1 INTRODUCTION 28
1.1 STUDY OBJECTIVES 28
1.2 MARKET DEFINITION 28
1.2.1 INCLUSIONS AND EXCLUSIONS 29
1.3 STUDY SCOPE 29
1.3.1 MARKETS COVERED 29
FIGURE 1 VIRTUAL PRODUCTION MARKET SEGMENTATION 29
1.3.2 GEOGRAPHIC SCOPE 30
1.3.3 YEARS CONSIDERED 30
1.4 CURRENCY CONSIDERED 31
1.5 UNIT CONSIDERED 31
1.6 LIMITATIONS 31
1.7 STAKEHOLDERS 31
2 RESEARCH METHODOLOGY 32
2.1 RESEARCH DATA 32
FIGURE 2 VIRTUAL PRODUCTION MARKET: RESEARCH DESIGN 32
2.1.1 SECONDARY AND PRIMARY RESEARCH 34
2.1.2 SECONDARY DATA 35
2.1.2.1 List of key secondary sources 35
2.1.2.2 Key data from secondary sources 35
2.1.3 PRIMARY DATA 36
2.1.3.1 Breakdown of primaries 36
FIGURE 3 BREAKDOWN OF PRIMARIES 36
2.1.3.2 List of key primary interview participants 36
2.1.3.3 Key data from primary sources 37
2.1.3.4 Key industry insights 37
2.2 FACTOR ANALYSIS 38
2.2.1 SUPPLY-SIDE ANALYSIS 38
FIGURE 4 MARKET SIZE ESTIMATION METHODOLOGY: APPROACH 1 (SUPPLY-SIDE ANALYSIS) – REVENUE GENERATED BY COMPANIES FROM SALES OF PRODUCTS OFFERED IN VIRTUAL PRODUCTION MARKET 38
2.2.2 DEMAND-SIDE ANALYSIS 39
FIGURE 5 MARKET SIZE ESTIMATION METHODOLOGY: APPROACH 2
(DEMAND-SIDE ANALYSIS) 39
2.3 MARKET SIZE ESTIMATION 40
FIGURE 6 MARKET SIZE ESTIMATION METHODOLOGY: SUPPLY-SIDE ANALYSIS 40
2.3.1 BOTTOM-UP APPROACH 41
FIGURE 7 MARKET SIZE ESTIMATION METHODOLOGY: BOTTOM-UP APPROACH 41
2.3.2 TOP-DOWN APPROACH 41
FIGURE 8 MARKET SIZE ESTIMATION METHODOLOGY: TOP-DOWN APPROACH 41
2.3.3 GROWTH PROJECTIONS AND FORECAST ASSUMPTIONS 42
TABLE 1 MARKET GROWTH ASSUMPTIONS 42
2.4 MARKET BREAKDOWN AND DATA TRIANGULATION 43
FIGURE 9 VIRTUAL PRODUCTION MARKET: DATA TRIANGULATION 43
2.5 RESEARCH ASSUMPTIONS 44
TABLE 2 KEY ASSUMPTIONS: MACROECONOMIC AND MICROECONOMIC ENVIRONMENT 44
2.6 RISK ASSESSMENT 45
TABLE 3 RISK ASSESSMENT: VIRTUAL PRODUCTION MARKET 45
3 EXECUTIVE SUMMARY 46
FIGURE 10 VIRTUAL PRODUCTION MARKET GROWTH PROJECTION IN REALISTIC SCENARIO 46
FIGURE 11 SOFTWARE OFFERING SEGMENT TO ACCOUNT FOR LARGEST SHARE OF VIRTUAL PRODUCTION MARKET IN 2027 47
FIGURE 12 PRODUCTION TYPE SEGMENT TO DRIVE GROWTH OF VIRTUAL PRODUCTION MARKET DURING FORECAST PERIOD 47
FIGURE 13 TELEVISION SERIES END USER SEGMENT TO GROW AT HIGHEST CAGR IN VIRTUAL PRODUCTION MARKET FROM 2022 TO 2027 48
FIGURE 14 ASIA PACIFIC TO BE FASTEST-GROWING VIRTUAL PRODUCTION MARKET DURING FORECAST PERIOD 49
4 PREMIUM INSIGHTS 50
4.1 ATTRACTIVE GROWTH OPPORTUNITIES FOR MARKET PLAYERS 50
FIGURE 15 RISING DEMAND FOR VISUAL EFFECTS IN MOVIE PRODUCTION TO FUEL MARKET GROWTH DURING FORECAST PERIOD 50
4.2 VIRTUAL PRODUCTION MARKET, BY OFFERING 50
FIGURE 16 SOFTWARE SEGMENT TO GROW AT HIGHEST CAGR DURING FORECAST PERIOD 50
4.3 VIRTUAL PRODUCTION MARKET, BY TYPE 51
FIGURE 17 POST-PRODUCTION SEGMENT ESTIMATED TO ACCOUNT FOR LARGEST SHARE OF GLOBAL VIRTUAL PRODUCTION MARKET IN 2022 51
4.4 VIRTUAL PRODUCTION MARKET, BY COUNTRY 51
FIGURE 18 MARKET IN CHINA TO GROW AT HIGHEST CAGR DURING FORECAST PERIOD 51
4.5 VIRTUAL PRODUCTION MARKET, BY REGION 52
FIGURE 19 NORTH AMERICA TO ACCOUNT FOR LARGEST SHARE OF GLOBAL VIRTUAL PRODUCTION MARKET IN 2027 52
5 MARKET OVERVIEW 53
5.1 INTRODUCTION 53
5.2 MARKET DYNAMICS 53
FIGURE 20 VIRTUAL PRODUCTION MARKET: DRIVERS, RESTRAINTS, OPPORTUNITIES, AND CHALLENGES 53
5.2.1 DRIVERS 54
5.2.1.1 Growing demand for visual effects in movie and television industries 54
5.2.1.2 Increasing implementation of LED wall technology 54
5.2.1.3 Rising demand due to pandemic 55
FIGURE 21 DRIVERS AND THEIR IMPACT ON VIRTUAL PRODUCTION MARKET 55
5.2.2 RESTRAINTS 56
5.2.2.1 Lack of skilled professionals 56
5.2.2.2 High capital expenditure for initial set-up 56
