封面
市场调查报告书
商品编码
1656034

虚拟製作市场规模、份额和成长分析(按产品、类型、最终用户和地区)- 产业预测 2025-2032

Virtual Production Market Size, Share, and Growth Analysis, By Offering (Hardware, Software), By Type (Pre-production, Production), By End User, By Region - Industry Forecast 2025-2032

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

虚拟製作市场规模预计在 2023 年达到 33.6 亿美元,并从 2024 年的 38.6 亿美元增长到 2032 年的 117.3 亿美元,预测期内(2025-2032 年)的复合年增长率为 14.9%。

全球虚拟製作市场正在透过虚拟实境 (VR) 和扩增实境(AR) 等最尖端科技提供身临其境型体验,融合虚拟和实体製作,从而改变娱乐格局。这个快速成长的市场旨在优化电影製作人和内容创作者的工作流程,同时降低製作成本并提高创新潜力。随着虚拟製作技术增强了电影、电视、游戏等节目的叙事能力,对引人注目的视觉效果的需求正在推动成长。初始设置成本和工作流程整合仍然是挑战,但技术的进步使得过渡更加顺畅。目前的趋势包括人工智慧驱动的模拟工具的兴起、专业虚拟製作工作室的激增以及提高内容创作创造力和效率的即时协作平台。

目录

介绍

  • 调查目的
  • 研究范围
  • 定义

调查方法

  • 资讯采购
  • 次要和主要资料方法
  • 市场规模预测
  • 市场假设与限制

执行摘要

  • 全球市场展望
  • 供需趋势分析
  • 细分机会分析

市场动态及展望

  • 市场概况
  • 市场规模
  • 市场动态
    • 驱动因素和机会
    • 限制与挑战
  • 波特的分析

主要市场考察

  • 关键成功因素
  • 竞争程度
  • 主要投资机会
  • 市场生态系统
  • 市场吸引力指数(2024 年)
  • PESTEL 分析
  • 宏观经济指标
  • 价值链分析
  • 定价分析
  • 技术分析

虚拟製作市场规模(按类型和复合年增长率) (2025-2032)

  • 市场概况
  • 硬体
  • 软体
  • 服务

虚拟製作市场规模(按类型和复合年增长率) (2025-2032)

  • 市场概况
  • 前期製作
  • 生产
  • 后製

虚拟製作市场规模(按最终用户和复合年增长率) (2025-2032)

  • 市场概况
  • 电影
  • 电视连续剧
  • 商业广告
  • 线上影片
  • 其他的
    • 事件
    • 剧院
    • 音乐会

虚拟製作市场规模(按地区)及复合年增长率(2025-2032)

  • 北美洲
    • 美国
    • 加拿大
  • 欧洲
    • 德国
    • 西班牙
    • 法国
    • 英国
    • 义大利
    • 其他欧洲国家地区
  • 亚太地区
    • 中国
    • 印度
    • 日本
    • 韩国
    • 其他亚太地区
  • 拉丁美洲
    • 巴西
    • 其他拉丁美洲国家
  • 中东和非洲
    • 海湾合作委员会国家
    • 南非
    • 其他中东和非洲地区

竞争资讯

  • 前 5 家公司对比
  • 主要企业市场定位(2024年)
  • 主要市场参与者所采用的策略
  • 近期市场趋势
  • 公司市场占有率分析(2024 年)
  • 主要企业简介
    • 公司详细信息
    • 产品系列分析
    • 公司分部份额分析
    • 收益与前一年同期比较对比(2022-2024 年)

主要企业简介

  • Adobe Inc.(United States)
  • Autodesk Inc.(United States)
  • NVIDIA Corporation(United States)
  • Sony Group Corporation(Japan)
  • HTC Corporation(Taiwan)
  • Technicolor Creative Studios SA(France)
  • Vicon Motion Systems Limited(United Kingdom)
  • Side Effects Software Inc.(SideFX)(Canada)
  • Unity Software Inc.(United States)
  • Epic Games Inc.(United States)
  • Mo-Sys Engineering Ltd.(United Kingdom)
  • Weta FX Ltd.(New Zealand)
  • Industrial Light & Magic(ILM)(United States)
  • Pixomondo(Germany)
  • Dassault Systemes SE(France)
  • BORIS FX Inc.(United States)
  • HumanEyes Technologies Ltd.(Israel)
  • 360Rize(United States)
  • Panocam3d.com(United States)
  • ZSpace Inc.(United States)

结论和建议

简介目录
Product Code: SQMIG50H2006

Virtual Production Market size was valued at USD 3.36 billion in 2023 and is poised to grow from USD 3.86 billion in 2024 to USD 11.73 billion by 2032, growing at a CAGR of 14.9% during the forecast period (2025-2032).

The Global Virtual Production Market is transforming the entertainment landscape by blending virtual and physical production, delivering immersive experiences through cutting-edge technologies such as virtual reality (VR) and augmented reality (AR). This burgeoning market aims to optimize workflows for filmmakers and content creators while curtailing production costs, allowing for increased creative potential. Demand for compelling visual effects is driving growth, with virtual production techniques enhancing storytelling across film, television, and gaming. While initial setup costs and the integration of workflows pose challenges, advancements in technology are facilitating smoother transitions. Current trends include the rise of AI-driven tools for simulations, the proliferation of specialized virtual production studios, and real-time collaborative platforms that enhance creativity and efficiency in content creation.

Top-down and bottom-up approaches were used to estimate and validate the size of the 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.

