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Virtual Production Market Size, Share & Trends Analysis Report By Component (Hardware, Software, Services), By Type, By End User (Movie, TV Series, Commercial Ads, Online Videos), By Region, and Segment Forecasts, 2021-2028

  • ID: 5457609
  • Report
  • October 2021
  • Region: Global
  • 100 Pages
  • Grand View Research

FEATURED COMPANIES

  • 360 Rize
  • Adobe
  • Autodesk Inc.
  • BORIS FX, INC
  • Epic Games, Inc.
  • HumanEyes Technologies

The global virtual production market size is expected to reach USD 4.71 billion by 2028. The market is anticipated to register a CAGR of 16.7% from 2021 to 2028. The rising popularity of virtual production in the media and entertainment industry, combined with its capabilities to create high definition visuals and real-time virtual environments, is the key factor propelling the growth of the market.



The technology enables filmmakers to reduce the demand for on-set production teams and crew members by integrating virtual background environments with live-action footage. This allows for a significant reduction in video production costs. Furthermore, technological advancements in virtual production help broadcasters improve their operational efficiency with the least physical presence of technicians in the broadcasting room. For instance, in March 2020, Sky Sports implemented a virtual production suite, which has enabled its teams to create content and stream it remotely. The suite connected 48 virtual workstations and an equal number of direct-to-workstation connections for remote editing, simultaneous live programming, and the distribution of live clippings directly on social media platforms. Although virtual production can produce a film with better visuals and low production costs, it also poses some challenges, especially arising from the lack of training and experience among industry professionals.

With the advent of artificial intelligence, virtual production technology has witnessed significant improvements in the quality of its computer-generated graphics. Design and visualization of all complex scenes in a three-dimensional model have also become convenient, which can be further edited and reviewed in a real-time environment. The technology is positively impacting the market by reducing the burden of transportation and logistics costs of crew members and equipment. It enables filmmakers to capture on-set live-action scenes through simul-cams or virtual cameras and seamlessly merge computer-generated 3D graphic elements with the film's live shooting footage to conclude with the final visual effects.

Artificial intelligence facilitates pre-production support that helps to accelerate video production work. In the previous decade, pre-production works heavily relied on unstructured box office data and limited demographic information related to viewers, leading to the development of less engaging video content. However, now artificial intelligence can generate insights from large data sets collected from various platforms to understand the proposed content's acceptance and interest. For example, Netflix creates video content based on accurate, personalized recommendations, and observations of its users' behavior, such as surfing history, interest, and data action like pausing or rewinding videos. The company has invested USD 15 billion to create a dedicated database to develop original content based on its platform's collected data. Artificial intelligence technology can also help understand scripts and screenplays to recognize the locations described in them and suggest real-world locations where directors can imagine and create realistic computer graphic imagery locations.

The growing implementation of virtual production in the gaming industry is also working well for the market. Factors such as leveraging a three-dimensional environment increased the focus of companies on developing compact and comfortable virtual gaming devices, and constant technological innovation on virtual production platforms, such as 3D audio, untethered virtual reality headsets, and cloud scalability, are expected to drive market growth across gaming application. Furthermore, the introduction of immersive experience allows for 360° views of graphic content and a new level of gaming interaction, enabling players to control and modify the gaming environment through their senses. Hence the increased application of virtual production technology in games is expected to propel the growth of the market.

Virtual Production Market Report Highlights

  • In terms of end-user, the movie segment is expected to contribute a significant amount of revenue to the market over the forecast period. The growth can be attributed to the rising demand for visual effects and a three-dimensional model in movies.
  • In terms of components, the software segment is expected to grow at a significant CAGR owing to the inclusion of artificial intelligence. The inclusion is expected to improve the performance of animation and graphics quality.
  • The key players in the market are 360Rize; Adobe; Arashi Vision Inc. (Insta 360); Autodesk Inc.; BORIS FX, INC; Epic Games, Inc.; HumanEyes Technologies; Mo-Sys Engineering Ltd.; NVIDIA Corporation.; Panocam3d.com; Pixar (The Walt Disney Company); Side Effects Software Inc (SideFX); Technicolor; and Vicon Motion Systems Ltd.
Note: Product cover images may vary from those shown