FIGURE 22 RESTRAINTS AND THEIR IMPACT ON VIRTUAL PRODUCTION MARKET 56
5.2.3 OPPORTUNITIES 57
5.2.3.1 Rising trend in OTT platforms 57
FIGURE 23 ORIGINAL CONTENT EXPENDITURE BY KEY OTTS (2017-2021) 57
5.2.3.2 Establishment of new virtual production studios 57
FIGURE 24 OPPORTUNITIES AND THEIR IMPACT ON VIRTUAL PRODUCTION MARKET 58
5.2.4 CHALLENGES 58
5.2.4.1 Problems faced in virtual production LED screens 58
FIGURE 25 CHALLENGES AND THEIR IMPACT ON VIRTUAL PRODUCTION MARKET 59
5.3 SUPPLY CHAIN ANALYSIS 60
FIGURE 26 VIRTUAL PRODUCTION MARKET: SUPPLY CHAIN 60
TABLE 4 VIRTUAL PRODUCTION MARKET: ECOSYSTEM 61
5.4 VIRTUAL PRODUCTION MARKET ECOSYSTEM 61
FIGURE 27 ECOSYSTEM OF VIRTUAL PRODUCTION 61
5.5 AVERAGE SELLING PRICES OF OFFERINGS OF KEY PLAYERS, BY HARDWARE 62
5.5.1 AVERAGE SELLING PRICE TRENDS 62
TABLE 5 AVERAGE SELLING PRICES OF OVERALL VIRTUAL PRODUCTION HARDWARE SYSTEMS (USD THOUSANDS) 62
FIGURE 28 AVERAGE PRICE TRENDS: VIRTUAL PRODUCTION HARDWARE SYSTEMS 62
5.6 TRENDS AND DISRUPTIONS IMPACTING CUSTOMERS 63
5.6.1 REVENUE SHIFT AND NEW REVENUE POCKETS FOR MARKET PLAYERS 63
FIGURE 29 REVENUE SHIFT IN VIRTUAL PRODUCTION MARKET 63
5.7 KEY TECHNOLOGY TRENDS 64
5.7.1 VFX 64
5.7.2 CGI 64
5.8 PORTER’S FIVE FORCES ANALYSIS 64
TABLE 6 VIRTUAL PRODUCTION MARKET: PORTER’S FIVE FORCES ANALYSIS 64
FIGURE 30 PORTER’S FIVE FORCES ANALYSIS 65
5.8.1 THREAT OF NEW ENTRANTS 65
5.8.2 THREAT OF SUBSTITUTES 66
5.8.3 BARGAINING POWER OF SUPPLIERS 66
5.8.4 BARGAINING POWER OF BUYERS 66
5.8.5 INTENSITY OF COMPETITIVE RIVALRY 66
5.9 KEY STAKEHOLDERS AND BUYING CRITERIA 67
5.9.1 KEY STAKEHOLDERS IN BUYING PROCESS 67
FIGURE 31 INFLUENCE OF STAKEHOLDERS IN BUYING PROCESS FOR TOP
THREE END USERS 67
TABLE 7 INFLUENCE OF STAKEHOLDERS ON BUYING PROCESS FOR TOP
THREE END USERS (%) 67
5.9.2 BUYING CRITERIA 68
FIGURE 32 KEY BUYING CRITERIA FOR TOP THREE END USERS 68
TABLE 8 KEY BUYING CRITERIA FOR TOP THREE END USERS 68
5.10 CASE STUDIES 69
5.10.1 EFFECTIVE USE OF VIRTUAL PRODUCTION FOR STREAMING BMW BERLIN MARATHON 69
5.10.2 TRANSFORMATION OF LOCATION-BASED SHOOT TO VIRTUAL PRODUCTION STUDIO SHOOT 69
5.11 TRADE ANALYSIS 70
5.11.1 IMPORT SCENARIO 70
TABLE 9 IMPORT DATA, BY COUNTRY, 2017–2021 (USD MILLION) 70
5.11.2 EXPORT SCENARIO 71
TABLE 10 EXPORT DATA, BY COUNTRY, 2017–2021 (USD MILLION) 71
5.12 PATENT ANALYSIS, 2012–2022 72
FIGURE 33 NUMBER OF PATENTS GRANTED FOR VIRTUAL PRODUCTION PRODUCTS, 2012–2022 72
FIGURE 34 REGIONAL ANALYSIS OF PATENTS GRANTED FOR VIRTUAL PRODUCTION PRODUCTS, 2021 73
TABLE 11 LIST OF SOME PATENTS PERTAINING TO VIRTUAL PRODUCTION, 2020–2021 73
5.13 KEY CONFERENCES AND EVENTS, 2022–2023 75
TABLE 12 VIRTUAL PRODUCTION MARKET: DETAILED LIST OF CONFERENCES & EVENTS 75
5.14 TARIFF AND REGULATORY LANDSCAPE 76
5.14.1 REGULATORY BODIES, GOVERNMENT AGENCIES, AND OTHER ORGANIZATIONS 76
TABLE 13 NORTH AMERICA: LIST OF REGULATORY BODIES, GOVERNMENT AGENCIES, AND OTHER ORGANIZATIONS 76
TABLE 14 EUROPE: LIST OF REGULATORY BODIES, GOVERNMENT AGENCIES,
AND OTHER ORGANIZATIONS 77
TABLE 15 ASIA PACIFIC: LIST OF REGULATORY BODIES, GOVERNMENT AGENCIES,
AND OTHER ORGANIZATIONS 77
TABLE 16 ROW: LIST OF REGULATORY BODIES, GOVERNMENT AGENCIES,
AND OTHER ORGANIZATIONS 78
5.14.2 TARIFFS AND REGULATIONS 78
5.14.2.1 Tariffs 78
5.14.2.2 Regulations 78
5.14.2.3 Standards 78
6 VIRTUAL PRODUCTION MARKET, BY OFFERING 79
6.1 INTRODUCTION 80
FIGURE 35 VIRTUAL PRODUCTION MARKET, BY OFFERING 80
FIGURE 36 SOFTWARE TO DOMINATE VIRTUAL PRODUCTION MARKET IN 2027 80
TABLE 17 VIRTUAL PRODUCTION MARKET, BY OFFERING, 2018–2021 (USD MILLION) 81
TABLE 18 VIRTUAL PRODUCTION MARKET, BY OFFERING, 2022–2027 (USD MILLION) 81
