The Market Reports

Call: +1-631-407-1315 / +91-750-729-1479
Email: sales@themarketreports.com

Global Virtual Production Market Research Report 2024

Global Virtual Production Market Research Report 2024

Publishing Date : Feb, 2024

License Type :
 

Report Code : 1910282

No of Pages : 97

Synopsis

The global Virtual Production market was valued at US$ million in 2023 and is anticipated to reach US$ million by 2030, witnessing a CAGR of % during the forecast period 2024-2030.

North American market for Virtual Production is estimated to increase from $ million in 2023 to reach $ million by 2030, at a CAGR of % during the forecast period of 2024 through 2030.

Asia-Pacific market for Virtual Production is estimated to increase from $ million in 2023 to reach $ million by 2030, at a CAGR of % during the forecast period of 2024 through 2030.

The global market for Virtual Production in Movies is estimated to increase from $ million in 2023 to $ million by 2030, at a CAGR of % during the forecast period of 2024 through 2030.

The major global companies of Virtual Production include 360Rize, Adobe, Arashi Vision Inc. (Insta 360), Autodesk Inc., BORIS FX, INC, Epic Games, Inc., HTC Corporation (VivePort), HumanEyes Technologies and Mo-Sys Engineering Ltd., etc. In 2023, the world's top three vendors accounted for approximately % of the revenue.

This report aims to provide a comprehensive presentation of the global market for Virtual Production, with both quantitative and qualitative analysis, to help readers develop business/growth strategies, assess the market competitive situation, analyze their position in the current marketplace, and make informed business decisions regarding Virtual Production.

Report Scope

The Virtual Production market size, estimations, and forecasts are provided in terms of revenue ($ millions), considering 2023 as the base year, with history and forecast data for the period from 2019 to 2030. This report segments the global Virtual Production market comprehensively. Regional market sizes, concerning products by Type, by Application, and by players, are also provided.

For a more in-depth understanding of the market, the report provides profiles of the competitive landscape, key competitors, and their respective market ranks. The report also discusses technological trends and new product developments.

The report will help the Virtual Production companies, new entrants, and industry chain related companies in this market with information on the revenues, sales volume, and average price for the overall market and the sub-segments across the different segments, by company, by Type, by Application, and by regions.

Market Segmentation

By Company (Partial List):

  • 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

Segment by Type

  • Hardware
  • Software
  • Services

Segment by Application

  • Movies
  • TV Series
  • Commercial Ads
  • Others

Consumption by Region

  • North America (United States, Canada)
  • Europe (Germany, France, U.K., Italy, Netherlands)
  • Asia-Pacific (China, Japan, South Korea, China Taiwan, Southeast Asia, India)
  • Latin America, Middle East & Africa (Latin America, Mexico, Brazil, Turkey)

Chapter Outline

Chapter 1: Introduces the report scope of the report, executive summary of different market segments (by Type, by Application, etc), including the market size of each market segment, future development potential, and so on. It offers a high-level view of the current state of the market and its likely evolution in the short to mid-term, and long term.
Chapter 2: Introduces executive summary of global market size, regional market size, this section also introduces the market dynamics, latest developments of the market, the driving factors and restrictive factors of the market, the challenges and risks faced by companies in the industry, and the analysis of relevant policies in the industry.
Chapter 3: Detailed analysis of Virtual Production companies’ competitive landscape, revenue market share, latest development plan, merger, and acquisition information, etc.
Chapter 4: Provides the analysis of various market segments by Type, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different market segments.
Chapter 5: Provides the analysis of various market segments by Application, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different downstream markets.
Chapter 6, 7, 8, 9, 10: North America, Europe, Asia Pacific, Latin America, Middle East and Africa segment by country. It provides a quantitative analysis of the market size and development potential of each region and its main countries and introduces the market development, future development prospects, market space, and capacity of each country in the world.
Chapter 11: Provides profiles of key players, introducing the basic situation of the main companies in the market in detail, including product sales, revenue, price, gross margin, product introduction, recent development, etc.
Chapter 12: The main points and conclusions of the report.

