封面
市場調查報告書
商品編碼
1656034

虛擬製作市場規模、佔有率和成長分析(按產品、類型、最終用戶和地區)- 產業預測 2025-2032

Virtual Production Market Size, Share, and Growth Analysis, By Offering (Hardware, Software), By Type (Pre-production, Production), By End User, By Region - Industry Forecast 2025-2032

出版日期: | 出版商: SkyQuest | 英文 177 Pages | 商品交期: 3-5個工作天內

價格
簡介目錄

虛擬製作市場規模預計在 2023 年達到 33.6 億美元,並從 2024 年的 38.6 億美元成長到 2032 年的 117.3 億美元,預測期內(2025-2032 年)的複合年成長率為 14.9%。

全球虛擬製作市場正在透過虛擬實境 (VR) 和擴增實境(AR) 等最尖端科技提供身臨其境型體驗,融合虛擬和實體製作,從而改變娛樂格局。這個快速成長的市場旨在最佳化電影製作人和內容創作者的工作流程,同時降低製作成本並提高創新潛力。隨著虛擬製作技術增強了電影、電視、遊戲等節目的敘事能力,對引人注目的視覺效果的需求正在推動成長。初始設置成本和工作流程整合仍然是挑戰,但技術的進步使得過渡更加順暢。目前的趨勢包括人工智慧驅動的模擬工具的興起、專業虛擬製作工作室的激增以及提高內容創作創造力和效率的即時協作平台。

目錄

介紹

  • 調查目的
  • 研究範圍
  • 定義

調查方法

  • 資訊採購
  • 次要和主要資料方法
  • 市場規模預測
  • 市場假設與限制

執行摘要

  • 全球市場展望
  • 供需趨勢分析
  • 細分機會分析

市場動態及展望

  • 市場概況
  • 市場規模
  • 市場動態
    • 促進因素和機會
    • 限制與挑戰
  • 波特的分析

主要市場考察

  • 關鍵成功因素
  • 競爭程度
  • 主要投資機會
  • 市場生態系統
  • 市場吸引力指數(2024 年)
  • PESTEL 分析
  • 宏觀經濟指標
  • 價值鏈分析
  • 定價分析
  • 技術分析

虛擬製作市場規模(按類型和複合年成長率) (2025-2032)

  • 市場概況
  • 硬體
  • 軟體
  • 服務

虛擬製作市場規模(按類型和複合年成長率) (2025-2032)

  • 市場概況
  • 前期製作
  • 生產
  • 後製

虛擬製作市場規模(按最終用戶和複合年成長率) (2025-2032)

  • 市場概況
  • 電影
  • 電視連續劇
  • 商業廣告
  • 線上影片
  • 其他
    • 事件
    • 劇院
    • 音樂會

虛擬製作市場規模(按地區)及複合年成長率(2025-2032)

  • 北美洲
    • 美國
    • 加拿大
  • 歐洲
    • 德國
    • 西班牙
    • 法國
    • 英國
    • 義大利
    • 其他歐洲國家地區
  • 亞太地區
    • 中國
    • 印度
    • 日本
    • 韓國
    • 其他亞太地區
  • 拉丁美洲
    • 巴西
    • 其他拉丁美洲國家
  • 中東和非洲
    • 海灣合作理事會國家
    • 南非
    • 其他中東和非洲地區

競爭資訊

  • 前 5 家公司對比
  • 主要企業市場定位(2024年)
  • 主要市場參與者所採用的策略
  • 近期市場趨勢
  • 公司市場佔有率分析(2024 年)
  • 主要企業簡介
    • 公司詳細資訊
    • 產品系列分析
    • 公司分部佔有率分析
    • 收益與前一年同期比較對比(2022-2024 年)

