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市场调查报告书
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1352886

全球虚拟製作市场研究报告 - 2023 年至 2030 年产业分析、规模、份额、成长、趋势和预测

Global Virtual Production Market Research Report - Industry Analysis, Size, Share, Growth, Trends and Forecast 2023 to 2030

出版日期: | 出版商: Value Market Research | 英文 232 Pages | 商品交期: 最快1-2个工作天内

价格

预计到 2030 年,全球虚拟製作市场的市场规模将从 2022 年的 48.2 亿美元达到近 249.1 亿美元,2023-2030 年研究期间复合年增长率为 20.2%。

虚拟製作是指在片场利用即时互动建构数位环境。它涉及从电影的创意开始,然后与视觉特效进行斗争。它使电影製作者能够使用虚拟製作来互动和探索数位场景,包括逼真的虚拟角色、三维图形和工作室中的虚拟互动背景。虚拟製作还有助于即时视讯与电脑图形的同步混合、即时回馈以及视觉特效和动画的现场决策。

市场动态:

虚拟製作市场的主要驱动力是虚拟製作在媒体和娱乐领域的日益普及。 LED显示器技术在媒体娱乐产业的应用越来越广泛,虚拟创作的应用也越来越频繁。此外,它生成高清影像和即时虚拟设定的能力也有助于其流行。此外,由于虚拟实境和扩增实境、摄影机追踪、先进的显示卡和其他技术突破,人们现在可以无缝地整合数位世界和实体世界。这可能有助于提供新的产业机会。

研究报告涵盖波特五力模型、市场吸引力分析和价值链分析。这些工具有助于清晰地了解行业结构并评估全球范围内的竞争吸引力。此外,这些工具也对全球虚拟製作市场的各个细分市场进行了包容性评估。虚拟製作产业的成长和趋势为这项研究提供了整体方法。

区域分析:

本节涵盖区域前景,重点介绍北美、欧洲、亚太地区、拉丁美洲以及中东和非洲虚拟製作市场当前和未来的需求。此外,该报告重点关注所有主要地区各个应用领域的需求、估计和预测。

该研究报告还涵盖了市场主要参与者的全面概况以及对全球竞争格局的深入了解。虚拟製作市场的主要参与者包括360Rize、Adobe、Arashi Vision Inc. (Insta 360)、Autodesk Inc.、BORIS FX, INC.、Epic Games Inc.、HTC Corporation (VivePort)、HumanEyes Technologies、Mo-Sys Engineering Ltd .、NVIDIA Corporation、Panocam3d.com、Pixar(华特迪士尼公司)、Side Effects Software Inc. (SideFX)、Technicolor、Vicon Motion Systems Ltd. 本部分包含竞争格局的整体视图,其中包括各种战略发展例如关键併购、未来产能、合作伙伴关係、财务概况、合作、新产品开发、新产品发布和其他发展。

如果您有任何客製化要求,请写信给我们。我们的研究团队可以根据您的需求提供客製化报告。

目录

第一章:前言

  • 报告说明
    • 客观的
    • 目标受众
    • 独特的销售主张 (USP) 和产品
  • 研究范围
  • 研究方法论
    • 市场研究过程
    • 市场研究方法论

第 2 章:执行摘要

  • 市集亮点
  • 全球市场概况

第 3 章:虚拟生产 - 产业分析

  • 简介 - 市场动态
  • 市场驱动因素
  • 市场限制
  • 机会
  • 产业动态
  • 波特五力分析
  • 市场吸引力分析
    • 按组件分類的市场吸引力分析
    • 按类型分類的市场吸引力分析
    • 最终用户的市场吸引力分析
    • 市场吸引力分析:按地区

第 4 章:价值链分析

  • 价值链分析
  • 原料分析
    • 原料清单
    • 原料厂商清单
    • 主要原物料价格走势
  • 潜在买家名单
  • 行销管道
    • 直效行销
    • 间接行销
    • 行销通路发展趋势