FEATURED COMPANIES

  • 360 Rize
  • Adobe
  • Autodesk Inc.
  • BORIS FX, INC
  • Epic Games, Inc.
  • HumanEyes Technologies
Chapter 1. Methodology and Scope
1.1 Information Procurement and Research Scope
1.2 Information Analysis
1.3 Market formulation & data visualization
1.4 Market Scope and Assumptions
1.4.1 Secondary Sources
1.4.2 Primary Sources

Chapter 2. Executive Summary
2.1 Market Outlook
2.2 Global
2.2.1 Global Virtual Production Market, 2018 - 2028
2.2.2 Global Virtual Production Market, By Region, 2018 - 2028
2.2.3 Global Virtual Production Market, By Component, 2018 - 2028
2.2.4 Global Virtual Production Market, By Type, 2018 - 2028
2.2.5 Global Virtual Production Market, By End - User, 2018 - 2028
2.3 Segmental Trends

Chapter 3. Virtual Production Market Variables, Trends & Scope
3.1 Market Segmentation & Scope
3.2 Virtual Production - Value Chain Analysis
3.3 Market Dynamics
3.3.1 Market Drivers
3.3.1.1 Rising demand of visual effects in movie production across the globe
3.3.1.2 Growing implementation of LED wall technology
3.3.1.3 Increasing application of virtual production in commercial ads
3.3.2 Market Restraints
3.3.2.1 Lack of skilled professionals
3.3.2.2 High capital expenditure for initial set-up
3.4 Industry Analysis - Porter’s
3.4.1 Supplier Power
3.4.2 Buyer Power
3.4.3 Substitution Threat
3.4.4 Threat From New Entrant
3.4.5 Competitive Rivalry
3.5 Key Opportunities -Prioritized
3.6 Virtual Production Market-Key Company Analysis, 2020
3.6.1 key company analysis, 2019
3.6.2 list of key market players
3.7 Virtual Production - PEST Analysis
3.7.1 Political
3.7.2 Economic
3.7.3 Social
3.7.4 Technological

Chapter 4. Virtual Production: Component Outlook
4.1 Virtual Production Market Share by Component, 2020 & 2028
4.2 Software
4.2.1 Software virtual Production Market, By Region, 2018 - 2028
4.3 Hardware
4.3.1 Hardware virtual Production Market, By Region, 2018 - 2028
4.4 Services
4.4.1 Services virtual Production Market, By Region, 2018 - 2028

Chapter 5. Virtual Production: Type Outlook
5.1 Virtual Production Market Share by Type, 2020 & 2028
5.2 Pre-production
5.2.1 Pre-Production virtual Production Market, By Region, 2018 - 2028
5.3 Production
5.3.1 Productionvirtual Production Market, By Region, 2018 - 2028
5.4 Post-production
5.4.1 Post Production virtual Production Market, By Region, 2018 - 2028

Chapter 6. Virtual Production: End-User Outlook
6.1 Virtual Production Market Share by End-User, 2020 & 2028
6.2 Movies
6.2.1 Movies virtual Production Market, By Region, 2018 - 2028
6.3 TV Series
6.3.1 Tv Series virtual Production Market, By Region, 2018 - 2028
6.4 Commercial Ads
6.4.1 Commercial Ads virtual Production Market, By Region, 2018 - 2028
6.5 Online Videos
6.5.1 Online Videos virtual Production Market, By Region, 2018 - 2028
6.6 Others
6.6.1 Others Video Platform Market, By Region, 2018 - 2028

