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市場調查報告書
商品編碼
1455081

虛擬製作全球市場規模、佔有率、成長分析(按技術、按組件、按最終用途)- 產業預測,2024-2031 年

Global Virtual Production Market Size, Share, Growth Analysis, By Technology(virtual reality (VR), augmented reality (AR)), By Component(hardware and software ), By End Use(entertainment and media, automotive) - Industry Forecast 2024-2031

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

2022年全球虛擬製作市場規模為29.2億美元,從2023年的33.6億美元成長到2031年的101.9億美元,預測期內(2024-2031年)複合年成長率為14.9%。

全球虛擬製作市場正在透過整合虛擬和實體製作領域來提供身臨其境且視覺上引人入勝的體驗,從而改變娛樂產業。這個創新市場利用虛擬實境 (VR)、擴增實境(AR) 和即時渲染等先進技術,將虛擬元素無縫整合到現實世界中。其主要目的是簡化工作流程、降低成本並釋放電影製作人、內容創作者和製作團隊的創造性潛力。透過虛擬佈景、數位角色和虛擬攝影等虛擬製作技術,專家可以為電影、電視、遊戲和其他媒體創造逼真的環境、無縫的視覺效果和引人入勝的故事敘述。您可以提高製作的品質和效率。推動虛擬製作市場成長的因素有很多。高品質視覺效果和互動故事敘述的流行正在推動對視覺上令人印象深刻和身臨其境的內容的需求。此外,虛擬製作透過最大限度地減少對實體佈景、外景拍攝和後製編輯的需求,顯著節省了成本,這使其對大型製作和獨立電影製作人都具有吸引力。此外,即時渲染技術和硬體的進步,例如強大的 GPU 和動作捕捉系統,使虛擬製作比以往任何時候都更加容易和高效。虛擬製作市場存在許多機會的同時,也存在著限制與挑戰。關鍵挑戰之一是建立虛擬生產管道所需的初始投資,包括硬體、軟體和技術人員。此外,無縫整合虛擬和實體生產工作流程非常複雜,需要跨職能的專業知識和協調。然而,隨著市場的成熟和技術的發展,這些障礙正在逐漸被克服。虛擬製作市場的主要趨勢包括用於真實模擬和動態角色互動的人工智慧驅動技術的整合、具有先進設定的虛擬製作工作室的發展以及遠端製作的即時製作。 ,包括協作平台的採用。這些趨勢正在再形成內容製作,並在整個製作過程中培養創造力、協作和效率。

目錄

執行摘要

  • 市場概況
  • 命運之輪

調查方法

  • 資訊採購
  • 次要和主要資料來源
  • 市場規模估算
  • 市場假設與限制

母市場分析

  • 市場概況
  • 市場規模
  • 市場動態
    • 促進因素
    • 機會
    • 抑制因素
    • 任務

主要市場考察

  • 技術分析
  • 價格分析
  • 供應鏈分析
  • 價值鏈分析
  • 市場生態系統
  • 智慧財產權分析
  • 貿易分析
  • Start-Ups分析
  • 原料分析
  • 創新矩陣
  • 研發線產品分析
  • 總體經濟指標
  • 主要投資分析
  • 關鍵成功因素
  • 競爭程度

市場動態及展望

  • 市場動態
    • 促進因素
    • 機會
    • 抑制因素
    • 任務
  • 監管環境
  • 波特的分析
  • 對未來中斷的特殊考慮

全球虛擬製作市場:依技術分類

  • 市場概況
  • 虛擬實境(VR)
  • 擴增實境(AR)
  • 混合實境(MR)

全球虛擬製作市場:按組成部分

  • 市場概況
  • 硬體和軟體

全球虛擬製作市場:依最終用途分類

  • 市場概況
  • 娛樂和媒體
  • 衛生保健
  • 航太和國防
  • 其他

全球虛擬製作市場規模:按地區分類

  • 市場概況
  • 北美洲
    • 美國
    • 加拿大
  • 歐洲
    • 德國
    • 西班牙
    • 法國
    • 英國
    • 歐洲其他地區
  • 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
  • 中東和非洲 (MEA)
    • 海灣合作理事會國家
    • 南非
    • 其他中東/非洲

競爭格局

  • 前5名企業對比
  • 主要企業市場定位(2021年)
  • 主要市場參與者所採取的策略
  • 關鍵成功策略
  • 近期市集活動
  • 主要企業市場佔有率(2021年)

主要企業簡介

  • Epic Games(US)
  • NVIDIA Corporation(US)
  • Autodesk, Inc.(US)
  • The Walt Disney Company(US)
  • Unity Technologies(US)
  • Microsoft Corporation(US)
  • Adobe Inc.(US)
  • Foundry(UK)
  • Blackmagic Design Pty. Ltd.(Australia)
  • Intel Corporation(US)
  • Weta Digital(New Zealand)
  • Framestore(UK)
  • DNEG(UK)
  • Technicolor SA(France)
  • Industrial Light & Magic(US)
  • Digital Domain(US)
  • Ubisoft Entertainment SA(France)
  • Sony Corporation(Japan)
  • The Third Floor(US)
  • Zero Density(Turkey)
簡介目錄
Product Code: SQMIG50H2006

Global Virtual Production Market size was valued at USD 2.92 billion in 2022 and is poised to grow from USD 3.36 billion in 2023 to USD 10.19 billion by 2031, at a CAGR of 14.9% during the forecast period (2024- 2031).

The Global Virtual Production Market is transforming the entertainment industry by merging virtual and physical production realms, delivering immersive and visually captivating experiences. This innovative market harnesses advanced technologies like virtual reality (VR), augmented reality (AR), and real-time rendering to seamlessly integrate virtual elements into the real world. Its primary objective is to streamline workflows, cut costs, and unlock creative potential for filmmakers, content creators, and production teams. Through virtual production techniques such as virtual sets, digital characters, and virtual cinematography, professionals can craft lifelike environments, seamless visual effects, and compelling storytelling, thereby enhancing the quality and efficiency of film, television, gaming, and other media productions. Several factors drive the growth of the virtual production market. There's a rising demand for visually striking and immersive content, driven by the popularity of high-quality visual effects and interactive storytelling. Moreover, virtual production offers substantial cost savings by minimizing the need for physical sets, location shoots, and post-production editing, making it appealing to both large-scale productions and independent filmmakers. Additionally, advancements in real-time rendering technologies and hardware accessibility, such as powerful GPUs and motion capture systems, have made virtual production more accessible and efficient than ever before. While the virtual production market presents ample opportunities, it also encounters restraints and challenges. One key challenge is the initial investment required to establish a virtual production pipeline, encompassing hardware, software, and skilled personnel. Furthermore, seamlessly integrating virtual and physical production workflows can be intricate, demanding expertise and coordination across various departments. Nonetheless, as the market matures and technologies evolve, these barriers are gradually being overcome. Key trends in the virtual production market include the integration of AI-driven technologies for realistic simulations and dynamic character interactions, the growth of virtual production studios equipped with advanced setups, and the adoption of real-time collaborative platforms for remote production. These trends are reshaping content creation, fostering creativity, collaboration, and efficiency throughout the production process.

Top-down and bottom-up approaches were used to estimate and validate the size of the Global 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.

Global Virtual Production Market Segmental Analysis

Global Virtual Production Market is segmented based on technology, component, end use, and region. By technology, the market is segmented into virtual reality (VR), augmented reality (AR), and mixed reality (MR). By component, the market is segmented into hardware and software. By end use, the market is segmented into entertainment and media, automotive, healthcare, aerospace and defense, and others. By region, the market is segmented into North America, Europe, Asia Pacific, Middle East and Africa, and Latin America.

Drivers of the Global Virtual Production Market

The increasing need for top-notch, visually engaging content across various industries like entertainment, gaming, advertising, and e-commerce is fueling the uptake of virtual production methods. Virtual production empowers filmmakers and content creators to craft lifelike environments, characters, and visual effects, thereby enriching the viewer experience. For instance, blockbuster films such as "The Mandalorian" and "Avengers: Endgame" leveraged virtual production techniques to produce breathtaking and immersive worlds, contributing significantly to their phenomenal success.