第 5 章:COVID-19 爆发的影响分析

第 6 章:全球虚拟製作市场分析:按组成部分

  • 按组件概述
  • 历史和预测数据
  • 按成分分析
  • 硬体
  • 软体
  • 服务

第 7 章:全球虚拟製作市场分析:按类型

  • 按类型概述
  • 历史和预测数据
  • 按类型分析
  • 前期製作
  • 生产
  • 后製

第 8 章:全球虚拟製作市场销售分析:依最终使用者分类

  • 最终用户概述
  • 历史和预测数据
  • 最终用户分析
  • 电影
  • 电视剧
  • 商业广告
  • 线上影片
  • 其他的

第 9 章:全球虚拟製作市场销售分析:按地理位置

  • 区域展望销售分析
  • 简介 销售分析
  • 北美销售分析
    • 概述、历史和预测销售分析
    • 北美按细分市场销售分析
    • 北美按国家销售分析
    • 美国销售分析
    • 加拿大销售分析
    • 墨西哥销售分析
  • 欧洲销售分析
    • 概述、历史和预测销售分析
    • 欧洲按细分市场销售分析
    • 欧洲按国家销售分析
    • 英国销售分析
    • 法国销售分析
    • 德国销售分析
    • 义大利销售分析
    • 俄罗斯销售分析
    • 欧洲其他地区销售分析
  • 亚太地区销售分析
    • 概述、历史和预测销售分析
    • 亚太地区按细分市场销售分析
    • 亚太地区国家/地区销售分析
    • 中国销售分析
    • 印度销售分析
    • 日本销售分析
    • 韩国销售分析
    • 澳洲销售分析
    • 亚太地区其他地区销售分析
  • 拉丁美洲销售分析
    • 概述、历史和预测销售分析
    • 拉丁美洲按细分市场销售分析
    • 拉丁美洲按国家销售分析
    • 巴西销售分析
    • 阿根廷销售分析
    • 秘鲁销售分析
    • 智利销售分析
    • 拉丁美洲其他地区销售分析
  • 中东和非洲销售分析
    • 概述、历史和预测销售分析
    • 中东和非洲按细分市场销售分析
    • 中东和非洲国家销售分析
    • 沙乌地阿拉伯销售分析
    • 阿联酋销售分析
    • 以色列销售分析
    • 南非销售分析
    • 中东其他地区和非洲销售分析

第 10 章:虚拟製作公司的竞争格局

  • 虚拟製作市场竞争
  • 伙伴关係/协作/协议
  • 併购
  • 新产品发布
  • 其他发展

第 11 章:公司简介

  • 十大公司股票分析
  • 市场集中度
  • 360Rize
    • 公司简介
    • 公司收入
    • 产品
    • 最近的发展
  • Adobe
    • 公司简介
    • 公司收入
    • 产品
    • 最近的发展
  • Arashi Vision Inc. (Insta 360)
    • 公司简介
    • 公司收入
    • 产品
    • 最近的发展
  • Autodesk Inc.
    • 公司简介
    • 公司收入
    • 产品
    • 最近的发展
  • BORIS FX INC.
    • 公司简介
    • 公司收入
    • 产品
    • 最近的发展
  • Epic Games Inc.
    • 公司简介
    • 公司收入
    • 产品
    • 最近的发展
  • HTC Corporation (VivePort)
    • 公司简介
    • 公司收入
    • 产品
    • 最近的发展
  • HumanEyes Technologies
    • 公司简介
    • 公司收入
    • 产品
    • 最近的发展
  • Mo-Sys Engineering Ltd.
    • 公司简介
    • 公司收入
    • 产品
    • 最近的发展
  • NVIDIA Corporation
    • 公司简介
    • 公司收入
    • 产品
    • 最近的发展
  • Panocam3d.com
    • 公司简介
    • 公司收入
    • 产品
    • 最近的发展
  • Pixar (The Walt Disney Company)
    • 公司简介
    • 公司收入
    • 产品
    • 最近的发展
  • Side Effects Software Inc. (SideFX)
    • 公司简介
    • 公司收入
    • 产品
    • 最近的发展
  • Technicolor
    • 公司简介
    • 公司收入
    • 产品
    • 最近的发展
  • Vicon Motion Systems Ltd.
    • 公司简介
    • 公司收入
    • 产品
    • 最近的发展

注意 - 在公司概况中,财务详细资讯和近期发展视情况而定,或者如果是私人公司,则可能不包括在内

Product Code: VMR11218892

The global demand for Virtual Production Market is presumed to reach the market size of nearly USD 24.91 BN by 2030 from USD 4.82 BN in 2022 with a CAGR of 20.2% under the study period 2023 - 2030.

