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市場調查報告書
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1474942

虛擬製作市場規模、佔有率、趨勢分析報告:按組件、產品類型、最終用途、地區和細分市場預測,2024-2030 年

Virtual Production Market Size, Share & Trends Analysis Report By Component (Hardware, Software, Services), By Type, By End-user, By Region, And Segment Forecasts, 2024 - 2030

出版日期: | 出版商: Grand View Research | 英文 100 Pages | 商品交期: 2-10個工作天內

價格

虛擬製作市場成長與趨勢:

Grand View Research, Inc.最新報告顯示,預計2030年全球虛擬製作市場規模將達到67.9億美元,2024年至2030年複合年成長率為18.6%。

虛擬製作在媒體和娛樂產業中的日益普及,加上創造高清影像和即時虛擬環境的能力,是推動市場成長的關鍵因素。

這項技術使電影製作者能夠將虛擬背景環境與實景影像結合,從而減少對製作團隊和現場工作人員的要求。這可以顯著降低影像製作成本。例如,2020 年 COVID-19 爆發後,好萊塢電影製片人找到了無需在片場聚集數百人的高科技解決方案進行拍攝。 Cloudbusting、StageCraft 的 LED 設定以及用於遠端拍攝演員(稱為 Solo Cinebot)的機器人攝影機等技術的使用極大地幫助了電影製作人。虛擬製作的技術進步正在幫助廣播公司提高業務效率,同時最大限度地減少技術人員在廣播室的實際存在。

例如,2020 年 3 月,天空體育推出了虛擬製作套件。該套件連接 48 個虛擬工作站和同等數量的直接工作站連接,支援遠端編輯、同步直播節目以及將直播剪輯直接分發到社交媒體平台。虛擬製作可以製作出視覺效果更好、製作成本更低的電影,但它也帶來了一些挑戰。

例如,2022年5月,英國虛擬製作解決方案製造商Mo-Sys Academy宣布推出新的虛擬製作課程。本課程旨在填補虛擬製作領域的技能空白,該領域對經過培訓的技術人員的需求正在迅速增加。

隨著人工智慧的出現,虛擬製作技術大大提高了電腦生成圖形的品質。現在可以輕鬆地在 3D 模型中設計和視覺化複雜場景,並在即時環境中進行編輯和審查。該技術可降低船員和設備的運輸和物流成本,對市場產生正面影響。該技術允許電影製作者使用聯播或虛擬攝影機在片場捕捉實景場景,將電腦生成的 3D 圖形元素與電影的實景影像無縫融合,最終形成最終的視覺效果。

視覺特效技術的發展和動畫的發展正在推動娛樂產業的發展。例如,2022年7月,美國訂閱串流媒體服務和製作公司Netflix宣布計畫收購澳洲動畫和視覺效果數位工作室Animal Logic。該舉措預計將幫助Netflix加快開發端到端動畫製作能力。

此外,人工智慧還可以提供預製作支持,從而加速影像製作任務。在過去的十年中,前期製作工作嚴重依賴非結構化的票房資料和與觀眾相關的有限的人口統計資訊,導致引人注目的影像內容的開發量下降。但現在,人工智慧可以從各種平台收集的大型資料集集中產生見解,以了解提案內容的接受度和興趣。

例如,Netflix 根據準確、個人化的建議和對用戶行為的觀察來創建影片內容,例如觀看歷史記錄、投訴以及暫停或快退影片等資料操作。此外,2021年4月,該公司決定投資170億美元建立專用資料庫,根據平台收集的資料開發原創內容。人工智慧技術還可以幫助理解劇本和劇本,識別所描繪的地點,並提案監督可以想像的現實世界地點,並創建逼真的 CG 圖像地點。

遊戲產業擴大採用虛擬製作對於這個市場也很有效。因素包括利用3D環境、公司更注重開發緊湊、舒適的虛擬遊戲設備,以及虛擬製作平台(如 3D音訊、不受限制的虛擬實境耳機和雲端可擴展性)的不斷創新,預計將推動整個遊戲應用程式的市場成長。

此外,身臨其境型體驗的引入實現了圖形內容的 360° 視圖,從而實現了新的遊戲互動水平,並允許參與企業透過感官控制和修改遊戲環境。這使得參與企業能夠更順暢地與電玩互動。因此,虛擬製作技術在遊戲中的日益應用預計將推動市場成長。

