デフォルト表紙
市場調査レポート
商品コード
1602229

バーチャルプロダクション市場:コンポーネント、生産段階、エンドユーザー別-2025年~2030年の世界予測

Virtual Production Market by Component (Hardware, Services, Software), Production Stage (Post-Production, Pre-Production, Production), End-User - Global Forecast 2025-2030


出版日
発行
360iResearch
ページ情報
英文 194 Pages
納期
即日から翌営業日
カスタマイズ可能
適宜更新あり
価格
価格表記: USDを日本円(税抜)に換算
本日の銀行送金レート: 1USD=144.06円
バーチャルプロダクション市場:コンポーネント、生産段階、エンドユーザー別-2025年~2030年の世界予測
出版日: 2024年10月31日
発行: 360iResearch
ページ情報: 英文 194 Pages
納期: 即日から翌営業日
GIIご利用のメリット
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  • 概要
  • 図表
  • 目次
概要

バーチャルプロダクション市場は、2023年に25億5,000万米ドルと評価され、2024年には30億1,000万米ドルに達すると予測され、CAGR 18.57%で成長し、2030年には84億2,000万米ドルになると予測されています。

バーチャルプロダクション(VP)とは、物理的要素とデジタル要素を組み合わせて、ビデオゲーム、映画、テレビ業界で一般的に使用されている没入型の撮影環境を作り出すプロセスのことです。リアルタイムレンダリング、LEDスクリーン、モーションキャプチャーなどの技術を活用することで、VPはクリエイティブコントロールの強化とコスト効率の高い制作能力を提供します。バーチャルプロダクションの必要性は、視覚的に説得力のあるコンテンツへの需要や、COVID-19の大流行による制約から急増しており、リモートワークやバーチャルワークフローが必要となっています。その用途はプリビジュアライゼーション、撮影現場でのビジュアライゼーション、ポストプロダクションに及び、エンターテインメント、広告、eラーニングなどの業界に大きな利益をもたらしています。最終用途には、主に映画スタジオ、ゲーム開発者、ストーリーテリング能力の強化を目指す商業コンテンツ制作者が含まれます。市場の成長は、仮想現実や拡張現実の技術的進歩、バーチャルプロダクションスタジオへの投資の増加、OTTプラットフォームの普及の増加などの影響を受けています。新興経済圏やライブイベント、放送などの分野では機会が熟しており、未開拓の成長ポテンシャルを提供しています。しかし、高い初期設定費用、スキル不足、VP技術を既存システムに統合する際のロジスティクスの複雑さなどの課題も残っています。これらの要因から、企業は高額な資本支出を軽減するために慎重に戦略を立てる必要があります。ビジネス成長のためには、リアルタイム・レンダリング技術やAIを活用したコンテンツ制作ツールの進化に注目することが、有望なイノベーション分野となります。スケーラブルでユーザーフレンドリーなVPプラットフォームを開発することで、小規模スタジオやコンテンツクリエイターに対応し、市場リーチを拡大することができます。スキル開発のための業界連携を重視することで、労働力不足に対処できます。市場の性質はダイナミックであり、強い競争が急速な技術革新を促しています。競争力を維持するためには、企業は常に機敏に動き、最新の動向に通じていなければならないです。持続可能なテクノロジーへの投資を優先し、パートナーシップを育むことで、企業はこの進化する情勢を効果的にナビゲートし、その豊富な機会を活用することができます。

主な市場の統計
基準年[2023] 25億5,000万米ドル
予測年[2024] 30億1,000万米ドル
予測年[2030] 84億2,000万米ドル
CAGR(%) 18.57%

市場力学:急速に進化するバーチャルプロダクション市場の主要市場インサイトを公開

バーチャルプロダクション市場は、需要と供給のダイナミックな相互作用によって変貌を遂げています。このような市場力学の進化を理解することで、企業は十分な情報に基づいた投資決定、戦略的決定の精緻化、そして新たなビジネスチャンスの獲得に備えることができます。これらの動向を包括的に把握することで、企業は政治的、地理的、技術的、社会的、経済的な領域にわたる様々なリスクを軽減することができ、また、消費者行動とそれが製造コストや購買動向に与える影響をより明確に理解することができます。

  • 市場促進要因
    • 消費者の間で広範なグラフィックを使った映画の人気が上昇
    • ゲーム業界における視覚効果の需要拡大
    • CM制作におけるバーチャルプロダクションの採用増加
  • 市場抑制要因
    • バーチャルプロダクションに関連する高コスト
  • 市場機会
    • バーチャルプロダクション技術とシステムの進歩
    • 映画制作におけるカメラロボットの採用
  • 市場の課題
    • バーチャルプロダクション方式の技術的複雑さ

ポーターのファイブフォース:バーチャルプロダクション市場をナビゲートする戦略ツール

ポーターのファイブフォースフレームワークは、バーチャルプロダクション市場の競合情勢を理解するための重要なツールです。ポーターのファイブフォース・フレームワークは、企業の競争力を評価し、戦略的機会を探るための明確な手法を提供します。このフレームワークは、企業が市場内の勢力図を評価し、新規事業の収益性を判断するのに役立ちます。これらの洞察により、企業は自社の強みを活かし、弱みに対処し、潜在的な課題を回避することができ、より強靭な市場でのポジショニングを確保することができます。

PESTLE分析:バーチャルプロダクション市場における外部からの影響の把握

外部マクロ環境要因は、バーチャルプロダクション市場の業績ダイナミクスを形成する上で極めて重要な役割を果たします。政治的、経済的、社会的、技術的、法的、環境的要因の分析は、これらの影響をナビゲートするために必要な情報を提供します。PESTLE要因を調査することで、企業は潜在的なリスクと機会をよりよく理解することができます。この分析により、企業は規制、消費者の嗜好、経済動向の変化を予測し、先を見越した積極的な意思決定を行う準備ができます。

市場シェア分析バーチャルプロダクション市場における競合情勢の把握

バーチャルプロダクション市場の詳細な市場シェア分析により、ベンダーの業績を包括的に評価することができます。企業は、収益、顧客ベース、成長率などの主要指標を比較することで、競争上のポジショニングを明らかにすることができます。この分析により、市場の集中、断片化、統合の動向が明らかになり、ベンダーは競争が激化する中で自社の地位を高める戦略的意思決定を行うために必要な知見を得ることができます。

FPNVポジショニング・マトリックスバーチャルプロダクション市場におけるベンダーのパフォーマンス評価

FPNVポジショニングマトリックスは、バーチャルプロダクション市場においてベンダーを評価するための重要なツールです。このマトリックスにより、ビジネス組織はベンダーのビジネス戦略と製品満足度に基づき評価することで、目標に沿った十分な情報に基づいた意思決定を行うことができます。4つの象限によってベンダーを明確かつ正確にセグメント化し、戦略目標に最適なパートナーやソリューションを特定することができます。

戦略分析と推奨バーチャルプロダクション市場における成功への道筋を描く

バーチャルプロダクション市場の戦略分析は、世界市場でのプレゼンス強化を目指す企業にとって不可欠です。主要なリソース、能力、業績指標を見直すことで、企業は成長機会を特定し、改善に取り組むことができます。このアプローチにより、競合情勢における課題を克服し、新たなビジネスチャンスを活かして長期的な成功を収めるための体制を整えることができます。

本レポートでは、主要な注目分野を網羅した市場の包括的な分析を提供しています:

1.市場の浸透度:現在の市場環境の詳細なレビュー、主要企業による広範なデータ、市場でのリーチと全体的な影響力の評価。

2.市場の開拓度:新興市場における成長機会を特定し、既存分野における拡大可能性を評価し、将来の成長に向けた戦略的ロードマップを提供します。

3.市場の多様化:最近の製品発売、未開拓の地域、業界の主要な進歩、市場を形成する戦略的投資を分析します。

4.競合の評価と情報:競合情勢を徹底的に分析し、市場シェア、事業戦略、製品ポートフォリオ、認証、規制当局の承認、特許動向、主要企業の技術進歩などを検証します。

5.製品開発およびイノベーション:将来の市場成長を促進すると期待される最先端技術、研究開発活動、製品イノベーションをハイライトしています。

また、利害関係者が十分な情報を得た上で意思決定できるよう、重要な質問にも答えています:

1.現在の市場規模と今後の成長予測は?

2.最高の投資機会を提供する製品、セグメント、地域はどこか?

3.市場を形成する主な技術動向と規制の影響とは?

4.主要ベンダーの市場シェアと競合ポジションは?

5.ベンダーの市場参入・撤退戦略の原動力となる収益源と戦略的機会は何か?