Virtual production refers to building the digital environment using real-time interaction on the set. It involves starting with the idea for the film and then fending with VFX. It enbales filmmakers to interact and explore digital scenarios using virtual production, including realistic virtual characters, three-dimensional graphics, and a virtual interactive background in the studio. Virtual production also helps with the simultaneous mixing of live video with computer graphics, real-time feedback, and on-set decision-making on VFX and animation.

MARKET DYNAMICS:

The primary driver of the Virtual production market is the expanding popularity of virtual production in the media and entertainment sector. LED video wall technology is becoming more widely used in the media and entertainment industry, leading to virtual creation being used more frequently. Further, its ability to produce high-definition images and real-time virtual settings contributes to its popularity. In addition, people now can seamlessly merge the digital and physical worlds thanks to virtual and augmented reality, camera tracking, sophisticated graphics cards, and other technological breakthroughs. This may help in providing new industrial opportunities.

The research report covers Porter's Five Forces Model, Market Attractiveness Analysis, and Value Chain analysis. These tools help to get a clear picture of the industry's structure and evaluate the competition attractiveness at a global level. Additionally, these tools also give an inclusive assessment of each segment in the global market of virtual production. The growth and trends of virtual production industry provide a holistic approach to this study.

MARKET SEGMENTATION:

This section of the virtual production market report provides detailed data on the segments at country and regional level, thereby assisting the strategist in identifying the target demographics for the respective product or services with the upcoming opportunities.

By Component

  • Hardware
  • Software
  • Services

By Type

  • Pre-Production
  • Production
  • Post-Production

By End-User

  • Movies
  • TV Series
  • Commercial Ads
  • Online Videos
  • Others

REGIONAL ANALYSIS:

This section covers the regional outlook, which accentuates current and future demand for the Virtual Production market across North America, Europe, Asia-Pacific, Latin America, and Middle East & Africa. Further, the report focuses on demand, estimation, and forecast for individual application segments across all the prominent regions.

The research report also covers the comprehensive profiles of the key players in the market and an in-depth view of the competitive landscape worldwide. The major players in the virtual production market include 360Rize, Adobe, Arashi Vision Inc. (Insta 360), Autodesk Inc., BORIS FX, INC., Epic Games Inc., HTC Corporation (VivePort), HumanEyes Technologies, Mo-Sys Engineering Ltd., NVIDIA Corporation, Panocam3d.com, Pixar (The Walt Disney Company), Side Effects Software Inc. (SideFX), Technicolor, Vicon Motion Systems Ltd. This section consists of a holistic view of the competitive landscape that includes various strategic developments such as key mergers & acquisitions, future capacities, partnerships, financial overviews, collaborations, new product developments, new product launches, and other developments.

In case you have any custom requirements, do write to us. Our research team can offer a customized report as per your need.

TABLE OF CONTENTS

1 . PREFACE

  • 1.1. Report Description
    • 1.1.1. Objective
    • 1.1.2. Target Audience
    • 1.1.3. Unique Selling Proposition (USP) & offerings
  • 1.2. Research Scope
  • 1.3. Research Methodology
    • 1.3.1. Market Research Process
    • 1.3.2. Market Research Methodology

2 . EXECUTIVE SUMMARY

  • 2.1. Highlights of Market
  • 2.2. Global Market Snapshot

3 . VIRTUAL PRODUCTION - INDUSTRY ANALYSIS

  • 3.1. Introduction - Market Dynamics
  • 3.2. Market Drivers
  • 3.3. Market Restraints
  • 3.4. Opportunities
  • 3.5. Industry Trends
  • 3.6. Porter's Five Force Analysis
  • 3.7. Market Attractiveness Analysis
    • 3.7.1 Market Attractiveness Analysis By Component
    • 3.7.2 Market Attractiveness Analysis By Type
    • 3.7.3 Market Attractiveness Analysis By End-user
    • 3.7.4 Market Attractiveness Analysis By Region