虛擬製作市場報告亮點

  • 以最終用途計算,2023 年電影細分市場將佔第二大收益佔有率,達到 28.5%。這一成長是由於電影中對視覺效果和3D模型的需求不斷成長。
  • 按組成部分來看,預計到 2023 年,軟體領域將佔據最大的收益佔有率,達到 41.8%,並由於人工智慧的加入,在 2024 年至 2030 年期間保持其主導地位。人工智慧的加入有望提高動畫和圖形的品質。
  • 2023年,北美地區收益佔有率最大,為36.5%。這種成長是由於先進的視覺特效和虛擬製作技術的日益採用,以及維亞康姆哥倫比亞廣播公司、華特迪士尼工作室、NBC環球和華納媒體等主要地區電影製片廠對虛擬製作的大力實施。

目錄

第1章 虛擬生產市場:調查方法與範圍

第2章虛擬製作市場:執行摘要

  • 市場展望
  • 分部展望
  • 競爭考察

第3章虛擬製作市場:變數、趨勢、範圍

  • 市場介紹/系統展望
  • 市場規模及成長前景
  • 產業價值鏈分析
  • 市場動態
  • 虛擬製作市場分析工具

第 4 章 虛擬生產市場:成分估計/趨勢分析

  • 細分儀表板
  • 虛擬生產市場:2023 年和 2030 年組件變化分析
  • 硬體
  • 軟體
  • 服務

第5章虛擬製作市場:類型、估計與趨勢分析

  • 細分儀表板
  • 虛擬製作市場:類型變化分析,2023 年和 2030 年
  • 預先製作
  • 生產
  • 後製

第6章虛擬製作市場:最終用戶、估計與趨勢分析

  • 細分儀表板
  • 虛擬製作市場:2023 年和 2030 年最終用戶變化分析
  • 電影
  • 電視劇
  • 商業廣告
  • 線上影片
  • 其他

第7章 虛擬製作市場:區域估計與趨勢分析

  • 虛擬製作市場佔有率(按地區),2023 年和 2030 年,百萬美元
  • 北美洲
    • 2017-2030年北美虛擬製作市場估價與預測
    • 美國
    • 加拿大
  • 歐洲
    • 2017-2030年歐洲虛擬製作市場估算與預測
    • 英國
    • 德國
    • 法國
  • 亞太地區
    • 2017-2030年亞太地區虛擬製作市場估價與預測
    • 中國
    • 日本
    • 印度
  • 南美洲
    • 2017-2030年南美洲虛擬製作市場估計與預測
    • 巴西
  • 中東/非洲
    • 2017-2030年中東和非洲虛擬製作市場估計和預測

第8章 競爭格局

  • 主要市場參與企業的最新趨勢和影響分析
  • 公司分類
  • 公司市場定位
  • 公司市場佔有率分析
  • 企業熱力圖分析
  • 策略規劃
    • 擴張
    • 併購
    • 夥伴關係與協作
    • 新產品發布
    • 研究與開發
  • 公司簡介
    • 360Rize
    • Adobe
    • 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
Product Code: GVR-4-68039-317-3

Virtual Production Market Growth & Trends:

The global virtual production market size is expected to reach USD 6.79 billion by 2030, registering a CAGR of 18.6% from 2024 to 2030, according to a new report by Grand View Research, Inc. The rising popularity of virtual production in the media and entertainment industry, combined with its capabilities to create high-definition visuals and real-time virtual environments, is the key factor propelling the growth of the market.

The technology enables filmmakers to reduce the demand for on-set production teams and crew members by integrating virtual background environments into live-action footage. This allows for a significant reduction in video production costs. For instance, in 2020, after the covid-19 pandemic, filmmakers in the Hollywood industry found the hi-tech solution of shooting without gathering 100s of people on set. The use of techniques such as cloudbusting, stagecraft LED setup, and robotic camera to shoot actors remotely, known as the Solo Cinebot has helped the filmmaker a lot. Technological advancement in virtual production helps broadcasters improve their operational efficiency with the least physical presence of technicians in the broadcasting room.

