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
By Type
By End User
By Country
Companies Profiled
Unique Offerings from the Publisher
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
Chapter 2. Market Overview
Chapter 3. Competition Analysis - Global
Chapter 4. LAMEA Virtual Production Market by Component
Chapter 5. LAMEA Virtual Production Market by Type
Chapter 6. LAMEA Virtual Production Market by End User
Chapter 7. LAMEA Virtual Production Market by Country
Chapter 8. Company Profiles
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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