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市场调查报告书
商品编码
1843979

2025年全球虚拟製作市场报告

Virtual Production Global Market Report 2025

出版日期: | 出版商: The Business Research Company | 英文 250 Pages | 商品交期: 2-10个工作天内

价格
简介目录

近年来,虚拟製作市场发展迅速,从2024年的28.6亿美元成长到2025年的32.8亿美元,复合年增长率达14.7%。这一成长主要归功于电影产业对虚拟製作日益广泛的应用、游戏产业的扩张、机器学习和深度学习在虚拟製作中的应用,以及人们对逼真效果的需求。

预计未来几年虚拟製作市场将快速成长,到2029年市场规模将达到66.4亿美元,复合年增长率(CAGR)为19.3%。预测期内的成长可归因于视觉特效和电脑图形技术的兴起、虚拟製作在实况活动和音乐会中应用的不断广泛、虚拟製作在汽车和航太行业的应用、内容创作的扩展以及串流平台的崛起。预测期内的关键趋势包括技术进步、新型虚拟製作技术和解决方案的开发、人工智慧(AI)和机器学习(ML)以及区块链在内容创作中的应用。

虚拟製作透过专门的软体工具,简化了实体元素和虚拟元素的即时融合,使电影製作人能够在工作室中与数位场景互动。

虚拟製作包含三个主要阶段:前期製作、製作和后製。製作阶段涉及为发布内容做准备。该领域提供各种媒体(包括电影、电视剧、广告、网路影片和其他影像媒体)所需的硬体、软体和服务。

美国在2025年春季突然提高关税及其引发的贸易摩擦,对资讯科技产业,特别是硬体製造、资料基础设施和软体部署领域,产生了重大影响。进口半导体、电路基板和网路设备的关税上涨,推高了高科技公司、云端服务供应商和资料中心的生产和营运成本。在全球范围内采购笔记型电脑、伺服器和消费电子产品零件的公司,面临更长的前置作业时间週期和价格压力。同时,对专用软体征收的关税以及主要国际市场的报復性措施,扰乱了全球IT供应链,并降低了海外对美国製造技术的需求。为了应对这些挑战,该产业正在加大对国内晶片生产的投资,扩大供应商网络,并利用人工智慧驱动的自动化技术来增强韧性,更有效地控製成本。

这份虚拟製作市场研究报告是商业研究公司最新报告系列的一部分,提供虚拟製作市场统计数据,例如全球虚拟製作行业的市场规模、区域份额、竞争对手及其市场份额、详细的虚拟製作市场细分、市场趋势和商业机会等。这份虚拟製作市场研究报告对该行业的现状和未来发展趋势进行了详细分析,为您提供所需的一切全面观点。

未来五年19.3%的成长率预测较我们先前对该市场的预测略微下调了0.4%。这一下调主要归因于美国与其他国家之间的关税影响。由于美国对高解析度LED面板、运动追踪设备和即时渲染伺服器等专业进口产品的关税不断提高,这些产品的成本在美国可能会上涨。此外,相互关税以及贸易紧张局势和限制措施加剧对全球经济和贸易的负面影响,也将影响更广泛的领域。

全球电影製作对视觉特效日益增长的需求预计将推动虚拟製作市场的未来成长。视觉特效(VFX)是指对影像进行修改,以创造、改变或增强影片和其他影片媒体的视觉效果,而这些修改并非透过实景拍摄实现。 VFX 让创作者能够透过虚拟製作构思内容,从而实现更早的创意开发。例如,英国产业协会 UK Screen Alliance 于 2024 年 6 月发布的一份报告显示,在英国四项电影和电视税收优惠政策中,共拨出 42 亿英镑(约合 45.3 亿日元),其中 8.5%(即 3.635 亿英镑,约合 3.9239 亿日元)用于视觉特效(VFX39 亿日元)。另有 3.465 亿英镑(约 3.7404 亿美元)用于广告等不享有税收优惠类型的 VFX 製作。总体而言,视觉特效每年为英国经济贡献 16 亿英镑(17.2 亿美元)的增加价值,因此,电影製作中对视觉特效日益增长的需求将推动虚拟製作市场的成长。

