封面
市场调查报告书
商品编码
1474942

虚拟製作市场规模、份额、趋势分析报告:按组件、产品类型、最终用途、地区和细分市场预测,2024-2030 年

Virtual Production Market Size, Share & Trends Analysis Report By Component (Hardware, Software, Services), By Type, By End-user, By Region, And Segment Forecasts, 2024 - 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

虚拟製作市场成长与趋势:

Grand View Research, Inc.最新报告显示,预计2030年全球虚拟製作市场规模将达到67.9亿美元,2024年至2030年复合年增长率为18.6%。

虚拟製作在媒体和娱乐产业中的日益普及,加上创造高清影像和即时虚拟环境的能力,是推动市场成长的关键因素。

这项技术使电影製作者能够将虚拟背景环境与实景影像结合,从而减少对製作团队和现场工作人员的要求。这可以显着降低影像製作成本。例如,2020 年 COVID-19 爆发后,好莱坞电影製片人找到了无需在片场聚集数百人的高科技解决方案进行拍摄。 Cloudbusting、StageCraft 的 LED 设定以及用于远端拍摄演员(称为 Solo Cinebot)的机器人摄影机等技术的使用极大地帮助了电影製作人。虚拟製作的技术进步正在帮助广播公司提高业务效率,同时最大限度地减少技术人员在广播室的实际存在。

例如,2020 年 3 月,天空体育推出了虚拟製作套件。该套件连接 48 个虚拟工作站和同等数量的直接工作站连接,支援远端编辑、同步直播节目以及将直播剪辑直接分发到社交媒体平台。虚拟製作可以製作出视觉效果更好、製作成本更低的电影,但它也带来了一些挑战。

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。本课程旨在填补虚拟製作领域的技能空白,该领域对经过培训的技术人员的需求正在迅速增加。

随着人工智慧的出现,虚拟製作技术大大提高了电脑生成图形的品质。现在可以轻鬆地在 3D 模型中设计和视觉化复杂场景,并在即时环境中进行编辑和审查。该技术可降低船员和设备的运输和物流成本,对市场产生正面影响。该技术允许电影製作者使用联播或虚拟摄影机在片场捕捉实景场景,将电脑生成的 3D 图形元素与电影的实景影像无缝融合,最终形成最终的视觉效果。

视觉特效技术的发展和动画的发展正在推动娱乐产业的发展。例如,2022年7月,美国订阅串流媒体服务和製作公司Netflix宣布计画收购澳洲动画和视觉效果数位工作室Animal Logic。该倡议预计将帮助Netflix加快开发端到端动画製作能力。

此外,人工智慧还可以提供预製作支持,从而加速影像製作任务。在过去的十年中,前期製作工作严重依赖非结构化的票房资料和与观众相关的有限的人口统计信息,导致引人注目的影像内容的开发量下降。但现在,人工智慧可以从各种平台收集的大型资料集集中产生见解,以了解提案内容的接受度和兴趣。

例如,Netflix 根据准确、个人化的建议和对用户行为的观察来创建影片内容,例如观看历史记录、投诉以及暂停或快退影片等资料操作。此外,2021年4月,该公司决定投资170亿美元建立专用资料库,根据平台收集的资料开发原创内容。人工智慧技术还可以帮助理解剧本和剧本,识别所描绘的地点,并提案监督可以想像的现实世界地点,并创建逼真的 CG 图像地点。

游戏产业越来越多地采用虚拟製作对于这个市场也很有效。因素包括利用3D环境、公司更注重开发紧凑、舒适的虚拟游戏设备,以及虚拟製作平台(如 3D音讯、不受限制的虚拟实境耳机和云端可扩展性)的不断创新,预计将推动整个游戏应用程序的市场成长。

此外,身临其境型体验的引入实现了图形内容的 360° 视图,从而实现了新的游戏互动水平,并允许参与企业透过感官控制和修改游戏环境。这使得参与企业能够更顺畅地与电玩互动。因此,虚拟製作技术在游戏中的日益应用预计将推动市场成长。

