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市場調查報告書
商品編碼
1602229

虛擬製作市場:按組件、生產階段和最終用戶分類 - 2025-2030 年全球預測

Virtual Production Market by Component (Hardware, Services, Software), Production Stage (Post-Production, Pre-Production, Production), End-User - Global Forecast 2025-2030

出版日期: | 出版商: 360iResearch | 英文 194 Pages | 商品交期: 最快1-2個工作天內

價格

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根據預測,2023年虛擬製作市場價值為25.5億美元,預計到2024年將達到30.1億美元,複合年成長率為18.57%,到2030年將達到84.2億美元。

虛擬製作(VP)是結合實體和數位元素來創建電動遊戲、電影和電視行業常用的身臨其境型拍攝環境的過程。透過利用即時渲染、LED 螢幕和動態捕捉等技術,VP 提供增強的創新控制和經濟高效的製作能力。由於對視覺上引人注目的內容的需求以及 COVID-19 大流行的限制,對虛擬製作的需求激增,使得遠端工作和虛擬工作流程成為必要。應用程式涵蓋預先視覺化、現場視覺化和後製,為娛樂、廣告和數位學習等產業帶來顯著優勢。最終用途主要包括希望增強說故事能力的電影工作室、遊戲開發商和商業內容創作者。市場成長受到虛擬實境和擴增實境技術進步、虛擬製作工作室投資增加、OTT平台滲透率提高等影響。新興經濟體和實況活動和廣播等行業的機會已經成熟,並提供了開拓的成長潛力。然而,挑戰依然存在,包括高昂的初始設定成本、技能短缺以及將 VP 技術整合到現有系統的物流複雜性。這些因素要求公司仔細制定策略以減少高額資本支出。尋求即時渲染技術和人工智慧驅動的內容創建工具的進步是業務成長的有希望的創新領域。透過開發可擴展且方便用戶使用的 VP 平台,我們可以容納小型工作室和內容創作者並擴大他們的市場範圍。勞動力短缺問題可以透過專注於技能開發的行業合作來解決。市場的本質是動態的,激烈的競爭推動快速創新。為了保持競爭力,公司必須保持敏捷並跟上最新趨勢。透過優先投資永續技術並培養夥伴關係關係,公司可以有效地駕馭這一不斷變化的格局並利用其豐富的機會。

主要市場統計
基準年[2023] 25.5億美元
預測年份 [2024] 30.1億美元
預測年份 [2030] 84.2億美元
複合年成長率(%) 18.57%

市場動態:揭示快速發展的虛擬製作市場的關鍵市場洞察

虛擬生產市場正因供需的動態交互作用而轉變。透過了解這些不斷變化的市場動態,公司可以準備好做出明智的投資決策、完善策略決策並抓住新的商機。全面了解這些趨勢可以幫助企業降低政治、地理、技術、社會和經濟領域的風險,同時也能幫助企業了解消費行為及其對製造業的影響。

  • 市場促進因素
    • 具有大量影像的電影越來越受到消費者的歡迎
    • 遊戲產業對視覺效果的需求不斷成長
    • 在商業製作中擴大採用虛擬製作
  • 市場限制因素
    • 與虛擬製作相關的高成本
  • 市場機會
    • 虛擬製作技術與系統的進步
    • 攝影機器人在電影製作上的應用
  • 市場挑戰
    • 虛擬生產方法的技術複雜性

波特的五力:駕馭虛擬製作市場的策略工具

波特的五力架構是了解虛擬製作市場競爭格局的重要工具。波特的五力框架為評估公司的競爭地位和探索策略機會提供了清晰的方法。該框架可幫助公司評估市場動態並確定新業務的盈利。這些見解使公司能夠利用自己的優勢,解決弱點並避免潛在的挑戰,從而確保更強大的市場地位。

PESTLE分析:了解虛擬製作市場的外部影響

外部宏觀環境因素在塑造虛擬製作市場的績效動態方面發揮著至關重要的作用。對政治、經濟、社會、技術、法律和環境因素的分析提供了應對這些影響所需的資訊。透過調查 PESTLE 因素,公司可以更了解潛在的風險和機會。這種分析可以幫助企業預測法規、消費者偏好和經濟趨勢的變化,並為他們做出積極主動的決策做好準備。

市場佔有率分析 了解虛擬製作市場的競爭狀況

虛擬製作市場的詳細市場佔有率分析可以對供應商績效進行全面評估。公司可以透過比較收益、客戶群和成長率等關鍵指標來揭示其競爭地位。該分析揭示了市場集中、分散和整合的趨勢,為供應商提供了製定策略決策所需的洞察力,使他們能夠在日益激烈的競爭中佔有一席之地。

FPNV定位矩陣虛擬製作市場廠商績效評估

FPNV定位矩陣是評估虛擬製作市場供應商的重要工具。此矩陣允許業務組織根據商務策略和產品滿意度評估供應商,從而做出與其目標相符的明智決策。這四個象限使您能夠清晰、準確地分類供應商,並確定最能滿足您的策略目標的合作夥伴和解決方案。

策略分析與建議繪製虛擬製作市場的成功之路

對於旨在加強其在全球市場的影響力的公司來說,對虛擬製作市場的策略分析至關重要。透過審查關鍵資源、能力和績效指標,公司可以識別成長機會並努力改進。這種方法使您能夠克服競爭環境中的挑戰,利用新的商機並取得長期成功。

本報告對市場進行了全面分析,涵蓋關鍵重點領域:

1. 市場滲透率:詳細檢視當前市場環境、主要企業的廣泛資料、評估其在市場中的影響力和整體影響力。

2. 市場開拓:辨識新興市場的成長機會,評估現有領域的擴張潛力,並提供未來成長的策略藍圖。

3. 市場多元化:分析近期產品發布、開拓地區、關鍵產業進展、塑造市場的策略投資。

4. 競爭評估與情報:徹底分析競爭格局,檢驗市場佔有率、業務策略、產品系列、認證、監理核准、專利趨勢、主要企業的技術進步等。

5. 產品開發與創新:重點在於有望推動未來市場成長的最尖端科技、研發活動和產品創新。

我們也回答重要問題,幫助相關人員做出明智的決策:

1.目前的市場規模和未來的成長預測是多少?

2. 哪些產品、區隔市場和地區提供最佳投資機會?

3.塑造市場的主要技術趨勢和監管影響是什麼?

4.主要廠商的市場佔有率和競爭地位如何?

5. 推動供應商市場進入和退出策略的收益來源和策略機會是什麼?

目錄

第1章 前言

第2章調查方法

第3章執行摘要

第4章市場概況

第5章市場洞察

  • 市場動態
    • 促進因素
      • 畫面豐富的電影越來越受消費者歡迎
      • 遊戲產業對視覺效果的需求不斷成長
      • 在商業廣告製作中擴大採用虛擬製作
    • 抑制因素
      • 與虛擬製作相關的高成本
    • 機會
      • 虛擬製作技術與系統的進步
      • 攝影機器人在電影製作中的引入
    • 任務
      • 虛擬生產方法的技術複雜性
  • 市場區隔分析
    • 建立模組:使用軟體將創造性輸入轉化為具有視覺吸引力的輸出的重要性日益增加
    • 製作階段:在預製作階段增加虛擬製作的使用,有助於提前視覺化最終產品
    • 最終用戶:影視產業虛擬製作技術採用的演變
  • 波特五力分析
  • PESTEL分析
    • 政治的
    • 經濟
    • 社群
    • 技術的
    • 合法地
    • 環境

第6章 虛擬製作市場:按組成部分

  • 硬體
    • 相機
      • 360度相機
      • 運動攝影機
      • 輕便型相機
      • 數位單眼相機
      • 中片幅相機
      • 傳統底片相機
    • GPU 和顯示卡
    • LED顯示器牆
    • 記憶體和儲存
    • 工作站
  • 服務
  • 軟體

第7章 虛擬製作市場:依製作階段分類

  • 後製
  • 預先製作
  • 生產

第 8 章 虛擬製作市場:依最終使用者分類

  • 電影和電視
  • 遊戲
  • 行銷和廣告
  • 社群媒體內容

第9章美洲虛擬製作市場

  • 阿根廷
  • 巴西
  • 加拿大
  • 墨西哥
  • 美國

第10章亞太虛擬製作市場

  • 澳洲
  • 中國
  • 印度
  • 印尼
  • 日本
  • 馬來西亞
  • 菲律賓
  • 新加坡
  • 韓國
  • 台灣
  • 泰國
  • 越南

第11章 歐洲、中東和非洲的虛擬製作市場

  • 丹麥
  • 埃及
  • 芬蘭
  • 法國
  • 德國
  • 以色列
  • 義大利
  • 荷蘭
  • 挪威
  • 波蘭
  • 卡達
  • 俄羅斯
  • 沙烏地阿拉伯
  • 南非
  • 西班牙
  • 瑞典
  • 瑞士
  • 土耳其
  • 阿拉伯聯合大公國
  • 英國

