封面
市场调查报告书
商品编码
1455081

虚拟製作全球市场规模、份额、成长分析(按技术、按组件、按最终用途)- 产业预测,2024-2031 年

Global Virtual Production Market Size, Share, Growth Analysis, By Technology(virtual reality (VR), augmented reality (AR)), By Component(hardware and software ), By End Use(entertainment and media, automotive) - Industry Forecast 2024-2031

出版日期: | 出版商: SkyQuest | 英文 177 Pages | 商品交期: 3-5个工作天内

价格
简介目录

2022年全球虚拟製作市场规模为29.2亿美元,从2023年的33.6亿美元成长到2031年的10.1亿美元,预测期内(2024-2031年)复合年增长率为14.9%,预计将增长至9000万美元。

全球虚拟製作市场正在透过整合虚拟和实体製作领域来提供身临其境且视觉上引人入胜的体验,从而改变娱乐产业。这个创新市场利用虚拟实境 (VR)、扩增实境(AR) 和即时渲染等先进技术,将虚拟元素无缝整合到现实世界中。其主要目的是简化工作流程、降低成本并释放电影製作人、内容创作者和製作团队的创造性潜力。透过虚拟布景、数位角色和虚拟摄影等虚拟製作技术,专家可以为电影、电视、游戏和其他媒体创造逼真的环境、无缝的视觉效果和引人入胜的故事叙述。您可以提高製作的品质和效率。推动虚拟製作市场成长的因素有很多。高品质视觉效果和互动故事叙述的流行正在推动对视觉上令人印象深刻和身临其境的内容的需求。此外,虚拟製作透过最大限度地减少对实体布景、外景拍摄和后製编辑的需求,显着节省了成本,这使其对大型製作和独立电影製作人都具有吸引力。此外,即时渲染技术和硬体的进步,例如强大的 GPU 和动作捕捉系统,使虚拟製作比以往任何时候都更加容易和高效。虚拟製作市场存在许多机会的同时,也存在着限制与挑战。关键挑战之一是建立虚拟生产管道所需的初始投资,包括硬体、软体和技术人员。此外,无缝整合虚拟和实体生产工作流程非常复杂,需要跨职能的专业知识和协调。然而,随着市场的成熟和技术的发展,这些障碍正在逐渐被克服。虚拟製作市场的主要趋势包括用于真实模拟和动态角色互动的人工智慧驱动技术的整合、具有先进设定的虚拟製作工作室的发展以及远端製作的即时製作。 ・包括协作平台的采用。这些趋势正在再形成内容製作,并在整个製作过程中培养创造力、协作和效率。

目录

执行摘要

  • 市场概况
  • 命运之轮

调查方法

  • 资讯采购
  • 次要和主要资料来源
  • 市场规模估算
  • 市场假设与限制

母市场分析

  • 市场概况
  • 市场规模
  • 市场动态
    • 促进因素
    • 机会
    • 抑制因素
    • 任务

主要市场考察

  • 技术分析
  • 价格分析
  • 供应链分析
  • 价值链分析
  • 市场生态系统
  • 智慧财产权分析
  • 贸易分析
  • Start-Ups分析
  • 原料分析
  • 创新矩阵
  • 研发线产品分析
  • 总体经济指标
  • 主要投资分析
  • 关键成功因素
  • 竞争程度

市场动态及展望

  • 市场动态
    • 促进因素
    • 机会
    • 抑制因素
    • 任务
  • 监管环境
  • 波特的分析
  • 对未来中断的特殊考虑

全球虚拟製作市场:依技术分类

  • 市场概况
  • 虚拟实境(VR)
  • 扩增实境(AR)
  • 混合实境(MR)

全球虚拟製作市场:按组成部分

  • 市场概况
  • 硬体和软体

全球虚拟製作市场:依最终用途分类

  • 市场概况
  • 娱乐和媒体
  • 卫生保健
  • 航太和国防
  • 其他的

全球虚拟製作市场规模:按地区划分

  • 市场概况
  • 北美洲
    • 美国
    • 加拿大
  • 欧洲
    • 德国
    • 西班牙
    • 法国
    • 英国
    • 欧洲其他地区
  • 亚太地区
    • 中国
    • 印度
    • 日本
    • 韩国
    • 其他亚太地区
  • 拉丁美洲
    • 巴西
    • 其他拉丁美洲
  • 中东和非洲 (MEA)
    • 海湾合作委员会国家
    • 南非
    • 其他中东/非洲

