Application
    • 10.2.6. Market Size Analysis and Y-o-Y Growth Analysis (%), By Country
      • 10.2.6.1. U.S.
      • 10.2.6.2. Canada
      • 10.2.6.3. Mexico
  • 10.3. Europe
    • 10.3.1. Introduction
    • 10.3.2. Key Region-Specific Dynamics
    • 10.3.3. Market Size Analysis and Y-o-Y Growth Analysis (%), By Component
    • 10.3.4. Market Size Analysis and Y-o-Y Growth Analysis (%), By Deployment
    • 10.3.5. Market Size Analysis and Y-o-Y Growth Analysis (%), By Application
    • 10.3.6. Market Size Analysis and Y-o-Y Growth Analysis (%), By Country
      • 10.3.6.1. Germany
      • 10.3.6.2. UK
      • 10.3.6.3. France
      • 10.3.6.4. Italy
      • 10.3.6.5. Russia
      • 10.3.6.6. Rest of Europe
  • 10.4. South America
    • 10.4.1. Introduction
    • 10.4.2. Key Region-Specific Dynamics
    • 10.4.3. Market Size Analysis and Y-o-Y Growth Analysis (%), By Component
    • 10.4.4. Market Size Analysis and Y-o-Y Growth Analysis (%), By Deployment
    • 10.4.5. Market Size Analysis and Y-o-Y Growth Analysis (%), By Application
    • 10.4.6. Market Size Analysis and Y-o-Y Growth Analysis (%), By Country
      • 10.4.6.1. Brazil
      • 10.4.6.2. Argentina
      • 10.4.6.3. Rest of South America
  • 10.5. Asia-Pacific
    • 10.5.1. Introduction
    • 10.5.2. Key Region-Specific Dynamics
    • 10.5.3. Market Size Analysis and Y-o-Y Growth Analysis (%), By Component
    • 10.5.4. Market Size Analysis and Y-o-Y Growth Analysis (%), By Deployment
    • 10.5.5. Market Size Analysis and Y-o-Y Growth Analysis (%), By Application
    • 10.5.6. Market Size Analysis and Y-o-Y Growth Analysis (%), By Country
      • 10.5.6.1. China
      • 10.5.6.2. India
      • 10.5.6.3. Japan
      • 10.5.6.4. Australia
      • 10.5.6.5. Rest of Asia-Pacific
  • 10.6. Middle East and Africa
    • 10.6.1. Introduction
    • 10.6.2. Key Region-Specific Dynamics
    • 10.6.3. Market Size Analysis and Y-o-Y Growth Analysis (%), By Component
    • 10.6.4. Market Size Analysis and Y-o-Y Growth Analysis (%), By Deployment
    • 10.6.5. Market Size Analysis and Y-o-Y Growth Analysis (%), By Application

11. Competitive Landscape

  • 11.1. Competitive Scenario
  • 11.2. Market Positioning/Share Analysis
  • 11.3. Mergers and Acquisitions Analysis

12. Company Profiles

  • 12.1. Maxon Computer*
    • 12.1.1. Company Overview
    • 12.1.2. Product Portfolio and Description
    • 12.1.3. Financial Overview
    • 12.1.4. Recent Developments
  • 12.2. Foundry
  • 12.3. Chaos Software
  • 12.4. Adobe Inc.
  • 12.5. PIXAR
  • 12.6. Sitni Sati
  • 12.7. SideFX
  • 12.8. Corel Corporation
  • 12.9. Blackmagic Design Pty Ltd
  • 12.10. Autodesk Inc.

LIST NOT EXHAUSTIVE

13. Appendix

  • 13.1. About Us and Services
  • 13.2. Contact Us