4 . VALUE CHAIN ANALYSIS

  • 4.1. Value Chain Analysis
  • 4.2. Raw Material Analysis
    • 4.2.1. List of Raw Materials
    • 4.2.2. Raw Material Manufactures List
    • 4.2.3. Price Trend of Key Raw Materials
  • 4.3. List of Potential Buyers
  • 4.4. Marketing Channel
    • 4.4.1. Direct Marketing
    • 4.4.2. Indirect Marketing
    • 4.4.3. Marketing Channel Development Trend

5 . IMPACT ANALYSIS OF COVID-19 OUTBREAK

6 . GLOBAL VIRTUAL PRODUCTION MARKET ANALYSIS BY COMPONENT

  • 6.1 Overview by Component
  • 6.2 Historical and Forecast Data
  • 6.3 Analysis by Component
  • 6.4 Hardware Historic and Forecast Sales by Regions
  • 6.5 Software Historic and Forecast Sales by Regions
  • 6.6 Services Historic and Forecast Sales by Regions

7 . GLOBAL VIRTUAL PRODUCTION MARKET ANALYSIS BY TYPE

  • 7.1 Overview by Type
  • 7.2 Historical and Forecast Data
  • 7.3 Analysis by Type
  • 7.4 Pre-production Historic and Forecast Sales by Regions
  • 7.5 Production Historic and Forecast Sales by Regions
  • 7.6 Post-production Historic and Forecast Sales by Regions

8 . GLOBAL VIRTUAL PRODUCTION MARKET SALES ANALYSIS BY END-USER

  • 8.1 Overview by End-user
  • 8.2 Historical and Forecast Data
  • 8.3 Analysis by End-user
  • 8.4 Movies Historic and Forecast Sales by Regions
  • 8.5 TV Series Historic and Forecast Sales by Regions
  • 8.6 Commercial Ads Historic and Forecast Sales by Regions
  • 8.7 Online Videos Historic and Forecast Sales by Regions
  • 8.8 Others Historic and Forecast Sales by Regions

9 . GLOBAL VIRTUAL PRODUCTION MARKET SALES ANALYSIS BY GEOGRAPHY

  • 9.1. Regional Outlook Sales Analysis
  • 9.2. Introduction Sales Analysis
  • 9.3. North America Sales Analysis
    • 9.3.1. Overview, Historic and Forecast Sales Analysis
    • 9.3.2. North America By Segment Sales Analysis
    • 9.3.3. North America By Country Sales Analysis
    • 9.3.4. United State Sales Analysis
    • 9.3.5. Canada Sales Analysis
    • 9.3.6. Mexico Sales Analysis
  • 9.4. Europe Sales Analysis
    • 9.4.1. Overview, Historic and Forecast Sales Analysis
    • 9.4.2. Europe by Segment Sales Analysis
    • 9.4.3. Europe by Country Sales Analysis
    • 9.4.4. United Kingdom Sales Analysis
    • 9.4.5. France Sales Analysis
    • 9.4.6. Germany Sales Analysis
    • 9.4.7. Italy Sales Analysis
    • 9.4.8. Russia Sales Analysis
    • 9.4.9. Rest Of Europe Sales Analysis
  • 9.5. Asia Pacific Sales Analysis
    • 9.5.1. Overview, Historic and Forecast Sales Analysis
    • 9.5.2. Asia Pacific by Segment Sales Analysis
    • 9.5.3. Asia Pacific by Country Sales Analysis
    • 9.5.4. China Sales Analysis
    • 9.5.5. India Sales Analysis
    • 9.5.6. Japan Sales Analysis
    • 9.5.7. South Korea Sales Analysis
    • 9.5.8. Australia Sales Analysis
    • 9.5.9. Rest Of Asia Pacific Sales Analysis
  • 9.6. Latin America Sales Analysis
    • 9.6.1. Overview, Historic and Forecast Sales Analysis
    • 9.6.2. Latin America by Segment Sales Analysis
    • 9.6.3. Latin America by Country Sales Analysis
    • 9.6.4. Brazil Sales Analysis
    • 9.6.5. Argentina Sales Analysis
    • 9.6.6. Peru Sales Analysis
    • 9.6.7. Chile Sales Analysis
    • 9.6.8. Rest of Latin America Sales Analysis
  • 9.7. Middle East & Africa Sales Analysis
    • 9.7.1. Overview, Historic and Forecast Sales Analysis
    • 9.7.2. Middle East & Africa by Segment Sales Analysis
    • 9.7.3. Middle East & Africa by Country Sales Analysis
    • 9.7.4. Saudi Arabia Sales Analysis
    • 9.7.5. UAE Sales Analysis
    • 9.7.6. Israel Sales Analysis
    • 9.7.7. South Africa Sales Analysis
    • 9.7.8. Rest Of Middle East And Africa Sales Analysis