第12章競爭格局

  • 2023 年市場佔有率分析
  • FPNV 定位矩陣,2023
  • 競爭情境分析
    • 諾丁漢特倫特大學對尖端技術的策略性投資
    • WWE 推出SONY維羅納LED幕牆,並推出採用先進虛擬製作技術的最先進的 30,000 平方英尺工作室
    • Megapixel 策略性收購 GhostFrame IP,以加強在虛擬製作技術領域的影響力
    • LG 推出具有增強虛擬製作功能的 Studio 系列 DVLED
    • 香港知專設計學院於逸夫工作室開設虛擬製作工作室
    • Dark Slope 與 SideFX 建立策略合作夥伴關係,在多倫多推出高級智慧舞台
    • SONY影業透過新的火炬光視覺化工具增強視覺效果和虛擬製作
    • Accenture對 Vu Technologies 進行策略性投資,協助打造身臨其境型體驗
    • 使用 Pixotope Pocket 開啟教育的未來:簡化虛擬製作以實現卓越的學術成就
    • LG 在 2020 年 NAB Show 上推出突破性虛擬製作解決方案,為廣播的未來開創了 360 度串流媒體和雲端基礎的技術
    • 虛擬製作革命:Planar 和 OptiTrack 在 NAB 2023 上推出尖端廣播技術套件
    • SONY影業Imageworks在上海推出尖端虛擬製作技術
    • SONY推出全面的虛擬製作工具集
    • 探索下一代科技及其對未來內容創作的影響
    • Media.Monks 和 Epic Games 釋放虛幻引擎 5 的強大功能,打造下一代電影和電視真實感
    • Anna Valley與Garden Studio結成策略夥伴關係,以先進技術和設計提升規模化生產
    • Arctic7 透過策略收購 Narwhal Studios 和 Star Fort Games 擴大其虛擬製作視野
    • 萬博宣偉集團收購 XR 公司,徹底改變行銷領域的虛擬製作
    • Vu 和 Cube 的合作夥伴關係擴大了工作室網路並開闢了視覺效果製作的新視野
    • NantStudios 透過墨爾本最先進的虛擬製作舞台擴大全球影響力
    • 約克郡的 LBi 和 Mainstage推出尖端虛擬製作合資企業
    • LAMDA 對永續、高效創新的承諾
    • HTC 宣布增強版 Vive XR Elite 和商業解決方案
    • Tag America 透過最先進的工作室擴張擴大虛擬行銷視野並提高品牌參與度
    • 透過無縫整合和無與倫比的視覺保真度徹底改變虛擬製作
    • 匈牙利投資 1,100 萬歐元建造最先進的布達佩斯虛擬工作室,加強電影產業的領導地位
    • 新加坡先鋒虛擬製作不斷發展,借助媒體發展局的創新基金開創了新時代
    • 亞馬遜工作室開始使用 AWS 進行虛擬製作
    • 探索 Black Pearl BP2V2 LED 顯示器系統的特性與多功能性
  • 戰略分析和建議
    • SONY集團公司
    • 三星電子有限公司
    • LG公司
    • 英偉達公司
    • DNEG PLC
    • 奧多比公司
    • 史詩遊戲股份有限公司
    • 平達系統有限公司
    • 聯合科技有限公司
    • 狂熱科技有限公司

公司名單

  • 360Rize
  • 80six Ltd.
  • Adobe Inc.
  • Amazon.com, Inc.
  • Autodesk, Inc.
  • AV Stumpfl GmbH
  • Avid Technology, Inc.
  • Aximmetry Technologies Ltd.
  • Barco NV
  • Blackmagic Design Pty Ltd
  • Boris FX, Inc.
  • Brompton Technology Ltd.
  • Dimension
  • Disguise Technologies Limited
  • DNEG PLC
  • Epic Games, Inc.
  • FuseFX
  • Glassbox Technologies
  • HTC Corporation
  • HumanEyes Technologies Ltd.
  • LG Corporation
  • Mo-Sys Engineering Ltd.
  • NEOM Company
  • NVIDIA Corporation
  • Panocam3d.com
  • Perforce Software, Inc.
  • Pixar Animation Studios by The Walt Disney Company
  • Pixotope Technologies
  • Planar Systems, Inc.
  • Production Resource Group, LLC
  • Samsung Electronics Co., Ltd.
  • SHOWRUNNER
  • Side Effects Software Inc.
  • Sony Group Corporation
  • Technicolor Creative Studios SA
  • Unilumin Group Co., Ltd.
  • Unity Technologies Inc.
  • Ventuz Technology AG
  • Vicon Motion Systems Ltd.
  • Virsabi ApS
  • Vu Technologies Corp by Diamond View Studios
  • Weta FX Ltd.
Product Code: MRR-0D217D5AD997

The Virtual Production Market was valued at USD 2.55 billion in 2023, expected to reach USD 3.01 billion in 2024, and is projected to grow at a CAGR of 18.57%, to USD 8.42 billion by 2030.

Virtual Production (VP) is a process that combines physical and digital elements to create immersive filming environments typically used in the video game, film, and television industries. Leveraging technologies such as real-time rendering, LED screens, and motion capture, VP offers enhanced creative control and cost-efficient production capabilities. The necessity of virtual production has surged due to demand for visually compelling content and the constraints imposed by the COVID-19 pandemic, which necessitated remote and virtual workflows. Its applications span pre-visualization, on-set visualization, and post-production, significantly benefitting industries such as entertainment, advertising, and e-learning. End-use scope primarily includes film studios, game developers, and commercial content creators aiming to enhance storytelling capabilities. Market growth is influenced by technological advancements in virtual and augmented reality, growing investments in virtual production studios, and the increasing prevalence of OTT platforms. Opportunities are ripe in emerging economies and sectors like live events and broadcasting, offering untapped growth potential. However, challenges persist, including high initial setup costs, skillset shortages, and logistical complexities in integrating VP technologies with existing systems. These factors require firms to strategize carefully to mitigate high capital expenditures. For business growth, focusing on advancements in real-time rendering technology and AI-driven content creation tools offers promising innovation areas. Developing scalable, user-friendly VP platforms can cater to smaller studios and content creators, expanding market reach. Emphasizing industry collaboration for skill development can address workforce shortages. The nature of the market is dynamic, with strong competition driving rapid technological innovation. Businesses must remain agile and informed about the latest trends to maintain a competitive edge. By prioritizing sustainable technology investments and fostering partnerships, companies can effectively navigate this evolving landscape and capitalize on its abundant opportunities.

KEY MARKET STATISTICS
Base Year [2023] USD 2.55 billion
Estimated Year [2024] USD 3.01 billion
Forecast Year [2030] USD 8.42 billion
CAGR (%) 18.57%

Market Dynamics: Unveiling Key Market Insights in the Rapidly Evolving Virtual Production Market

The Virtual Production Market is undergoing transformative changes driven by a dynamic interplay of supply and demand factors. Understanding these evolving market dynamics prepares business organizations to make informed investment decisions, refine strategic decisions, and seize new opportunities. By gaining a comprehensive view of these trends, business organizations can mitigate various risks across political, geographic, technical, social, and economic domains while also gaining a clearer understanding of consumer behavior and its impact on manufacturing costs and purchasing trends.

  • Market Drivers
    • Rising popularity of movies with extensive graphics among consumers
    • Proliferating demand for visual effects in gaming industry
    • Increasing adoption of virtual production for the creation of commercial ads
  • Market Restraints
    • High cost associated with virtual production
  • Market Opportunities
    • Advancements in virtual production technologies and systems
    • Adoption of camera robotics for the production of movies
  • Market Challenges
    • Technical complexities of virtual production method

Porter's Five Forces: A Strategic Tool for Navigating the Virtual Production Market

Porter's five forces framework is a critical tool for understanding the competitive landscape of the Virtual Production Market. It offers business organizations with a clear methodology for evaluating their competitive positioning and exploring strategic opportunities. This framework helps businesses assess the power dynamics within the market and determine the profitability of new ventures. With these insights, business organizations can leverage their strengths, address weaknesses, and avoid potential challenges, ensuring a more resilient market positioning.

PESTLE Analysis: Navigating External Influences in the Virtual Production Market

External macro-environmental factors play a pivotal role in shaping the performance dynamics of the Virtual Production Market. Political, Economic, Social, Technological, Legal, and Environmental factors analysis provides the necessary information to navigate these influences. By examining PESTLE factors, businesses can better understand potential risks and opportunities. This analysis enables business organizations to anticipate changes in regulations, consumer preferences, and economic trends, ensuring they are prepared to make proactive, forward-thinking decisions.

Market Share Analysis: Understanding the Competitive Landscape in the Virtual Production Market

A detailed market share analysis in the Virtual Production Market provides a comprehensive assessment of vendors' performance. Companies can identify their competitive positioning by comparing key metrics, including revenue, customer base, and growth rates. This analysis highlights market concentration, fragmentation, and trends in consolidation, offering vendors the insights required to make strategic decisions that enhance their position in an increasingly competitive landscape.

FPNV Positioning Matrix: Evaluating Vendors' Performance in the Virtual Production Market

The Forefront, Pathfinder, Niche, Vital (FPNV) Positioning Matrix is a critical tool for evaluating vendors within the Virtual Production Market. This matrix enables business organizations to make well-informed decisions that align with their goals by assessing vendors based on their business strategy and product satisfaction. The four quadrants provide a clear and precise segmentation of vendors, helping users identify the right partners and solutions that best fit their strategic objectives.

Strategy Analysis & Recommendation: Charting a Path to Success in the Virtual Production Market

A strategic analysis of the Virtual Production Market is essential for businesses looking to strengthen their global market presence. By reviewing key resources, capabilities, and performance indicators, business organizations can identify growth opportunities and work toward improvement. This approach helps businesses navigate challenges in the competitive landscape and ensures they are well-positioned to capitalize on newer opportunities and drive long-term success.