竞争格局

  • 前5名企业对比
  • 主要企业市场定位(2021年)
  • 主要市场参与者所采取的策略
  • 关键成功策略
  • 近期市集活动
  • 主要企业市场占有率(2021年)

主要企业简介

  • Epic Games(US)
  • NVIDIA Corporation(US)
  • Autodesk, Inc.(US)
  • The Walt Disney Company(US)
  • Unity Technologies(US)
  • Microsoft Corporation(US)
  • Adobe Inc.(US)
  • Foundry(UK)
  • Blackmagic Design Pty. Ltd.(Australia)
  • Intel Corporation(US)
  • Weta Digital(New Zealand)
  • Framestore(UK)
  • DNEG(UK)
  • Technicolor SA(France)
  • Industrial Light & Magic(US)
  • Digital Domain(US)
  • Ubisoft Entertainment SA(France)
  • Sony Corporation(Japan)
  • The Third Floor(US)
  • Zero Density(Turkey)
简介目录
Product Code: SQMIG50H2006

Global Virtual Production Market size was valued at USD 2.92 billion in 2022 and is poised to grow from USD 3.36 billion in 2023 to USD 10.19 billion by 2031, at a CAGR of 14.9% during the forecast period (2024- 2031).

The Global Virtual Production Market is transforming the entertainment industry by merging virtual and physical production realms, delivering immersive and visually captivating experiences. This innovative market harnesses advanced technologies like virtual reality (VR), augmented reality (AR), and real-time rendering to seamlessly integrate virtual elements into the real world. Its primary objective is to streamline workflows, cut costs, and unlock creative potential for filmmakers, content creators, and production teams. Through virtual production techniques such as virtual sets, digital characters, and virtual cinematography, professionals can craft lifelike environments, seamless visual effects, and compelling storytelling, thereby enhancing the quality and efficiency of film, television, gaming, and other media productions. Several factors drive the growth of the virtual production market. There's a rising demand for visually striking and immersive content, driven by the popularity of high-quality visual effects and interactive storytelling. Moreover, virtual production offers substantial cost savings by minimizing the need for physical sets, location shoots, and post-production editing, making it appealing to both large-scale productions and independent filmmakers. Additionally, advancements in real-time rendering technologies and hardware accessibility, such as powerful GPUs and motion capture systems, have made virtual production more accessible and efficient than ever before. While the virtual production market presents ample opportunities, it also encounters restraints and challenges. One key challenge is the initial investment required to establish a virtual production pipeline, encompassing hardware, software, and skilled personnel. Furthermore, seamlessly integrating virtual and physical production workflows can be intricate, demanding expertise and coordination across various departments. Nonetheless, as the market matures and technologies evolve, these barriers are gradually being overcome. Key trends in the virtual production market include the integration of AI-driven technologies for realistic simulations and dynamic character interactions, the growth of virtual production studios equipped with advanced setups, and the adoption of real-time collaborative platforms for remote production. These trends are reshaping content creation, fostering creativity, collaboration, and efficiency throughout the production process.

Top-down and bottom-up approaches were used to estimate and validate the size of the Global Virtual Production Market and to estimate the size of various other dependent submarkets. The research methodology used to estimate the market size includes the following details: The key players in the market were identified through secondary research, and their market shares in the respective regions were determined through primary and secondary research. This entire procedure includes the study of the annual and financial reports of the top market players and extensive interviews for key insights from industry leaders such as CEOs, VPs, directors, and marketing executives. All percentage shares split, and breakdowns were determined using secondary sources and verified through Primary sources. All possible parameters that affect the markets covered in this research study have been accounted for, viewed in extensive detail, verified through primary research, and analyzed to get the final quantitative and qualitative data.

Global Virtual Production Market Segmental Analysis

Global Virtual Production Market is segmented based on technology, component, end use, and region. By technology, the market is segmented into virtual reality (VR), augmented reality (AR), and mixed reality (MR). By component, the market is segmented into hardware and software. By end use, the market is segmented into entertainment and media, automotive, healthcare, aerospace and defense, and others. By region, the market is segmented into North America, Europe, Asia Pacific, Middle East and Africa, and Latin America.