主要企業簡介

  • Adobe Inc.(United States)
  • Autodesk Inc.(United States)
  • NVIDIA Corporation(United States)
  • Sony Group Corporation(Japan)
  • HTC Corporation(Taiwan)
  • Technicolor Creative Studios SA(France)
  • Vicon Motion Systems Limited(United Kingdom)
  • Side Effects Software Inc.(SideFX)(Canada)
  • Unity Software Inc.(United States)
  • Epic Games Inc.(United States)
  • Mo-Sys Engineering Ltd.(United Kingdom)
  • Weta FX Ltd.(New Zealand)
  • Industrial Light & Magic(ILM)(United States)
  • Pixomondo(Germany)
  • Dassault Systemes SE(France)
  • BORIS FX Inc.(United States)
  • HumanEyes Technologies Ltd.(Israel)
  • 360Rize(United States)
  • Panocam3d.com(United States)
  • ZSpace Inc.(United States)

結論和建議

簡介目錄
Product Code: SQMIG50H2006

Virtual Production Market size was valued at USD 3.36 billion in 2023 and is poised to grow from USD 3.86 billion in 2024 to USD 11.73 billion by 2032, growing at a CAGR of 14.9% during the forecast period (2025-2032).

The Global Virtual Production Market is transforming the entertainment landscape by blending virtual and physical production, delivering immersive experiences through cutting-edge technologies such as virtual reality (VR) and augmented reality (AR). This burgeoning market aims to optimize workflows for filmmakers and content creators while curtailing production costs, allowing for increased creative potential. Demand for compelling visual effects is driving growth, with virtual production techniques enhancing storytelling across film, television, and gaming. While initial setup costs and the integration of workflows pose challenges, advancements in technology are facilitating smoother transitions. Current trends include the rise of AI-driven tools for simulations, the proliferation of specialized virtual production studios, and real-time collaborative platforms that enhance creativity and efficiency in content creation.

Top-down and bottom-up approaches were used to estimate and validate the size of the Virtual Production market and to estimate the size of various other dependent submarkets. The research methodology used to estimate the market size includes the following details: The key players in the market were identified through secondary research, and their market shares in the respective regions were determined through primary and secondary research. This entire procedure includes the study of the annual and financial reports of the top market players and extensive interviews for key insights from industry leaders such as CEOs, VPs, directors, and marketing executives. All percentage shares split, and breakdowns were determined using secondary sources and verified through Primary sources. All possible parameters that affect the markets covered in this research study have been accounted for, viewed in extensive detail, verified through primary research, and analyzed to get the final quantitative and qualitative data.

Virtual Production Market Segments Analysis

Global Virtual Production Market is segmented by Offering, Type, End User and region. Based on Offering, the market is segmented into Hardware, Software and Services. Based on Type, the market is segmented into Pre-production, Production and Post-production. Based on End User, the market is segmented into Movies, TV series, Commercial ads, Online videos and Others. Based on region, the market is segmented into North America, Europe, Asia Pacific, Latin America and Middle East & Africa.

Driver of the Virtual Production Market

The increasing demand for visually stunning and high-quality content across various sectors, including entertainment, gaming, advertising, and e-commerce, is significantly propelling the adoption of virtual production methods. This innovative approach allows filmmakers and content creators to produce realistic environments, characters, and visual effects, which greatly enhance the viewer's experience. Notable examples include blockbuster films such as "The Mandalorian" and "Avengers: Endgame," which employed virtual production techniques to craft breathtaking and immersive worlds, ultimately contributing to their phenomenal success. As the desire for captivating visual narratives continues to rise, virtual production is becoming an essential tool in content creation.

Restraints in the Virtual Production Market

The Virtual Production market faces significant constraints primarily due to the considerable initial costs associated with setting up such systems. This includes the purchase of specialized equipment, advanced computers, motion capture technology, and the creation of dedicated studio environments. These upfront expenses can be particularly burdensome for smaller production companies and independent filmmakers, potentially hindering their ability to utilize virtual production techniques. Furthermore, the need to develop and maintain the requisite infrastructure and technical know-how can be resource-intensive, which may deter broader acceptance and integration of virtual production practices within the industry.