TABLE 19 VIRTUAL PRODUCTION MARKET, BY HARDWARE OFFERING,
2018–2021 (THOUSAND UNITS) 81
TABLE 20 VIRTUAL PRODUCTION MARKET, BY HARDWARE OFFERING,
2022–2027 (THOUSAND UNITS) 81
6.2 HARDWARE 82
6.2.1 SIGNIFICANT DEMAND FOR SPECIALIZED HARDWARE IN VIRTUAL PRODUCTION MARKET 82
TABLE 21 VIRTUAL PRODUCTION HARDWARE OFFERINGS, BY COMPANY 82
TABLE 22 VIRTUAL PRODUCTION MARKET FOR HARDWARE, BY REGION,
2018–2021 (USD MILLION) 83
TABLE 23 VIRTUAL PRODUCTION MARKET FOR HARDWARE, BY REGION,
2022–2027 (USD MILLION) 83
6.3 SOFTWARE 84
6.3.1 SOFTWARE SEGMENT DOMINATES VIRTUAL PRODUCTION MARKET 84
TABLE 24 VIRTUAL PRODUCTION SOFTWARE OFFERING, BY COMPANY 84
TABLE 25 VIRTUAL PRODUCTION MARKET FOR SOFTWARE, BY REGION,
2018–2021 (USD MILLION) 85
TABLE 26 VIRTUAL PRODUCTION MARKET FOR SOFTWARE, BY REGION,
2022–2027 (USD MILLION) 85
6.4 SERVICES 86
6.4.1 VIRTUAL PRODUCTION SERVICES TO PLAY CRUCIAL ROLE IN PRE-PRODUCTION AND POST-PRODUCTION STAGES 86
TABLE 27 VIRTUAL PRODUCTION SERVICES, BY COMPANY 86
TABLE 28 VIRTUAL PRODUCTION MARKET FOR SERVICES, BY REGION,
2018–2021 (USD MILLION) 87
TABLE 29 VIRTUAL PRODUCTION MARKET FOR SERVICES, BY REGION,
2022–2027 (USD MILLION) 88
7 VIRTUAL PRODUCTION MARKET, BY TYPE 89
7.1 INTRODUCTION 90
FIGURE 37 VIRTUAL PRODUCTION MARKET, BY TYPE 90
FIGURE 38 STEPS IN UTILIZATION OF VIRTUAL PRODUCTION, BY TYPE 90
FIGURE 39 POST-PRODUCTION SEGMENT TO ACCOUNT FOR LARGEST SHARE OF VIRTUAL PRODUCTION MARKET IN 2027 91
TABLE 30 VIRTUAL PRODUCTION MARKET, BY TYPE, 2018–2021 (USD MILLION) 91
TABLE 31 VIRTUAL PRODUCTION MARKET, BY TYPE, 2022–2027 (USD MILLION) 91
7.2 PRE-PRODUCTION 92
7.2.1 PRE-PRODUCTION SERVICES HELP ACHIEVE RIGHT VISION 92
7.3 PRODUCTION 93
7.3.1 DIFFERENT STRATEGIES OF KEY PLAYERS EXPECTED TO ACCELERATE PRODUCTION SEGMENT 93
7.4 POST-PRODUCTION 93
7.4.1 POST-PRODUCTION SEGMENT TO ACCOUNT FOR LARGEST MARKET SHARE 93
8 VIRTUAL PRODUCTION MARKET, BY END USER 95
8.1 INTRODUCTION 96
FIGURE 40 VIRTUAL PRODUCTION MARKET, BY END USER 96
FIGURE 41 MOVIES END USER SEGMENT TO LEAD VIRTUAL PRODUCTION MARKET
IN 2027 96
TABLE 32 VIRTUAL PRODUCTION MARKET, BY END USER, 2018–2021 (USD MILLION) 97
TABLE 33 VIRTUAL PRODUCTION MARKET, BY END USER, 2022–2027 (USD MILLION) 97
8.2 MOVIES 98
8.2.1 MOVIES SEGMENT TO ACCOUNT FOR LARGEST MARKET SHARE 98
TABLE 34 VIRTUAL PRODUCTION MARKET FOR MOVIES, BY REGION,
2018–2021 (USD MILLION) 98
TABLE 35 VIRTUAL PRODUCTION MARKET FOR MOVIES, BY REGION,
2022–2027 (USD MILLION) 99
8.3 TELEVISION SERIES 99
8.3.1 ADVENT OF OTT PLATFORMS CREATES OPPORTUNITIES FOR MARKET PLAYERS 99
TABLE 36 VIRTUAL PRODUCTION MARKET FOR TELEVISION SERIES, BY REGION,
2018–2021 (USD MILLION) 99
TABLE 37 VIRTUAL PRODUCTION MARKET FOR TELEVISION SERIES, BY REGION,
2022–2027 (USD MILLION) 100
8.4 COMMERCIAL ADVERTISEMENTS 100
8.4.1 CREATIVE RESULTS AT LOWER BUDGETS TO HELP ATTRACT USERS 100
TABLE 38 VIRTUAL PRODUCTION MARKET FOR COMMERCIAL ADVERTISEMENTS,
BY REGION, 2018–2021 (USD MILLION) 100
TABLE 39 VIRTUAL PRODUCTION MARKET FOR COMMERCIAL ADVERTISEMENTS,
BY REGION, 2022–2027 (USD MILLION) 101
8.5 ONLINE VIDEOS 101
8.5.1 POPULARITY OF ON-DEMAND VIDEO CONTENT TO BOOST ONLINE VIDEOS SEGMENT 101
TABLE 40 VIRTUAL PRODUCTION MARKET FOR ONLINE VIDEOS, BY REGION,
2018–2021 (USD MILLION) 101
TABLE 41 VIRTUAL PRODUCTION MARKET FOR ONLINE VIDEOS, BY REGION,
2022–2027 (USD MILLION) 102
8.6 OTHERS 102
TABLE 42 VIRTUAL PRODUCTION MARKET FOR OTHERS, BY REGION,
2018–2021 (USD MILLION) 102
TABLE 43 VIRTUAL PRODUCTION MARKET FOR OTHERS, BY REGION,
2022–2027 (USD MILLION) 103
9 VIRTUAL PRODUCTION MARKET, BY REGION 104
