封面
市場調查報告書
商品編碼
1352886

全球虛擬製作市場研究報告 - 2023 年至 2030 年產業分析、規模、佔有率、成長、趨勢和預測

Global Virtual Production Market Research Report - Industry Analysis, Size, Share, Growth, Trends and Forecast 2023 to 2030

出版日期: | 出版商: Value Market Research | 英文 232 Pages | 商品交期: 最快1-2個工作天內

價格

預計到 2030 年,全球虛擬製作市場的市場規模將從 2022 年的 48.2 億美元達到近 249.1 億美元,2023-2030 年研究期間複合年成長率為 20.2%。

虛擬製作是指在片場利用即時互動建構數位環境。它涉及從電影的創意開始,然後與視覺特效進行鬥爭。它使電影製作者能夠使用虛擬製作來互動和探索數位場景,包括逼真的虛擬角色、3D圖形和工作室中的虛擬互動背景。虛擬製作還有助於即時視訊與電腦圖形的同步混合、即時回饋以及視覺特效和動畫的現場決策。

市場動態:

虛擬製作市場的主要驅動力是虛擬製作在媒體和娛樂領域的日益普及。 LED顯示器技術在媒體娛樂產業的應用越來越廣泛,虛擬創作的應用也越來越頻繁。此外,它生成高畫質影像和即時虛擬設定的能力也有助於其流行。此外,由於虛擬實境和擴增實境、攝影機追蹤、先進的顯示卡和其他技術突破,人們現在可以無縫地整合數位世界和實體世界。這可能有助於提供新的產業機會。

研究報告涵蓋波特五力模型、市場吸引力分析和價值鏈分析。這些工具有助於清晰地了解行業結構並評估全球範圍內的競爭吸引力。此外,這些工具也對全球虛擬製作市場的各個細分市場進行了包容性評估。虛擬製作產業的成長和趨勢為這項研究提供了整體方法。

區域分析:

本節涵蓋區域前景,重點介紹北美、歐洲、亞太地區、拉丁美洲以及中東和非洲虛擬製作市場當前和未來的需求。此外,該報告重點關注所有主要地區各個應用領域的需求、估計和預測。

該研究報告還涵蓋了市場主要參與者的全面概況以及對全球競爭格局的深入了解。虛擬製作市場的主要參與者包括360Rize、Adobe、Arashi Vision Inc. (Insta 360)、Autodesk Inc.、BORIS FX, INC.、Epic Games Inc.、HTC Corporation (VivePort)、HumanEyes Technologies、Mo-Sys Engineering Ltd .、NVIDIA Corporation、Panocam3d.com、Pixar(華特迪士尼公司)、Side Effects Software Inc. (SideFX)、Technicolor、Vicon Motion Systems Ltd. 本部分包含競爭格局的整體視圖,其中包括各種戰略發展例如關鍵併購、未來產能、合作夥伴關係、財務概況、合作、新產品開發、新產品發布和其他發展。

如果您有任何客製化要求,請寫信給我們。我們的研究團隊可以根據您的需求提供客製化報告。

目錄

第一章:前言

  • 報告說明
    • 客觀的
    • 目標受眾
    • 獨特的銷售主張 (USP) 和產品
  • 研究範圍
  • 研究方法論
    • 市場研究過程
    • 市場研究方法論

第 2 章:執行摘要

  • 市場亮點
  • 全球市場概況

第 3 章:虛擬生產 - 產業分析

  • 簡介 - 市場動態
  • 市場促進因素
  • 市場限制
  • 機會
  • 產業動態
  • 波特五力分析
  • 市場吸引力分析
    • 按組件分類的市場吸引力分析
    • 按類型分類的市場吸引力分析
    • 最終用戶的市場吸引力分析
    • 市場吸引力分析:按地區

第 4 章:價值鏈分析

  • 價值鏈分析
  • 原料分析
    • 原料清單
    • 原料廠商清單
    • 主要原物料價格走勢
  • 潛在買家名單
  • 行銷管道
    • 直效行銷
    • 間接行銷
    • 行銷通路發展趨勢