Index

1 Report Overview
1.1 Study Scope
1.2 Market Analysis by Type
1.2.1 Global Virtual Production Market Size Growth Rate by Type: 2019 VS 2023 VS 2030
1.2.2 Hardware
1.2.3 Software
1.2.4 Services
1.3 Market by Application
1.3.1 Global Virtual Production Market Growth by Application: 2019 VS 2023 VS 2030
1.3.2 Movies
1.3.3 TV Series
1.3.4 Commercial Ads
1.3.5 Others
1.4 Study Objectives
1.5 Years Considered
1.6 Years Considered
2 Global Growth Trends
2.1 Global Virtual Production Market Perspective (2019-2030)
2.2 Virtual Production Growth Trends by Region
2.2.1 Global Virtual Production Market Size by Region: 2019 VS 2023 VS 2030
2.2.2 Virtual Production Historic Market Size by Region (2019-2024)
2.2.3 Virtual Production Forecasted Market Size by Region (2025-2030)
2.3 Virtual Production Market Dynamics
2.3.1 Virtual Production Industry Trends
2.3.2 Virtual Production Market Drivers
2.3.3 Virtual Production Market Challenges
2.3.4 Virtual Production Market Restraints
3 Competition Landscape by Key Players
3.1 Global Top Virtual Production Players by Revenue
3.1.1 Global Top Virtual Production Players by Revenue (2019-2024)
3.1.2 Global Virtual Production Revenue Market Share by Players (2019-2024)
3.2 Global Virtual Production Market Share by Company Type (Tier 1, Tier 2, and Tier 3)
3.3 Players Covered: Ranking by Virtual Production Revenue
3.4 Global Virtual Production Market Concentration Ratio
3.4.1 Global Virtual Production Market Concentration Ratio (CR5 and HHI)
3.4.2 Global Top 10 and Top 5 Companies by Virtual Production Revenue in 2023
3.5 Virtual Production Key Players Head office and Area Served
3.6 Key Players Virtual Production Product Solution and Service
3.7 Date of Enter into Virtual Production Market
3.8 Mergers & Acquisitions, Expansion Plans
4 Virtual Production Breakdown Data by Type
4.1 Global Virtual Production Historic Market Size by Type (2019-2024)
4.2 Global Virtual Production Forecasted Market Size by Type (2025-2030)
5 Virtual Production Breakdown Data by Application
5.1 Global Virtual Production Historic Market Size by Application (2019-2024)
5.2 Global Virtual Production Forecasted Market Size by Application (2025-2030)
6 North America
6.1 North America Virtual Production Market Size (2019-2030)
6.2 North America Virtual Production Market Growth Rate by Country: 2019 VS 2023 VS 2030
6.3 North America Virtual Production Market Size by Country (2019-2024)
6.4 North America Virtual Production Market Size by Country (2025-2030)
6.5 United States
6.6 Canada
7 Europe
7.1 Europe Virtual Production Market Size (2019-2030)
7.2 Europe Virtual Production Market Growth Rate by Country: 2019 VS 2023 VS 2030
7.3 Europe Virtual Production Market Size by Country (2019-2024)
7.4 Europe Virtual Production Market Size by Country (2025-2030)
7.5 Germany
7.6 France
7.7 U.K.
7.8 Italy
7.9 Russia
7.10 Nordic Countries
8 Asia-Pacific
8.1 Asia-Pacific Virtual Production Market Size (2019-2030)
8.2 Asia-Pacific Virtual Production Market Growth Rate by Region: 2019 VS 2023 VS 2030
8.3 Asia-Pacific Virtual Production Market Size by Region (2019-2024)
8.4 Asia-Pacific Virtual Production Market Size by Region (2025-2030)
8.5 China
8.6 Japan
8.7 South Korea
8.8 Southeast Asia
8.9 India
8.10 Australia
9 Latin America
9.1 Latin America Virtual Production Market Size (2019-2030)
9.2 Latin America Virtual Production Market Growth Rate by Country: 2019 VS 2023 VS 2030
9.3 Latin America Virtual Production Market Size by Country (2019-2024)
9.4 Latin America Virtual Production Market Size by Country (2025-2030)
9.5 Mexico
9.6 Brazil
10 Middle East & Africa
10.1 Middle East & Africa Virtual Production Market Size (2019-2030)
10.2 Middle East & Africa Virtual Production Market Growth Rate by Country: 2019 VS 2023 VS 2030
10.3 Middle East & Africa Virtual Production Market Size by Country (2019-2024)
10.4 Middle East & Africa Virtual Production Market Size by Country (2025-2030)
10.5 Turkey
10.6 Saudi Arabia
10.7 UAE
11 Key Players Profiles
11.1 360Rize
11.1.1 360Rize Company Detail
11.1.2 360Rize Business Overview
11.1.3 360Rize Virtual Production Introduction
11.1.4 360Rize Revenue in Virtual Production Business (2019-2024)
11.1.5 360Rize Recent Development
11.2 Adobe
11.2.1 Adobe Company Detail
11.2.2 Adobe Business Overview
11.2.3 Adobe Virtual Production Introduction
11.2.4 Adobe Revenue in Virtual Production Business (2019-2024)
11.2.5 Adobe Recent Development
11.3 Arashi Vision Inc. (Insta 360)
11.3.1 Arashi Vision Inc. (Insta 360) Company Detail
11.3.2 Arashi Vision Inc. (Insta 360) Business Overview
11.3.3 Arashi Vision Inc. (Insta 360) Virtual Production Introduction
11.3.4 Arashi Vision Inc. (Insta 360) Revenue in Virtual Production Business (2019-2024)
11.3.5 Arashi Vision Inc. (Insta 360) Recent Development
11.4 Autodesk Inc.
11.4.1 Autodesk Inc. Company Detail
11.4.2 Autodesk Inc. Business Overview
11.4.3 Autodesk Inc. Virtual Production Introduction
11.4.4 Autodesk Inc. Revenue in Virtual Production Business (2019-2024)
11.4.5 Autodesk Inc. Recent Development
11.5 BORIS FX, INC
11.5.1 BORIS FX, INC Company Detail
11.5.2 BORIS FX, INC Business Overview
11.5.3 BORIS FX, INC Virtual Production Introduction
11.5.4 BORIS FX, INC Revenue in Virtual Production Business (2019-2024)
11.5.5 BORIS FX, INC Recent Development
11.6 Epic Games, Inc.
11.6.1 Epic Games, Inc. Company Detail
11.6.2 Epic Games, Inc. Business Overview
11.6.3 Epic Games, Inc. Virtual Production Introduction
11.6.4 Epic Games, Inc. Revenue in Virtual Production Business (2019-2024)
11.6.5 Epic Games, Inc. Recent Development
11.7 HTC Corporation (VivePort)
11.7.1 HTC Corporation (VivePort) Company Detail
11.7.2 HTC Corporation (VivePort) Business Overview
11.7.3 HTC Corporation (VivePort) Virtual Production Introduction
11.7.4 HTC Corporation (VivePort) Revenue in Virtual Production Business (2019-2024)
11.7.5 HTC Corporation (VivePort) Recent Development
11.8 HumanEyes Technologies
11.8.1 HumanEyes Technologies Company Detail
11.8.2 HumanEyes Technologies Business Overview
11.8.3 HumanEyes Technologies Virtual Production Introduction
11.8.4 HumanEyes Technologies Revenue in Virtual Production Business (2019-2024)
11.8.5 HumanEyes Technologies Recent Development
11.9 Mo-Sys Engineering Ltd.
11.9.1 Mo-Sys Engineering Ltd. Company Detail
11.9.2 Mo-Sys Engineering Ltd. Business Overview
11.9.3 Mo-Sys Engineering Ltd. Virtual Production Introduction
11.9.4 Mo-Sys Engineering Ltd. Revenue in Virtual Production Business (2019-2024)
11.9.5 Mo-Sys Engineering Ltd. Recent Development
11.10 NVIDIA Corporation.
11.10.1 NVIDIA Corporation. Company Detail
11.10.2 NVIDIA Corporation. Business Overview
11.10.3 NVIDIA Corporation. Virtual Production Introduction
11.10.4 NVIDIA Corporation. Revenue in Virtual Production Business (2019-2024)
11.10.5 NVIDIA Corporation. Recent Development
11.11 Panocam3d.com
11.11.1 Panocam3d.com Company Detail
11.11.2 Panocam3d.com Business Overview
11.11.3 Panocam3d.com Virtual Production Introduction
11.11.4 Panocam3d.com Revenue in Virtual Production Business (2019-2024)
11.11.5 Panocam3d.com Recent Development
11.12 Pixar (The Walt Disney Company)
11.12.1 Pixar (The Walt Disney Company) Company Detail
11.12.2 Pixar (The Walt Disney Company) Business Overview
11.12.3 Pixar (The Walt Disney Company) Virtual Production Introduction
11.12.4 Pixar (The Walt Disney Company) Revenue in Virtual Production Business (2019-2024)
11.12.5 Pixar (The Walt Disney Company) Recent Development
11.13 Side Effects Software Inc (SideFX)
11.13.1 Side Effects Software Inc (SideFX) Company Detail
11.13.2 Side Effects Software Inc (SideFX) Business Overview
11.13.3 Side Effects Software Inc (SideFX) Virtual Production Introduction
11.13.4 Side Effects Software Inc (SideFX) Revenue in Virtual Production Business (2019-2024)
11.13.5 Side Effects Software Inc (SideFX) Recent Development
11.14 Technicolor
11.14.1 Technicolor Company Detail
11.14.2 Technicolor Business Overview
11.14.3 Technicolor Virtual Production Introduction
11.14.4 Technicolor Revenue in Virtual Production Business (2019-2024)
11.14.5 Technicolor Recent Development
11.15 Vicon Motion Systems Ltd
11.15.1 Vicon Motion Systems Ltd Company Detail
11.15.2 Vicon Motion Systems Ltd Business Overview
11.15.3 Vicon Motion Systems Ltd Virtual Production Introduction
11.15.4 Vicon Motion Systems Ltd Revenue in Virtual Production Business (2019-2024)
11.15.5 Vicon Motion Systems Ltd Recent Development
12 Analyst's Viewpoints/Conclusions
13 Appendix
13.1 Research Methodology
13.1.1 Methodology/Research Approach
13.1.2 Data Source
13.2 Disclaimer
13.3 Author Details

Published By : QY Research

Why ‘The Market Reports’