9.1 INTRODUCTION 105
FIGURE 42 VIRTUAL PRODUCTION MARKET, BY REGION 105
FIGURE 43 NORTH AMERICA ESTIMATED TO ACCOUNT FOR LARGEST SHARE OF VIRTUAL PRODUCTION MARKET IN 2022 105
TABLE 44 VIRTUAL PRODUCTION MARKET, BY REGION, 2018–2021 (USD MILLION) 105
TABLE 45 VIRTUAL PRODUCTION MARKET, BY REGION, 2022–2027 (USD MILLION) 106
9.2 NORTH AMERICA 106
FIGURE 44 SNAPSHOT OF VIRTUAL PRODUCTION MARKET IN NORTH AMERICA 107
TABLE 46 VIRTUAL PRODUCTION MARKET IN NORTH AMERICA, BY COUNTRY,
2018–2021 (USD MILLION) 107
TABLE 47 VIRTUAL PRODUCTION MARKET IN NORTH AMERICA, BY COUNTRY,
2022–2027 (USD MILLION) 108
TABLE 48 VIRTUAL PRODUCTION MARKET IN NORTH AMERICA, BY OFFERING,
2018–2021 (USD MILLION) 108
TABLE 49 VIRTUAL PRODUCTION MARKET IN NORTH AMERICA, BY OFFERING,
2022–2027 (USD MILLION) 108
TABLE 50 VIRTUAL PRODUCTION MARKET IN NORTH AMERICA, BY END USER,
2018–2021 (USD MILLION) 109
TABLE 51 VIRTUAL PRODUCTION MARKET IN NORTH AMERICA, BY END USER,
2022–2027 (USD MILLION) 109
9.2.1 US 109
9.2.1.1 Presence of largest film industry 109
TABLE 52 VIRTUAL PRODUCTION MARKET IN US, BY OFFERING,
2018–2021 (USD MILLION) 110
TABLE 53 VIRTUAL PRODUCTION MARKET IN US, BY OFFERING,
2022–2027 (USD MILLION) 110
TABLE 54 VIRTUAL PRODUCTION MARKET IN US, BY END USER,
2018–2021 (USD MILLION) 110
TABLE 55 VIRTUAL PRODUCTION MARKET IN US, BY END USER,
2022–2027 (USD MILLION) 111
9.2.2 CANADA 111
9.2.2.1 Consistent demand for larger virtual production studios 111
TABLE 56 VIRTUAL PRODUCTION MARKET IN CANADA, BY OFFERING,
2018–2021 (USD MILLION) 111
TABLE 57 VIRTUAL PRODUCTION MARKET IN CANADA, BY OFFERING,
2022–2027 (USD MILLION) 112
TABLE 58 VIRTUAL PRODUCTION MARKET IN CANADA, BY END USER,
2018–2021 (USD MILLION) 112
TABLE 59 VIRTUAL PRODUCTION MARKET IN CANADA, BY END USER,
2022–2027 (USD MILLION) 112
9.2.3 MEXICO 113
9.2.3.1 Growing Mexican film and the television industry 113
TABLE 60 VIRTUAL PRODUCTION MARKET IN MEXICO, BY OFFERING,
2018–2021 (USD MILLION) 113
TABLE 61 VIRTUAL PRODUCTION MARKET IN MEXICO, BY OFFERING,
2022–2027 (USD MILLION) 113
TABLE 62 VIRTUAL PRODUCTION MARKET IN MEXICO, BY END USER,
2018–2021 (USD MILLION) 114
TABLE 63 VIRTUAL PRODUCTION MARKET IN MEXICO, BY END USER,
2022–2027 (USD MILLION) 114
9.3 EUROPE 114
FIGURE 45 SNAPSHOT OF VIRTUAL PRODUCTION MARKET IN EUROPE 115
TABLE 64 VIRTUAL PRODUCTION MARKET IN EUROPE, BY COUNTRY,
2018–2021 (USD MILLION) 115
TABLE 65 VIRTUAL PRODUCTION MARKET IN EUROPE, BY COUNTRY,
2022–2027 (USD MILLION) 116
TABLE 66 VIRTUAL PRODUCTION MARKET IN EUROPE, BY OFFERING,
2018–2021 (USD MILLION) 116
TABLE 67 VIRTUAL PRODUCTION MARKET IN EUROPE, BY OFFERING,
2022–2027 (USD MILLION) 116
TABLE 68 VIRTUAL PRODUCTION MARKET IN EUROPE, BY END USER,
2018–2021 (USD MILLION) 117
TABLE 69 VIRTUAL PRODUCTION MARKET IN EUROPE, BY END USER,
2022–2027 (USD MILLION) 117
9.3.1 UK 118
9.3.1.1 Increased spending on film and high-end television production 118
TABLE 70 VIRTUAL PRODUCTION MARKET IN UK, BY OFFERING,
2018–2021 (USD MILLION) 118
TABLE 71 VIRTUAL PRODUCTION MARKET IN UK, BY OFFERING,
2022–2027 (USD MILLION) 118
TABLE 72 VIRTUAL PRODUCTION MARKET IN UK, BY END USER,
2018–2021 (USD MILLION) 119
TABLE 73 VIRTUAL PRODUCTION MARKET IN UK, BY END USER,
2022–2027 (USD MILLION) 119
9.3.2 GERMANY 119
9.3.2.1 Ranks second in European virtual production market 119
TABLE 74 VIRTUAL PRODUCTION MARKET IN GERMANY, BY OFFERING,
2018–2021 (USD MILLION) 120
TABLE 75 VIRTUAL PRODUCTION MARKET IN GERMANY, BY OFFERING,
2022–2027 (USD MILLION) 120
TABLE 76 VIRTUAL PRODUCTION MARKET IN GERMANY, BY END USER,
2018–2021 (USD MILLION) 120