虚拟製作市场的成长预计将受到游戏产业蓬勃发展的推动。游戏产业涵盖了参与电玩製作、开发、行销、发行和获利的各类公司、组织和个人。虚拟製作利用即时渲染、动作捕捉和身临其境型技术来增强游戏的视觉真实感和互动性,从而革新游戏设计和玩家体验。例如,根据美国博彩业贸易协会-美国游戏协会(American Gaming Association)的报告,预计2022年,消费者对游戏娱乐的需求将达到创纪录的600亿美元商业游戏收入,比前一年增长14%。因此,游戏产业的扩张正在推动虚拟製作市场的成长。

技术进步将推动虚拟製作市场的成长。例如,三星电子于2023年9月发布了「虚拟製作墙」。这项创新将为创作者提供宽敞沉浸式的工作空间,使他们能够在虚拟环境中协作,从而提升虚拟製作体验。

虚拟製作市场包括提供虚拟製作解决方案的企业所获得的收入,例如场景扫描数位化、视觉化、动作捕捉、现场视觉化和机内视觉特效 (ICVFX)。市场价值包括服务供应商销售的或包含在其服务产品中的相关商品的价值。仅包括在营业单位之间交易或销售给最终消费者的商品和服务。

目录

第一章执行摘要

第二章 市场特征

第三章 市场趋势与策略

第 4 章 市场 - 宏观经济情境 宏观经济情境包括利率、通货膨胀、地缘政治、贸易战和关税,以及 COVID-19 疫情和復苏对市场的影响。

第五章 全球成长分析与策略分析框架

  • 全球虚拟生产:PESTEL 分析(政治、社会、科技、环境、法律因素、驱动因素与限制因素)
  • 终端用户产业分析
  • 全球虚拟製作市场:成长率分析
  • 全球虚拟製作市场表现:规模与成长,2019-2024年
  • 全球虚拟製作市场预测:规模与成长,2024-2029年,2034年
  • 全球虚拟生产:潜在市场规模 (TAM)

第六章 市场细分

  • 全球虚拟製作市场按类型、性能和预测划分,2019-2024年、2024-2029年、2034年
  • 前期製作
  • 生产
  • 后製
  • 全球虚拟製作市场:依产品、效能及预测划分,2019-2024年、2024-2029、2034年
  • 硬体
  • 软体
  • 服务
  • 全球虚拟製作市场(依最终用户划分):绩效与预测,2019-2024年、2024-2029年、2034年
  • 电影
  • 电视剧
  • 商业广告
  • 线上影片
  • 其他最终用户
  • 全球虚拟製作市场:依预製作、类型、效能和预测细分,2019-2024年、2024-2029年、2034年
  • 虚拟预视觉化
  • 分镜和规划工具
  • 虚拟场景设计
  • 全球虚拟製作市场:按製作类型、性能和预测进行细分,2019-2024年、2024-2029年、2034年
  • 即时渲染
  • 动作捕捉技术
  • 互动式场景环境
  • 全球虚拟製作市场:依后製类型、效能和预测细分,2019-2024年、2024-2029年、2034年
  • 视觉特效(VFX)
  • 编辑软体
  • 色彩分级和最后加工工具

第七章 区域和国家分析

  • 全球虚拟製作市场:区域表现与预测,2019-2024年、2024-2029年及2034年
  • 全球虚拟製作市场:国家、表现与预测,2019-2024年、2024-2029、2034年

