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Global Virtual Production Market to reach USD 4.05 billion by 2027.

Global Virtual Production Market Size study, by Component (Hardware, Software and Services), by Type (Pre-production, Production and Post-production), by End-user (Movies, TV Series, Commercial Ads, Online Videos and Others), and Regional Forecasts 2021-2027

Product Code: IACTII_46225107
Publish Date: 7-02-2021
Page: 200

Global Virtual Production Market is valued approximately at USD 1.45 Billion in 2020 and is anticipated to grow with a healthy growth rate of more than 15.8% over the forecast period 2021-2027. Virtual production is a method of combining computer graphics and live-action footage in real-time. It is utilized in filmmaking techniques, such as concept art, lensing, set dimensions, exact camera movements, and asset placement, to produce interactive content. Virtual production relies on virtual reality (VR), computer-generated imagery (CGI), augmented reality (AR), and game-engine technologies. Growing popularity of web series containing visual effects, rising investment by market players in form of merger, acquisitions and others and technological developments are driving the growth positively. For instance, in June 2020, Epic Games partnered with Eros, a Bollywood studio. Under the partnership, the companies bring the latter’s Unreal Engine to film production in India which enabled the implementation of real-time rendering technology in movie sets and post-production, and assist them to deliver high-quality pre-visualization, virtual production, , and in-camera visual effects (VFX). Furthermore, adoption of virtual production in commercial ads is expected to fuel the demand in coming years. However, shortage of skilled professionals may hamper the growth during forecast period.

The regions considered for the analysis of the global Virtual Production Market are Asia Pacific, North America, Europe, Latin America, and Rest of the World. North America is dominating the world in terms of market share due to high application of virtual production in major film studios in the region. Whereas Asia Pacific is anticipated to exhibit the highest growth rate over the forecast period 2021-2027 due to growing implementing rates of virtual production technology in regions such as India, China, Australia and others.
Major market player included in this report are:

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.
Vicon Motion Systems Ltd

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 eight years. The report is designed to incorporate both qualitative and quantitative aspects of the industry within each of the regions and countries involved in the study. Furthermore, the report also caters the detailed information about the crucial aspects such as driving factors & challenges which will define the future growth of the market. Additionally, the report shall also incorporate available 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
Rest of the World

Furthermore, years considered for the study are as follows:

Historical year – 2018, 2019
Base year – 2020
Forecast period – 2021 to 2027.

Target Audience of the Global Virtual Production Market in Market Study:

Key Consulting Companies & Advisors
Large, medium-sized, and small enterprises
Venture capitalists
Value-Added Resellers (VARs)
Third-party knowledge providers
Investment bankers
Investors

Chapter 1.Executive Summary
1.1. Market Snapshot
1.2. Global & Segmental Market Estimates & Forecasts, 2019-2027 (USD Billion)
1.2.1. Virtual Production Market , by Region, 2019-2027 (USD Billion)
1.2.2. Virtual Production Market , by Component, 2019-2027 (USD Billion)
1.2.3. Virtual Production Market , by Type , 2019-2027 (USD Billion)
1.2.4. Virtual Production Market , by End-user, 2019-2027 (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. Scope of the Study
2.2.2. Industry Evolution
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 (2019-2027)
3.1.1. Market Drivers
3.1.1.1. Rising popularity of web series containing visual effects
3.1.1.2. Increasing investment by market players
3.1.2. Market Restraint
3.1.2.1. Shortage of skilled professionals
3.1.3. Market Opportunities
3.1.3.1. Adoption in commercial ads
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
4.1.6. Futuristic Approach to Porter’s 5 Force Model (2018-2027)
4.2. PEST Analysis
4.2.1. Political
4.2.2. Economical
4.2.3. Social
4.2.4. Technological
4.3. Investment Adoption Model
4.4. 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 2018-2027 (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
a. Market Snapshot
6.1. Global Virtual Production Market by Type, Performance – Potential Analysis
6.2. Global Virtual Production Market Estimates & Forecasts by Type 2018-2027 (USD Billion)
6.3. Virtual Production Market , Sub Segment Analysis
6.3.1. Pre-production
6.3.2. Production
6.3.3. Post-production
Chapter 7. Global Virtual Production Market, by End-user
b. Market Snapshot
7.1. Global Virtual Production Market by End-user, Performance – Potential Analysis
7.2. Global Virtual Production Market Estimates & Forecasts by End-user 2018-2027 (USD Billion)
7.3. Virtual Production Market , Sub Segment Analysis
7.3.1. Movies
7.3.2. TV Series
7.3.3. Commercial Ads
7.3.4. Online Videos
7.3.5. Others
Chapter 8. Global Virtual Production Market, Regional Analysis
8.1. Virtual Production Market , Regional Market Snapshot
8.2. North America Virtual Production Market
8.2.1. U.S. Virtual Production Market
8.2.1.1. Component breakdown estimates & forecasts, 2018-2027
8.2.1.2. Type breakdown estimates & forecasts, 2018-2027
8.2.1.3. End-user breakdown estimates & forecasts, 2018-2027
8.2.2. Canada Virtual Production Market
8.3. Europe Virtual Production Market Snapshot
8.3.1. U.K. Virtual Production Market
8.3.2. Germany Virtual Production Market
8.3.3. France Virtual Production Market
8.3.4. Spain Virtual Production Market
8.3.5. Italy Virtual Production Market
8.3.6. Rest of Europe Virtual Production Market
8.4. Asia-Pacific Virtual Production Market Snapshot
8.4.1. China Virtual Production Market
8.4.2. India Virtual Production Market
8.4.3. Japan Virtual Production Market
8.4.4. Australia Virtual Production Market
8.4.5. South Korea Virtual Production Market
8.4.6. Rest of Asia Pacific Virtual Production Market
8.5. Latin America Virtual Production Market Snapshot
8.5.1. Brazil Virtual Production Market
8.5.2. Mexico Virtual Production Market
8.6. Rest of The World Virtual Production Market
Chapter 9. Competitive Intelligence
9.1. Top Market Strategies
9.2. Company Profiles
9.2.1. Adobe Inc.
9.2.1.1. Key Information
9.2.1.2. Overview
9.2.1.3. Financial (Subject to Data Availability)
9.2.1.4. Product Summary
9.2.1.5. Recent Developments
9.2.2. Arashi Vision Inc. ( Insta 360)
9.2.3. Autodesk Inc.
9.2.4. Boris FX, Inc.
9.2.5. Epic Games, Inc.
9.2.6. HTC Corporation (VivePort)
9.2.7. HumanEyes Technologies
9.2.8. Mo-Sys Engineering Ltd.
9.2.9. Nvidia Corporation.
9.2.10. Vicon Motion Systems Ltd

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

The study of the market is incorporated by extensive primary and secondary research conducted by the research team at OMR. Secondary research has been conducted to refine the available data to breakdown the market in various segments, derive total market size, market forecast, and growth rate. Different approaches have been worked on to derive the market value and market growth rate. Our team collects facts and data related to the market from different geographies to provide a better regional outlook. In the report, country-level analysis is provided by analyzing various regional players, regional tax laws and policies, consumer behavior, and macro-economic factors. Numbers extracted from secondary research have been authenticated by conducting proper primary research. It includes tracking down key people from the industry and interviewing them to validate the data. Our analysts contact company executives, managers, key opinion leaders, and industry experts. This enables our analyst to derive the closest possible figures without any major deviations in the actual number.

Primary Research Sources:

  • Interview conducted with raw material suppliers & manufacturers.
  • Interview conducted with manufacturers, suppliers & distributors, researchers, & representatives of regulatory bodies.
  • Interview conducted with market players, industry experts, & independent consultants.
  • Secondary Research Sources:
  • Purchased Database: D&B Hoovers, Bloomberg, Inc., Business Information Industry Association, NAICS Association.
  • Internal Database: White papers, Certified Publications, Articles by Recognized Authors and Regulatory Bodies.
  • Government Databases: Food and Agriculture Organization (FAO), European Industrial Hemp Association (EIHA), World Health Organization (WHO), Food and Drug Administration (FDA), International Telecommunication Union (ITU), United States Department of Agriculture (USDA), International organization of Motor Vehicle Manufacturers (OICA).

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