Chapter 7. Virtual Production: Regional Outlook
7.1 North America
7.1.1 North America Virtual Production Market, By Component, 2018 - 2028
7.1.2 North America Virtual Production Market, By Type, 2018 - 2028
7.1.3 North America Virtual Production Market, By End-User, 2018 - 2028
7.1.4 U.S.
7.1.4.1 U.S. Virtual Production Market, by component, 2018 - 2028
7.1.4.2 U.S. Virtual Production Market, by type, 2018 - 2028
7.1.4.3 U.S. Virtual Production Market, by end-user, 2018 - 2028
7.1.5 Canada
7.1.5.1 Canada Virtual Production Market, by component, 2018 - 2028
7.1.5.2 Canada Virtual Production Market, by type, 2018 - 2028
7.1.5.3 Canada Virtual Production Market, by end-user, 2018 - 2028
7.1.6 Mexico
7.1.6.1 Mexico Virtual Production Market, by component, 2018 - 2028
7.1.6.2 Mexico Virtual Production Market, by type, 2018 - 2028
7.1.7.3 Mexico Virtual Production Market, by end-user, 2018 - 2028
7.2 Europe
7.2.1 Europe Virtual Production Market, By Component, 2018 - 2028
7.2.2 Europe Virtual Production Market, By Type, 2018 - 2028
7.2.3 Europe Virtual Production Market, By End-User, 2018 - 2028
7.2.4 Germany
7.2.4.1 Germany Virtual Production Market, by component, 2018 - 2028
7.2.4.2 Germany Virtual Production Market, by type, 2018 - 2028
7.2.4.3 Germany Virtual Production Market, by end-user, 2018 - 2028
7.2.5 U.K.
7.2.5.1 U.K. Virtual Production Market, by component, 2018 - 2028
7.2.5.2 U.K. Virtual Production Market, by type, 2018 - 2028
7.2.5.3 U.K. Virtual Production Market, by end-user, 2018 - 2028
7.2.6 France
7.2.6.1 France Virtual Production Market, by component, 2018 - 2028
7.2.6.2 France Virtual Production Market, by type, 2018 - 2028
7.2.6.3 France Virtual Production Market, by end-user, 2018 - 2028
7.3 Asia Pacific
7.3.1 Asia Pacific Virtual Production Market, By Component, 2018 - 2028
7.3.2 Asia Pacific Virtual Production Market, By Type, 2018 - 2028
7.3.3 Asia Pacific Virtual Production Market, BY End-User, 2018 - 2028
7.3.4 China
7.3.4.1 China Virtual Production Market, by component, 2018 - 2028
7.3.4.2 China Virtual Production Market, by type, 2018 - 2028
7.3.4.3 China Virtual Production Market, by end-user, 2018 - 2028
7.3.5 Japan
7.3.5.1 Japan Virtual Production Market, by component, 2018 - 2028
7.3.5.2 Japan Virtual Production Market, by type, 2018 - 2028
7.3.5.3 Japan Virtual Production Market, by end-user, 2018 - 2028
7.3.6 India
7.3.6.1 India Virtual Production Market, by component, 2018 - 2028
7.3.6.2 India Virtual Production Market, by type, 2018 - 2028
7.3.6.3 India Virtual Production Market, by end-user, 2018 - 2028
7.4 South America
7.4.1 South America Virtual Production Market, By Component, 2018 - 2028
7.4.2 South America Virtual Production Market, By Type, 2018 - 2028
7.4.3 South America Virtual Production Market, By End-User, 2018 - 2028
7.4.4 Brazil
7.4.4.1 Brazil Virtual Production Market, by component, 2018 - 2028
7.4.4.2 Brazil Virtual Production Market, by type, 2018 - 2028
7.4.4.3 Brazil Virtual Production Market, by end-user, 2018 - 2028
7.5 MEA
7.5.1 MEA Virtual Production Market, By Component, 2018 - 2028
7.5.2 MEA Virtual Production Market, By Type, 2018 - 2028
7.5.3 MEA Virtual Production Market, By End-User, 2018 - 2028