10 . COMPETITIVE LANDSCAPE OF THE VIRTUAL PRODUCTION COMPANIES

  • 10.1. Virtual Production Market Competition
  • 10.2. Partnership/Collaboration/Agreement
  • 10.3. Merger And Acquisitions
  • 10.4. New Product Launch
  • 10.5. Other Developments

11 . COMPANY PROFILES OF VIRTUAL PRODUCTION INDUSTRY

  • 11.1. Top 10 Company Share Analysis
  • 11.2. Market Concentration Rate
  • 11.3. 360Rize
    • 11.3.1. Company Overview
    • 11.3.2. Company Revenue
    • 11.3.3. Products
    • 11.3.4. Recent Developments
  • 11.4. Adobe
    • 11.4.1. Company Overview
    • 11.4.2. Company Revenue
    • 11.4.3. Products
    • 11.4.4. Recent Developments
  • 11.5. Arashi Vision Inc. (Insta 360)
    • 11.5.1. Company Overview
    • 11.5.2. Company Revenue
    • 11.5.3. Products
    • 11.5.4. Recent Developments
  • 11.6. Autodesk Inc.
    • 11.6.1. Company Overview
    • 11.6.2. Company Revenue
    • 11.6.3. Products
    • 11.6.4. Recent Developments
  • 11.7. BORIS FX INC.
    • 11.7.1. Company Overview
    • 11.7.2. Company Revenue
    • 11.7.3. Products
    • 11.7.4. Recent Developments
  • 11.8. Epic Games Inc.
    • 11.8.1. Company Overview
    • 11.8.2. Company Revenue
    • 11.8.3. Products
    • 11.8.4. Recent Developments
  • 11.9. HTC Corporation (VivePort)
    • 11.9.1. Company Overview
    • 11.9.2. Company Revenue
    • 11.9.3. Products
    • 11.9.4. Recent Developments
  • 11.10. HumanEyes Technologies
    • 11.10.1. Company Overview
    • 11.10.2. Company Revenue
    • 11.10.3. Products
    • 11.10.4. Recent Developments
  • 11.11. Mo-Sys Engineering Ltd.
    • 11.11.1. Company Overview
    • 11.11.2. Company Revenue
    • 11.11.3. Products
    • 11.11.4. Recent Developments
  • 11.12. NVIDIA Corporation
    • 11.12.1. Company Overview
    • 11.12.2. Company Revenue
    • 11.12.3. Products
    • 11.12.4. Recent Developments
  • 11.13. Panocam3d.com
    • 11.13.1. Company Overview
    • 11.13.2. Company Revenue
    • 11.13.3. Products
    • 11.13.4. Recent Developments
  • 11.14. Pixar (The Walt Disney Company)
    • 11.14.1. Company Overview
    • 11.14.2. Company Revenue
    • 11.14.3. Products
    • 11.14.4. Recent Developments
  • 11.15. Side Effects Software Inc. (SideFX)
    • 11.15.1. Company Overview
    • 11.15.2. Company Revenue
    • 11.15.3. Products
    • 11.15.4. Recent Developments
  • 11.16. Technicolor
    • 11.16.1. Company Overview
    • 11.16.2. Company Revenue
    • 11.16.3. Products
    • 11.16.4. Recent Developments
  • 11.17. Vicon Motion Systems Ltd.
    • 11.17.1. Company Overview
    • 11.17.2. Company Revenue
    • 11.17.3. Products
    • 11.17.4. Recent Developments

Note - in company profiling, financial details and recent development are subject to availability or might not be covered in case of private companies