Restraints in the Global Virtual Production Market

Deploying virtual production setups entails significant initial expenses, encompassing specialized equipment, powerful computers, motion capture systems, and designated studio areas. This upfront investment for virtual production may present a hurdle for smaller production studios and independent filmmakers. Furthermore, building the requisite infrastructure and acquiring the technical know-how to operate and upkeep virtual production systems demand substantial resources, potentially hindering broad adoption.

Market Trends of the Global Virtual Production Market

The incorporation of extended reality (XR), comprising augmented reality (AR), virtual reality (VR), and mixed reality (MR), represents a notable trend in the virtual production market. Content creators are harnessing XR technologies to seamlessly merge real-world elements with virtual environments, unlocking fresh opportunities for storytelling and immersive experiences. For instance, the utilization of AR in live events and broadcast productions enables the real-time overlay of virtual graphics and effects onto physical settings, elevating audience engagement levels.

Table of Contents

Executive Summary

  • Market Overview
  • Wheel of Fortune

Research Methodology

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

Parent Market Analysis

  • Market Overview
  • Market Size
  • Market Dynamics
    • Drivers
    • Opportunities
    • Restraints
    • Challenges

Key Market Insights

  • Technology Analysis
  • Pricing Analysis
  • Supply Chain Analysis
  • Value Chain Analysis
  • Ecosystem of the Market
  • IP Analysis
  • Trade Analysis
  • Startup Analysis
  • Raw Material Analysis
  • Innovation Matrix
  • Pipeline Product Analysis
  • Macroeconomic Indicators
  • Top Investment Analysis
  • Key Success Factor
  • Degree of Competition

Market Dynamics & Outlook

  • Market Dynamics
    • Drivers
    • Opportunities
    • Restraints
    • Challenges
  • Regulatory Landscape
  • Porters Analysis
    • Competitive rivalry
    • Threat of Substitute Products
    • Bargaining Power of Buyers
    • Threat of New Entrants
    • Bargaining Power of Suppliers
  • Skyquest Special Insights on Future Disruptions
    • Political Impact
    • Economic Impact
    • Social Impact
    • Technical Impact
    • Environmental Impact
    • Legal Impact

Global Virtual Production Market by Technology

  • Market Overview
  • virtual reality (VR)
  • augmented reality (AR)
  • and mixed reality (MR)

Global Virtual Production Market by Component

  • Market Overview
  • hardware and software

Global Virtual Production Market by End Use

  • Market Overview
  • entertainment and media
  • automotive
  • healthcare
  • aerospace and defense
  • and others

Global Virtual Production Market Size by Region

  • Market Overview
  • North America
    • USA
    • Canada
  • Europe
    • Germany
    • Spain
    • France
    • UK
    • Rest of Europe
  • Asia Pacific
    • China
    • India
    • Japan
    • South Korea
    • Rest of Asia-Pacific
  • Latin America
    • Brazil
    • Rest of Latin America
  • Middle East & Africa (MEA)
    • GCC Countries
    • South Africa
    • Rest of MEA

Competitive Landscape

  • Top 5 Player Comparison
  • Market Positioning of Key Players, 2021
  • Strategies Adopted by Key Market Players
  • Top Winning Strategies
    • By Development
    • By Company
    • By Year
  • Recent Activities in the Market
  • Key Companies Market Share (%), 2021

Key Company Profiles

  • Epic Games (US)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • NVIDIA Corporation (US)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Autodesk, Inc. (US)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • The Walt Disney Company (US)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Unity Technologies (US)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Microsoft Corporation (US)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Adobe Inc. (US)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Foundry (UK)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Blackmagic Design Pty. Ltd. (Australia)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Intel Corporation (US)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Weta Digital (New Zealand)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Framestore (UK)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • DNEG (UK)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Technicolor SA (France)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Industrial Light & Magic (US)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Digital Domain (US)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Ubisoft Entertainment SA (France)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Sony Corporation (Japan)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • The Third Floor (US)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Zero Density (Turkey)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments