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가상 프로덕션(Virtual Production) 시장 : 2027년까지의 세계 예측

출판 : MarketsandMarkets(마켓츠앤마켓츠)출판년월 : 2022년07월

가상 프로덕션(Virtual Production) 시장 : 오퍼링(하드웨어, 소프트웨어, 서비스), 유형(프리 프로덕션, 프로덕션, 포스트 프로덕션), 최종 사용자(영화, TV 시리즈, 상업 광고, 온라인 동영상), 지역별 – 2027년까지의 세계 예측
Virtual Production Market by Offering (Hardware, Software, Services), Type (Pre-Production, Production, Post-Production), End User (Movies, Television Series, Commercial Advertisement, Online Videos), Region – Global Forecast to 2027

페이지수 217
도표수 247
구성 영문조사보고서
가격

리포트목차    주문/문의    납기/라이센스안내

The global virtual production market size is estimated to be USD 2.6 billion in 2022 and is projected to reach 5.1 billion by 2027, at a CAGR of 14.5% during the forecast period. The market has a promising growth potential due to several factors, surging adoption of OTT, increasing implementation of LED Wall technology, and rising demand due to pandemic.
전 세계 가상 프로덕션 시장 규모는 2022년에 26억 달러로 추정되며 예측 기간 동안 CAGR 14.5%로 성장하여 2027년에는 51억 달러에 이를 것으로 예상됩니다. 시장은 OTT 채택 급증, LED Wall 기술 구현 증가, 전염병으로 인한 수요 증가 등 여러 요인으로 인해 유망한 성장 잠재력이 있습니다.

Virtual production is the process of creating the digital world, beginning with the inception of the movie and ending with the final VFX, centered around real-time interaction on the set. Virtual production has the ability to mix live footage and computer graphics at the same time, enable real-time feedback, and make decisions on the set about the VFX and animation.

“Software: The fastest-growing segment of the virtual production market, by offering“
In 2021, the software segment accounted for the largest share of the virtual production market. The advent of technology and the amalgamation of various other next-generation technologies such as machine learning (ML), artificial intelligence (AI), augmented reality (AR), virtual reality (VR), extended reality (XR), deep learning, along with virtual production has bolstered growth. Continuous organic and inorganic growth strategies adopted by virtual production ecosystem players have enhanced the growth of the market. For instance, In February 2022, Mo-Sys Engineering Ltd. announced that its precision camera tracking system, StarTracker, is fully supported by Assimilate’s Live FX software.

“Post-production: The largest end user segment of the virtual production market.”
In 2021, the post-production segment accounted for the largest share of the global virtual production market. As of the present, virtual production is at a nascent stage and very few films are produced entirely through virtual production. In hybrid production models, a few shots are shot through virtual production, and wherein some are completely dependent upon VFX, post-production plays a crucial role

“North America: The largest region in the virtual production market.”
North America led the virtual production market in 2021. The key factors driving the growth of the North American virtual production market include the rising demand for visual effects in movie production and the increasing adoption of studio-based production owing to the restrictions caused by the pandemic. Further, most of the players in the ecosystem account for large market shares in the North American region when compared to those in other regions.

Breakdown of primaries
The study contains insights from various industry experts, ranging from component suppliers to Tier 1 companies and OEMs. The break-up of the primaries is as follows:

• By Company Type– Tier 1- 45%, Tier 2- 35% Tier 3 – 20%
• By Designation— C level – 32%, Managers – 40%, Other Level – 28%
• By Region— North America – 37%, Europe – 40%, Asia Pacific – 15%, RoW- 8%,

The virtual production market is dominated by a few globally established players such as Adobe Inc. (US), NVIDIA Corporation (US), Sony Group (Japan), Autodesk Inc. (US), Technicolor (France), and HTC Corporation (Taiwan).

The study includes an in-depth competitive analysis of these key players in the virtual production market, with their company profiles, recent developments, and key market strategies.

Research Coverage:
The report segments the virtual production market and forecasts its size, by volume and value, based on region (Asia Pacific, Europe, North America, and RoW), offering(hardware, software and services), type (pre-production, production, post-production), and end users (movies, television series, commercial advertisements, online videos, and others)

The report also provides a comprehensive review of market drivers, restraints, opportunities, and challenges in the virtual production market. The report also covers qualitative aspects in addition to the quantitative aspects of these markets.

Key Benefits of Buying the Report:
The report will help the leaders/new entrants in this market with information on the closest approximations of the revenue numbers for the overall market and the sub-segments. This report will help stakeholders understand the competitive landscape and gain more insights to better position their businesses and plan suitable go-to-market strategies. The report also helps stakeholders understand the pulse of the virtual production market and provides them information on key market drivers, restraints, challenges, and opportunities.


목차

TABLE OF CONTENTS

1 INTRODUCTION (Page No. – 28)
1.1 STUDY OBJECTIVES
1.2 MARKET DEFINITION
1.2.1 INCLUSIONS AND EXCLUSIONS
1.3 STUDY SCOPE
1.3.1 MARKETS COVERED
FIGURE 1 VIRTUAL PRODUCTION MARKET SEGMENTATION
1.3.2 GEOGRAPHIC SCOPE
1.3.3 YEARS CONSIDERED
1.4 CURRENCY CONSIDERED
1.5 UNIT CONSIDERED
1.6 LIMITATIONS
1.7 STAKEHOLDERS

2 RESEARCH METHODOLOGY (Page No. – 32)
2.1 RESEARCH DATA
FIGURE 2 VIRTUAL PRODUCTION MARKET: RESEARCH DESIGN
2.1.1 SECONDARY AND PRIMARY RESEARCH
2.1.2 SECONDARY DATA
2.1.2.1 List of key secondary sources
2.1.2.2 Key data from secondary sources
2.1.3 PRIMARY DATA
2.1.3.1 Breakdown of primaries
FIGURE 3 BREAKDOWN OF PRIMARIES
2.1.3.2 List of key primary interview participants
2.1.3.3 Key data from primary sources
2.1.3.4 Key industry insights
2.2 FACTOR ANALYSIS
2.2.1 SUPPLY-SIDE ANALYSIS
FIGURE 4 MARKET SIZE ESTIMATION METHODOLOGY: APPROACH 1 (SUPPLY-SIDE ANALYSIS) – REVENUE GENERATED BY COMPANIES FROM SALES OF PRODUCTS OFFERED IN VIRTUAL PRODUCTION MARKET
2.2.2 DEMAND-SIDE ANALYSIS
FIGURE 5 MARKET SIZE ESTIMATION METHODOLOGY: APPROACH 2 (DEMAND-SIDE ANALYSIS)
2.3 MARKET SIZE ESTIMATION
FIGURE 6 VIRTUAL PRODUCTION TECHNOLOGY SIZE ESTIMATION METHODOLOGY: SUPPLY-SIDE ANALYSIS
2.3.1 BOTTOM-UP APPROACH
FIGURE 7 MARKET SIZE ESTIMATION METHODOLOGY: BOTTOM-UP APPROACH
2.3.2 TOP-DOWN APPROACH
FIGURE 8 MARKET SIZE ESTIMATION METHODOLOGY: TOP-DOWN APPROACH
2.3.3 GROWTH PROJECTIONS AND FORECAST ASSUMPTIONS
TABLE 1 MARKET GROWTH ASSUMPTIONS
2.4 MARKET BREAKDOWN AND DATA TRIANGULATION
FIGURE 9 VIRTUAL PRODUCTION MARKET: DATA TRIANGULATION
2.5 RESEARCH ASSUMPTIONS
TABLE 2 KEY ASSUMPTIONS: MACROECONOMIC AND MICROECONOMIC ENVIRONMENT
2.6 RISK ASSESSMENT
TABLE 3 RISK ASSESSMENT: MARKET

3 EXECUTIVE SUMMARY (Page No. – 46)
FIGURE 10 VIRTUAL PRODUCTION MARKET GROWTH PROJECTION IN REALISTIC SCENARIO
FIGURE 11 SOFTWARE OFFERING SEGMENT TO ACCOUNT FOR LARGEST SHARE OF MARKET IN 2027
FIGURE 12 PRODUCTION TYPE SEGMENT TO DRIVE GROWTH OF MARKET DURING FORECAST PERIOD
FIGURE 13 TELEVISION SERIES END USER SEGMENT TO GROW AT HIGHEST CAGR IN MARKET FROM 2022 TO 2027
FIGURE 14 ASIA PACIFIC TO BE FASTEST-GROWING MARKET DURING FORECAST PERIOD

4 PREMIUM INSIGHTS (Page No. – 50)
4.1 ATTRACTIVE GROWTH OPPORTUNITIES FOR MARKET PLAYERS
FIGURE 15 RISING DEMAND FOR VISUAL EFFECTS IN MOVIE PRODUCTION TO FUEL MARKET GROWTH DURING FORECAST PERIOD
4.2 VIRTUAL PRODUCTION TECHNOLOGY, BY OFFERING
FIGURE 16 SOFTWARE SEGMENT TO GROW AT HIGHEST CAGR DURING FORECAST PERIOD
4.3 MARKET, BY TYPE
FIGURE 17 POST-PRODUCTION SEGMENT ESTIMATED TO ACCOUNT FOR LARGEST SHARE OF GLOBAL VIRTUAL PRODUCTION MARKET IN 2022
4.4 MARKET, BY COUNTRY
FIGURE 18 MARKET IN CHINA TO GROW AT HIGHEST CAGR DURING FORECAST PERIOD
4.5 VIRTUAL PRODUCTION MARKET, BY REGION
FIGURE 19 NORTH AMERICA TO ACCOUNT FOR LARGEST SHARE OF GLOBAL MARKET IN 2027

5 MARKET OVERVIEW (Page No. – 53)
5.1 INTRODUCTION
5.2 MARKET DYNAMICS
FIGURE 20 MARKET: DRIVERS, RESTRAINTS, OPPORTUNITIES, AND CHALLENGES
5.2.1 DRIVERS
5.2.1.1 Growing demand for visual effects in movie and television industries
5.2.1.2 Increasing implementation of LED wall technology
5.2.1.3 Rising demand due to pandemic
FIGURE 21 DRIVERS AND THEIR IMPACT ON VIRTUAL PRODUCTION MARKET
5.2.2 RESTRAINTS
5.2.2.1 Lack of skilled professionals
5.2.2.2 High capital expenditure for initial set-up
FIGURE 22 RESTRAINTS AND THEIR IMPACT ON VIRTUAL PRODUCTION TECHNOLOGY
5.2.3 OPPORTUNITIES
5.2.3.1 Rising trend in OTT platforms
FIGURE 23 ORIGINAL CONTENT EXPENDITURE BY KEY OTTS (2017-2021)
5.2.3.2 Establishment of new virtual production studios
FIGURE 24 OPPORTUNITIES AND THEIR IMPACT ON MARKET
5.2.4 CHALLENGES
5.2.4.1 Problems faced in virtual production LED screens
FIGURE 25 CHALLENGES AND THEIR IMPACT ON VIRTUAL PRODUCTION MARKET
5.3 SUPPLY CHAIN ANALYSIS
FIGURE 26 VIRTUAL PRODUCTION STUDIO : SUPPLY CHAIN
TABLE 4 VIRTUAL PRODUCTION COMPANIES : ECOSYSTEM
5.4 VIRTUAL PRODUCTION CINEMATOGRAPHY ECOSYSTEM
FIGURE 27 ECOSYSTEM OF VIRTUAL PRODUCTION
5.5 AVERAGE SELLING PRICES OF OFFERINGS OF KEY PLAYERS, BY HARDWARE
5.5.1 AVERAGE SELLING PRICE TRENDS
TABLE 5 AVERAGE SELLING PRICES OF OVERALL VIRTUAL PRODUCTION HARDWARE SYSTEMS (USD THOUSANDS)
FIGURE 28 AVERAGE PRICE TRENDS: VIRTUAL PRODUCTION HARDWARE SYSTEMS
5.6 TRENDS AND DISRUPTIONS IMPACTING CUSTOMERS
5.6.1 REVENUE SHIFT AND NEW REVENUE POCKETS FOR VIRTUAL PRODUCTION TECHNOLOGY PLAYERS
FIGURE 29 REVENUE SHIFT IN VIRTUAL PRODUCTION MARKET
5.7 KEY TECHNOLOGY TRENDS
5.7.1 VFX
5.7.2 CGI
5.8 PORTER’S FIVE FORCES ANALYSIS
TABLE 6 VIRTUAL PRODUCTION COMPANIES : PORTER’S FIVE FORCES ANALYSIS
FIGURE 30 PORTER’S FIVE FORCES ANALYSIS
5.8.1 THREAT OF NEW ENTRANTS : VIRTUAL PRODUCTION COMPANIES
5.8.2 THREAT OF SUBSTITUTES
5.8.3 BARGAINING POWER OF SUPPLIERS
5.8.4 BARGAINING POWER OF BUYERS
5.8.5 INTENSITY OF COMPETITIVE RIVALRY
5.9 KEY STAKEHOLDERS AND BUYING CRITERIA
5.9.1 KEY STAKEHOLDERS IN BUYING PROCESS : VIRTUAL PRODUCTION MARKET
FIGURE 31 INFLUENCE OF STAKEHOLDERS IN BUYING PROCESS FOR TOP THREE END USERS
TABLE 7 INFLUENCE OF STAKEHOLDERS ON BUYING PROCESS FOR TOP THREE END USERS (%)
5.9.2 BUYING CRITERIA
FIGURE 32 KEY BUYING CRITERIA FOR TOP THREE END USERS
TABLE 8 KEY BUYING CRITERIA FOR TOP THREE END USERS
5.10 CASE STUDIES
5.10.1 EFFECTIVE USE OF VIRTUAL PRODUCTION FOR STREAMING BMW BERLIN MARATHON
5.10.2 TRANSFORMATION OF LOCATION-BASED SHOOT TO VIRTUAL PRODUCTION STUDIO SHOOT
5.11 TRADE ANALYSIS VIRTUAL PRODUCTION COMPANIES
5.11.1 IMPORT SCENARIO
TABLE 9 IMPORT DATA, BY COUNTRY, 2017–2021 (USD MILLION)
5.11.2 EXPORT SCENARIO
TABLE 10 EXPORT DATA, BY COUNTRY, 2017–2021 (USD MILLION)
5.12 PATENT ANALYSIS, 2012–2022
FIGURE 33 NUMBER OF PATENTS GRANTED FOR VIRTUAL PRODUCTION PRODUCTS, 2012–2022
FIGURE 34 REGIONAL ANALYSIS OF PATENTS GRANTED FOR VIRTUAL PRODUCTION PRODUCTS, 2021
TABLE 11 LIST OF SOME PATENTS PERTAINING TO VIRTUAL PRODUCTION, 2020–2021
5.13 KEY CONFERENCES AND EVENTS, 2022–2023
TABLE 12 VIRTUAL PRODUCTION MARKET: DETAILED LIST OF CONFERENCES & EVENTS
5.14 TARIFF AND REGULATORY LANDSCAPE VIRTUAL PRODUCTION TECHNOLOGY
5.14.1 REGULATORY BODIES, GOVERNMENT AGENCIES, AND OTHER ORGANIZATIONS
TABLE 13 NORTH AMERICA: LIST OF REGULATORY BODIES, GOVERNMENT AGENCIES, AND OTHER ORGANIZATIONS
TABLE 14 EUROPE: LIST OF REGULATORY BODIES, GOVERNMENT AGENCIES, AND OTHER ORGANIZATIONS
TABLE 15 ASIA PACIFIC: LIST OF REGULATORY BODIES, GOVERNMENT AGENCIES, AND OTHER ORGANIZATIONS
TABLE 16 ROW: LIST OF REGULATORY BODIES, GOVERNMENT AGENCIES, AND OTHER ORGANIZATIONS
5.14.2 TARIFFS AND REGULATIONS
5.14.2.1 Tariffs
5.14.2.2 Regulations
5.14.2.3 Standards

6 VIRTUAL PRODUCTION MARKET, BY OFFERING (Page No. – 79)
6.1 INTRODUCTION
FIGURE 35 VIRTUAL PRODUCTION COMPANIES, BY OFFERING
FIGURE 36 SOFTWARE TO DOMINATE VIRTUAL PRODUCTION CINEMATOGRAPHY IN 2027
TABLE 17 VIRTUAL PRODUCTION STUDIO, BY OFFERING, 2018–2021 (USD MILLION)
TABLE 18 MARKET, BY OFFERING, 2022–2027 (USD MILLION)
TABLE 19 MARKET, BY HARDWARE OFFERING, 2018–2021 (THOUSAND UNITS)
TABLE 20 VIRTUAL PRODUCTION CINEMATOGRAPHY , BY HARDWARE OFFERING, 2022–2027 (THOUSAND UNITS)
6.2 HARDWARE
6.2.1 SIGNIFICANT DEMAND FOR SPECIALIZED HARDWARE IN VIRTUAL PRODUCTION MARKET
TABLE 21 VIRTUAL PRODUCTION HARDWARE OFFERINGS, BY COMPANY
TABLE 22 VIRTUAL PRODUCTION CINEMATOGRAPHY FOR HARDWARE, BY REGION, 2018–2021 (USD MILLION)
TABLE 23 VIRTUAL PRODUCTION TECHNOLOGY FOR HARDWARE, BY REGION, 2022–2027 (USD MILLION)
6.3 SOFTWARE
6.3.1 SOFTWARE SEGMENT DOMINATES MARKET
TABLE 24 VIRTUAL PRODUCTION SOFTWARE OFFERING, BY COMPANY
TABLE 25 VIRTUAL PRODUCTION COMPANIES FOR SOFTWARE, BY REGION, 2018–2021 (USD MILLION)
TABLE 26 VIRTUAL PRODUCTION MARKET FOR SOFTWARE, BY REGION, 2022–2027 (USD MILLION)
6.4 SERVICES
6.4.1 VIRTUAL PRODUCTION SERVICES TO PLAY CRUCIAL ROLE IN PRE-PRODUCTION AND POST-PRODUCTION STAGES
TABLE 27 VIRTUAL PRODUCTION SERVICES, BY COMPANY
TABLE 28 MARKET FOR SERVICES, BY REGION, 2018–2021 (USD MILLION)
TABLE 29 MARKET FOR SERVICES, BY REGION, 2022–2027 (USD MILLION)

7 VIRTUAL PRODUCTION MARKET, BY TYPE (Page No. – 89)
7.1 INTRODUCTION
FIGURE 37 MARKET, BY TYPE
FIGURE 38 STEPS IN UTILIZATION OF VIRTUAL PRODUCTION, BY TYPE
FIGURE 39 POST-PRODUCTION SEGMENT TO ACCOUNT FOR LARGEST SHARE OF VIRTUAL PRODUCTION MARKET IN 2027
TABLE 30 MARKET, BY TYPE, 2018–2021 (USD MILLION)
TABLE 31 VIRTUAL PRODUCTION COMPANIES, BY TYPE, 2022–2027 (USD MILLION)
7.2 PRE-PRODUCTION
7.2.1 PRE-PRODUCTION SERVICES HELP ACHIEVE RIGHT VISION
7.3 PRODUCTION
7.3.1 DIFFERENT STRATEGIES OF KEY PLAYERS EXPECTED TO ACCELERATE PRODUCTION SEGMENT
7.4 POST-PRODUCTION
7.4.1 POST-PRODUCTION SEGMENT TO ACCOUNT FOR LARGEST MARKET SHARE

8 VIRTUAL PRODUCTION MARKET, BY END USER (Page No. – 95)
8.1 INTRODUCTION
FIGURE 40 MARKET, BY END USER
FIGURE 41 MOVIES END USER SEGMENT TO LEAD VIRTUAL PRODUCTION MARKET IN 2027
TABLE 32 MARKET, BY END USER, 2018–2021 (USD MILLION)
TABLE 33 MARKET, BY END USER, 2022–2027 (USD MILLION)
8.2 MOVIES
8.2.1 MOVIES SEGMENT TO ACCOUNT FOR LARGEST MARKET SHARE
TABLE 34 VIRTUAL PRODUCTION TECHNOLOGY FOR MOVIES, BY REGION, 2018–2021 (USD MILLION)
TABLE 35 VIRTUAL PRODUCTION CINEMATOGRAPHY FOR MOVIES, BY REGION, 2022–2027 (USD MILLION)
8.3 TELEVISION SERIES
8.3.1 ADVENT OF OTT PLATFORMS CREATES OPPORTUNITIES FOR MARKET PLAYERS
TABLE 36 VIRTUAL PRODUCTION MARKET FOR TELEVISION SERIES, BY REGION, 2018–2021 (USD MILLION)
TABLE 37 VIRTUAL PRODUCTION CINEMATOGRAPHY FOR TELEVISION SERIES, BY REGION, 2022–2027 (USD MILLION)
8.4 COMMERCIAL ADVERTISEMENTS
8.4.1 CREATIVE RESULTS AT LOWER BUDGETS TO HELP ATTRACT USERS
TABLE 38 VIRTUAL PRODUCTION COMPANIES FOR COMMERCIAL ADVERTISEMENTS, BY REGION, 2018–2021 (USD MILLION)
TABLE 39 VIRTUAL PRODUCTION TECHNOLOGY FOR COMMERCIAL ADVERTISEMENTS, BY REGION, 2022–2027 (USD MILLION)
8.5 ONLINE VIDEOS
8.5.1 POPULARITY OF ON-DEMAND VIDEO CONTENT TO BOOST ONLINE VIDEOS SEGMENT
TABLE 40 VIRTUAL PRODUCTION MARKET FOR ONLINE VIDEOS, BY REGION, 2018–2021 (USD MILLION)
TABLE 41 MARKET FOR ONLINE VIDEOS, BY REGION, 2022–2027 (USD MILLION)
8.6 OTHERS
TABLE 42 MARKET FOR OTHERS, BY REGION, 2018–2021 (USD MILLION)
TABLE 43 MARKET FOR OTHERS, BY REGION, 2022–2027 (USD MILLION)