TABLE 77 VIRTUAL PRODUCTION MARKET IN GERMANY, BY END USER,
2022–2027 (USD MILLION) 121
9.3.3 FRANCE 121
9.3.3.1 Increased production and investments in French cinema 121
TABLE 78 VIRTUAL PRODUCTION MARKET IN FRANCE, BY OFFERING,
2018–2021 (USD MILLION) 121
TABLE 79 VIRTUAL PRODUCTION MARKET IN FRANCE, BY OFFERING,
2022–2027 (USD MILLION) 122
TABLE 80 VIRTUAL PRODUCTION MARKET IN FRANCE, BY END USER,
2018–2021 (USD MILLION) 122
TABLE 81 VIRTUAL PRODUCTION MARKET IN FRANCE, BY END USER,
2022–2027 (USD MILLION) 122
9.3.4 REST OF EUROPE 123
TABLE 82 VIRTUAL PRODUCTION MARKET IN REST OF EUROPE, BY OFFERING,
2018–2021 (USD MILLION) 123
TABLE 83 VIRTUAL PRODUCTION MARKET IN REST OF EUROPE, BY OFFERING,
2022–2027 (USD MILLION) 123
TABLE 84 VIRTUAL PRODUCTION MARKET IN REST OF EUROPE, BY END USER,
2018–2021 (USD MILLION) 123
TABLE 85 VIRTUAL PRODUCTION MARKET IN REST OF EUROPE, BY END USER,
2022–2027 (USD MILLION) 124
9.4 ASIA PACIFIC 124
FIGURE 46 SNAPSHOT OF VIRTUAL PRODUCTION MARKET IN ASIA PACIFIC 125
TABLE 86 VIRTUAL PRODUCTION MARKET IN ASIA PACIFIC, BY COUNTRY,
2018–2021 (USD MILLION) 125
TABLE 87 VIRTUAL PRODUCTION MARKET IN ASIA PACIFIC, BY COUNTRY,
2022–2027 (USD MILLION) 126
TABLE 88 VIRTUAL PRODUCTION MARKET IN ASIA PACIFIC, BY OFFERING,
2018–2021 (USD MILLION) 126
TABLE 89 VIRTUAL PRODUCTION MARKET IN ASIA PACIFIC, BY OFFERING,
2022–2027 (USD MILLION) 126
TABLE 90 VIRTUAL PRODUCTION MARKET IN ASIA PACIFIC, BY END USER,
2018–2021 (USD MILLION) 127
TABLE 91 VIRTUAL PRODUCTION MARKET IN ASIA PACIFIC, BY END USER,
2022–2027 (USD MILLION) 127
9.4.1 CHINA 127
9.4.1.1 China to dominate market in Asia Pacific during forecast period 127
TABLE 92 VIRTUAL PRODUCTION MARKET IN CHINA, BY OFFERING,
2018–2021 (USD MILLION) 128
TABLE 93 VIRTUAL PRODUCTION MARKET IN CHINA, BY OFFERING,
2022–2027 (USD MILLION) 128
TABLE 94 VIRTUAL PRODUCTION MARKET IN CHINA, BY END USER,
2018–2021 (USD MILLION) 128
TABLE 95 VIRTUAL PRODUCTION MARKET IN CHINA, BY END USER,
2022–2027 (USD MILLION) 129
9.4.2 JAPAN 129
9.4.2.1 Ranks second in Asia Pacific virtual production market 129
TABLE 96 VIRTUAL PRODUCTION MARKET IN JAPAN, BY OFFERING,
2018–2021 (USD MILLION) 129
TABLE 97 VIRTUAL PRODUCTION MARKET IN JAPAN, BY OFFERING,
2022–2027 (USD MILLION) 130
TABLE 98 VIRTUAL PRODUCTION MARKET IN JAPAN, BY END USER,
2018–2021 (USD MILLION) 130
TABLE 99 VIRTUAL PRODUCTION MARKET IN JAPAN, BY END USER,
2022–2027 (USD MILLION) 130
9.4.3 SOUTH KOREA 130
9.4.3.1 Rising OTT adoption to boost market 130
TABLE 100 VIRTUAL PRODUCTION MARKET IN SOUTH KOREA, BY OFFERING,
2018–2021 (USD MILLION) 131
TABLE 101 VIRTUAL PRODUCTION MARKET IN SOUTH KOREA, BY OFFERING,
2022–2027 (USD MILLION) 131
TABLE 102 VIRTUAL PRODUCTION MARKET IN SOUTH KOREA, BY END USER,
2018–2021 (USD MILLION) 132
TABLE 103 VIRTUAL PRODUCTION MARKET IN SOUTH KOREA, BY END USER,
2022–2027 (USD MILLION) 132
9.4.4 INDIA 132
9.4.4.1 Increasing collaborations to launch new virtual production studios to boost market 132
TABLE 104 VIRTUAL PRODUCTION MARKET IN INDIA, BY OFFERING,
2018–2021 (USD MILLION) 133
TABLE 105 VIRTUAL PRODUCTION MARKET IN INDIA, BY OFFERING,
2022–2027 (USD MILLION) 133
TABLE 106 VIRTUAL PRODUCTION MARKET IN INDIA, BY END USER,
2018–2021 (USD MILLION) 133
TABLE 107 VIRTUAL PRODUCTION MARKET IN INDIA, BY END USER,
2022–2027 (USD MILLION) 134
9.4.5 REST OF ASIA PACIFIC 134
TABLE 108 VIRTUAL PRODUCTION MARKET IN REST OF ASIA PACIFIC, BY OFFERING, 2018–2021 (USD MILLION) 134
TABLE 109 VIRTUAL PRODUCTION MARKET IN REST OF ASIA PACIFIC, BY OFFERING, 2022–2027 (USD MILLION) 135
