Global Virtual Production Market, By Component (Hardware, Software, Services), By Type (Pre-production, Production, Post-production), By End User (Movies, TV Series, Commercial Ads, Online Videos, Others), By Geography (North America, Europe, Asia Pacific

Global Virtual Production Market, By Component (Hardware, Software, Services), By Type (Pre-production, Production, Post-production), By End User (Movies, TV Series, Commercial Ads, Online Videos, Others), By Geography (North America, Europe, Asia Pacific, Latin America, Middle East and Africa).


Virtual production is transforming the media and entertainment landscape. It enables the seamless merging of real and computer-generated elements to create immersive experiences. Through virtual production, directors can 'film' in virtual environments like cyber worlds without limitations of physical production. It provides freedom to visualize and capture content anywhere creatively. The advanced technologies involved like virtual cameras, real-time rendering and augmented reality are revolutionizing how movies, television, commercials and games are conceptualized and produced.

Market Dynamics:

The global virtual production market is on the rise thanks to a growing demand for more realistic and immersive content experiences from audiences worldwide. Filmmakers and content creators are increasingly turning to virtual production techniques to tell captivating stories in ambitious yet budget-friendly ways. This trend is fueled by advancements in technologies such as real-time rendering, extended reality, and cloud computing, which are opening up new creative possibilities and cutting down production costs. However, there are challenges to widespread adoption, including the high initial investment needed to set up virtual production infrastructure and a shortage of skilled talent. Despite these hurdles, there are promising opportunities to explore virtual production for applications beyond just visual effects, such as architectural visualization, training, and simulation.

Furthermore, the rollout of 5G technology is expected to enhance the mobility and scalability of virtual production workflows, providing even more avenues for growth and innovation in the industry. Overall, the future looks bright for virtual production as it continues to revolutionize content creation across various sectors.

Key features of the study:

- This report provides in-depth analysis of the global virtual production market, and provides market size (US$ Bn) and compound annual growth rate (CAGR%) for the forecast period (2024–2031), considering 2023 as the base year

- It elucidates potential revenue opportunities across different segments and explains attractive investment proposition matrices for this market

- This study also provides key insights about market drivers, restraints, opportunities, new product launches or approval, market trends, regional outlook, and competitive strategies adopted by key players

- It profiles key players in the global virtual production market based on the following parameters – company highlights, products portfolio, key highlights, financial performance, and strategies

- Key companies covered as a part of this study include 360Rize, 80six, Adobe, Arashi Vision Inc. (Insta 360), ARRI AG, Autodesk Inc., BORIS FX, INC, Epic Games, Inc., FuseFX, HTC Corporation, HumanEyes Technologies, Mo-Sys Engineering Ltd., NVIDIA Corporation., Panocam3d.com, Pixar (The Walt Disney Company), Pixotope, Side Effects Software Inc (SideFX), Sony Corporation, Technicolor, TREE Digital Studio, Vicon Motion Systems Ltd are the major players

- Insights from this report would allow marketers and the management authorities of the companies to make informed decisions regarding their future product launches, type up-gradation, market expansion, and marketing tactics

- Global virtual production market report caters to various stakeholders in this industry including investors, suppliers, product manufacturers, distributors, new entrants, and financial analysts

- Stakeholders would have ease in decision-making through various strategy matrices used in analyzing the global virtual production market

Market Segmentation
  • 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
  • Latin America
  • Europe
  • Asia Pacific
  • Middle East & Africa
  • Key Players Insights
  • 360Rize
  • 80six
  • Adobe
  • Arashi Vision Inc. (Insta 360)
  • ARRI AG
  • Autodesk Inc.
  • BORIS FX, INC
  • Epic Games, Inc.
  • FuseFX
  • HTC Corporation
  • HumanEyes Technologies
  • Mo-Sys Engineering Ltd.
  • NVIDIA Corporation.
  • Panocam3d.com
  • Pixar (The Walt Disney Company)
  • Pixotope
  • Side Effects Software Inc (SideFX)
  • Sony Corporation
  • Technicolor
  • TREE Digital Studio
  • Vicon Motion Systems Ltd