第 5 章:COVID-19 爆發的影響分析

第 6 章:全球虛擬製作市場分析:按組成部分

  • 按組件概述
  • 歷史和預測數據
  • 按成分分析
  • 硬體
  • 軟體
  • 服務

第 7 章:全球虛擬製作市場分析:按類型

  • 按類型概述
  • 歷史和預測數據
  • 按類型分析
  • 前期製作
  • 生產
  • 後製

第 8 章:全球虛擬製作市場銷售分析:依最終使用者分類

  • 最終用戶概述
  • 歷史和預測數據
  • 最終用戶分析
  • 電影
  • 電視劇
  • 商業廣告
  • 線上影片
  • 其他

第 9 章:全球虛擬製作市場銷售分析:按地理位置

  • 區域展望銷售分析
  • 簡介 銷售分析
  • 北美銷售分析
    • 概述、歷史和預測銷售分析
    • 北美按細分市場銷售分析
    • 北美按國家銷售分析
    • 美國銷售分析
    • 加拿大銷售分析
    • 墨西哥銷售分析
  • 歐洲銷售分析
    • 概述、歷史和預測銷售分析
    • 歐洲按細分市場銷售分析
    • 歐洲按國家銷售分析
    • 英國銷售分析
    • 法國銷售分析
    • 德國銷售分析
    • 義大利銷售分析
    • 俄羅斯銷售分析
    • 歐洲其他地區銷售分析
  • 亞太地區銷售分析
    • 概述、歷史和預測銷售分析
    • 亞太地區按細分市場銷售分析
    • 亞太地區國家/地區銷售分析
    • 中國銷售分析
    • 印度銷售分析
    • 日本銷售分析
    • 韓國銷售分析
    • 澳洲銷售分析
    • 亞太地區其他地區銷售分析
  • 拉丁美洲銷售分析
    • 概述、歷史和預測銷售分析
    • 拉丁美洲按細分市場銷售分析
    • 拉丁美洲按國家銷售分析
    • 巴西銷售分析
    • 阿根廷銷售分析
    • 秘魯銷售分析
    • 智利銷售分析
    • 拉丁美洲其他地區銷售分析
  • 中東和非洲銷售分析
    • 概述、歷史和預測銷售分析
    • 中東和非洲按細分市場銷售分析
    • 中東和非洲國家銷售分析
    • 沙烏地阿拉伯銷售分析
    • 阿拉伯聯合大公國銷售分析
    • 以色列銷售分析
    • 南非銷售分析
    • 中東其他地區和非洲銷售分析

第 10 章:虛擬製作公司的競爭格局

  • 虛擬製作市場競爭
  • 夥伴關係/協作/協議
  • 併購
  • 新產品發布
  • 其他發展

第 11 章:公司簡介

  • 十大公司股票分析
  • 市場集中度
  • 360Rize
    • 公司簡介
    • 公司收入
    • 產品
    • 最近的發展
  • Adobe
    • 公司簡介
    • 公司收入
    • 產品
    • 最近的發展
  • Arashi Vision Inc. (Insta 360)
    • 公司簡介
    • 公司收入
    • 產品
    • 最近的發展
  • Autodesk Inc.
    • 公司簡介
    • 公司收入
    • 產品
    • 最近的發展
  • BORIS FX INC.
    • 公司簡介
    • 公司收入
    • 產品
    • 最近的發展
  • Epic Games Inc.
    • 公司簡介
    • 公司收入
    • 產品
    • 最近的發展
  • HTC Corporation (VivePort)
    • 公司簡介
    • 公司收入
    • 產品
    • 最近的發展
  • HumanEyes Technologies
    • 公司簡介
    • 公司收入
    • 產品
    • 最近的發展
  • Mo-Sys Engineering Ltd.
    • 公司簡介
    • 公司收入
    • 產品
    • 最近的發展
  • NVIDIA Corporation
    • 公司簡介
    • 公司收入
    • 產品
    • 最近的發展
  • Panocam3d.com
    • 公司簡介
    • 公司收入
    • 產品
    • 最近的發展
  • Pixar (The Walt Disney Company)
    • 公司簡介
    • 公司收入
    • 產品
    • 最近的發展
  • Side Effects Software Inc. (SideFX)
    • 公司簡介
    • 公司收入
    • 產品
    • 最近的發展
  • Technicolor
    • 公司簡介
    • 公司收入
    • 產品
    • 最近的發展
  • Vicon Motion Systems Ltd.
    • 公司簡介
    • 公司收入
    • 產品
    • 最近的發展

注意 - 在公司概況中,財務詳細資訊和近期發展視情況而定,或者如果是私人公司,則可能不包括在內

Product Code: VMR11218892

The global demand for Virtual Production Market is presumed to reach the market size of nearly USD 24.91 BN by 2030 from USD 4.82 BN in 2022 with a CAGR of 20.2% under the study period 2023 - 2030.