Chapter 8. Competitive Landscape
8.1 360 Rize
8.1.1 Company Overview
8.1.2 Financial Performance
8.1.3 Product Benchmarking
8.1.4 Recent Developments
8.2 Adobe
8.2.1 Company Overview
8.2.2 Financial Performance
8.2.3 Product Benchmarking
8.2.4 Recent Developments
8.3 Arashi Vision Inc. ( Insta 360)
8.3.1 Company Overview
8.3.2 Financial Performance
8.3.3 Product Benchmarking
8.3.4 Recent Developments
8.4 Autodesk Inc.
8.4.1 Company Overview
8.4.2 Financial Performance
8.4.3 Product Benchmarking
8.4.4 Recent Developments
8.5 BORIS FX, INC
8.5.1 Company Overview
8.5.2 Product Benchmarking
8.5.3 Recent Developments
8.6 Epic Games, Inc.
8.6.1 Company Overview
8.6.2 Product Benchmarking
8.6.3 Recent Developments
8.7 HTC Corporation (VivePort)
8.7.1 Company Overview
8.7.2 Financial Performance
8.7.3 Product Benchmarking
8.7.4 Recent Developments
8.8 HumanEyes Technologies
8.8.1 Company Overview
8.8.2 Financial Performance
8.8.3 Product Benchmarking
8.8.4 Recent Developments
8.9 Mo-Sys Engineering Ltd.
8.9.1 Company Overview
8.9.2 Product Benchmarking
8.9.3 Recent Developments
8.10 NVIDIA Corporation.
8.10.1 Company Overview
8.10.2 Product Benchmarking
8.10.3 Recent Developments
8.11 Panocam3d.com
8.11.1 Company Overview
8.11.2 Product Benchmarking
8.11.3 Recent Developments
8.12 Pixar (The Walt Disney Company)
8.12.1 Company Overview
8.12.2 Product Benchmarking
8.12.3 Recent Developments
8.13 Side Effects Software Inc (SideFX)
8.13.1 Company Overview
8.13.2 Product Benchmarking
8.13.3 Recent Developments
8.14 Technicolor
8.14.1 Company Overview
8.14.2 Product Benchmarking
8.14.3 Recent Developments
8.15 Vicon Motion Systems Ltd
8.15.1 Company Overview
8.15.2 Product Benchmarking
8.15.3 Recent Developments

