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市場調查報告書
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1336742

全球視覺效果 (VFX) 軟體市場 - 2023-2030

Global Visual Effects (VFX) Software Market - 2023-2030

出版日期: | 出版商: DataM Intelligence | 英文 181 Pages | 商品交期: 約2個工作天內

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簡介目錄

市場概況

2022 年,全球視覺效果 (VFX) 軟體市場規模達到 13 億美元,預計到 2030 年將達到 36 億美元,2023-2030 年預測期間年複合成長率為 13.5%。

雲端基礎技術的快速採用為全球視覺特效市場帶來了成長機會,雲端技術的採用徹底改變了視覺特效軟體市場。它提供了增強的靈活性和更大的可擴展性。雲端基礎視覺特效軟體提供了成本效益。因此,雲端技術帶來的這些好處推動了全球視覺效果(VFX)軟體市場的成長。

為了製作動畫電視內容,歐洲動畫工作室已經開始與主要國際公司合作。這些合作產生了適合該地區觀眾的內容。這在法國、英國、德國和西班牙等國家尤其明顯。因此,歐洲佔據了全球近1/3的市場佔有率。

市場動態

對更好遊戲體驗的需求不斷成長

全世界的電動遊戲玩家都需要更好、更身臨其境的視覺體驗。由於人們對網際網路的廣泛使用、最新技術的進步以及高階手機、PC和遊戲機等遊戲設備性能的提高,對遊戲視覺效果的需求不斷增加。

隨著供應和品質的提高,對擴增實境和虛擬實境等動畫和視覺效果的需求尤其急劇成長。得益於改進的電動遊戲視覺效果軟體,普通大眾現在可以獲得最優質的沉浸式視覺特效。在國際媒體和娛樂市場中,該行業是成長速度最快的行業之一。上述因素推動了全球視覺效果(VFX)軟體市場的成長。

對高品質內容的需求不斷成長

消費者不斷被更高品質的內容所吸引,超級英雄大片和動作片的流行推動了對視覺特效的需求。此外,人們還觀察到這些技術在遊戲、教材、廣告甚至 YouTube 影片中的應用。現在是成為該領域專家或開始研究其程序的更好機會。因此,電影的日益普及推動了全球對視覺特效軟體的需求。

自由軟體的存在

開源免費視覺特效軟體會加劇市場競爭,其成本效益可能會限制全球視覺特效軟體市場的成長,這可能會導致市場碎片化,因為消費者有更多選擇來增強任何內容的視覺效果。它減少了商業供應商的市場佔有率,並迫使他們創新其產品。

COVID-19 影響分析

COVID-19 疫情可能給娛樂業帶來了一些優勢,因為與真人製作不同,動畫和視覺效果領域的員工可以遠程處理項目。根據畢馬威一份題為“A Year off Script”的報告,該細分市場的收入在 2020 年仍將下降 51%。這是因為在封鎖的最初幾個月,視覺設計師和創作者被困在家裡,沒有先進的基礎設施、軟體或設備,無法為許多不得不推遲的節目提供素材。

目錄

第 1 章:方法和範圍

  • 研究方法論
  • 報告的研究目的和範圍

第 2 章:定義和概述

第 3 章:執行摘要

  • 按組件分類
  • 部署片段
  • 按應用程式片段
  • 按地區分類

第 4 章:動力學

  • 影響因素
    • 司機
      • 對更好遊戲體驗的需求不斷成長
      • 對高品質內容的需求不斷成長
    • 限制
      • 自由軟體的存在
    • 機會
    • 影響分析

第 5 章:行業分析

  • 波特五力分析
  • 供應鏈分析
  • 定價分析
  • 監管分析

第 6 章:COVID-19 分析

  • COVID-19 分析
    • 新冠疫情爆發前的情景
    • 新冠疫情期間的情景
    • 新冠疫情后的情景
  • COVID-19 期間的定價動態
  • 供需譜
  • 疫情期間政府與市場相關的舉措
  • 製造商戰略舉措
  • 結論