第八章 亚太市场

第九章:中国市场

第十章 印度市场

第十一章 日本市场

第十二章:澳洲市场

第十三章 印尼市场

第十四章 韩国市场

第十五章 西欧市场

第十六章英国市场

第十七章:德国市场

第十八章:法国市场

第十九章:义大利市场

第二十章:西班牙市场

第21章 东欧市场

第22章:俄罗斯市场

第23章 北美市场

第24章美国市场

第25章:加拿大市场

第26章 南美洲市场

第27章:巴西市场

第28章 中东市场

第29章:非洲市场

第三十章:竞争格局与公司概况

  • 虚拟製作市场:竞争格局
  • 虚拟製作市场:公司简介
    • Sony Group Corporation Overview, Products and Services, Strategy and Financial Analysis
    • NVIDIA Corporation Overview, Products and Services, Strategy and Financial Analysis
    • Adobe Inc. Overview, Products and Services, Strategy and Financial Analysis
    • Epic Games Inc. Overview, Products and Services, Strategy and Financial Analysis
    • Autodesk Inc. Overview, Products and Services, Strategy and Financial Analysis

第31章:其他领先和创新企业

  • Technicolor SA
  • Arashi Vision Inc.
  • Unity Software Inc.
  • Pixar Animation Studios
  • ARRI Aktiengesellschaft
  • Double Negative Visual Effects
  • Perforce Software Inc.
  • HTC Corporation
  • Mo-Sys Engineering Ltd.
  • The Third Floor Inc.
  • FuseFX Inc.
  • Vicon Motion Systems Ltd.
  • SideFX
  • Pixotope Technologies AG
  • SolidAnim Ltd.

第32章 全球市场竞争基准化分析与仪錶板

第33章 重大併购

第34章 近期市场趋势

第35章:高潜力市场国家、细分市场与策略

  • 2029年虚拟製作市场:提供新机会的国家
  • 2029年虚拟製作:提供新机会的细分领域
  • 2029年虚拟生产:成长策略
    • 基于市场趋势的策略
    • 竞争对手策略

第36章附录

简介目录
Product Code: r27162u

Virtual production streamlines the convergence of physical and virtual elements in real-time through specialized software tools. It empowers filmmakers to interactively engage with digital scenarios within studio settings.

Virtual production encompasses three main phases: pre-production, production, and post-production. Production involves preparing content for public presentation. This domain offers hardware, software, and services utilized across various mediums such as movies, TV series, commercial advertisements, online videos, and other visual media.

Note that the outlook for this market is being affected by rapid changes in trade relations and tariffs globally. The report will be updated prior to delivery to reflect the latest status, including revised forecasts and quantified impact analysis. The report's Recommendations and Conclusions sections will be updated to give strategies for entities dealing with the fast-moving international environment.

The sharp rise in U.S. tariffs and the ensuing trade tensions in spring 2025 are having a significant impact on the information technology sector, especially in hardware manufacturing, data infrastructure, and software deployment. Increased duties on imported semiconductors, circuit boards, and networking equipment have driven up production and operating costs for tech companies, cloud service providers, and data centers. Firms that depend on globally sourced components for laptops, servers, and consumer electronics are grappling with extended lead times and mounting pricing pressures. At the same time, tariffs on specialized software and retaliatory actions by key international markets have disrupted global IT supply chains and dampened foreign demand for U.S.-made technologies. In response, the sector is ramping up investments in domestic chip production, broadening its supplier network, and leveraging AI-powered automation to improve resilience and manage costs more effectively.

The virtual production market research report is one of a series of new reports from The Business Research Company that provides virtual production market statistics, including virtual production industry global market size, regional shares, competitors with a virtual production market share, detailed virtual production market segments, market trends and opportunities, and any further data you may need to thrive in the virtual production industry. This virtual production market research report delivers a complete perspective of everything you need, with an in-depth analysis of the current and future scenarios of the industry.

The virtual production market size has grown rapidly in recent years. It will grow from $2.86 billion in 2024 to $3.28 billion in 2025 at a compound annual growth rate (CAGR) of 14.7%. The growth in the historic period can be attributed to increasing use of virtual production in the film industry, expansion of the gaming industry, integration of machine learning and deep learning into virtual production, demand for realism.

