封面
市場調查報告書
商品編碼
1843979

2025年全球虛擬製作市場報告

Virtual Production Global Market Report 2025

出版日期: | 出版商: The Business Research Company | 英文 250 Pages | 商品交期: 2-10個工作天內

價格
簡介目錄

近年來,虛擬製作市場發展迅速,從2024年的28.6億美元成長到2025年的32.8億美元,複合年成長率達14.7%。這一成長主要歸功於電影產業對虛擬製作日益廣泛的應用、遊戲產業的擴張、機器學習和深度學習在虛擬製作中的應用,以及人們對逼真效果的需求。

預計未來幾年虛擬製作市場將快速成長,到2029年市場規模將達到66.4億美元,複合年成長率(CAGR)為19.3%。預測期內的成長可歸因於視覺特效和電腦圖形技術的興起、虛擬製作在實況活動和音樂會中應用的不斷廣泛、虛擬製作在汽車和航太行業的應用、內容創作的擴展以及串流平台的崛起。預測期內的關鍵趨勢包括技術進步、新型虛擬製作技術和解決方案的開發、人工智慧(AI)和機器學習(ML)以及區塊鏈在內容創作中的應用。

虛擬製作透過專門的軟體工具,簡化了實體元素和虛擬元素的即時融合,使電影製作人能夠在工作室中與數位場景互動。

虛擬製作包含三個主要階段:前期製作、製作和後製。製作階段涉及為發佈內容做準備。該領域提供各種媒體(包括電影、電視劇、廣告、網路影片和其他影像媒體)所需的硬體、軟體和服務。

美國在2025年春季突然提高關稅及其引發的貿易摩擦,對資訊科技產業,特別是硬體製造、資料基礎設施和軟體部署領域,產生了重大影響。進口半導體、電路基板和網路設備的關稅上漲,推高了高科技公司、雲端服務供應商和資料中心的生產和營運成本。在全球範圍內採購筆記型電腦、伺服器和消費電子產品零件的公司,面臨更長的前置作業時間週期和價格壓力。同時,對專用軟體徵收的關稅以及主要國際市場的報復性措施,擾亂了全球IT供應鏈,並降低了海外對美國製造技術的需求。為了應對這些挑戰,該產業正在加大對國內晶片生產的投資,擴大供應商網路,並利用人工智慧驅動的自動化技術來增強韌性,更有效地控制成本。

這份虛擬製作市場研究報告是商業研究公司最新報告系列的一部分,提供虛擬製作市場統計數據,例如全球虛擬製作行業的市場規模、區域佔有率、競爭對手及其市場佔有率、詳細的虛擬製作市場細分、市場趨勢和商業機會等。這份虛擬製作市場研究報告對該行業的現狀和未來發展趨勢進行了詳細分析,為您提供所需的一切全面觀點。

未來五年19.3%的成長率預測較我們先前對該市場的預測略微下調了0.4%。這一下調主要歸因於美國與其他國家之間的關稅影響。由於美國對高解析度LED面板、運動追蹤設備和即時渲染伺服器等專業進口產品的關稅不斷提高,這些產品的成本在美國可能會上漲。此外,相互關稅以及貿易緊張局勢和限制措施加劇對全球經濟和貿易的負面影響,也將影響更廣泛的領域。

全球電影製作對視覺特效日益成長的需求預計將推動虛擬製作市場的未來成長。視覺特效(VFX)是指對影像進行修改,以創造、改變或增強影片和其他影片媒體的視覺效果,而這些修改並非透過實景拍攝實現。 VFX 讓創作者能夠透過虛擬製作構思內容,從而實現更早的創意開發。例如,英國產業協會 UK Screen Alliance 於 2024 年 6 月發布的一份報告顯示,在英國四項電影和電視稅收優惠政策中,共撥出 42 億英鎊(約合 45.3 億日元),其中 8.5%(即 3.635 億英鎊,約合 3.9239 億日元)用於視覺特效(VFX39 億日元)。另有 3.465 億英鎊(約 3.7404 億美元)用於廣告等不享有稅收優惠類型的 VFX 製作。總體而言,視覺特效每年為英國經濟貢獻 16 億英鎊(17.2 億美元)的增加價值,因此,電影製作中對視覺特效日益成長的需求將推動虛擬製作市場的成長。

虛擬製作市場的成長預計將受到遊戲產業蓬勃發展的推動。遊戲產業涵蓋了參與電玩製作、開發、行銷、發行和獲利的各類公司、組織和個人。虛擬製作利用即時渲染、動作捕捉和身臨其境型技術來增強遊戲的視覺真實感和互動性,從而革新遊戲設計和玩家體驗。例如,根據美國博彩業貿易協會-美國遊戲協會(American Gaming Association)的報告,預計2022年,消費者對遊戲娛樂的需求將達到創紀錄的600億美元商業遊戲收入,比前一年成長14%。因此,遊戲產業的擴張正在推動虛擬製作市場的成長。

技術進步將推動虛擬製作市場的成長。例如,三星電子於2023年9月發布了「虛擬製作牆」。這項創新將為創作者提供寬敞沉浸式的工作空間,使他們能夠在虛擬環境中協作,從而提升虛擬製作體驗。

虛擬製作市場包括提供虛擬製作解決方案的企業所獲得的收入,例如場景掃描數位化、視覺化、動作捕捉、現場視覺化和機內視覺特效 (ICVFX)。市場價值包括服務供應商銷售的或包含在其服務產品中的相關商品的價值。僅包括在營業單位之間交易或銷售給最終消費者的商品和服務。

目錄

第1章執行摘要

第2章 市場特徵

第3章 市場趨勢與策略

第 4 章 市場 - 宏觀經濟情境 宏觀經濟情境包括利率、通貨膨脹、地緣政治、貿易戰和關稅,以及 COVID-19 疫情和復甦對市場的影響。

第5章 全球成長分析與策略分析框架

  • 全球虛擬生產:PESTEL 分析(政治、社會、科技、環境、法律因素、促進因素與限制因素)
  • 終端用戶產業分析
  • 全球虛擬製作市場:成長率分析
  • 全球虛擬製作市場表現:規模與成長,2019-2024年
  • 全球虛擬製作市場預測:規模與成長,2024-2029年,2034年
  • 全球虛擬生產:潛在市場規模 (TAM)

第6章 市場細分

  • 全球虛擬製作市場按類型、性能和預測分類,2019-2024年、2024-2029年、2034年
  • 前期製作
  • 生產
  • 後製
  • 全球虛擬製作市場:依產品、效能及預測分類,2019-2024年、2024-2029、2034年
  • 硬體
  • 軟體
  • 服務
  • 全球虛擬製作市場(依最終用戶分類):績效與預測,2019-2024年、2024-2029年、2034年
  • 電影
  • 電視劇
  • 商業廣告
  • 線上影片
  • 其他最終用戶
  • 全球虛擬製作市場:依預製作、類型、效能和預測細分,2019-2024年、2024-2029年、2034年
  • 虛擬預視覺化
  • 分鏡和規劃工具
  • 虛擬場景設計
  • 全球虛擬製作市場:按製作類型、性能和預測進行細分,2019-2024年、2024-2029年、2034年
  • 即時渲染
  • 動作捕捉技術
  • 互動式場景環境
  • 全球虛擬製作市場:依後製類型、效能和預測細分,2019-2024年、2024-2029年、2034年
  • 視覺特效(VFX)
  • 編輯軟體
  • 色彩分級和最後加工工具

第7章 區域和國家分析

  • 全球虛擬製作市場:區域表現與預測,2019-2024年、2024-2029年及2034年
  • 全球虛擬製作市場:國家、表現與預測,2019-2024年、2024-2029、2034年

第8章 亞太市場

第9章:中國市場

第10章 印度市場

第11章 日本市場

第12章:澳洲市場

第13章 印尼市場

第14章 韓國市場

第15章 西歐市場

第16章英國市場

第17章:德國市場

第18章:法國市場

第19章:義大利市場

第20章:西班牙市場

第21章 東歐市場

第22章:俄羅斯市場

第23章 北美市場

第24章美國市場

第25章:加拿大市場

第26章 南美洲市場

第27章:巴西市場

第28章 中東市場

第29章:非洲市場

第30章:競爭格局與公司概況

  • 虛擬製作市場:競爭格局
  • 虛擬製作市場:公司簡介
    • Sony Group Corporation Overview, Products and Services, Strategy and Financial Analysis
    • NVIDIA Corporation Overview, Products and Services, Strategy and Financial Analysis
    • Adobe Inc. Overview, Products and Services, Strategy and Financial Analysis
    • Epic Games Inc. Overview, Products and Services, Strategy and Financial Analysis
    • Autodesk Inc. Overview, Products and Services, Strategy and Financial Analysis

第31章:其他領先和創新企業

  • Technicolor SA
  • Arashi Vision Inc.
  • Unity Software Inc.
  • Pixar Animation Studios
  • ARRI Aktiengesellschaft
  • Double Negative Visual Effects
  • Perforce Software Inc.
  • HTC Corporation
  • Mo-Sys Engineering Ltd.
  • The Third Floor Inc.
  • FuseFX Inc.
  • Vicon Motion Systems Ltd.
  • SideFX
  • Pixotope Technologies AG
  • SolidAnim Ltd.

第32章 全球市場競爭基準化分析與儀錶板

第33章 重大併購

第34章 近期市場趨勢

第35章:高潛力市場國家、細分市場與策略

  • 2029年虛擬製作市場:提供新機會的國家
  • 2029年虛擬製作:提供新機會的細分領域
  • 2029年虛擬生產:成長策略
    • 基於市場趨勢的策略
    • 競爭對手策略

第36章附錄

簡介目錄
Product Code: r27162u

Virtual production streamlines the convergence of physical and virtual elements in real-time through specialized software tools. It empowers filmmakers to interactively engage with digital scenarios within studio settings.

Virtual production encompasses three main phases: pre-production, production, and post-production. Production involves preparing content for public presentation. This domain offers hardware, software, and services utilized across various mediums such as movies, TV series, commercial advertisements, online videos, and other visual media.

Note that the outlook for this market is being affected by rapid changes in trade relations and tariffs globally. The report will be updated prior to delivery to reflect the latest status, including revised forecasts and quantified impact analysis. The report's Recommendations and Conclusions sections will be updated to give strategies for entities dealing with the fast-moving international environment.

The sharp rise in U.S. tariffs and the ensuing trade tensions in spring 2025 are having a significant impact on the information technology sector, especially in hardware manufacturing, data infrastructure, and software deployment. Increased duties on imported semiconductors, circuit boards, and networking equipment have driven up production and operating costs for tech companies, cloud service providers, and data centers. Firms that depend on globally sourced components for laptops, servers, and consumer electronics are grappling with extended lead times and mounting pricing pressures. At the same time, tariffs on specialized software and retaliatory actions by key international markets have disrupted global IT supply chains and dampened foreign demand for U.S.-made technologies. In response, the sector is ramping up investments in domestic chip production, broadening its supplier network, and leveraging AI-powered automation to improve resilience and manage costs more effectively.

The virtual production market research report is one of a series of new reports from The Business Research Company that provides virtual production market statistics, including virtual production industry global market size, regional shares, competitors with a virtual production market share, detailed virtual production market segments, market trends and opportunities, and any further data you may need to thrive in the virtual production industry. This virtual production market research report delivers a complete perspective of everything you need, with an in-depth analysis of the current and future scenarios of the industry.

The virtual production market size has grown rapidly in recent years. It will grow from $2.86 billion in 2024 to $3.28 billion in 2025 at a compound annual growth rate (CAGR) of 14.7%. The growth in the historic period can be attributed to increasing use of virtual production in the film industry, expansion of the gaming industry, integration of machine learning and deep learning into virtual production, demand for realism.