第 7 章:按組件

  • 軟體
  • 硬體
  • 服務

第 8 章:通過部署

  • 本地部署

第 9 章:按申請

  • 電影
  • 賭博
  • 廣告
  • 電視
  • 其他

第 10 章:按地區

  • 北美
    • 美國
    • 加拿大
    • 墨西哥
  • 歐洲
    • 德國
    • 英國
    • 法國
    • 義大利
    • 俄羅斯
    • 歐洲其他地區
  • 南美洲
    • 巴西
    • 阿根廷
    • 南美洲其他地區
  • 亞太
    • 中國
    • 印度
    • 日本
    • 澳大利亞
    • 亞太其他地區
  • 中東和非洲

第 11 章:競爭格局

  • 競爭場景
  • 市場定位/佔有率分析
  • 併購分析

第 12 章:公司簡介

  • Maxon Computer
    • 公司簡介
    • 產品組合和描述
    • 財務概覽
    • 最近的發展
  • Foundry
  • Chaos Software
  • Adobe Inc.
  • PIXAR
  • Sitni Sati
  • SideFX
  • Corel Corporation
  • Blackmagic Design Pty Ltd
  • Autodesk Inc.

第 13 章:附錄

簡介目錄
Product Code: ICT6714

Market Overview

Global visual effects (VFX) software market reached US$ 1.3 billion in 2022 and is expected to reach US$ 3.6 billion by 2030, growing with a CAGR of 13.5% during the forecast period 2023-2030.

The rapid adoption of the cloud based technology thrives the growth opportunities in the global VFX market and the adoption of the cloud technology has completely transformed the VFX software market. It offers the enhanced flexibility and greater scalability. Cloud based VFX softwares provides the cost-efficiency. Therefore, these benefits by cloud technology drives the growth of the global visual effect (VFX) software market.

In order to produce animated television content, European animation studios have begun collaborating with major international companies. These collaborations have produced content that is appropriate for the regional audience. This is especially evident in nations like France, UK, Germany and Spain. Therefore, Europe accounts for nearly 1/3rd of the global market share.

Market Dynamics

Rising Demand for Better Gaming Experience

Players of video games all throughout the world demand better, more immersive visual experiences. Due to people's widespread ease of access to the internet, the advancement of the latest technology and the improvement in gaming device performance, such as high-end mobile phones, PCs and consoles, there is an increased need for game visual effects.

The demand for animation and visual effects like augmented reality and virtual reality is particularly rising dramatically as the supply and quality rise. The general public now has access to the finest quality, immersive VFX thanks to improved visual effects software for video games. In the international media and entertainment markets, this sector has one of the fastest rates of growth. Above mentioned factors drives the growth of the global visual effect (VFX) software market.

Growing Demand for High Quality Content

Consumers are constantly drawn to higher quality content and the popularity of superhero blockbusters and action-packed movies has driven up demand for VFX. Additionally, it is been observed that the application of these technologies in games, instructional materials, commercials and even YouTube videos. There has never been a better opportunity to become an expert in this field or to begin studying its procedures. Therefore, the growing popularity of moviesdrives the demand for VFX software s globally.

Presence of Free Softwares

Open source free VFX software can intensify the competition in the market and its cost effectiveness may restrict the growth of the global VFX software market, which can lead to the fregmentation in the market as consumers have more options to enhance the visual effect of any content. It reduces the market shares of the commercoial vendors and force them to innovate their offerings.

COVID-19 Impact Analysis

The COVID-19 epidemic might have given the entertainment industry some advantages because, unlike live action productions, employees in the fields of animation and visual effects can work remotely on projects. According to a KPMG report titled A Year off Script, the segments will still experience a 51% decline in revenues in 2020 year. This is because during the first few months of the lockdown, visual designers and creators were stranded at home without advanced infrastructure, software or equipment and were unable to provide footage for many shows that had to be delayed.

Segment Analysis

The global visual effects (VFX) software market is segmented based on component, deployment, application and region.

Large Scale Movie Industry Drives the Segmental Growth

The film industry demands higher-quality visual effects to generate captivating cinematic excitement. As new innovative technology comes in the market, filmmakers look to enhance the visual appearance of the movies. VFX software offers the capabilities and tools to attain these effects in a movie. These software makes jobs easy for the film makers to get the best VFX possible. Therefore, movies segment is expected to register a highest growth rate during the forecasted period.

