封面
市場調查報告書
商品編碼
1238731

電影、電視劇VFX的全球市場 - 預測與展望(2023年~2028年)

Film and Episodic VFX Market - Global Outlook & Forecast 2023-2028

出版日期: | 出版商: Arizton Advisory & Intelligence | 英文 208 Pages | 訂單完成後即時交付

價格

全球薄膜、電視劇VFX的市場規模,2022年~2028年預計以11.54%的年複合成長率成長。OTT平台的普及,及千禧新生代和Z世代的日益流行,成為促進市場成長的要素。

本報告提供全球薄膜、電視劇VFX市場相關調查分析,市場規模與預測,促進因素,競爭情形等資訊。

目錄

第1章 調查手法

第2章 調查目的

第3章 調查流程

第4章 範圍

第5章 報告的前提條件與注意事項

第6章 主要考察

  • 市場概要
  • 市場動態:主要趨勢,促進因素,阻礙因素
    • 市場趨勢
    • 推動市場要素
    • 阻礙市場要素
  • 市場區隔分析
  • 地區的分析
  • 競爭情形

第7章 市場概要

第8章 簡介

  • 概要
  • VFX產業的指數函數性的演進
  • VFX產業的新湧現趨勢
  • VFX所使用的軟體
  • VFX對娛樂產業的影響
  • VFX技術
  • VFX服務供應商

第9章 市場機會及趨勢

第10章 促進市場成長的要素

第11章 阻礙市場要素

第12章 市場形勢

  • 市場規模與預測
  • 波特的五力分析

第13章 技術

  • 市場概要
  • CG
  • 合成
  • 動作捕捉

第14章 使用法

  • 市場概述與成長引擎
  • 市場概要
  • 電影(劇場,數位)
  • 數位電視劇
  • TV的電視劇,電影

第15章 地區

  • 市場概述與成長引擎
  • 地理概要

第16章 北美

  • 市場規模與預測
  • 使用法
  • 主要國家
    • 美國:市場規模與預測
    • 加拿大:市場規模與預測

第17章 歐洲

  • 市場規模與預測
  • 使用法
  • 主要國家
    • 英國:市場規模與預測
    • 德國:市場規模與預測
    • 法國:市場規模與預測
    • 義大利:市場規模與預測
    • 西班牙:市場規模與預測

第18章 亞太地區

  • 市場規模與預測
  • 使用法
  • 主要國家
    • 中國:市場規模與預測
    • 日本:市場規模與預測
    • 印度:市場規模與預測
    • 韓國:市場規模與預測
    • 澳洲:市場規模與預測

第19章 南美

  • 市場規模與預測
  • 使用法
  • 主要國家
    • 巴西:市場規模與預測
    • 墨西哥:市場規模與預測

第20章 中東、非洲

  • 市場規模與預測
  • 使用法
  • 主要國家
    • GCC:市場規模與預測
    • 南非:市場規模與預測

第21章 競爭情形

  • 競爭概要

第22章 主要企業簡介

  • DNEG
  • WETA FX
  • FRAMESTORE
  • TECHNICOLOR CREATIVE STUDIOS
  • INDUSTRIAL LIGHT & MAGIC

第23章 其他著名的供應商

  • RODEO FX
  • SCANLINE VFX
  • SONY PICTURES IMAGEWORKS
  • DIGITAL DOMAIN
  • CINESITE
  • ZOIC STUDIOS
  • ANIMAL LOGIC
  • FUSEFX
  • PIXOMONDO
  • OUTPOST
  • THE THIRD FLOOR
  • METHOD STUDIOS
  • REALTIME
  • VFX LEGION
  • MILK
  • COSA VFX
  • WHISKYTREE
  • WORLDWIDE FX
  • BLACKMAGICDESIGN
  • ABSOLUTE POST
  • LUMA PICTURES
  • LOLA VISUAL EFFECTS
  • FREEFOLK
  • GLASSWORKS
  • STREAMLAND MEDIA

第24章 報告摘要

  • 重要事項
  • 策略性推薦事項

第25章 定量性摘要

第26章 附錄

Product Code: ARZ230210

The global film and episodic VFX market size is expected to grow at a CAGR of 11.54% from 2022 to 2028

MARKET TRENDS & DRIVERS

Rising Penetration of OTT Platforms

Owing to the increasing demand for binge-watch content such as web series, films, and documentaries from audiences, coupled with shooting constraints in the filmmaking industry, there has been a massive demand for VFX content from the OTT industry. These platforms are widely accepted and appreciated for their ease of usage and personalized approach. Affordability is also one of the key factors. The surge in demand for online content influenced the requirement for VFX. About 70% of consumers have a subscription to at least one of the OTT platforms, and more than 45% subscribe to two or more OTT services.

Rising Penetration of the VFX & Animation Industry

The growing fondness for adult animation and VFX projects and the proliferation of new animation styles over the last half of the decade have driven a new acceptance of VFX and animation. Consumers across the world are highly interested in engaging in high-definition visual experiences. With realistic animation and engaging visual effects, moviegoers want high-quality productions. Therefore, studios are integrating more animation and VFX shots into their films and series. Consumers consume more immersive content through multiple channels, including ultra-high-definition TVs, smartphones, tablets, and head-mounted devices. Due to the increasing internet penetration and access to multimedia devices, customers are increasingly spending time streaming digital content. For animation and VFX, streaming video is the fastest-growing distribution channel. This growth can be ascribed to the exponential rise in the number of online video viewers across the globe and further propelling the film and episodic VFX market.

INDUSTRY RESTRAINTS

Shortage of Skilled VFX Artists

The demand for skilled talent in the VFX industry has been increasing for several years and is expected to increase during the forecast period. VFX is a demanding, competitive, yet rewarding industry that allows artists to travel worldwide to complete freelance and project-based work. The shortage of VFX artists hinders film and episodic VFX market growth as there is an imperative need for talent in the VFX studio. Therefore, this shortage of skilled personnel presents a situation where some studios either lose out on work completely or miss deadlines.

SEGMENTATION INSIGHTS

INSIGHTS BY TECHNOLOGY

The global film and episodic VFX market by technology is segmented as CGI (Computer Generated Imagery), Compositing, and Motion Capture. CGI (Computer Generated Imagery) has dominated the global film and episodic market with several movies, from drama to blockbusters. CGI uses computer graphics in art and media, including 2D or 3D animations, renderings, or objects. The type of art media can be a television program, film, simulation, or video game. CGI can be used in films, varying from science fiction epics to quiet, intimate dramas. Presently CGI has gained higher popularity as it is used in every field of education and learning. Architects and engineers use CGI in the form of architectural maps, 3D models, blueprints, and others. CGI technology in film & episodic includes 3D models of monsters, people, explosions, buildings, cars, and other things. Then these 3D models are put in a live-action scenario, for example, an explosion of a car blown up or a monster attacking a city.

Segmentation by Technology

  • CGI (Computer Generated Imagery)
  • Compositing
  • Motion Capture

INSIGHTS BY USAGE

The film (theatrical and digital) usage segment is expected to hold the highest global film and episodic VFX market share and is growing at a CAGR of 14.09% during the forecast period. This segment includes the VFX used to design digital and theatrical films. Over the last 20 years, there has been huge innovation and progress in VFX films. Visual effects are essential in movie production, mainly in Hollywood blockbusters. It enables the filmmakers to add a sense of scale to the experience. The recent increase in computer-generated imagery (CGI) development and popularity has transformed how visual effects are created in films. Commonly used VFX in films involves creature creations, fire, explosions, and the destruction of objects. Avatar: The Way of the Water, one of the films that made use of VFX in 2022, has designed some next-level VFX for this sequel to James Cameron's Avatar, mainly in the realm of underwater performance capture, performance capture, and the rendering of realistic above and below-water imagery.

Segmentation by Usage

  • Film (Theatrical and Digital)
  • Digital Episodic
  • TV Episodic and Film

GEOGRAPHICAL ANALYSIS

  • North America dominated the global film and episodic VFX market in 2022. The demand for film and episodic VFX contests remains at an all-time high in the U.S. and Canada. The high adoption of android and iOS devices across the region and better connectivity infrastructure contribute to the region's high share in the global market. The high bandwidth offered with the launch of 5G connectivity increased the popularity of watching films & series across the region.
  • Europe's film and episodic VFX market was valued at USD 1.4 billion in 2022. Europe followed North America, which the UK, Germany, France, Italy, and Spain led. Demand for film & episodic VFX in the European industry is growing, while upgrades and innovative offerings also drive industry growth. New media technologies have opened the European market, driving intense competition in the news space and putting traditional agencies in the financial doldrums. Hence, these agencies are diversifying the content they produce in VFX films & series to bolster the media & entertainment industry.