For instance, in March 2020, Sky Sports implemented a virtual production suite, which has enabled its teams to create content and stream it remotely. The suite connected 48 virtual workstations and an equal number of direct-to-workstation connections for remote editing, simultaneous live programming, and the distribution of live clippings directly on social media platforms. Although virtual production can produce a film with better visuals and low production costs, it also poses some challenges, especially from the lack of training and experience among industry professionals.

For instance, in May 2022, Mo-Sys Academy, a manufacturer of virtual production solutions in the U.K. announced the launch of a new virtual production course. This course intends to close the skills gap in the virtual production sector, which is experiencing a surge in demand for trained technicians.

With the advent of artificial intelligence, virtual production technology has witnessed significant improvements in the quality of its computer-generated graphics. Design and visualization of all complex scenes in a three-dimensional model have become convenient, further editing and reviewing in a real-time environment. The technology positively impacts the market by reducing the transportation and logistics costs of crew members and equipment. It enables filmmakers to capture on-set live-action scenes through simul-cams or virtual cameras and seamlessly merge computer-generated 3D graphic elements with the film's live-shooting footage to conclude with the final visual effects.

The evolution of VFX technologies and the growth of animation are boosting the entertainment industry. For instance, in July 2022, Netflix, a subscription streaming service and production company in the U.S. announced a plan to acquire Animal Logic, an Australian animation, and visual effects digital studio. This initiative will help Netflix accelerate its efforts to develop end-to-end animation production capabilities.

Furthermore, artificial intelligence facilitates pre-production support that helps to accelerate video production work. In the previous decade, pre-production works heavily relied on unstructured box office data and limited demographic information related to viewers, leading to less engaging video content development. However, now artificial intelligence can generate insights from large data sets collected from various platforms to understand the proposed content's acceptance and interest.

For example, Netflix creates video content based on accurate, personalized recommendations and observations of its users' behavior, such as surfing history, claims, and data actions like pausing or rewinding videos. Also, in April 2021, the company decided to invest USD 17 billion to create a dedicated database to develop original content based on its platform's collected data. Artificial intelligence technology can also help understand scripts and screenplays to recognize the locations described and suggest real-world locations where directors can imagine and create realistic computer graphic imagery locations.

The growing implementation of virtual production in the gaming industry also works well for the market. Factors such as leveraging a three-dimensional environment, increased focus of companies on developing compact and comfortable virtual gaming devices, and constant technological innovation on virtual production platforms, such as 3D audio, untethered virtual reality headsets, and cloud scalability, are expected to drive market growth across gaming applications.

Furthermore, introducing an immersive experience allows for 360° views of graphic content and a new level of gaming interaction, enabling players to control and modify the gaming environment through their senses. This made the interaction with the video games smoother for the player. Hence the increased application of virtual production technology in games is expected to propel the growth of the market.

Virtual Production Market Report Highlights:

  • In terms of end-user, the movies segment accounted for the second-largest revenue share of 28.5% in 2023. The growth can be attributed to the rising demand for visual effects and a three-dimensional model in movies
  • In terms of components, The software segment accounted for the largest revenue share of 41.8% in 2023 and is expected to retain its dominance from 2024 to 2030 owing to the inclusion of artificial intelligence. The inclusion is expected to improve the performance of animation and graphics quality
  • The North American region holds the maximum revenue share of 36.5% in 2023. The growth is attributable to the increasing adoption of advanced VFX and virtual production technologies coupled with the high implementation of virtual production by leading regional film studios, such as Viacom CBS, Walt Disney Studios, NBC Universal, and Warner Media.

Table of Contents

Chapter 1. Virtual Production Market: Methodology and Scope

  • 1.1. Market Segmentation and Scope
  • 1.2. Market Definitions
  • 1.3. Research Methodology
    • 1.3.1. Information Procurement
    • 1.3.2. Information or Data Analysis
    • 1.3.3. Market Formulation & Data Visualization
    • 1.3.4. Data Validation & Publishing
  • 1.4. Research Scope and Assumptions
    • 1.4.1. List of Data Sources