Key Company Profiles

The report delves into recent significant developments in the Virtual Production Market, highlighting leading vendors and their innovative profiles. These include 360Rize, 80six Ltd., Adobe Inc., Amazon.com, Inc., Autodesk, Inc., AV Stumpfl GmbH, Avid Technology, Inc., Aximmetry Technologies Ltd., Barco NV, Blackmagic Design Pty Ltd, Boris FX, Inc., Brompton Technology Ltd., Dimension, Disguise Technologies Limited, DNEG PLC, Epic Games, Inc., FuseFX, Glassbox Technologies, HTC Corporation, HumanEyes Technologies Ltd., LG Corporation, Mo-Sys Engineering Ltd., NEOM Company, NVIDIA Corporation, Panocam3d.com, Perforce Software, Inc., Pixar Animation Studios by The Walt Disney Company, Pixotope Technologies, Planar Systems, Inc., Production Resource Group, L.L.C, Samsung Electronics Co., Ltd., SHOWRUNNER, Side Effects Software Inc., Sony Group Corporation, Technicolor Creative Studios SA, Unilumin Group Co., Ltd., Unity Technologies Inc., Ventuz Technology AG, Vicon Motion Systems Ltd., Virsabi ApS, Vu Technologies Corp by Diamond View Studios, and Weta FX Ltd..

Market Segmentation & Coverage

This research report categorizes the Virtual Production Market to forecast the revenues and analyze trends in each of the following sub-markets:

  • Based on Component, market is studied across Hardware, Services, and Software. The Hardware is further studied across Cameras, GPUs & Video Cards, LED Display Wall, Memory & Storage, and Workstations. The Cameras is further studied across 360 Cameras, Action Cameras, Compact Cameras, DSLR Cameras, Medium Format Cameras, and Traditional Film Cameras.
  • Based on Production Stage, market is studied across Post-Production, Pre-Production, and Production.
  • Based on End-User, market is studied across Film & Television, Gaming, Marketing & Advertisements, and Social Media Content.
  • Based on Region, market is studied across Americas, Asia-Pacific, and Europe, Middle East & Africa. The Americas is further studied across Argentina, Brazil, Canada, Mexico, and United States. The United States is further studied across California, Florida, Illinois, New York, Ohio, Pennsylvania, and Texas. The Asia-Pacific is further studied across Australia, China, India, Indonesia, Japan, Malaysia, Philippines, Singapore, South Korea, Taiwan, Thailand, and Vietnam. The Europe, Middle East & Africa is further studied across Denmark, Egypt, Finland, France, Germany, Israel, Italy, Netherlands, Norway, Poland, Qatar, Russia, Saudi Arabia, South Africa, Spain, Sweden, Switzerland, Turkey, United Arab Emirates, and United Kingdom.

The report offers a comprehensive analysis of the market, covering key focus areas:

1. Market Penetration: A detailed review of the current market environment, including extensive data from top industry players, evaluating their market reach and overall influence.

2. Market Development: Identifies growth opportunities in emerging markets and assesses expansion potential in established sectors, providing a strategic roadmap for future growth.

3. Market Diversification: Analyzes recent product launches, untapped geographic regions, major industry advancements, and strategic investments reshaping the market.

4. Competitive Assessment & Intelligence: Provides a thorough analysis of the competitive landscape, examining market share, business strategies, product portfolios, certifications, regulatory approvals, patent trends, and technological advancements of key players.

5. Product Development & Innovation: Highlights cutting-edge technologies, R&D activities, and product innovations expected to drive future market growth.

The report also answers critical questions to aid stakeholders in making informed decisions:

1. What is the current market size, and what is the forecasted growth?

2. Which products, segments, and regions offer the best investment opportunities?

3. What are the key technology trends and regulatory influences shaping the market?

4. How do leading vendors rank in terms of market share and competitive positioning?

5. What revenue sources and strategic opportunities drive vendors' market entry or exit strategies?

Table of Contents

1. Preface

  • 1.1. Objectives of the Study
  • 1.2. Market Segmentation & Coverage
  • 1.3. Years Considered for the Study
  • 1.4. Currency & Pricing
  • 1.5. Language
  • 1.6. Stakeholders

2. Research Methodology

  • 2.1. Define: Research Objective
  • 2.2. Determine: Research Design
  • 2.3. Prepare: Research Instrument
  • 2.4. Collect: Data Source
  • 2.5. Analyze: Data Interpretation
  • 2.6. Formulate: Data Verification
  • 2.7. Publish: Research Report
  • 2.8. Repeat: Report Update

3. Executive Summary

4. Market Overview

5. Market Insights

  • 5.1. Market Dynamics
    • 5.1.1. Drivers
      • 5.1.1.1. Rising popularity of movies with extensive graphics among consumers
      • 5.1.1.2. Proliferating demand for visual effects in gaming industry
      • 5.1.1.3. Increasing adoption of virtual production for the creation of commercial ads
    • 5.1.2. Restraints
      • 5.1.2.1. High cost associated with virtual production
    • 5.1.3. Opportunities
      • 5.1.3.1. Advancements in virtual production technologies and systems
      • 5.1.3.2. Adoption of camera robotics for the production of movies
    • 5.1.4. Challenges
      • 5.1.4.1. Technical complexities of virtual production method
  • 5.2. Market Segmentation Analysis
    • 5.2.1. Component: Rising emphasis on using software for transforming creative inputs into visually attractive outputs
    • 5.2.2. Production Stage: Proliferating usage of virtual production in the pre-production stage for better visualization of the final product up front
    • 5.2.3. End-User: Evolving adoption of virtual production technologies in the film & television industry
  • 5.3. Porter's Five Forces Analysis
    • 5.3.1. Threat of New Entrants
    • 5.3.2. Threat of Substitutes
    • 5.3.3. Bargaining Power of Customers
    • 5.3.4. Bargaining Power of Suppliers
    • 5.3.5. Industry Rivalry
  • 5.4. PESTLE Analysis
    • 5.4.1. Political
    • 5.4.2. Economic
    • 5.4.3. Social
    • 5.4.4. Technological
    • 5.4.5. Legal
    • 5.4.6. Environmental

6. Virtual Production Market, by Component

  • 6.1. Introduction
  • 6.2. Hardware
    • 6.2.1. Cameras
      • 6.2.1.1. 360 Cameras
      • 6.2.1.2. Action Cameras
      • 6.2.1.3. Compact Cameras
      • 6.2.1.4. DSLR Cameras
      • 6.2.1.5. Medium Format Cameras
      • 6.2.1.6. Traditional Film Cameras
    • 6.2.2. GPUs & Video Cards
    • 6.2.3. LED Display Wall
    • 6.2.4. Memory & Storage
    • 6.2.5. Workstations
  • 6.3. Services
  • 6.4. Software

7. Virtual Production Market, by Production Stage

  • 7.1. Introduction
  • 7.2. Post-Production
  • 7.3. Pre-Production
  • 7.4. Production

8. Virtual Production Market, by End-User

  • 8.1. Introduction
  • 8.2. Film & Television
  • 8.3. Gaming
  • 8.4. Marketing & Advertisements
  • 8.5. Social Media Content

9. Americas Virtual Production Market

  • 9.1. Introduction
  • 9.2. Argentina
  • 9.3. Brazil
  • 9.4. Canada
  • 9.5. Mexico
  • 9.6. United States

10. Asia-Pacific Virtual Production Market

  • 10.1. Introduction
  • 10.2. Australia
  • 10.3. China
  • 10.4. India
  • 10.5. Indonesia
  • 10.6. Japan
  • 10.7. Malaysia
  • 10.8. Philippines
  • 10.9. Singapore
  • 10.10. South Korea
  • 10.11. Taiwan
  • 10.12. Thailand
  • 10.13. Vietnam

11. Europe, Middle East & Africa Virtual Production Market

  • 11.1. Introduction
  • 11.2. Denmark
  • 11.3. Egypt
  • 11.4. Finland
  • 11.5. France
  • 11.6. Germany
  • 11.7. Israel
  • 11.8. Italy
  • 11.9. Netherlands
  • 11.10. Norway
  • 11.11. Poland
  • 11.12. Qatar
  • 11.13. Russia
  • 11.14. Saudi Arabia
  • 11.15. South Africa
  • 11.16. Spain
  • 11.17. Sweden
  • 11.18. Switzerland
  • 11.19. Turkey
  • 11.20. United Arab Emirates
  • 11.21. United Kingdom