Market Trends of the Virtual Production Market

The virtual production market is witnessing a significant trend with the integration of Extended Reality (XR), encompassing Augmented Reality (AR), Virtual Reality (VR), and Mixed Reality (MR). This convergence enables content creators to forge innovative storytelling avenues by blending real-world elements with virtual environments. By harnessing XR technologies, producers are enhancing live events and broadcast productions with real-time overlays of virtual graphics, enriching the audience's experience and engagement. As this trend evolves, it is expected to drive demand for advanced XR solutions, ultimately reshaping the landscape of content creation and production across industries, from film to gaming and beyond.

Table of Contents

Introduction

  • Objectives of the Study
  • Scope of the Report
  • Definitions

Research Methodology

  • Information Procurement
  • Secondary & Primary Data Methods
  • Market Size Estimation
  • Market Assumptions & Limitations

Executive Summary

  • Global Market Outlook
  • Supply & Demand Trend Analysis
  • Segmental Opportunity Analysis

Market Dynamics & Outlook

  • Market Overview
  • Market Size
  • Market Dynamics
    • Drivers & Opportunities
    • Restraints & Challenges
  • Porters Analysis
    • Competitive rivalry
    • Threat of substitute
    • Bargaining power of buyers
    • Threat of new entrants
    • Bargaining power of suppliers

Key Market Insights

  • Key Success Factors
  • Degree of Competition
  • Top Investment Pockets
  • Market Ecosystem
  • Market Attractiveness Index, 2024
  • PESTEL Analysis
  • Macro-Economic Indicators
  • Value Chain Analysis
  • Pricing Analysis
  • Technology Analysis

Global Virtual Production Market Size by Offering & CAGR (2025-2032)

  • Market Overview
  • Hardware
  • Software
  • Services

Global Virtual Production Market Size by Type & CAGR (2025-2032)

  • Market Overview
  • Pre-production
  • Production
  • Post-production

Global Virtual Production Market Size by End User & CAGR (2025-2032)

  • Market Overview
  • Movies
  • TV series
  • Commercial ads
  • Online videos
  • Others
    • Events
    • Theatre
    • Music Concerts

Global Virtual Production Market Size & CAGR (2025-2032)

  • North America (Offering, Type, End User)
    • US
    • Canada
  • Europe (Offering, Type, End User)
    • Germany
    • Spain
    • France
    • UK
    • Italy
    • Rest of Europe
  • Asia Pacific (Offering, Type, End User)
    • China
    • India
    • Japan
    • South Korea
    • Rest of Asia-Pacific
  • Latin America (Offering, Type, End User)
    • Brazil
    • Rest of Latin America
  • Middle East & Africa (Offering, Type, End User)
    • GCC Countries
    • South Africa
    • Rest of Middle East & Africa

Competitive Intelligence

  • Top 5 Player Comparison
  • Market Positioning of Key Players, 2024
  • Strategies Adopted by Key Market Players
  • Recent Developments in the Market
  • Company Market Share Analysis, 2024
  • Company Profiles of All Key Players
    • Company Details
    • Product Portfolio Analysis
    • Company's Segmental Share Analysis
    • Revenue Y-O-Y Comparison (2022-2024)

Key Company Profiles

  • Adobe Inc. (United States)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Autodesk Inc. (United States)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • NVIDIA Corporation (United States)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Sony Group Corporation (Japan)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • HTC Corporation (Taiwan)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Technicolor Creative Studios SA (France)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Vicon Motion Systems Limited (United Kingdom)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Side Effects Software Inc. (SideFX) (Canada)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Unity Software Inc. (United States)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Epic Games Inc. (United States)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Mo-Sys Engineering Ltd. (United Kingdom)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Weta FX Ltd. (New Zealand)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Industrial Light & Magic (ILM) (United States)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Pixomondo (Germany)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Dassault Systemes SE (France)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • BORIS FX Inc. (United States)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • HumanEyes Technologies Ltd. (Israel)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • 360Rize (United States)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Panocam3d.com (United States)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • ZSpace Inc. (United States)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments

Conclusion & Recommendations