9 VIRTUAL PRODUCTION MARKET, BY REGION (Page No. – 104)
    9.1 INTRODUCTION
FIGURE 42 VIRTUAL PRODUCTION COMPANIES, BY REGION
FIGURE 43 NORTH AMERICA ESTIMATED TO ACCOUNT FOR LARGEST SHARE OF VIRTUAL PRODUCTION MARKET IN 2022
TABLE 44 MARKET, BY REGION, 2018–2021 (USD MILLION)
TABLE 45 MARKET, BY REGION, 2022–2027 (USD MILLION)
9.2 NORTH AMERICA
FIGURE 44 SNAPSHOT OF VIRTUAL PRODUCTION MARKET IN NORTH AMERICA
TABLE 46 MARKET IN NORTH AMERICA, BY COUNTRY, 2018–2021 (USD MILLION)
TABLE 47 MARKET IN NORTH AMERICA, BY COUNTRY, 2022–2027 (USD MILLION)
TABLE 48 MARKET IN NORTH AMERICA, BY OFFERING, 2018–2021 (USD MILLION)
TABLE 49 MARKET IN NORTH AMERICA, BY OFFERING, 2022–2027 (USD MILLION)
TABLE 50 MARKET IN NORTH AMERICA, BY END USER, 2018–2021 (USD MILLION)
TABLE 51 VIRTUAL PRODUCTION TECHNOLOGY IN NORTH AMERICA, BY END USER, 2022–2027 (USD MILLION)
9.2.1 US
9.2.1.1 Presence of largest film industry
TABLE 52 VIRTUAL PRODUCTION COMPANIES IN US, BY OFFERING, 2018–2021 (USD MILLION)
TABLE 53 MARKET IN US, BY OFFERING, 2022–2027 (USD MILLION)
TABLE 54 VIRTUAL PRODUCTION MARKET IN US, BY END USER, 2018–2021 (USD MILLION)
TABLE 55 VIRTUAL PRODUCTION CINEMATOGRAPHY IN US, BY END USER, 2022–2027 (USD MILLION)
9.2.2 CANADA
9.2.2.1 Consistent demand for larger virtual production studios
TABLE 56 MARKET IN CANADA, BY OFFERING, 2018–2021 (USD MILLION)
TABLE 57 MARKET IN CANADA, BY OFFERING, 2022–2027 (USD MILLION)
TABLE 58 MARKET IN CANADA, BY END USER, 2018–2021 (USD MILLION)
TABLE 59 MARKET IN CANADA, BY END USER, 2022–2027 (USD MILLION)
9.2.3 MEXICO
9.2.3.1 Growing Mexican film and the television industry
TABLE 60 VIRTUAL PRODUCTION TECHNOLOGY IN MEXICO, BY OFFERING, 2018–2021 (USD MILLION)
TABLE 61 VIRTUAL PRODUCTION MARKET IN MEXICO, BY OFFERING, 2022–2027 (USD MILLION)
TABLE 62 MARKET IN MEXICO, BY END USER, 2018–2021 (USD MILLION)
TABLE 63 VIRTUAL PRODUCTION CINEMATOGRAPHY IN MEXICO, BY END USER, 2022–2027 (USD MILLION)
9.3 EUROPE
FIGURE 45 SNAPSHOT OF MARKET IN EUROPE
TABLE 64 VIRTUAL PRODUCTION COMPANIES IN EUROPE, BY COUNTRY, 2018–2021 (USD MILLION)
TABLE 65 MARKET IN EUROPE, BY COUNTRY, 2022–2027 (USD MILLION)
TABLE 66 MARKET IN EUROPE, BY OFFERING, 2018–2021 (USD MILLION)
TABLE 67 VIRTUAL PRODUCTION MARKET IN EUROPE, BY OFFERING, 2022–2027 (USD MILLION)
TABLE 68 MARKET IN EUROPE, BY END USER, 2018–2021 (USD MILLION)
TABLE 69 VIRTUAL PRODUCTION TECHNOLOGY IN EUROPE, BY END USER, 2022–2027 (USD MILLION)
9.3.1 UK
9.3.1.1 Increased spending on film and high-end television production
TABLE 70 MARKET IN UK, BY OFFERING, 2018–2021 (USD MILLION)
TABLE 71 MARKET IN UK, BY OFFERING, 2022–2027 (USD MILLION)
TABLE 72 VIRTUAL PRODUCTION MARKET IN UK, BY END USER, 2018–2021 (USD MILLION)
TABLE 73 MARKET IN UK, BY END USER, 2022–2027 (USD MILLION)
9.3.2 GERMANY
9.3.2.1 Ranks second in European virtual production market
TABLE 74 VIRTUAL PRODUCTION CINEMATOGRAPHY IN GERMANY, BY OFFERING, 2018–2021 (USD MILLION)
TABLE 75 VIRTUAL PRODUCTION COMPANIES IN GERMANY, BY OFFERING, 2022–2027 (USD MILLION)
TABLE 76 MARKET IN GERMANY, BY END USER, 2018–2021 (USD MILLION)
TABLE 77 MARKET IN GERMANY, BY END USER, 2022–2027 (USD MILLION)
9.3.3 FRANCE
9.3.3.1 Increased production and investments in French cinema
TABLE 78 VIRTUAL PRODUCTION MARKET IN FRANCE, BY OFFERING, 2018–2021 (USD MILLION)
TABLE 79 MARKET IN FRANCE, BY OFFERING, 2022–2027 (USD MILLION)
TABLE 80 MARKET IN FRANCE, BY END USER, 2018–2021 (USD MILLION)
TABLE 81 VIRTUAL PRODUCTION TECHNOLOGY IN FRANCE, BY END USER, 2022–2027 (USD MILLION)
9.3.4 REST OF EUROPE
TABLE 82 MARKET IN REST OF EUROPE, BY OFFERING, 2018–2021 (USD MILLION)
TABLE 83 MARKET IN REST OF EUROPE, BY OFFERING, 2022–2027 (USD MILLION)
TABLE 84 VIRTUAL PRODUCTION MARKET IN REST OF EUROPE, BY END USER, 2018–2021 (USD MILLION)
TABLE 85 VIRTUAL PRODUCTION COMPANIES IN REST OF EUROPE, BY END USER, 2022–2027 (USD MILLION)
9.4 ASIA PACIFIC
