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市场调查报告书
商品编码
1602229

虚拟製作市场:按组件、生产阶段和最终用户划分 - 2025-2030 年全球预测

Virtual Production Market by Component (Hardware, Services, Software), Production Stage (Post-Production, Pre-Production, Production), End-User - Global Forecast 2025-2030

出版日期: | 出版商: 360iResearch | 英文 194 Pages | 商品交期: 最快1-2个工作天内

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根据预测,2023年虚拟製作市场价值为25.5亿美元,预计到2024年将达到30.1亿美元,复合年增长率为18.57%,到2030年将达到84.2亿美元。

虚拟製作(VP)是结合实体和数位元素来创建视频游戏、电影和电视行业常用的身临其境型拍摄环境的过程。透过利用即时渲染、LED 萤幕和动态捕捉等技术,VP 提供增强的创新控制和经济高效的製作能力。由于对视觉上引人注目的内容的需求以及 COVID-19 大流行的限制,对虚拟製作的需求激增,使得远端工作和虚拟工作流程成为必要。应用程式涵盖预先视觉化、现场视觉化和后製,为娱乐、广告和数位学习等产业带来显着优势。最终用途主要包括希望增强说故事能力的电影工作室、游戏开发商和商业内容创作者。市场成长受到虚拟实境和扩增实境技术进步、虚拟製作工作室投资增加、OTT平台渗透率提高等影响。新兴经济体和实况活动和广播等行业的机会已经成熟,并提供了开拓的成长潜力。然而,挑战依然存在,包括高昂的初始设定成本、技能短缺以及将 VP 技术整合到现有系统的物流复杂性。这些因素要求公司仔细制定策略以减少高额资本支出。寻求即时渲染技术和人工智慧驱动的内容创建工具的进步是业务成长的有希望的创新领域。透过开发可扩展且用户友好的 VP 平台,我们可以容纳小型工作室和内容创作者并扩大他们的市场范围。劳动力短缺问题可以透过专注于技能开发的行业合作来解决。市场的本质是动态的,激烈的竞争推动快速创新。为了保持竞争力,公司必须保持敏捷并跟上最新趋势。透过优先投资永续技术并培养伙伴关係关係,公司可以有效地驾驭这一不断变化的格局并利用其丰富的机会。

主要市场统计
基准年[2023] 25.5亿美元
预测年份 [2024] 30.1亿美元
预测年份 [2030] 84.2亿美元
复合年增长率(%) 18.57%

市场动态:揭示快速发展的虚拟製作市场的关键市场洞察

虚拟生产市场正因供需的动态交互作用而转变。透过了解这些不断变化的市场动态,公司可以准备好做出明智的投资决策、完善策略决策并抓住新的商机。全面了解这些趋势可以帮助企业降低政治、地理、技术、社会和经济领域的风险,同时也能帮助企业了解消费行为及其对製造业的影响。

  • 市场驱动因素
    • 具有大量影像的电影越来越受到消费者的欢迎
    • 游戏产业对视觉效果的需求不断增长
    • 在商业製作中越来越多地采用虚拟製作
  • 市场限制因素
    • 与虚拟製作相关的高成本
  • 市场机会
    • 虚拟製作技术与系统的进步
    • 摄影机器人在电影製作上的应用
  • 市场挑战
    • 虚拟生产方法的技术复杂性

波特的五力:驾驭虚拟製作市场的策略工具

波特的五力架构是了解虚拟製作市场竞争格局的重要工具。波特的五力框架为评估公司的竞争地位和探索策略机会提供了清晰的方法。该框架可帮助公司评估市场动态并确定新业务的盈利。这些见解使公司能够利用自己的优势,解决弱点并避免潜在的挑战,从而确保更强大的市场地位。

PESTLE分析:了解虚拟製作市场的外部影响

外部宏观环境因素在塑造虚拟製作市场的绩效动态方面发挥着至关重要的作用。对政治、经济、社会、技术、法律和环境因素的分析提供了应对这些影响所需的资讯。透过调查 PESTLE 因素,公司可以更了解潜在的风险和机会。这种分析可以帮助企业预测法规、消费者偏好和经济趋势的变化,并为他们做出积极主动的决策做好准备。

市场占有率分析 了解虚拟製作市场的竞争状况

虚拟製作市场的详细市场占有率分析可以对供应商绩效进行全面评估。公司可以透过比较收益、客户群和成长率等关键指标来揭示其竞争地位。该分析揭示了市场集中、分散和整合的趋势,为供应商提供了製定策略决策所需的洞察力,使他们能够在日益激烈的竞争中占有一席之地。

FPNV定位矩阵虚拟製作市场厂商绩效评估

FPNV定位矩阵是评估虚拟製作市场供应商的重要工具。此矩阵允许业务组织根据商务策略和产品满意度评估供应商,从而做出与其目标相符的明智决策。这四个象限使您能够清晰、准确地划分供应商,并确定最能满足您的策略目标的合作伙伴和解决方案。

策略分析与建议绘製虚拟製作市场的成功之路

对于旨在加强其在全球市场的影响力的公司来说,对虚拟製作市场的策略分析至关重要。透过审查关键资源、能力和绩效指标,公司可以识别成长机会并努力改进。这种方法使您能够克服竞争环境中的挑战,利用新的商机并取得长期成功。

本报告对市场进行了全面分析,涵盖关键重点领域:

1. 市场渗透率:详细检视当前市场环境、主要企业的广泛资料、评估其在市场中的影响力和整体影响力。

2. 市场开拓:辨识新兴市场的成长机会,评估现有领域的扩张潜力,并提供未来成长的策略蓝图。

3. 市场多元化:分析近期产品发布、开拓地区、关键产业进展、塑造市场的策略投资。

4. 竞争评估与情报:彻底分析竞争格局,检验市场占有率、业务策略、产品系列、认证、监理核准、专利趋势、主要企业的技术进步等。

5. 产品开发与创新:重点在于有望推动未来市场成长的最尖端科技、研发活动和产品创新。

我们也回答重要问题,帮助相关人员做出明智的决策:

1.目前的市场规模和未来的成长预测是多少?

2. 哪些产品、区隔市场和地区提供最佳投资机会?

3.塑造市场的主要技术趋势和监管影响是什么?

4.主要厂商的市场占有率和竞争地位如何?

5. 推动供应商市场进入和退出策略的收益来源和策略机会是什么?

目录

第一章 前言

第二章调查方法

第三章执行摘要

第四章市场概况

第五章市场洞察

  • 市场动态
    • 促进因素
      • 画面丰富的电影越来越受消费者欢迎
      • 游戏产业对视觉效果的需求不断增长
      • 在商业广告製作中越来越多地采用虚拟製作
    • 抑制因素
      • 与虚拟製作相关的高成本
    • 机会
      • 虚拟製作技术与系统的进步
      • 摄影机器人在电影製作中的引入
    • 任务
      • 虚拟生产方法的技术复杂性
  • 市场区隔分析
    • 建立模组:使用软体将创造性输入转化为具有视觉吸引力的输出的重要性日益增加
    • 製作阶段:在预製作阶段增加虚拟製作的使用,有助于提前视觉化最终产品
    • 最终用户:影视产业虚拟製作技术采用的演变
  • 波特五力分析
  • PESTEL分析
    • 政治的
    • 经济
    • 社群
    • 技术的
    • 合法地
    • 环境

第六章 虚拟製作市场:按组成部分

  • 硬体
    • 相机
      • 360度相机
      • 运动摄影机
      • 轻便型相机
      • 数位单眼相机
      • 中片幅相机
      • 传统底片相机
    • GPU 和显示卡
    • LED显示器墙
    • 记忆体和储存
    • 工作站
  • 服务
  • 软体

第七章 虚拟製作市场:依製作阶段划分

  • 后製
  • 预先製作
  • 生产

第 8 章 虚拟製作市场:依最终使用者划分

  • 电影和电视
  • 游戏
  • 行销和广告
  • 社群媒体内容

第九章美洲虚拟製作市场

  • 阿根廷
  • 巴西
  • 加拿大
  • 墨西哥
  • 美国

第10章亚太虚拟製作市场

  • 澳洲
  • 中国
  • 印度
  • 印尼
  • 日本
  • 马来西亚
  • 菲律宾
  • 新加坡
  • 韩国
  • 台湾
  • 泰国
  • 越南

第十一章 欧洲、中东和非洲的虚拟製作市场

  • 丹麦
  • 埃及
  • 芬兰
  • 法国
  • 德国
  • 以色列
  • 义大利
  • 荷兰
  • 挪威
  • 波兰
  • 卡达
  • 俄罗斯
  • 沙乌地阿拉伯
  • 南非
  • 西班牙
  • 瑞典
  • 瑞士
  • 土耳其
  • 阿拉伯聯合大公国
  • 英国