TABLE 110 VIRTUAL PRODUCTION MARKET IN REST OF ASIA PACIFIC, BY END USER, 2018–2021 (USD MILLION) 135
TABLE 111 VIRTUAL PRODUCTION MARKET IN REST OF ASIA PACIFIC, BY END USER, 2022–2027 (USD MILLION) 135
9.5 REST OF THE WORLD (ROW) 136
TABLE 112 VIRTUAL PRODUCTION MARKET IN REST OF THE WORLD, BY REGION,
2018–2021 (USD MILLION) 136
TABLE 113 VIRTUAL PRODUCTION MARKET IN REST OF THE WORLD, BY REGION,
2022–2027 (USD MILLION) 136
TABLE 114 VIRTUAL PRODUCTION MARKET IN REST OF THE WORLD, BY OFFERING, 2018–2021 (USD MILLION) 136
TABLE 115 VIRTUAL PRODUCTION MARKET IN REST OF THE WORLD, BY OFFERING, 2022–2027 (USD MILLION) 137
TABLE 116 VIRTUAL PRODUCTION MARKET IN REST OF THE WORLD, BY END USER, 2018–2021 (USD MILLION) 137
TABLE 117 VIRTUAL PRODUCTION MARKET IN REST OF THE WORLD, BY END USER, 2022–2027 (USD MILLION) 137
9.5.1 SOUTH AMERICA 138
9.5.1.1 Growing film industry to boost adoption of virtual production 138
TABLE 118 VIRTUAL PRODUCTION MARKET IN SOUTH AMERICA, BY OFFERING,
2018–2021 (USD MILLION) 138
TABLE 119 VIRTUAL PRODUCTION MARKET IN SOUTH AMERICA, BY OFFERING,
2022–2027 (USD MILLION) 138
TABLE 120 VIRTUAL PRODUCTION MARKET IN SOUTH AMERICA, BY END USER,
2018–2021 (USD MILLION) 139
TABLE 121 VIRTUAL PRODUCTION MARKET IN SOUTH AMERICA, BY END USER,
2022–2027 (USD MILLION) 139
9.5.2 MIDDLE EAST & AFRICA 139
9.5.2.1 Middle East & Africa to account for larger share of market in Rest of the World 139
TABLE 122 VIRTUAL PRODUCTION MARKET IN MIDDLE EAST & AFRICA, BY OFFERING, 2018–2021 (USD MILLION) 140
TABLE 123 VIRTUAL PRODUCTION MARKET IN MIDDLE EAST & AFRICA, BY OFFERING, 2022–2027 (USD MILLION) 140
TABLE 124 VIRTUAL PRODUCTION MARKET IN MIDDLE EAST & AFRICA, BY END USER, 2018–2021 (USD MILLION) 140
TABLE 125 VIRTUAL PRODUCTION MARKET IN MIDDLE EAST & AFRICA, BY END USER, 2022–2027 (USD MILLION) 141
10 COMPETITIVE LANDSCAPE 142
10.1 VIRTUAL PRODUCTION OVERVIEW 142
10.2 MARKET EVALUATION FRAMEWORK 142
TABLE 126 OVERVIEW OF STRATEGIES DEPLOYED BY KEY VIRTUAL PRODUCTION COMPANIES 142
10.2.1 PRODUCT PORTFOLIO 143
10.2.2 REGIONAL FOCUS 143
10.2.3 MANUFACTURING FOOTPRINT 143
10.2.4 ORGANIC/INORGANIC STRATEGIES 143
10.3 MARKET SHARE ANALYSIS, 2021 144
TABLE 127 VIRTUAL PRODUCTION MARKET: MARKET SHARE ANALYSIS (2021) 144
10.4 FIVE-YEAR COMPANY REVENUE ANALYSIS 145
FIGURE 47 FIVE-YEAR REVENUE ANALYSIS OF TOP FIVE PLAYERS IN VIRTUAL PRODUCTION MARKET, 2017 TO 2021 145
10.5 KEY COMPANY EVALUATION QUADRANT 146
10.5.1 STARS 146
10.5.2 EMERGING LEADERS 146
10.5.3 PERVASIVE PLAYERS 146
10.5.4 PARTICIPANTS 146
FIGURE 48 VIRTUAL PRODUCTION MARKET: COMPANY EVALUATION QUADRANT, 2021 147
10.6 COMPANY FOOTPRINT 148
TABLE 128 COMPANY FOOTPRINT 148
TABLE 129 COMPANY-WISE OFFERING FOOTPRINT 149
TABLE 130 COMPANY-WISE END USER FOOTPRINT 150
TABLE 131 COMPANY-WISE REGION FOOTPRINT 151
10.7 COMPETITIVE SCENARIOS AND TRENDS 152
10.7.1 PRODUCT LAUNCHES 152
TABLE 132 PRODUCT LAUNCHES, JANUARY 2021 AND JANUARY 2022 152
10.7.2 DEALS 154
TABLE 133 DEALS, JANUARY 2021 AND JANUARY 2022 154
10.7.3 OTHERS 155
TABLE 134 CONTRACTS AND EXPANSIONS, JANUARY 2020 AND JANUARY 2022 155
11 COMPANY PROFILES 157
11.1 KEY COMPANIES 157
(Business Overview, Products Offered, Recent Developments, and MnM View (Key strengths/Right to Win, Strategic Choices Made, and Weaknesses and Competitive Threats))*
11.1.1 ADOBE INC. 157
TABLE 135 ADOBE INC.: BUSINESS OVERVIEW 157
FIGURE 49 ADOBE INC.: COMPANY SNAPSHOT 158
TABLE 136 ADOBE INC.: PRODUCTS OFFERED 159
TABLE 137 ADOBE INC.: PRODUCT LAUNCHES 160
TABLE 138 ADOBE INC.: DEALS 160
11.1.2 NVIDIA CORPORATION 162
TABLE 139 NVIDIA CORPORATION: BUSINESS OVERVIEW 162