The virtual production market size is expected to see rapid growth in the next few years. It will grow to $6.64 billion in 2029 at a compound annual growth rate (CAGR) of 19.3%. The growth in the forecast period can be attributed to rising visual effects and computer-generated graphics, increased use of virtual production for live events and concerts, adoption of virtual production in the automotive and aerospace industries, expanded content creation, rise in streaming platforms. Major trends in the forecast period include technological advancements, development of new virtual production technologies and solutions, integration of artificial intelligence (AI) and machine learning (ML), blockchain in content creation.

The forecast of 19.3% growth over the next five years reflects a modest reduction of 0.4% from the previous estimate for this market. This reduction is primarily due to the impact of tariffs between the US and other countries. The cost of high-resolution LED panels, motion tracking gear, and real-time rendering servers used in virtual production could increase in the US due to rising tariffs on such specialized imports. The effect will also be felt more widely due to reciprocal tariffs and the negative effect on the global economy and trade due to increased trade tensions and restrictions.

The rising demand for visual effects in movie production worldwide is expected to drive the growth of the virtual production market in the future. Visual effects (VFX) refer to imagery modifications used to create, alter, or enhance visuals for films or other moving media that do not occur during live-action filming. VFX enables creators to conceptualize content through virtual production, allowing them to develop their ideas earlier in the process. For example, in June 2024, a report published by UK Screen Alliance, a UK-based trade body, revealed that out of the £4.2 billion ($4.53 billion) allocated through the UK's four film and TV tax incentives, £363.5 million ($392.39 million), or 8.5%, is dedicated to visual effects (VFX). Additionally, £346.5 million ($374.04 million) is spent on VFX in genres that do not benefit from tax relief, such as advertising. Altogether, VFX contributes £1.6 billion ($1.72 billion) to the UK economy in gross value added (GVA) annually. Therefore, the increasing demand for visual effects in movie production is set to propel the growth of the virtual production market.

The growth of the virtual production market is expected to be fueled by the expanding gaming industry. The gaming industry encompasses the various businesses, organizations, and individuals involved in the creation, development, marketing, distribution, and monetization of video games. Virtual production enhances visual realism and interactivity in gaming by utilizing real-time rendering, motion capture, and immersive technologies, thereby transforming game design and player experiences. For instance, a report from the American Gaming Association, a US-based gambling industry association, indicated that consumer demand for gaming entertainment resulted in record-breaking commercial gaming revenue of $60 billion in 2022, reflecting a 14 percent increase compared to the previous year. Consequently, the expanding gaming industry is driving the growth of the virtual production market.

Technological advancements drive growth in the virtual production market. For instance, in September 2023, Samsung Electronics launched 'Wall for Virtual Production.' This innovation offers creators an expansive and immersive workspace for collaboration within a virtual environment, amplifying the virtual production experience.

Major players in the virtual production sector are intensifying their focus on introducing groundbreaking products such as microLED displays to gain a competitive edge. LG Corporation, a South Korea-based consumer electronics company, introduced the LG Magnit in May 2023, a microLED display tailored for virtual production studios and extended-reality (XR) stages. This cutting-edge display technology delivers deep blacks and vibrant, natural colors, catering to immersive visual experiences. It seamlessly integrates with monitors, cameras, camera trackers, and production computers, facilitating the seamless blending of virtual and live-action elements. The LG Magnit offers versatility and customization options for large-screen configurations, solidifying its role in the market.

In October 2022, Sony Pictures Entertainment, a US-based entertainment company, acquired Pixomondo for an undisclosed amount. This acquisition is anticipated to bolster Sony's visual effects and virtual production capabilities, thereby enhancing its film and television projects. Pixomondo is a US-based company specializing in virtual production.