12. Competitive Landscape

  • 12.1. Market Share Analysis, 2023
  • 12.2. FPNV Positioning Matrix, 2023
  • 12.3. Competitive Scenario Analysis
    • 12.3.1. Nottingham Trent University's Strategic Investment in Advanced Virtual Production Technology
    • 12.3.2. WWE Unveils State-of-the-Art 30,000 Sq.-Ft. Studio Featuring Advanced Virtual Production Technologies With the Deployment of Sony Verona LED Wall
    • 12.3.3. Megapixel's Strategic Acquisition of GhostFrame IP to Fortify Its Presence in Virtual Production Technologies
    • 12.3.4. LG Introduces Studio Series DVLED for Enhanced Virtual Production Capabilities
    • 12.3.5. Hong Kong Design Institute Launches Virtual Production Studio at Shaw Studios
    • 12.3.6. Dark Slope's Strategic Alliance with SideFX to Launch Advanced Smart Stage in Toronto
    • 12.3.7. Sony Pictures Enhances Visual Effects and Virtual Production with New Torchlight Visualization Facility
    • 12.3.8. Accenture's Strategic Investment in Vu Technologies to Enhance Immersive Experience Creation
    • 12.3.9. Unlocking the Future of Education with Pixotope Pocket: Simplifying Virtual Production for Academic Excellence
    • 12.3.10. LG's Groundbreaking Virtual Production Solutions Unveiled at NAB Show 2020, Pioneering 360-Degree Streaming and Cloud-Based Technology for the Future of Broadcasting
    • 12.3.11. Revolutionizing Virtual Production: Planar and OptiTrack Unveil Cutting-Edge Broadcast Technology Suite at NAB 2023
    • 12.3.12. Sony Pictures Imageworks Unveils Cutting-Edge Virtual Production Technology in Shanghai
    • 12.3.13. Sony Launches Comprehensive Virtual Production Tool Set
    • 12.3.14. Exploring Next-Gen Techniques and Implications for Future Content Creation
    • 12.3.15. Media.Monks and Epic Games Unleash Unreal Engine 5's Capabilities for Next-Gen Film and TV Realism
    • 12.3.16. Anna Valley and Garden Studios Forge Strategic Partnership to Elevate Large-Scale Productions with Advanced Technology and Design
    • 12.3.17. Arctic7 Expands Virtual Production Horizons with Strategic Acquisitions of Narwhal Studios and Star Fort Games
    • 12.3.18. Weber Shandwick Collective Acquires XR Firm to Revolutionize Virtual Production in Marketing
    • 12.3.19. Vu's Partnership with Cube Expands Studio Network and Breaks New Ground in Visual Effects Creation
    • 12.3.20. NantStudios Expands Global Reach with Cutting-Edge Virtual Production Stages in Melbourne
    • 12.3.21. Yorkshire's LBi and Mainstage Launch Cutting-Edge Virtual Production Venture
    • 12.3.22. LAMDA's Venture into Sustainable and Efficient Virtual Production Innovation
    • 12.3.23. HTC's Enhanced Vive XR Elite and Business Solutions Introduced
    • 12.3.24. Tag Americas Amplifies Virtual Marketing Horizon, Elevating Brand Engagement through Cutting-Edge Virtual Production Studio Expansion
    • 12.3.25. Revolutionizing Virtual Production with Seamless Integration and Unmatched Visual Fidelity
    • 12.3.26. Hungary Advances in Film Industry Leadership with Euro 11 Million Investment in Cutting-Edge Budapest Virtual Studio
    • 12.3.27. Singapore Pioneers Virtual Production Evolution, Unveiling a New Era with Media Development Authority's Innovation Fund
    • 12.3.28. The Dawn of AWS-Powered Virtual Production at Amazon Studios
    • 12.3.29. Exploring the Capabilities and Versatility of the Black Pearl BP2V2 LED Display System
  • 12.4. Strategy Analysis & Recommendation
    • 12.4.1. Sony Group Corporation
    • 12.4.2. Samsung Electronics Co., Ltd.
    • 12.4.3. LG Corporation
    • 12.4.4. NVIDIA Corporation
    • 12.4.5. DNEG PLC
    • 12.4.6. Adobe Inc.
    • 12.4.7. Epic Games, Inc.
    • 12.4.8. Planar Systems, Inc.
    • 12.4.9. Unity Technologies Inc.
    • 12.4.10. Avid Technology, Inc.

Companies Mentioned

  • 1. 360Rize
  • 2. 80six Ltd.
  • 3. Adobe Inc.
  • 4. Amazon.com, Inc.
  • 5. Autodesk, Inc.
  • 6. AV Stumpfl GmbH
  • 7. Avid Technology, Inc.
  • 8. Aximmetry Technologies Ltd.
  • 9. Barco NV
  • 10. Blackmagic Design Pty Ltd
  • 11. Boris FX, Inc.
  • 12. Brompton Technology Ltd.
  • 13. Dimension
  • 14. Disguise Technologies Limited
  • 15. DNEG PLC
  • 16. Epic Games, Inc.
  • 17. FuseFX
  • 18. Glassbox Technologies
  • 19. HTC Corporation
  • 20. HumanEyes Technologies Ltd.
  • 21. LG Corporation
  • 22. Mo-Sys Engineering Ltd.
  • 23. NEOM Company
  • 24. NVIDIA Corporation
  • 25. Panocam3d.com
  • 26. Perforce Software, Inc.
  • 27. Pixar Animation Studios by The Walt Disney Company
  • 28. Pixotope Technologies
  • 29. Planar Systems, Inc.
  • 30. Production Resource Group, L.L.C
  • 31. Samsung Electronics Co., Ltd.
  • 32. SHOWRUNNER
  • 33. Side Effects Software Inc.
  • 34. Sony Group Corporation
  • 35. Technicolor Creative Studios SA
  • 36. Unilumin Group Co., Ltd.
  • 37. Unity Technologies Inc.
  • 38. Ventuz Technology AG
  • 39. Vicon Motion Systems Ltd.
  • 40. Virsabi ApS
  • 41. Vu Technologies Corp by Diamond View Studios
  • 42. Weta FX Ltd.

LIST OF FIGURES

  • FIGURE 1. VIRTUAL PRODUCTION MARKET RESEARCH PROCESS
  • FIGURE 2. VIRTUAL PRODUCTION MARKET SIZE, 2023 VS 2030
  • FIGURE 3. GLOBAL VIRTUAL PRODUCTION MARKET SIZE, 2018-2030 (USD THOUSAND)
  • FIGURE 4. GLOBAL VIRTUAL PRODUCTION MARKET SIZE, BY REGION, 2023 VS 2024 VS 2030 (USD THOUSAND)
  • FIGURE 5. GLOBAL VIRTUAL PRODUCTION MARKET SIZE, BY COUNTRY, 2023 VS 2024 VS 2030 (USD THOUSAND)
  • FIGURE 6. GLOBAL VIRTUAL PRODUCTION MARKET SIZE, BY COMPONENT, 2023 VS 2030 (%)
  • FIGURE 7. GLOBAL VIRTUAL PRODUCTION MARKET SIZE, BY COMPONENT, 2023 VS 2024 VS 2030 (USD THOUSAND)
  • FIGURE 8. GLOBAL VIRTUAL PRODUCTION MARKET SIZE, BY PRODUCTION STAGE, 2023 VS 2030 (%)
  • FIGURE 9. GLOBAL VIRTUAL PRODUCTION MARKET SIZE, BY PRODUCTION STAGE, 2023 VS 2024 VS 2030 (USD THOUSAND)
  • FIGURE 10. GLOBAL VIRTUAL PRODUCTION MARKET SIZE, BY END-USER, 2023 VS 2030 (%)
  • FIGURE 11. GLOBAL VIRTUAL PRODUCTION MARKET SIZE, BY END-USER, 2023 VS 2024 VS 2030 (USD THOUSAND)
  • FIGURE 12. AMERICAS VIRTUAL PRODUCTION MARKET SIZE, BY COUNTRY, 2023 VS 2030 (%)
  • FIGURE 13. AMERICAS VIRTUAL PRODUCTION MARKET SIZE, BY COUNTRY, 2023 VS 2024 VS 2030 (USD THOUSAND)
  • FIGURE 14. UNITED STATES VIRTUAL PRODUCTION MARKET SIZE, BY STATE, 2023 VS 2030 (%)
  • FIGURE 15. UNITED STATES VIRTUAL PRODUCTION MARKET SIZE, BY STATE, 2023 VS 2024 VS 2030 (USD THOUSAND)
  • FIGURE 16. ASIA-PACIFIC VIRTUAL PRODUCTION MARKET SIZE, BY COUNTRY, 2023 VS 2030 (%)
  • FIGURE 17. ASIA-PACIFIC VIRTUAL PRODUCTION MARKET SIZE, BY COUNTRY, 2023 VS 2024 VS 2030 (USD THOUSAND)
  • FIGURE 18. EUROPE, MIDDLE EAST & AFRICA VIRTUAL PRODUCTION MARKET SIZE, BY COUNTRY, 2023 VS 2030 (%)
  • FIGURE 19. EUROPE, MIDDLE EAST & AFRICA VIRTUAL PRODUCTION MARKET SIZE, BY COUNTRY, 2023 VS 2024 VS 2030 (USD THOUSAND)
  • FIGURE 20. VIRTUAL PRODUCTION MARKET SHARE, BY KEY PLAYER, 2023
  • FIGURE 21. VIRTUAL PRODUCTION MARKET, FPNV POSITIONING MATRIX, 2023