Segmentation by Geography

  • North America
    • US
    • Canada
  • Europe
    • Germany
    • UK
    • Italy
    • France
    • Spain
  • APAC
    • China
    • Japan
    • India
    • South Korea
    • Australia
  • Latin America
    • Brazil
    • Mexico
  • Middle East & Africa
    • GCC
    • South Africa

COMPETITIVE LANDSCAPE

DNEG, Weta FX, Framestore, Technicolor Creative Studios, and Industrial Light & Magic are the key companies in the global film and episodic VFX market. The presence of a large number of players in the market characterizes the global film and episodic VFX market. The rising competition is pressuring various vendors to continuously innovate their offerings with a unique value proposition to survive in the industry. The companies must invest significant money in research and development to introduce new technologies and enhance their offering. Although established players dominate the industry, there are tremendous growth opportunities for new entrants in the market. The market competition will intensify further due to the expansion of portfolios and continuous innovations. The significant growth opportunities the VFX market offers encourage more players to expand the domestic market.

Key Vendors

  • DNEG
  • Weta FX
  • Framestore
  • Technicolor Creative Studios
  • Industrial Light & Magic

Other Prominent Vendors

  • Rodeo FX
  • Scanline VFX
  • Sony Pictures Imageworks
  • Digital Domain
  • Cinesite
  • Zoic Studios
  • Animal Logic
  • FuseFX
  • Pixomondo
  • Outpost
  • The Third Floor
  • Method Studios
  • REALTIME
  • VFX Legion
  • Milk
  • CoSA VFX
  • Whiskytree
  • Worldwide FX
  • Blackmagic Design Pty. Ltd.
  • Absolute Post
  • Luma Pictures
  • Lola Visual Effects
  • Freefolk
  • Glassworks
  • Streamland Media

KEY QUESTIONS ANSWERED

  • 1. How big is the film and episodic VFX market?
  • 2. What is the growth rate of the film and episodic VFX market?
  • 3. Who are the key players in the global film and episodic VFX market?
  • 4. What are the key driving factors in the film and episodic VFX market?
  • 5. Which region dominates the global film and episodic VFX market?

TABLE OF CONTENTS

1 RESEARCH METHODOLOGY

2 RESEARCH OBJECTIVES

3 RESEARCH PROCESS

4 SCOPE & COVERAGE

  • 4.1 MARKET DEFINITION
    • 4.1.1 INCLUSIONS
    • 4.1.2 EXCLUSIONS
    • 4.1.3 MARKET ESTIMATION CAVEATS
  • 4.2 BASE YEAR
  • 4.3 SCOPE OF THE STUDY
  • 4.4 MARKET SEGMENTATION
    • 4.4.1 MARKET SEGMENTATION BY USAGE
    • 4.4.2 MARKET SEGMENTATION BY TECHNOLOGY
    • 4.4.3 MARKET SEGMENTATION BY GEOGRAPHY

5 REPORT ASSUMPTIONS & CAVEATS

  • 5.1 KEY CAVEATS
  • 5.2 CURRENCY CONVERSION
  • 5.3 MARKET DERIVATION

6 PREMIUM INSIGHTS

  • 6.1 MARKET OVERVIEW
  • 6.2 MARKET DYNAMICS: KEY TRENDS, DRIVERS, AND RESTRAINTS
    • 6.2.1 MARKET TRENDS
    • 6.2.2 MARKET ENABLERS
    • 6.2.3 MARKET RESTRAINTS
  • 6.3 SEGMENT ANALYSIS
  • 6.4 GEOGRAPHICAL ANALYSIS
  • 6.5 COMPETITIVE LANDSCAPE

7 MARKET AT A GLANCE

8 INTRODUCTION

  • 8.1 OVERVIEW
  • 8.2 EXPONENTIAL EVOLUTION OF VFX INDUSTRY
  • 8.3 BUDDING TRENDS IN VFX INDUSTRY
  • 8.4 SOFTWARE USED FOR VFX
  • 8.5 IMPACT OF VFX ON ENTERTAINMENT INDUSTRY
  • 8.6 VFX TECHNOLOGIES
  • 8.7 VFX SERVICE PROVIDERS

9 MARKET OPPORTUNITIES & TRENDS

  • 9.1 RISING PENETRATION OF OTT PLATFORMS
  • 9.2 INCREASING PENETRATION OF 5G NETWORK
  • 9.3 GROWING ADOPTION OF AR & VR TECHNOLOGY

10 MARKET GROWTH ENABLERS

  • 10.1 RISING PENETRATION OF VFX & ANIMATION INDUSTRY
  • 10.2 INCREASING POPULARITY AMONG MILLENNIAL & GEN Z POPULATIONS
  • 10.3 INCREASING NUMBER OF INTERNET USERS AND SMARTPHONE PENETRATION

11 MARKET RESTRAINTS

  • 11.1 SHORTAGE OF SKILLED VFX ARTISTS
  • 11.2 HIGHLY COMPETITIVE MARKETPLACE

12 MARKET LANDSCAPE

  • 12.1 MARKET SIZE & FORECAST
  • 12.2 FIVE FORCES ANALYSIS
    • 12.2.1 THREAT OF NEW ENTRANTS
    • 12.2.2 BARGAINING POWER OF SUPPLIERS
    • 12.2.3 BARGAINING POWER OF BUYERS
    • 12.2.4 THREAT OF SUBSTITUTES
    • 12.2.5 COMPETITIVE RIVALRY

13 TECHNOLOGY

  • 13.1 MARKET OVERVIEW
  • 13.2 CGI
    • 13.2.1 MARKET OVERVIEW
  • 13.3 COMPOSITING
    • 13.3.1 MARKET OVERVIEW
  • 13.4 MOTION CAPTURE
    • 13.4.1 MARKET OVERVIEW

14 USAGE

  • 14.1 MARKET SNAPSHOT & GROWTH ENGINE
  • 14.2 MARKET OVERVIEW
  • 14.3 FILM (THEATRICAL AND DIGITAL)
    • 14.3.1 MARKET SIZE & FORECAST
    • 14.3.2 MARKET BY GEOGRAPHY
  • 14.4 DIGITAL EPISODIC
    • 14.4.1 MARKET SIZE & FORECAST
    • 14.4.2 MARKET BY GEOGRAPHY
  • 14.5 TV EPISODIC AND FILM
    • 14.5.1 MARKET SIZE & FORECAST
    • 14.5.2 MARKET BY GEOGRAPHY

15 GEOGRAPHY

  • 15.1 MARKET SNAPSHOT & GROWTH ENGINE
  • 15.2 GEOGRAPHIC OVERVIEW

16 NORTH AMERICA

  • 16.1 MARKET SIZE & FORECAST
  • 16.2 USAGE
    • 16.2.1 MARKET SIZE & FORECAST
  • 16.3 KEY COUNTRIES
    • 16.3.1 US: MARKET SIZE & FORECAST
    • 16.3.2 CANADA: MARKET SIZE & FORECAST

17 EUROPE

  • 17.1 MARKET SIZE & FORECAST
  • 17.2 USAGE
    • 17.2.1 MARKET SIZE & FORECAST
  • 17.3 KEY COUNTRIES
    • 17.3.1 UK: MARKET SIZE & FORECAST
    • 17.3.2 GERMANY: MARKET SIZE & FORECAST
    • 17.3.3 FRANCE: MARKET SIZE & FORECAST
    • 17.3.4 ITALY: MARKET SIZE & FORECAST
    • 17.3.5 SPAIN: MARKET SIZE & FORECAST

18 APAC

  • 18.1 MARKET SIZE & FORECAST
  • 18.2 USAGE
    • 18.2.1 MARKET SIZE & FORECAST
  • 18.3 KEY COUNTRIES
    • 18.3.1 CHINA: MARKET SIZE & FORECAST
    • 18.3.2 JAPAN: MARKET SIZE & FORECAST
    • 18.3.3 INDIA: MARKET SIZE & FORECAST
    • 18.3.4 SOUTH KOREA: MARKET SIZE & FORECAST
    • 18.3.5 AUSTRALIA: MARKET SIZE & FORECAST

19 LATIN AMERICA

  • 19.1 MARKET SIZE & FORECAST
  • 19.2 USAGE
    • 19.2.1 MARKET SIZE & FORECAST
  • 19.3 KEY COUNTRIES
    • 19.3.1 BRAZIL: MARKET SIZE & FORECAST
    • 19.3.2 MEXICO: MARKET SIZE & FORECAST

20 MIDDLE EAST & AFRICA

  • 20.1 MARKET SIZE & FORECAST
  • 20.2 USAGE
    • 20.2.1 MARKET SIZE & FORECAST
  • 20.3 KEY COUNTRIES
    • 20.3.1 GCC: MARKET SIZE & FORECAST
    • 20.3.2 SOUTH AFRICA: MARKET SIZE & FORECAST

