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LAMEA Virtual Production Market By Component (Software, Hardware and Services), By Type (Post-production, Production and Pre-production), By End User (Movie, TV Series, Commercial Ads, Online Videos and Others), By Country, Industry Analysis and Forecast, 2020 - 2026

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    Report

  • 98 Pages
  • February 2021
  • Region: Africa, Middle East
  • Marqual IT Solutions Pvt. Ltd (KBV Research)
  • ID: 5265874
The Latin America, Middle East and Africa Virtual Production Market is expected to witness market growth of 15.3% CAGR during the forecast period (2020-2026).

The implementation of virtual production is increasing in the gaming industry, thereby driving the growth of the market. Aspects like a 3-D environment increased the focus of organizations on creating compact and convenient virtual gaming devices, and consistent technological developments on virtual production platforms, like 3D audio, untethered virtual reality headsets, and cloud scalability. All these factors are likely to boost the market growth across gaming applications. Moreover, the advent of an immersive experience enables 360° views of graphic content and a different level of gaming interaction. Thus, the players are able to control and adjust the gaming environment through their senses. Therefore, the augmented application of virtual production technology in gaming is likely to boost the growth of the market.

The growing adoption of virtual production technology in studios and TV shows is anticipated to drive the demand for virtual production hardware including virtual camera systems, motion capture workstations, and simulation cameras in the coming years. The increasing popularity of 3D design and realistic virtual characters for movies, web series, and video games is anticipated to boost the demand for computer graphics cards.

The increasing applications of computer-generated graphics and visual effects in movies and commercial ads are anticipated to have positive impact on the market growth. Also, constant technological developments in the virtual production software solutions are enabling the creation of engaging content by incorporating advanced VFX features. Additionally, the inclusion of machine learning and deep learning in virtual production solutions is anticipated to boost the development of software with value-added features, hence driving the growth of the segment.

Based on Component, the market is segmented into Software, Hardware and Services. Based on Type, the market is segmented into Post-production, Production and Pre-production. Based on End User, the market is segmented into Movie, TV Series, Commercial Ads, Online Videos and Others. Based on countries, the market is segmented into Brazil, Argentina, UAE, Saudi Arabia, South Africa, Nigeria, and Rest of LAMEA.

The market research report covers the analysis of key stake holders of the market. Key companies profiled in the report include Adobe, Inc., Autodesk, Inc., HTC Corporation, NVIDIA Corporation, 360Rize, Arashi Vision, Inc. (Insta360), Epic Games, Inc., HumanEyes Technologies, Ltd. (Vuze Camera), Mo-Sys Engineering, Ltd., and Boris FX, Inc.

Scope of the Study

Market Segments covered in the Report:

By Component
  • Software
  • Hardware
  • Services

By Type
  • Post-production
  • Production
  • Pre-production

By End User
  • Movie
  • TV Series
  • Commercial Ads
  • Online Videos
  • Others

By Country
  • Brazil
  • Argentina
  • UAE
  • Saudi Arabia
  • South Africa
  • Nigeria
  • Rest of LAMEA

Companies Profiled
  • Adobe, Inc.
  • Autodesk, Inc.
  • HTC Corporation
  • NVIDIA Corporation
  • 360Rize
  • Arashi Vision, Inc. (Insta360)
  • Epic Games, Inc.
  • HumanEyes Technologies, Ltd. (Vuze Camera)
  • Mo-Sys Engineering, Ltd.
  • Boris FX, Inc.

Unique Offerings from the Publisher
  • Exhaustive coverage
  • Highest number of market tables and figures
  • Subscription based model available
  • Guaranteed best price
  • Assured post sales research support with 10% customization free