LIST OF TABLES

  • TABLE 1. VIRTUAL PRODUCTION MARKET SEGMENTATION & COVERAGE
  • TABLE 2. UNITED STATES DOLLAR EXCHANGE RATE, 2018-2023
  • TABLE 3. GLOBAL VIRTUAL PRODUCTION MARKET SIZE, 2018-2030 (USD THOUSAND)
  • TABLE 4. GLOBAL VIRTUAL PRODUCTION MARKET SIZE, BY REGION, 2018-2030 (USD THOUSAND)
  • TABLE 5. GLOBAL VIRTUAL PRODUCTION MARKET SIZE, BY COUNTRY, 2018-2030 (USD THOUSAND)
  • TABLE 6. VIRTUAL PRODUCTION MARKET DYNAMICS
  • TABLE 7. GLOBAL VIRTUAL PRODUCTION MARKET SIZE, BY COMPONENT, 2018-2030 (USD THOUSAND)
  • TABLE 8. GLOBAL VIRTUAL PRODUCTION MARKET SIZE, BY HARDWARE, BY REGION, 2018-2030 (USD THOUSAND)
  • TABLE 9. GLOBAL VIRTUAL PRODUCTION MARKET SIZE, BY CAMERAS, BY REGION, 2018-2030 (USD THOUSAND)
  • TABLE 10. GLOBAL VIRTUAL PRODUCTION MARKET SIZE, BY 360 CAMERAS, BY REGION, 2018-2030 (USD THOUSAND)
  • TABLE 11. GLOBAL VIRTUAL PRODUCTION MARKET SIZE, BY ACTION CAMERAS, BY REGION, 2018-2030 (USD THOUSAND)
  • TABLE 12. GLOBAL VIRTUAL PRODUCTION MARKET SIZE, BY COMPACT CAMERAS, BY REGION, 2018-2030 (USD THOUSAND)
  • TABLE 13. GLOBAL VIRTUAL PRODUCTION MARKET SIZE, BY DSLR CAMERAS, BY REGION, 2018-2030 (USD THOUSAND)
  • TABLE 14. GLOBAL VIRTUAL PRODUCTION MARKET SIZE, BY MEDIUM FORMAT CAMERAS, BY REGION, 2018-2030 (USD THOUSAND)
  • TABLE 15. GLOBAL VIRTUAL PRODUCTION MARKET SIZE, BY TRADITIONAL FILM CAMERAS, BY REGION, 2018-2030 (USD THOUSAND)
  • TABLE 16. GLOBAL VIRTUAL PRODUCTION MARKET SIZE, BY CAMERAS, 2018-2030 (USD THOUSAND)
  • TABLE 17. GLOBAL VIRTUAL PRODUCTION MARKET SIZE, BY GPUS & VIDEO CARDS, BY REGION, 2018-2030 (USD THOUSAND)
  • TABLE 18. GLOBAL VIRTUAL PRODUCTION MARKET SIZE, BY LED DISPLAY WALL, BY REGION, 2018-2030 (USD THOUSAND)
  • TABLE 19. GLOBAL VIRTUAL PRODUCTION MARKET SIZE, BY MEMORY & STORAGE, BY REGION, 2018-2030 (USD THOUSAND)
  • TABLE 20. GLOBAL VIRTUAL PRODUCTION MARKET SIZE, BY WORKSTATIONS, BY REGION, 2018-2030 (USD THOUSAND)
  • TABLE 21. GLOBAL VIRTUAL PRODUCTION MARKET SIZE, BY HARDWARE, 2018-2030 (USD THOUSAND)
  • TABLE 22. GLOBAL VIRTUAL PRODUCTION MARKET SIZE, BY SERVICES, BY REGION, 2018-2030 (USD THOUSAND)
  • TABLE 23. GLOBAL VIRTUAL PRODUCTION MARKET SIZE, BY SOFTWARE, BY REGION, 2018-2030 (USD THOUSAND)
  • TABLE 24. GLOBAL VIRTUAL PRODUCTION MARKET SIZE, BY PRODUCTION STAGE, 2018-2030 (USD THOUSAND)
  • TABLE 25. GLOBAL VIRTUAL PRODUCTION MARKET SIZE, BY POST-PRODUCTION, BY REGION, 2018-2030 (USD THOUSAND)
  • TABLE 26. GLOBAL VIRTUAL PRODUCTION MARKET SIZE, BY PRE-PRODUCTION, BY REGION, 2018-2030 (USD THOUSAND)
  • TABLE 27. GLOBAL VIRTUAL PRODUCTION MARKET SIZE, BY PRODUCTION, BY REGION, 2018-2030 (USD THOUSAND)
  • TABLE 28. GLOBAL VIRTUAL PRODUCTION MARKET SIZE, BY END-USER, 2018-2030 (USD THOUSAND)
  • TABLE 29. GLOBAL VIRTUAL PRODUCTION MARKET SIZE, BY FILM & TELEVISION, BY REGION, 2018-2030 (USD THOUSAND)
  • TABLE 30. GLOBAL VIRTUAL PRODUCTION MARKET SIZE, BY GAMING, BY REGION, 2018-2030 (USD THOUSAND)
  • TABLE 31. GLOBAL VIRTUAL PRODUCTION MARKET SIZE, BY MARKETING & ADVERTISEMENTS, BY REGION, 2018-2030 (USD THOUSAND)
  • TABLE 32. GLOBAL VIRTUAL PRODUCTION MARKET SIZE, BY SOCIAL MEDIA CONTENT, BY REGION, 2018-2030 (USD THOUSAND)
  • TABLE 33. AMERICAS VIRTUAL PRODUCTION MARKET SIZE, BY COMPONENT, 2018-2030 (USD THOUSAND)
  • TABLE 34. AMERICAS VIRTUAL PRODUCTION MARKET SIZE, BY HARDWARE, 2018-2030 (USD THOUSAND)
  • TABLE 35. AMERICAS VIRTUAL PRODUCTION MARKET SIZE, BY CAMERAS, 2018-2030 (USD THOUSAND)
  • TABLE 36. AMERICAS VIRTUAL PRODUCTION MARKET SIZE, BY PRODUCTION STAGE, 2018-2030 (USD THOUSAND)
  • TABLE 37. AMERICAS VIRTUAL PRODUCTION MARKET SIZE, BY END-USER, 2018-2030 (USD THOUSAND)
  • TABLE 38. AMERICAS VIRTUAL PRODUCTION MARKET SIZE, BY COUNTRY, 2018-2030 (USD THOUSAND)
  • TABLE 39. ARGENTINA VIRTUAL PRODUCTION MARKET SIZE, BY COMPONENT, 2018-2030 (USD THOUSAND)
  • TABLE 40. ARGENTINA VIRTUAL PRODUCTION MARKET SIZE, BY HARDWARE, 2018-2030 (USD THOUSAND)
  • TABLE 41. ARGENTINA VIRTUAL PRODUCTION MARKET SIZE, BY CAMERAS, 2018-2030 (USD THOUSAND)
  • TABLE 42. ARGENTINA VIRTUAL PRODUCTION MARKET SIZE, BY PRODUCTION STAGE, 2018-2030 (USD THOUSAND)
  • TABLE 43. ARGENTINA VIRTUAL PRODUCTION MARKET SIZE, BY END-USER, 2018-2030 (USD THOUSAND)
  • TABLE 44. BRAZIL VIRTUAL PRODUCTION MARKET SIZE, BY COMPONENT, 2018-2030 (USD THOUSAND)
  • TABLE 45. BRAZIL VIRTUAL PRODUCTION MARKET SIZE, BY HARDWARE, 2018-2030 (USD THOUSAND)
  • TABLE 46. BRAZIL VIRTUAL PRODUCTION MARKET SIZE, BY CAMERAS, 2018-2030 (USD THOUSAND)
  • TABLE 47. BRAZIL VIRTUAL PRODUCTION MARKET SIZE, BY PRODUCTION STAGE, 2018-2030 (USD THOUSAND)
  • TABLE 48. BRAZIL VIRTUAL PRODUCTION MARKET SIZE, BY END-USER, 2018-2030 (USD THOUSAND)
  • TABLE 49. CANADA VIRTUAL PRODUCTION MARKET SIZE, BY COMPONENT, 2018-2030 (USD THOUSAND)
  • TABLE 50. CANADA VIRTUAL PRODUCTION MARKET SIZE, BY HARDWARE, 2018-2030 (USD THOUSAND)
  • TABLE 51. CANADA VIRTUAL PRODUCTION MARKET SIZE, BY CAMERAS, 2018-2030 (USD THOUSAND)
  • TABLE 52. CANADA VIRTUAL PRODUCTION MARKET SIZE, BY PRODUCTION STAGE, 2018-2030 (USD THOUSAND)
  • TABLE 53. CANADA VIRTUAL PRODUCTION MARKET SIZE, BY END-USER, 2018-2030 (USD THOUSAND)
  • TABLE 54. MEXICO VIRTUAL PRODUCTION MARKET SIZE, BY COMPONENT, 2018-2030 (USD THOUSAND)
  • TABLE 55. MEXICO VIRTUAL PRODUCTION MARKET SIZE, BY HARDWARE, 2018-2030 (USD THOUSAND)
  • TABLE 56. MEXICO VIRTUAL PRODUCTION MARKET SIZE, BY CAMERAS, 2018-2030 (USD THOUSAND)
  • TABLE 57. MEXICO VIRTUAL PRODUCTION MARKET SIZE, BY PRODUCTION STAGE, 2018-2030 (USD THOUSAND)
  • TABLE 58. MEXICO VIRTUAL PRODUCTION MARKET SIZE, BY END-USER, 2018-2030 (USD THOUSAND)
  • TABLE 59. UNITED STATES VIRTUAL PRODUCTION MARKET SIZE, BY COMPONENT, 2018-2030 (USD THOUSAND)