Chapter 2. Virtual Production Market: Executive Summary

  • 2.1. Market Outlook
  • 2.2. Segment Outlook
  • 2.3. Competitive Insights

Chapter 3. Virtual Production Market: Variables, Trends, & Scope

  • 3.1. Market Introduction/Lineage Outlook
  • 3.2. Market Size and Growth Prospects (USD Million)
  • 3.3. Industry Value Chain Analysis
  • 3.4. Market Dynamics
    • 3.4.1. Market Drivers Analysis
      • 3.4.1.1. Growing Investments In Virtual Production Technology Development
      • 3.4.1.2. Growing Preference For Digital Learning
    • 3.4.2. Market Restraints Analysis
      • 3.4.2.1. Risks Associated With Cyber Security
    • 3.4.3. Industry Opportunities
    • 3.4.4. Industry Challenges
    • 3.4.5. Key Small-Sized Edtech Companies, By Region/Country
    • 3.4.6. Key Company Ranking Analysis, 2023
  • 3.5. Virtual Production Market Analysis Tools
    • 3.5.1. Porter's Analysis
      • 3.5.1.1. Bargaining power of the suppliers
      • 3.5.1.2. Bargaining power of the buyers
      • 3.5.1.3. Threats of substitution
      • 3.5.1.4. Threats from new entrants
      • 3.5.1.5. Competitive rivalry
    • 3.5.2. PESTEL Analysis
      • 3.5.2.1. Political landscape
      • 3.5.2.2. Economic and Social landscape
      • 3.5.2.3. Technological landscape
      • 3.5.2.4. Environmental landscape
      • 3.5.2.5. Legal landscape

Chapter 4. Virtual Production Market: Sector Estimates & Trend Analysis

  • 4.1. Segment Dashboard
  • 4.2. Virtual Production Market: Component Movement Analysis, 2023 & 2030 (USD Million)
  • 4.3. Hardware
    • 4.3.1. Hardware Market Revenue Estimates and Forecasts, 2017 - 2030 (USD Million)
  • 4.4. Software
    • 4.4.1. Software Market Revenue Estimates and Forecasts, 2017 - 2030 (USD Million)
  • 4.5. Services
    • 4.5.1. Services Market Revenue Estimates and Forecasts, 2017 - 2030 (USD Million)

Chapter 5. Virtual Production Market: Type Estimates & Trend Analysis

  • 5.1. Segment Dashboard
  • 5.2. Virtual Production Market: Type Movement Analysis, 2023 & 2030 (USD Million)
  • 5.3. Pre-production
    • 5.3.1. Pre-production Market Revenue Estimates and Forecasts, 2017 - 2030 (USD Million)
  • 5.4. Production
    • 5.4.1. Production Market Revenue Estimates and Forecasts, 2017 - 2030 (USD Million)
  • 5.5. Postproduction
    • 5.5.1. Postproduction Market Revenue Estimates and Forecasts, 2017 - 2030 (USD Million)

Chapter 6. Virtual Production Market: End-user Estimates & Trend Analysis

  • 6.1. Segment Dashboard
  • 6.2. Virtual Production Market: End-user Movement Analysis, 2023 & 2030 (USD Million)
  • 6.3. Movies
    • 6.3.1. Movies Market Revenue Estimates and Forecasts, 2017 - 2030 (USD Million)
  • 6.4. TV Series
    • 6.4.1. TV Series Market Revenue Estimates and Forecasts, 2017 - 2030 (USD Million)
  • 6.5. Commercial Ads
    • 6.5.1. Commercial Ads Market Revenue Estimates and Forecasts, 2017 - 2030 (USD Million)
  • 6.6. Online Videos
    • 6.6.1. Online Videos Market Revenue Estimates and Forecasts, 2017 - 2030 (USD Million)
  • 6.7. Others
    • 6.7.1. Others Market Revenue Estimates and Forecasts, 2017 - 2030 (USD Million)