Table of Contents

Chapter 1. Market Scope & Methodology
1.1 Market Definition
1.2 Objectives
1.3 Market Scope
1.4 Segmentation
1.4.1 LAMEA Virtual Production Market, by Component
1.4.2 LAMEA Virtual Production Market, by Type
1.4.3 LAMEA Virtual Production Market, by End User
1.4.4 LAMEA Virtual Production Market, by Country
1.5 Methodology for the research
Chapter 2. Market Overview
2.1 Introduction
2.1.1 Overview
2.1.2 Market Composition and Scenario
2.2 Key Factors Impacting the Market
2.2.1 Market Drivers
2.2.2 Market Restraints
Chapter 3. Competition Analysis - Global
3.1 Cardinal Matrix
3.2 Recent Industry Wide Strategic Developments
3.2.1 Partnerships, Collaborations and Agreements
3.2.2 Product Launches and Product Expansions
3.2.3 Geographical Expansions
3.2.4 Acquisition and Mergers
3.3 Top Winning Strategies
3.3.1 Key Leading Strategies: Percentage Distribution (2016-2020)
3.3.2 Key Strategic Move: (Partnerships, Collaborations, and Agreements : 2016, Aug - 2020, Dec) Leading Players
3.3.3 Key Strategic Move: (Product Launches and Product Expansions : 2017, Apr - 2020, Nov) Leading Players
Chapter 4. LAMEA Virtual Production Market by Component
4.1 LAMEA Software Virtual Production Market by Country
4.2 LAMEA Hardware Virtual Production Market by Country
4.3 LAMEA Services Virtual Production Market by Country
Chapter 5. LAMEA Virtual Production Market by Type
5.1 LAMEA Post-production Virtual Production Market by Country
5.2 LAMEA Production Virtual Production Market by Country
5.3 LAMEA Pre-production Virtual Production Market by Country
Chapter 6. LAMEA Virtual Production Market by End User
6.1 LAMEA Movie Virtual Production Market by Country
6.2 LAMEA TV Series Virtual Production Market by Country
6.3 LAMEA Commercial Ads Virtual Production Market by Country
6.4 LAMEA Online Videos Virtual Production Market by Country
6.5 LAMEA Others Virtual Production Market by Country
Chapter 7. LAMEA Virtual Production Market by Country
7.1 Brazil Virtual Production Market
7.1.1 Brazil Virtual Production Market by Component
7.1.2 Brazil Virtual Production Market by Type
7.1.3 Brazil Virtual Production Market by End User
7.2 Argentina Virtual Production Market
7.2.1 Argentina Virtual Production Market by Component
7.2.2 Argentina Virtual Production Market by Type
7.2.3 Argentina Virtual Production Market by End User
7.3 UAE Virtual Production Market
7.3.1 UAE Virtual Production Market by Component
7.3.2 UAE Virtual Production Market by Type
7.3.3 UAE Virtual Production Market by End User
7.4 Saudi Arabia Virtual Production Market
7.4.1 Saudi Arabia Virtual Production Market by Component
7.4.2 Saudi Arabia Virtual Production Market by Type
7.4.3 Saudi Arabia Virtual Production Market by End User
7.5 South Africa Virtual Production Market
7.5.1 South Africa Virtual Production Market by Component
7.5.2 South Africa Virtual Production Market by Type
7.5.3 South Africa Virtual Production Market by End User
7.6 Nigeria Virtual Production Market
7.6.1 Nigeria Virtual Production Market by Component
7.6.2 Nigeria Virtual Production Market by Type
7.6.3 Nigeria Virtual Production Market by End User
7.7 Rest of LAMEA Virtual Production Market
7.7.1 Rest of LAMEA Virtual Production Market by Component
7.7.2 Rest of LAMEA Virtual Production Market by Type
7.7.3 Rest of LAMEA Virtual Production Market by End User
Chapter 8. Company Profiles
8.1 Adobe, Inc.
8.1.1 Company Overview
8.1.2 Financial Analysis
8.1.3 Segmental and Regional Analysis
8.1.4 Research & Development Expense
8.1.5 Recent strategies and developments:
8.1.5.1 Partnerships, Collaborations, and Agreements:
8.1.5.2 Acquisitions and Mergers:
8.1.6 SWOT Analysis
8.2 Autodesk, Inc.
8.2.1 Company Overview
8.2.2 Financial Analysis
8.2.3 Regional Analysis
8.2.4 Research & Development Expenses
8.2.5 Recent strategies and developments:
8.2.5.1 Partnerships, Collaborations, and Agreements:
8.2.5.2 Product Launches and Product Expansions:
8.2.6 SWOT Analysis
8.3 HTC Corporation
8.3.1 Company Overview
8.3.2 Financial Analysis
8.3.3 Research & Development Expense
8.3.4 Recent strategies and developments:
8.3.4.1 Partnerships, Collaborations, and Agreements:
8.3.4.2 Product Launches and Product Expansions:
8.4 NVIDIA Corporation
8.4.1 Company Overview
8.4.2 Financial Analysis
8.4.3 Segmental and Regional Analysis
8.4.4 Research & Development Expense
8.4.5 Recent strategies and developments:
8.4.5.1 Product Launches and Product Expansions:
8.4.6 SWOT Analysis
8.5 360Rize
8.5.1 Company Overview
8.6 Arashi Vision, Inc. (Insta360)
8.6.1 Company Overview
8.7 Epic Games, Inc.
8.7.1 Company Overview
8.7.2 Recent strategies and developments:
8.7.2.1 Partnerships, Collaborations, and Agreements:
8.7.2.2 Acquisitions and Mergers:
8.7.2.3 Product Launches and Product Expansions:
8.7.2.4 Geographical Expansions:
8.8 HumanEyes Technologies, Ltd. (Vuze Camera)
8.8.1 Company Overview
8.8.2 Recent strategies and developments:
8.8.2.1 Partnerships, Collaborations, and Agreements:
8.8.2.2 Product Launches and Product Expansions:
8.9 Mo-Sys Engineering, Ltd.
8.9.1 Company Overview
8.9.2 Recent strategies and developments:
8.9.2.1 Partnerships, Collaborations, and Agreements:
8.9.2.2 Product Launches and Product Expansions:
8.10. Boris FX, Inc.
8.10.1 Company Overview
8.10.2 Recent strategies and developments:
8.10.2.1 Acquisitions and Mergers:
8.10.2.2 Product Launches and Product Expansions:

Companies Mentioned

  • Adobe, Inc.
  • Autodesk, Inc.
  • HTC Corporation
  • NVIDIA Corporation
  • 360Rize
  • Arashi Vision, Inc. (Insta360)
  • Epic Games, Inc.
  • HumanEyes Technologies, Ltd. (Vuze Camera)
  • Mo-Sys Engineering, Ltd.
  • Boris FX, Inc.

Methodology

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