FIGURE 46 SNAPSHOT OF VIRTUAL PRODUCTION MARKET IN ASIA PACIFIC
TABLE 86 VIRTUAL PRODUCTION TECHNOLOGY IN ASIA PACIFIC, BY COUNTRY, 2018–2021 (USD MILLION)
TABLE 87 MARKET IN ASIA PACIFIC, BY COUNTRY, 2022–2027 (USD MILLION)
TABLE 88 MARKET IN ASIA PACIFIC, BY OFFERING, 2018–2021 (USD MILLION)
TABLE 89 MARKET IN ASIA PACIFIC, BY OFFERING, 2022–2027 (USD MILLION)
TABLE 90 MARKET IN ASIA PACIFIC, BY END USER, 2018–2021 (USD MILLION)
TABLE 91 VIRTUAL PRODUCTION CINEMATOGRAPHY IN ASIA PACIFIC, BY END USER, 2022–2027 (USD MILLION)
9.4.1 CHINA
9.4.1.1 China to dominate market in Asia Pacific during forecast period
TABLE 92 VIRTUAL PRODUCTION COMPANIES IN CHINA, BY OFFERING, 2018–2021 (USD MILLION)
TABLE 93 MARKET IN CHINA, BY OFFERING, 2022–2027 (USD MILLION)
TABLE 94 VIRTUAL PRODUCTION MARKET IN CHINA, BY END USER, 2018–2021 (USD MILLION)
TABLE 95 MARKET IN CHINA, BY END USER, 2022–2027 (USD MILLION)
9.4.2 JAPAN
9.4.2.1 Ranks second in Asia Pacific virtual production market
TABLE 96 VIRTUAL PRODUCTION TECHNOLOGY IN JAPAN, BY OFFERING, 2018–2021 (USD MILLION)
TABLE 97 MARKET IN JAPAN, BY OFFERING, 2022–2027 (USD MILLION)
TABLE 98 MARKET IN JAPAN, BY END USER, 2018–2021 (USD MILLION)
TABLE 99 MARKET IN JAPAN, BY END USER, 2022–2027 (USD MILLION)
9.4.3 SOUTH KOREA
9.4.3.1 Rising OTT adoption to boost market
TABLE 100 MARKET IN SOUTH KOREA, BY OFFERING, 2018–2021 (USD MILLION)
TABLE 101 MARKET IN SOUTH KOREA, BY OFFERING, 2022–2027 (USD MILLION)
TABLE 102 VIRTUAL PRODUCTION COMPANIES IN SOUTH KOREA, BY END USER, 2018–2021 (USD MILLION)
TABLE 103 VIRTUAL PRODUCTION MARKET IN SOUTH KOREA, BY END USER, 2022–2027 (USD MILLION)
9.4.4 INDIA
9.4.4.1 Increasing collaborations to launch new virtual production studios to boost market
TABLE 104 VIRTUAL PRODUCTION CINEMATOGRAPHY IN INDIA, BY OFFERING, 2018–2021 (USD MILLION)
TABLE 105 VIRTUAL PRODUCTION TECHNOLOGYIN INDIA, BY OFFERING, 2022–2027 (USD MILLION)
TABLE 106 MARKET IN INDIA, BY END USER, 2018–2021 (USD MILLION)
TABLE 107 VIRTUAL PRODUCTION MARKET IN INDIA, BY END USER, 2022–2027 (USD MILLION)
9.4.5 REST OF ASIA PACIFIC
TABLE 108 MARKET IN REST OF ASIA PACIFIC, BY OFFERING, 2018–2021 (USD MILLION)
TABLE 109 MARKET IN REST OF ASIA PACIFIC, BY OFFERING, 2022–2027 (USD MILLION)
TABLE 110 VIRTUAL PRODUCTION COMPANIES IN REST OF ASIA PACIFIC, BY END USER, 2018–2021 (USD MILLION)
TABLE 111 VIRTUAL PRODUCTION MARKET IN REST OF ASIA PACIFIC, BY END USER, 2022–2027 (USD MILLION)
9.5 REST OF THE WORLD (ROW)
TABLE 112 MARKET IN REST OF THE WORLD, BY REGION, 2018–2021 (USD MILLION)
TABLE 113 MARKET IN REST OF THE WORLD, BY REGION, 2022–2027 (USD MILLION)
TABLE 114 MARKET IN REST OF THE WORLD, BY OFFERING, 2018–2021 (USD MILLION)
TABLE 115 VIRTUAL PRODUCTION MARKET IN REST OF THE WORLD, BY OFFERING, 2022–2027 (USD MILLION)
TABLE 116 MARKET IN REST OF THE WORLD, BY END USER, 2018–2021 (USD MILLION)
TABLE 117 VIRTUAL PRODUCTION TECHNOLOGY IN REST OF THE WORLD, BY END USER, 2022–2027 (USD MILLION)
9.5.1 SOUTH AMERICA
9.5.1.1 Growing film industry to boost adoption of virtual production
TABLE 118 MARKET IN SOUTH AMERICA, BY OFFERING, 2018–2021 (USD MILLION)
TABLE 119 MARKET IN SOUTH AMERICA, BY OFFERING, 2022–2027 (USD MILLION)
TABLE 120 VIRTUAL PRODUCTION MARKET IN SOUTH AMERICA, BY END USER, 2018–2021 (USD MILLION)
TABLE 121 VIRTUAL PRODUCTION COMPANIES IN SOUTH AMERICA, BY END USER, 2022–2027 (USD MILLION)
9.5.2 MIDDLE EAST & AFRICA
9.5.2.1 Middle East & Africa to account for larger share of market in Rest of the World
TABLE 122 VIRTUAL PRODUCTION TECHNOLOGY IN MIDDLE EAST & AFRICA, BY OFFERING, 2018–2021 (USD MILLION)
TABLE 123 MARKET IN MIDDLE EAST & AFRICA, BY OFFERING, 2022–2027 (USD MILLION)
TABLE 124 VIRTUAL PRODUCTION MARKET IN MIDDLE EAST & AFRICA, BY END USER, 2018–2021 (USD MILLION)
TABLE 125 VIRTUAL PRODUCTION CINEMATOGRAPHY IN MIDDLE EAST & AFRICA, BY END USER, 2022–2027 (USD MILLION)

