封面
市场调查报告书
商品编码
1233032

虚拟製作市场规模、份额和趋势分析报告:按组件(硬件、软件、服务)、产品类型、最终用途、地区、细分市场预测,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个工作天内

价格

虚拟製作市场的增长和趋势

根据 Grand View Research, Inc. 的最新报告,全球虚拟製作市场预计到 2030 年将达到 67.8 亿美元。

预计从 2023 年到 2030 年,该市场的复合年增长率将达到 18.2%。 虚拟製作在媒体和娱乐行业的日益普及,加上高清视觉效果和创建实时虚拟环境的能力,是推动市场增长的主要因素。

这项技术可让电影製作人将虚拟背景环境集成到实景镜头中,从而减少对现场製作团队和工作人员的需求。 这可以显着降低视频製作成本。 例如,在 2020 年 COVID-19 大流行之后,好莱坞电影製作人找到了一种高科技解决方案,可以在片场无人值守地分批拍摄 100 人。 使用云剋星、舞台艺术 LED 设置和远程拍摄演员的机器人摄像机等技术(称为独奏电影机器人)对电影製作人有很大帮助。 虚拟製作的技术进步正在帮助广播公司通过尽量减少技术人员在广播室的实际存在来提高运营效率。

例如,2020 年 3 月,Sky Sports 推出了一个虚拟製作套件,允许公司的团队创建内容并远程传输。 该套件连接了 48 个虚拟工作站和相同数量的直连工作站,支持远程编辑、同步直播节目以及将直播剪辑直接传送到社交媒体平台。 虚拟製作可以製作出具有更好视觉效□□果和更低製作成本的电影,但它也带来了一些挑战,尤其是由于行业参与者缺乏培训和经验。

例如,2022 年 5 月,英国虚拟製作解决方案製造商 Mo-Sys Academy 宣布推出新的虚拟製作课程。 本课程旨在填补对受过培训的技术人员的需求激增的虚拟製作领域的技能缺口。

随着人工智能的出现,虚拟製作技术大大提高了计算机生成图形的质量。 复杂的场景现在可以设计和可视化为 3D 模型,并实时编辑和检查。 通过降低人员和设备的运输和物流成本,该技术将对市场产生积极影响。 电影製作人可以使用模拟或虚拟摄像机在片场捕捉真人场景,将计算机生成的 3D 图形元素与真人电影镜头无缝融合,并以最终的视觉效果结束。。

VFX 技术的发展和动画的发展令娱乐行业兴奋不已。 例如,2022 年 7 月,美国订阅流媒体服务和製作公司 Netflix 宣布计划收购澳大利亚动画和视觉效果数字工作室 Animal Logic。 这一举措将使 Netflix 能够加快开发端到端动画製作能力的步伐。

此外,人工智能有助于加快电影製作过程的前期製作支持。 在过去十年中,前期製作工作严重依赖非结构化的票房数据和与观众相关的有限人口统计信息,阻碍了引人入胜的视频内容的开发。 但现在,人工智能可以从从各种平台收集的大型数据集中产生洞察力,以了解对建议内容的接受度和兴趣。

例如,Netflix 根据准确、个性化的推荐和对用户行为的观察(例如浏览历史和投诉)以及暂停和倒带视频等数据操作创建视频内容。。 2021 年 4 月,我们决定投资 170 亿美元建立专用数据库,并根据平台收集的数据开发原创内容。 人工智能技术还可以理解剧本和场景,识别描绘的位置,并建议导演可以想像的真实世界位置,并创建逼真的计算机图形图像位置。

游戏行业越来越多地采用虚拟製作也将使该市场受益。 企业现在专注于利用 3D 环境,开发紧凑舒适的虚拟游戏机,以及与虚拟製作平台相关的技术创新,如 3D 音频、无绳虚拟现实耳机、云可扩展性等因素,预计将推动市场发展游戏应用程序的增长。

此外,通过引入身临其境的体验,图形内容的 360° 视图将成为可能,从而实现全新水平的游戏交互,让玩家能够通过感官控制和修改游戏环境。 这使玩家可以更顺畅地与视频游戏互动。 因此,虚拟製作技术在游戏中的应用越来越多,预计将推动市场的增长。