目次

第1章 序文

第2章 調査手法

第3章 エグゼクティブサマリー

第4章 市場の概要

第5章 市場洞察

  • 市場力学
    • 促進要因
      • 消費者の間でグラフィックを多用した映画の人気が高まっている
      • ゲーム業界における視覚効果の需要の高まり
      • 商業広告の作成におけるバーチャルプロダクションの採用の増加
    • 抑制要因
      • バーチャルプロダクションに関連する高コスト
    • 機会
      • バーチャルプロダクション技術とシステムの進歩
      • 映画製作におけるカメラロボットの導入
    • 課題
      • バーチャルプロダクション方式の技術的な複雑さ
  • 市場セグメンテーション分析
    • 構成要素:創造的な入力を視覚的に魅力的な出力に変換するためのソフトウェアの使用の重要性が高まっている
    • 制作段階:制作前の段階でバーチャルプロダクションの使用を増やし、最終製品を事前に視覚化しやすくする
    • エンドユーザー:映画・テレビ業界におけるバーチャルプロダクションテクノロジーの採用の進化
  • ポーターのファイブフォース分析
  • PESTEL分析
    • 政治的
    • 経済
    • 社交
    • 技術的
    • 法律上
    • 環境

第6章 バーチャルプロダクション市場:コンポーネント別

  • ハードウェア
    • カメラ
      • 360度カメラ
      • アクションカメラ
      • コンパクトカメラ
      • デジタル一眼レフカメラ
      • 中判カメラ
      • 従来のフィルムカメラ
    • GPUとビデオカード
    • LEDディスプレイウォール
    • メモリとストレージ
    • ワークステーション
  • サービス
  • ソフトウェア

第7章 バーチャルプロダクション市場:生産段階別

  • ポストプロダクション
  • プリプロダクション
  • 生産

第8章 バーチャルプロダクション市場:エンドユーザー別

  • 映画とテレビ
  • ゲーム
  • マーケティングと広告
  • ソーシャルメディアコンテンツ

第9章 南北アメリカのバーチャルプロダクション市場

  • アルゼンチン
  • ブラジル
  • カナダ
  • メキシコ
  • 米国

第10章 アジア太平洋のバーチャルプロダクション市場

  • オーストラリア
  • 中国
  • インド
  • インドネシア
  • 日本
  • マレーシア
  • フィリピン
  • シンガポール
  • 韓国
  • 台湾
  • タイ
  • ベトナム

第11章 欧州・中東・アフリカのバーチャルプロダクション市場

  • デンマーク
  • エジプト
  • フィンランド
  • フランス
  • ドイツ
  • イスラエル
  • イタリア
  • オランダ
  • ノルウェー
  • ポーランド
  • カタール
  • ロシア
  • サウジアラビア
  • 南アフリカ
  • スペイン
  • スウェーデン
  • スイス
  • トルコ
  • アラブ首長国連邦
  • 英国

第12章 競合情勢

  • 市場シェア分析、2023年
  • FPNVポジショニングマトリックス、2023年
  • 競合シナリオ分析
    • ノッティンガム・トレント大学の先端技術への戦略的投資
    • WWEがソニーヴェローナ LEDウォールを導入し、先進のバーチャルプロダクションテクノロジーを備えた最先端の30,000平方フィートのスタジオを公開
    • メガピクセルがGhostFrame IPを戦略的に買収し、バーチャルプロダクションテクノロジー分野での存在感を強化
    • LG、強化されたバーチャルプロダクション機能を備えたStudioシリーズDVLEDを発表
    • 香港デザイン研究所がショースタジオにバーチャルプロダクションスタジオを開設
    • Dark SlopeがSideFXと戦略的提携し、トロントでAdvanced Smart Stageを立ち上げ
    • ソニー・ピクチャーズ、新しいトーチライト視覚化設備で視覚効果とバーチャルプロダクションを強化
    • アクセンチュア、没入型体験の創造を強化すべくVu Technologiesに戦略的投資
    • Pixotope Pocketで教育の未来を切り開く:学術的卓越性のためのバーチャルプロダクションの簡素化
    • LGの画期的なバーチャルプロダクションソリューションがNABショー2020で発表され、放送の未来に向けた360度ストリーミングとクラウドベースのテクノロジーの先駆者となる
    • バーチャルプロダクションの革命:PlanarとOptiTrackがNABで最先端の放送技術スイートを発表2023年
    • ソニー・ピクチャーズ・イメージワークスが上海で最先端のバーチャルプロダクションテクノロジーを発表
    • ソニーが包括的なバーチャルプロダクションツールセットを発表
    • 次世代の技術と将来のコンテンツ制作への影響を探る
    • Media.MonksとEpic Gamesが、次世代の映画とテレビのリアリズムを実現するUnreal Engine 5の機能を解き放つ
    • アンナ・バレーとガーデン・スタジオが戦略的パートナーシップを結び、先進的なテクノロジーとデザインで大規模制作を向上
    • Arctic7は、Narwhal StudiosとStar Fort Gamesの戦略的買収によりバーチャルプロダクションの視野を拡大
    • Weber Shandwick CollectiveがXR企業を買収し、マーケティングにおけるバーチャルプロダクションに革命を起こす
    • VuとCubeの提携によりスタジオネットワークが拡大し、視覚効果制作に新たな境地が拓かれる
    • NantStudiosがメルボルンの最先端のバーチャルプロダクションステージで世界展開を拡大
    • ヨークシャーのLBiとMainstageが最先端のバーチャルプロダクションベンチャーを立ち上げ
    • LAMDAの持続可能かつ効率的なイノベーションへの取り組み
    • HTCの強化版Vive XR Eliteとビジネスソリューションが発表
    • タグアメリカはバーチャルマーケティングの視野を広げ、最先端のスタジオ拡張を通じてブランドエンゲージメントを高めます
    • シームレスな統合と比類のない視覚的忠実度でバーチャルプロダクションを革新
    • ハンガリー、最先端のブダペスト仮想スタジオに1,100万ユーロを投資し、映画産業のリーダーシップを強化
    • シンガポールの先駆者バーチャルプロダクション進化、メディア開発庁のイノベーション基金で新時代を切り開く
    • Amazon StudiosにおけるAWSを活用したバーチャルプロダクションの幕開け
    • Black Pearl BP2V2 LEDディスプレイシステムの機能と汎用性を探る
  • 戦略分析と提言
    • ソニーグループ株式会社
    • サムスン電子株式会社
    • LG株式会社
    • NVIDIAコーポレーション
    • DNEG PLC
    • アドビ株式会社
    • エピックゲームズ株式会社
    • プラナーシステムズ株式会社
    • ユニティテクノロジーズ株式会社
    • アビッドテクノロジー株式会社

企業一覧

  • 360Rize
  • 80six Ltd.
  • Adobe Inc.
  • Amazon.com, Inc.
  • Autodesk, Inc.
  • AV Stumpfl GmbH
  • Avid Technology, Inc.
  • Aximmetry Technologies Ltd.
  • Barco NV
  • Blackmagic Design Pty Ltd
  • Boris FX, Inc.
  • Brompton Technology Ltd.
  • Dimension
  • Disguise Technologies Limited
  • DNEG PLC
  • Epic Games, Inc.
  • FuseFX
  • Glassbox Technologies
  • HTC Corporation
  • HumanEyes Technologies Ltd.
  • LG Corporation
  • Mo-Sys Engineering Ltd.
  • NEOM Company
  • NVIDIA Corporation
  • Panocam3d.com
  • Perforce Software, Inc.
  • Pixar Animation Studios by The Walt Disney Company
  • Pixotope Technologies
  • Planar Systems, Inc.
  • Production Resource Group, L.L.C
  • Samsung Electronics Co., Ltd.
  • SHOWRUNNER
  • Side Effects Software Inc.
  • Sony Group Corporation
  • Technicolor Creative Studios SA
  • Unilumin Group Co., Ltd.
  • Unity Technologies Inc.
  • Ventuz Technology AG
  • Vicon Motion Systems Ltd.
  • Virsabi ApS
  • Vu Technologies Corp by Diamond View Studios
  • Weta FX Ltd.
図表