Major companies operating in the virtual production market include Sony Group Corporation, NVIDIA Corporation, Adobe Inc., Epic Games Inc., Autodesk Inc., Technicolor SA, Arashi Vision Inc., Unity Software Inc., Pixar Animation Studios, ARRI Aktiengesellschaft, Double Negative Visual Effects, Perforce Software Inc., HTC Corporation, Mo-Sys Engineering Ltd., The Third Floor Inc., FuseFX Inc., Vicon Motion Systems Ltd., SideFX, Pixotope Technologies AG, SolidAnim Ltd., TILTLABS Inc., Fabric Engine Inc., HumanEyes Technologies Ltd., Lightcraft Technology Ltd., 360Rize Inc., 80six Ltd., Zero Density Ltd., Boris FX Inc., TREE Digital Studio Inc., VIVE Mars CamTrack, Panocam3d.com, Wcta Fx Ltd., Golaem, MocapX Inc.

North America was the largest region in the virtual production market share in 2024. The regions covered in the virtual production market report are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East, Africa.

The countries covered in the virtual production market report are Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Russia, South Korea, UK, USA, Canada, Italy, Spain.

The virtual production market includes revenues earned by entities by providing virtual production solutions such as set-scanning and digitalization, visualization, performance capture, on-set visualization, and in-camera visual effects (ICVFX). The market value includes the value of related goods sold by the service provider or included within the service offering. Only goods and services traded between entities or sold to end consumers are included.

The market value is defined as the revenues that enterprises gain from the sale of goods and/or services within the specified market and geography through sales, grants, or donations in terms of the currency (in USD, unless otherwise specified).

The revenues for a specified geography are consumption values that are revenues generated by organizations in the specified geography within the market, irrespective of where they are produced. It does not include revenues from resales along the supply chain, either further along the supply chain or as part of other products.

Virtual Production Global Market Report 2025 from The Business Research Company provides strategists, marketers and senior management with the critical information they need to assess the market.

This report focuses on virtual production market which is experiencing strong growth. The report gives a guide to the trends which will be shaping the market over the next ten years and beyond.

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Where is the largest and fastest growing market for virtual production ? How does the market relate to the overall economy, demography and other similar markets? What forces will shape the market going forward, including technological disruption, regulatory shifts, and changing consumer preferences? The virtual production market global report from the Business Research Company answers all these questions and many more.

The report covers market characteristics, size and growth, segmentation, regional and country breakdowns, competitive landscape, market shares, trends and strategies for this market. It traces the market's historic and forecast market growth by geography.

  • The market characteristics section of the report defines and explains the market.
  • The market size section gives the market size ($b) covering both the historic growth of the market, and forecasting its development.
  • The forecasts are made after considering the major factors currently impacting the market. These include:

The forecasts are made after considering the major factors currently impacting the market. These include the technological advancements such as AI and automation, Russia-Ukraine war, trade tariffs (government-imposed import/export duties), elevated inflation and interest rates.

  • Market segmentations break down the market into sub markets.
  • The regional and country breakdowns section gives an analysis of the market in each geography and the size of the market by geography and compares their historic and forecast growth.
  • The competitive landscape chapter gives a description of the competitive nature of the market, market shares, and a description of the leading companies. Key financial deals which have shaped the market in recent years are identified.
  • The trends and strategies section analyses the shape of the market as it emerges from the crisis and suggests how companies can grow as the market recovers.

Scope

  • Markets Covered:1) By Type: Pre-Production; Production; Post-Production
  • 2) By Offering: Hardware; Software; Services
  • 3) By End User: Movies; TV Series; Commercial Ads; Online Videos; Other End Users
  • Subsegments:
  • 1) By Pre-Production: Virtual Pre-Visualizations; Storyboarding And Planning Tools; Virtual Set Design
  • 2) By Production: Real-Time Rendering; Motion Capture Technology; Interactive Set Environments
  • 3) By Post-Production: Visual Effects (VFX); Editing Software; Color Grading And Finishing Tools
  • Companies Mentioned: Sony Group Corporation; NVIDIA Corporation; Adobe Inc.; Epic Games Inc.; Autodesk Inc.; Technicolor SA; Arashi Vision Inc.; Unity Software Inc.; Pixar Animation Studios; ARRI Aktiengesellschaft; Double Negative Visual Effects; Perforce Software Inc.; HTC Corporation; Mo-Sys Engineering Ltd.; The Third Floor Inc.; FuseFX Inc.; Vicon Motion Systems Ltd.; SideFX; Pixotope Technologies AG; SolidAnim Ltd.; TILTLABS Inc.; Fabric Engine Inc.; HumanEyes Technologies Ltd.; Lightcraft Technology Ltd.; 360Rize Inc.; 80six Ltd.; Zero Density Ltd.; Boris FX Inc.; TREE Digital Studio Inc.; VIVE Mars CamTrack; Panocam3d.com; Wcta Fx Ltd.; Golaem; MocapX Inc.
  • Countries: Australia; Brazil; China; France; Germany; India; Indonesia; Japan; Russia; South Korea; UK; USA; Canada; Italy; Spain
  • Regions: Asia-Pacific; Western Europe; Eastern Europe; North America; South America; Middle East; Africa
  • Time Series: Five years historic and ten years forecast.
  • Data: Ratios of market size and growth to related markets, GDP proportions, expenditure per capita,
  • Data Segmentations: country and regional historic and forecast data, market share of competitors, market segments.
  • Sourcing and Referencing: Data and analysis throughout the report is sourced using end notes.
  • Delivery Format: PDF, Word and Excel Data Dashboard.

Table of Contents

1. Executive Summary

2. Virtual Production Market Characteristics

3. Virtual Production Market Trends And Strategies

4. Virtual Production Market - Macro Economic Scenario Macro Economic Scenario Including The Impact Of Interest Rates, Inflation, Geopolitics, Trade Wars and Tariffs, And Covid And Recovery On The Market

  • 4.1. Supply Chain Impact from Tariff War & Trade Protectionism

5. Global Virtual Production Growth Analysis And Strategic Analysis Framework

  • 5.1. Global Virtual Production PESTEL Analysis (Political, Social, Technological, Environmental and Legal Factors, Drivers and Restraints)
  • 5.2. Analysis Of End Use Industries
  • 5.3. Global Virtual Production Market Growth Rate Analysis
  • 5.4. Global Virtual Production Historic Market Size and Growth, 2019 - 2024, Value ($ Billion)
  • 5.5. Global Virtual Production Forecast Market Size and Growth, 2024 - 2029, 2034F, Value ($ Billion)
  • 5.6. Global Virtual Production Total Addressable Market (TAM)

6. Virtual Production Market Segmentation

  • 6.1. Global Virtual Production Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Pre-Production
  • Production
  • Post-Production
  • 6.2. Global Virtual Production Market, Segmentation By Offering, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Hardware
  • Software
  • Services
  • 6.3. Global Virtual Production Market, Segmentation By End User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Movies
  • TV Series
  • Commercial Ads
  • Online Videos
  • Other End Users
  • 6.4. Global Virtual Production Market, Sub-Segmentation Of Pre-Production, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Virtual Pre-Visualizations
  • Storyboarding And Planning Tools
  • Virtual Set Design
  • 6.5. Global Virtual Production Market, Sub-Segmentation Of Production, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Real-Time Rendering
  • Motion Capture Technology
  • Interactive Set Environments
  • 6.6. Global Virtual Production Market, Sub-Segmentation Of Post-Production, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Visual Effects (VFX)
  • Editing Software
  • Color Grading And Finishing Tools

7. Virtual Production Market Regional And Country Analysis

  • 7.1. Global Virtual Production Market, Split By Region, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 7.2. Global Virtual Production Market, Split By Country, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