虚拟製作市场报告亮点

  • 就最终用途而言,电影细分市场有望在预测期内为市场带来可观的收入。 这种增长可以归因于对电影中视觉效果和 3D 模型不断增长的需求。
  • 按组件划分,软件领域预计会因人工智能的结合而显着增长。 人工智能的加入有望提高动画和图形的质量。
  • 到 2022 年,北美地区将占最大的收入份额,达到 37.0%。 这一增长归因于先进 VFX 和虚拟製作技术的日益采用,以及该地区主要电影製片厂(如维亚康姆 CBS、沃尔特迪斯尼工作室、NBC 环球和华纳媒体)对虚拟製作的高度采用。

内容

第一章调查方法及范围

  • 信息获取和调查范围
  • 信息分析
  • 市场形成和数据可视化
  • 市场范围和假设
    • 次要信息
    • 主要信息

第 2 章执行摘要

  • 市场展望
  • 世界
  • 细分趋势

第 3 章虚拟製作市场变量、趋势和范围

  • 市场细分和范围
  • 虚拟製作 - 价值链分析
  • 市场动态
    • 市场驱动力
      • 全球电影製作对视觉效果的需求不断增长
      • 更多地实施 LED 墙技术
    • 市场製约因素
      • 缺乏熟练的专业人员
      • 初始设置的大量资本投资
  • 行业分析 - 搬运工
    • 供应商的力量
    • 买家的议价能力
    • 替代威胁
    • 来自新进入者的威胁
    • 竞争公司之间的敌对关係
  • 关键机会 - 确定优先级
  • 2022 年虚拟製作市场 - 主要参与者分析
    • 2022 年主要公司分析
    • 主要市场参与者名单
  • 虚拟製作 - PEST 分析
    • 政治
    • 经济的
    • 社交
    • 技术

第4章虚拟製作:组件展望

  • 2022 年和 2030 年按组件划分的虚拟生产市场份额
  • 软件
  • 硬件
  • 服务

第5章虚拟製作:类型展望

  • 2022 年和 2030 年按类型划分的虚拟製作市场份额
  • 前期製作
  • 製作
  • 后期製作

第 6 章虚拟製作:最终用户视角

  • 2022 年和 2030 年按最终用途划分的虚拟生产市场份额
  • 电影
  • 电视剧
  • 商业广告
  • 在线视频
  • 其他

第 7 章虚拟製作:区域视角

  • 北美
    • 北美虚拟製作市场的最终用途,2017-2030 年
    • 美国
    • 加拿大
    • 墨西哥
  • 欧洲
    • 德国
    • 英国
    • 法国
  • 亚太地区
    • 中国
    • 日本
    • 印度
  • 南美洲
    • 巴西
  • 多边环境协定

第八章竞争格局

  • 360锐化
    • 公司简介
    • 财务业绩
    • 产品基准
    • 最近的发展
  • 土坯
    • 公司简介
    • 财务业绩
    • 产品基准
    • 最近的发展
  • 岚视觉公司(Insta 360)
    • 公司简介
    • 财务业绩
    • 产品基准
    • 最近的发展
  • 欧特克公司
    • 公司简介
    • 财务业绩
    • 产品基准
    • 最近的发展
  • Boris Fx, Inc.
    • 公司简介
    • 产品基准
    • 最近的发展
  • Epic Games, Inc.
    • 公司简介
    • 产品基准
    • 最近的发展
  • Htc 公司(Viveport)
    • 公司简介
    • 财务业绩
    • 产品基准
    • 最近的发展
  • Humaneyes 技术
    • 公司简介
    • 财务业绩
    • 产品基准
    • 最近的发展
  • Mo-Sys 工程有限公司
    • 公司简介
    • 产品基准
    • 最近的发展
  • 英伟达公司。
    • 公司简介
    • 产品基准
    • 最近的发展
  • Panocam3d.Com
    • 公司简介
    • 产品基准
    • 最近的发展
  • 皮克斯(华特迪士尼公司)
    • 公司简介
    • 产品基准
    • 最近的发展
  • 副作用软件公司 (Sidefx)
    • 公司简介
    • 产品基准
    • 最近的发展
  • 彩色
    • 公司简介
    • 产品基准
    • 最近的发展
  • Vicon 运动系统有限公司
    • 公司简介
    • 产品基准
    • 最近的发展
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