Chapter 7. Virtual Production Market: Regional Estimates & Trend Analysis

  • 7.1. Virtual Production Market Share, By Region, 2023 & 2030, USD Million
  • 7.2. North America
    • 7.2.1. North America Virtual Production Market Estimates and Forecasts, 2017 - 2030 (USD Million)
    • 7.2.2. U.S.
      • 7.2.2.1. U.S. Virtual Production Market Estimates and Forecasts, 2017 - 2030 (USD Million)
    • 7.2.3. Canada
      • 7.2.3.1. Canada Virtual Production Market Estimates and Forecasts, 2017 - 2030 (USD Million)
  • 7.3. Europe
    • 7.3.1. Europe Virtual Production Market Estimates and Forecasts, 2017 - 2030 (USD Million)
    • 7.3.2. UK
      • 7.3.2.1. UK Virtual Production Market Estimates and Forecasts, 2017 - 2030 (USD Million)
    • 7.3.3. Germany
      • 7.3.3.1. Germany Virtual Production Market Estimates and Forecasts, 2017 - 2030 (USD Million)
    • 7.3.4. France
      • 7.3.4.1. France Virtual Production Market Estimates and Forecasts, 2017 - 2030 (USD Million)
  • 7.4. Asia Pacific
    • 7.4.1. Asia Pacific Virtual Production Market Estimates and Forecasts, 2017 - 2030 (USD Million)
    • 7.4.2. China
      • 7.4.2.1. China Virtual Production Market Estimates and Forecasts, 2017 - 2030 (USD Million)
    • 7.4.3. Japan
      • 7.4.3.1. Japan Virtual Production Market Estimates and Forecasts, 2017 - 2030 (USD Million)
    • 7.4.4. India
      • 7.4.4.1. India Virtual Production Market Estimates and Forecasts, 2017 - 2030 (USD Million)
  • 7.5. South America
    • 7.5.1. South America Virtual Production Market Estimates and Forecasts, 2017 - 2030 (USD Million)
    • 7.5.2. Brazil
      • 7.5.2.1. Brazil Virtual Production Market Estimates and Forecasts, 2017 - 2030 (USD Million)
  • 7.6. Middle East & Africa
    • 7.6.1. Middle East and Africa Virtual Production Market Estimates and Forecasts, 2017 - 2030 (USD Million)

Chapter 8. Competitive Landscape

  • 8.1. Recent Developments & Impact Analysis by Key Market Participants
  • 8.2. Company Categorization
  • 8.3. Company Market Positioning
  • 8.4. Company Market Share Analysis
  • 8.5. Company Heat Map Analysis
  • 8.6. Strategy Mapping
    • 8.6.1. Expansion
    • 8.6.2. Mergers & Acquisition
    • 8.6.3. Partnerships & Collaborations
    • 8.6.4. New Product Launches
    • 8.6.5. Research And Development
  • 8.7. Company Profiles
    • 8.7.1. 360Rize
      • 8.7.1.1. Participant's Overview
      • 8.7.1.2. Financial Performance
      • 8.7.1.3. Product Benchmarking
      • 8.7.1.4. Recent Developments
    • 8.7.2. Adobe
      • 8.7.2.1. Participant's Overview
      • 8.7.2.2. Financial Performance
      • 8.7.2.3. Product Benchmarking
      • 8.7.2.4. Recent Developments
    • 8.7.3. Autodesk Inc.
      • 8.7.3.1. Participant's Overview
      • 8.7.3.2. Financial Performance
      • 8.7.3.3. Product Benchmarking
      • 8.7.3.4. Recent Developments
    • 8.7.4. BORIS FX, INC
      • 8.7.4.1. Participant's Overview
      • 8.7.4.2. Financial Performance
      • 8.7.4.3. Product Benchmarking
      • 8.7.4.4. Recent Developments
    • 8.7.5. Epic Games, Inc.
      • 8.7.5.1. Participant's Overview
      • 8.7.5.2. Financial Performance
      • 8.7.5.3. Product Benchmarking
      • 8.7.5.4. Recent Developments
    • 8.7.6. HTC Corporation (VivePort)
      • 8.7.6.1. Participant's Overview
      • 8.7.6.2. Financial Performance
      • 8.7.6.3. Product Benchmarking
      • 8.7.6.4. Recent Developments
    • 8.7.7. HumanEyes Technologies
      • 8.7.7.1. Participant's Overview
      • 8.7.7.2. Financial Performance
      • 8.7.7.3. Product Benchmarking
      • 8.7.7.4. Recent Developments
    • 8.7.8. Mo-Sys Engineering Ltd.
      • 8.7.8.1. Participant's Overview
      • 8.7.8.2. Financial Performance
      • 8.7.8.3. Product Benchmarking
      • 8.7.8.4. Recent Developments
    • 8.7.9. NVIDIA Corporation.
      • 8.7.9.1. Participant's Overview
      • 8.7.9.2. Financial Performance
      • 8.7.9.3. Product Benchmarking
      • 8.7.9.4. Recent Developments
    • 8.7.10. Panocam3d.com
      • 8.7.10.1. Participant's Overview
      • 8.7.10.2. Financial Performance
      • 8.7.10.3. Product Benchmarking
      • 8.7.10.4. Recent Developments
    • 8.7.11. Pixar (The Walt Disney Company)
      • 8.7.11.1. Participant's Overview
      • 8.7.11.2. Financial Performance
      • 8.7.11.3. Product Benchmarking
      • 8.7.11.4. Recent Developments
    • 8.7.12. Side Effects Software Inc (SideFX)
      • 8.7.12.1. Participant's Overview
      • 8.7.12.2. Financial Performance
      • 8.7.12.3. Product Benchmarking
      • 8.7.12.4. Recent Developments
    • 8.7.13. Technicolor
      • 8.7.13.1. Participant's Overview
      • 8.7.13.2. Financial Performance
      • 8.7.13.3. Product Benchmarking
      • 8.7.13.4. Recent Developments
    • 8.7.14. Vicon Motion Systems Ltd
      • 8.7.14.1. Participant's Overview
      • 8.7.14.2. Financial Performance
      • 8.7.14.3. Product Benchmarking
      • 8.7.14.4. Recent Developments