8. Asia-Pacific Virtual Production Market

  • 8.1. Asia-Pacific Virtual Production Market Overview
  • Region Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
  • 8.2. Asia-Pacific Virtual Production Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 8.3. Asia-Pacific Virtual Production Market, Segmentation By Offering, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 8.4. Asia-Pacific Virtual Production Market, Segmentation By End User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

9. China Virtual Production Market

  • 9.1. China Virtual Production Market Overview
  • 9.2. China Virtual Production Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F,$ Billion
  • 9.3. China Virtual Production Market, Segmentation By Offering, Historic and Forecast, 2019-2024, 2024-2029F, 2034F,$ Billion
  • 9.4. China Virtual Production Market, Segmentation By End User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F,$ Billion

10. India Virtual Production Market

  • 10.1. India Virtual Production Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 10.2. India Virtual Production Market, Segmentation By Offering, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 10.3. India Virtual Production Market, Segmentation By End User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

11. Japan Virtual Production Market

  • 11.1. Japan Virtual Production Market Overview
  • 11.2. Japan Virtual Production Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 11.3. Japan Virtual Production Market, Segmentation By Offering, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 11.4. Japan Virtual Production Market, Segmentation By End User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

12. Australia Virtual Production Market

  • 12.1. Australia Virtual Production Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 12.2. Australia Virtual Production Market, Segmentation By Offering, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 12.3. Australia Virtual Production Market, Segmentation By End User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

13. Indonesia Virtual Production Market

  • 13.1. Indonesia Virtual Production Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 13.2. Indonesia Virtual Production Market, Segmentation By Offering, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 13.3. Indonesia Virtual Production Market, Segmentation By End User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

14. South Korea Virtual Production Market

  • 14.1. South Korea Virtual Production Market Overview
  • 14.2. South Korea Virtual Production Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 14.3. South Korea Virtual Production Market, Segmentation By Offering, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 14.4. South Korea Virtual Production Market, Segmentation By End User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

15. Western Europe Virtual Production Market

  • 15.1. Western Europe Virtual Production Market Overview
  • 15.2. Western Europe Virtual Production Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 15.3. Western Europe Virtual Production Market, Segmentation By Offering, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 15.4. Western Europe Virtual Production Market, Segmentation By End User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

16. UK Virtual Production Market

  • 16.1. UK Virtual Production Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 16.2. UK Virtual Production Market, Segmentation By Offering, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 16.3. UK Virtual Production Market, Segmentation By End User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

17. Germany Virtual Production Market

  • 17.1. Germany Virtual Production Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 17.2. Germany Virtual Production Market, Segmentation By Offering, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 17.3. Germany Virtual Production Market, Segmentation By End User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

18. France Virtual Production Market

  • 18.1. France Virtual Production Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 18.2. France Virtual Production Market, Segmentation By Offering, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 18.3. France Virtual Production Market, Segmentation By End User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

19. Italy Virtual Production Market

  • 19.1. Italy Virtual Production Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 19.2. Italy Virtual Production Market, Segmentation By Offering, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 19.3. Italy Virtual Production Market, Segmentation By End User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

20. Spain Virtual Production Market

  • 20.1. Spain Virtual Production Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 20.2. Spain Virtual Production Market, Segmentation By Offering, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 20.3. Spain Virtual Production Market, Segmentation By End User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

21. Eastern Europe Virtual Production Market

  • 21.1. Eastern Europe Virtual Production Market Overview
  • 21.2. Eastern Europe Virtual Production Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 21.3. Eastern Europe Virtual Production Market, Segmentation By Offering, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 21.4. Eastern Europe Virtual Production Market, Segmentation By End User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

22. Russia Virtual Production Market

  • 22.1. Russia Virtual Production Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 22.2. Russia Virtual Production Market, Segmentation By Offering, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 22.3. Russia Virtual Production Market, Segmentation By End User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

