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Europe 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

  • 97 Pages
  • February 2021
  • Region: Europe
  • Marqual IT Solutions Pvt. Ltd (KBV Research)
  • ID: 5265887
The Europe Virtual Production Market is expected to witness market growth of 14.1% CAGR during the forecast period (2020-2026).

With the introduction of artificial intelligence, virtual production technology has registered considerable developments in the quality of its computer-generated graphics. Design and visualization of all intricate scenes in a 3D model have also become favourable, that has a scope of further editing and reviewing in a real-time environment. The technology certainly has a positive impact on the market as it reduces the burden of logistics and transportation expenses of crew members and equipment. It allows filmmakers to shoot on-set live-action scenes using simul-cams or virtual cameras and smoothly combine computer-generated 3D graphic elements with the live shooting footage of the film to wind up the final visual effects.

Moreover, artificial intelligence enables pre-production support and helps them to speed up video production work. In the last decade, pre-production works largely dependent on unstructured box office data and restricted demographic information regarding viewers, resulting in the production of less engaging video content. Though, the implementation of artificial intelligence makes it possible to generate insights from large data sets that were gathered from several platforms to comprehend the acceptance and interest of proposed content. For instance, Netflix makes video content on the basis of precise, customized recommendations, and observations of its users' behaviour, like interest, surfing history, and data action such as pausing or rewinding videos.

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 Germany, UK, France, Russia, Spain, Italy, and Rest of Europe.

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
  • Germany
  • UK
  • France
  • Russia
  • Spain
  • Italy
  • Rest of Europe

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 Europe Virtual Production Market, by Component
1.4.2 Europe Virtual Production Market, by Type
1.4.3 Europe Virtual Production Market, by End User
1.4.4 Europe 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. Europe Virtual Production Market by Component
4.1 Europe Software Virtual Production Market by Country
4.2 Europe Hardware Virtual Production Market by Country
4.3 Europe Services Virtual Production Market by Country
Chapter 5. Europe Virtual Production Market by Type
5.1 Europe Post-production Virtual Production Market by Country
5.2 Europe Production Virtual Production Market by Country
5.3 Europe Pre-production Virtual Production Market by Country
Chapter 6. Europe Virtual Production Market by End User
6.1 Europe Movie Virtual Production Market by Country
6.2 Europe TV Series Virtual Production Market by Country
6.3 Europe Commercial Ads Virtual Production Market by Country
6.4 Europe Online Videos Virtual Production Market by Country
6.5 Europe Others Virtual Production Market by Country
Chapter 7. Europe Virtual Production Market by Country
7.1 Germany Virtual Production Market
7.1.1 Germany Virtual Production Market by Component
7.1.2 Germany Virtual Production Market by Type
7.1.3 Germany Virtual Production Market by End User
7.2 UK Virtual Production Market
7.2.1 UK Virtual Production Market by Component
7.2.2 UK Virtual Production Market by Type
7.2.3 UK Virtual Production Market by End User
7.3 France Virtual Production Market
7.3.1 France Virtual Production Market by Component
7.3.2 France Virtual Production Market by Type
7.3.3 France Virtual Production Market by End User
7.4 Russia Virtual Production Market
7.4.1 Russia Virtual Production Market by Component
7.4.2 Russia Virtual Production Market by Type
7.4.3 Russia Virtual Production Market by End User
7.5 Spain Virtual Production Market
7.5.1 Spain Virtual Production Market by Component
7.5.2 Spain Virtual Production Market by Type
7.5.3 Spain Virtual Production Market by End User
7.6 Italy Virtual Production Market
7.6.1 Italy Virtual Production Market by Component
7.6.2 Italy Virtual Production Market by Type
7.6.3 Italy Virtual Production Market by End User
7.7 Rest of Europe Virtual Production Market
7.7.1 Rest of Europe Virtual Production Market by Component
7.7.2 Rest of Europe Virtual Production Market by Type
7.7.3 Rest of Europe 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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