The virtual production market size is expected to see rapid growth in the next few years. It will grow to $6.64 billion in 2029 at a compound annual growth rate (CAGR) of 19.3%. The growth in the forecast period can be attributed to rising visual effects and computer-generated graphics, increased use of virtual production for live events and concerts, adoption of virtual production in the automotive and aerospace industries, expanded content creation, rise in streaming platforms. Major trends in the forecast period include technological advancements, development of new virtual production technologies and solutions, integration of artificial intelligence (AI) and machine learning (ML), blockchain in content creation.

The forecast of 19.3% growth over the next five years reflects a modest reduction of 0.4% from the previous estimate for this market. This reduction is primarily due to the impact of tariffs between the US and other countries. The cost of high-resolution LED panels, motion tracking gear, and real-time rendering servers used in virtual production could increase in the US due to rising tariffs on such specialized imports. The effect will also be felt more widely due to reciprocal tariffs and the negative effect on the global economy and trade due to increased trade tensions and restrictions.

The rising demand for visual effects in movie production worldwide is expected to drive the growth of the virtual production market in the future. Visual effects (VFX) refer to imagery modifications used to create, alter, or enhance visuals for films or other moving media that do not occur during live-action filming. VFX enables creators to conceptualize content through virtual production, allowing them to develop their ideas earlier in the process. For example, in June 2024, a report published by UK Screen Alliance, a UK-based trade body, revealed that out of the £4.2 billion ($4.53 billion) allocated through the UK's four film and TV tax incentives, £363.5 million ($392.39 million), or 8.5%, is dedicated to visual effects (VFX). Additionally, £346.5 million ($374.04 million) is spent on VFX in genres that do not benefit from tax relief, such as advertising. Altogether, VFX contributes £1.6 billion ($1.72 billion) to the UK economy in gross value added (GVA) annually. Therefore, the increasing demand for visual effects in movie production is set to propel the growth of the virtual production market.

The growth of the virtual production market is expected to be fueled by the expanding gaming industry. The gaming industry encompasses the various businesses, organizations, and individuals involved in the creation, development, marketing, distribution, and monetization of video games. Virtual production enhances visual realism and interactivity in gaming by utilizing real-time rendering, motion capture, and immersive technologies, thereby transforming game design and player experiences. For instance, a report from the American Gaming Association, a US-based gambling industry association, indicated that consumer demand for gaming entertainment resulted in record-breaking commercial gaming revenue of $60 billion in 2022, reflecting a 14 percent increase compared to the previous year. Consequently, the expanding gaming industry is driving the growth of the virtual production market.

Technological advancements drive growth in the virtual production market. For instance, in September 2023, Samsung Electronics launched 'Wall for Virtual Production.' This innovation offers creators an expansive and immersive workspace for collaboration within a virtual environment, amplifying the virtual production experience.

Major players in the virtual production sector are intensifying their focus on introducing groundbreaking products such as microLED displays to gain a competitive edge. LG Corporation, a South Korea-based consumer electronics company, introduced the LG Magnit in May 2023, a microLED display tailored for virtual production studios and extended-reality (XR) stages. This cutting-edge display technology delivers deep blacks and vibrant, natural colors, catering to immersive visual experiences. It seamlessly integrates with monitors, cameras, camera trackers, and production computers, facilitating the seamless blending of virtual and live-action elements. The LG Magnit offers versatility and customization options for large-screen configurations, solidifying its role in the market.

In October 2022, Sony Pictures Entertainment, a US-based entertainment company, acquired Pixomondo for an undisclosed amount. This acquisition is anticipated to bolster Sony's visual effects and virtual production capabilities, thereby enhancing its film and television projects. Pixomondo is a US-based company specializing in virtual production.