Virtual production refers to building the digital environment using real-time interaction on the set. It involves starting with the idea for the film and then fending with VFX. It enbales filmmakers to interact and explore digital scenarios using virtual production, including realistic virtual characters, three-dimensional graphics, and a virtual interactive background in the studio. Virtual production also helps with the simultaneous mixing of live video with computer graphics, real-time feedback, and on-set decision-making on VFX and animation.

MARKET DYNAMICS:

The primary driver of the Virtual production market is the expanding popularity of virtual production in the media and entertainment sector. LED video wall technology is becoming more widely used in the media and entertainment industry, leading to virtual creation being used more frequently. Further, its ability to produce high-definition images and real-time virtual settings contributes to its popularity. In addition, people now can seamlessly merge the digital and physical worlds thanks to virtual and augmented reality, camera tracking, sophisticated graphics cards, and other technological breakthroughs. This may help in providing new industrial opportunities.

The research report covers Porter's Five Forces Model, Market Attractiveness Analysis, and Value Chain analysis. These tools help to get a clear picture of the industry's structure and evaluate the competition attractiveness at a global level. Additionally, these tools also give an inclusive assessment of each segment in the global market of virtual production. The growth and trends of virtual production industry provide a holistic approach to this study.

MARKET SEGMENTATION:

This section of the virtual production market report provides detailed data on the segments at country and regional level, thereby assisting the strategist in identifying the target demographics for the respective product or services with the upcoming opportunities.

By Component

  • Hardware
  • Software
  • Services

By Type

  • Pre-Production
  • Production
  • Post-Production

By End-User

  • Movies
  • TV Series
  • Commercial Ads
  • Online Videos
  • Others

REGIONAL ANALYSIS:

This section covers the regional outlook, which accentuates current and future demand for the Virtual Production market across North America, Europe, Asia-Pacific, Latin America, and Middle East & Africa. Further, the report focuses on demand, estimation, and forecast for individual application segments across all the prominent regions.

The research report also covers the comprehensive profiles of the key players in the market and an in-depth view of the competitive landscape worldwide. The major players in the virtual production market include 360Rize, Adobe, Arashi Vision Inc. (Insta 360), Autodesk Inc., BORIS FX, INC., Epic Games Inc., HTC Corporation (VivePort), HumanEyes Technologies, Mo-Sys Engineering Ltd., NVIDIA Corporation, Panocam3d.com, Pixar (The Walt Disney Company), Side Effects Software Inc. (SideFX), Technicolor, Vicon Motion Systems Ltd. This section consists of a holistic view of the competitive landscape that includes various strategic developments such as key mergers & acquisitions, future capacities, partnerships, financial overviews, collaborations, new product developments, new product launches, and other developments.

In case you have any custom requirements, do write to us. Our research team can offer a customized report as per your need.

TABLE OF CONTENTS

1 . PREFACE

  • 1.1. Report Description
    • 1.1.1. Objective
    • 1.1.2. Target Audience
    • 1.1.3. Unique Selling Proposition (USP) & offerings
  • 1.2. Research Scope
  • 1.3. Research Methodology
    • 1.3.1. Market Research Process
    • 1.3.2. Market Research Methodology

2 . EXECUTIVE SUMMARY

  • 2.1. Highlights of Market
  • 2.2. Global Market Snapshot

3 . VIRTUAL PRODUCTION - INDUSTRY ANALYSIS

  • 3.1. Introduction - Market Dynamics
  • 3.2. Market Drivers
  • 3.3. Market Restraints
  • 3.4. Opportunities
  • 3.5. Industry Trends
  • 3.6. Porter's Five Force Analysis
  • 3.7. Market Attractiveness Analysis
    • 3.7.1 Market Attractiveness Analysis By Component
    • 3.7.2 Market Attractiveness Analysis By Type
    • 3.7.3 Market Attractiveness Analysis By End-user
    • 3.7.4 Market Attractiveness Analysis By Region