  • TABLE 60. UNITED STATES VIRTUAL PRODUCTION MARKET SIZE, BY HARDWARE, 2018-2030 (USD THOUSAND)
  • TABLE 61. UNITED STATES VIRTUAL PRODUCTION MARKET SIZE, BY CAMERAS, 2018-2030 (USD THOUSAND)
  • TABLE 62. UNITED STATES VIRTUAL PRODUCTION MARKET SIZE, BY PRODUCTION STAGE, 2018-2030 (USD THOUSAND)
  • TABLE 63. UNITED STATES VIRTUAL PRODUCTION MARKET SIZE, BY END-USER, 2018-2030 (USD THOUSAND)
  • TABLE 64. UNITED STATES VIRTUAL PRODUCTION MARKET SIZE, BY STATE, 2018-2030 (USD THOUSAND)
  • TABLE 65. ASIA-PACIFIC VIRTUAL PRODUCTION MARKET SIZE, BY COMPONENT, 2018-2030 (USD THOUSAND)
  • TABLE 66. ASIA-PACIFIC VIRTUAL PRODUCTION MARKET SIZE, BY HARDWARE, 2018-2030 (USD THOUSAND)
  • TABLE 67. ASIA-PACIFIC VIRTUAL PRODUCTION MARKET SIZE, BY CAMERAS, 2018-2030 (USD THOUSAND)
  • TABLE 68. ASIA-PACIFIC VIRTUAL PRODUCTION MARKET SIZE, BY PRODUCTION STAGE, 2018-2030 (USD THOUSAND)
  • TABLE 69. ASIA-PACIFIC VIRTUAL PRODUCTION MARKET SIZE, BY END-USER, 2018-2030 (USD THOUSAND)
  • TABLE 70. ASIA-PACIFIC VIRTUAL PRODUCTION MARKET SIZE, BY COUNTRY, 2018-2030 (USD THOUSAND)
  • TABLE 71. AUSTRALIA VIRTUAL PRODUCTION MARKET SIZE, BY COMPONENT, 2018-2030 (USD THOUSAND)
  • TABLE 72. AUSTRALIA VIRTUAL PRODUCTION MARKET SIZE, BY HARDWARE, 2018-2030 (USD THOUSAND)
  • TABLE 73. AUSTRALIA VIRTUAL PRODUCTION MARKET SIZE, BY CAMERAS, 2018-2030 (USD THOUSAND)
  • TABLE 74. AUSTRALIA VIRTUAL PRODUCTION MARKET SIZE, BY PRODUCTION STAGE, 2018-2030 (USD THOUSAND)
  • TABLE 75. AUSTRALIA VIRTUAL PRODUCTION MARKET SIZE, BY END-USER, 2018-2030 (USD THOUSAND)
  • TABLE 76. CHINA VIRTUAL PRODUCTION MARKET SIZE, BY COMPONENT, 2018-2030 (USD THOUSAND)
  • TABLE 77. CHINA VIRTUAL PRODUCTION MARKET SIZE, BY HARDWARE, 2018-2030 (USD THOUSAND)
  • TABLE 78. CHINA VIRTUAL PRODUCTION MARKET SIZE, BY CAMERAS, 2018-2030 (USD THOUSAND)
  • TABLE 79. CHINA VIRTUAL PRODUCTION MARKET SIZE, BY PRODUCTION STAGE, 2018-2030 (USD THOUSAND)
  • TABLE 80. CHINA VIRTUAL PRODUCTION MARKET SIZE, BY END-USER, 2018-2030 (USD THOUSAND)
  • TABLE 81. INDIA VIRTUAL PRODUCTION MARKET SIZE, BY COMPONENT, 2018-2030 (USD THOUSAND)
  • TABLE 82. INDIA VIRTUAL PRODUCTION MARKET SIZE, BY HARDWARE, 2018-2030 (USD THOUSAND)
  • TABLE 83. INDIA VIRTUAL PRODUCTION MARKET SIZE, BY CAMERAS, 2018-2030 (USD THOUSAND)
  • TABLE 84. INDIA VIRTUAL PRODUCTION MARKET SIZE, BY PRODUCTION STAGE, 2018-2030 (USD THOUSAND)
  • TABLE 85. INDIA VIRTUAL PRODUCTION MARKET SIZE, BY END-USER, 2018-2030 (USD THOUSAND)
  • TABLE 86. INDONESIA VIRTUAL PRODUCTION MARKET SIZE, BY COMPONENT, 2018-2030 (USD THOUSAND)
  • TABLE 87. INDONESIA VIRTUAL PRODUCTION MARKET SIZE, BY HARDWARE, 2018-2030 (USD THOUSAND)
  • TABLE 88. INDONESIA VIRTUAL PRODUCTION MARKET SIZE, BY CAMERAS, 2018-2030 (USD THOUSAND)
  • TABLE 89. INDONESIA VIRTUAL PRODUCTION MARKET SIZE, BY PRODUCTION STAGE, 2018-2030 (USD THOUSAND)
  • TABLE 90. INDONESIA VIRTUAL PRODUCTION MARKET SIZE, BY END-USER, 2018-2030 (USD THOUSAND)
  • TABLE 91. JAPAN VIRTUAL PRODUCTION MARKET SIZE, BY COMPONENT, 2018-2030 (USD THOUSAND)
  • TABLE 92. JAPAN VIRTUAL PRODUCTION MARKET SIZE, BY HARDWARE, 2018-2030 (USD THOUSAND)
  • TABLE 93. JAPAN VIRTUAL PRODUCTION MARKET SIZE, BY CAMERAS, 2018-2030 (USD THOUSAND)
  • TABLE 94. JAPAN VIRTUAL PRODUCTION MARKET SIZE, BY PRODUCTION STAGE, 2018-2030 (USD THOUSAND)
  • TABLE 95. JAPAN VIRTUAL PRODUCTION MARKET SIZE, BY END-USER, 2018-2030 (USD THOUSAND)
  • TABLE 96. MALAYSIA VIRTUAL PRODUCTION MARKET SIZE, BY COMPONENT, 2018-2030 (USD THOUSAND)
  • TABLE 97. MALAYSIA VIRTUAL PRODUCTION MARKET SIZE, BY HARDWARE, 2018-2030 (USD THOUSAND)
  • TABLE 98. MALAYSIA VIRTUAL PRODUCTION MARKET SIZE, BY CAMERAS, 2018-2030 (USD THOUSAND)
  • TABLE 99. MALAYSIA VIRTUAL PRODUCTION MARKET SIZE, BY PRODUCTION STAGE, 2018-2030 (USD THOUSAND)
  • TABLE 100. MALAYSIA VIRTUAL PRODUCTION MARKET SIZE, BY END-USER, 2018-2030 (USD THOUSAND)
  • TABLE 101. PHILIPPINES VIRTUAL PRODUCTION MARKET SIZE, BY COMPONENT, 2018-2030 (USD THOUSAND)
  • TABLE 102. PHILIPPINES VIRTUAL PRODUCTION MARKET SIZE, BY HARDWARE, 2018-2030 (USD THOUSAND)
  • TABLE 103. PHILIPPINES VIRTUAL PRODUCTION MARKET SIZE, BY CAMERAS, 2018-2030 (USD THOUSAND)
  • TABLE 104. PHILIPPINES VIRTUAL PRODUCTION MARKET SIZE, BY PRODUCTION STAGE, 2018-2030 (USD THOUSAND)
  • TABLE 105. PHILIPPINES VIRTUAL PRODUCTION MARKET SIZE, BY END-USER, 2018-2030 (USD THOUSAND)
  • TABLE 106. SINGAPORE VIRTUAL PRODUCTION MARKET SIZE, BY COMPONENT, 2018-2030 (USD THOUSAND)
  • TABLE 107. SINGAPORE VIRTUAL PRODUCTION MARKET SIZE, BY HARDWARE, 2018-2030 (USD THOUSAND)
  • TABLE 108. SINGAPORE VIRTUAL PRODUCTION MARKET SIZE, BY CAMERAS, 2018-2030 (USD THOUSAND)
  • TABLE 109. SINGAPORE VIRTUAL PRODUCTION MARKET SIZE, BY PRODUCTION STAGE, 2018-2030 (USD THOUSAND)
  • TABLE 110. SINGAPORE VIRTUAL PRODUCTION MARKET SIZE, BY END-USER, 2018-2030 (USD THOUSAND)
  • TABLE 111. SOUTH KOREA VIRTUAL PRODUCTION MARKET SIZE, BY COMPONENT, 2018-2030 (USD THOUSAND)
  • TABLE 112. SOUTH KOREA VIRTUAL PRODUCTION MARKET SIZE, BY HARDWARE, 2018-2030 (USD THOUSAND)
  • TABLE 113. SOUTH KOREA VIRTUAL PRODUCTION MARKET SIZE, BY CAMERAS, 2018-2030 (USD THOUSAND)
  • TABLE 114. SOUTH KOREA VIRTUAL PRODUCTION MARKET SIZE, BY PRODUCTION STAGE, 2018-2030 (USD THOUSAND)
  • TABLE 115. SOUTH KOREA VIRTUAL PRODUCTION MARKET SIZE, BY END-USER, 2018-2030 (USD THOUSAND)
  • TABLE 116. TAIWAN VIRTUAL PRODUCTION MARKET SIZE, BY COMPONENT, 2018-2030 (USD THOUSAND)
  • TABLE 117. TAIWAN VIRTUAL PRODUCTION MARKET SIZE, BY HARDWARE, 2018-2030 (USD THOUSAND)
  • TABLE 118. TAIWAN VIRTUAL PRODUCTION MARKET SIZE, BY CAMERAS, 2018-2030 (USD THOUSAND)
  • TABLE 119. TAIWAN VIRTUAL PRODUCTION MARKET SIZE, BY PRODUCTION STAGE, 2018-2030 (USD THOUSAND)
