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市場調查報告書
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1543723

全球創意軟體市場規模研究,按部署、類型和區域預測 2022-2032

Global Creative Software Market Size Study, by Deployment, by Type and Regional Forecasts 2022-2032

出版日期: | 出版商: Bizwit Research & Consulting LLP | 英文 285 Pages | 商品交期: 2-3個工作天內

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簡介目錄

2023 年全球創意軟體市場價值約為 93.9 億美元,預計在 2024-2032 年預測期內將以超過 7.11% 的健康成長率成長。創意軟體包含旨在促進跨各種媒介的藝術和創新表達的數位工具。此類別包括圖形設計程式(例如 Adob​​e Photoshop)、影片編輯軟體(例如 Final Cut Pro)、音樂製作工具(包括 Ableton Live)以及 3D 建模應用程式。這些工具使用戶能夠精確且多功能地創建、編輯和最佳化內容。透過提供廣泛的功能和可自訂的選項,創意軟體使藝術家、設計師、音樂家和電影製作人能夠以數位格式將他們的想法變成現實。

全球創意軟體市場的擴張主要歸因於對將音訊和視訊檔案有效分發給廣大用戶群的轉碼方法的需求不斷成長。線上視訊和音訊錄製平台的廣泛普及以及對點播服務的需求不斷成長也促進了這一成長。此外,中小企業的大量機會和教育部門的快速擴張預計將為創意軟體提供巨大的市場潛力。隨著企業意識到需要在數位領域保持競爭力,創意軟體的整合已成為其策略舉措的重要組成部分。然而,創意軟體的高成本將阻礙 2024-2032 年預測期內市場的整體需求。

市場研究涵蓋的關鍵區域包括亞太地區、北美、歐洲、拉丁美洲和世界其他地區。 2023年,由於媒體和娛樂產業老牌企業對音訊錄影和編輯平台的需求不斷成長,北美佔據了市場主導地位並佔據最大佔有率。對音訊和視訊串流服務的日益成長的偏好是促進市場成長的重要因素之一。新冠肺炎(COVID-19) 大流行爆發後,人們選擇留在室內,對數位串流媒體服務的需求大幅成長,而且這種需求沒有顯示出減弱的跡象,從而推動了對高品質音訊和視訊編輯軟體的需求。

目錄

第 1 章:全球創意軟體市場執行摘要

  • 全球創意軟體市場規模及預測(2022-2032)
  • 區域概要
  • 分部摘要
    • 按部署
    • 按類型
  • 主要趨勢
  • 經濟衰退的影響
  • 分析師推薦與結論

第 2 章:全球創意軟體市場定義與研究假設

  • 研究目的
  • 市場定義
  • 研究假設
    • 包容與排除
    • 限制
    • 供給側分析
      • 可用性
      • 基礎設施
      • 監管環境
      • 市場競爭
      • 經濟可行性(消費者的角度)
    • 需求面分析
      • 監理框架
      • 技術進步
      • 環境考慮
      • 消費者意識和接受度
  • 估算方法
  • 研究涵蓋的年份
  • 貨幣兌換率

第 3 章:全球創意軟體市場動態

  • 市場促進因素
    • 對轉碼方法的需求不斷成長
    • 線上視訊和音訊平台的激增
    • 中小企業和教育領域的擴張
  • 市場挑戰
    • 創意軟體成本高
    • 軟體整合的複雜性
  • 市場機會
    • 擴大採用基於雲端的解決方案
    • 對按需服務的需求不斷增加
    • 創意工具的技術進步

第 4 章:全球創意軟體市場產業分析

  • 波特的五力模型
    • 供應商的議價能力
    • 買家的議價能力
    • 新進入者的威脅
    • 替代品的威脅
    • 競爭競爭
    • 波特五力模型的未來方法
    • 波特的五力影響分析
  • PESTEL分析
    • 政治的
    • 經濟
    • 社會的
    • 技術性
    • 環境的
    • 合法的
  • 頂級投資機會
  • 最佳制勝策略
  • 顛覆性趨勢
  • 產業專家視角
  • 分析師推薦與結論