23. North America Virtual Production Market

  • 23.1. North America Virtual Production Market Overview
  • 23.2. North America Virtual Production Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 23.3. North America Virtual Production Market, Segmentation By Offering, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 23.4. North America Virtual Production Market, Segmentation By End User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

24. USA Virtual Production Market

  • 24.1. USA Virtual Production Market Overview
  • 24.2. USA Virtual Production Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 24.3. USA Virtual Production Market, Segmentation By Offering, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 24.4. USA Virtual Production Market, Segmentation By End User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

25. Canada Virtual Production Market

  • 25.1. Canada Virtual Production Market Overview
  • 25.2. Canada Virtual Production Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 25.3. Canada Virtual Production Market, Segmentation By Offering, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 25.4. Canada Virtual Production Market, Segmentation By End User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

26. South America Virtual Production Market

  • 26.1. South America Virtual Production Market Overview
  • 26.2. South America Virtual Production Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 26.3. South America Virtual Production Market, Segmentation By Offering, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 26.4. South America Virtual Production Market, Segmentation By End User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

27. Brazil Virtual Production Market

  • 27.1. Brazil Virtual Production Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 27.2. Brazil Virtual Production Market, Segmentation By Offering, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 27.3. Brazil Virtual Production Market, Segmentation By End User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

28. Middle East Virtual Production Market

  • 28.1. Middle East Virtual Production Market Overview
  • 28.2. Middle East Virtual Production Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 28.3. Middle East Virtual Production Market, Segmentation By Offering, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 28.4. Middle East Virtual Production Market, Segmentation By End User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

29. Africa Virtual Production Market

  • 29.1. Africa Virtual Production Market Overview
  • 29.2. Africa Virtual Production Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 29.3. Africa Virtual Production Market, Segmentation By Offering, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 29.4. Africa Virtual Production Market, Segmentation By End User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

30. Virtual Production Market Competitive Landscape And Company Profiles

  • 30.1. Virtual Production Market Competitive Landscape
  • 30.2. Virtual Production Market Company Profiles
    • 30.2.1. Sony Group Corporation Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.2. NVIDIA Corporation Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.3. Adobe Inc. Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.4. Epic Games Inc. Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.5. Autodesk Inc. Overview, Products and Services, Strategy and Financial Analysis

31. Virtual Production Market Other Major And Innovative Companies

  • 31.1. Technicolor SA
  • 31.2. Arashi Vision Inc.
  • 31.3. Unity Software Inc.
  • 31.4. Pixar Animation Studios
  • 31.5. ARRI Aktiengesellschaft
  • 31.6. Double Negative Visual Effects
  • 31.7. Perforce Software Inc.
  • 31.8. HTC Corporation
  • 31.9. Mo-Sys Engineering Ltd.
  • 31.10. The Third Floor Inc.
  • 31.11. FuseFX Inc.
  • 31.12. Vicon Motion Systems Ltd.
  • 31.13. SideFX
  • 31.14. Pixotope Technologies AG
  • 31.15. SolidAnim Ltd.

32. Global Virtual Production Market Competitive Benchmarking And Dashboard

33. Key Mergers And Acquisitions In The Virtual Production Market

34. Recent Developments In The Virtual Production Market

35. Virtual Production Market High Potential Countries, Segments and Strategies

  • 35.1 Virtual Production Market In 2029 - Countries Offering Most New Opportunities
  • 35.2 Virtual Production Market In 2029 - Segments Offering Most New Opportunities
  • 35.3 Virtual Production Market In 2029 - Growth Strategies
    • 35.3.1 Market Trend Based Strategies
    • 35.3.2 Competitor Strategies

36. Appendix

  • 36.1. Abbreviations
  • 36.2. Currencies
  • 36.3. Historic And Forecast Inflation Rates
  • 36.4. Research Inquiries
  • 36.5. The Business Research Company
  • 36.6. Copyright And Disclaimer