LIST OF FIGURES

  • FIGURE 1. VIRTUAL PRODUCTION MARKET RESEARCH PROCESS
  • FIGURE 2. VIRTUAL PRODUCTION MARKET SIZE, 2023 VS 2030
  • FIGURE 3. GLOBAL VIRTUAL PRODUCTION MARKET SIZE, 2018-2030 (USD THOUSAND)
  • FIGURE 4. GLOBAL VIRTUAL PRODUCTION MARKET SIZE, BY REGION, 2023 VS 2024 VS 2030 (USD THOUSAND)
  • FIGURE 5. GLOBAL VIRTUAL PRODUCTION MARKET SIZE, BY COUNTRY, 2023 VS 2024 VS 2030 (USD THOUSAND)
  • FIGURE 6. GLOBAL VIRTUAL PRODUCTION MARKET SIZE, BY COMPONENT, 2023 VS 2030 (%)
  • FIGURE 7. GLOBAL VIRTUAL PRODUCTION MARKET SIZE, BY COMPONENT, 2023 VS 2024 VS 2030 (USD THOUSAND)
  • FIGURE 8. GLOBAL VIRTUAL PRODUCTION MARKET SIZE, BY PRODUCTION STAGE, 2023 VS 2030 (%)
  • FIGURE 9. GLOBAL VIRTUAL PRODUCTION MARKET SIZE, BY PRODUCTION STAGE, 2023 VS 2024 VS 2030 (USD THOUSAND)
  • FIGURE 10. GLOBAL VIRTUAL PRODUCTION MARKET SIZE, BY END-USER, 2023 VS 2030 (%)
  • FIGURE 11. GLOBAL VIRTUAL PRODUCTION MARKET SIZE, BY END-USER, 2023 VS 2024 VS 2030 (USD THOUSAND)
  • FIGURE 12. AMERICAS VIRTUAL PRODUCTION MARKET SIZE, BY COUNTRY, 2023 VS 2030 (%)
  • FIGURE 13. AMERICAS VIRTUAL PRODUCTION MARKET SIZE, BY COUNTRY, 2023 VS 2024 VS 2030 (USD THOUSAND)
  • FIGURE 14. UNITED STATES VIRTUAL PRODUCTION MARKET SIZE, BY STATE, 2023 VS 2030 (%)
  • FIGURE 15. UNITED STATES VIRTUAL PRODUCTION MARKET SIZE, BY STATE, 2023 VS 2024 VS 2030 (USD THOUSAND)
  • FIGURE 16. ASIA-PACIFIC VIRTUAL PRODUCTION MARKET SIZE, BY COUNTRY, 2023 VS 2030 (%)
  • FIGURE 17. ASIA-PACIFIC VIRTUAL PRODUCTION MARKET SIZE, BY COUNTRY, 2023 VS 2024 VS 2030 (USD THOUSAND)
  • FIGURE 18. EUROPE, MIDDLE EAST & AFRICA VIRTUAL PRODUCTION MARKET SIZE, BY COUNTRY, 2023 VS 2030 (%)
  • FIGURE 19. EUROPE, MIDDLE EAST & AFRICA VIRTUAL PRODUCTION MARKET SIZE, BY COUNTRY, 2023 VS 2024 VS 2030 (USD THOUSAND)
  • FIGURE 20. VIRTUAL PRODUCTION MARKET SHARE, BY KEY PLAYER, 2023
  • FIGURE 21. VIRTUAL PRODUCTION MARKET, FPNV POSITIONING MATRIX, 2023