21 COMPETITIVE LANDSCAPE

  • 21.1 COMPETITION OVERVIEW

22 KEY COMPANY PROFILES

  • 22.1 DNEG
    • 22.1.1 BUSINESS OVERVIEW
    • 22.1.2 WORK
    • 22.1.3 KEY STRATEGIES
    • 22.1.4 KEY STRENGTHS
    • 22.1.5 KEY OPPORTUNITIES
  • 22.2 WETA FX
    • 22.2.1 BUSINESS OVERVIEW
    • 22.2.2 WORK
    • 22.2.3 KEY STRATEGIES
    • 22.2.4 KEY STRENGTHS
    • 22.2.5 KEY OPPORTUNITIES
  • 22.3 FRAMESTORE
    • 22.3.1 BUSINESS OVERVIEW
    • 22.3.2 WORK
    • 22.3.3 KEY STRATEGIES
    • 22.3.4 KEY STRENGTHS
    • 22.3.5 KEY OPPORTUNITIES
  • 22.4 TECHNICOLOR CREATIVE STUDIOS
    • 22.4.1 BUSINESS OVERVIEW
    • 22.4.2 PRODUCT OFFERINGS
    • 22.4.3 KEY STRATEGIES
    • 22.4.4 KEY STRENGTHS
    • 22.4.5 KEY OPPORTUNITIES
  • 22.5 INDUSTRIAL LIGHT & MAGIC
    • 22.5.1 BUSINESS OVERVIEW
    • 22.5.2 WORK
    • 22.5.3 KEY STRATEGIES
    • 22.5.4 KEY STRENGTHS
    • 22.5.5 KEY OPPORTUNITIES

23 OTHER PROMINENT VENDORS

  • 23.1 RODEO FX
    • 23.1.1 BUSINESS OVERVIEW
    • 23.1.2 WORK
  • 23.2 SCANLINE VFX
    • 23.2.1 BUSINESS OVERVIEW
    • 23.2.2 WORK
  • 23.3 SONY PICTURES IMAGEWORKS
    • 23.3.1 BUSINESS OVERVIEW
    • 23.3.2 WORK
  • 23.4 DIGITAL DOMAIN
    • 23.4.1 BUSINESS OVERVIEW
    • 23.4.2 WORK
  • 23.5 CINESITE
    • 23.5.1 BUSINESS OVERVIEW
    • 23.5.2 WORK
  • 23.6 ZOIC STUDIOS
    • 23.6.1 BUSINESS OVERVIEW
    • 23.6.2 WORK
  • 23.7 ANIMAL LOGIC
    • 23.7.1 BUSINESS OVERVIEW
    • 23.7.2 WORK
  • 23.8 FUSEFX
    • 23.8.1 BUSINESS OVERVIEW
    • 23.8.2 WORK
  • 23.9 PIXOMONDO
    • 23.9.1 BUSINESS OVERVIEW
    • 23.9.2 WORK
  • 23.10 OUTPOST
    • 23.10.1 BUSINESS OVERVIEW
    • 23.10.2 WORK
  • 23.11 THE THIRD FLOOR
    • 23.11.1 BUSINESS OVERVIEW
    • 23.11.2 WORK
  • 23.12 METHOD STUDIOS
    • 23.12.1 BUSINESS OVERVIEW
    • 23.12.2 WORK
  • 23.13 REALTIME
    • 23.13.1 BUSINESS OVERVIEW
    • 23.13.2 WORK
  • 23.14 VFX LEGION
    • 23.14.1 BUSINESS OVERVIEW
    • 23.14.2 WORK
  • 23.15 MILK
    • 23.15.1 BUSINESS OVERVIEW
    • 23.15.2 WORK
  • 23.16 COSA VFX
    • 23.16.1 BUSINESS OVERVIEW
    • 23.16.2 WORK
  • 23.17 WHISKYTREE
    • 23.17.1 BUSINESS OVERVIEW
    • 23.17.2 WORK
  • 23.18 WORLDWIDE FX
    • 23.18.1 BUSINESS OVERVIEW
    • 23.18.2 WORK
  • 23.19 BLACKMAGICDESIGN
    • 23.19.1 BUSINESS OVERVIEW
    • 23.19.2 WORK
  • 23.2 ABSOLUTE POST
    • 23.20.1 BUSINESS OVERVIEW
    • 23.20.2 WORK
  • 23.21 LUMA PICTURES
    • 23.21.1 BUSINESS OVERVIEW
    • 23.21.2 WORK
  • 23.22 LOLA VISUAL EFFECTS
    • 23.22.1 BUSINESS OVERVIEW
    • 23.22.2 WORK
  • 23.23 FREEFOLK
    • 23.23.1 BUSINESS OVERVIEW
    • 23.23.2 WORK
  • 23.24 GLASSWORKS
    • 23.24.1 BUSINESS OVERVIEW
    • 23.24.2 WORK
  • 23.25 STREAMLAND MEDIA
    • 23.25.1 BUSINESS OVERVIEW
    • 23.25.2 WORK