第 5 章:全球創意軟體市場規模與預測:按部署分類 - 2022-2032

  • 細分儀表板
  • 全球創意軟體市場:2022 年和 2032 年部署收入趨勢分析
    • 本地部署

第 6 章:全球創意軟體市場規模與預測:按類型 - 2022-2032

  • 細分儀表板
  • 全球創意軟體市場:類型收入趨勢分析,2022 年和 2032 年
    • 錄音及錄影軟體
    • 影像和影片編輯軟體
    • 圖形和插圖軟體
    • 桌面排版軟體
    • 其他

第 7 章:全球創意軟體市場規模與預測:按地區 - 2022-2032

  • 北美洲
    • 美國
    • 加拿大
  • 歐洲
    • 英國
    • 德國
    • 法國
    • 西班牙
    • 義大利
    • 歐洲其他地區
  • 亞太
    • 中國
    • 印度
    • 日本
    • 澳洲
    • 韓國
    • 亞太地區其他地區
  • 拉丁美洲
    • 巴西
    • 墨西哥
    • 拉丁美洲其他地區
  • 中東和非洲
    • 沙烏地阿拉伯
    • 南非
    • 中東和非洲其他地區

第 8 章:競爭情報

  • 重點企業SWOT分析
  • 頂級市場策略
  • 公司簡介
    • Adobe
      • 關鍵訊息
      • 概述
      • 財務(視數據可用性而定)
      • 產品概要
      • 市場策略
    • MAGIX Software GmbH
    • Corel Corporation
    • CyberLink Corp.
    • FXhome Limited
    • TechSmith Corporation
    • Nero AG
    • Movavi Software Limited
    • Sony Creative Software Inc.
    • Wondershare
    • Autodesk, Inc.
    • Avid Technology, Inc.
    • Apple Inc.
    • Serif Europe Ltd.
    • Canva

第 9 章:研究過程

  • 研究過程
    • 資料探勘
    • 分析
    • 市場預測
    • 驗證
    • 出版
  • 研究屬性
簡介目錄

Global Creative Software Market is valued at approximately USD 9.39 billion in 2023 and is anticipated to grow with a healthy growth rate of more than 7.11% over the forecast period 2024-2032. Creative software encompasses digital tools designed to foster artistic and innovative expression across various mediums. This category includes graphic design programs such as Adobe Photoshop, video editing software such as Final Cut Pro, music production tools including Ableton Live, and 3D modeling applications. These tools enable users to create, edit, and refine content with precision and versatility. By providing a wide range of features and customizable options, creative software empowers artists, designers, musicians, and filmmakers to bring their ideas to life in a digital format.

The Global Creative Software Market expansion can be primarily attributed to the rising demand for transcoding methods for the efficient distribution of audio and video files to a vast user base. The widespread proliferation of online video and audio recording platforms and the increasing demand for on-demand services also contribute to this growth. Furthermore, substantial opportunities in small and medium-sized enterprises and the rapid expansion of the education sector are expected to offer significant market potential to creative software. As businesses acknowledge the need to remain competitive in the digital landscape, the incorporation of creative software has become a crucial component of their strategic initiatives. However, high cost of creative software is going to impede the overall demand for the market during the forecast period 2024-2032.

The key regions considered for the market study includes Asia Pacific, North America, Europe, Latin America, and Rest of the World. In 2023, North America dominated the market and accounted for largest share attributed to the rising demand for audio-video recording and editing platforms from the incumbents of the media & entertainment industry. The growing preference for audio and video streaming services is one of the significant factors contributing to the growth of the market. The demand for digital streaming services, which gained significant traction in the wake of the outbreak of the COVID-19 pandemic as people opted to stay indoors, shows no signs of abating, thereby driving the demand for high-quality audio and video editing software.