LIST OF TABLES

  • TABLE 1. VIRTUAL PRODUCTION MARKET SEGMENTATION & COVERAGE
  • TABLE 2. UNITED STATES DOLLAR EXCHANGE RATE, 2018-2023
  • TABLE 3. GLOBAL VIRTUAL PRODUCTION MARKET SIZE, 2018-2030 (USD THOUSAND)
  • TABLE 4. GLOBAL VIRTUAL PRODUCTION MARKET SIZE, BY REGION, 2018-2030 (USD THOUSAND)
  • TABLE 5. GLOBAL VIRTUAL PRODUCTION MARKET SIZE, BY COUNTRY, 2018-2030 (USD THOUSAND)
  • TABLE 6. VIRTUAL PRODUCTION MARKET DYNAMICS
  • TABLE 7. GLOBAL VIRTUAL PRODUCTION MARKET SIZE, BY COMPONENT, 2018-2030 (USD THOUSAND)
  • TABLE 8. GLOBAL VIRTUAL PRODUCTION MARKET SIZE, BY HARDWARE, BY REGION, 2018-2030 (USD THOUSAND)
  • TABLE 9. GLOBAL VIRTUAL PRODUCTION MARKET SIZE, BY CAMERAS, BY REGION, 2018-2030 (USD THOUSAND)
  • TABLE 10. GLOBAL VIRTUAL PRODUCTION MARKET SIZE, BY 360 CAMERAS, BY REGION, 2018-2030 (USD THOUSAND)
  • TABLE 11. GLOBAL VIRTUAL PRODUCTION MARKET SIZE, BY ACTION CAMERAS, BY REGION, 2018-2030 (USD THOUSAND)
  • TABLE 12. GLOBAL VIRTUAL PRODUCTION MARKET SIZE, BY COMPACT CAMERAS, BY REGION, 2018-2030 (USD THOUSAND)
  • TABLE 13. GLOBAL VIRTUAL PRODUCTION MARKET SIZE, BY DSLR CAMERAS, BY REGION, 2018-2030 (USD THOUSAND)
  • TABLE 14. GLOBAL VIRTUAL PRODUCTION MARKET SIZE, BY MEDIUM FORMAT CAMERAS, BY REGION, 2018-2030 (USD THOUSAND)
  • TABLE 15. GLOBAL VIRTUAL PRODUCTION MARKET SIZE, BY TRADITIONAL FILM CAMERAS, BY REGION, 2018-2030 (USD THOUSAND)
  • TABLE 16. GLOBAL VIRTUAL PRODUCTION MARKET SIZE, BY CAMERAS, 2018-2030 (USD THOUSAND)
  • TABLE 17. GLOBAL VIRTUAL PRODUCTION MARKET SIZE, BY GPUS & VIDEO CARDS, BY REGION, 2018-2030 (USD THOUSAND)
  • TABLE 18. GLOBAL VIRTUAL PRODUCTION MARKET SIZE, BY LED DISPLAY WALL, BY REGION, 2018-2030 (USD THOUSAND)
  • TABLE 19. GLOBAL VIRTUAL PRODUCTION MARKET SIZE, BY MEMORY & STORAGE, BY REGION, 2018-2030 (USD THOUSAND)
  • TABLE 20. GLOBAL VIRTUAL PRODUCTION MARKET SIZE, BY WORKSTATIONS, BY REGION, 2018-2030 (USD THOUSAND)
  • TABLE 21. GLOBAL VIRTUAL PRODUCTION MARKET SIZE, BY HARDWARE, 2018-2030 (USD THOUSAND)
  • TABLE 22. GLOBAL VIRTUAL PRODUCTION MARKET SIZE, BY SERVICES, BY REGION, 2018-2030 (USD THOUSAND)
  • TABLE 23. GLOBAL VIRTUAL PRODUCTION MARKET SIZE, BY SOFTWARE, BY REGION, 2018-2030 (USD THOUSAND)
  • TABLE 24. GLOBAL VIRTUAL PRODUCTION MARKET SIZE, BY PRODUCTION STAGE, 2018-2030 (USD THOUSAND)
  • TABLE 25. GLOBAL VIRTUAL PRODUCTION MARKET SIZE, BY POST-PRODUCTION, BY REGION, 2018-2030 (USD THOUSAND)
  • TABLE 26. GLOBAL VIRTUAL PRODUCTION MARKET SIZE, BY PRE-PRODUCTION, BY REGION, 2018-2030 (USD THOUSAND)
  • TABLE 27. GLOBAL VIRTUAL PRODUCTION MARKET SIZE, BY PRODUCTION, BY REGION, 2018-2030 (USD THOUSAND)
  • TABLE 28. GLOBAL VIRTUAL PRODUCTION MARKET SIZE, BY END-USER, 2018-2030 (USD THOUSAND)
  • TABLE 29. GLOBAL VIRTUAL PRODUCTION MARKET SIZE, BY FILM & TELEVISION, BY REGION, 2018-2030 (USD THOUSAND)
  • TABLE 30. GLOBAL VIRTUAL PRODUCTION MARKET SIZE, BY GAMING, BY REGION, 2018-2030 (USD THOUSAND)
  • TABLE 31. GLOBAL VIRTUAL PRODUCTION MARKET SIZE, BY MARKETING & ADVERTISEMENTS, BY REGION, 2018-2030 (USD THOUSAND)
  • TABLE 32. GLOBAL VIRTUAL PRODUCTION MARKET SIZE, BY SOCIAL MEDIA CONTENT, BY REGION, 2018-2030 (USD THOUSAND)
  • TABLE 33. AMERICAS VIRTUAL PRODUCTION MARKET SIZE, BY COMPONENT, 2018-2030 (USD THOUSAND)
  • TABLE 34. AMERICAS VIRTUAL PRODUCTION MARKET SIZE, BY HARDWARE, 2018-2030 (USD THOUSAND)
  • TABLE 35. AMERICAS VIRTUAL PRODUCTION MARKET SIZE, BY CAMERAS, 2018-2030 (USD THOUSAND)
  • TABLE 36. AMERICAS VIRTUAL PRODUCTION MARKET SIZE, BY PRODUCTION STAGE, 2018-2030 (USD THOUSAND)
  • TABLE 37. AMERICAS VIRTUAL PRODUCTION MARKET SIZE, BY END-USER, 2018-2030 (USD THOUSAND)
  • TABLE 38. AMERICAS VIRTUAL PRODUCTION MARKET SIZE, BY COUNTRY, 2018-2030 (USD THOUSAND)
  • TABLE 39. ARGENTINA VIRTUAL PRODUCTION MARKET SIZE, BY COMPONENT, 2018-2030 (USD THOUSAND)
  • TABLE 40. ARGENTINA VIRTUAL PRODUCTION MARKET SIZE, BY HARDWARE, 2018-2030 (USD THOUSAND)
  • TABLE 41. ARGENTINA VIRTUAL PRODUCTION MARKET SIZE, BY CAMERAS, 2018-2030 (USD THOUSAND)
  • TABLE 42. ARGENTINA VIRTUAL PRODUCTION MARKET SIZE, BY PRODUCTION STAGE, 2018-2030 (USD THOUSAND)
  • TABLE 43. ARGENTINA VIRTUAL PRODUCTION MARKET SIZE, BY END-USER, 2018-2030 (USD THOUSAND)
  • TABLE 44. BRAZIL VIRTUAL PRODUCTION MARKET SIZE, BY COMPONENT, 2018-2030 (USD THOUSAND)
  • TABLE 45. BRAZIL VIRTUAL PRODUCTION MARKET SIZE, BY HARDWARE, 2018-2030 (USD THOUSAND)
  • TABLE 46. BRAZIL VIRTUAL PRODUCTION MARKET SIZE, BY CAMERAS, 2018-2030 (USD THOUSAND)
  • TABLE 47. BRAZIL VIRTUAL PRODUCTION MARKET SIZE, BY PRODUCTION STAGE, 2018-2030 (USD THOUSAND)
  • TABLE 48. BRAZIL VIRTUAL PRODUCTION MARKET SIZE, BY END-USER, 2018-2030 (USD THOUSAND)
  • TABLE 49. CANADA VIRTUAL PRODUCTION MARKET SIZE, BY COMPONENT, 2018-2030 (USD THOUSAND)
  • TABLE 50. CANADA VIRTUAL PRODUCTION MARKET SIZE, BY HARDWARE, 2018-2030 (USD THOUSAND)
  • TABLE 51. CANADA VIRTUAL PRODUCTION MARKET SIZE, BY CAMERAS, 2018-2030 (USD THOUSAND)
  • TABLE 52. CANADA VIRTUAL PRODUCTION MARKET SIZE, BY PRODUCTION STAGE, 2018-2030 (USD THOUSAND)
  • TABLE 53. CANADA VIRTUAL PRODUCTION MARKET SIZE, BY END-USER, 2018-2030 (USD THOUSAND)
  • TABLE 54. MEXICO VIRTUAL PRODUCTION MARKET SIZE, BY COMPONENT, 2018-2030 (USD THOUSAND)
  • TABLE 55. MEXICO VIRTUAL PRODUCTION MARKET SIZE, BY HARDWARE, 2018-2030 (USD THOUSAND)
  • TABLE 56. MEXICO VIRTUAL PRODUCTION MARKET SIZE, BY CAMERAS, 2018-2030 (USD THOUSAND)
  • TABLE 57. MEXICO VIRTUAL PRODUCTION MARKET SIZE, BY PRODUCTION STAGE, 2018-2030 (USD THOUSAND)
  • TABLE 58. MEXICO VIRTUAL PRODUCTION MARKET SIZE, BY END-USER, 2018-2030 (USD THOUSAND)
  • TABLE 59. UNITED STATES VIRTUAL PRODUCTION MARKET SIZE, BY COMPONENT, 2018-2030 (USD THOUSAND)
  • TABLE 60. UNITED STATES VIRTUAL PRODUCTION MARKET SIZE, BY HARDWARE, 2018-2030 (USD THOUSAND)
  • TABLE 61. UNITED STATES VIRTUAL PRODUCTION MARKET SIZE, BY CAMERAS, 2018-2030 (USD THOUSAND)
  • TABLE 62. UNITED STATES VIRTUAL PRODUCTION MARKET SIZE, BY PRODUCTION STAGE, 2018-2030 (USD THOUSAND)
  • TABLE 63. UNITED STATES VIRTUAL PRODUCTION MARKET SIZE, BY END-USER, 2018-2030 (USD THOUSAND)
  • TABLE 64. UNITED STATES VIRTUAL PRODUCTION MARKET SIZE, BY STATE, 2018-2030 (USD THOUSAND)
  • TABLE 65. ASIA-PACIFIC VIRTUAL PRODUCTION MARKET SIZE, BY COMPONENT, 2018-2030 (USD THOUSAND)
  • TABLE 66. ASIA-PACIFIC VIRTUAL PRODUCTION MARKET SIZE, BY HARDWARE, 2018-2030 (USD THOUSAND)
  • TABLE 67. ASIA-PACIFIC VIRTUAL PRODUCTION MARKET SIZE, BY CAMERAS, 2018-2030 (USD THOUSAND)
  • TABLE 68. ASIA-PACIFIC VIRTUAL PRODUCTION MARKET SIZE, BY PRODUCTION STAGE, 2018-2030 (USD THOUSAND)
  • TABLE 69. ASIA-PACIFIC VIRTUAL PRODUCTION MARKET SIZE, BY END-USER, 2018-2030 (USD THOUSAND)
  • TABLE 70. ASIA-PACIFIC VIRTUAL PRODUCTION MARKET SIZE, BY COUNTRY, 2018-2030 (USD THOUSAND)
  • TABLE 71. AUSTRALIA VIRTUAL PRODUCTION MARKET SIZE, BY COMPONENT, 2018-2030 (USD THOUSAND)
  • TABLE 72. AUSTRALIA VIRTUAL PRODUCTION MARKET SIZE, BY HARDWARE, 2018-2030 (USD THOUSAND)
  • TABLE 73. AUSTRALIA VIRTUAL PRODUCTION MARKET SIZE, BY CAMERAS, 2018-2030 (USD THOUSAND)
  • TABLE 74. AUSTRALIA VIRTUAL PRODUCTION MARKET SIZE, BY PRODUCTION STAGE, 2018-2030 (USD THOUSAND)
  • TABLE 75. AUSTRALIA VIRTUAL PRODUCTION MARKET SIZE, BY END-USER, 2018-2030 (USD THOUSAND)
  • TABLE 76. CHINA VIRTUAL PRODUCTION MARKET SIZE, BY COMPONENT, 2018-2030 (USD THOUSAND)
  • TABLE 77. CHINA VIRTUAL PRODUCTION MARKET SIZE, BY HARDWARE, 2018-2030 (USD THOUSAND)
  • TABLE 78. CHINA VIRTUAL PRODUCTION MARKET SIZE, BY CAMERAS, 2018-2030 (USD THOUSAND)
  • TABLE 79. CHINA VIRTUAL PRODUCTION MARKET SIZE, BY PRODUCTION STAGE, 2018-2030 (USD THOUSAND)
