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市場調查報告書
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1461458

全球虛擬製作市場,依組件、類型、最終用戶、地理位置。

Global Virtual Production Market, By Component, By Type, By End User, By Geography .

出版日期: | 出版商: Coherent Market Insights | 英文 165 Pages | 商品交期: 2-3個工作天內

價格
簡介目錄

預計2024年全球虛擬製作市場價值為28.4億美元,預計到2031年將達到83.7億美元,2024年至2031年的年複合成長率(CAGR)為16.7%。

報告範圍 報告詳情
基準年: 2023年 2023/2024 年市場規模: 28.4 億美元
歷史數據: 2019年至2023年 預測期: 2024年至2031年
預測期間 2023/2024 至 2030/2031 年複合成長率: 16.70% 2030/2031 價值預測: 83.7 億美元
全球虛擬製作市場佔有率 (%)(依地區),2024 年
全球虛擬製作市場 - IMG1

虛擬製作正在改變媒體和娛樂格局。它能夠無縫融合真實元素和電腦生成的元素,以創造身臨其境的體驗。透過虛擬製作,導演可以在網路世界等虛擬環境中“拍攝”,而不受實體製作的限制。它提供了在任何地方創造性地可​​視化和捕獲內容的自由。虛擬相機、即時渲染和擴增實境等先進技術正在徹底改變電影、電視、廣告和遊戲的概念化和製作方式。

市場動態:

由於全球觀眾對更真實、更身臨其境的內容體驗的需求不斷成長,全球虛擬製作市場正在不斷成長。電影製作人和內容創作者擴大轉向虛擬製作技術,以雄心勃勃但預算友好的方式講述引人入勝的故事。即時渲染、延展實境和雲端運算等技術的進步推動了這一趨勢,這些技術開闢了新的創意可能性並降低了生產成本。然而,廣泛採用也面臨課題,包括建立虛擬製作基礎設施所需的高額初始投資以及熟練人才的短缺。儘管存在這些障礙,但除了視覺效果之外,還有探索虛擬製作應用的大好機會,例如建築視覺化、培訓和模擬。

此外,5G技術的推出預計將增強虛擬製作工作流程的行動性和可擴展性,為產業的成長和創新提供更多途徑。整體而言,虛擬製作的未來一片光明,因為它繼續徹底改變各個領域的內容創作。

研究的主要特點:

該報告對全球虛擬製作市場進行了深入分析,並提供了以2023年為基準年的預測期(2024-2031)的市場規模和年複合成長率(CAGR%)。

它闡明了不同區隔市場的潛在收入機會,並解釋了該市場有吸引力的投資主張矩陣。

這項研究還提供了有關市場促進因素、限制因素、機會、新產品發布或批准、市場趨勢、區域前景以及主要參與者採取的競爭策略的重要見解。

它根據以下參數描述了全球虛擬製作市場的主要參與者——公司亮點、產品組合、主要亮點、財務表現和策略。

本研究涵蓋的主要公司包括 360Rize、80six、Adobe、Arashi Vision Inc. (Insta 360)、ARRI AG、Autodesk Inc.、BORIS FX, INC、Epic Games, Inc.、FuseFX、HTC Corporation、HumanEyes Technologies 、Mo- Sys Engineering Ltd.、NVIDIA Corporation.、Panocam3d.com、Pixar(華特迪士尼公司)、Pixotope、Side Effects Software Inc (SideFX)、Sony Corporation、Technicolor、TREE Digital Studio、Vicon Motion Systems Ltd 是主要的企業。

該報告的見解將使行銷人員和公司管理當局能夠就未來的產品發布、類型升級、市場擴張和行銷策略做出明智的決策。

全球虛擬製作市場報告迎合了該行業的各個利益相關者,包括投資者、供應商、產品製造商、分銷商、新進業者和財務分析師。

利害關係人可以透過用於分析全球虛擬製作市場的各種策略矩陣輕鬆做出決策。

第1章:研究目標與假設

  • 研究目標
  • 假設
  • 縮寫

第 2 章:市場範圍

  • 報告說明
    • 市場定義和範圍
  • 執行摘要
  • Coherent Opportunity Map (COM)

第 3 章:市場動態、法規與趨勢分析

  • 市場動態
    • 促進要素
    • 限制
    • 機會
  • 主要亮點
  • 監管場景
  • 近期趨勢
  • 產品發布/批准
  • PEST分析
  • 波特的分析
  • 合併、收購和合作

第 4 章:全球虛擬製作市場 - 冠狀病毒 (COVID-19) 大流行的影響

  • COVID-19 流行病學
  • 供給面和需求面分析
  • 經濟影響

第 5 章:2019 - 2031 年全球虛擬製作市場(依組成部分)(十億美元)

  • 介紹
  • 硬體
  • 軟體
  • 服務

第 6 章:2019 - 2031 年全球虛擬製作市場(依類型)(十億美元)

  • 介紹
  • 前期製作
  • 生產
  • 後製

第 7 章:全球虛擬製作市場,以最終用戶分類,2019 - 2031 年(十億美元)

  • 介紹
  • 電影
  • 電視劇
  • 商業廣告
  • 線上影片
  • 其他

第 8 章:2019 - 2031 年全球虛擬製作市場(依地區)(十億美元)

  • 介紹
  • 北美洲
  • 美國
  • 加拿大
  • 歐洲
  • 德國
  • 英國
  • 法國
  • 西班牙
  • 義大利
  • 俄羅斯
  • 歐洲其他地區
  • 亞太地區
  • 中國
  • 印度
  • 日本
  • 韓國
  • 東協
  • 澳洲
  • 亞太地區其他地區
  • 拉丁美洲
  • 巴西
  • 阿根廷
  • 墨西哥
  • 拉丁美洲其他地區
  • 中東和非洲
  • 海灣合作理事會國家
  • 以色列
  • 南非
  • 中東和非洲其他地區

第 9 章:競爭格局

  • 公司簡介
    • 360Rize
    • 80six
    • Adobe
    • Arashi Vision Inc. (Insta 360)
    • ARRI AG
    • Autodesk Inc.
    • BORIS FX, INC
    • Epic Games, Inc.
    • FuseFX
    • HTC Corporation
    • HumanEyes Technologies
    • Mo-Sys Engineering Ltd.
    • NVIDIA Corporation.
    • Panocam3d.com
    • Pixar (The Walt Disney Company)
    • Pixotope
    • Side Effects Software Inc (SideFX)
    • Sony Corporation
    • Technicolor
    • TREE Digital Studio
    • Vicon Motion Systems Ltd

第10章:命運之輪

  • 命運之輪
  • 分析師觀點
  • 連貫的機會圖

第 11 章:部分

  • 參考
  • 研究方法論
  • 關於我們
簡介目錄
Product Code: CMI6772

Global virtual production market is estimated to be valued at USD 2.84 billion in 2024 and is expected to reach USD 8.37 billion by 2031, growing at a compound annual growth rate (CAGR) of 16.7% from 2024 to 2031.

Report Coverage Report Details
Base Year: 2023 Market Size in 2023/2024: US$ 2.84 Bn
Historical Data for: 2019 to 2023 Forecast Period: 2024 to 2031
Forecast Period 2023/2024 to 2030/2031 CAGR: 16.70% 2030/2031 Value Projection: US$ 8.37 Bn
Global Virtual Production Market Share (%), By Region, 2024
Global Virtual Production Market - IMG1

Virtual production is transforming the media and entertainment landscape. It enables the seamless merging of real and computer-generated elements to create immersive experiences. Through virtual production, directors can 'film' in virtual environments like cyber worlds without limitations of physical production. It provides freedom to visualize and capture content anywhere creatively. The advanced technologies involved like virtual cameras, real-time rendering and augmented reality are revolutionizing how movies, television, commercials and games are conceptualized and produced.

Market Dynamics:

The global virtual production market is on the rise thanks to a growing demand for more realistic and immersive content experiences from audiences worldwide. Filmmakers and content creators are increasingly turning to virtual production techniques to tell captivating stories in ambitious yet budget-friendly ways. This trend is fueled by advancements in technologies such as real-time rendering, extended reality, and cloud computing, which are opening up new creative possibilities and cutting down production costs. However, there are challenges to widespread adoption, including the high initial investment needed to set up virtual production infrastructure and a shortage of skilled talent. Despite these hurdles, there are promising opportunities to explore virtual production for applications beyond just visual effects, such as architectural visualization, training, and simulation.

Furthermore, the rollout of 5G technology is expected to enhance the mobility and scalability of virtual production workflows, providing even more avenues for growth and innovation in the industry. Overall, the future looks bright for virtual production as it continues to revolutionize content creation across various sectors.

Key features of the study:

This report provides in-depth analysis of the global virtual production market, and provides market size (US$ Bn) and compound annual growth rate (CAGR%) for the forecast period (2024-2031), considering 2023 as the base year

It elucidates potential revenue opportunities across different segments and explains attractive investment proposition matrices for this market

This study also provides key insights about market drivers, restraints, opportunities, new product launches or approval, market trends, regional outlook, and competitive strategies adopted by key players

It profiles key players in the global virtual production market based on the following parameters - company highlights, products portfolio, key highlights, financial performance, and strategies

Key companies covered as a part of this study include 360Rize, 80six, Adobe, Arashi Vision Inc. (Insta 360), ARRI AG, Autodesk Inc., BORIS FX, INC, Epic Games, Inc., FuseFX, HTC Corporation, HumanEyes Technologies, Mo-Sys Engineering Ltd., NVIDIA Corporation., Panocam3d.com, Pixar (The Walt Disney Company), Pixotope, Side Effects Software Inc (SideFX), Sony Corporation, Technicolor, TREE Digital Studio, Vicon Motion Systems Ltd are the major players

Insights from this report would allow marketers and the management authorities of the companies to make informed decisions regarding their future product launches, type up-gradation, market expansion, and marketing tactics

Global virtual production market report caters to various stakeholders in this industry including investors, suppliers, product manufacturers, distributors, new entrants, and financial analysts

Stakeholders would have ease in decision-making through various strategy matrices used in analyzing the global virtual production market

Market Segmentation

  • By Component
    • Hardware
    • Software
    • Services
  • By Type
    • Pre-production
    • Production
    • Post-production
  • By End User
    • Movies
    • TV Series
    • Commercial Ads
    • Online Videos
    • Others
  • By Region
    • North America
    • Latin America
    • Europe
    • Asia Pacific
    • Middle East & Africa
  • Key Players Insights
    • 360Rize
    • 80six
    • Adobe
    • Arashi Vision Inc. (Insta 360)
    • ARRI AG
    • Autodesk Inc.
    • BORIS FX, INC
    • Epic Games, Inc.
    • FuseFX
    • HTC Corporation
    • HumanEyes Technologies
    • Mo-Sys Engineering Ltd.
    • NVIDIA Corporation.
    • Panocam3d.com
    • Pixar (The Walt Disney Company)
    • Pixotope
    • Side Effects Software Inc (SideFX)
    • Sony Corporation
    • Technicolor
    • TREE Digital Studio
    • Vicon Motion Systems Ltd

Table of Content

1. Research Objectives and Assumptions

  • Research Objectives
  • Assumptions
  • Abbreviations

2. Market Purview

  • Report Description
    • Market Definition and Scope
  • Executive Summary
    • Market Snippet, By Component
    • Market Snippet, By Type
    • Market Snippet, By End User
    • Market Snippet, By Region
  • Coherent Opportunity Map (COM)

3. Market Dynamics, Regulations, and Trends Analysis

  • Market Dynamics
    • Drivers
    • Restraints
    • Opportunities
  • Key Highlights
  • Regulatory Scenario
  • Recent Trends
  • Product Launches/Approvals
  • PEST Analysis
  • PORTER's Analysis
  • Mergers, Acquisitions, and Collaborations

4. Global Virtual Production Market - Impact of Coronavirus (COVID-19) Pandemic

  • COVID-19 Epidemiology
  • Supply Side and Demand Side Analysis
  • Economic Impact

5. Global Virtual Production Market, By Component, 2019 - 2031, (USD Bn)

  • Introduction
    • Market Share Analysis, 2024 and 2031 (%)
    • Y-o-Y Growth Analysis, 2020 - 2031
    • Segment Trends
  • Hardware
    • Introduction
    • Market Size and Forecast, and Y-o-Y Growth, 2019-2031, (USD Bn)
  • Software
    • Introduction
    • Market Size and Forecast, and Y-o-Y Growth, 2019-2031, (USD Bn)
  • Services
    • Introduction
    • Market Size and Forecast, and Y-o-Y Growth, 2019-2031, (USD Bn)

6. Global Virtual Production Market, By Type, 2019 - 2031, (USD Bn)

  • Introduction
    • Market Share Analysis, 2024 and 2031 (%)
    • Y-o-Y Growth Analysis, 2020 - 2031
    • Segment Trends
  • Pre-production
    • Introduction
    • Market Size and Forecast, and Y-o-Y Growth, 2019-2031, (USD Bn)
  • Production
    • Introduction
    • Market Size and Forecast, and Y-o-Y Growth, 2019-2031, (USD Bn)
  • Post-production
    • Introduction
    • Market Size and Forecast, and Y-o-Y Growth, 2019-2031, (USD Bn)

7. Global Virtual Production Market, By End User, 2019 - 2031, (USD Bn)

  • Introduction
    • Market Share Analysis, 2024 and 2031 (%)
    • Y-o-Y Growth Analysis, 2020 - 2031
    • Segment Trends
  • Movies
    • Introduction
    • Market Size and Forecast, and Y-o-Y Growth, 2019-2031, (USD Bn)
  • TV Series
    • Introduction
    • Market Size and Forecast, and Y-o-Y Growth, 2019-2031, (USD Bn)
  • Commercial Ads
    • Introduction
    • Market Size and Forecast, and Y-o-Y Growth, 2019-2031, (USD Bn)
  • Online Videos
    • Introduction
    • Market Size and Forecast, and Y-o-Y Growth, 2019-2031, (USD Bn)
  • Others
    • Introduction
    • Market Size and Forecast, and Y-o-Y Growth, 2019-2031, (USD Bn)

8. Global Virtual Production Market, By Region, 2019 - 2031, (USD Bn)

  • Introduction
    • Market Share Analysis, By Region, 2024 and 2031 (%)
    • Y-o-Y Growth Analysis, For Region, 2020 - 2031
    • Country Trends
  • North America
    • Introduction
    • Market Size and Forecast, and Y-o-Y Growth, By Component, 2019-2031, (USD Bn)
    • Market Size and Forecast, and Y-o-Y Growth, By Type, 2019-2031, (USD Bn)
    • Market Size and Forecast, and Y-o-Y Growth, By End User, 2019-2031, (USD Bn)
    • Market Size and Forecast, and Y-o-Y Growth, By Country, 2019-2031, (USD Bn)
  • U.S.
  • Canada
  • Europe
    • Introduction
    • Market Size and Forecast, and Y-o-Y Growth, By Component, 2019-2031, (USD Bn)
    • Market Size and Forecast, and Y-o-Y Growth, By Type, 2019-2031, (USD Bn)
    • Market Size and Forecast, and Y-o-Y Growth, By End User, 2019-2031, (USD Bn)
    • Market Size and Forecast, and Y-o-Y Growth, By Country, 2019-2031, (USD Bn)
  • Germany
  • U.K.
  • France
  • Spain
  • Italy
  • Russia
  • Rest of Europe
  • Asia Pacific
    • Introduction
    • Market Size and Forecast, and Y-o-Y Growth, By Component, 2019-2031, (USD Bn)
    • Market Size and Forecast, and Y-o-Y Growth, By Type, 2019-2031, (USD Bn)
    • Market Size and Forecast, and Y-o-Y Growth, By End User, 2019-2031, (USD Bn)
    • Market Size and Forecast, and Y-o-Y Growth, By Country, 2019-2031, (USD Bn)
  • China
  • India
  • Japan
  • South Korea
  • ASEAN
  • Australia
  • Rest of Asia Pacific
  • Latin America
    • Introduction
    • Market Size and Forecast, and Y-o-Y Growth, By Component, 2019-2031, (USD Bn)
    • Market Size and Forecast, and Y-o-Y Growth, By Type, 2019-2031, (USD Bn)
    • Market Size and Forecast, and Y-o-Y Growth, By End User, 2019-2031, (USD Bn)
    • Market Size and Forecast, and Y-o-Y Growth, By Country, 2019-2031, (USD Bn)
  • Brazil
  • Argentina
  • Mexico
  • Rest of Latin America
  • Middle East & Africa
    • Introduction
    • Market Size and Forecast, and Y-o-Y Growth, By Component, 2019-2031, (USD Bn)
    • Market Size and Forecast, and Y-o-Y Growth, By Type, 2019-2031, (USD Bn)
    • Market Size and Forecast, and Y-o-Y Growth, By End User, 2019-2031, (USD Bn)
    • Market Size and Forecast, and Y-o-Y Growth, By Country, 2019-2031, (USD Bn)
  • GCC Countries
  • Israel
  • South Africa
  • Rest of Middle East & Africa

9. Competitive Landscape

  • Company Profile
    • 360Rize
  • Company Overview
  • Product Portfolio
  • Financial Performance
  • Key Strategies
  • Recent Developments/Updates
    • 80six
    • Adobe
    • Arashi Vision Inc. (Insta 360)
    • ARRI AG
    • Autodesk Inc.
    • BORIS FX, INC
    • Epic Games, Inc.
    • FuseFX
    • HTC Corporation
    • HumanEyes Technologies
    • Mo-Sys Engineering Ltd.
    • NVIDIA Corporation.
    • Panocam3d.com
    • Pixar (The Walt Disney Company)
    • Pixotope
    • Side Effects Software Inc (SideFX)
    • Sony Corporation
    • Technicolor
    • TREE Digital Studio
    • Vicon Motion Systems Ltd

10. Wheel of Fortune

  • Wheel of Fortune
  • Analyst View
  • Coherent Opportunity Map

11. Section

  • References
  • Research Methodology
  • About us