Major market players included in this report are:

  • Adobe
  • MAGIX Software GmbH
  • Corel Corporation
  • CyberLink Corp.
  • FXhome Limited
  • TechSmith Corporation
  • Nero AG
  • Movavi Software Limited
  • Sony Creative Software Inc.
  • Wondershare
  • Autodesk, Inc.
  • Avid Technology, Inc.
  • Apple Inc.
  • Serif Europe Ltd.
  • Canva

The detailed segments and sub-segment of the market are explained below:

By Deployment:

  • Cloud
  • On-Premises

By Type:

  • Sound & Video Recording Software
  • Image & Video Editing Software
  • Graphics & Illustration Software
  • Desktop Publishing Software
  • Others

By Region:

North America:

  • U.S.
  • Canada

Europe:

  • UK
  • Germany
  • France
  • Spain
  • Italy
  • ROE

Asia Pacific:

  • China
  • India
  • Japan
  • Australia
  • South Korea
  • RoAPAC

Latin America:

  • Brazil
  • Mexico
  • RoLA

Middle East & Africa:

  • Saudi Arabia
  • South Africa
  • RoMEA

Years considered for the study are as follows:

  • Historical year - 2022
  • Base year - 2023
  • Forecast period - 2024 to 2032

Key Takeaways:

  • Market Estimates & Forecast for 10 years from 2022 to 2032.
  • Annualized revenues and regional level analysis for each market segment.
  • Detailed analysis of geographical landscape with Country level analysis of major regions.
  • Competitive landscape with information on major players in the market.
  • Analysis of key business strategies and recommendations on future market approach.
  • Analysis of competitive structure of the market.
  • Demand side and supply side analysis of the market

Table of Contents

Chapter 1. Global Creative Software Market Executive Summary

  • 1.1. Global Creative Software Market Size & Forecast (2022-2032)
  • 1.2. Regional Summary
  • 1.3. Segmental Summary
    • 1.3.1. By Deployment
    • 1.3.2. By Type
  • 1.4. Key Trends
  • 1.5. Recession Impact
  • 1.6. Analyst Recommendation & Conclusion

Chapter 2. Global Creative Software Market Definition and Research Assumptions

  • 2.1. Research Objective
  • 2.2. Market Definition
  • 2.3. Research Assumptions
    • 2.3.1. Inclusion & Exclusion
    • 2.3.2. Limitations
    • 2.3.3. Supply Side Analysis
      • 2.3.3.1. Availability
      • 2.3.3.2. Infrastructure
      • 2.3.3.3. Regulatory Environment
      • 2.3.3.4. Market Competition
      • 2.3.3.5. Economic Viability (Consumer's Perspective)
    • 2.3.4. Demand Side Analysis
      • 2.3.4.1. Regulatory Frameworks
      • 2.3.4.2. Technological Advancements
      • 2.3.4.3. Environmental Considerations
      • 2.3.4.4. Consumer Awareness & Acceptance
  • 2.4. Estimation Methodology
  • 2.5. Years Considered for the Study
  • 2.6. Currency Conversion Rates

Chapter 3. Global Creative Software Market Dynamics

  • 3.1. Market Drivers
    • 3.1.1. Rising Demand for Transcoding Methods
    • 3.1.2. Proliferation of Online Video and Audio Platforms
    • 3.1.3. Expansion in SMEs and Education Sector
  • 3.2. Market Challenges
    • 3.2.1. High Costs of Creative Software
    • 3.2.2. Complexity in Software Integration
  • 3.3. Market Opportunities
    • 3.3.1. Growing Adoption of Cloud-Based Solutions
    • 3.3.2. Increasing Demand for On-Demand Services
    • 3.3.3. Technological Advancements in Creative Tools

Chapter 4. Global Creative Software Market Industry Analysis

  • 4.1. Porter's 5 Force Model
    • 4.1.1. Bargaining Power of Suppliers
    • 4.1.2. Bargaining Power of Buyers
    • 4.1.3. Threat of New Entrants
    • 4.1.4. Threat of Substitutes
    • 4.1.5. Competitive Rivalry
    • 4.1.6. Futuristic Approach to Porter's 5 Force Model
    • 4.1.7. Porter's 5 Force Impact Analysis
  • 4.2. PESTEL Analysis
    • 4.2.1. Political
    • 4.2.2. Economical
    • 4.2.3. Social
    • 4.2.4. Technological
    • 4.2.5. Environmental
    • 4.2.6. Legal
  • 4.3. Top investment opportunity
  • 4.4. Top winning strategies
  • 4.5. Disruptive Trends
  • 4.6. Industry Expert Perspective
  • 4.7. Analyst Recommendation & Conclusion