  • TABLE 80. CHINA VIRTUAL PRODUCTION MARKET SIZE, BY END-USER, 2018-2030 (USD THOUSAND)
  • TABLE 81. INDIA VIRTUAL PRODUCTION MARKET SIZE, BY COMPONENT, 2018-2030 (USD THOUSAND)
  • TABLE 82. INDIA VIRTUAL PRODUCTION MARKET SIZE, BY HARDWARE, 2018-2030 (USD THOUSAND)
  • TABLE 83. INDIA VIRTUAL PRODUCTION MARKET SIZE, BY CAMERAS, 2018-2030 (USD THOUSAND)
  • TABLE 84. INDIA VIRTUAL PRODUCTION MARKET SIZE, BY PRODUCTION STAGE, 2018-2030 (USD THOUSAND)
  • TABLE 85. INDIA VIRTUAL PRODUCTION MARKET SIZE, BY END-USER, 2018-2030 (USD THOUSAND)
  • TABLE 86. INDONESIA VIRTUAL PRODUCTION MARKET SIZE, BY COMPONENT, 2018-2030 (USD THOUSAND)
  • TABLE 87. INDONESIA VIRTUAL PRODUCTION MARKET SIZE, BY HARDWARE, 2018-2030 (USD THOUSAND)
  • TABLE 88. INDONESIA VIRTUAL PRODUCTION MARKET SIZE, BY CAMERAS, 2018-2030 (USD THOUSAND)
  • TABLE 89. INDONESIA VIRTUAL PRODUCTION MARKET SIZE, BY PRODUCTION STAGE, 2018-2030 (USD THOUSAND)
  • TABLE 90. INDONESIA VIRTUAL PRODUCTION MARKET SIZE, BY END-USER, 2018-2030 (USD THOUSAND)
  • TABLE 91. JAPAN VIRTUAL PRODUCTION MARKET SIZE, BY COMPONENT, 2018-2030 (USD THOUSAND)
  • TABLE 92. JAPAN VIRTUAL PRODUCTION MARKET SIZE, BY HARDWARE, 2018-2030 (USD THOUSAND)
  • TABLE 93. JAPAN VIRTUAL PRODUCTION MARKET SIZE, BY CAMERAS, 2018-2030 (USD THOUSAND)
  • TABLE 94. JAPAN VIRTUAL PRODUCTION MARKET SIZE, BY PRODUCTION STAGE, 2018-2030 (USD THOUSAND)
  • TABLE 95. JAPAN VIRTUAL PRODUCTION MARKET SIZE, BY END-USER, 2018-2030 (USD THOUSAND)
  • TABLE 96. MALAYSIA VIRTUAL PRODUCTION MARKET SIZE, BY COMPONENT, 2018-2030 (USD THOUSAND)
  • TABLE 97. MALAYSIA VIRTUAL PRODUCTION MARKET SIZE, BY HARDWARE, 2018-2030 (USD THOUSAND)
  • TABLE 98. MALAYSIA VIRTUAL PRODUCTION MARKET SIZE, BY CAMERAS, 2018-2030 (USD THOUSAND)
  • TABLE 99. MALAYSIA VIRTUAL PRODUCTION MARKET SIZE, BY PRODUCTION STAGE, 2018-2030 (USD THOUSAND)
  • TABLE 100. MALAYSIA VIRTUAL PRODUCTION MARKET SIZE, BY END-USER, 2018-2030 (USD THOUSAND)
  • TABLE 101. PHILIPPINES VIRTUAL PRODUCTION MARKET SIZE, BY COMPONENT, 2018-2030 (USD THOUSAND)
  • TABLE 102. PHILIPPINES VIRTUAL PRODUCTION MARKET SIZE, BY HARDWARE, 2018-2030 (USD THOUSAND)
  • TABLE 103. PHILIPPINES VIRTUAL PRODUCTION MARKET SIZE, BY CAMERAS, 2018-2030 (USD THOUSAND)
  • TABLE 104. PHILIPPINES VIRTUAL PRODUCTION MARKET SIZE, BY PRODUCTION STAGE, 2018-2030 (USD THOUSAND)
  • TABLE 105. PHILIPPINES VIRTUAL PRODUCTION MARKET SIZE, BY END-USER, 2018-2030 (USD THOUSAND)
  • TABLE 106. SINGAPORE VIRTUAL PRODUCTION MARKET SIZE, BY COMPONENT, 2018-2030 (USD THOUSAND)
  • TABLE 107. SINGAPORE VIRTUAL PRODUCTION MARKET SIZE, BY HARDWARE, 2018-2030 (USD THOUSAND)
  • TABLE 108. SINGAPORE VIRTUAL PRODUCTION MARKET SIZE, BY CAMERAS, 2018-2030 (USD THOUSAND)
  • TABLE 109. SINGAPORE VIRTUAL PRODUCTION MARKET SIZE, BY PRODUCTION STAGE, 2018-2030 (USD THOUSAND)
  • TABLE 110. SINGAPORE VIRTUAL PRODUCTION MARKET SIZE, BY END-USER, 2018-2030 (USD THOUSAND)
  • TABLE 111. SOUTH KOREA VIRTUAL PRODUCTION MARKET SIZE, BY COMPONENT, 2018-2030 (USD THOUSAND)
  • TABLE 112. SOUTH KOREA VIRTUAL PRODUCTION MARKET SIZE, BY HARDWARE, 2018-2030 (USD THOUSAND)
  • TABLE 113. SOUTH KOREA VIRTUAL PRODUCTION MARKET SIZE, BY CAMERAS, 2018-2030 (USD THOUSAND)
  • TABLE 114. SOUTH KOREA VIRTUAL PRODUCTION MARKET SIZE, BY PRODUCTION STAGE, 2018-2030 (USD THOUSAND)
  • TABLE 115. SOUTH KOREA VIRTUAL PRODUCTION MARKET SIZE, BY END-USER, 2018-2030 (USD THOUSAND)
  • TABLE 116. TAIWAN VIRTUAL PRODUCTION MARKET SIZE, BY COMPONENT, 2018-2030 (USD THOUSAND)
  • TABLE 117. TAIWAN VIRTUAL PRODUCTION MARKET SIZE, BY HARDWARE, 2018-2030 (USD THOUSAND)
  • TABLE 118. TAIWAN VIRTUAL PRODUCTION MARKET SIZE, BY CAMERAS, 2018-2030 (USD THOUSAND)
  • TABLE 119. TAIWAN VIRTUAL PRODUCTION MARKET SIZE, BY PRODUCTION STAGE, 2018-2030 (USD THOUSAND)
  • TABLE 120. TAIWAN VIRTUAL PRODUCTION MARKET SIZE, BY END-USER, 2018-2030 (USD THOUSAND)
  • TABLE 121. THAILAND VIRTUAL PRODUCTION MARKET SIZE, BY COMPONENT, 2018-2030 (USD THOUSAND)
  • TABLE 122. THAILAND VIRTUAL PRODUCTION MARKET SIZE, BY HARDWARE, 2018-2030 (USD THOUSAND)
  • TABLE 123. THAILAND VIRTUAL PRODUCTION MARKET SIZE, BY CAMERAS, 2018-2030 (USD THOUSAND)
  • TABLE 124. THAILAND VIRTUAL PRODUCTION MARKET SIZE, BY PRODUCTION STAGE, 2018-2030 (USD THOUSAND)
  • TABLE 125. THAILAND VIRTUAL PRODUCTION MARKET SIZE, BY END-USER, 2018-2030 (USD THOUSAND)
  • TABLE 126. VIETNAM VIRTUAL PRODUCTION MARKET SIZE, BY COMPONENT, 2018-2030 (USD THOUSAND)
  • TABLE 127. VIETNAM VIRTUAL PRODUCTION MARKET SIZE, BY HARDWARE, 2018-2030 (USD THOUSAND)
  • TABLE 128. VIETNAM VIRTUAL PRODUCTION MARKET SIZE, BY CAMERAS, 2018-2030 (USD THOUSAND)
  • TABLE 129. VIETNAM VIRTUAL PRODUCTION MARKET SIZE, BY PRODUCTION STAGE, 2018-2030 (USD THOUSAND)
  • TABLE 130. VIETNAM VIRTUAL PRODUCTION MARKET SIZE, BY END-USER, 2018-2030 (USD THOUSAND)
  • TABLE 131. EUROPE, MIDDLE EAST & AFRICA VIRTUAL PRODUCTION MARKET SIZE, BY COMPONENT, 2018-2030 (USD THOUSAND)
  • TABLE 132. EUROPE, MIDDLE EAST & AFRICA VIRTUAL PRODUCTION MARKET SIZE, BY HARDWARE, 2018-2030 (USD THOUSAND)
  • TABLE 133. EUROPE, MIDDLE EAST & AFRICA VIRTUAL PRODUCTION MARKET SIZE, BY CAMERAS, 2018-2030 (USD THOUSAND)
  • TABLE 134. EUROPE, MIDDLE EAST & AFRICA VIRTUAL PRODUCTION MARKET SIZE, BY PRODUCTION STAGE, 2018-2030 (USD THOUSAND)
  • TABLE 135. EUROPE, MIDDLE EAST & AFRICA VIRTUAL PRODUCTION MARKET SIZE, BY END-USER, 2018-2030 (USD THOUSAND)
  • TABLE 136. EUROPE, MIDDLE EAST & AFRICA VIRTUAL PRODUCTION MARKET SIZE, BY COUNTRY, 2018-2030 (USD THOUSAND)
  • TABLE 137. DENMARK VIRTUAL PRODUCTION MARKET SIZE, BY COMPONENT, 2018-2030 (USD THOUSAND)
  • TABLE 138. DENMARK VIRTUAL PRODUCTION MARKET SIZE, BY HARDWARE, 2018-2030 (USD THOUSAND)
  • TABLE 139. DENMARK VIRTUAL PRODUCTION MARKET SIZE, BY CAMERAS, 2018-2030 (USD THOUSAND)
  • TABLE 140. DENMARK VIRTUAL PRODUCTION MARKET SIZE, BY PRODUCTION STAGE, 2018-2030 (USD THOUSAND)
  • TABLE 141. DENMARK VIRTUAL PRODUCTION MARKET SIZE, BY END-USER, 2018-2030 (USD THOUSAND)
  • TABLE 142. EGYPT VIRTUAL PRODUCTION MARKET SIZE, BY COMPONENT, 2018-2030 (USD THOUSAND)
  • TABLE 143. EGYPT VIRTUAL PRODUCTION MARKET SIZE, BY HARDWARE, 2018-2030 (USD THOUSAND)
  • TABLE 144. EGYPT VIRTUAL PRODUCTION MARKET SIZE, BY CAMERAS, 2018-2030 (USD THOUSAND)
  • TABLE 145. EGYPT VIRTUAL PRODUCTION MARKET SIZE, BY PRODUCTION STAGE, 2018-2030 (USD THOUSAND)
  • TABLE 146. EGYPT VIRTUAL PRODUCTION MARKET SIZE, BY END-USER, 2018-2030 (USD THOUSAND)
  • TABLE 147. FINLAND VIRTUAL PRODUCTION MARKET SIZE, BY COMPONENT, 2018-2030 (USD THOUSAND)
  • TABLE 148. FINLAND VIRTUAL PRODUCTION MARKET SIZE, BY HARDWARE, 2018-2030 (USD THOUSAND)
  • TABLE 149. FINLAND VIRTUAL PRODUCTION MARKET SIZE, BY CAMERAS, 2018-2030 (USD THOUSAND)
  • TABLE 150. FINLAND VIRTUAL PRODUCTION MARKET SIZE, BY PRODUCTION STAGE, 2018-2030 (USD THOUSAND)
  • TABLE 151. FINLAND VIRTUAL PRODUCTION MARKET SIZE, BY END-USER, 2018-2030 (USD THOUSAND)
  • TABLE 152. FRANCE VIRTUAL PRODUCTION MARKET SIZE, BY COMPONENT, 2018-2030 (USD THOUSAND)
  • TABLE 153. FRANCE VIRTUAL PRODUCTION MARKET SIZE, BY HARDWARE, 2018-2030 (USD THOUSAND)
  • TABLE 154. FRANCE VIRTUAL PRODUCTION MARKET SIZE, BY CAMERAS, 2018-2030 (USD THOUSAND)
  • TABLE 155. FRANCE VIRTUAL PRODUCTION MARKET SIZE, BY PRODUCTION STAGE, 2018-2030 (USD THOUSAND)
  • TABLE 156. FRANCE VIRTUAL PRODUCTION MARKET SIZE, BY END-USER, 2018-2030 (USD THOUSAND)
  • TABLE 157. GERMANY VIRTUAL PRODUCTION MARKET SIZE, BY COMPONENT, 2018-2030 (USD THOUSAND)
  • TABLE 158. GERMANY VIRTUAL PRODUCTION MARKET SIZE, BY HARDWARE, 2018-2030 (USD THOUSAND)
  • TABLE 159. GERMANY VIRTUAL PRODUCTION MARKET SIZE, BY CAMERAS, 2018-2030 (USD THOUSAND)