List of Tables

  • Table 1. Virtual Production Market Segmentation
  • Table 2. Virtual production market - Industry snapshot & key buying criteria, 2017 - 2030
  • Table 3. Global Virtual Production Market, 2017 - 2030 (USD Million)
  • Table 4. Global Virtual Production Market, by region, 2017 - 2030 (USD Million)
  • Table 5. Global Virtual Production Market, by component, 2017 - 2030 (USD Million)
  • Table 6. Global Virtual Production Market, by type, 2017 - 2030 (USD Million)
  • Table 7. Global Virtual Production Market, by end-user, 2017 - 2030 (USD Million)
  • Table 8. Key market driver impact
  • Table 9. Key market restraint impact
  • Table 10. Key market opportunity impact
  • Table 11. List of key market players
  • Table 12. Hardware Virtual Production Market, by region, 2017 - 2030 (USD Million)
  • Table 13. Software Virtual Production Market, by region, 2017 - 2030 (USD Million)
  • Table 14. Pre-production Virtual Production Market, by region, 2017 - 2030 (USD Million)
  • Table 15. Production Virtual Production Market, by region, 2017 - 2030 (USD Million)
  • Table 16. Post-production Virtual Production Market, by region, 2017 - 2030 (USD Million)
  • Table 17. Movies Virtual Production Market, by region, 2017 - 2030 (USD Million)
  • Table 18. TV Series Virtual Production Market, by region, 2017 - 2030 (USD Million)
  • Table 19. Commercial Ads Virtual Production Market, by region, 2017 - 2030 (USD Million)
  • Table 20. Online Videos Virtual Production Market, by region, 2017 - 2030 (USD Million)
  • Table 21. Others Virtual Production Market, by region, 2017 - 2030 (USD Million)
  • Table 22. North America Virtual Production Market, by component, 2017 - 2030 (USD Million)
  • Table 23. North America Virtual Production Market, by type, 2017 - 2030 (USD Million)
  • Table 24. North America Virtual Production Market, by end-user, 2017 - 2030 (USD Million)
  • Table 25. U.S. Virtual Production Market, by component, 2017 - 2030 (USD Million)
  • Table 26. U.S. Virtual Production Market, by type, 2017 - 2030 (USD Million)
  • Table 27. U.S. Virtual Production Market, by end-user, 2017 - 2030 (USD Million)
  • Table 28. Canada Virtual Production Market, by component, 2017 - 2030 (USD Million)
  • Table 29. Canada Virtual Production Market, by type, 2017 - 2030 (USD Million)
  • Table 30. Canada Virtual Production Market, by end-user, 2017 - 2030 (USD Million)
  • Table 31. Mexico Virtual Production Market, by component, 2017 - 2030 (USD Million)
  • Table 32. Mexico Virtual Production Market, by type, 2017 - 2030 (USD Million)
  • Table 33. Mexico Virtual Production Market, by end-user, 2017 - 2030 (USD Million)
  • Table 34. Europe Virtual Production Market, by component, 2017 - 2030 (USD Million)
  • Table 35. Europe Virtual Production Market, by type, 2017 - 2030 (USD Million)
  • Table 36. Europe Virtual Production Market, by end-user, 2017 - 2030 (USD Million)
  • Table 37. Germany Virtual Production Market, by component, 2017 - 2030 (USD Million)
  • Table 38. Germany Virtual Production Market, by type, 2017 - 2030 (USD Million)
  • Table 39. Germany Virtual Production Market, by end-user, 2017 - 2030 (USD Million)