Major companies operating in the virtual production market include Sony Group Corporation, NVIDIA Corporation, Adobe Inc., Epic Games Inc., Autodesk Inc., Technicolor SA, Arashi Vision Inc., Unity Software Inc., Pixar Animation Studios, ARRI Aktiengesellschaft, Double Negative Visual Effects, Perforce Software Inc., HTC Corporation, Mo-Sys Engineering Ltd., The Third Floor Inc., FuseFX Inc., Vicon Motion Systems Ltd., SideFX, Pixotope Technologies AG, SolidAnim Ltd., TILTLABS Inc., Fabric Engine Inc., HumanEyes Technologies Ltd., Lightcraft Technology Ltd., 360Rize Inc., 80six Ltd., Zero Density Ltd., Boris FX Inc., TREE Digital Studio Inc., VIVE Mars CamTrack, Panocam3d.com, Wcta Fx Ltd., Golaem, MocapX Inc.

North America was the largest region in the virtual production market share in 2024. The regions covered in the virtual production market report are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East, Africa.

The countries covered in the virtual production market report are Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Russia, South Korea, UK, USA, Canada, Italy, Spain.

The virtual production market includes revenues earned by entities by providing virtual production solutions such as set-scanning and digitalization, visualization, performance capture, on-set visualization, and in-camera visual effects (ICVFX). The market value includes the value of related goods sold by the service provider or included within the service offering. Only goods and services traded between entities or sold to end consumers are included.

The market value is defined as the revenues that enterprises gain from the sale of goods and/or services within the specified market and geography through sales, grants, or donations in terms of the currency (in USD, unless otherwise specified).

The revenues for a specified geography are consumption values that are revenues generated by organizations in the specified geography within the market, irrespective of where they are produced. It does not include revenues from resales along the supply chain, either further along the supply chain or as part of other products.

Virtual Production Global Market Report 2025 from The Business Research Company provides strategists, marketers and senior management with the critical information they need to assess the market.

This report focuses on virtual production market which is experiencing strong growth. The report gives a guide to the trends which will be shaping the market over the next ten years and beyond.

Reasons to Purchase

  • Gain a truly global perspective with the most comprehensive report available on this market covering 15 geographies.
  • Assess the impact of key macro factors such as geopolitical conflicts, trade policies and tariffs, post-pandemic supply chain realignment, inflation and interest rate fluctuations, and evolving regulatory landscapes.
  • Create regional and country strategies on the basis of local data and analysis.
  • Identify growth segments for investment.
  • Outperform competitors using forecast data and the drivers and trends shaping the market.
  • Understand customers based on the latest market shares.
  • Benchmark performance against key competitors.
  • Suitable for supporting your internal and external presentations with reliable high quality data and analysis
  • Report will be updated with the latest data and delivered to you within 2-3 working days of order along with an Excel data sheet for easy data extraction and analysis.
  • All data from the report will also be delivered in an excel dashboard format.

Where is the largest and fastest growing market for virtual production ? How does the market relate to the overall economy, demography and other similar markets? What forces will shape the market going forward, including technological disruption, regulatory shifts, and changing consumer preferences? The virtual production market global report from the Business Research Company answers all these questions and many more.

The report covers market characteristics, size and growth, segmentation, regional and country breakdowns, competitive landscape, market shares, trends and strategies for this market. It traces the market's historic and forecast market growth by geography.

  • The market characteristics section of the report defines and explains the market.
  • The market size section gives the market size ($b) covering both the historic growth of the market, and forecasting its development.
  • The forecasts are made after considering the major factors currently impacting the market. These include:

The forecasts are made after considering the major factors currently impacting the market. These include the technological advancements such as AI and automation, Russia-Ukraine war, trade tariffs (government-imposed import/export duties), elevated inflation and interest rates.

  • Market segmentations break down the market into sub markets.
  • The regional and country breakdowns section gives an analysis of the market in each geography and the size of the market by geography and compares their historic and forecast growth.
  • The competitive landscape chapter gives a description of the competitive nature of the market, market shares, and a description of the leading companies. Key financial deals which have shaped the market in recent years are identified.
  • The trends and strategies section analyses the shape of the market as it emerges from the crisis and suggests how companies can grow as the market recovers.