Drivers of the Global Virtual Production Market

The increasing need for top-notch, visually engaging content across various industries like entertainment, gaming, advertising, and e-commerce is fueling the uptake of virtual production methods. Virtual production empowers filmmakers and content creators to craft lifelike environments, characters, and visual effects, thereby enriching the viewer experience. For instance, blockbuster films such as "The Mandalorian" and "Avengers: Endgame" leveraged virtual production techniques to produce breathtaking and immersive worlds, contributing significantly to their phenomenal success.

Restraints in the Global Virtual Production Market

Deploying virtual production setups entails significant initial expenses, encompassing specialized equipment, powerful computers, motion capture systems, and designated studio areas. This upfront investment for virtual production may present a hurdle for smaller production studios and independent filmmakers. Furthermore, building the requisite infrastructure and acquiring the technical know-how to operate and upkeep virtual production systems demand substantial resources, potentially hindering broad adoption.

Market Trends of the Global Virtual Production Market

The incorporation of extended reality (XR), comprising augmented reality (AR), virtual reality (VR), and mixed reality (MR), represents a notable trend in the virtual production market. Content creators are harnessing XR technologies to seamlessly merge real-world elements with virtual environments, unlocking fresh opportunities for storytelling and immersive experiences. For instance, the utilization of AR in live events and broadcast productions enables the real-time overlay of virtual graphics and effects onto physical settings, elevating audience engagement levels.

Table of Contents

Executive Summary

  • Market Overview
  • Wheel of Fortune

Research Methodology

  • Information Procurement
  • Secondary & Primary Data Sources
  • Market Size Estimation
  • Market Assumptions & Limitations

Parent Market Analysis

  • Market Overview
  • Market Size
  • Market Dynamics
    • Drivers
    • Opportunities
    • Restraints
    • Challenges

Key Market Insights

  • Technology Analysis
  • Pricing Analysis
  • Supply Chain Analysis
  • Value Chain Analysis
  • Ecosystem of the Market
  • IP Analysis
  • Trade Analysis
  • Startup Analysis
  • Raw Material Analysis
  • Innovation Matrix
  • Pipeline Product Analysis
  • Macroeconomic Indicators
  • Top Investment Analysis
  • Key Success Factor
  • Degree of Competition

Market Dynamics & Outlook

  • Market Dynamics
    • Drivers
    • Opportunities
    • Restraints
    • Challenges
  • Regulatory Landscape
  • Porters Analysis
    • Competitive rivalry
    • Threat of Substitute Products
    • Bargaining Power of Buyers
    • Threat of New Entrants
    • Bargaining Power of Suppliers
  • Skyquest Special Insights on Future Disruptions
    • Political Impact
    • Economic Impact
    • Social Impact
    • Technical Impact
    • Environmental Impact
    • Legal Impact

Global Virtual Production Market by Technology

  • Market Overview
  • virtual reality (VR)
  • augmented reality (AR)
  • and mixed reality (MR)

Global Virtual Production Market by Component

  • Market Overview
  • hardware and software

Global Virtual Production Market by End Use

  • Market Overview
  • entertainment and media
  • automotive
  • healthcare
  • aerospace and defense
  • and others

Global Virtual Production Market Size by Region

  • Market Overview
  • North America
    • USA
    • Canada
  • Europe
    • Germany
    • Spain
    • France
    • UK
    • Rest of Europe
  • Asia Pacific
    • China
    • India
    • Japan
    • South Korea
    • Rest of Asia-Pacific
  • Latin America
    • Brazil
    • Rest of Latin America
  • Middle East & Africa (MEA)
    • GCC Countries
    • South Africa
    • Rest of MEA

Competitive Landscape

  • Top 5 Player Comparison
  • Market Positioning of Key Players, 2021
  • Strategies Adopted by Key Market Players
  • Top Winning Strategies
    • By Development
    • By Company
    • By Year
  • Recent Activities in the Market
  • Key Companies Market Share (%), 2021

Key Company Profiles

  • Epic Games (US)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • NVIDIA Corporation (US)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Autodesk, Inc. (US)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • The Walt Disney Company (US)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Unity Technologies (US)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Microsoft Corporation (US)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Adobe Inc. (US)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Foundry (UK)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Blackmagic Design Pty. Ltd. (Australia)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Intel Corporation (US)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Weta Digital (New Zealand)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Framestore (UK)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • DNEG (UK)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Technicolor SA (France)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Industrial Light & Magic (US)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Digital Domain (US)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Ubisoft Entertainment SA (France)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Sony Corporation (Japan)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • The Third Floor (US)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Zero Density (Turkey)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments