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Global Virtual Production Market Size study & Forecast, by Component by Type by End-user and Regional Analysis, 2023-2030

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Global Virtual Production Market is valued approximately at USD 1.78 billion in 2022 and is anticipated to grow with a healthy growth rate of more than 18.20% over the forecast period 2023-2030. Filmmakers can investigate and envision digital worlds with lifelike virtual characters, three-dimensional images, and an interactive virtual background that is updated in real time in the studio because of virtual production. due to major improvements in virtual production over the years, filmmakers may now use motion-captured actor gestures to create virtual characters that can be previewed in real-time with live-action footage and virtual set expansions. The landscape of regional cinema has drastically changed as a result of the adoption of virtual production by major studios like as NBC Universal, Viacom CBS, Walt Disney Studios, and Warner Media. Production has become more flexible and economical as a result of the media, entertainment, and advertising industries' search for cutting-edge technology and digital tools to add virtual effects to actual sets. With virtual production, filmmakers can explore and visualize digital scenarios with realistic virtual characters, three-dimensional graphics, and an interactive virtual background that changes in real time within the studio. Filmmakers can now use motion-captured actor movements to create virtual characters that can be previewed in real-time alongside live-action footage and virtual set extensions thanks to significant advancements in the field of virtual production over the years. The adoption of virtual production by film studios, including NBC Universal, Viacom CBS, Walt Disney Studios, and Warner Media, has completely changed the regional film landscape. The media, entertainment, and advertising sectors have been looking for cutting-edge technology and digital tools to add virtual effects to real sets, which has made production more flexible and affordable.

The increasing use of LED video walls has led to an increasing amount of virtual production being used by the media and entertainment industries. Filmmakers can record special effects in real time with LED video walls, which also display computer-generated graphics in the background. After the COVID-19 break, film production has grown more accessible with the replacement of green screens with LED video walls. The media and entertainment industries are implementing virtual production more and more thanks to the growing use of LED video walls. LED video walls allow filmmakers to capture visual effects in real time while displaying computer-generated graphics in the background. With the introduction of LED video walls in place of green screens, film production has become more accessible following the COVID-19 break. For example, ABC''s SkyLine used a 360-degree camera to record all of its real-life scenes in April 2020, and instead of using a green screen, they showed them on an LED screen. Additionally, by bringing pre-visualization-a step in the pre-production process-to the set and removing the need to shoot in pricey locations, virtual production technology lowers the cost of producing videos. Movie makers can better plan out camera positioning and other creative/technical requirements by using pre-visualization, which generates a first three-dimensional depiction of the final visual effects action sequence. For example, the computer and electronics manufacturer HTC VIVE introduced VIVE Mars CamTrack, a virtual production technology, in April 2022. This virtual production software accelerates, simplifies, and reduces costs by encapsulating the whole camera tracking workflow into a compact, plug-and-play module that possesses professional-level capabilities. Filmmakers may fully express their creative vision by using VIVE Mars Cam Track, which in many cases eliminates the need to shoot on location by enabling actors to seamlessly transition into any number of virtual backdrops during a scene. However, the High Capital Expenditure Forfor Initial Set-Up stifles market growth throughout the forecast period of 2023-2030.

The key regions considered for the Global Virtual Production Market study includes Asia Pacific, North America, Europe, Latin America, and Middle East & Africa. North America dominated the market in 2022 . The widespread use of virtual production in the region's top film studios, such as NBC Universal, Viacom CBS, Warner Media, and Walt Disney Studios, is to blame for this. The growth of the regional market is further aided by the large expenditures made by local businesses in R&D to create cutting-edge virtual production software. Over the course of the projection years, Asia Pacific is expected to grow at fastest CAGR and acquire considerable traction in the worldwide global market. Film studios in the area market are implementing virtual production technologies at one of the highest rates. South Korea, Japan, Australia, China, and India are the main nations fueling the demand for virtual production solutions.

Major market player included in this report are:

  • 360Rize
  • Adobe Inc.
  • Arashi Vision Inc. (Insta 360)
  • Autodesk Inc.
  • BORIS FX, INC
  • Epic Games, Inc.
  • HTC Corporation (VivePort)
  • HumanEyes Technologies
  • Mo-Sys Engineering Ltd.
  • NVIDIA Corporation.

Recent Developments in the Market:

  • In July 2023, a partnership between ROE Visual, Pixotope, Illusion XR Studio, and AVI-SPL with the goal of coordinating an XR broadcast in Dubai to offer immersive experiences and insightful information. The event was created with content makers, broadcasters, TV and film production experts, and esports enthusiasts eager to learn about the newest technologies in mind in mind.
  • In May 2023, LG revealed the release of the LG MAGNIT, a micro-LED display designed for use in production studios. Better content development, stunning visual quality, simplicity of installation, and more controls are made possible by the display. Production studios can choose between hanging or stacking installation, change the size and scale of the displayed image, and perform a variety of other operations using LG MAGNIT.

Global Virtual Production Market Report Scope:

  • Historical Data - 2020 - 2021
  • Base Year for Estimation - 2022
  • Forecast period - 2023-2030
  • Report Coverage - Revenue forecast, Company Ranking, Competitive Landscape, Growth factors, and Trends
  • Segments Covered - Component, Type, End User, Region
  • Regional Scope - North America; Europe; Asia Pacific; Latin America; Middle East & Africa
  • Customization Scope - Free report customization (equivalent up to 8 analyst's working hours) with purchase. Addition or alteration to country, regional & segment scope*

The objective of the study is to define market sizes of different segments & countries in recent years and to forecast the values to the coming years. The report is designed to incorporate both qualitative and quantitative aspects of the industry within countries involved in the study.

The report also caters detailed information about the crucial aspects such as driving factors & challenges which will define the future growth of the market. Additionally, it also incorporates potential opportunities in micro markets for stakeholders to invest along with the detailed analysis of competitive landscape and product offerings of key players. The detailed segments and sub-segment of the market are explained below:

By Component:

  • Hardware
  • Software
  • Services

By Type:

  • Pre-production
  • Production
  • Post-production

By End-user:

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

By Region:

  • North America
  • U.S.
  • Canada
  • Europe
  • UK
  • Germany
  • France
  • Spain
  • Italy
  • ROE
  • Asia Pacific
  • China
  • India
  • Japan
  • Australia
  • South Korea
  • RoAPAC
  • Latin America
  • Brazil
  • Mexico
  • Middle East & Africa
  • Saudi Arabia
  • South Africa
  • Rest of Middle East & Africa

Table of Contents

Chapter 1.Executive Summary

  • 1.1.Market Snapshot
  • 1.2.Global & Segmental Market Estimates & Forecasts, 2020-2030 (USD Billion)
    • 1.2.1.Virtual Production Market, by region, 2020-2030 (USD Billion)
    • 1.2.2.Virtual Production Market, by Component, 2020-2030 (USD Billion)
    • 1.2.3.Virtual Production Market, by Type, 2020-2030 (USD Billion)
    • 1.2.4.Virtual Production Market, by End User, 2020-2030 (USD Billion)
  • 1.3.Key Trends
  • 1.4.Estimation Methodology
  • 1.5.Research Assumption

Chapter 2.Global Virtual Production Market Definition and Scope

  • 2.1.Objective of the Study
  • 2.2.Market Definition & Scope
    • 2.2.1.Industry Evolution
    • 2.2.2.Scope of the Study
  • 2.3.Years Considered for the Study
  • 2.4.Currency Conversion Rates

Chapter 3.Global Virtual Production Market Dynamics

  • 3.1.Virtual Production Market Impact Analysis (2020-2030)
    • 3.1.1.Market Drivers
      • 3.1.1.1.Increasing Demand of Visual Effects Inin Movie Production Across The Globe
      • 3.1.1.2.Growing Implementation of LEDed Wall Technology
    • 3.1.2.Market Challenges
      • 3.1.2.1.High Capital Expenditure for Initial Set-Up
    • 3.1.3.Market Opportunities
      • 3.1.3.1.Rising popularity of web series containing visual effects and three-dimensional graphic environments.

Chapter 4.Global Virtual Production Market: Industry Analysis

  • 4.1.Porter's 5 Force Model
    • 4.1.1.Bargaining Power of Suppliers
    • 4.1.2.Bargaining Power of Buyers
    • 4.1.3.Threat of New Entrants
    • 4.1.4.Threat of Substitutes
    • 4.1.5.Competitive Rivalry
  • 4.2.Porter's 5 Force Impact Analysis
  • 4.3.PEST Analysis
    • 4.3.1.Political
    • 4.3.2.Economical
    • 4.3.3.Social
    • 4.3.4.Technological
    • 4.3.5.Environmental
    • 4.3.6.Legal
  • 4.4.Top investment opportunity
  • 4.5.Top winning strategies
  • 4.6.COVID-19 Impact Analysis
  • 4.7.Disruptive Trends
  • 4.8.Industry Expert Perspective
  • 4.9.Analyst Recommendation & Conclusion

Chapter 5.Global Virtual Production Market, by Component

  • 5.1.Market Snapshot
  • 5.2.Global Virtual Production Market by Component, Performance - Potential Analysis
  • 5.3.Global Virtual Production Market Estimates & Forecasts by Component 2020-2030 (USD Billion)
  • 5.4.Virtual Production Market, Sub Segment Analysis
    • 5.4.1.Hardware
    • 5.4.2.Software
    • 5.4.3.Services

Chapter 6.Global Virtual Production Market, by Type

  • 6.1.Market Snapshot
  • 6.2.Global Virtual Production Market by Type, Performance - Potential Analysis
  • 6.3.Global Virtual Production Market Estimates & Forecasts by Type 2020-2030 (USD Billion)
  • 6.4.Virtual Production Market, Sub Segment Analysis
    • 6.4.1. Pre-production
    • 6.4.2.Production
    • 6.4.3.Post-production

Chapter 7.Global Virtual Production Market, by End User

  • 7.1.Market Snapshot
  • 7.2.Global Virtual Production Market by End User, Performance - Potential Analysis
  • 7.3.Global Virtual Production Market Estimates & Forecasts by End User 2020-2030 (USD Billion)
  • 7.4.Virtual Production Market, Sub Segment Analysis
    • 7.4.1. Movies
    • 7.4.2.TV Series
    • 7.4.3.Commercial Ads
    • 7.4.4.Online Videos
    • 7.4.5.Others

Chapter 8.Global Virtual Production Market, Regional Analysis

  • 8.1.Top Leading Countries
  • 8.2.Top Emerging Countries
  • 8.3.Virtual Production Market, Regional Market Snapshot
  • 8.4.North America Virtual Production Market
    • 8.4.1.U.S. Virtual Production Market
      • 8.4.1.1.Component breakdown estimates & forecasts, 2020-2030
      • 8.4.1.2.Type breakdown estimates & forecasts, 2020-2030
      • 8.4.1.3.End User breakdown estimates & forecasts, 2020-2030
    • 8.4.2.Canada Virtual Production Market
  • 8.5.Europe Virtual Production Market Snapshot
    • 8.5.1.U.K. Virtual Production Market
    • 8.5.2.Germany Virtual Production Market
    • 8.5.3.France Virtual Production Market
    • 8.5.4.Spain Virtual Production Market
    • 8.5.5.Italy Virtual Production Market
    • 8.5.6.Rest of Europe Virtual Production Market
  • 8.6.Asia-Pacific Virtual Production Market Snapshot
    • 8.6.1.China Virtual Production Market
    • 8.6.2.India Virtual Production Market
    • 8.6.3.Japan Virtual Production Market
    • 8.6.4.Australia Virtual Production Market
    • 8.6.5.South Korea Virtual Production Market
    • 8.6.6.Rest of Asia Pacific Virtual Production Market
  • 8.7.Latin America Virtual Production Market Snapshot
    • 8.7.1.Brazil Virtual Production Market
    • 8.7.2.Mexico Virtual Production Market
  • 8.8.Middle East & Africa Virtual Production Market
    • 8.8.1.Saudi Arabia Virtual Production Market
    • 8.8.2.South Africa Virtual Production Market
    • 8.8.3.Rest of Middle East & Africa Virtual Production Market

Chapter 9.Competitive Intelligence

  • 9.1.Key Company SWOT Analysis
  • 9.2.Top Market Strategies
  • 9.3.Company Profiles
    • 9.3.1. 360Rize
      • 9.3.1.1.Key Information
      • 9.3.1.2.Overview
      • 9.3.1.3.Financial (Subject to Data Availability)
      • 9.3.1.4.Product Summary
      • 9.3.1.5.Recent Developments
    • 9.3.2. Adobe Inc.
    • 9.3.3.Arashi Vision Inc. (Insta 360)
    • 9.3.4.Autodesk Inc.
    • 9.3.5.BORIS FX, INC
    • 9.3.6.Epic Games, Inc.
    • 9.3.7.HTC Corporation (VivePort)
    • 9.3.8.HumanEyes Technologies
    • 9.3.9.Mo-Sys Engineering Ltd.
    • 9.3.10.NVIDIA Corporation.

Chapter 10.Research Process

  • 10.1.Research Process
    • 10.1.1.Data Mining
    • 10.1.2.Analysis
    • 10.1.3.Market Estimation
    • 10.1.4.Validation
    • 10.1.5.Publishing
  • 10.2.Research Attributes
  • 10.3.Research Assumption
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