第十二章竞争格局

  • 2023 年市场占有率分析
  • FPNV 定位矩阵,2023
  • 竞争情境分析
    • 诺丁汉特伦特大学对尖端技术的策略性投资
    • WWE 推出SONY维罗纳LED幕墙,并推出采用先进虚拟製作技术的最先进的 30,000 平方英尺工作室
    • Megapixel 策略性收购 GhostFrame IP,以加强在虚拟製作技术领域的影响力
    • LG 推出具有增强虚拟製作功能的 Studio 系列 DVLED
    • 香港知专设计学院于逸夫工作室开设虚拟製作工作室
    • Dark Slope 与 SideFX 建立策略合作伙伴关係,在多伦多推出高级智慧舞台
    • SONY影业透过新的火炬光视觉化工具增强视觉效果和虚拟製作
    • Accenture对 Vu Technologies 进行策略性投资,协助打造身临其境型体验
    • 使用 Pixotope Pocket 开启教育的未来:简化虚拟製作以实现卓越的学术成就
    • LG 在 2020 年 NAB Show 上推出突破性虚拟製作解决方案,为广播的未来开创了 360 度串流媒体和云端基础的技术
    • 虚拟製作革命:Planar 和 OptiTrack 在 NAB 2023 上推出尖端广播技术套件
    • SONY影业Imageworks在上海推出尖端虚拟製作技术
    • SONY推出全面的虚拟製作工具集
    • 探索下一代科技及其对未来内容创作的影响
    • Media.Monks 和 Epic Games 释放虚幻引擎 5 的强大功能,打造下一代电影和电视真实感
    • Anna Valley与Garden Studio结成策略伙伴关係,以先进技术和设计提升规模化生产
    • Arctic7 透过策略收购 Narwhal Studios 和 Star Fort Games 扩大其虚拟製作视野
    • 万博宣伟集团收购 XR 公司,彻底改变行销领域的虚拟製作
    • Vu 和 Cube 的合作伙伴关係扩大了工作室网络并开闢了视觉效果製作的新视野
    • NantStudios 透过墨尔本最先进的虚拟製作舞台扩大全球影响力
    • 约克郡的 LBi 和 Mainstage推出尖端虚拟製作合资企业
    • LAMDA 对永续、高效创新的承诺
    • HTC 宣布增强版 Vive XR Elite 和商业解决方案
    • Tag America 透过最先进的工作室扩张扩大虚拟行销视野并提高品牌参与度
    • 透过无缝整合和无与伦比的视觉保真度彻底改变虚拟製作
    • 匈牙利投资 1,100 万欧元建造最先进的布达佩斯虚拟工作室,加强电影产业的领导地位
    • 新加坡先锋虚拟製作不断发展,借助媒体发展局的创新基金开创了新时代
    • 亚马逊工作室开始使用 AWS 进行虚拟製作
    • 探索 Black Pearl BP2V2 LED 显示器系统的特性与多功能性
  • 战略分析和建议
    • SONY集团公司
    • 三星电子有限公司
    • LG公司
    • 英伟达公司
    • DNEG PLC
    • 奥多比公司
    • 史诗游戏股份有限公司
    • 平达系统有限公司
    • 联合科技有限公司
    • 狂热科技有限公司

公司名单

  • 360Rize
  • 80six Ltd.
  • Adobe Inc.
  • Amazon.com, Inc.
  • Autodesk, Inc.
  • AV Stumpfl GmbH
  • Avid Technology, Inc.
  • Aximmetry Technologies Ltd.
  • Barco NV
  • Blackmagic Design Pty Ltd
  • Boris FX, Inc.
  • Brompton Technology Ltd.
  • Dimension
  • Disguise Technologies Limited
  • DNEG PLC
  • Epic Games, Inc.
  • FuseFX
  • Glassbox Technologies
  • HTC Corporation
  • HumanEyes Technologies Ltd.
  • LG Corporation
  • Mo-Sys Engineering Ltd.
  • NEOM Company
  • NVIDIA Corporation
  • Panocam3d.com
  • Perforce Software, Inc.
  • Pixar Animation Studios by The Walt Disney Company
  • Pixotope Technologies
  • Planar Systems, Inc.
  • Production Resource Group, LLC
  • Samsung Electronics Co., Ltd.
  • SHOWRUNNER
  • Side Effects Software Inc.
  • Sony Group Corporation
  • Technicolor Creative Studios SA
  • Unilumin Group Co., Ltd.
  • Unity Technologies Inc.
  • Ventuz Technology AG
  • Vicon Motion Systems Ltd.
  • Virsabi ApS
  • Vu Technologies Corp by Diamond View Studios
  • Weta FX Ltd.
Product Code: MRR-0D217D5AD997

The Virtual Production Market was valued at USD 2.55 billion in 2023, expected to reach USD 3.01 billion in 2024, and is projected to grow at a CAGR of 18.57%, to USD 8.42 billion by 2030.

Virtual Production (VP) is a process that combines physical and digital elements to create immersive filming environments typically used in the video game, film, and television industries. Leveraging technologies such as real-time rendering, LED screens, and motion capture, VP offers enhanced creative control and cost-efficient production capabilities. The necessity of virtual production has surged due to demand for visually compelling content and the constraints imposed by the COVID-19 pandemic, which necessitated remote and virtual workflows. Its applications span pre-visualization, on-set visualization, and post-production, significantly benefitting industries such as entertainment, advertising, and e-learning. End-use scope primarily includes film studios, game developers, and commercial content creators aiming to enhance storytelling capabilities. Market growth is influenced by technological advancements in virtual and augmented reality, growing investments in virtual production studios, and the increasing prevalence of OTT platforms. Opportunities are ripe in emerging economies and sectors like live events and broadcasting, offering untapped growth potential. However, challenges persist, including high initial setup costs, skillset shortages, and logistical complexities in integrating VP technologies with existing systems. These factors require firms to strategize carefully to mitigate high capital expenditures. For business growth, focusing on advancements in real-time rendering technology and AI-driven content creation tools offers promising innovation areas. Developing scalable, user-friendly VP platforms can cater to smaller studios and content creators, expanding market reach. Emphasizing industry collaboration for skill development can address workforce shortages. The nature of the market is dynamic, with strong competition driving rapid technological innovation. Businesses must remain agile and informed about the latest trends to maintain a competitive edge. By prioritizing sustainable technology investments and fostering partnerships, companies can effectively navigate this evolving landscape and capitalize on its abundant opportunities.

KEY MARKET STATISTICS
Base Year [2023] USD 2.55 billion
Estimated Year [2024] USD 3.01 billion
Forecast Year [2030] USD 8.42 billion
CAGR (%) 18.57%

Market Dynamics: Unveiling Key Market Insights in the Rapidly Evolving Virtual Production Market

The Virtual Production Market is undergoing transformative changes driven by a dynamic interplay of supply and demand factors. Understanding these evolving market dynamics prepares business organizations to make informed investment decisions, refine strategic decisions, and seize new opportunities. By gaining a comprehensive view of these trends, business organizations can mitigate various risks across political, geographic, technical, social, and economic domains while also gaining a clearer understanding of consumer behavior and its impact on manufacturing costs and purchasing trends.

  • Market Drivers
    • Rising popularity of movies with extensive graphics among consumers
    • Proliferating demand for visual effects in gaming industry
    • Increasing adoption of virtual production for the creation of commercial ads
  • Market Restraints
    • High cost associated with virtual production
  • Market Opportunities
    • Advancements in virtual production technologies and systems
    • Adoption of camera robotics for the production of movies
  • Market Challenges
    • Technical complexities of virtual production method

Porter's Five Forces: A Strategic Tool for Navigating the Virtual Production Market

Porter's five forces framework is a critical tool for understanding the competitive landscape of the Virtual Production Market. It offers business organizations with a clear methodology for evaluating their competitive positioning and exploring strategic opportunities. This framework helps businesses assess the power dynamics within the market and determine the profitability of new ventures. With these insights, business organizations can leverage their strengths, address weaknesses, and avoid potential challenges, ensuring a more resilient market positioning.

PESTLE Analysis: Navigating External Influences in the Virtual Production Market

External macro-environmental factors play a pivotal role in shaping the performance dynamics of the Virtual Production Market. Political, Economic, Social, Technological, Legal, and Environmental factors analysis provides the necessary information to navigate these influences. By examining PESTLE factors, businesses can better understand potential risks and opportunities. This analysis enables business organizations to anticipate changes in regulations, consumer preferences, and economic trends, ensuring they are prepared to make proactive, forward-thinking decisions.

Market Share Analysis: Understanding the Competitive Landscape in the Virtual Production Market

A detailed market share analysis in the Virtual Production Market provides a comprehensive assessment of vendors' performance. Companies can identify their competitive positioning by comparing key metrics, including revenue, customer base, and growth rates. This analysis highlights market concentration, fragmentation, and trends in consolidation, offering vendors the insights required to make strategic decisions that enhance their position in an increasingly competitive landscape.

FPNV Positioning Matrix: Evaluating Vendors' Performance in the Virtual Production Market

The Forefront, Pathfinder, Niche, Vital (FPNV) Positioning Matrix is a critical tool for evaluating vendors within the Virtual Production Market. This matrix enables business organizations to make well-informed decisions that align with their goals by assessing vendors based on their business strategy and product satisfaction. The four quadrants provide a clear and precise segmentation of vendors, helping users identify the right partners and solutions that best fit their strategic objectives.

Strategy Analysis & Recommendation: Charting a Path to Success in the Virtual Production Market

A strategic analysis of the Virtual Production Market is essential for businesses looking to strengthen their global market presence. By reviewing key resources, capabilities, and performance indicators, business organizations can identify growth opportunities and work toward improvement. This approach helps businesses navigate challenges in the competitive landscape and ensures they are well-positioned to capitalize on newer opportunities and drive long-term success.