Scope

  • Markets Covered:1) By Type: Pre-Production; Production; Post-Production
  • 2) By Offering: Hardware; Software; Services
  • 3) By End User: Movies; TV Series; Commercial Ads; Online Videos; Other End Users
  • Subsegments:
  • 1) By Pre-Production: Virtual Pre-Visualizations; Storyboarding And Planning Tools; Virtual Set Design
  • 2) By Production: Real-Time Rendering; Motion Capture Technology; Interactive Set Environments
  • 3) By Post-Production: Visual Effects (VFX); Editing Software; Color Grading And Finishing Tools
  • Companies Mentioned: Sony Group Corporation; NVIDIA Corporation; Adobe Inc.; Epic Games Inc.; Autodesk Inc.; Technicolor SA; Arashi Vision Inc.; Unity Software Inc.; Pixar Animation Studios; ARRI Aktiengesellschaft; Double Negative Visual Effects; Perforce Software Inc.; HTC Corporation; Mo-Sys Engineering Ltd.; The Third Floor Inc.; FuseFX Inc.; Vicon Motion Systems Ltd.; SideFX; Pixotope Technologies AG; SolidAnim Ltd.; TILTLABS Inc.; Fabric Engine Inc.; HumanEyes Technologies Ltd.; Lightcraft Technology Ltd.; 360Rize Inc.; 80six Ltd.; Zero Density Ltd.; Boris FX Inc.; TREE Digital Studio Inc.; VIVE Mars CamTrack; Panocam3d.com; Wcta Fx Ltd.; Golaem; MocapX Inc.
  • Countries: Australia; Brazil; China; France; Germany; India; Indonesia; Japan; Russia; South Korea; UK; USA; Canada; Italy; Spain
  • Regions: Asia-Pacific; Western Europe; Eastern Europe; North America; South America; Middle East; Africa
  • Time Series: Five years historic and ten years forecast.
  • Data: Ratios of market size and growth to related markets, GDP proportions, expenditure per capita,
  • Data Segmentations: country and regional historic and forecast data, market share of competitors, market segments.
  • Sourcing and Referencing: Data and analysis throughout the report is sourced using end notes.
  • Delivery Format: PDF, Word and Excel Data Dashboard.

Table of Contents

1. Executive Summary

2. Virtual Production Market Characteristics

3. Virtual Production Market Trends And Strategies

4. Virtual Production Market - Macro Economic Scenario Macro Economic Scenario Including The Impact Of Interest Rates, Inflation, Geopolitics, Trade Wars and Tariffs, And Covid And Recovery On The Market

  • 4.1. Supply Chain Impact from Tariff War & Trade Protectionism

5. Global Virtual Production Growth Analysis And Strategic Analysis Framework

  • 5.1. Global Virtual Production PESTEL Analysis (Political, Social, Technological, Environmental and Legal Factors, Drivers and Restraints)
  • 5.2. Analysis Of End Use Industries
  • 5.3. Global Virtual Production Market Growth Rate Analysis
  • 5.4. Global Virtual Production Historic Market Size and Growth, 2019 - 2024, Value ($ Billion)
  • 5.5. Global Virtual Production Forecast Market Size and Growth, 2024 - 2029, 2034F, Value ($ Billion)
  • 5.6. Global Virtual Production Total Addressable Market (TAM)

6. Virtual Production Market Segmentation

  • 6.1. Global Virtual Production Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Pre-Production
  • Production
  • Post-Production
  • 6.2. Global Virtual Production Market, Segmentation By Offering, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Hardware
  • Software
  • Services
  • 6.3. Global Virtual Production Market, Segmentation By End User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Movies
  • TV Series
  • Commercial Ads
  • Online Videos
  • Other End Users
  • 6.4. Global Virtual Production Market, Sub-Segmentation Of Pre-Production, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Virtual Pre-Visualizations
  • Storyboarding And Planning Tools
  • Virtual Set Design
  • 6.5. Global Virtual Production Market, Sub-Segmentation Of Production, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Real-Time Rendering
  • Motion Capture Technology
  • Interactive Set Environments
  • 6.6. Global Virtual Production Market, Sub-Segmentation Of Post-Production, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Visual Effects (VFX)
  • Editing Software
  • Color Grading And Finishing Tools