  • TABLE 120. TAIWAN VIRTUAL PRODUCTION MARKET SIZE, BY END-USER, 2018-2030 (USD THOUSAND)
  • TABLE 121. THAILAND VIRTUAL PRODUCTION MARKET SIZE, BY COMPONENT, 2018-2030 (USD THOUSAND)
  • TABLE 122. THAILAND VIRTUAL PRODUCTION MARKET SIZE, BY HARDWARE, 2018-2030 (USD THOUSAND)
  • TABLE 123. THAILAND VIRTUAL PRODUCTION MARKET SIZE, BY CAMERAS, 2018-2030 (USD THOUSAND)
  • TABLE 124. THAILAND VIRTUAL PRODUCTION MARKET SIZE, BY PRODUCTION STAGE, 2018-2030 (USD THOUSAND)
  • TABLE 125. THAILAND VIRTUAL PRODUCTION MARKET SIZE, BY END-USER, 2018-2030 (USD THOUSAND)
  • TABLE 126. VIETNAM VIRTUAL PRODUCTION MARKET SIZE, BY COMPONENT, 2018-2030 (USD THOUSAND)
  • TABLE 127. VIETNAM VIRTUAL PRODUCTION MARKET SIZE, BY HARDWARE, 2018-2030 (USD THOUSAND)
  • TABLE 128. VIETNAM VIRTUAL PRODUCTION MARKET SIZE, BY CAMERAS, 2018-2030 (USD THOUSAND)
  • TABLE 129. VIETNAM VIRTUAL PRODUCTION MARKET SIZE, BY PRODUCTION STAGE, 2018-2030 (USD THOUSAND)
  • TABLE 130. VIETNAM VIRTUAL PRODUCTION MARKET SIZE, BY END-USER, 2018-2030 (USD THOUSAND)
  • TABLE 131. EUROPE, MIDDLE EAST & AFRICA VIRTUAL PRODUCTION MARKET SIZE, BY COMPONENT, 2018-2030 (USD THOUSAND)
  • TABLE 132. EUROPE, MIDDLE EAST & AFRICA VIRTUAL PRODUCTION MARKET SIZE, BY HARDWARE, 2018-2030 (USD THOUSAND)
  • TABLE 133. EUROPE, MIDDLE EAST & AFRICA VIRTUAL PRODUCTION MARKET SIZE, BY CAMERAS, 2018-2030 (USD THOUSAND)
  • TABLE 134. EUROPE, MIDDLE EAST & AFRICA VIRTUAL PRODUCTION MARKET SIZE, BY PRODUCTION STAGE, 2018-2030 (USD THOUSAND)
  • TABLE 135. EUROPE, MIDDLE EAST & AFRICA VIRTUAL PRODUCTION MARKET SIZE, BY END-USER, 2018-2030 (USD THOUSAND)
  • TABLE 136. EUROPE, MIDDLE EAST & AFRICA VIRTUAL PRODUCTION MARKET SIZE, BY COUNTRY, 2018-2030 (USD THOUSAND)
  • TABLE 137. DENMARK VIRTUAL PRODUCTION MARKET SIZE, BY COMPONENT, 2018-2030 (USD THOUSAND)
  • TABLE 138. DENMARK VIRTUAL PRODUCTION MARKET SIZE, BY HARDWARE, 2018-2030 (USD THOUSAND)
  • TABLE 139. DENMARK VIRTUAL PRODUCTION MARKET SIZE, BY CAMERAS, 2018-2030 (USD THOUSAND)
  • TABLE 140. DENMARK VIRTUAL PRODUCTION MARKET SIZE, BY PRODUCTION STAGE, 2018-2030 (USD THOUSAND)
  • TABLE 141. DENMARK VIRTUAL PRODUCTION MARKET SIZE, BY END-USER, 2018-2030 (USD THOUSAND)
  • TABLE 142. EGYPT VIRTUAL PRODUCTION MARKET SIZE, BY COMPONENT, 2018-2030 (USD THOUSAND)
  • TABLE 143. EGYPT VIRTUAL PRODUCTION MARKET SIZE, BY HARDWARE, 2018-2030 (USD THOUSAND)
  • TABLE 144. EGYPT VIRTUAL PRODUCTION MARKET SIZE, BY CAMERAS, 2018-2030 (USD THOUSAND)
  • TABLE 145. EGYPT VIRTUAL PRODUCTION MARKET SIZE, BY PRODUCTION STAGE, 2018-2030 (USD THOUSAND)
  • TABLE 146. EGYPT VIRTUAL PRODUCTION MARKET SIZE, BY END-USER, 2018-2030 (USD THOUSAND)
  • TABLE 147. FINLAND VIRTUAL PRODUCTION MARKET SIZE, BY COMPONENT, 2018-2030 (USD THOUSAND)
  • TABLE 148. FINLAND VIRTUAL PRODUCTION MARKET SIZE, BY HARDWARE, 2018-2030 (USD THOUSAND)
  • TABLE 149. FINLAND VIRTUAL PRODUCTION MARKET SIZE, BY CAMERAS, 2018-2030 (USD THOUSAND)
  • TABLE 150. FINLAND VIRTUAL PRODUCTION MARKET SIZE, BY PRODUCTION STAGE, 2018-2030 (USD THOUSAND)
  • TABLE 151. FINLAND VIRTUAL PRODUCTION MARKET SIZE, BY END-USER, 2018-2030 (USD THOUSAND)
  • TABLE 152. FRANCE VIRTUAL PRODUCTION MARKET SIZE, BY COMPONENT, 2018-2030 (USD THOUSAND)
  • TABLE 153. FRANCE VIRTUAL PRODUCTION MARKET SIZE, BY HARDWARE, 2018-2030 (USD THOUSAND)
  • TABLE 154. FRANCE VIRTUAL PRODUCTION MARKET SIZE, BY CAMERAS, 2018-2030 (USD THOUSAND)
  • TABLE 155. FRANCE VIRTUAL PRODUCTION MARKET SIZE, BY PRODUCTION STAGE, 2018-2030 (USD THOUSAND)
  • TABLE 156. FRANCE VIRTUAL PRODUCTION MARKET SIZE, BY END-USER, 2018-2030 (USD THOUSAND)
  • TABLE 157. GERMANY VIRTUAL PRODUCTION MARKET SIZE, BY COMPONENT, 2018-2030 (USD THOUSAND)
  • TABLE 158. GERMANY VIRTUAL PRODUCTION MARKET SIZE, BY HARDWARE, 2018-2030 (USD THOUSAND)
  • TABLE 159. GERMANY VIRTUAL PRODUCTION MARKET SIZE, BY CAMERAS, 2018-2030 (USD THOUSAND)
  • TABLE 160. GERMANY VIRTUAL PRODUCTION MARKET SIZE, BY PRODUCTION STAGE, 2018-2030 (USD THOUSAND)
  • TABLE 161. GERMANY VIRTUAL PRODUCTION MARKET SIZE, BY END-USER, 2018-2030 (USD THOUSAND)
  • TABLE 162. ISRAEL VIRTUAL PRODUCTION MARKET SIZE, BY COMPONENT, 2018-2030 (USD THOUSAND)
  • TABLE 163. ISRAEL VIRTUAL PRODUCTION MARKET SIZE, BY HARDWARE, 2018-2030 (USD THOUSAND)
  • TABLE 164. ISRAEL VIRTUAL PRODUCTION MARKET SIZE, BY CAMERAS, 2018-2030 (USD THOUSAND)
  • TABLE 165. ISRAEL VIRTUAL PRODUCTION MARKET SIZE, BY PRODUCTION STAGE, 2018-2030 (USD THOUSAND)
  • TABLE 166. ISRAEL VIRTUAL PRODUCTION MARKET SIZE, BY END-USER, 2018-2030 (USD THOUSAND)
  • TABLE 167. ITALY VIRTUAL PRODUCTION MARKET SIZE, BY COMPONENT, 2018-2030 (USD THOUSAND)
  • TABLE 168. ITALY VIRTUAL PRODUCTION MARKET SIZE, BY HARDWARE, 2018-2030 (USD THOUSAND)
  • TABLE 169. ITALY VIRTUAL PRODUCTION MARKET SIZE, BY CAMERAS, 2018-2030 (USD THOUSAND)
  • TABLE 170. ITALY VIRTUAL PRODUCTION MARKET SIZE, BY PRODUCTION STAGE, 2018-2030 (USD THOUSAND)
  • TABLE 171. ITALY VIRTUAL PRODUCTION MARKET SIZE, BY END-USER, 2018-2030 (USD THOUSAND)
  • TABLE 172. NETHERLANDS VIRTUAL PRODUCTION MARKET SIZE, BY COMPONENT, 2018-2030 (USD THOUSAND)
  • TABLE 173. NETHERLANDS VIRTUAL PRODUCTION MARKET SIZE, BY HARDWARE, 2018-2030 (USD THOUSAND)
  • TABLE 174. NETHERLANDS VIRTUAL PRODUCTION MARKET SIZE, BY CAMERAS, 2018-2030 (USD THOUSAND)
  • TABLE 175. NETHERLANDS VIRTUAL PRODUCTION MARKET SIZE, BY PRODUCTION STAGE, 2018-2030 (USD THOUSAND)
  • TABLE 176. NETHERLANDS VIRTUAL PRODUCTION MARKET SIZE, BY END-USER, 2018-2030 (USD THOUSAND)
  • TABLE 177. NORWAY VIRTUAL PRODUCTION MARKET SIZE, BY COMPONENT, 2018-2030 (USD THOUSAND)
  • TABLE 178. NORWAY VIRTUAL PRODUCTION MARKET SIZE, BY HARDWARE, 2018-2030 (USD THOUSAND)