FIGURE 50 NVIDIA CORPORATION: COMPANY SNAPSHOT 163
TABLE 140 NVIDIA CORPORATION: PRODUCTS OFFERED 163
TABLE 141 NVIDIA CORPORATION: PRODUCT LAUNCHES 164
11.1.3 SONY GROUP 167
TABLE 142 SONY GROUP: BUSINESS OVERVIEW 167
FIGURE 51 SONY GROUP: COMPANY SNAPSHOT 168
TABLE 143 SONY GROUP: PRODUCTS OFFERED 169
TABLE 144 SONY GROUP: PRODUCT LAUNCHES 170
TABLE 145 SONY GROUP: DEALS 171
TABLE 146 SONY GROUP: OTHERS 172
11.1.4 AUTODESK, INC. 174
TABLE 147 AUTODESK, INC.: BUSINESS OVERVIEW 174
FIGURE 52 AUTODESK, INC.: COMPANY SNAPSHOT 175
TABLE 148 AUTODESK, INC.: PRODUCTS OFFERED 175
TABLE 149 AUTODESK, INC.: DEALS 177
11.1.5 TECHNICOLOR 179
TABLE 150 TECHNICOLOR: BUSINESS OVERVIEW 179
FIGURE 53 TECHNICOLOR: COMPANY SNAPSHOT 180
TABLE 151 TECHNICOLOR: PRODUCTS OFFERED 180
TABLE 152 TECHNICOLOR: DEALS 181
TABLE 153 TECHNICOLOR: OTHERS 182
11.1.6 HTC CORPORATION 183
TABLE 154 HTC CORPORATION: BUSINESS OVERVIEW 183
FIGURE 54 HTC CORPORATION: COMPANY SNAPSHOT 184
TABLE 155 HTC CORPORATION: PRODUCTS OFFERED 184
TABLE 156 HTC CORPORATION: PRODUCT LAUNCHES 185
11.1.7 VICON MOTION SYSTEMS LTD 186
TABLE 157 VICON MOTION SYSTEMS LTD: BUSINESS OVERVIEW 186
FIGURE 55 VICON MOTION SYSTEMS LTD: COMPANY SNAPSHOT 187
TABLE 158 VICON MOTION SYSTEMS LTD: PRODUCTS OFFERED 187
TABLE 159 VICON MOTION SYSTEMS LTD: PRODUCT LAUNCHES 188
TABLE 160 VICON MOTION SYSTEMS LTD: DEALS 188
TABLE 161 VICON MOTION SYSTEMS LTD: OTHERS 189
11.1.8 SIDEFX 190
TABLE 162 SIDEFX: BUSINESS OVERVIEW 190
TABLE 163 SIDEFX: PRODUCTS OFFERED 190
TABLE 164 SIDEFX: PRODUCT LAUNCHES 191
11.1.9 EPIC GAMES 192
TABLE 165 EPIC GAMES: BUSINESS OVERVIEW 192
TABLE 166 EPIC GAMES: PRODUCTS OFFERED 192
TABLE 167 EPIC GAMES: PRODUCT LAUNCHES 193
11.1.10 MO-SYS ENGINEERING LTD. 194
TABLE 168 MO-SYS ENGINEERING LTD.: BUSINESS OVERVIEW 194
TABLE 169 MO-SYS ENGINEERING LTD.: PRODUCTS OFFERED 194
TABLE 170 MO-SYS ENGINEERING LTD.: PRODUCT LAUNCHES 195
TABLE 171 MO-SYS ENGINEERING LTD.: DEALS 196
11.1.11 PERFORCE SOFTWARE, INC. 198
TABLE 172 PERFORCE SOFTWARE, INC.: BUSINESS OVERVIEW 198
TABLE 173 PERFORCE SOFTWARE, INC.: PRODUCTS OFFERED 198
TABLE 174 PERFORCE SOFTWARE, INC.: DEALS 199
11.1.12 THE WALT DISNEY COMPANY 200
TABLE 175 THE WALT DISNEY COMPANY: BUSINESS OVERVIEW 200
FIGURE 56 THE WALT DISNEY COMPANY: COMPANY SNAPSHOT 201
TABLE 176 THE WALT DISNEY COMPANY: PRODUCTS OFFERED 202
TABLE 177 THE WALT DISNEY COMPANY: PRODUCT LAUNCHES 203
11.2 OTHER PLAYERS 204
11.2.1 DNEG 204
TABLE 178 DNEG: COMPANY OVERVIEW 204
11.2.2 TILTLABS 205
TABLE 179 TILTLABS: COMPANY OVERVIEW 205
11.2.3 PLANAR SYSTEMS, INC. 206
TABLE 180 PLANAR SYSTEMS, INC.: COMPANY OVERVIEW 206
11.2.4 VIRSABI 207
TABLE 181 VIRSABI: COMPANY OVERVIEW 207
11.2.5 PRODUCTION RESOURCE GROUP, LLC 208
TABLE 182 PRODUCTION RESOURCE GROUP, LLC: COMPANY OVERVIEW 208
11.2.6 DIMENSION 209
TABLE 183 DIMENSION: COMPANY OVERVIEW 209
11.2.7 RECODE XR STUDIO 210
TABLE 184 RECODE XR STUDIO: COMPANY OVERVIEW 210
11.2.8 VŪ TECHNOLOGIES 211
TABLE 185 VŪ TECHNOLOGIES: COMPANY OVERVIEW 211
11.2.9 80SIX LTD. 212
TABLE 186 80SIX LTD.: COMPANY OVERVIEW 212
11.2.10 ROE VISUAL 213
TABLE 187 ROE VISUAL: COMPANY OVERVIEW 213
11.2.11 BORIS FX, INC. 214
TABLE 188 BORIS FX, INC.: COMPANY OVERVIEW 214
11.2.12 INSTA360 215
TABLE 189 INSTA360: COMPANY OVERVIEW 215
11.2.13 360RIZE 215
TABLE 190 360RIZE: COMPANY OVERVIEW 215
11.2.14 WĒTĀ FX 216
TABLE 191 WĒTĀ FX: COMPANY OVERVIEW 216
*Details on Business Overview, Products Offered, Recent Developments, and MnM View (Key strengths/Right to Win, Strategic Choices Made, and Weaknesses and Competitive Threats) might not be captured in case of unlisted companies.