7. Virtual Production Market Regional And Country Analysis

  • 7.1. Global Virtual Production Market, Split By Region, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 7.2. Global Virtual Production Market, Split By Country, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

8. Asia-Pacific Virtual Production Market

  • 8.1. Asia-Pacific Virtual Production Market Overview
  • Region Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
  • 8.2. Asia-Pacific Virtual Production Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 8.3. Asia-Pacific Virtual Production Market, Segmentation By Offering, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 8.4. Asia-Pacific Virtual Production Market, Segmentation By End User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

9. China Virtual Production Market

  • 9.1. China Virtual Production Market Overview
  • 9.2. China Virtual Production Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F,$ Billion
  • 9.3. China Virtual Production Market, Segmentation By Offering, Historic and Forecast, 2019-2024, 2024-2029F, 2034F,$ Billion
  • 9.4. China Virtual Production Market, Segmentation By End User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F,$ Billion

10. India Virtual Production Market

  • 10.1. India Virtual Production Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 10.2. India Virtual Production Market, Segmentation By Offering, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 10.3. India Virtual Production Market, Segmentation By End User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

11. Japan Virtual Production Market

  • 11.1. Japan Virtual Production Market Overview
  • 11.2. Japan Virtual Production Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 11.3. Japan Virtual Production Market, Segmentation By Offering, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 11.4. Japan Virtual Production Market, Segmentation By End User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

12. Australia Virtual Production Market

  • 12.1. Australia Virtual Production Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 12.2. Australia Virtual Production Market, Segmentation By Offering, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 12.3. Australia Virtual Production Market, Segmentation By End User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

13. Indonesia Virtual Production Market

  • 13.1. Indonesia Virtual Production Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 13.2. Indonesia Virtual Production Market, Segmentation By Offering, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 13.3. Indonesia Virtual Production Market, Segmentation By End User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

14. South Korea Virtual Production Market

  • 14.1. South Korea Virtual Production Market Overview
  • 14.2. South Korea Virtual Production Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 14.3. South Korea Virtual Production Market, Segmentation By Offering, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 14.4. South Korea Virtual Production Market, Segmentation By End User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

15. Western Europe Virtual Production Market

  • 15.1. Western Europe Virtual Production Market Overview
  • 15.2. Western Europe Virtual Production Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 15.3. Western Europe Virtual Production Market, Segmentation By Offering, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 15.4. Western Europe Virtual Production Market, Segmentation By End User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

16. UK Virtual Production Market

  • 16.1. UK Virtual Production Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 16.2. UK Virtual Production Market, Segmentation By Offering, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 16.3. UK Virtual Production Market, Segmentation By End User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

17. Germany Virtual Production Market

  • 17.1. Germany Virtual Production Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 17.2. Germany Virtual Production Market, Segmentation By Offering, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 17.3. Germany Virtual Production Market, Segmentation By End User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

18. France Virtual Production Market

  • 18.1. France Virtual Production Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 18.2. France Virtual Production Market, Segmentation By Offering, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 18.3. France Virtual Production Market, Segmentation By End User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

19. Italy Virtual Production Market

  • 19.1. Italy Virtual Production Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 19.2. Italy Virtual Production Market, Segmentation By Offering, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 19.3. Italy Virtual Production Market, Segmentation By End User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

20. Spain Virtual Production Market

  • 20.1. Spain Virtual Production Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 20.2. Spain Virtual Production Market, Segmentation By Offering, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 20.3. Spain Virtual Production Market, Segmentation By End User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

21. Eastern Europe Virtual Production Market

  • 21.1. Eastern Europe Virtual Production Market Overview
  • 21.2. Eastern Europe Virtual Production Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 21.3. Eastern Europe Virtual Production Market, Segmentation By Offering, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 21.4. Eastern Europe Virtual Production Market, Segmentation By End User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