24 REPORT SUMMARY

  • 24.1 KEY TAKEAWAYS
  • 24.2 STRATEGIC RECOMMENDATIONS

25 QUANTITATIVE SUMMARY

  • 25.1 MARKET BY GEOGRAPHY
  • 25.2 NORTH AMERICA
    • 25.2.1 USAGE
  • 25.3 EUROPE
    • 25.3.1 USAGE
  • 25.4 APAC
    • 25.4.1 USAGE
  • 25.5 LATIN AMERICA
    • 25.5.1 USAGE
  • 25.6 MIDDLE EAST & AFRICA
    • 25.6.1 USAGE
  • 25.7 USAGE
    • 25.7.1 FILM (THEATRICAL AND DIGITAL)
    • 25.7.2 DIGITAL EPISODIC
    • 25.7.3 TV EPISODIC AND FILM

26 APPENDIX

  • 26.1 ABBREVIATIONS

LIST OF EXHIBITS

  • EXHIBIT 1 SEGMENTATION OF GLOBAL FILM & EPISODIC VFX MARKET
  • EXHIBIT 2 MARKET SIZE CALCULATION APPROACH 2022
  • EXHIBIT 3 GLOBAL FILM & EPISODIC VFX MARKET 2023 & 2028 (REVENUE) ($ MILLION)
  • EXHIBIT 4 CAGR COMPARISON BY GEOGRAPHY 2022-2028
  • EXHIBIT 5 KEY PLAYERS IN GLOBAL FILM & EPISODIC VFX MARKET
  • EXHIBIT 6 OVERVIEW OF GLOBAL FILM & EPISODIC VFX MARKET
  • EXHIBIT 7 SOFTWARE USED FOR FILM & EPISODIC VFX
  • EXHIBIT 8 VFX PROCESS FLOW
  • EXHIBIT 9 VIRTUAL PRODUCTION LIFECYCLE
  • EXHIBIT 10 KEY CRITERIA FOR DECIDING VFX PARTNERS
  • EXHIBIT 11 IMPACT OF RISING PENETRATION OF OTT PLATFORMS
  • EXHIBIT 12 OTT STATISTICS 2022
  • EXHIBIT 13 LEADING OTT PLATFORMS BY NUMBER OF SUBSCRIBERS ACROSS THE GLOBE 2022 (MILLION)
  • EXHIBIT 14 IMPACT OF INCREASING PENETRATION OF 5G NETWORK
  • EXHIBIT 15 IMPACT OF GROWING ADOPTION OF AR & VR TECHNOLOGY
  • EXHIBIT 16 IMPACT OF RISING PENETRATION OF VFX & ANIMATION INDUSTRY
  • EXHIBIT 17 IMPACT OF INCREASING POPULARITY AMONG MILLENNIAL & GEN Z POPULATIONS
  • EXHIBIT 18 REGION-WISE MILLENNIAL POPULATION 2021 (MILLION)
  • EXHIBIT 19 IMPACT OF INCREASING NUMBER OF INTERNET USERS AND SMARTPHONE PENETRATION
  • EXHIBIT 20 ADOPTION AND USE OF CONNECTED DEVICES AND SERVICES
  • EXHIBIT 21 IMPACT OF SHORTAGE OF SKILLED VFX ARTISTS
  • EXHIBIT 22 IMPACT OF HIGHLY COMPETITIVE MARKETPLACE
  • EXHIBIT 23 GLOBAL FILM & EPISODIC VFX MARKET BY GEOGRAPHY: INCREMENTAL GROWTH
  • EXHIBIT 24 GLOBAL FILM & EPISODIC VFX MARKET 2022-2028 ($ MILLION)
  • EXHIBIT 25 FIVE FORCES ANALYSIS 2022
  • EXHIBIT 26 COMPOSITING TECHNIQUES
  • EXHIBIT 27 SOME FAMOUS MOTION CAPTURE TECHNOLOGY CHARACTERS
  • EXHIBIT 28 INCREMENTAL GROWTH BY USAGE 2022 & 2028
  • EXHIBIT 29 OVERVIEW OF GLOBAL FILM & EPISODIC VFX MARKET BY USAGE
  • EXHIBIT 30 GLOBAL FILM (THEATRICAL AND DIGITAL) VFX MARKET 2022-2028 ($ MILLION)
  • EXHIBIT 31 GLOBAL DIGITAL EPISODIC VFX MARKET 2022-2028 ($ MILLION)
  • EXHIBIT 32 GLOBAL TV EPISODIC AND FILM VFX MARKET 2022-2028 ($ MILLION)