List of Tables
Table 1 Virtual production market-Industry snapshot & key buying criteria, 2018-2028
Table 2 Global Virtual Production Market, 2018-2028 (USD Million)
Table 3 Global Virtual Production Market, by region, 2018-2028 (USD Million)
Table 4 Global Virtual Production Market, by component, 2018-2028 (USD Million)
Table 5 Global Virtual Production Market, by type, 2018-2028 (USD Million)
Table 6 Global Virtual Production Market, by end-user, 2018-2028 (USD Million)
Table 7 Key market driver impact
Table 8 Key market restraint impact
Table 9 Key market opportunity impact
Table 10 List of key market players
Table 11 Hardware Virtual Production Market, by region, 2018-2028 (USD Million)
Table 12 Software Virtual Production Market, by region, 2018-2028 (USD Million)
Table 13 Services Virtual Production Market, by region, 2018-2028 (USD Million)
Table 14 Pre-production Virtual Production Market, by region, 2018-2028 (USD Million)
Table 15 Production Virtual Production Market, by region, 2018-2028 (USD Million)
Table 16 Post-production Virtual Production Market, by region, 2018-2028 (USD Million)
Table 17 Movies Virtual Production Market, by region, 2018-2028 (USD Million)
Table 18 TV Series Virtual Production Market, by region, 2018-2028 (USD Million)
Table 19 Commercial Ads Virtual Production Market, by region, 2018-2028 (USD Million)
Table 20 Online Videos Virtual Production Market, by region, 2018-2028 (USD Million)
Table 21 Others Virtual Production Market, by region, 2018-2028 (USD Million)
Table 22 North America Virtual Production Market, by component, 2018-2028 (USD Million)
Table 23 North America Virtual Production Market, by type, 2018-2028 (USD Million)
Table 24 North America Virtual Production Market, by end-user, 2018-2028 (USD Million)
Table 25 U.S. Virtual Production Market, by component, 2018-2028 (USD Million)
Table 26 U.S. Virtual Production Market, by type, 2018-2028 (USD Million)
Table 27 US Virtual Production Market, by end-user, 2018-2028 (USD Million)
Table 28 Canada Virtual Production Market, by component, 2018-2028 (USD Million)
Table 29 Canada Virtual Production Market, by type, 2018-2028 (USD Million)
Table 30 Canada Virtual Production Market, by end-user, 2018-2028 (USD Million)
Table 31 Mexico Virtual Production Market, by component, 2018-2028 (USD Million)
Table 32 Mexico Virtual Production Market, by type, 2018-2028 (USD Million)
Table 33 Mexico Virtual Production Market, by end-user, 2018-2028 (USD Million)
Table 34 Europe Virtual Production Market, by component, 2018-2028 (USD Million)
Table 35 Europe Virtual Production Market, by type, 2018-2028 (USD Million)
Table 36 Europe Virtual Production Market, by end-user, 2018-2028 (USD Million)
Table 37 Germany Virtual Production Market, by component, 2018-2028 (USD Million)
Table 38 Germany Virtual Production Market, by type, 2018-2028 (USD Million)
Table 39 Germany Virtual Production Market, by end-user, 2018-2028 (USD Million)
Table 40 U.K. Virtual Production Market, by component, 2018-2028 (USD Million)
Table 41 U.K. Virtual Production Market, by type, 2018-2028 (USD Million)
Table 42 U.K. Virtual Production Market, by end-user, 2018-2028 (USD Million)
Table 43 France Virtual Production Market, by component, 2018-2028 (USD Million)
Table 44 France Virtual Production Market, by type, 2018-2028 (USD Million)
Table 45 France Virtual Production Market, by end-user, 2018-2028 (USD Million)
Table 46 Asia Pacific Virtual Production Market, by component, 2018-2028 (USD Million)
Table 47 Asia Pacific Virtual Production Market, by type, 2018-2028 (USD Million)
Table 48 Asia Pacific Virtual Production Market, by end-user, 2018-2028 (USD Million)
Table 49 China Virtual Production Market, by component, 2018-2028 (USD Million)
Table 50 China Virtual Production Market, by type, 2018-2028 (USD Million)
Table 51 China Virtual Production Market, by end-user, 2018-2028 (USD Million)
Table 52 Japan Virtual Production Market, by component, 2018-2028 (USD Million)
Table 53 Japan Virtual Production Market, by type, 2018-2028 (USD Million)
Table 54 Japan Virtual Production Market, by end-user, 2018-2028 (USD Million)
Table 55 India Virtual Production Market, by component, 2018-2028 (USD Million)
Table 56 India Virtual Production Market, by type, 2018-2028 (USD Million)
Table 57 India Virtual Production Market, by end-user, 2018-2028 (USD Million)
Table 58 South America Virtual Production Market, by component, 2018-2028 (USD Million)
Table 59 South America Virtual Production Market, by type, 2018-2028 (USD Million)
Table 60 South America Virtual Production Market, by end-user, 2018-2028 (USD Million)
Table 61 Brazil Virtual Production Market, by component, 2018-2028 (USD Million)
Table 62 Brazil Virtual Production Market, by type, 2018-2028 (USD Million)
Table 63 Brazil Virtual Production Market, by end-user, 2018-2028 (USD Million)
Table 64 MEA Virtual Production Market, by component, 2018-2028 (USD Million)
Table 65 MEA Virtual Production Market, by type, 2018-2028 (USD Million)
Table 66 MEA Virtual Production Market, by end-user, 2018-2028 (USD Million)

List of Figures
Fig. 1 Research process
Fig. 2 Market formulation
Fig. 3 Market segmentation and scope
Fig. 4 Virtual production market, 2018-2028
Fig. 5 Key opportunities analysis
Fig. 6 Virtual production-Value chain analysis
Fig. 7 Virtual production market dynamics
Fig. 8 Industry analysis-Porter’s five forces analysis
Fig. 9 Virtual production-PEST analysis
Fig. 10 Virtual production market share by component, 2020 & 2028
Fig. 11 Virtual production market share by type, 2020 & 2028
Fig. 12 Virtual production market share by end-user, 2020 & 2028
Fig. 13 Virtual production market share by region, 2020 & 2028
Fig. 14 North America market place: Key take aways
Fig. 15 Europe market place: Key take aways
Fig. 16 Asia Pacific market place: Key take aways
Fig. 17 South America market place: Key take aways
Fig. 18 MEA market place: Key take aways
Note: Product cover images may vary from those shown
  • 360 Rize
  • 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
Note: Product cover images may vary from those shown

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