4 . VALUE CHAIN ANALYSIS

  • 4.1. Value Chain Analysis
  • 4.2. Raw Material Analysis
    • 4.2.1. List of Raw Materials
    • 4.2.2. Raw Material Manufactures List
    • 4.2.3. Price Trend of Key Raw Materials
  • 4.3. List of Potential Buyers
  • 4.4. Marketing Channel
    • 4.4.1. Direct Marketing
    • 4.4.2. Indirect Marketing
    • 4.4.3. Marketing Channel Development Trend

5 . IMPACT ANALYSIS OF COVID-19 OUTBREAK

6 . GLOBAL VIRTUAL PRODUCTION MARKET ANALYSIS BY COMPONENT

  • 6.1 Overview by Component
  • 6.2 Historical and Forecast Data
  • 6.3 Analysis by Component
  • 6.4 Hardware Historic and Forecast Sales by Regions
  • 6.5 Software Historic and Forecast Sales by Regions
  • 6.6 Services Historic and Forecast Sales by Regions

7 . GLOBAL VIRTUAL PRODUCTION MARKET ANALYSIS BY TYPE

  • 7.1 Overview by Type
  • 7.2 Historical and Forecast Data
  • 7.3 Analysis by Type
  • 7.4 Pre-production Historic and Forecast Sales by Regions
  • 7.5 Production Historic and Forecast Sales by Regions
  • 7.6 Post-production Historic and Forecast Sales by Regions

8 . GLOBAL VIRTUAL PRODUCTION MARKET SALES ANALYSIS BY END-USER

  • 8.1 Overview by End-user
  • 8.2 Historical and Forecast Data
  • 8.3 Analysis by End-user
  • 8.4 Movies Historic and Forecast Sales by Regions
  • 8.5 TV Series Historic and Forecast Sales by Regions
  • 8.6 Commercial Ads Historic and Forecast Sales by Regions
  • 8.7 Online Videos Historic and Forecast Sales by Regions
  • 8.8 Others Historic and Forecast Sales by Regions

9 . GLOBAL VIRTUAL PRODUCTION MARKET SALES ANALYSIS BY GEOGRAPHY

  • 9.1. Regional Outlook Sales Analysis
  • 9.2. Introduction Sales Analysis
  • 9.3. North America Sales Analysis
    • 9.3.1. Overview, Historic and Forecast Sales Analysis
    • 9.3.2. North America By Segment Sales Analysis
    • 9.3.3. North America By Country Sales Analysis
    • 9.3.4. United State Sales Analysis
    • 9.3.5. Canada Sales Analysis
    • 9.3.6. Mexico Sales Analysis
  • 9.4. Europe Sales Analysis
    • 9.4.1. Overview, Historic and Forecast Sales Analysis
    • 9.4.2. Europe by Segment Sales Analysis
    • 9.4.3. Europe by Country Sales Analysis
    • 9.4.4. United Kingdom Sales Analysis
    • 9.4.5. France Sales Analysis
    • 9.4.6. Germany Sales Analysis
    • 9.4.7. Italy Sales Analysis
    • 9.4.8. Russia Sales Analysis
    • 9.4.9. Rest Of Europe Sales Analysis
  • 9.5. Asia Pacific Sales Analysis
    • 9.5.1. Overview, Historic and Forecast Sales Analysis
    • 9.5.2. Asia Pacific by Segment Sales Analysis
    • 9.5.3. Asia Pacific by Country Sales Analysis
    • 9.5.4. China Sales Analysis
    • 9.5.5. India Sales Analysis
    • 9.5.6. Japan Sales Analysis
    • 9.5.7. South Korea Sales Analysis
    • 9.5.8. Australia Sales Analysis
    • 9.5.9. Rest Of Asia Pacific Sales Analysis
  • 9.6. Latin America Sales Analysis
    • 9.6.1. Overview, Historic and Forecast Sales Analysis
    • 9.6.2. Latin America by Segment Sales Analysis
    • 9.6.3. Latin America by Country Sales Analysis
    • 9.6.4. Brazil Sales Analysis
    • 9.6.5. Argentina Sales Analysis
    • 9.6.6. Peru Sales Analysis
    • 9.6.7. Chile Sales Analysis
    • 9.6.8. Rest of Latin America Sales Analysis
  • 9.7. Middle East & Africa Sales Analysis
    • 9.7.1. Overview, Historic and Forecast Sales Analysis
    • 9.7.2. Middle East & Africa by Segment Sales Analysis
    • 9.7.3. Middle East & Africa by Country Sales Analysis
    • 9.7.4. Saudi Arabia Sales Analysis
    • 9.7.5. UAE Sales Analysis
    • 9.7.6. Israel Sales Analysis
    • 9.7.7. South Africa Sales Analysis
    • 9.7.8. Rest Of Middle East And Africa Sales Analysis