  • TABLE 179. NORWAY VIRTUAL PRODUCTION MARKET SIZE, BY CAMERAS, 2018-2030 (USD THOUSAND)
  • TABLE 180. NORWAY VIRTUAL PRODUCTION MARKET SIZE, BY PRODUCTION STAGE, 2018-2030 (USD THOUSAND)
  • TABLE 181. NORWAY VIRTUAL PRODUCTION MARKET SIZE, BY END-USER, 2018-2030 (USD THOUSAND)
  • TABLE 182. POLAND VIRTUAL PRODUCTION MARKET SIZE, BY COMPONENT, 2018-2030 (USD THOUSAND)
  • TABLE 183. POLAND VIRTUAL PRODUCTION MARKET SIZE, BY HARDWARE, 2018-2030 (USD THOUSAND)
  • TABLE 184. POLAND VIRTUAL PRODUCTION MARKET SIZE, BY CAMERAS, 2018-2030 (USD THOUSAND)
  • TABLE 185. POLAND VIRTUAL PRODUCTION MARKET SIZE, BY PRODUCTION STAGE, 2018-2030 (USD THOUSAND)
  • TABLE 186. POLAND VIRTUAL PRODUCTION MARKET SIZE, BY END-USER, 2018-2030 (USD THOUSAND)
  • TABLE 187. QATAR VIRTUAL PRODUCTION MARKET SIZE, BY COMPONENT, 2018-2030 (USD THOUSAND)
  • TABLE 188. QATAR VIRTUAL PRODUCTION MARKET SIZE, BY HARDWARE, 2018-2030 (USD THOUSAND)
  • TABLE 189. QATAR VIRTUAL PRODUCTION MARKET SIZE, BY CAMERAS, 2018-2030 (USD THOUSAND)
  • TABLE 190. QATAR VIRTUAL PRODUCTION MARKET SIZE, BY PRODUCTION STAGE, 2018-2030 (USD THOUSAND)
  • TABLE 191. QATAR VIRTUAL PRODUCTION MARKET SIZE, BY END-USER, 2018-2030 (USD THOUSAND)
  • TABLE 192. RUSSIA VIRTUAL PRODUCTION MARKET SIZE, BY COMPONENT, 2018-2030 (USD THOUSAND)
  • TABLE 193. RUSSIA VIRTUAL PRODUCTION MARKET SIZE, BY HARDWARE, 2018-2030 (USD THOUSAND)
  • TABLE 194. RUSSIA VIRTUAL PRODUCTION MARKET SIZE, BY CAMERAS, 2018-2030 (USD THOUSAND)
  • TABLE 195. RUSSIA VIRTUAL PRODUCTION MARKET SIZE, BY PRODUCTION STAGE, 2018-2030 (USD THOUSAND)
  • TABLE 196. RUSSIA VIRTUAL PRODUCTION MARKET SIZE, BY END-USER, 2018-2030 (USD THOUSAND)
  • TABLE 197. SAUDI ARABIA VIRTUAL PRODUCTION MARKET SIZE, BY COMPONENT, 2018-2030 (USD THOUSAND)
  • TABLE 198. SAUDI ARABIA VIRTUAL PRODUCTION MARKET SIZE, BY HARDWARE, 2018-2030 (USD THOUSAND)
  • TABLE 199. SAUDI ARABIA VIRTUAL PRODUCTION MARKET SIZE, BY CAMERAS, 2018-2030 (USD THOUSAND)
  • TABLE 200. SAUDI ARABIA VIRTUAL PRODUCTION MARKET SIZE, BY PRODUCTION STAGE, 2018-2030 (USD THOUSAND)
  • TABLE 201. SAUDI ARABIA VIRTUAL PRODUCTION MARKET SIZE, BY END-USER, 2018-2030 (USD THOUSAND)
  • TABLE 202. SOUTH AFRICA VIRTUAL PRODUCTION MARKET SIZE, BY COMPONENT, 2018-2030 (USD THOUSAND)
  • TABLE 203. SOUTH AFRICA VIRTUAL PRODUCTION MARKET SIZE, BY HARDWARE, 2018-2030 (USD THOUSAND)
  • TABLE 204. SOUTH AFRICA VIRTUAL PRODUCTION MARKET SIZE, BY CAMERAS, 2018-2030 (USD THOUSAND)
  • TABLE 205. SOUTH AFRICA VIRTUAL PRODUCTION MARKET SIZE, BY PRODUCTION STAGE, 2018-2030 (USD THOUSAND)
  • TABLE 206. SOUTH AFRICA VIRTUAL PRODUCTION MARKET SIZE, BY END-USER, 2018-2030 (USD THOUSAND)
  • TABLE 207. SPAIN VIRTUAL PRODUCTION MARKET SIZE, BY COMPONENT, 2018-2030 (USD THOUSAND)
  • TABLE 208. SPAIN VIRTUAL PRODUCTION MARKET SIZE, BY HARDWARE, 2018-2030 (USD THOUSAND)
  • TABLE 209. SPAIN VIRTUAL PRODUCTION MARKET SIZE, BY CAMERAS, 2018-2030 (USD THOUSAND)
  • TABLE 210. SPAIN VIRTUAL PRODUCTION MARKET SIZE, BY PRODUCTION STAGE, 2018-2030 (USD THOUSAND)
  • TABLE 211. SPAIN VIRTUAL PRODUCTION MARKET SIZE, BY END-USER, 2018-2030 (USD THOUSAND)
  • TABLE 212. SWEDEN VIRTUAL PRODUCTION MARKET SIZE, BY COMPONENT, 2018-2030 (USD THOUSAND)
  • TABLE 213. SWEDEN VIRTUAL PRODUCTION MARKET SIZE, BY HARDWARE, 2018-2030 (USD THOUSAND)
  • TABLE 214. SWEDEN VIRTUAL PRODUCTION MARKET SIZE, BY CAMERAS, 2018-2030 (USD THOUSAND)
  • TABLE 215. SWEDEN VIRTUAL PRODUCTION MARKET SIZE, BY PRODUCTION STAGE, 2018-2030 (USD THOUSAND)
  • TABLE 216. SWEDEN VIRTUAL PRODUCTION MARKET SIZE, BY END-USER, 2018-2030 (USD THOUSAND)
  • TABLE 217. SWITZERLAND VIRTUAL PRODUCTION MARKET SIZE, BY COMPONENT, 2018-2030 (USD THOUSAND)
  • TABLE 218. SWITZERLAND VIRTUAL PRODUCTION MARKET SIZE, BY HARDWARE, 2018-2030 (USD THOUSAND)
  • TABLE 219. SWITZERLAND VIRTUAL PRODUCTION MARKET SIZE, BY CAMERAS, 2018-2030 (USD THOUSAND)
  • TABLE 220. SWITZERLAND VIRTUAL PRODUCTION MARKET SIZE, BY PRODUCTION STAGE, 2018-2030 (USD THOUSAND)
  • TABLE 221. SWITZERLAND VIRTUAL PRODUCTION MARKET SIZE, BY END-USER, 2018-2030 (USD THOUSAND)
  • TABLE 222. TURKEY VIRTUAL PRODUCTION MARKET SIZE, BY COMPONENT, 2018-2030 (USD THOUSAND)
  • TABLE 223. TURKEY VIRTUAL PRODUCTION MARKET SIZE, BY HARDWARE, 2018-2030 (USD THOUSAND)
  • TABLE 224. TURKEY VIRTUAL PRODUCTION MARKET SIZE, BY CAMERAS, 2018-2030 (USD THOUSAND)
  • TABLE 225. TURKEY VIRTUAL PRODUCTION MARKET SIZE, BY PRODUCTION STAGE, 2018-2030 (USD THOUSAND)
  • TABLE 226. TURKEY VIRTUAL PRODUCTION MARKET SIZE, BY END-USER, 2018-2030 (USD THOUSAND)
  • TABLE 227. UNITED ARAB EMIRATES VIRTUAL PRODUCTION MARKET SIZE, BY COMPONENT, 2018-2030 (USD THOUSAND)
  • TABLE 228. UNITED ARAB EMIRATES VIRTUAL PRODUCTION MARKET SIZE, BY HARDWARE, 2018-2030 (USD THOUSAND)
  • TABLE 229. UNITED ARAB EMIRATES VIRTUAL PRODUCTION MARKET SIZE, BY CAMERAS, 2018-2030 (USD THOUSAND)
  • TABLE 230. UNITED ARAB EMIRATES VIRTUAL PRODUCTION MARKET SIZE, BY PRODUCTION STAGE, 2018-2030 (USD THOUSAND)
  • TABLE 231. UNITED ARAB EMIRATES VIRTUAL PRODUCTION MARKET SIZE, BY END-USER, 2018-2030 (USD THOUSAND)
  • TABLE 232. UNITED KINGDOM VIRTUAL PRODUCTION MARKET SIZE, BY COMPONENT, 2018-2030 (USD THOUSAND)
  • TABLE 233. UNITED KINGDOM VIRTUAL PRODUCTION MARKET SIZE, BY HARDWARE, 2018-2030 (USD THOUSAND)
  • TABLE 234. UNITED KINGDOM VIRTUAL PRODUCTION MARKET SIZE, BY CAMERAS, 2018-2030 (USD THOUSAND)
  • TABLE 235. UNITED KINGDOM VIRTUAL PRODUCTION MARKET SIZE, BY PRODUCTION STAGE, 2018-2030 (USD THOUSAND)
  • TABLE 236. UNITED KINGDOM VIRTUAL PRODUCTION MARKET SIZE, BY END-USER, 2018-2030 (USD THOUSAND)
  • TABLE 237. VIRTUAL PRODUCTION MARKET SHARE, BY KEY PLAYER, 2023
  • TABLE 238. VIRTUAL PRODUCTION MARKET, FPNV POSITIONING MATRIX, 2023