1. Research Objectives and Assumptions
Research Objectives
Assumptions
Abbreviations
2. Market Purview
Report Description
Market Definition and Scope
Executive Summary
Market Snippet, By Component
Market Snippet, By Type
Market Snippet, By End User
Market Snippet, By Region
Coherent Opportunity Map (COM)
3. Market Dynamics, Regulations, and Trends Analysis
Market Dynamics
Drivers
Restraints
Opportunities
Key Highlights
Regulatory Scenario
Recent Trends
Product Launches/Approvals
PEST Analysis
PORTER’s Analysis
Mergers, Acquisitions, and Collaborations
4. Global Virtual Production Market – Impact of Coronavirus (COVID-19) Pandemic
COVID-19 Epidemiology
Supply Side and Demand Side Analysis
Economic Impact
5. Global Virtual Production Market, By Component, 2019 - 2031, (USD Bn)
Introduction
Market Share Analysis, 2024 and 2031 (%)
Y-o-Y Growth Analysis, 2020 – 2031
Segment Trends
Hardware
Introduction
Market Size and Forecast, and Y-o-Y Growth, 2019-2031, (USD Bn)
Software
Introduction
Market Size and Forecast, and Y-o-Y Growth, 2019-2031, (USD Bn)
Services
Introduction
Market Size and Forecast, and Y-o-Y Growth, 2019-2031, (USD Bn)
6. Global Virtual Production Market, By Type, 2019 - 2031, (USD Bn)
Introduction
Market Share Analysis, 2024 and 2031 (%)
Y-o-Y Growth Analysis, 2020 – 2031
Segment Trends
Pre-production
Introduction
Market Size and Forecast, and Y-o-Y Growth, 2019-2031, (USD Bn)
Production
Introduction
Market Size and Forecast, and Y-o-Y Growth, 2019-2031, (USD Bn)
Post-production
Introduction
Market Size and Forecast, and Y-o-Y Growth, 2019-2031, (USD Bn)
7. Global Virtual Production Market, By End User, 2019 - 2031, (USD Bn)
Introduction
Market Share Analysis, 2024 and 2031 (%)
Y-o-Y Growth Analysis, 2020 – 2031
Segment Trends
Movies
Introduction
Market Size and Forecast, and Y-o-Y Growth, 2019-2031, (USD Bn)
TV Series
Introduction
Market Size and Forecast, and Y-o-Y Growth, 2019-2031, (USD Bn)
Commercial Ads
Introduction
Market Size and Forecast, and Y-o-Y Growth, 2019-2031, (USD Bn)
Online Videos
Introduction
Market Size and Forecast, and Y-o-Y Growth, 2019-2031, (USD Bn)
Others
Introduction
Market Size and Forecast, and Y-o-Y Growth, 2019-2031, (USD Bn)
8. Global Virtual Production Market, By Region, 2019 - 2031, (USD Bn)
Introduction
Market Share Analysis, By Region, 2024 and 2031 (%)
Y-o-Y Growth Analysis, For Region, 2020 – 2031
Country Trends
North America
Introduction
Market Size and Forecast, and Y-o-Y Growth, By Component, 2019-2031, (USD Bn)
Market Size and Forecast, and Y-o-Y Growth, By Type, 2019-2031, (USD Bn)
Market Size and Forecast, and Y-o-Y Growth, By End User, 2019-2031, (USD Bn)
Market Size and Forecast, and Y-o-Y Growth, By Country, 2019-2031, (USD Bn)
U.S.
Canada
Europe
Introduction
Market Size and Forecast, and Y-o-Y Growth, By Component, 2019-2031, (USD Bn)
Market Size and Forecast, and Y-o-Y Growth, By Type, 2019-2031, (USD Bn)
Market Size and Forecast, and Y-o-Y Growth, By End User, 2019-2031, (USD Bn)
Market Size and Forecast, and Y-o-Y Growth, By Country, 2019-2031, (USD Bn)
Germany
U.K.
France
Spain
Italy
Russia
Rest of Europe
Asia Pacific
Introduction
Market Size and Forecast, and Y-o-Y Growth, By Component, 2019-2031, (USD Bn)
Market Size and Forecast, and Y-o-Y Growth, By Type, 2019-2031, (USD Bn)
Market Size and Forecast, and Y-o-Y Growth, By End User, 2019-2031, (USD Bn)
Market Size and Forecast, and Y-o-Y Growth, By Country, 2019-2031, (USD Bn)
China
India
Japan
South Korea
ASEAN
Australia
Rest of Asia Pacific
Latin America
Introduction
Market Size and Forecast, and Y-o-Y Growth, By Component, 2019-2031, (USD Bn)
Market Size and Forecast, and Y-o-Y Growth, By Type, 2019-2031, (USD Bn)
Market Size and Forecast, and Y-o-Y Growth, By End User, 2019-2031, (USD Bn)
Market Size and Forecast, and Y-o-Y Growth, By Country, 2019-2031, (USD Bn)
Brazil
Argentina
Mexico
Rest of Latin America
Middle East & Africa
Introduction
Market Size and Forecast, and Y-o-Y Growth, By Component, 2019-2031, (USD Bn)
Market Size and Forecast, and Y-o-Y Growth, By Type, 2019-2031, (USD Bn)
Market Size and Forecast, and Y-o-Y Growth, By End User, 2019-2031, (USD Bn)
Market Size and Forecast, and Y-o-Y Growth, By Country, 2019-2031, (USD Bn)
GCC Countries
Israel
South Africa
Rest of Middle East & Africa
9. Competitive Landscape
Company Profile
360Rize
Company Overview
Product Portfolio
Financial Performance
Key Strategies
Recent Developments/Updates
80six
Adobe
Arashi Vision Inc. (Insta 360)
ARRI AG
Autodesk Inc.
BORIS FX, INC
Epic Games, Inc.
FuseFX
HTC Corporation
HumanEyes Technologies
Mo-Sys Engineering Ltd.
NVIDIA Corporation.
Panocam3d.com
Pixar (The Walt Disney Company)
Pixotope
Side Effects Software Inc (SideFX)
Sony Corporation
Technicolor
TREE Digital Studio
Vicon Motion Systems Ltd
10. Wheel of Fortune
Wheel of Fortune
Analyst View
Coherent Opportunity Map
11. Section
References
Research Methodology
About us
*Browse 24 market data tables and 28 figures on “Global Virtual Production Market” - Global forecast to 2031

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