10 COMPETITIVE LANDSCAPE (Page No. – 142)
10.1 VIRTUAL PRODUCTION OVERVIEW
10.2 MARKET EVALUATION FRAMEWORK
TABLE 126 OVERVIEW OF STRATEGIES DEPLOYED BY KEY VIRTUAL PRODUCTION COMPANIES
10.2.1 PRODUCT PORTFOLIO
10.2.2 REGIONAL FOCUS
10.2.3 MANUFACTURING FOOTPRINT
10.2.4 ORGANIC/INORGANIC STRATEGIES
10.3 MARKET SHARE ANALYSIS, 2021
TABLE 127 VIRTUAL PRODUCTION TECHNOLOGY : MARKET SHARE ANALYSIS (2021)
10.4 FIVE-YEAR COMPANY REVENUE ANALYSIS
FIGURE 47 FIVE-YEAR REVENUE ANALYSIS OF TOP FIVE PLAYERS IN VIRTUAL PRODUCTION MARKET, 2017 TO 2021
10.5 KEY COMPANY EVALUATION QUADRANT
10.5.1 STARS
10.5.2 EMERGING LEADERS
10.5.3 PERVASIVE PLAYERS
10.5.4 PARTICIPANTS
FIGURE 48 VIRTUAL PRODUCTION MARKET: COMPANY EVALUATION QUADRANT, 2021
10.6 COMPANY FOOTPRINT
TABLE 128 VIRTUAL PRODUCTION COMPANIES FOOTPRINT
TABLE 129 COMPANY-WISE OFFERING FOOTPRINT
TABLE 130 COMPANY-WISE END USER FOOTPRINT
TABLE 131 COMPANY-WISE REGION FOOTPRINT
10.7 COMPETITIVE SCENARIOS AND TRENDS
10.7.1 PRODUCT LAUNCHES
TABLE 132 PRODUCT LAUNCHES, JANUARY 2021 AND JANUARY 2022
10.7.2 DEALS
TABLE 133 DEALS, JANUARY 2021 AND JANUARY 2022
10.7.3 OTHERS
TABLE 134 CONTRACTS AND EXPANSIONS, JANUARY 2020 AND JANUARY 2022

11 COMPANY PROFILES (Page No. – 157)
11.1 KEY COMPANIES
(Business Overview, Products Offered, Recent Developments, and MnM View (Key strengths/Right to Win, Strategic Choices Made, and Weaknesses and Competitive Threats))*
11.1.1 ADOBE INC.
TABLE 135 ADOBE INC.: BUSINESS OVERVIEW
FIGURE 49 ADOBE INC.: COMPANY SNAPSHOT
TABLE 136 ADOBE INC.: PRODUCTS OFFERED
TABLE 137 ADOBE INC.: PRODUCT LAUNCHES
TABLE 138 ADOBE INC.: DEALS
11.1.2 NVIDIA CORPORATION
TABLE 139 NVIDIA CORPORATION: BUSINESS OVERVIEW
FIGURE 50 NVIDIA CORPORATION: COMPANY SNAPSHOT
TABLE 140 NVIDIA CORPORATION: PRODUCTS OFFERED
TABLE 141 NVIDIA CORPORATION: PRODUCT LAUNCHES
11.1.3 SONY GROUP
TABLE 142 SONY GROUP: BUSINESS OVERVIEW
FIGURE 51 SONY GROUP: COMPANY SNAPSHOT
TABLE 143 SONY GROUP: PRODUCTS OFFERED
TABLE 144 SONY GROUP: PRODUCT LAUNCHES
TABLE 145 SONY GROUP: DEALS
TABLE 146 SONY GROUP: OTHERS
11.1.4 AUTODESK, INC.
TABLE 147 AUTODESK, INC.: BUSINESS OVERVIEW
FIGURE 52 AUTODESK, INC.: COMPANY SNAPSHOT
TABLE 148 AUTODESK, INC.: PRODUCTS OFFERED
TABLE 149 AUTODESK, INC.: DEALS
11.1.5 TECHNICOLOR
TABLE 150 TECHNICOLOR: BUSINESS OVERVIEW
FIGURE 53 TECHNICOLOR: COMPANY SNAPSHOT
TABLE 151 TECHNICOLOR: PRODUCTS OFFERED
TABLE 152 TECHNICOLOR: DEALS
TABLE 153 TECHNICOLOR: OTHERS
11.1.6 HTC CORPORATION
TABLE 154 HTC CORPORATION: BUSINESS OVERVIEW
FIGURE 54 HTC CORPORATION: COMPANY SNAPSHOT
TABLE 155 HTC CORPORATION: PRODUCTS OFFERED
TABLE 156 HTC CORPORATION: PRODUCT LAUNCHES
11.1.7 VICON MOTION SYSTEMS LTD
TABLE 157 VICON MOTION SYSTEMS LTD: BUSINESS OVERVIEW
FIGURE 55 VICON MOTION SYSTEMS LTD: COMPANY SNAPSHOT
TABLE 158 VICON MOTION SYSTEMS LTD: PRODUCTS OFFERED
TABLE 159 VICON MOTION SYSTEMS LTD: PRODUCT LAUNCHES
TABLE 160 VICON MOTION SYSTEMS LTD: DEALS
TABLE 161 VICON MOTION SYSTEMS LTD: OTHERS
11.1.8 SIDEFX
TABLE 162 SIDEFX: BUSINESS OVERVIEW
TABLE 163 SIDEFX: PRODUCTS OFFERED
TABLE 164 SIDEFX: PRODUCT LAUNCHES
11.1.9 EPIC GAMES
TABLE 165 EPIC GAMES: BUSINESS OVERVIEW
TABLE 166 EPIC GAMES: PRODUCTS OFFERED
TABLE 167 EPIC GAMES: PRODUCT LAUNCHES
11.1.10 MO-SYS ENGINEERING LTD.
TABLE 168 MO-SYS ENGINEERING LTD.: BUSINESS OVERVIEW
TABLE 169 MO-SYS ENGINEERING LTD.: PRODUCTS OFFERED
TABLE 170 MO-SYS ENGINEERING LTD.: PRODUCT LAUNCHES
TABLE 171 MO-SYS ENGINEERING LTD.: DEALS
11.1.11 PERFORCE SOFTWARE, INC.
TABLE 172 PERFORCE SOFTWARE, INC.: BUSINESS OVERVIEW
TABLE 173 PERFORCE SOFTWARE, INC.: PRODUCTS OFFERED
TABLE 174 PERFORCE SOFTWARE, INC.: DEALS
11.1.12 THE WALT DISNEY COMPANY
TABLE 175 THE WALT DISNEY COMPANY: BUSINESS OVERVIEW
FIGURE 56 THE WALT DISNEY COMPANY: COMPANY SNAPSHOT
TABLE 176 THE WALT DISNEY COMPANY: PRODUCTS OFFERED
TABLE 177 THE WALT DISNEY COMPANY: PRODUCT LAUNCHES
11.2 OTHER PLAYERS
11.2.1 DNEG
TABLE 178 DNEG: COMPANY OVERVIEW
11.2.2 TILTLABS
TABLE 179 TILTLABS: COMPANY OVERVIEW
11.2.3 PLANAR SYSTEMS, INC.
TABLE 180 PLANAR SYSTEMS, INC.: COMPANY OVERVIEW
11.2.4 VIRSABI
TABLE 181 VIRSABI: COMPANY OVERVIEW
11.2.5 PRODUCTION RESOURCE GROUP, LLC
TABLE 182 PRODUCTION RESOURCE GROUP, LLC: COMPANY OVERVIEW
11.2.6 DIMENSION
TABLE 183 DIMENSION: COMPANY OVERVIEW
11.2.7 RECODE XR STUDIO
TABLE 184 RECODE XR STUDIO: COMPANY OVERVIEW
11.2.8 VÛ TECHNOLOGIES
TABLE 185 VÛ TECHNOLOGIES: COMPANY OVERVIEW
11.2.9 80SIX LTD.
TABLE 186 80SIX LTD.: COMPANY OVERVIEW
11.2.10 ROE VISUAL
TABLE 187 ROE VISUAL: COMPANY OVERVIEW
11.2.11 BORIS FX, INC.
TABLE 188 BORIS FX, INC.: COMPANY OVERVIEW
11.2.12 INSTA360
TABLE 189 INSTA360: COMPANY OVERVIEW
11.2.13 360RIZE
TABLE 190 360RIZE: COMPANY OVERVIEW
11.2.14 WÇTÂ FX
TABLE 191 WÇTÂ FX: COMPANY OVERVIEW

*Details on Business Overview, Products Offered, Recent Developments, and MnM View (Key strengths/Right to Win, Strategic Choices Made, and Weaknesses and Competitive Threats) might not be captured in case of unlisted companies.

12 APPENDIX (Page No. – 217)
12.1 DISCUSSION GUIDE
12.2 KNOWLEDGESTORE: MARKETSANDMARKETS’ SUBSCRIPTION PORTAL
12.3 CUSTOMIZATION OPTIONS
12.4 RELATED REPORTS
12.5 AUTHOR DETAILS


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