  • TABLE 160. GERMANY VIRTUAL PRODUCTION MARKET SIZE, BY PRODUCTION STAGE, 2018-2030 (USD THOUSAND)
  • TABLE 161. GERMANY VIRTUAL PRODUCTION MARKET SIZE, BY END-USER, 2018-2030 (USD THOUSAND)
  • TABLE 162. ISRAEL VIRTUAL PRODUCTION MARKET SIZE, BY COMPONENT, 2018-2030 (USD THOUSAND)
  • TABLE 163. ISRAEL VIRTUAL PRODUCTION MARKET SIZE, BY HARDWARE, 2018-2030 (USD THOUSAND)
  • TABLE 164. ISRAEL VIRTUAL PRODUCTION MARKET SIZE, BY CAMERAS, 2018-2030 (USD THOUSAND)
  • TABLE 165. ISRAEL VIRTUAL PRODUCTION MARKET SIZE, BY PRODUCTION STAGE, 2018-2030 (USD THOUSAND)
  • TABLE 166. ISRAEL VIRTUAL PRODUCTION MARKET SIZE, BY END-USER, 2018-2030 (USD THOUSAND)
  • TABLE 167. ITALY VIRTUAL PRODUCTION MARKET SIZE, BY COMPONENT, 2018-2030 (USD THOUSAND)
  • TABLE 168. ITALY VIRTUAL PRODUCTION MARKET SIZE, BY HARDWARE, 2018-2030 (USD THOUSAND)
  • TABLE 169. ITALY VIRTUAL PRODUCTION MARKET SIZE, BY CAMERAS, 2018-2030 (USD THOUSAND)
  • TABLE 170. ITALY VIRTUAL PRODUCTION MARKET SIZE, BY PRODUCTION STAGE, 2018-2030 (USD THOUSAND)
  • TABLE 171. ITALY VIRTUAL PRODUCTION MARKET SIZE, BY END-USER, 2018-2030 (USD THOUSAND)
  • TABLE 172. NETHERLANDS VIRTUAL PRODUCTION MARKET SIZE, BY COMPONENT, 2018-2030 (USD THOUSAND)
  • TABLE 173. NETHERLANDS VIRTUAL PRODUCTION MARKET SIZE, BY HARDWARE, 2018-2030 (USD THOUSAND)
  • TABLE 174. NETHERLANDS VIRTUAL PRODUCTION MARKET SIZE, BY CAMERAS, 2018-2030 (USD THOUSAND)
  • TABLE 175. NETHERLANDS VIRTUAL PRODUCTION MARKET SIZE, BY PRODUCTION STAGE, 2018-2030 (USD THOUSAND)
  • TABLE 176. NETHERLANDS VIRTUAL PRODUCTION MARKET SIZE, BY END-USER, 2018-2030 (USD THOUSAND)
  • TABLE 177. NORWAY VIRTUAL PRODUCTION MARKET SIZE, BY COMPONENT, 2018-2030 (USD THOUSAND)
  • TABLE 178. NORWAY VIRTUAL PRODUCTION MARKET SIZE, BY HARDWARE, 2018-2030 (USD THOUSAND)
  • TABLE 179. NORWAY VIRTUAL PRODUCTION MARKET SIZE, BY CAMERAS, 2018-2030 (USD THOUSAND)
  • TABLE 180. NORWAY VIRTUAL PRODUCTION MARKET SIZE, BY PRODUCTION STAGE, 2018-2030 (USD THOUSAND)
  • TABLE 181. NORWAY VIRTUAL PRODUCTION MARKET SIZE, BY END-USER, 2018-2030 (USD THOUSAND)
  • TABLE 182. POLAND VIRTUAL PRODUCTION MARKET SIZE, BY COMPONENT, 2018-2030 (USD THOUSAND)
  • TABLE 183. POLAND VIRTUAL PRODUCTION MARKET SIZE, BY HARDWARE, 2018-2030 (USD THOUSAND)
  • TABLE 184. POLAND VIRTUAL PRODUCTION MARKET SIZE, BY CAMERAS, 2018-2030 (USD THOUSAND)
  • TABLE 185. POLAND VIRTUAL PRODUCTION MARKET SIZE, BY PRODUCTION STAGE, 2018-2030 (USD THOUSAND)
  • TABLE 186. POLAND VIRTUAL PRODUCTION MARKET SIZE, BY END-USER, 2018-2030 (USD THOUSAND)
  • TABLE 187. QATAR VIRTUAL PRODUCTION MARKET SIZE, BY COMPONENT, 2018-2030 (USD THOUSAND)
  • TABLE 188. QATAR VIRTUAL PRODUCTION MARKET SIZE, BY HARDWARE, 2018-2030 (USD THOUSAND)
  • TABLE 189. QATAR VIRTUAL PRODUCTION MARKET SIZE, BY CAMERAS, 2018-2030 (USD THOUSAND)
  • TABLE 190. QATAR VIRTUAL PRODUCTION MARKET SIZE, BY PRODUCTION STAGE, 2018-2030 (USD THOUSAND)
  • TABLE 191. QATAR VIRTUAL PRODUCTION MARKET SIZE, BY END-USER, 2018-2030 (USD THOUSAND)
  • TABLE 192. RUSSIA VIRTUAL PRODUCTION MARKET SIZE, BY COMPONENT, 2018-2030 (USD THOUSAND)
  • TABLE 193. RUSSIA VIRTUAL PRODUCTION MARKET SIZE, BY HARDWARE, 2018-2030 (USD THOUSAND)
  • TABLE 194. RUSSIA VIRTUAL PRODUCTION MARKET SIZE, BY CAMERAS, 2018-2030 (USD THOUSAND)
  • TABLE 195. RUSSIA VIRTUAL PRODUCTION MARKET SIZE, BY PRODUCTION STAGE, 2018-2030 (USD THOUSAND)
  • TABLE 196. RUSSIA VIRTUAL PRODUCTION MARKET SIZE, BY END-USER, 2018-2030 (USD THOUSAND)
  • TABLE 197. SAUDI ARABIA VIRTUAL PRODUCTION MARKET SIZE, BY COMPONENT, 2018-2030 (USD THOUSAND)
  • TABLE 198. SAUDI ARABIA VIRTUAL PRODUCTION MARKET SIZE, BY HARDWARE, 2018-2030 (USD THOUSAND)
  • TABLE 199. SAUDI ARABIA VIRTUAL PRODUCTION MARKET SIZE, BY CAMERAS, 2018-2030 (USD THOUSAND)
  • TABLE 200. SAUDI ARABIA VIRTUAL PRODUCTION MARKET SIZE, BY PRODUCTION STAGE, 2018-2030 (USD THOUSAND)
  • TABLE 201. SAUDI ARABIA VIRTUAL PRODUCTION MARKET SIZE, BY END-USER, 2018-2030 (USD THOUSAND)
  • TABLE 202. SOUTH AFRICA VIRTUAL PRODUCTION MARKET SIZE, BY COMPONENT, 2018-2030 (USD THOUSAND)
  • TABLE 203. SOUTH AFRICA VIRTUAL PRODUCTION MARKET SIZE, BY HARDWARE, 2018-2030 (USD THOUSAND)
  • TABLE 204. SOUTH AFRICA VIRTUAL PRODUCTION MARKET SIZE, BY CAMERAS, 2018-2030 (USD THOUSAND)
  • TABLE 205. SOUTH AFRICA VIRTUAL PRODUCTION MARKET SIZE, BY PRODUCTION STAGE, 2018-2030 (USD THOUSAND)
  • TABLE 206. SOUTH AFRICA VIRTUAL PRODUCTION MARKET SIZE, BY END-USER, 2018-2030 (USD THOUSAND)
  • TABLE 207. SPAIN VIRTUAL PRODUCTION MARKET SIZE, BY COMPONENT, 2018-2030 (USD THOUSAND)
  • TABLE 208. SPAIN VIRTUAL PRODUCTION MARKET SIZE, BY HARDWARE, 2018-2030 (USD THOUSAND)
  • TABLE 209. SPAIN VIRTUAL PRODUCTION MARKET SIZE, BY CAMERAS, 2018-2030 (USD THOUSAND)
  • TABLE 210. SPAIN VIRTUAL PRODUCTION MARKET SIZE, BY PRODUCTION STAGE, 2018-2030 (USD THOUSAND)
  • TABLE 211. SPAIN VIRTUAL PRODUCTION MARKET SIZE, BY END-USER, 2018-2030 (USD THOUSAND)
  • TABLE 212. SWEDEN VIRTUAL PRODUCTION MARKET SIZE, BY COMPONENT, 2018-2030 (USD THOUSAND)
  • TABLE 213. SWEDEN VIRTUAL PRODUCTION MARKET SIZE, BY HARDWARE, 2018-2030 (USD THOUSAND)
  • TABLE 214. SWEDEN VIRTUAL PRODUCTION MARKET SIZE, BY CAMERAS, 2018-2030 (USD THOUSAND)
  • TABLE 215. SWEDEN VIRTUAL PRODUCTION MARKET SIZE, BY PRODUCTION STAGE, 2018-2030 (USD THOUSAND)
  • TABLE 216. SWEDEN VIRTUAL PRODUCTION MARKET SIZE, BY END-USER, 2018-2030 (USD THOUSAND)
  • TABLE 217. SWITZERLAND VIRTUAL PRODUCTION MARKET SIZE, BY COMPONENT, 2018-2030 (USD THOUSAND)
  • TABLE 218. SWITZERLAND VIRTUAL PRODUCTION MARKET SIZE, BY HARDWARE, 2018-2030 (USD THOUSAND)
  • TABLE 219. SWITZERLAND VIRTUAL PRODUCTION MARKET SIZE, BY CAMERAS, 2018-2030 (USD THOUSAND)
  • TABLE 220. SWITZERLAND VIRTUAL PRODUCTION MARKET SIZE, BY PRODUCTION STAGE, 2018-2030 (USD THOUSAND)
  • TABLE 221. SWITZERLAND VIRTUAL PRODUCTION MARKET SIZE, BY END-USER, 2018-2030 (USD THOUSAND)
  • TABLE 222. TURKEY VIRTUAL PRODUCTION MARKET SIZE, BY COMPONENT, 2018-2030 (USD THOUSAND)
  • TABLE 223. TURKEY VIRTUAL PRODUCTION MARKET SIZE, BY HARDWARE, 2018-2030 (USD THOUSAND)
  • TABLE 224. TURKEY VIRTUAL PRODUCTION MARKET SIZE, BY CAMERAS, 2018-2030 (USD THOUSAND)
  • TABLE 225. TURKEY VIRTUAL PRODUCTION MARKET SIZE, BY PRODUCTION STAGE, 2018-2030 (USD THOUSAND)
  • TABLE 226. TURKEY VIRTUAL PRODUCTION MARKET SIZE, BY END-USER, 2018-2030 (USD THOUSAND)
  • TABLE 227. UNITED ARAB EMIRATES VIRTUAL PRODUCTION MARKET SIZE, BY COMPONENT, 2018-2030 (USD THOUSAND)
  • TABLE 228. UNITED ARAB EMIRATES VIRTUAL PRODUCTION MARKET SIZE, BY HARDWARE, 2018-2030 (USD THOUSAND)
  • TABLE 229. UNITED ARAB EMIRATES VIRTUAL PRODUCTION MARKET SIZE, BY CAMERAS, 2018-2030 (USD THOUSAND)
  • TABLE 230. UNITED ARAB EMIRATES VIRTUAL PRODUCTION MARKET SIZE, BY PRODUCTION STAGE, 2018-2030 (USD THOUSAND)
  • TABLE 231. UNITED ARAB EMIRATES VIRTUAL PRODUCTION MARKET SIZE, BY END-USER, 2018-2030 (USD THOUSAND)
  • TABLE 232. UNITED KINGDOM VIRTUAL PRODUCTION MARKET SIZE, BY COMPONENT, 2018-2030 (USD THOUSAND)
  • TABLE 233. UNITED KINGDOM VIRTUAL PRODUCTION MARKET SIZE, BY HARDWARE, 2018-2030 (USD THOUSAND)
  • TABLE 234. UNITED KINGDOM VIRTUAL PRODUCTION MARKET SIZE, BY CAMERAS, 2018-2030 (USD THOUSAND)
  • TABLE 235. UNITED KINGDOM VIRTUAL PRODUCTION MARKET SIZE, BY PRODUCTION STAGE, 2018-2030 (USD THOUSAND)
  • TABLE 236. UNITED KINGDOM VIRTUAL PRODUCTION MARKET SIZE, BY END-USER, 2018-2030 (USD THOUSAND)
  • TABLE 237. VIRTUAL PRODUCTION MARKET SHARE, BY KEY PLAYER, 2023
  • TABLE 238. VIRTUAL PRODUCTION MARKET, FPNV POSITIONING MATRIX, 2023
目次
Product Code: MRR-0D217D5AD997