10 . COMPETITIVE LANDSCAPE OF THE VIRTUAL PRODUCTION COMPANIES

  • 10.1. Virtual Production Market Competition
  • 10.2. Partnership/Collaboration/Agreement
  • 10.3. Merger And Acquisitions
  • 10.4. New Product Launch
  • 10.5. Other Developments

11 . COMPANY PROFILES OF VIRTUAL PRODUCTION INDUSTRY

  • 11.1. Top 10 Company Share Analysis
  • 11.2. Market Concentration Rate
  • 11.3. 360Rize
    • 11.3.1. Company Overview
    • 11.3.2. Company Revenue
    • 11.3.3. Products
    • 11.3.4. Recent Developments
  • 11.4. Adobe
    • 11.4.1. Company Overview
    • 11.4.2. Company Revenue
    • 11.4.3. Products
    • 11.4.4. Recent Developments
  • 11.5. Arashi Vision Inc. (Insta 360)
    • 11.5.1. Company Overview
    • 11.5.2. Company Revenue
    • 11.5.3. Products
    • 11.5.4. Recent Developments
  • 11.6. Autodesk Inc.
    • 11.6.1. Company Overview
    • 11.6.2. Company Revenue
    • 11.6.3. Products
    • 11.6.4. Recent Developments
  • 11.7. BORIS FX INC.
    • 11.7.1. Company Overview
    • 11.7.2. Company Revenue
    • 11.7.3. Products
    • 11.7.4. Recent Developments
  • 11.8. Epic Games Inc.
    • 11.8.1. Company Overview
    • 11.8.2. Company Revenue
    • 11.8.3. Products
    • 11.8.4. Recent Developments
  • 11.9. HTC Corporation (VivePort)
    • 11.9.1. Company Overview
    • 11.9.2. Company Revenue
    • 11.9.3. Products
    • 11.9.4. Recent Developments
  • 11.10. HumanEyes Technologies
    • 11.10.1. Company Overview
    • 11.10.2. Company Revenue
    • 11.10.3. Products
    • 11.10.4. Recent Developments
  • 11.11. Mo-Sys Engineering Ltd.
    • 11.11.1. Company Overview
    • 11.11.2. Company Revenue
    • 11.11.3. Products
    • 11.11.4. Recent Developments
  • 11.12. NVIDIA Corporation
    • 11.12.1. Company Overview
    • 11.12.2. Company Revenue
    • 11.12.3. Products
    • 11.12.4. Recent Developments
  • 11.13. Panocam3d.com
    • 11.13.1. Company Overview
    • 11.13.2. Company Revenue
    • 11.13.3. Products
    • 11.13.4. Recent Developments
  • 11.14. Pixar (The Walt Disney Company)
    • 11.14.1. Company Overview
    • 11.14.2. Company Revenue
    • 11.14.3. Products
    • 11.14.4. Recent Developments
  • 11.15. Side Effects Software Inc. (SideFX)
    • 11.15.1. Company Overview
    • 11.15.2. Company Revenue
    • 11.15.3. Products
    • 11.15.4. Recent Developments
  • 11.16. Technicolor
    • 11.16.1. Company Overview
    • 11.16.2. Company Revenue
    • 11.16.3. Products
    • 11.16.4. Recent Developments
  • 11.17. Vicon Motion Systems Ltd.
    • 11.17.1. Company Overview
    • 11.17.2. Company Revenue
    • 11.17.3. Products
    • 11.17.4. Recent Developments

Note - in company profiling, financial details and recent development are subject to availability or might not be covered in case of private companies

LIST OF TABLES

  • Market Snapshot
  • Drivers : Impact Analysis
  • Restraints : Impact Analysis
  • List of Raw Material
  • List of Raw Material Manufactures
  • List of Potential Buyers
  • Analysis by Component (USD MN)
  • Hardware Market Sales by Geography (USD MN)
  • Software Market Sales by Geography (USD MN)
  • Services Market Sales by Geography (USD MN)
  • Analysis Market by Type (USD MN)
  • Pre-production Market Sales by Geography (USD MN)
  • Production Market Sales by Geography (USD MN)
  • Post-production Market Sales by Geography (USD MN)
  • Analysis by End-user (USD MN)
  • Movies Market Sales by Geography (USD MN)
  • TV Series Market Sales by Geography (USD MN)
  • Commercial Ads Market Sales by Geography (USD MN)
  • Online Videos Market Sales by Geography (USD MN)
  • Others Market Sales by Geography (USD MN)
  • Global Virtual Production Market Sales by Geography (USD MN)
  • North America Market Analysis (USD MN)
  • United State Market Analysis (USD MN)
  • Canada Market Analysis (USD MN)
  • Mexico Market Analysis (USD MN)
  • Europe Market Analysis (USD MN)
  • Europe Market Estimate by Country (USD MN)
  • United Kingdom Market Analysis (USD MN)
  • France Market Analysis (USD MN)
  • Germany Market Analysis (USD MN)
  • Italy Market Analysis (USD MN)
  • Russia Market Analysis (USD MN)
  • Spain Market Analysis (USD MN)
  • Rest of Europe Market Analysis (USD MN)
  • Asia Pacific Market Analysis (USD MN)
  • China Market Analysis (USD MN)
  • Japan Market Analysis (USD MN)
  • India Market Analysis (USD MN)
  • South Korea Market Analysis (USD MN)
  • Australia Market Analysis (USD MN)
  • Rest of Asia Pacific Market Analysis (USD MN)
  • Latin America Market Analysis (USD MN)
  • Brazil Market Analysis (USD MN)
  • Argentina Market Analysis (USD MN)
  • Peru Market Analysis (USD MN)
  • Chile Market Analysis (USD MN)
  • Rest of Latin America Market Analysis (USD MN)
  • Middle East & Africa Market Analysis (USD MN)
  • Saudi Arabia Market Analysis (USD MN)
  • UAE Market Analysis (USD MN)
  • Israel Market Analysis (USD MN)
  • South Africa Market Analysis (USD MN)
  • Rest of Middle East and Africa Market Analysis (USD MN)
  • Partnership/Collaboration/Agreement
  • Mergers And Acquisition

LIST OF FIGURES

  • Research Scope of Virtual Production Report
  • Market Research Process
  • Market Research Methodology
  • Global Virtual Production Market Size, by Region (USD MN)
  • Porters Five Forces Analysis
  • Market Attractiveness Analysis by Component
  • Market Attractiveness Analysis by Type
  • Market Attractiveness Analysis by End-user
  • Market Attractiveness Analysis by Region
  • Value Chain Analysis
  • Global Market Analysis by Component (USD MN)
  • Hardware Market Sales by Geography (USD MN)
  • Software Market Sales by Geography (USD MN)
  • Services Market Sales by Geography (USD MN)
  • Global Market Analysis by Type (USD MN)
  • Pre-production Market Sales by Geography (USD MN)
  • Production Market Sales by Geography (USD MN)
  • Post-production Market Sales by Geography (USD MN)
  • Global Market Analysis by End-user (USD MN)
  • Movies Market Sales by Geography (USD MN)
  • TV Series Market Sales by Geography (USD MN)
  • Commercial Ads Market Sales by Geography (USD MN)
  • Online Videos Market Sales by Geography (USD MN)
  • Others Market Sales by Geography (USD MN)
  • Global Market by Revenue
  • North America Market by Revenue
  • Europe Market by Revenue
  • Asia Pacific Market by Revenue
  • Latin America Market by Revenue
  • Middle East & Africa Market by Revenue
  • Recent Development in Industry
  • Top Company Share Analysis

Kindly note that the above listed are the basic tables and figures of the report and are not limited to the TOC.