虚拟製作市场报告亮点

  • 以最终用途计算,2023 年电影细分市场将占第二大收益占有率,达到 28.5%。这一增长是由于电影中对视觉效果和3D模型的需求不断增长。
  • 按组成部分来看,预计到 2023 年,软体领域将占据最大的收益占有率,达到 41.8%,并由于人工智慧的加入,在 2024 年至 2030 年期间保持其主导地位。人工智慧的加入有望提高动画和图形的品质。
  • 2023年,北美地区收益占有率最大,为36.5%。这种成长是由于先进的视觉特效和虚拟製作技术的日益采用,以及维亚康姆哥伦比亚广播公司、华特迪士尼工作室、NBC环球和华纳媒体等主要地区电影製片厂对虚拟製作的大力实施。

目录

第一章 虚拟生产市场:调查方法与范围

第二章虚拟製作市场:执行摘要

  • 市场展望
  • 分部展望
  • 竞争考察

第三章虚拟製作市场:变数、趋势、范围

  • 市场介绍/系统展望
  • 市场规模及成长前景
  • 产业价值链分析
  • 市场动态
  • 虚拟製作市场分析工具

第 4 章 虚拟生产市场:成分估计/趋势分析

  • 细分仪表板
  • 虚拟生产市场:2023 年和 2030 年组件变化分析
  • 硬体
  • 软体
  • 服务

第五章虚拟製作市场:类型、估计与趋势分析

  • 细分仪表板
  • 虚拟製作市场:类型变化分析,2023 年和 2030 年
  • 预先製作
  • 生产
  • 后製

第六章虚拟製作市场:最终用户、估计与趋势分析

  • 细分仪表板
  • 虚拟製作市场:2023 年和 2030 年最终用户变化分析
  • 电影
  • 电视剧
  • 商业广告
  • 线上影片
  • 其他的

第七章 虚拟製作市场:区域估计与趋势分析

  • 虚拟製作市场占有率(按地区),2023 年和 2030 年,百万美元
  • 北美洲
    • 2017-2030年北美虚拟製作市场估价与预测
    • 美国
    • 加拿大
  • 欧洲
    • 2017-2030年欧洲虚拟製作市场估算与预测
    • 英国
    • 德国
    • 法国
  • 亚太地区
    • 2017-2030年亚太地区虚拟製作市场估价与预测
    • 中国
    • 日本
    • 印度
  • 南美洲
    • 2017-2030年南美洲虚拟製作市场估计与预测
    • 巴西
  • 中东/非洲
    • 2017-2030年中东和非洲虚拟製作市场估计和预测

第八章 竞争格局

  • 主要市场参与企业的最新趋势和影响分析
  • 公司分类
  • 公司市场定位
  • 公司市场占有率分析
  • 企业热力图分析
  • 策略规划
    • 扩张
    • 併购
    • 伙伴关係与协作
    • 新产品发布
    • 研究与开发
  • 公司简介
    • 360Rize
    • Adobe
    • Autodesk Inc.
    • BORIS FX, INC
    • Epic Games, Inc.
    • HTC Corporation(VivePort)
    • HumanEyes Technologies
    • Mo-Sys Engineering Ltd.
    • NVIDIA Corporation.
    • Panocam3d.com
    • Pixar(The Walt Disney Company)
    • Side Effects Software Inc(SideFX)
    • Technicolor
    • Vicon Motion Systems Ltd
Product Code: GVR-4-68039-317-3

Virtual Production Market Growth & Trends:

The global virtual production market size is expected to reach USD 6.79 billion by 2030, registering a CAGR of 18.6% from 2024 to 2030, according to a new report by Grand View Research, Inc. 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 movies segment accounted for the second-largest revenue share of 28.5% in 2023. 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 accounted for the largest revenue share of 41.8% in 2023 and is expected to retain its dominance from 2024 to 2030 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 36.5% in 2023. 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. Virtual Production Market: Methodology and Scope

  • 1.1. Market Segmentation and Scope
  • 1.2. Market Definitions
  • 1.3. Research Methodology
    • 1.3.1. Information Procurement
    • 1.3.2. Information or Data Analysis
    • 1.3.3. Market Formulation & Data Visualization
    • 1.3.4. Data Validation & Publishing
  • 1.4. Research Scope and Assumptions
    • 1.4.1. List of Data Sources

Chapter 2. Virtual Production Market: Executive Summary

  • 2.1. Market Outlook
  • 2.2. Segment Outlook
  • 2.3. Competitive Insights

Chapter 3. Virtual Production Market: Variables, Trends, & Scope

  • 3.1. Market Introduction/Lineage Outlook
  • 3.2. Market Size and Growth Prospects (USD Million)
  • 3.3. Industry Value Chain Analysis
  • 3.4. Market Dynamics
    • 3.4.1. Market Drivers Analysis
      • 3.4.1.1. Growing Investments In Virtual Production Technology Development
      • 3.4.1.2. Growing Preference For Digital Learning
    • 3.4.2. Market Restraints Analysis
      • 3.4.2.1. Risks Associated With Cyber Security
    • 3.4.3. Industry Opportunities
    • 3.4.4. Industry Challenges
    • 3.4.5. Key Small-Sized Edtech Companies, By Region/Country
    • 3.4.6. Key Company Ranking Analysis, 2023
  • 3.5. Virtual Production Market Analysis Tools
    • 3.5.1. Porter's Analysis
      • 3.5.1.1. Bargaining power of the suppliers
      • 3.5.1.2. Bargaining power of the buyers
      • 3.5.1.3. Threats of substitution
      • 3.5.1.4. Threats from new entrants
      • 3.5.1.5. Competitive rivalry
    • 3.5.2. PESTEL Analysis
      • 3.5.2.1. Political landscape
      • 3.5.2.2. Economic and Social landscape
      • 3.5.2.3. Technological landscape
      • 3.5.2.4. Environmental landscape
      • 3.5.2.5. Legal landscape

Chapter 4. Virtual Production Market: Sector Estimates & Trend Analysis

  • 4.1. Segment Dashboard
  • 4.2. Virtual Production Market: Component Movement Analysis, 2023 & 2030 (USD Million)
  • 4.3. Hardware
    • 4.3.1. Hardware Market Revenue Estimates and Forecasts, 2017 - 2030 (USD Million)
  • 4.4. Software
    • 4.4.1. Software Market Revenue Estimates and Forecasts, 2017 - 2030 (USD Million)
  • 4.5. Services
    • 4.5.1. Services Market Revenue Estimates and Forecasts, 2017 - 2030 (USD Million)

Chapter 5. Virtual Production Market: Type Estimates & Trend Analysis

  • 5.1. Segment Dashboard
  • 5.2. Virtual Production Market: Type Movement Analysis, 2023 & 2030 (USD Million)
  • 5.3. Pre-production
    • 5.3.1. Pre-production Market Revenue Estimates and Forecasts, 2017 - 2030 (USD Million)
  • 5.4. Production
    • 5.4.1. Production Market Revenue Estimates and Forecasts, 2017 - 2030 (USD Million)
  • 5.5. Postproduction
    • 5.5.1. Postproduction Market Revenue Estimates and Forecasts, 2017 - 2030 (USD Million)

Chapter 6. Virtual Production Market: End-user Estimates & Trend Analysis

  • 6.1. Segment Dashboard
  • 6.2. Virtual Production Market: End-user Movement Analysis, 2023 & 2030 (USD Million)
  • 6.3. Movies
    • 6.3.1. Movies Market Revenue Estimates and Forecasts, 2017 - 2030 (USD Million)
  • 6.4. TV Series
    • 6.4.1. TV Series Market Revenue Estimates and Forecasts, 2017 - 2030 (USD Million)
  • 6.5. Commercial Ads
    • 6.5.1. Commercial Ads Market Revenue Estimates and Forecasts, 2017 - 2030 (USD Million)
  • 6.6. Online Videos
    • 6.6.1. Online Videos Market Revenue Estimates and Forecasts, 2017 - 2030 (USD Million)
  • 6.7. Others
    • 6.7.1. Others Market Revenue Estimates and Forecasts, 2017 - 2030 (USD Million)

Chapter 7. Virtual Production Market: Regional Estimates & Trend Analysis

  • 7.1. Virtual Production Market Share, By Region, 2023 & 2030, USD Million
  • 7.2. North America
    • 7.2.1. North America Virtual Production Market Estimates and Forecasts, 2017 - 2030 (USD Million)
    • 7.2.2. U.S.
      • 7.2.2.1. U.S. Virtual Production Market Estimates and Forecasts, 2017 - 2030 (USD Million)
    • 7.2.3. Canada
      • 7.2.3.1. Canada Virtual Production Market Estimates and Forecasts, 2017 - 2030 (USD Million)
  • 7.3. Europe
    • 7.3.1. Europe Virtual Production Market Estimates and Forecasts, 2017 - 2030 (USD Million)
    • 7.3.2. UK
      • 7.3.2.1. UK Virtual Production Market Estimates and Forecasts, 2017 - 2030 (USD Million)
    • 7.3.3. Germany
      • 7.3.3.1. Germany Virtual Production Market Estimates and Forecasts, 2017 - 2030 (USD Million)
    • 7.3.4. France
      • 7.3.4.1. France Virtual Production Market Estimates and Forecasts, 2017 - 2030 (USD Million)
  • 7.4. Asia Pacific
    • 7.4.1. Asia Pacific Virtual Production Market Estimates and Forecasts, 2017 - 2030 (USD Million)
    • 7.4.2. China
      • 7.4.2.1. China Virtual Production Market Estimates and Forecasts, 2017 - 2030 (USD Million)
    • 7.4.3. Japan
      • 7.4.3.1. Japan Virtual Production Market Estimates and Forecasts, 2017 - 2030 (USD Million)
    • 7.4.4. India
      • 7.4.4.1. India Virtual Production Market Estimates and Forecasts, 2017 - 2030 (USD Million)
  • 7.5. South America
    • 7.5.1. South America Virtual Production Market Estimates and Forecasts, 2017 - 2030 (USD Million)
    • 7.5.2. Brazil
      • 7.5.2.1. Brazil Virtual Production Market Estimates and Forecasts, 2017 - 2030 (USD Million)
  • 7.6. Middle East & Africa
    • 7.6.1. Middle East and Africa Virtual Production Market Estimates and Forecasts, 2017 - 2030 (USD Million)

Chapter 8. Competitive Landscape

  • 8.1. Recent Developments & Impact Analysis by Key Market Participants
  • 8.2. Company Categorization
  • 8.3. Company Market Positioning
  • 8.4. Company Market Share Analysis
  • 8.5. Company Heat Map Analysis
  • 8.6. Strategy Mapping
    • 8.6.1. Expansion
    • 8.6.2. Mergers & Acquisition
    • 8.6.3. Partnerships & Collaborations
    • 8.6.4. New Product Launches
    • 8.6.5. Research And Development
  • 8.7. Company Profiles
    • 8.7.1. 360Rize
      • 8.7.1.1. Participant's Overview
      • 8.7.1.2. Financial Performance
      • 8.7.1.3. Product Benchmarking
      • 8.7.1.4. Recent Developments
    • 8.7.2. Adobe
      • 8.7.2.1. Participant's Overview
      • 8.7.2.2. Financial Performance
      • 8.7.2.3. Product Benchmarking
      • 8.7.2.4. Recent Developments
    • 8.7.3. Autodesk Inc.
      • 8.7.3.1. Participant's Overview
      • 8.7.3.2. Financial Performance
      • 8.7.3.3. Product Benchmarking
      • 8.7.3.4. Recent Developments
    • 8.7.4. BORIS FX, INC
      • 8.7.4.1. Participant's Overview
      • 8.7.4.2. Financial Performance
      • 8.7.4.3. Product Benchmarking
      • 8.7.4.4. Recent Developments
    • 8.7.5. Epic Games, Inc.
      • 8.7.5.1. Participant's Overview
      • 8.7.5.2. Financial Performance
      • 8.7.5.3. Product Benchmarking
      • 8.7.5.4. Recent Developments
    • 8.7.6. HTC Corporation (VivePort)
      • 8.7.6.1. Participant's Overview
      • 8.7.6.2. Financial Performance
      • 8.7.6.3. Product Benchmarking
      • 8.7.6.4. Recent Developments
    • 8.7.7. HumanEyes Technologies
      • 8.7.7.1. Participant's Overview
      • 8.7.7.2. Financial Performance
      • 8.7.7.3. Product Benchmarking
      • 8.7.7.4. Recent Developments
    • 8.7.8. Mo-Sys Engineering Ltd.
      • 8.7.8.1. Participant's Overview
      • 8.7.8.2. Financial Performance
      • 8.7.8.3. Product Benchmarking
      • 8.7.8.4. Recent Developments
    • 8.7.9. NVIDIA Corporation.
      • 8.7.9.1. Participant's Overview
      • 8.7.9.2. Financial Performance
      • 8.7.9.3. Product Benchmarking
      • 8.7.9.4. Recent Developments
    • 8.7.10. Panocam3d.com
      • 8.7.10.1. Participant's Overview
      • 8.7.10.2. Financial Performance
      • 8.7.10.3. Product Benchmarking
      • 8.7.10.4. Recent Developments
    • 8.7.11. Pixar (The Walt Disney Company)
      • 8.7.11.1. Participant's Overview
      • 8.7.11.2. Financial Performance
      • 8.7.11.3. Product Benchmarking
      • 8.7.11.4. Recent Developments
    • 8.7.12. Side Effects Software Inc (SideFX)
      • 8.7.12.1. Participant's Overview
      • 8.7.12.2. Financial Performance
      • 8.7.12.3. Product Benchmarking
      • 8.7.12.4. Recent Developments
    • 8.7.13. Technicolor
      • 8.7.13.1. Participant's Overview
      • 8.7.13.2. Financial Performance
      • 8.7.13.3. Product Benchmarking
      • 8.7.13.4. Recent Developments
    • 8.7.14. Vicon Motion Systems Ltd
      • 8.7.14.1. Participant's Overview
      • 8.7.14.2. Financial Performance
      • 8.7.14.3. Product Benchmarking
      • 8.7.14.4. Recent Developments

List of Tables

  • Table 1. Virtual Production Market Segmentation
  • Table 2. Virtual production market - Industry snapshot & key buying criteria, 2017 - 2030
  • Table 3. Global Virtual Production Market, 2017 - 2030 (USD Million)
  • Table 4. Global Virtual Production Market, by region, 2017 - 2030 (USD Million)
  • Table 5. Global Virtual Production Market, by component, 2017 - 2030 (USD Million)
  • Table 6. Global Virtual Production Market, by type, 2017 - 2030 (USD Million)
  • Table 7. Global Virtual Production Market, by end-user, 2017 - 2030 (USD Million)
  • Table 8. Key market driver impact
  • Table 9. Key market restraint impact
  • Table 10. Key market opportunity impact
  • Table 11. List of key market players
  • Table 12. Hardware Virtual Production Market, by region, 2017 - 2030 (USD Million)
  • Table 13. Software 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. UK Virtual Production Market, by component, 2017 - 2030 (USD Million)
  • Table 41. UK Virtual Production Market, by type, 2017 - 2030 (USD Million)
  • Table 42. UK 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, 2023 & 2030
  • Fig. 11 Virtual production market share by type, 2023 & 2030
  • Fig. 12 Virtual production market share by end-user, 2023 & 2030
  • Fig. 13 Virtual production market share by region, 2023 & 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