LIST OF TABLES

  • Market Snapshot
  • Drivers : Impact Analysis
  • Restraints : Impact Analysis
  • List of Raw Material
  • List of Raw Material Manufactures
  • List of Potential Buyers
  • Analysis by Component (USD MN)
  • Hardware Market Sales by Geography (USD MN)
  • Software Market Sales by Geography (USD MN)
  • Services Market Sales by Geography (USD MN)
  • Analysis Market by Type (USD MN)
  • Pre-production Market Sales by Geography (USD MN)
  • Production Market Sales by Geography (USD MN)
  • Post-production Market Sales by Geography (USD MN)
  • Analysis by End-user (USD MN)
  • Movies Market Sales by Geography (USD MN)
  • TV Series Market Sales by Geography (USD MN)
  • Commercial Ads Market Sales by Geography (USD MN)
  • Online Videos Market Sales by Geography (USD MN)
  • Others Market Sales by Geography (USD MN)
  • Global Virtual Production Market Sales by Geography (USD MN)
  • North America Market Analysis (USD MN)
  • United State Market Analysis (USD MN)
  • Canada Market Analysis (USD MN)
  • Mexico Market Analysis (USD MN)
  • Europe Market Analysis (USD MN)
  • Europe Market Estimate by Country (USD MN)
  • United Kingdom Market Analysis (USD MN)
  • France Market Analysis (USD MN)
  • Germany Market Analysis (USD MN)
  • Italy Market Analysis (USD MN)
  • Russia Market Analysis (USD MN)
  • Spain Market Analysis (USD MN)
  • Rest of Europe Market Analysis (USD MN)
  • Asia Pacific Market Analysis (USD MN)
  • China Market Analysis (USD MN)
  • Japan Market Analysis (USD MN)
  • India Market Analysis (USD MN)
  • South Korea Market Analysis (USD MN)
  • Australia Market Analysis (USD MN)
  • Rest of Asia Pacific Market Analysis (USD MN)
  • Latin America Market Analysis (USD MN)
  • Brazil Market Analysis (USD MN)
  • Argentina Market Analysis (USD MN)
  • Peru Market Analysis (USD MN)
  • Chile Market Analysis (USD MN)
  • Rest of Latin America Market Analysis (USD MN)
  • Middle East & Africa Market Analysis (USD MN)
  • Saudi Arabia Market Analysis (USD MN)
  • UAE Market Analysis (USD MN)
  • Israel Market Analysis (USD MN)
  • South Africa Market Analysis (USD MN)
  • Rest of Middle East and Africa Market Analysis (USD MN)
  • Partnership/Collaboration/Agreement
  • Mergers And Acquisition

LIST OF FIGURES

  • Research Scope of Virtual Production Report
  • Market Research Process
  • Market Research Methodology
  • Global Virtual Production Market Size, by Region (USD MN)
  • Porters Five Forces Analysis
  • Market Attractiveness Analysis by Component
  • Market Attractiveness Analysis by Type
  • Market Attractiveness Analysis by End-user
  • Market Attractiveness Analysis by Region
  • Value Chain Analysis
  • Global Market Analysis by Component (USD MN)
  • Hardware Market Sales by Geography (USD MN)
  • Software Market Sales by Geography (USD MN)
  • Services Market Sales by Geography (USD MN)
  • Global Market Analysis by Type (USD MN)
  • Pre-production Market Sales by Geography (USD MN)
  • Production Market Sales by Geography (USD MN)
  • Post-production Market Sales by Geography (USD MN)
  • Global Market Analysis by End-user (USD MN)
  • Movies Market Sales by Geography (USD MN)
  • TV Series Market Sales by Geography (USD MN)
  • Commercial Ads Market Sales by Geography (USD MN)
  • Online Videos Market Sales by Geography (USD MN)
  • Others Market Sales by Geography (USD MN)
  • Global Market by Revenue
  • North America Market by Revenue
  • Europe Market by Revenue
  • Asia Pacific Market by Revenue
  • Latin America Market by Revenue
  • Middle East & Africa Market by Revenue
  • Recent Development in Industry
  • Top Company Share Analysis

Kindly note that the above listed are the basic tables and figures of the report and are not limited to the TOC.