The Virtual Production Market was valued at USD 2.55 billion in 2023, expected to reach USD 3.01 billion in 2024, and is projected to grow at a CAGR of 18.57%, to USD 8.42 billion by 2030.

Virtual Production (VP) is a process that combines physical and digital elements to create immersive filming environments typically used in the video game, film, and television industries. Leveraging technologies such as real-time rendering, LED screens, and motion capture, VP offers enhanced creative control and cost-efficient production capabilities. The necessity of virtual production has surged due to demand for visually compelling content and the constraints imposed by the COVID-19 pandemic, which necessitated remote and virtual workflows. Its applications span pre-visualization, on-set visualization, and post-production, significantly benefitting industries such as entertainment, advertising, and e-learning. End-use scope primarily includes film studios, game developers, and commercial content creators aiming to enhance storytelling capabilities. Market growth is influenced by technological advancements in virtual and augmented reality, growing investments in virtual production studios, and the increasing prevalence of OTT platforms. Opportunities are ripe in emerging economies and sectors like live events and broadcasting, offering untapped growth potential. However, challenges persist, including high initial setup costs, skillset shortages, and logistical complexities in integrating VP technologies with existing systems. These factors require firms to strategize carefully to mitigate high capital expenditures. For business growth, focusing on advancements in real-time rendering technology and AI-driven content creation tools offers promising innovation areas. Developing scalable, user-friendly VP platforms can cater to smaller studios and content creators, expanding market reach. Emphasizing industry collaboration for skill development can address workforce shortages. The nature of the market is dynamic, with strong competition driving rapid technological innovation. Businesses must remain agile and informed about the latest trends to maintain a competitive edge. By prioritizing sustainable technology investments and fostering partnerships, companies can effectively navigate this evolving landscape and capitalize on its abundant opportunities.