Geographical Analysis

Growing Popularity of E-sports and Casual Gaming Generates the Higger Demand for VFX Softwares

Owing to the quick rise in online cloud gaming and increased digital content in the region, North America dominates the global visual effect (VFX) software market with majority of the market shares. The North American VFX software market is growing rapidly, due to the early use of visual effects in hollywood films, the significant presence of key market vendors and the substantial presence of customers who are enthusiast gamers in this region. Growing popularity of the e-sports and casual gaming in the region thrives the growth opportunitiues for the VFX designers in the region.

Competitive Landscape

The major global players include: Maxon Computer, Foundry, Chaos Software, Adobe Inc., PIXAR, Sitni Sati, SideFX, Corel Corporation and Blackmagic Design Pty Ltd.

Why Purchase the Report?

  • To visualize the global visual effects (VFX) software market segmentation based on component, deployment, application and region, as well as understand key commercial assets and players.
  • Identify commercial opportunities by analyzing trends and co-development.
  • Excel data sheet with numerous data points of visual effects (VFX) software market-level with all segments.
  • PDF report consists of a comprehensive analysis after exhaustive qualitative interviews and an in-depth study.
  • Product mapping available as Excel consisting of key products of all the major players.

The global visual effects (VFX) software market report would provide approximately 61 tables, 56 figures and 181 Pages.

Target Audience 2023

  • Manufacturers/ Buyers
  • Industry Investors/Investment Bankers
  • Research Professionals
  • Emerging Companies

Table of Contents

1. Methodology and Scope

  • 1.1. Research Methodology
  • 1.2. Research Objective and Scope of the Report

2. Definition and Overview

3. Executive Summary

  • 3.1. Snippet by Component
  • 3.2. Snippet by Deployment
  • 3.3. Snippet by Application
  • 3.4. Snippet by Region

4. Dynamics

  • 4.1. Impacting Factors
    • 4.1.1. Drivers
      • 4.1.1.1. Rising Demand for Better Gaming Experience
      • 4.1.1.2. Growing Demand for High Quality Content
    • 4.1.2. Restraints
      • 4.1.2.1. Presence of Free Softwares
    • 4.1.3. Opportunity
    • 4.1.4. Impact Analysis

5. Industry Analysis

  • 5.1. Porter's Five Force Analysis
  • 5.2. Supply Chain Analysis
  • 5.3. Pricing Analysis
  • 5.4. Regulatory Analysis

6. COVID-19 Analysis

  • 6.1. Analysis of COVID-19
    • 6.1.1. Scenario Before COVID
    • 6.1.2. Scenario During COVID
    • 6.1.3. Scenario Post COVID
  • 6.2. Pricing Dynamics Amid COVID-19
  • 6.3. Demand-Supply Spectrum
  • 6.4. Government Initiatives Related to the Market During Pandemic
  • 6.5. Manufacturers Strategic Initiatives
  • 6.6. Conclusion

7. By Component

  • 7.1. Introduction
    • 7.1.1. Market Size Analysis and Y-o-Y Growth Analysis (%), By Component
    • 7.1.2. Market Attractiveness Index, By Component
  • 7.2. Software*
    • 7.2.1. Introduction
    • 7.2.2. Market Size Analysis and Y-o-Y Growth Analysis (%)
  • 7.3. Hardware
  • 7.4. Services

8. By Deployment

  • 8.1. Introduction
    • 8.1.1. Market Size Analysis and Y-o-Y Growth Analysis (%), By Deployment
    • 8.1.2. Market Attractiveness Index, By Deployment
  • 8.2. On-Premise*
    • 8.2.1. Introduction
    • 8.2.2. Market Size Analysis and Y-o-Y Growth Analysis (%)
  • 8.3. Cloud

9. By Application

  • 9.1. Introduction
    • 9.1.1. Market Size Analysis and Y-o-Y Growth Analysis (%), By Application
    • 9.1.2. Market Attractiveness Index, By Application
  • 9.2. Movies*
    • 9.2.1. Introduction
    • 9.2.2. Market Size Analysis and Y-o-Y Growth Analysis (%)
  • 9.3. Gaming
  • 9.4. Advertising
  • 9.5. Television
  • 9.6. Others