  • EXHIBIT 33 INCREMENTAL GROWTH BY GEOGRAPHY 2022 & 2028
  • EXHIBIT 34 REGION-WISE OVERVIEW OF FILM & EPISODIC VFX MARKET
  • EXHIBIT 35 OVERVIEW OF NORTH AMERICA FILM & EPISODIC VFX MARKET
  • EXHIBIT 36 FILM & EPISODIC VFX MARKET IN NORTH AMERICA 2022-2028 ($ MILLION)
  • EXHIBIT 37 INCREMENTAL GROWTH IN NORTH AMERICA 2022 & 2028
  • EXHIBIT 38 US HOME/MOBILE ENTERTAINMENT MARKET BY SUBSCRIPTION ($ BILLION)
  • EXHIBIT 39 US ONLINE VIEWS & TRANSACTIONS (BILLIONS)
  • EXHIBIT 40 FILM & EPISODIC VFX MARKET IN US 2022-2028 ($ MILLION)
  • EXHIBIT 41 FILM & EPISODIC VFX MARKET IN CANADA 2022-2028 ($ MILLION)
  • EXHIBIT 42 OVERVIEW OF EUROPE FILM & EPISODIC VFX MARKET
  • EXHIBIT 43 FILM & EPISODIC VFX MARKET IN EUROPE 2022-2028 ($ MILLION)
  • EXHIBIT 44 INCREMENTAL GROWTH IN EUROPE 2022 & 2028
  • EXHIBIT 45 FILM & EPISODIC VFX MARKET IN UK 2022-2028 ($ MILLION)
  • EXHIBIT 46 FILM & EPISODIC VFX MARKET IN GERMANY 2022-2028 ($ MILLION)
  • EXHIBIT 47 FILM & EPISODIC VFX MARKET IN FRANCE 2022-2028 ($ MILLION)
  • EXHIBIT 48 FILM & EPISODIC VFX MARKET IN ITALY 2022-2028 ($ MILLION)
  • EXHIBIT 49 FILM & EPISODIC VFX MARKET IN SPAIN 2022-2028 ($ MILLION)
  • EXHIBIT 50 OVERVIEW OF APAC FILM & EPISODIC VFX MARKET
  • EXHIBIT 51 FILM & EPISODIC VFX MARKET IN APAC 2022-2028 ($ MILLION)
  • EXHIBIT 52 INCREMENTAL GROWTH IN APAC 2022 & 2028
  • EXHIBIT 53 FILM & EPISODIC VFX MARKET IN CHINA 2022-2028 ($ MILLION)
  • EXHIBIT 54 FILM & EPISODIC VFX MARKET IN JAPAN 2022-2028 ($ MILLION)
  • EXHIBIT 55 FILM & EPISODIC VFX MARKET IN INDIA 2022-2028 ($ MILLION)
  • EXHIBIT 56 FILM & EPISODIC VFX MARKET IN SOUTH KOREA 2022-2028 ($ MILLION)
  • EXHIBIT 57 FILM & EPISODIC VFX MARKET IN AUSTRALIA 2022-2028 ($ MILLION)
  • EXHIBIT 58 OVERVIEW OF LATIN AMERICA FILM & EPISODIC VFX MARKET
  • EXHIBIT 59 FILM & EPISODIC VFX MARKET IN LATIN AMERICA 2022-2028 ($ MILLION)
  • EXHIBIT 60 INCREMENTAL GROWTH IN LATIN AMERICA 2022 & 2028
  • EXHIBIT 61 FILM & EPISODIC VFX MARKET IN BRAZIL 2022-2028 ($ MILLION)
  • EXHIBIT 62 FILM & EPISODIC VFX MARKET IN MEXICO 2022-2028 ($ MILLION)
  • EXHIBIT 63 OVERVIEW OF MIDDLE EAST & AFRICA FILM & EPISODIC VFX MARKET
  • EXHIBIT 64 FILM & EPISODIC VFX MARKET IN MIDDLE EAST & AFRICA 2022-2028 ($ MILLION)
  • EXHIBIT 65 INCREMENTAL GROWTH IN MIDDLE EAST & AFRICA 2022 & 2028
  • EXHIBIT 66 FILM & EPISODIC VFX MARKET IN GCC 2022-2028 ($ MILLION)
  • EXHIBIT 67 FILM & EPISODIC VFX MARKET IN SOUTH AFRICA 2022-2028 ($ MILLION)
  • EXHIBIT 68 HIERARCHY IN VFX INDUSTRY

LIST OF TABLES

  • TABLE 1 KEY CAVEATS
  • TABLE 2 CURRENCY CONVERSION 2015-2022
  • TABLE 3 GLOBAL FILM & EPISODIC VFX MARKET BY USAGE 2022-2028 ($ MILLION)
  • TABLE 4 GLOBAL FILM (THEATRICAL AND DIGITAL) VFX MARKET BY GEOGRAPHY 2022-2028 ($ MILLION)
  • TABLE 5 GLOBAL DIGITAL EPISODIC VFX MARKET BY GEOGRAPHY 2022-2028 ($ MILLION)
  • TABLE 6 GLOBAL TV EPISODIC AND FILM VFX MARKET BY GEOGRAPHY 2022-2028 ($ MILLION)
  • TABLE 7 GLOBAL FILM & EPISODIC VFX MARKET BY GEOGRAPHY 2022-2028 ($ MILLION)
  • TABLE 8 NORTH AMERICA FILM & EPISODIC VFX MARKET BY USAGE 2022-2028 ($ MILLION)
  • TABLE 9 FILM & EPISODIC PROJECTS BY VFX SUPERVISORS
  • TABLE 10 EUROPE FILM & EPISODIC VFX MARKET BY USAGE 2022-2028 ($ MILLION)
  • TABLE 11 APAC FILM & EPISODIC VFX MARKET BY USAGE 2022-2028 ($ MILLION)
  • TABLE 12 LATIN AMERICA FILM & EPISODIC VFX MARKET BY USAGE 2022-2028 ($ MILLION)
  • TABLE 13 MIDDLE EAST & AFRICA FILM & EPISODIC VFX MARKET BY USAGE 2022-2028 ($ MILLION)
  • TABLE 14 DNEG: MAJOR WORK
  • TABLE 15 WETA FX: MAJOR WORK
  • TABLE 16 FRAMESTORE: MAJOR WORK
  • TABLE 17 TECHNICOLOR CREATIVE STUDIOS: MAJOR PRODUCT OFFERINGS
  • TABLE 18 INDUSTRIAL LIGHT & MAGIC: MAJOR WORK
  • TABLE 19 RODEO FX: WORK
  • TABLE 20 SCANLINE VFX: WORK
  • TABLE 21 SONY PICTURES IMAGEWORKS: WORK
  • TABLE 22 DIGITAL DOMAIN: WORK
  • TABLE 23 CINESITE: WORK
  • TABLE 24 ZOIC STUDIOS: WORK
  • TABLE 25 ANIMAL LOGIC: WORK
  • TABLE 26 FUSEFX: WORK
  • TABLE 27 PIXOMONDO: WORK
  • TABLE 28 OUTPOST: WORK
  • TABLE 29 THE THIRD FLOOR: WORK
  • TABLE 30 METHOD STUDIOS: WORK
  • TABLE 31 REALTIME: WORK
  • TABLE 32 VFX LEGION: WORK
  • TABLE 33 MILK: WORK
  • TABLE 34 COSA VFX: WORK
  • TABLE 35 WHISKYTREE: WORK
  • TABLE 36 WORLDWIDE FX: WORK
  • TABLE 37 BLACKMAGICDESIGN: WORK
  • TABLE 38 ABSOLUTE POST: WORK
  • TABLE 39 LUMA PICTURES: WORK
  • TABLE 40 LOLA VISUAL EFFECTS: WORK
  • TABLE 41 FREEFOLK: WORK
  • TABLE 42 GLASSWORKS: WORK
  • TABLE 43 STREAMLAND MEDIA: WORK
  • TABLE 44 GLOBAL FILM & EPISODIC VFX MARKET BY GEOGRAPHY 2022-2028 ($ MILLION)
  • TABLE 45 NORTH AMERICA FILM & EPISODIC VFX MARKET BY USAGE 2022-2028 ($ MILLION)
  • TABLE 46 EUROPE FILM & EPISODIC VFX MARKET BY USAGE 2022-2028 ($ MILLION)
  • TABLE 47 APAC FILM & EPISODIC VFX MARKET BY USAGE 2022-2028 ($ MILLION)
  • TABLE 48 LATIN AMERICA FILM & EPISODIC VFX MARKET BY USAGE 2022-2028 ($ MILLION)
  • TABLE 49 MIDDLE EAST & AFRICA FILM & EPISODIC VFX MARKET BY USAGE 2022-2028 ($ MILLION)
  • TABLE 50 GLOBAL FILM & EPISODIC VFX MARKET BY USAGE 2022-2028 ($ MILLION)
  • TABLE 51 GLOBAL FILM (THEATRICAL AND DIGITAL) VFX MARKET BY GEOGRAPHY 2022-2028 ($ MILLION)
  • TABLE 52 GLOBAL DIGITAL EPISODIC VFX MARKET BY GEOGRAPHY 2022-2028 ($ MILLION)
  • TABLE 53 GLOBAL TV EPISODIC AND FILM VFX MARKET BY GEOGRAPHY 2022-2028 ($ MILLION)