Virtual Production Market Segments Analysis

Global Virtual Production Market is segmented by Offering, Type, End User and region. Based on Offering, the market is segmented into Hardware, Software and Services. Based on Type, the market is segmented into Pre-production, Production and Post-production. Based on End User, the market is segmented into Movies, TV series, Commercial ads, Online videos and Others. Based on region, the market is segmented into North America, Europe, Asia Pacific, Latin America and Middle East & Africa.

Driver of the Virtual Production Market

The increasing demand for visually stunning and high-quality content across various sectors, including entertainment, gaming, advertising, and e-commerce, is significantly propelling the adoption of virtual production methods. This innovative approach allows filmmakers and content creators to produce realistic environments, characters, and visual effects, which greatly enhance the viewer's experience. Notable examples include blockbuster films such as "The Mandalorian" and "Avengers: Endgame," which employed virtual production techniques to craft breathtaking and immersive worlds, ultimately contributing to their phenomenal success. As the desire for captivating visual narratives continues to rise, virtual production is becoming an essential tool in content creation.

Restraints in the Virtual Production Market

The Virtual Production market faces significant constraints primarily due to the considerable initial costs associated with setting up such systems. This includes the purchase of specialized equipment, advanced computers, motion capture technology, and the creation of dedicated studio environments. These upfront expenses can be particularly burdensome for smaller production companies and independent filmmakers, potentially hindering their ability to utilize virtual production techniques. Furthermore, the need to develop and maintain the requisite infrastructure and technical know-how can be resource-intensive, which may deter broader acceptance and integration of virtual production practices within the industry.

Market Trends of the Virtual Production Market

The virtual production market is witnessing a significant trend with the integration of Extended Reality (XR), encompassing Augmented Reality (AR), Virtual Reality (VR), and Mixed Reality (MR). This convergence enables content creators to forge innovative storytelling avenues by blending real-world elements with virtual environments. By harnessing XR technologies, producers are enhancing live events and broadcast productions with real-time overlays of virtual graphics, enriching the audience's experience and engagement. As this trend evolves, it is expected to drive demand for advanced XR solutions, ultimately reshaping the landscape of content creation and production across industries, from film to gaming and beyond.

Table of Contents

Introduction

  • Objectives of the Study
  • Scope of the Report
  • Definitions

Research Methodology

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

Executive Summary

  • Global Market Outlook
  • Supply & Demand Trend Analysis
  • Segmental Opportunity Analysis

Market Dynamics & Outlook

  • Market Overview
  • Market Size
  • Market Dynamics
    • Drivers & Opportunities
    • Restraints & Challenges
  • Porters Analysis
    • Competitive rivalry
    • Threat of substitute
    • Bargaining power of buyers
    • Threat of new entrants
    • Bargaining power of suppliers

Key Market Insights

  • Key Success Factors
  • Degree of Competition
  • Top Investment Pockets
  • Market Ecosystem
  • Market Attractiveness Index, 2024
  • PESTEL Analysis
  • Macro-Economic Indicators
  • Value Chain Analysis
  • Pricing Analysis
  • Technology Analysis

Global Virtual Production Market Size by Offering & CAGR (2025-2032)

  • Market Overview
  • Hardware
  • Software
  • Services

Global Virtual Production Market Size by Type & CAGR (2025-2032)

  • Market Overview
  • Pre-production
  • Production
  • Post-production

Global Virtual Production Market Size by End User & CAGR (2025-2032)

  • Market Overview
  • Movies
  • TV series
  • Commercial ads
  • Online videos
  • Others
    • Events
    • Theatre
    • Music Concerts

Global Virtual Production Market Size & CAGR (2025-2032)

  • North America (Offering, Type, End User)
    • US
    • Canada
  • Europe (Offering, Type, End User)
    • Germany
    • Spain
    • France
    • UK
    • Italy
    • Rest of Europe
  • Asia Pacific (Offering, Type, End User)
    • China
    • India
    • Japan
    • South Korea
    • Rest of Asia-Pacific
  • Latin America (Offering, Type, End User)
    • Brazil
    • Rest of Latin America
  • Middle East & Africa (Offering, Type, End User)
    • GCC Countries
    • South Africa
    • Rest of Middle East & Africa

Competitive Intelligence

  • Top 5 Player Comparison
  • Market Positioning of Key Players, 2024
  • Strategies Adopted by Key Market Players
  • Recent Developments in the Market
  • Company Market Share Analysis, 2024
  • Company Profiles of All Key Players
    • Company Details
    • Product Portfolio Analysis
    • Company's Segmental Share Analysis
    • Revenue Y-O-Y Comparison (2022-2024)

Key Company Profiles

  • Adobe Inc. (United States)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Autodesk Inc. (United States)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • NVIDIA Corporation (United States)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Sony Group Corporation (Japan)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • HTC Corporation (Taiwan)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Technicolor Creative Studios SA (France)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Vicon Motion Systems Limited (United Kingdom)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Side Effects Software Inc. (SideFX) (Canada)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Unity Software Inc. (United States)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Epic Games Inc. (United States)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Mo-Sys Engineering Ltd. (United Kingdom)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Weta FX Ltd. (New Zealand)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Industrial Light & Magic (ILM) (United States)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Pixomondo (Germany)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Dassault Systemes SE (France)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • BORIS FX Inc. (United States)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • HumanEyes Technologies Ltd. (Israel)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • 360Rize (United States)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Panocam3d.com (United States)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • ZSpace Inc. (United States)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments

Conclusion & Recommendations