Key Company Profiles

The report delves into recent significant developments in the Virtual Production Market, highlighting leading vendors and their innovative profiles. These include 360Rize, 80six Ltd., Adobe Inc., Amazon.com, Inc., Autodesk, Inc., AV Stumpfl GmbH, Avid Technology, Inc., Aximmetry Technologies Ltd., Barco NV, Blackmagic Design Pty Ltd, Boris FX, Inc., Brompton Technology Ltd., Dimension, Disguise Technologies Limited, DNEG PLC, Epic Games, Inc., FuseFX, Glassbox Technologies, HTC Corporation, HumanEyes Technologies Ltd., LG Corporation, Mo-Sys Engineering Ltd., NEOM Company, NVIDIA Corporation, Panocam3d.com, Perforce Software, Inc., Pixar Animation Studios by The Walt Disney Company, Pixotope Technologies, Planar Systems, Inc., Production Resource Group, L.L.C, Samsung Electronics Co., Ltd., SHOWRUNNER, Side Effects Software Inc., Sony Group Corporation, Technicolor Creative Studios SA, Unilumin Group Co., Ltd., Unity Technologies Inc., Ventuz Technology AG, Vicon Motion Systems Ltd., Virsabi ApS, Vu Technologies Corp by Diamond View Studios, and Weta FX Ltd..

Market Segmentation & Coverage

This research report categorizes the Virtual Production Market to forecast the revenues and analyze trends in each of the following sub-markets:

  • Based on Component, market is studied across Hardware, Services, and Software. The Hardware is further studied across Cameras, GPUs & Video Cards, LED Display Wall, Memory & Storage, and Workstations. The Cameras is further studied across 360 Cameras, Action Cameras, Compact Cameras, DSLR Cameras, Medium Format Cameras, and Traditional Film Cameras.
  • Based on Production Stage, market is studied across Post-Production, Pre-Production, and Production.
  • Based on End-User, market is studied across Film & Television, Gaming, Marketing & Advertisements, and Social Media Content.
  • Based on Region, market is studied across Americas, Asia-Pacific, and Europe, Middle East & Africa. The Americas is further studied across Argentina, Brazil, Canada, Mexico, and United States. The United States is further studied across California, Florida, Illinois, New York, Ohio, Pennsylvania, and Texas. The Asia-Pacific is further studied across Australia, China, India, Indonesia, Japan, Malaysia, Philippines, Singapore, South Korea, Taiwan, Thailand, and Vietnam. The Europe, Middle East & Africa is further studied across Denmark, Egypt, Finland, France, Germany, Israel, Italy, Netherlands, Norway, Poland, Qatar, Russia, Saudi Arabia, South Africa, Spain, Sweden, Switzerland, Turkey, United Arab Emirates, and United Kingdom.

The report offers a comprehensive analysis of the market, covering key focus areas:

1. Market Penetration: A detailed review of the current market environment, including extensive data from top industry players, evaluating their market reach and overall influence.

2. Market Development: Identifies growth opportunities in emerging markets and assesses expansion potential in established sectors, providing a strategic roadmap for future growth.

3. Market Diversification: Analyzes recent product launches, untapped geographic regions, major industry advancements, and strategic investments reshaping the market.

4. Competitive Assessment & Intelligence: Provides a thorough analysis of the competitive landscape, examining market share, business strategies, product portfolios, certifications, regulatory approvals, patent trends, and technological advancements of key players.

5. Product Development & Innovation: Highlights cutting-edge technologies, R&D activities, and product innovations expected to drive future market growth.

The report also answers critical questions to aid stakeholders in making informed decisions:

1. What is the current market size, and what is the forecasted growth?

2. Which products, segments, and regions offer the best investment opportunities?

3. What are the key technology trends and regulatory influences shaping the market?

4. How do leading vendors rank in terms of market share and competitive positioning?

5. What revenue sources and strategic opportunities drive vendors' market entry or exit strategies?

Table of Contents

1. Preface

  • 1.1. Objectives of the Study
  • 1.2. Market Segmentation & Coverage
  • 1.3. Years Considered for the Study
  • 1.4. Currency & Pricing
  • 1.5. Language
  • 1.6. Stakeholders

2. Research Methodology

  • 2.1. Define: Research Objective
  • 2.2. Determine: Research Design
  • 2.3. Prepare: Research Instrument
  • 2.4. Collect: Data Source
  • 2.5. Analyze: Data Interpretation
  • 2.6. Formulate: Data Verification
  • 2.7. Publish: Research Report
  • 2.8. Repeat: Report Update

3. Executive Summary

4. Market Overview

5. Market Insights

  • 5.1. Market Dynamics
    • 5.1.1. Drivers
      • 5.1.1.1. Rising popularity of movies with extensive graphics among consumers
      • 5.1.1.2. Proliferating demand for visual effects in gaming industry
      • 5.1.1.3. Increasing adoption of virtual production for the creation of commercial ads
    • 5.1.2. Restraints
      • 5.1.2.1. High cost associated with virtual production
    • 5.1.3. Opportunities
      • 5.1.3.1. Advancements in virtual production technologies and systems
      • 5.1.3.2. Adoption of camera robotics for the production of movies
    • 5.1.4. Challenges
      • 5.1.4.1. Technical complexities of virtual production method
  • 5.2. Market Segmentation Analysis
    • 5.2.1. Component: Rising emphasis on using software for transforming creative inputs into visually attractive outputs
    • 5.2.2. Production Stage: Proliferating usage of virtual production in the pre-production stage for better visualization of the final product up front
    • 5.2.3. End-User: Evolving adoption of virtual production technologies in the film & television industry
  • 5.3. Porter's Five Forces Analysis
    • 5.3.1. Threat of New Entrants
    • 5.3.2. Threat of Substitutes
    • 5.3.3. Bargaining Power of Customers
    • 5.3.4. Bargaining Power of Suppliers
    • 5.3.5. Industry Rivalry
  • 5.4. PESTLE Analysis
    • 5.4.1. Political
    • 5.4.2. Economic
    • 5.4.3. Social
    • 5.4.4. Technological
    • 5.4.5. Legal
    • 5.4.6. Environmental

6. Virtual Production Market, by Component

  • 6.1. Introduction
  • 6.2. Hardware
    • 6.2.1. Cameras
      • 6.2.1.1. 360 Cameras
      • 6.2.1.2. Action Cameras
      • 6.2.1.3. Compact Cameras
      • 6.2.1.4. DSLR Cameras
      • 6.2.1.5. Medium Format Cameras
      • 6.2.1.6. Traditional Film Cameras
    • 6.2.2. GPUs & Video Cards
    • 6.2.3. LED Display Wall
    • 6.2.4. Memory & Storage
    • 6.2.5. Workstations
  • 6.3. Services
  • 6.4. Software

7. Virtual Production Market, by Production Stage

  • 7.1. Introduction
  • 7.2. Post-Production
  • 7.3. Pre-Production
  • 7.4. Production

8. Virtual Production Market, by End-User

  • 8.1. Introduction
  • 8.2. Film & Television
  • 8.3. Gaming
  • 8.4. Marketing & Advertisements
  • 8.5. Social Media Content

9. Americas Virtual Production Market

  • 9.1. Introduction
  • 9.2. Argentina
  • 9.3. Brazil
  • 9.4. Canada
  • 9.5. Mexico
  • 9.6. United States

10. Asia-Pacific Virtual Production Market

  • 10.1. Introduction
  • 10.2. Australia
  • 10.3. China
  • 10.4. India
  • 10.5. Indonesia
  • 10.6. Japan
  • 10.7. Malaysia
  • 10.8. Philippines
  • 10.9. Singapore
  • 10.10. South Korea
  • 10.11. Taiwan
  • 10.12. Thailand
  • 10.13. Vietnam

11. Europe, Middle East & Africa Virtual Production Market

  • 11.1. Introduction
  • 11.2. Denmark
  • 11.3. Egypt
  • 11.4. Finland
  • 11.5. France
  • 11.6. Germany
  • 11.7. Israel
  • 11.8. Italy
  • 11.9. Netherlands
  • 11.10. Norway
  • 11.11. Poland
  • 11.12. Qatar
  • 11.13. Russia
  • 11.14. Saudi Arabia
  • 11.15. South Africa
  • 11.16. Spain
  • 11.17. Sweden
  • 11.18. Switzerland
  • 11.19. Turkey
  • 11.20. United Arab Emirates
  • 11.21. United Kingdom

12. Competitive Landscape

  • 12.1. Market Share Analysis, 2023
  • 12.2. FPNV Positioning Matrix, 2023
  • 12.3. Competitive Scenario Analysis
    • 12.3.1. Nottingham Trent University's Strategic Investment in Advanced Virtual Production Technology
    • 12.3.2. WWE Unveils State-of-the-Art 30,000 Sq.-Ft. Studio Featuring Advanced Virtual Production Technologies With the Deployment of Sony Verona LED Wall
    • 12.3.3. Megapixel's Strategic Acquisition of GhostFrame IP to Fortify Its Presence in Virtual Production Technologies
    • 12.3.4. LG Introduces Studio Series DVLED for Enhanced Virtual Production Capabilities
    • 12.3.5. Hong Kong Design Institute Launches Virtual Production Studio at Shaw Studios
    • 12.3.6. Dark Slope's Strategic Alliance with SideFX to Launch Advanced Smart Stage in Toronto
    • 12.3.7. Sony Pictures Enhances Visual Effects and Virtual Production with New Torchlight Visualization Facility
    • 12.3.8. Accenture's Strategic Investment in Vu Technologies to Enhance Immersive Experience Creation
    • 12.3.9. Unlocking the Future of Education with Pixotope Pocket: Simplifying Virtual Production for Academic Excellence
    • 12.3.10. LG's Groundbreaking Virtual Production Solutions Unveiled at NAB Show 2020, Pioneering 360-Degree Streaming and Cloud-Based Technology for the Future of Broadcasting
    • 12.3.11. Revolutionizing Virtual Production: Planar and OptiTrack Unveil Cutting-Edge Broadcast Technology Suite at NAB 2023
    • 12.3.12. Sony Pictures Imageworks Unveils Cutting-Edge Virtual Production Technology in Shanghai
    • 12.3.13. Sony Launches Comprehensive Virtual Production Tool Set
    • 12.3.14. Exploring Next-Gen Techniques and Implications for Future Content Creation
    • 12.3.15. Media.Monks and Epic Games Unleash Unreal Engine 5's Capabilities for Next-Gen Film and TV Realism
    • 12.3.16. Anna Valley and Garden Studios Forge Strategic Partnership to Elevate Large-Scale Productions with Advanced Technology and Design
    • 12.3.17. Arctic7 Expands Virtual Production Horizons with Strategic Acquisitions of Narwhal Studios and Star Fort Games
    • 12.3.18. Weber Shandwick Collective Acquires XR Firm to Revolutionize Virtual Production in Marketing
    • 12.3.19. Vu's Partnership with Cube Expands Studio Network and Breaks New Ground in Visual Effects Creation
    • 12.3.20. NantStudios Expands Global Reach with Cutting-Edge Virtual Production Stages in Melbourne
    • 12.3.21. Yorkshire's LBi and Mainstage Launch Cutting-Edge Virtual Production Venture
    • 12.3.22. LAMDA's Venture into Sustainable and Efficient Virtual Production Innovation
    • 12.3.23. HTC's Enhanced Vive XR Elite and Business Solutions Introduced
    • 12.3.24. Tag Americas Amplifies Virtual Marketing Horizon, Elevating Brand Engagement through Cutting-Edge Virtual Production Studio Expansion
    • 12.3.25. Revolutionizing Virtual Production with Seamless Integration and Unmatched Visual Fidelity
    • 12.3.26. Hungary Advances in Film Industry Leadership with Euro 11 Million Investment in Cutting-Edge Budapest Virtual Studio
    • 12.3.27. Singapore Pioneers Virtual Production Evolution, Unveiling a New Era with Media Development Authority's Innovation Fund
    • 12.3.28. The Dawn of AWS-Powered Virtual Production at Amazon Studios
    • 12.3.29. Exploring the Capabilities and Versatility of the Black Pearl BP2V2 LED Display System
  • 12.4. Strategy Analysis & Recommendation
    • 12.4.1. Sony Group Corporation
    • 12.4.2. Samsung Electronics Co., Ltd.
    • 12.4.3. LG Corporation
    • 12.4.4. NVIDIA Corporation
    • 12.4.5. DNEG PLC
    • 12.4.6. Adobe Inc.
    • 12.4.7. Epic Games, Inc.
    • 12.4.8. Planar Systems, Inc.
    • 12.4.9. Unity Technologies Inc.
    • 12.4.10. Avid Technology, Inc.

Companies Mentioned

  • 1. 360Rize
  • 2. 80six Ltd.
  • 3. Adobe Inc.
  • 4. Amazon.com, Inc.
  • 5. Autodesk, Inc.
  • 6. AV Stumpfl GmbH
  • 7. Avid Technology, Inc.
  • 8. Aximmetry Technologies Ltd.
  • 9. Barco NV
  • 10. Blackmagic Design Pty Ltd
  • 11. Boris FX, Inc.
  • 12. Brompton Technology Ltd.
  • 13. Dimension
  • 14. Disguise Technologies Limited
  • 15. DNEG PLC
  • 16. Epic Games, Inc.
  • 17. FuseFX
  • 18. Glassbox Technologies
  • 19. HTC Corporation
  • 20. HumanEyes Technologies Ltd.
  • 21. LG Corporation
  • 22. Mo-Sys Engineering Ltd.
  • 23. NEOM Company
  • 24. NVIDIA Corporation
  • 25. Panocam3d.com
  • 26. Perforce Software, Inc.
  • 27. Pixar Animation Studios by The Walt Disney Company
  • 28. Pixotope Technologies
  • 29. Planar Systems, Inc.
  • 30. Production Resource Group, L.L.C
  • 31. Samsung Electronics Co., Ltd.
  • 32. SHOWRUNNER
  • 33. Side Effects Software Inc.
  • 34. Sony Group Corporation
  • 35. Technicolor Creative Studios SA
  • 36. Unilumin Group Co., Ltd.
  • 37. Unity Technologies Inc.
  • 38. Ventuz Technology AG
  • 39. Vicon Motion Systems Ltd.
  • 40. Virsabi ApS
  • 41. Vu Technologies Corp by Diamond View Studios
  • 42. Weta FX Ltd.

LIST OF FIGURES

  • FIGURE 1. VIRTUAL PRODUCTION MARKET RESEARCH PROCESS
  • FIGURE 2. VIRTUAL PRODUCTION MARKET SIZE, 2023 VS 2030
  • FIGURE 3. GLOBAL VIRTUAL PRODUCTION MARKET SIZE, 2018-2030 (USD THOUSAND)
  • FIGURE 4. GLOBAL VIRTUAL PRODUCTION MARKET SIZE, BY REGION, 2023 VS 2024 VS 2030 (USD THOUSAND)
  • FIGURE 5. GLOBAL VIRTUAL PRODUCTION MARKET SIZE, BY COUNTRY, 2023 VS 2024 VS 2030 (USD THOUSAND)
  • FIGURE 6. GLOBAL VIRTUAL PRODUCTION MARKET SIZE, BY COMPONENT, 2023 VS 2030 (%)
  • FIGURE 7. GLOBAL VIRTUAL PRODUCTION MARKET SIZE, BY COMPONENT, 2023 VS 2024 VS 2030 (USD THOUSAND)
  • FIGURE 8. GLOBAL VIRTUAL PRODUCTION MARKET SIZE, BY PRODUCTION STAGE, 2023 VS 2030 (%)
  • FIGURE 9. GLOBAL VIRTUAL PRODUCTION MARKET SIZE, BY PRODUCTION STAGE, 2023 VS 2024 VS 2030 (USD THOUSAND)
  • FIGURE 10. GLOBAL VIRTUAL PRODUCTION MARKET SIZE, BY END-USER, 2023 VS 2030 (%)
  • FIGURE 11. GLOBAL VIRTUAL PRODUCTION MARKET SIZE, BY END-USER, 2023 VS 2024 VS 2030 (USD THOUSAND)
  • FIGURE 12. AMERICAS VIRTUAL PRODUCTION MARKET SIZE, BY COUNTRY, 2023 VS 2030 (%)
  • FIGURE 13. AMERICAS VIRTUAL PRODUCTION MARKET SIZE, BY COUNTRY, 2023 VS 2024 VS 2030 (USD THOUSAND)
  • FIGURE 14. UNITED STATES VIRTUAL PRODUCTION MARKET SIZE, BY STATE, 2023 VS 2030 (%)
  • FIGURE 15. UNITED STATES VIRTUAL PRODUCTION MARKET SIZE, BY STATE, 2023 VS 2024 VS 2030 (USD THOUSAND)
  • FIGURE 16. ASIA-PACIFIC VIRTUAL PRODUCTION MARKET SIZE, BY COUNTRY, 2023 VS 2030 (%)
  • FIGURE 17. ASIA-PACIFIC VIRTUAL PRODUCTION MARKET SIZE, BY COUNTRY, 2023 VS 2024 VS 2030 (USD THOUSAND)
  • FIGURE 18. EUROPE, MIDDLE EAST & AFRICA VIRTUAL PRODUCTION MARKET SIZE, BY COUNTRY, 2023 VS 2030 (%)
  • FIGURE 19. EUROPE, MIDDLE EAST & AFRICA VIRTUAL PRODUCTION MARKET SIZE, BY COUNTRY, 2023 VS 2024 VS 2030 (USD THOUSAND)
  • FIGURE 20. VIRTUAL PRODUCTION MARKET SHARE, BY KEY PLAYER, 2023
  • FIGURE 21. VIRTUAL PRODUCTION MARKET, FPNV POSITIONING MATRIX, 2023

LIST OF TABLES

  • TABLE 1. VIRTUAL PRODUCTION MARKET SEGMENTATION & COVERAGE
  • TABLE 2. UNITED STATES DOLLAR EXCHANGE RATE, 2018-2023
  • TABLE 3. GLOBAL VIRTUAL PRODUCTION MARKET SIZE, 2018-2030 (USD THOUSAND)
  • TABLE 4. GLOBAL VIRTUAL PRODUCTION MARKET SIZE, BY REGION, 2018-2030 (USD THOUSAND)
  • TABLE 5. GLOBAL VIRTUAL PRODUCTION MARKET SIZE, BY COUNTRY, 2018-2030 (USD THOUSAND)
  • TABLE 6. VIRTUAL PRODUCTION MARKET DYNAMICS
  • TABLE 7. GLOBAL VIRTUAL PRODUCTION MARKET SIZE, BY COMPONENT, 2018-2030 (USD THOUSAND)
  • TABLE 8. GLOBAL VIRTUAL PRODUCTION MARKET SIZE, BY HARDWARE, BY REGION, 2018-2030 (USD THOUSAND)
  • TABLE 9. GLOBAL VIRTUAL PRODUCTION MARKET SIZE, BY CAMERAS, BY REGION, 2018-2030 (USD THOUSAND)
  • TABLE 10. GLOBAL VIRTUAL PRODUCTION MARKET SIZE, BY 360 CAMERAS, BY REGION, 2018-2030 (USD THOUSAND)
  • TABLE 11. GLOBAL VIRTUAL PRODUCTION MARKET SIZE, BY ACTION CAMERAS, BY REGION, 2018-2030 (USD THOUSAND)
  • TABLE 12. GLOBAL VIRTUAL PRODUCTION MARKET SIZE, BY COMPACT CAMERAS, BY REGION, 2018-2030 (USD THOUSAND)
  • TABLE 13. GLOBAL VIRTUAL PRODUCTION MARKET SIZE, BY DSLR CAMERAS, BY REGION, 2018-2030 (USD THOUSAND)
  • TABLE 14. GLOBAL VIRTUAL PRODUCTION MARKET SIZE, BY MEDIUM FORMAT CAMERAS, BY REGION, 2018-2030 (USD THOUSAND)
  • TABLE 15. GLOBAL VIRTUAL PRODUCTION MARKET SIZE, BY TRADITIONAL FILM CAMERAS, BY REGION, 2018-2030 (USD THOUSAND)
  • TABLE 16. GLOBAL VIRTUAL PRODUCTION MARKET SIZE, BY CAMERAS, 2018-2030 (USD THOUSAND)
  • TABLE 17. GLOBAL VIRTUAL PRODUCTION MARKET SIZE, BY GPUS & VIDEO CARDS, BY REGION, 2018-2030 (USD THOUSAND)
  • TABLE 18. GLOBAL VIRTUAL PRODUCTION MARKET SIZE, BY LED DISPLAY WALL, BY REGION, 2018-2030 (USD THOUSAND)
  • TABLE 19. GLOBAL VIRTUAL PRODUCTION MARKET SIZE, BY MEMORY & STORAGE, BY REGION, 2018-2030 (USD THOUSAND)
  • TABLE 20. GLOBAL VIRTUAL PRODUCTION MARKET SIZE, BY WORKSTATIONS, BY REGION, 2018-2030 (USD THOUSAND)
  • TABLE 21. GLOBAL VIRTUAL PRODUCTION MARKET SIZE, BY HARDWARE, 2018-2030 (USD THOUSAND)
  • TABLE 22. GLOBAL VIRTUAL PRODUCTION MARKET SIZE, BY SERVICES, BY REGION, 2018-2030 (USD THOUSAND)
  • TABLE 23. GLOBAL VIRTUAL PRODUCTION MARKET SIZE, BY SOFTWARE, BY REGION, 2018-2030 (USD THOUSAND)
  • TABLE 24. GLOBAL VIRTUAL PRODUCTION MARKET SIZE, BY PRODUCTION STAGE, 2018-2030 (USD THOUSAND)
  • TABLE 25. GLOBAL VIRTUAL PRODUCTION MARKET SIZE, BY POST-PRODUCTION, BY REGION, 2018-2030 (USD THOUSAND)
  • TABLE 26. GLOBAL VIRTUAL PRODUCTION MARKET SIZE, BY PRE-PRODUCTION, BY REGION, 2018-2030 (USD THOUSAND)
  • TABLE 27. GLOBAL VIRTUAL PRODUCTION MARKET SIZE, BY PRODUCTION, BY REGION, 2018-2030 (USD THOUSAND)
  • TABLE 28. GLOBAL VIRTUAL PRODUCTION MARKET SIZE, BY END-USER, 2018-2030 (USD THOUSAND)
  • TABLE 29. GLOBAL VIRTUAL PRODUCTION MARKET SIZE, BY FILM & TELEVISION, BY REGION, 2018-2030 (USD THOUSAND)
  • TABLE 30. GLOBAL VIRTUAL PRODUCTION MARKET SIZE, BY GAMING, BY REGION, 2018-2030 (USD THOUSAND)
  • TABLE 31. GLOBAL VIRTUAL PRODUCTION MARKET SIZE, BY MARKETING & ADVERTISEMENTS, BY REGION, 2018-2030 (USD THOUSAND)
  • TABLE 32. GLOBAL VIRTUAL PRODUCTION MARKET SIZE, BY SOCIAL MEDIA CONTENT, BY REGION, 2018-2030 (USD THOUSAND)
  • TABLE 33. AMERICAS VIRTUAL PRODUCTION MARKET SIZE, BY COMPONENT, 2018-2030 (USD THOUSAND)
  • TABLE 34. AMERICAS VIRTUAL PRODUCTION MARKET SIZE, BY HARDWARE, 2018-2030 (USD THOUSAND)
  • TABLE 35. AMERICAS VIRTUAL PRODUCTION MARKET SIZE, BY CAMERAS, 2018-2030 (USD THOUSAND)
  • TABLE 36. AMERICAS VIRTUAL PRODUCTION MARKET SIZE, BY PRODUCTION STAGE, 2018-2030 (USD THOUSAND)
  • TABLE 37. AMERICAS VIRTUAL PRODUCTION MARKET SIZE, BY END-USER, 2018-2030 (USD THOUSAND)
  • TABLE 38. AMERICAS VIRTUAL PRODUCTION MARKET SIZE, BY COUNTRY, 2018-2030 (USD THOUSAND)
  • TABLE 39. ARGENTINA VIRTUAL PRODUCTION MARKET SIZE, BY COMPONENT, 2018-2030 (USD THOUSAND)
  • TABLE 40. ARGENTINA VIRTUAL PRODUCTION MARKET SIZE, BY HARDWARE, 2018-2030 (USD THOUSAND)
  • TABLE 41. ARGENTINA VIRTUAL PRODUCTION MARKET SIZE, BY CAMERAS, 2018-2030 (USD THOUSAND)
  • TABLE 42. ARGENTINA VIRTUAL PRODUCTION MARKET SIZE, BY PRODUCTION STAGE, 2018-2030 (USD THOUSAND)
  • TABLE 43. ARGENTINA VIRTUAL PRODUCTION MARKET SIZE, BY END-USER, 2018-2030 (USD THOUSAND)
  • TABLE 44. BRAZIL VIRTUAL PRODUCTION MARKET SIZE, BY COMPONENT, 2018-2030 (USD THOUSAND)
  • TABLE 45. BRAZIL VIRTUAL PRODUCTION MARKET SIZE, BY HARDWARE, 2018-2030 (USD THOUSAND)
  • TABLE 46. BRAZIL VIRTUAL PRODUCTION MARKET SIZE, BY CAMERAS, 2018-2030 (USD THOUSAND)
  • TABLE 47. BRAZIL VIRTUAL PRODUCTION MARKET SIZE, BY PRODUCTION STAGE, 2018-2030 (USD THOUSAND)
  • TABLE 48. BRAZIL VIRTUAL PRODUCTION MARKET SIZE, BY END-USER, 2018-2030 (USD THOUSAND)
  • TABLE 49. CANADA VIRTUAL PRODUCTION MARKET SIZE, BY COMPONENT, 2018-2030 (USD THOUSAND)
  • TABLE 50. CANADA VIRTUAL PRODUCTION MARKET SIZE, BY HARDWARE, 2018-2030 (USD THOUSAND)
  • TABLE 51. CANADA VIRTUAL PRODUCTION MARKET SIZE, BY CAMERAS, 2018-2030 (USD THOUSAND)
  • TABLE 52. CANADA VIRTUAL PRODUCTION MARKET SIZE, BY PRODUCTION STAGE, 2018-2030 (USD THOUSAND)
  • TABLE 53. CANADA VIRTUAL PRODUCTION MARKET SIZE, BY END-USER, 2018-2030 (USD THOUSAND)
  • TABLE 54. MEXICO VIRTUAL PRODUCTION MARKET SIZE, BY COMPONENT, 2018-2030 (USD THOUSAND)
  • TABLE 55. MEXICO VIRTUAL PRODUCTION MARKET SIZE, BY HARDWARE, 2018-2030 (USD THOUSAND)
  • TABLE 56. MEXICO VIRTUAL PRODUCTION MARKET SIZE, BY CAMERAS, 2018-2030 (USD THOUSAND)
  • TABLE 57. MEXICO VIRTUAL PRODUCTION MARKET SIZE, BY PRODUCTION STAGE, 2018-2030 (USD THOUSAND)
  • TABLE 58. MEXICO VIRTUAL PRODUCTION MARKET SIZE, BY END-USER, 2018-2030 (USD THOUSAND)
  • TABLE 59. UNITED STATES VIRTUAL PRODUCTION MARKET SIZE, BY COMPONENT, 2018-2030 (USD THOUSAND)
  • TABLE 60. UNITED STATES VIRTUAL PRODUCTION MARKET SIZE, BY HARDWARE, 2018-2030 (USD THOUSAND)
  • TABLE 61. UNITED STATES VIRTUAL PRODUCTION MARKET SIZE, BY CAMERAS, 2018-2030 (USD THOUSAND)
  • TABLE 62. UNITED STATES VIRTUAL PRODUCTION MARKET SIZE, BY PRODUCTION STAGE, 2018-2030 (USD THOUSAND)
  • TABLE 63. UNITED STATES VIRTUAL PRODUCTION MARKET SIZE, BY END-USER, 2018-2030 (USD THOUSAND)
  • TABLE 64. UNITED STATES VIRTUAL PRODUCTION MARKET SIZE, BY STATE, 2018-2030 (USD THOUSAND)
  • TABLE 65. ASIA-PACIFIC VIRTUAL PRODUCTION MARKET SIZE, BY COMPONENT, 2018-2030 (USD THOUSAND)
  • TABLE 66. ASIA-PACIFIC VIRTUAL PRODUCTION MARKET SIZE, BY HARDWARE, 2018-2030 (USD THOUSAND)
  • TABLE 67. ASIA-PACIFIC VIRTUAL PRODUCTION MARKET SIZE, BY CAMERAS, 2018-2030 (USD THOUSAND)
  • TABLE 68. ASIA-PACIFIC VIRTUAL PRODUCTION MARKET SIZE, BY PRODUCTION STAGE, 2018-2030 (USD THOUSAND)
  • TABLE 69. ASIA-PACIFIC VIRTUAL PRODUCTION MARKET SIZE, BY END-USER, 2018-2030 (USD THOUSAND)
  • TABLE 70. ASIA-PACIFIC VIRTUAL PRODUCTION MARKET SIZE, BY COUNTRY, 2018-2030 (USD THOUSAND)
  • TABLE 71. AUSTRALIA VIRTUAL PRODUCTION MARKET SIZE, BY COMPONENT, 2018-2030 (USD THOUSAND)
  • TABLE 72. AUSTRALIA VIRTUAL PRODUCTION MARKET SIZE, BY HARDWARE, 2018-2030 (USD THOUSAND)
  • TABLE 73. AUSTRALIA VIRTUAL PRODUCTION MARKET SIZE, BY CAMERAS, 2018-2030 (USD THOUSAND)
  • TABLE 74. AUSTRALIA VIRTUAL PRODUCTION MARKET SIZE, BY PRODUCTION STAGE, 2018-2030 (USD THOUSAND)
  • TABLE 75. AUSTRALIA VIRTUAL PRODUCTION MARKET SIZE, BY END-USER, 2018-2030 (USD THOUSAND)
  • TABLE 76. CHINA VIRTUAL PRODUCTION MARKET SIZE, BY COMPONENT, 2018-2030 (USD THOUSAND)
  • TABLE 77. CHINA VIRTUAL PRODUCTION MARKET SIZE, BY HARDWARE, 2018-2030 (USD THOUSAND)
  • TABLE 78. CHINA VIRTUAL PRODUCTION MARKET SIZE, BY CAMERAS, 2018-2030 (USD THOUSAND)
  • TABLE 79. CHINA VIRTUAL PRODUCTION MARKET SIZE, BY PRODUCTION STAGE, 2018-2030 (USD THOUSAND)
  • TABLE 80. CHINA VIRTUAL PRODUCTION MARKET SIZE, BY END-USER, 2018-2030 (USD THOUSAND)
  • TABLE 81. INDIA VIRTUAL PRODUCTION MARKET SIZE, BY COMPONENT, 2018-2030 (USD THOUSAND)
  • TABLE 82. INDIA VIRTUAL PRODUCTION MARKET SIZE, BY HARDWARE, 2018-2030 (USD THOUSAND)
  • TABLE 83. INDIA VIRTUAL PRODUCTION MARKET SIZE, BY CAMERAS, 2018-2030 (USD THOUSAND)
  • TABLE 84. INDIA VIRTUAL PRODUCTION MARKET SIZE, BY PRODUCTION STAGE, 2018-2030 (USD THOUSAND)
  • TABLE 85. INDIA VIRTUAL PRODUCTION MARKET SIZE, BY END-USER, 2018-2030 (USD THOUSAND)
  • TABLE 86. INDONESIA VIRTUAL PRODUCTION MARKET SIZE, BY COMPONENT, 2018-2030 (USD THOUSAND)
  • TABLE 87. INDONESIA VIRTUAL PRODUCTION MARKET SIZE, BY HARDWARE, 2018-2030 (USD THOUSAND)
  • TABLE 88. INDONESIA VIRTUAL PRODUCTION MARKET SIZE, BY CAMERAS, 2018-2030 (USD THOUSAND)
  • TABLE 89. INDONESIA VIRTUAL PRODUCTION MARKET SIZE, BY PRODUCTION STAGE, 2018-2030 (USD THOUSAND)
  • TABLE 90. INDONESIA VIRTUAL PRODUCTION MARKET SIZE, BY END-USER, 2018-2030 (USD THOUSAND)
  • TABLE 91. JAPAN VIRTUAL PRODUCTION MARKET SIZE, BY COMPONENT, 2018-2030 (USD THOUSAND)
  • TABLE 92. JAPAN VIRTUAL PRODUCTION MARKET SIZE, BY HARDWARE, 2018-2030 (USD THOUSAND)
  • TABLE 93. JAPAN VIRTUAL PRODUCTION MARKET SIZE, BY CAMERAS, 2018-2030 (USD THOUSAND)
  • TABLE 94. JAPAN VIRTUAL PRODUCTION MARKET SIZE, BY PRODUCTION STAGE, 2018-2030 (USD THOUSAND)
  • TABLE 95. JAPAN VIRTUAL PRODUCTION MARKET SIZE, BY END-USER, 2018-2030 (USD THOUSAND)
  • TABLE 96. MALAYSIA VIRTUAL PRODUCTION MARKET SIZE, BY COMPONENT, 2018-2030 (USD THOUSAND)
  • TABLE 97. MALAYSIA VIRTUAL PRODUCTION MARKET SIZE, BY HARDWARE, 2018-2030 (USD THOUSAND)
  • TABLE 98. MALAYSIA VIRTUAL PRODUCTION MARKET SIZE, BY CAMERAS, 2018-2030 (USD THOUSAND)
  • TABLE 99. MALAYSIA VIRTUAL PRODUCTION MARKET SIZE, BY PRODUCTION STAGE, 2018-2030 (USD THOUSAND)
  • TABLE 100. MALAYSIA VIRTUAL PRODUCTION MARKET SIZE, BY END-USER, 2018-2030 (USD THOUSAND)
  • TABLE 101. PHILIPPINES VIRTUAL PRODUCTION MARKET SIZE, BY COMPONENT, 2018-2030 (USD THOUSAND)
  • TABLE 102. PHILIPPINES VIRTUAL PRODUCTION MARKET SIZE, BY HARDWARE, 2018-2030 (USD THOUSAND)
  • TABLE 103. PHILIPPINES VIRTUAL PRODUCTION MARKET SIZE, BY CAMERAS, 2018-2030 (USD THOUSAND)
  • TABLE 104. PHILIPPINES VIRTUAL PRODUCTION MARKET SIZE, BY PRODUCTION STAGE, 2018-2030 (USD THOUSAND)
  • TABLE 105. PHILIPPINES VIRTUAL PRODUCTION MARKET SIZE, BY END-USER, 2018-2030 (USD THOUSAND)
  • TABLE 106. SINGAPORE VIRTUAL PRODUCTION MARKET SIZE, BY COMPONENT, 2018-2030 (USD THOUSAND)
  • TABLE 107. SINGAPORE VIRTUAL PRODUCTION MARKET SIZE, BY HARDWARE, 2018-2030 (USD THOUSAND)
  • TABLE 108. SINGAPORE VIRTUAL PRODUCTION MARKET SIZE, BY CAMERAS, 2018-2030 (USD THOUSAND)
  • TABLE 109. SINGAPORE VIRTUAL PRODUCTION MARKET SIZE, BY PRODUCTION STAGE, 2018-2030 (USD THOUSAND)
  • TABLE 110. SINGAPORE VIRTUAL PRODUCTION MARKET SIZE, BY END-USER, 2018-2030 (USD THOUSAND)
  • TABLE 111. SOUTH KOREA VIRTUAL PRODUCTION MARKET SIZE, BY COMPONENT, 2018-2030 (USD THOUSAND)
  • TABLE 112. SOUTH KOREA VIRTUAL PRODUCTION MARKET SIZE, BY HARDWARE, 2018-2030 (USD THOUSAND)
  • TABLE 113. SOUTH KOREA VIRTUAL PRODUCTION MARKET SIZE, BY CAMERAS, 2018-2030 (USD THOUSAND)
  • TABLE 114. SOUTH KOREA VIRTUAL PRODUCTION MARKET SIZE, BY PRODUCTION STAGE, 2018-2030 (USD THOUSAND)
  • TABLE 115. SOUTH KOREA VIRTUAL PRODUCTION MARKET SIZE, BY END-USER, 2018-2030 (USD THOUSAND)
  • TABLE 116. TAIWAN VIRTUAL PRODUCTION MARKET SIZE, BY COMPONENT, 2018-2030 (USD THOUSAND)
  • TABLE 117. TAIWAN VIRTUAL PRODUCTION MARKET SIZE, BY HARDWARE, 2018-2030 (USD THOUSAND)
  • TABLE 118. TAIWAN VIRTUAL PRODUCTION MARKET SIZE, BY CAMERAS, 2018-2030 (USD THOUSAND)
  • TABLE 119. TAIWAN VIRTUAL PRODUCTION MARKET SIZE, BY PRODUCTION STAGE, 2018-2030 (USD THOUSAND)
  • TABLE 120. TAIWAN VIRTUAL PRODUCTION MARKET SIZE, BY END-USER, 2018-2030 (USD THOUSAND)
  • TABLE 121. THAILAND VIRTUAL PRODUCTION MARKET SIZE, BY COMPONENT, 2018-2030 (USD THOUSAND)
  • TABLE 122. THAILAND VIRTUAL PRODUCTION MARKET SIZE, BY HARDWARE, 2018-2030 (USD THOUSAND)
  • TABLE 123. THAILAND VIRTUAL PRODUCTION MARKET SIZE, BY CAMERAS, 2018-2030 (USD THOUSAND)
  • TABLE 124. THAILAND VIRTUAL PRODUCTION MARKET SIZE, BY PRODUCTION STAGE, 2018-2030 (USD THOUSAND)
  • TABLE 125. THAILAND VIRTUAL PRODUCTION MARKET SIZE, BY END-USER, 2018-2030 (USD THOUSAND)
  • TABLE 126. VIETNAM VIRTUAL PRODUCTION MARKET SIZE, BY COMPONENT, 2018-2030 (USD THOUSAND)
  • TABLE 127. VIETNAM VIRTUAL PRODUCTION MARKET SIZE, BY HARDWARE, 2018-2030 (USD THOUSAND)
  • TABLE 128. VIETNAM VIRTUAL PRODUCTION MARKET SIZE, BY CAMERAS, 2018-2030 (USD THOUSAND)
  • TABLE 129. VIETNAM VIRTUAL PRODUCTION MARKET SIZE, BY PRODUCTION STAGE, 2018-2030 (USD THOUSAND)
  • TABLE 130. VIETNAM VIRTUAL PRODUCTION MARKET SIZE, BY END-USER, 2018-2030 (USD THOUSAND)
  • TABLE 131. EUROPE, MIDDLE EAST & AFRICA VIRTUAL PRODUCTION MARKET SIZE, BY COMPONENT, 2018-2030 (USD THOUSAND)
  • TABLE 132. EUROPE, MIDDLE EAST & AFRICA VIRTUAL PRODUCTION MARKET SIZE, BY HARDWARE, 2018-2030 (USD THOUSAND)
  • TABLE 133. EUROPE, MIDDLE EAST & AFRICA VIRTUAL PRODUCTION MARKET SIZE, BY CAMERAS, 2018-2030 (USD THOUSAND)
  • TABLE 134. EUROPE, MIDDLE EAST & AFRICA VIRTUAL PRODUCTION MARKET SIZE, BY PRODUCTION STAGE, 2018-2030 (USD THOUSAND)
  • TABLE 135. EUROPE, MIDDLE EAST & AFRICA VIRTUAL PRODUCTION MARKET SIZE, BY END-USER, 2018-2030 (USD THOUSAND)
  • TABLE 136. EUROPE, MIDDLE EAST & AFRICA VIRTUAL PRODUCTION MARKET SIZE, BY COUNTRY, 2018-2030 (USD THOUSAND)
  • TABLE 137. DENMARK VIRTUAL PRODUCTION MARKET SIZE, BY COMPONENT, 2018-2030 (USD THOUSAND)
  • TABLE 138. DENMARK VIRTUAL PRODUCTION MARKET SIZE, BY HARDWARE, 2018-2030 (USD THOUSAND)
  • TABLE 139. DENMARK VIRTUAL PRODUCTION MARKET SIZE, BY CAMERAS, 2018-2030 (USD THOUSAND)
  • TABLE 140. DENMARK VIRTUAL PRODUCTION MARKET SIZE, BY PRODUCTION STAGE, 2018-2030 (USD THOUSAND)
  • TABLE 141. DENMARK VIRTUAL PRODUCTION MARKET SIZE, BY END-USER, 2018-2030 (USD THOUSAND)
  • TABLE 142. EGYPT VIRTUAL PRODUCTION MARKET SIZE, BY COMPONENT, 2018-2030 (USD THOUSAND)
  • TABLE 143. EGYPT VIRTUAL PRODUCTION MARKET SIZE, BY HARDWARE, 2018-2030 (USD THOUSAND)
  • TABLE 144. EGYPT VIRTUAL PRODUCTION MARKET SIZE, BY CAMERAS, 2018-2030 (USD THOUSAND)
  • TABLE 145. EGYPT VIRTUAL PRODUCTION MARKET SIZE, BY PRODUCTION STAGE, 2018-2030 (USD THOUSAND)
  • TABLE 146. EGYPT VIRTUAL PRODUCTION MARKET SIZE, BY END-USER, 2018-2030 (USD THOUSAND)
  • TABLE 147. FINLAND VIRTUAL PRODUCTION MARKET SIZE, BY COMPONENT, 2018-2030 (USD THOUSAND)
  • TABLE 148. FINLAND VIRTUAL PRODUCTION MARKET SIZE, BY HARDWARE, 2018-2030 (USD THOUSAND)
  • TABLE 149. FINLAND VIRTUAL PRODUCTION MARKET SIZE, BY CAMERAS, 2018-2030 (USD THOUSAND)
  • TABLE 150. FINLAND VIRTUAL PRODUCTION MARKET SIZE, BY PRODUCTION STAGE, 2018-2030 (USD THOUSAND)
  • TABLE 151. FINLAND VIRTUAL PRODUCTION MARKET SIZE, BY END-USER, 2018-2030 (USD THOUSAND)
  • TABLE 152. FRANCE VIRTUAL PRODUCTION MARKET SIZE, BY COMPONENT, 2018-2030 (USD THOUSAND)
  • TABLE 153. FRANCE VIRTUAL PRODUCTION MARKET SIZE, BY HARDWARE, 2018-2030 (USD THOUSAND)
  • TABLE 154. FRANCE VIRTUAL PRODUCTION MARKET SIZE, BY CAMERAS, 2018-2030 (USD THOUSAND)
  • TABLE 155. FRANCE VIRTUAL PRODUCTION MARKET SIZE, BY PRODUCTION STAGE, 2018-2030 (USD THOUSAND)
  • TABLE 156. FRANCE VIRTUAL PRODUCTION MARKET SIZE, BY END-USER, 2018-2030 (USD THOUSAND)
  • TABLE 157. GERMANY VIRTUAL PRODUCTION MARKET SIZE, BY COMPONENT, 2018-2030 (USD THOUSAND)
  • TABLE 158. GERMANY VIRTUAL PRODUCTION MARKET SIZE, BY HARDWARE, 2018-2030 (USD THOUSAND)
  • TABLE 159. GERMANY VIRTUAL PRODUCTION MARKET SIZE, BY CAMERAS, 2018-2030 (USD THOUSAND)
  • TABLE 160. GERMANY VIRTUAL PRODUCTION MARKET SIZE, BY PRODUCTION STAGE, 2018-2030 (USD THOUSAND)
  • TABLE 161. GERMANY VIRTUAL PRODUCTION MARKET SIZE, BY END-USER, 2018-2030 (USD THOUSAND)
  • TABLE 162. ISRAEL VIRTUAL PRODUCTION MARKET SIZE, BY COMPONENT, 2018-2030 (USD THOUSAND)
  • TABLE 163. ISRAEL VIRTUAL PRODUCTION MARKET SIZE, BY HARDWARE, 2018-2030 (USD THOUSAND)
  • TABLE 164. ISRAEL VIRTUAL PRODUCTION MARKET SIZE, BY CAMERAS, 2018-2030 (USD THOUSAND)
  • TABLE 165. ISRAEL VIRTUAL PRODUCTION MARKET SIZE, BY PRODUCTION STAGE, 2018-2030 (USD THOUSAND)
  • TABLE 166. ISRAEL VIRTUAL PRODUCTION MARKET SIZE, BY END-USER, 2018-2030 (USD THOUSAND)
  • TABLE 167. ITALY VIRTUAL PRODUCTION MARKET SIZE, BY COMPONENT, 2018-2030 (USD THOUSAND)
  • TABLE 168. ITALY VIRTUAL PRODUCTION MARKET SIZE, BY HARDWARE, 2018-2030 (USD THOUSAND)
  • TABLE 169. ITALY VIRTUAL PRODUCTION MARKET SIZE, BY CAMERAS, 2018-2030 (USD THOUSAND)
  • TABLE 170. ITALY VIRTUAL PRODUCTION MARKET SIZE, BY PRODUCTION STAGE, 2018-2030 (USD THOUSAND)
  • TABLE 171. ITALY VIRTUAL PRODUCTION MARKET SIZE, BY END-USER, 2018-2030 (USD THOUSAND)
  • TABLE 172. NETHERLANDS VIRTUAL PRODUCTION MARKET SIZE, BY COMPONENT, 2018-2030 (USD THOUSAND)
  • TABLE 173. NETHERLANDS VIRTUAL PRODUCTION MARKET SIZE, BY HARDWARE, 2018-2030 (USD THOUSAND)
  • TABLE 174. NETHERLANDS VIRTUAL PRODUCTION MARKET SIZE, BY CAMERAS, 2018-2030 (USD THOUSAND)
  • TABLE 175. NETHERLANDS VIRTUAL PRODUCTION MARKET SIZE, BY PRODUCTION STAGE, 2018-2030 (USD THOUSAND)
  • TABLE 176. NETHERLANDS VIRTUAL PRODUCTION MARKET SIZE, BY END-USER, 2018-2030 (USD THOUSAND)
  • TABLE 177. NORWAY VIRTUAL PRODUCTION MARKET SIZE, BY COMPONENT, 2018-2030 (USD THOUSAND)
  • TABLE 178. NORWAY VIRTUAL PRODUCTION MARKET SIZE, BY HARDWARE, 2018-2030 (USD THOUSAND)
  • TABLE 179. NORWAY VIRTUAL PRODUCTION MARKET SIZE, BY CAMERAS, 2018-2030 (USD THOUSAND)
  • TABLE 180. NORWAY VIRTUAL PRODUCTION MARKET SIZE, BY PRODUCTION STAGE, 2018-2030 (USD THOUSAND)
  • TABLE 181. NORWAY VIRTUAL PRODUCTION MARKET SIZE, BY END-USER, 2018-2030 (USD THOUSAND)
  • TABLE 182. POLAND VIRTUAL PRODUCTION MARKET SIZE, BY COMPONENT, 2018-2030 (USD THOUSAND)
  • TABLE 183. POLAND VIRTUAL PRODUCTION MARKET SIZE, BY HARDWARE, 2018-2030 (USD THOUSAND)
  • TABLE 184. POLAND VIRTUAL PRODUCTION MARKET SIZE, BY CAMERAS, 2018-2030 (USD THOUSAND)
  • TABLE 185. POLAND VIRTUAL PRODUCTION MARKET SIZE, BY PRODUCTION STAGE, 2018-2030 (USD THOUSAND)
  • TABLE 186. POLAND VIRTUAL PRODUCTION MARKET SIZE, BY END-USER, 2018-2030 (USD THOUSAND)
  • TABLE 187. QATAR VIRTUAL PRODUCTION MARKET SIZE, BY COMPONENT, 2018-2030 (USD THOUSAND)
  • TABLE 188. QATAR VIRTUAL PRODUCTION MARKET SIZE, BY HARDWARE, 2018-2030 (USD THOUSAND)
  • TABLE 189. QATAR VIRTUAL PRODUCTION MARKET SIZE, BY CAMERAS, 2018-2030 (USD THOUSAND)
  • TABLE 190. QATAR VIRTUAL PRODUCTION MARKET SIZE, BY PRODUCTION STAGE, 2018-2030 (USD THOUSAND)
  • TABLE 191. QATAR VIRTUAL PRODUCTION MARKET SIZE, BY END-USER, 2018-2030 (USD THOUSAND)
  • TABLE 192. RUSSIA VIRTUAL PRODUCTION MARKET SIZE, BY COMPONENT, 2018-2030 (USD THOUSAND)
  • TABLE 193. RUSSIA VIRTUAL PRODUCTION MARKET SIZE, BY HARDWARE, 2018-2030 (USD THOUSAND)
  • TABLE 194. RUSSIA VIRTUAL PRODUCTION MARKET SIZE, BY CAMERAS, 2018-2030 (USD THOUSAND)
  • TABLE 195. RUSSIA VIRTUAL PRODUCTION MARKET SIZE, BY PRODUCTION STAGE, 2018-2030 (USD THOUSAND)
  • TABLE 196. RUSSIA VIRTUAL PRODUCTION MARKET SIZE, BY END-USER, 2018-2030 (USD THOUSAND)
  • TABLE 197. SAUDI ARABIA VIRTUAL PRODUCTION MARKET SIZE, BY COMPONENT, 2018-2030 (USD THOUSAND)
  • TABLE 198. SAUDI ARABIA VIRTUAL PRODUCTION MARKET SIZE, BY HARDWARE, 2018-2030 (USD THOUSAND)
  • TABLE 199. SAUDI ARABIA VIRTUAL PRODUCTION MARKET SIZE, BY CAMERAS, 2018-2030 (USD THOUSAND)
  • TABLE 200. SAUDI ARABIA VIRTUAL PRODUCTION MARKET SIZE, BY PRODUCTION STAGE, 2018-2030 (USD THOUSAND)
  • TABLE 201. SAUDI ARABIA VIRTUAL PRODUCTION MARKET SIZE, BY END-USER, 2018-2030 (USD THOUSAND)
  • TABLE 202. SOUTH AFRICA VIRTUAL PRODUCTION MARKET SIZE, BY COMPONENT, 2018-2030 (USD THOUSAND)
  • TABLE 203. SOUTH AFRICA VIRTUAL PRODUCTION MARKET SIZE, BY HARDWARE, 2018-2030 (USD THOUSAND)
  • TABLE 204. SOUTH AFRICA VIRTUAL PRODUCTION MARKET SIZE, BY CAMERAS, 2018-2030 (USD THOUSAND)
  • TABLE 205. SOUTH AFRICA VIRTUAL PRODUCTION MARKET SIZE, BY PRODUCTION STAGE, 2018-2030 (USD THOUSAND)
  • TABLE 206. SOUTH AFRICA VIRTUAL PRODUCTION MARKET SIZE, BY END-USER, 2018-2030 (USD THOUSAND)
  • TABLE 207. SPAIN VIRTUAL PRODUCTION MARKET SIZE, BY COMPONENT, 2018-2030 (USD THOUSAND)
  • TABLE 208. SPAIN VIRTUAL PRODUCTION MARKET SIZE, BY HARDWARE, 2018-2030 (USD THOUSAND)
  • TABLE 209. SPAIN VIRTUAL PRODUCTION MARKET SIZE, BY CAMERAS, 2018-2030 (USD THOUSAND)
  • TABLE 210. SPAIN VIRTUAL PRODUCTION MARKET SIZE, BY PRODUCTION STAGE, 2018-2030 (USD THOUSAND)
  • TABLE 211. SPAIN VIRTUAL PRODUCTION MARKET SIZE, BY END-USER, 2018-2030 (USD THOUSAND)
  • TABLE 212. SWEDEN VIRTUAL PRODUCTION MARKET SIZE, BY COMPONENT, 2018-2030 (USD THOUSAND)
  • TABLE 213. SWEDEN VIRTUAL PRODUCTION MARKET SIZE, BY HARDWARE, 2018-2030 (USD THOUSAND)
  • TABLE 214. SWEDEN VIRTUAL PRODUCTION MARKET SIZE, BY CAMERAS, 2018-2030 (USD THOUSAND)
  • TABLE 215. SWEDEN VIRTUAL PRODUCTION MARKET SIZE, BY PRODUCTION STAGE, 2018-2030 (USD THOUSAND)
  • TABLE 216. SWEDEN VIRTUAL PRODUCTION MARKET SIZE, BY END-USER, 2018-2030 (USD THOUSAND)
  • TABLE 217. SWITZERLAND VIRTUAL PRODUCTION MARKET SIZE, BY COMPONENT, 2018-2030 (USD THOUSAND)
  • TABLE 218. SWITZERLAND VIRTUAL PRODUCTION MARKET SIZE, BY HARDWARE, 2018-2030 (USD THOUSAND)
  • TABLE 219. SWITZERLAND VIRTUAL PRODUCTION MARKET SIZE, BY CAMERAS, 2018-2030 (USD THOUSAND)
  • TABLE 220. SWITZERLAND VIRTUAL PRODUCTION MARKET SIZE, BY PRODUCTION STAGE, 2018-2030 (USD THOUSAND)
  • TABLE 221. SWITZERLAND VIRTUAL PRODUCTION MARKET SIZE, BY END-USER, 2018-2030 (USD THOUSAND)
  • TABLE 222. TURKEY VIRTUAL PRODUCTION MARKET SIZE, BY COMPONENT, 2018-2030 (USD THOUSAND)
  • TABLE 223. TURKEY VIRTUAL PRODUCTION MARKET SIZE, BY HARDWARE, 2018-2030 (USD THOUSAND)
  • TABLE 224. TURKEY VIRTUAL PRODUCTION MARKET SIZE, BY CAMERAS, 2018-2030 (USD THOUSAND)
  • TABLE 225. TURKEY VIRTUAL PRODUCTION MARKET SIZE, BY PRODUCTION STAGE, 2018-2030 (USD THOUSAND)
  • TABLE 226. TURKEY VIRTUAL PRODUCTION MARKET SIZE, BY END-USER, 2018-2030 (USD THOUSAND)
  • TABLE 227. UNITED ARAB EMIRATES VIRTUAL PRODUCTION MARKET SIZE, BY COMPONENT, 2018-2030 (USD THOUSAND)
  • TABLE 228. UNITED ARAB EMIRATES VIRTUAL PRODUCTION MARKET SIZE, BY HARDWARE, 2018-2030 (USD THOUSAND)
  • TABLE 229. UNITED ARAB EMIRATES VIRTUAL PRODUCTION MARKET SIZE, BY CAMERAS, 2018-2030 (USD THOUSAND)
  • TABLE 230. UNITED ARAB EMIRATES VIRTUAL PRODUCTION MARKET SIZE, BY PRODUCTION STAGE, 2018-2030 (USD THOUSAND)
  • TABLE 231. UNITED ARAB EMIRATES VIRTUAL PRODUCTION MARKET SIZE, BY END-USER, 2018-2030 (USD THOUSAND)
  • TABLE 232. UNITED KINGDOM VIRTUAL PRODUCTION MARKET SIZE, BY COMPONENT, 2018-2030 (USD THOUSAND)
  • TABLE 233. UNITED KINGDOM VIRTUAL PRODUCTION MARKET SIZE, BY HARDWARE, 2018-2030 (USD THOUSAND)
  • TABLE 234. UNITED KINGDOM VIRTUAL PRODUCTION MARKET SIZE, BY CAMERAS, 2018-2030 (USD THOUSAND)
  • TABLE 235. UNITED KINGDOM VIRTUAL PRODUCTION MARKET SIZE, BY PRODUCTION STAGE, 2018-2030 (USD THOUSAND)
  • TABLE 236. UNITED KINGDOM VIRTUAL PRODUCTION MARKET SIZE, BY END-USER, 2018-2030 (USD THOUSAND)
  • TABLE 237. VIRTUAL PRODUCTION MARKET SHARE, BY KEY PLAYER, 2023
  • TABLE 238. VIRTUAL PRODUCTION MARKET, FPNV POSITIONING MATRIX, 2023