  • Table 40. UK Virtual Production Market, by component, 2017 - 2030 (USD Million)
  • Table 41. UK Virtual Production Market, by type, 2017 - 2030 (USD Million)
  • Table 42. UK Virtual Production Market, by end-user, 2017 - 2030 (USD Million)
  • Table 43. France Virtual Production Market, by component, 2017 - 2030 (USD Million)
  • Table 44. France Virtual Production Market, by type, 2017 - 2030 (USD Million)
  • Table 45. France Virtual Production Market, by end-user, 2017 - 2030 (USD Million)
  • Table 46. Asia Pacific Virtual Production Market, by component, 2017 - 2030 (USD Million)
  • Table 47. Asia Pacific Virtual Production Market, by type, 2017 - 2030 (USD Million)
  • Table 48. Asia Pacific Virtual Production Market, by end-user, 2017 - 2030 (USD Million)
  • Table 49. China Virtual Production Market, by component, 2017 - 2030 (USD Million)
  • Table 50. China Virtual Production Market, by type, 2017 - 2030 (USD Million)
  • Table 51. China Virtual Production Market, by end-user, 2017 - 2030 (USD Million)
  • Table 52. Japan Virtual Production Market, by component, 2017 - 2030 (USD Million)
  • Table 53. Japan Virtual Production Market, by type, 2017 - 2030 (USD Million)
  • Table 54. Japan Virtual Production Market, by end-user, 2017 - 2030 (USD Million)
  • Table 55. India Virtual Production Market, by component, 2017 - 2030 (USD Million)
  • Table 56. India Virtual Production Market, by type, 2017 - 2030 (USD Million)
  • Table 57. India Virtual Production Market, by end-user, 2017 - 2030 (USD Million)
  • Table 58. South America Virtual Production Market, by component, 2017 - 2030 (USD Million)
  • Table 59. South America Virtual Production Market, by type, 2017 - 2030 (USD Million)
  • Table 60. South America Virtual Production Market, by end-user, 2017 - 2030 (USD Million)
  • Table 61. Brazil Virtual Production Market, by component, 2017 - 2030 (USD Million)
  • Table 62. Brazil Virtual Production Market, by type, 2017 - 2030 (USD Million)
  • Table 63. Brazil Virtual Production Market, by end-user, 2017 - 2030 (USD Million)
  • Table 64. MEA Virtual Production Market, by component, 2017 - 2030 (USD Million)
  • Table 65. MEA Virtual Production Market, by type, 2017 - 2030 (USD Million)
  • Table 66. MEA Virtual Production Market, by end-user, 2017 - 2030 (USD Million)

List of Figures

  • Fig. 1 Research process
  • Fig. 2 Market formulation
  • Fig. 3 Market segmentation and scope
  • Fig. 4 Virtual production market, 2017 - 2030
  • Fig. 5 Key opportunities analysis
  • Fig. 6 Virtual production - Value chain analysis
  • Fig. 7 Virtual production market dynamics
  • Fig. 8 Industry analysis - Porter's five forces analysis
  • Fig. 9 Virtual production - PEST analysis
  • Fig. 10 Virtual production market share by component, 2023 & 2030
  • Fig. 11 Virtual production market share by type, 2023 & 2030
  • Fig. 12 Virtual production market share by end-user, 2023 & 2030
  • Fig. 13 Virtual production market share by region, 2023 & 2030
  • Fig. 14 North America marketplace: Key takeaways
  • Fig. 15 Europe marketplace: Key takeaways
  • Fig. 16 Asia Pacific marketplace: Key takeaways
  • Fig. 17 South America marketplace: Key takeaways
  • Fig. 18 MEA marketplace: Key takeaways