12 APPENDIX 217
12.1 DISCUSSION GUIDE 217
12.2 KNOWLEDGESTORE: MARKETSANDMARKETS’ SUBSCRIPTION PORTAL 220
12.3 CUSTOMIZATION OPTIONS 222
12.4 RELATED REPORTS 222
12.5 AUTHOR DETAILS 223
世界のバーチャルプロダクション市場(~2027年):提供別(ハードウェア、ソフトウェア、サービス)、種類別(プリプロダクション、プロダクション、ポストプロダクション)、エンドユーザー別(映画、テレビシリーズ、商業広告、オンラインビデオ)、地域別 |
【英語タイトル】Virtual Production Market by Offering (Hardware, Software, Services), Type (Pre-Production, Production, Post-Production), End User (Movies, Television Series, Commercial Advertisement, Online Videos), Region - Global Forecast to 2027 | |
![]() | ・商品コード:SE8136-22 ・発行会社(調査会社):MarketsandMarkets ・発行日:2022年7月18日 ・ページ数:217 ・レポート言語:英語 ・レポート形式:PDF ・納品方法:Eメール(受注後24時間以内) ・調査対象地域:グローバル ・産業分野:IT |
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MarketsandMarkets社の最新調査レポートによると、世界のバーチャルプロダクション市場規模は、2022年26億ドルから2027年51億ドルまで年平均14.5%拡大すると見込まれています。当書ではバーチャルプロダクションの世界市場を総合的に調査・分析し、イントロダクション、調査手法、エグゼクティブサマリー、プレミアムインサイト、市場概要、提供別(ハードウェア、ソフトウェア、サービス)分析、種類別(プリプロダクション、プロダクション、ポストプロダクション)分析、エンドユーザー別(映画、テレビシリーズ、商業広告、オンラインビデオ、その他)分析、地域別分析、競争状況、企業情報など、以下の項目を掲載しています。 ・イントロダクション ・調査手法 ・エグゼクティブサマリー ・プレミアムインサイト ・市場概要 ・世界のバーチャルプロダクション市場規模:提供別(ハードウェア、ソフトウェア、サービス) ・世界のバーチャルプロダクション市場規模:種類別(プリプロダクション、プロダクション、ポストプロダクション) ・世界のバーチャルプロダクション市場規模:エンドユーザー別(映画、テレビシリーズ、商業広告、オンラインビデオ、その他) ・世界のバーチャルプロダクション市場規模:地域別 ・競争状況 ・企業情報 |
“The global virtual production market size is estimated to be USD 2.6 billion in 2022 and is projected to reach 5.1 billion by 2027, at a CAGR of 14.5% during the forecast period.”
The market has a promising growth potential due to several factors, surging adoption of OTT, increasing implementation of LED Wall technology, and rising demand due to pandemic.
Virtual production is the process of creating the digital world, beginning with the inception of the movie and ending with the final VFX, centered around real-time interaction on the set. Virtual production has the ability to mix live footage and computer graphics at the same time, enable real-time feedback, and make decisions on the set about the VFX and animation.
“Software: The fastest-growing segment of the virtual production market, by offering“
In 2021, the software segment accounted for the largest share of the virtual production market. The advent of technology and the amalgamation of various other next-generation technologies such as machine learning (ML), artificial intelligence (AI), augmented reality (AR), virtual reality (VR), extended reality (XR), deep learning, along with virtual production has bolstered growth. Continuous organic and inorganic growth strategies adopted by virtual production ecosystem players have enhanced the growth of the market. For instance, In February 2022, Mo-Sys Engineering Ltd. announced that its precision camera tracking system, StarTracker, is fully supported by Assimilate’s Live FX software.
“Post-production: The largest end user segment of the virtual production market.”
In 2021, the post-production segment accounted for the largest share of the global virtual production market. As of the present, virtual production is at a nascent stage and very few films are produced entirely through virtual production. In hybrid production models, a few shots are shot through virtual production, and wherein some are completely dependent upon VFX, post-production plays a crucial role
“North America: The largest region in the virtual production market.”
North America led the virtual production market in 2021. The key factors driving the growth of the North American virtual production market include the rising demand for visual effects in movie production and the increasing adoption of studio-based production owing to the restrictions caused by the pandemic. Further, most of the players in the ecosystem account for large market shares in the North American region when compared to those in other regions.
Breakdown of primaries
The study contains insights from various industry experts, ranging from component suppliers to Tier 1 companies and OEMs. The break-up of the primaries is as follows:
• By Company Type– Tier 1- 45%, Tier 2- 35% Tier 3 – 20%
• By Designation— C level – 32%, Managers – 40%, Other Level – 28%
• By Region— North America – 37%, Europe – 40%, Asia Pacific – 15%, RoW- 8%,
The virtual production market is dominated by a few globally established players such as Adobe Inc. (US), NVIDIA Corporation (US), Sony Group (Japan), Autodesk Inc. (US), Technicolor (France), and HTC Corporation (Taiwan).
The study includes an in-depth competitive analysis of these key players in the virtual production market, with their company profiles, recent developments, and key market strategies.
Research Coverage:
The report segments the virtual production market and forecasts its size, by volume and value, based on region (Asia Pacific, Europe, North America, and RoW), offering(hardware, software and services), type (pre-production, production, post-production), and end users (movies, television series, commercial advertisements, online videos, and others)
The report also provides a comprehensive review of market drivers, restraints, opportunities, and challenges in the virtual production market. The report also covers qualitative aspects in addition to the quantitative aspects of these markets.
Key Benefits of Buying the Report:
The report will help the leaders/new entrants in this market with information on the closest approximations of the revenue numbers for the overall market and the sub-segments. This report will help stakeholders understand the competitive landscape and gain more insights to better position their businesses and plan suitable go-to-market strategies. The report also helps stakeholders understand the pulse of the virtual production market and provides them information on key market drivers, restraints, challenges, and opportunities.
★調査レポート[世界のバーチャルプロダクション市場(~2027年):提供別(ハードウェア、ソフトウェア、サービス)、種類別(プリプロダクション、プロダクション、ポストプロダクション)、エンドユーザー別(映画、テレビシリーズ、商業広告、オンラインビデオ)、地域別] (コード:SE8136-22)販売に関する免責事項を必ずご確認ください。 |
★調査レポート[世界のバーチャルプロダクション市場(~2027年):提供別(ハードウェア、ソフトウェア、サービス)、種類別(プリプロダクション、プロダクション、ポストプロダクション)、エンドユーザー別(映画、テレビシリーズ、商業広告、オンラインビデオ)、地域別]についてメールでお問い合わせ |