22. Russia Virtual Production Market

  • 22.1. Russia Virtual Production Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 22.2. Russia Virtual Production Market, Segmentation By Offering, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 22.3. Russia Virtual Production Market, Segmentation By End User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

23. North America Virtual Production Market

  • 23.1. North America Virtual Production Market Overview
  • 23.2. North America Virtual Production Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 23.3. North America Virtual Production Market, Segmentation By Offering, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 23.4. North America Virtual Production Market, Segmentation By End User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

24. USA Virtual Production Market

  • 24.1. USA Virtual Production Market Overview
  • 24.2. USA Virtual Production Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 24.3. USA Virtual Production Market, Segmentation By Offering, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 24.4. USA Virtual Production Market, Segmentation By End User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

25. Canada Virtual Production Market

  • 25.1. Canada Virtual Production Market Overview
  • 25.2. Canada Virtual Production Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 25.3. Canada Virtual Production Market, Segmentation By Offering, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 25.4. Canada Virtual Production Market, Segmentation By End User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

26. South America Virtual Production Market

  • 26.1. South America Virtual Production Market Overview
  • 26.2. South America Virtual Production Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 26.3. South America Virtual Production Market, Segmentation By Offering, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 26.4. South America Virtual Production Market, Segmentation By End User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

27. Brazil Virtual Production Market

  • 27.1. Brazil Virtual Production Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 27.2. Brazil Virtual Production Market, Segmentation By Offering, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 27.3. Brazil Virtual Production Market, Segmentation By End User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

28. Middle East Virtual Production Market

  • 28.1. Middle East Virtual Production Market Overview
  • 28.2. Middle East Virtual Production Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 28.3. Middle East Virtual Production Market, Segmentation By Offering, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 28.4. Middle East Virtual Production Market, Segmentation By End User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

29. Africa Virtual Production Market

  • 29.1. Africa Virtual Production Market Overview
  • 29.2. Africa Virtual Production Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 29.3. Africa Virtual Production Market, Segmentation By Offering, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 29.4. Africa Virtual Production Market, Segmentation By End User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

30. Virtual Production Market Competitive Landscape And Company Profiles

  • 30.1. Virtual Production Market Competitive Landscape
  • 30.2. Virtual Production Market Company Profiles
    • 30.2.1. Sony Group Corporation Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.2. NVIDIA Corporation Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.3. Adobe Inc. Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.4. Epic Games Inc. Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.5. Autodesk Inc. Overview, Products and Services, Strategy and Financial Analysis

31. Virtual Production Market Other Major And Innovative Companies

  • 31.1. Technicolor SA
  • 31.2. Arashi Vision Inc.
  • 31.3. Unity Software Inc.
  • 31.4. Pixar Animation Studios
  • 31.5. ARRI Aktiengesellschaft
  • 31.6. Double Negative Visual Effects
  • 31.7. Perforce Software Inc.
  • 31.8. HTC Corporation
  • 31.9. Mo-Sys Engineering Ltd.
  • 31.10. The Third Floor Inc.
  • 31.11. FuseFX Inc.
  • 31.12. Vicon Motion Systems Ltd.
  • 31.13. SideFX
  • 31.14. Pixotope Technologies AG
  • 31.15. SolidAnim Ltd.

32. Global Virtual Production Market Competitive Benchmarking And Dashboard

33. Key Mergers And Acquisitions In The Virtual Production Market

34. Recent Developments In The Virtual Production Market

35. Virtual Production Market High Potential Countries, Segments and Strategies

  • 35.1 Virtual Production Market In 2029 - Countries Offering Most New Opportunities
  • 35.2 Virtual Production Market In 2029 - Segments Offering Most New Opportunities
  • 35.3 Virtual Production Market In 2029 - Growth Strategies
    • 35.3.1 Market Trend Based Strategies
    • 35.3.2 Competitor Strategies

36. Appendix

  • 36.1. Abbreviations
  • 36.2. Currencies
  • 36.3. Historic And Forecast Inflation Rates
  • 36.4. Research Inquiries
  • 36.5. The Business Research Company
  • 36.6. Copyright And Disclaimer