Chapter 5. Global Creative Software Market Size & Forecasts by Deployment 2022-2032

  • 5.1. Segment Dashboard
  • 5.2. Global Creative Software Market: Deployment Revenue Trend Analysis, 2022 & 2032 (USD Billion)
    • 5.2.1. Cloud
    • 5.2.2. On-Premises

Chapter 6. Global Creative Software Market Size & Forecasts by Type 2022-2032

  • 6.1. Segment Dashboard
  • 6.2. Global Creative Software Market: Type Revenue Trend Analysis, 2022 & 2032 (USD Billion)
    • 6.2.1. Sound & Video Recording Software
    • 6.2.2. Image & Video Editing Software
    • 6.2.3. Graphics & Illustration Software
    • 6.2.4. Desktop Publishing Software
    • 6.2.5. Others

Chapter 7. Global Creative Software Market Size & Forecasts by Region 2022-2032

  • 7.1. North America Creative Software Market
    • 7.1.1. U.S. Creative Software Market
      • 7.1.1.1. Deployment breakdown size & forecasts, 2022-2032
      • 7.1.1.2. Type breakdown size & forecasts, 2022-2032
    • 7.1.2. Canada Creative Software Market
  • 7.2. Europe Creative Software Market
    • 7.2.1. UK Creative Software Market
    • 7.2.2. Germany Creative Software Market
    • 7.2.3. France Creative Software Market
    • 7.2.4. Spain Creative Software Market
    • 7.2.5. Italy Creative Software Market
    • 7.2.6. Rest of Europe Creative Software Market
  • 7.3. Asia-Pacific Creative Software Market
    • 7.3.1. China Creative Software Market
    • 7.3.2. India Creative Software Market
    • 7.3.3. Japan Creative Software Market
    • 7.3.4. Australia Creative Software Market
    • 7.3.5. South Korea Creative Software Market
    • 7.3.6. Rest of Asia Pacific Creative Software Market
  • 7.4. Latin America Creative Software Market
    • 7.4.1. Brazil Creative Software Market
    • 7.4.2. Mexico Creative Software Market
    • 7.4.3. Rest of Latin America Creative Software Market
  • 7.5. Middle East & Africa Creative Software Market
    • 7.5.1. Saudi Arabia Creative Software Market
    • 7.5.2. South Africa Creative Software Market
    • 7.5.3. Rest of Middle East & Africa Creative Software Market

Chapter 8. Competitive Intelligence

  • 8.1. Key Company SWOT Analysis
  • 8.2. Top Market Strategies
  • 8.3. Company Profiles
    • 8.3.1. Adobe
      • 8.3.1.1. Key Information
      • 8.3.1.2. Overview
      • 8.3.1.3. Financial (Subject to Data Availability)
      • 8.3.1.4. Product Summary
      • 8.3.1.5. Market Strategies
    • 8.3.2. MAGIX Software GmbH
    • 8.3.3. Corel Corporation
    • 8.3.4. CyberLink Corp.
    • 8.3.5. FXhome Limited
    • 8.3.6. TechSmith Corporation
    • 8.3.7. Nero AG
    • 8.3.8. Movavi Software Limited
    • 8.3.9. Sony Creative Software Inc.
    • 8.3.10. Wondershare
    • 8.3.11. Autodesk, Inc.
    • 8.3.12. Avid Technology, Inc.
    • 8.3.13. Apple Inc.
    • 8.3.14. Serif Europe Ltd.
    • 8.3.15. Canva

Chapter 9. Research Process

  • 9.1. Research Process
    • 9.1.1. Data Mining
    • 9.1.2. Analysis
    • 9.1.3. Market Estimation
    • 9.1.4. Validation
    • 9.1.5. Publishing
  • 9.2. Research Attributes