10. By Region

  • 10.1. Introduction
    • 10.1.1. Market Size Analysis and Y-o-Y Growth Analysis (%), By Region
    • 10.1.2. Market Attractiveness Index, By Region
  • 10.2. North America
    • 10.2.1. Introduction
    • 10.2.2. Key Region-Specific Dynamics
    • 10.2.3. Market Size Analysis and Y-o-Y Growth Analysis (%), By Component
    • 10.2.4. Market Size Analysis and Y-o-Y Growth Analysis (%), By Deployment
    • 10.2.5. Market Size Analysis and Y-o-Y Growth Analysis (%), By Application
    • 10.2.6. Market Size Analysis and Y-o-Y Growth Analysis (%), By Country
      • 10.2.6.1. U.S.
      • 10.2.6.2. Canada
      • 10.2.6.3. Mexico
  • 10.3. Europe
    • 10.3.1. Introduction
    • 10.3.2. Key Region-Specific Dynamics
    • 10.3.3. Market Size Analysis and Y-o-Y Growth Analysis (%), By Component
    • 10.3.4. Market Size Analysis and Y-o-Y Growth Analysis (%), By Deployment
    • 10.3.5. Market Size Analysis and Y-o-Y Growth Analysis (%), By Application
    • 10.3.6. Market Size Analysis and Y-o-Y Growth Analysis (%), By Country
      • 10.3.6.1. Germany
      • 10.3.6.2. UK
      • 10.3.6.3. France
      • 10.3.6.4. Italy
      • 10.3.6.5. Russia
      • 10.3.6.6. Rest of Europe
  • 10.4. South America
    • 10.4.1. Introduction
    • 10.4.2. Key Region-Specific Dynamics
    • 10.4.3. Market Size Analysis and Y-o-Y Growth Analysis (%), By Component
    • 10.4.4. Market Size Analysis and Y-o-Y Growth Analysis (%), By Deployment
    • 10.4.5. Market Size Analysis and Y-o-Y Growth Analysis (%), By Application
    • 10.4.6. Market Size Analysis and Y-o-Y Growth Analysis (%), By Country
      • 10.4.6.1. Brazil
      • 10.4.6.2. Argentina
      • 10.4.6.3. Rest of South America
  • 10.5. Asia-Pacific
    • 10.5.1. Introduction
    • 10.5.2. Key Region-Specific Dynamics
    • 10.5.3. Market Size Analysis and Y-o-Y Growth Analysis (%), By Component
    • 10.5.4. Market Size Analysis and Y-o-Y Growth Analysis (%), By Deployment
    • 10.5.5. Market Size Analysis and Y-o-Y Growth Analysis (%), By Application
    • 10.5.6. Market Size Analysis and Y-o-Y Growth Analysis (%), By Country
      • 10.5.6.1. China
      • 10.5.6.2. India
      • 10.5.6.3. Japan
      • 10.5.6.4. Australia
      • 10.5.6.5. Rest of Asia-Pacific
  • 10.6. Middle East and Africa
    • 10.6.1. Introduction
    • 10.6.2. Key Region-Specific Dynamics
    • 10.6.3. Market Size Analysis and Y-o-Y Growth Analysis (%), By Component
    • 10.6.4. Market Size Analysis and Y-o-Y Growth Analysis (%), By Deployment
    • 10.6.5. Market Size Analysis and Y-o-Y Growth Analysis (%), By Application

11. Competitive Landscape

  • 11.1. Competitive Scenario
  • 11.2. Market Positioning/Share Analysis
  • 11.3. Mergers and Acquisitions Analysis

12. Company Profiles

  • 12.1. Maxon Computer*
    • 12.1.1. Company Overview
    • 12.1.2. Product Portfolio and Description
    • 12.1.3. Financial Overview
    • 12.1.4. Recent Developments
  • 12.2. Foundry
  • 12.3. Chaos Software
  • 12.4. Adobe Inc.
  • 12.5. PIXAR
  • 12.6. Sitni Sati
  • 12.7. SideFX
  • 12.8. Corel Corporation
  • 12.9. Blackmagic Design Pty Ltd
  • 12.10. Autodesk Inc.

LIST NOT EXHAUSTIVE

13. Appendix

  • 13.1. About Us and Services
  • 13.2. Contact Us