KEY MARKET STATISTICS
Base Year [2023] USD 2.55 billion
Estimated Year [2024] USD 3.01 billion
Forecast Year [2030] USD 8.42 billion
CAGR (%) 18.57%

Market Dynamics: Unveiling Key Market Insights in the Rapidly Evolving Virtual Production Market

The Virtual Production Market is undergoing transformative changes driven by a dynamic interplay of supply and demand factors. Understanding these evolving market dynamics prepares business organizations to make informed investment decisions, refine strategic decisions, and seize new opportunities. By gaining a comprehensive view of these trends, business organizations can mitigate various risks across political, geographic, technical, social, and economic domains while also gaining a clearer understanding of consumer behavior and its impact on manufacturing costs and purchasing trends.

  • Market Drivers
    • Rising popularity of movies with extensive graphics among consumers
    • Proliferating demand for visual effects in gaming industry
    • Increasing adoption of virtual production for the creation of commercial ads
  • Market Restraints
    • High cost associated with virtual production
  • Market Opportunities
    • Advancements in virtual production technologies and systems
    • Adoption of camera robotics for the production of movies
  • Market Challenges
    • Technical complexities of virtual production method

Porter's Five Forces: A Strategic Tool for Navigating the Virtual Production Market

Porter's five forces framework is a critical tool for understanding the competitive landscape of the Virtual Production Market. It offers business organizations with a clear methodology for evaluating their competitive positioning and exploring strategic opportunities. This framework helps businesses assess the power dynamics within the market and determine the profitability of new ventures. With these insights, business organizations can leverage their strengths, address weaknesses, and avoid potential challenges, ensuring a more resilient market positioning.

PESTLE Analysis: Navigating External Influences in the Virtual Production Market

External macro-environmental factors play a pivotal role in shaping the performance dynamics of the Virtual Production Market. Political, Economic, Social, Technological, Legal, and Environmental factors analysis provides the necessary information to navigate these influences. By examining PESTLE factors, businesses can better understand potential risks and opportunities. This analysis enables business organizations to anticipate changes in regulations, consumer preferences, and economic trends, ensuring they are prepared to make proactive, forward-thinking decisions.

Market Share Analysis: Understanding the Competitive Landscape in the Virtual Production Market

A detailed market share analysis in the Virtual Production Market provides a comprehensive assessment of vendors' performance. Companies can identify their competitive positioning by comparing key metrics, including revenue, customer base, and growth rates. This analysis highlights market concentration, fragmentation, and trends in consolidation, offering vendors the insights required to make strategic decisions that enhance their position in an increasingly competitive landscape.

FPNV Positioning Matrix: Evaluating Vendors' Performance in the Virtual Production Market

The Forefront, Pathfinder, Niche, Vital (FPNV) Positioning Matrix is a critical tool for evaluating vendors within the Virtual Production Market. This matrix enables business organizations to make well-informed decisions that align with their goals by assessing vendors based on their business strategy and product satisfaction. The four quadrants provide a clear and precise segmentation of vendors, helping users identify the right partners and solutions that best fit their strategic objectives.

Strategy Analysis & Recommendation: Charting a Path to Success in the Virtual Production Market

A strategic analysis of the Virtual Production Market is essential for businesses looking to strengthen their global market presence. By reviewing key resources, capabilities, and performance indicators, business organizations can identify growth opportunities and work toward improvement. This approach helps businesses navigate challenges in the competitive landscape and ensures they are well-positioned to capitalize on newer opportunities and drive long-term success.

Key Company Profiles

The report delves into recent significant developments in the Virtual Production Market, highlighting leading vendors and their innovative profiles. These include 360Rize, 80six Ltd., Adobe Inc., Amazon.com, Inc., Autodesk, Inc., AV Stumpfl GmbH, Avid Technology, Inc., Aximmetry Technologies Ltd., Barco NV, Blackmagic Design Pty Ltd, Boris FX, Inc., Brompton Technology Ltd., Dimension, Disguise Technologies Limited, DNEG PLC, Epic Games, Inc., FuseFX, Glassbox Technologies, HTC Corporation, HumanEyes Technologies Ltd., LG Corporation, Mo-Sys Engineering Ltd., NEOM Company, NVIDIA Corporation, Panocam3d.com, Perforce Software, Inc., Pixar Animation Studios by The Walt Disney Company, Pixotope Technologies, Planar Systems, Inc., Production Resource Group, L.L.C, Samsung Electronics Co., Ltd., SHOWRUNNER, Side Effects Software Inc., Sony Group Corporation, Technicolor Creative Studios SA, Unilumin Group Co., Ltd., Unity Technologies Inc., Ventuz Technology AG, Vicon Motion Systems Ltd., Virsabi ApS, Vu Technologies Corp by Diamond View Studios, and Weta FX Ltd..

Market Segmentation & Coverage

This research report categorizes the Virtual Production Market to forecast the revenues and analyze trends in each of the following sub-markets:

  • Based on Component, market is studied across Hardware, Services, and Software. The Hardware is further studied across Cameras, GPUs & Video Cards, LED Display Wall, Memory & Storage, and Workstations. The Cameras is further studied across 360 Cameras, Action Cameras, Compact Cameras, DSLR Cameras, Medium Format Cameras, and Traditional Film Cameras.
  • Based on Production Stage, market is studied across Post-Production, Pre-Production, and Production.
  • Based on End-User, market is studied across Film & Television, Gaming, Marketing & Advertisements, and Social Media Content.
  • Based on Region, market is studied across Americas, Asia-Pacific, and Europe, Middle East & Africa. The Americas is further studied across Argentina, Brazil, Canada, Mexico, and United States. The United States is further studied across California, Florida, Illinois, New York, Ohio, Pennsylvania, and Texas. The Asia-Pacific is further studied across Australia, China, India, Indonesia, Japan, Malaysia, Philippines, Singapore, South Korea, Taiwan, Thailand, and Vietnam. The Europe, Middle East & Africa is further studied across Denmark, Egypt, Finland, France, Germany, Israel, Italy, Netherlands, Norway, Poland, Qatar, Russia, Saudi Arabia, South Africa, Spain, Sweden, Switzerland, Turkey, United Arab Emirates, and United Kingdom.

The report offers a comprehensive analysis of the market, covering key focus areas:

1. Market Penetration: A detailed review of the current market environment, including extensive data from top industry players, evaluating their market reach and overall influence.

2. Market Development: Identifies growth opportunities in emerging markets and assesses expansion potential in established sectors, providing a strategic roadmap for future growth.

3. Market Diversification: Analyzes recent product launches, untapped geographic regions, major industry advancements, and strategic investments reshaping the market.

4. Competitive Assessment & Intelligence: Provides a thorough analysis of the competitive landscape, examining market share, business strategies, product portfolios, certifications, regulatory approvals, patent trends, and technological advancements of key players.

5. Product Development & Innovation: Highlights cutting-edge technologies, R&D activities, and product innovations expected to drive future market growth.

The report also answers critical questions to aid stakeholders in making informed decisions:

1. What is the current market size, and what is the forecasted growth?

2. Which products, segments, and regions offer the best investment opportunities?

3. What are the key technology trends and regulatory influences shaping the market?

4. How do leading vendors rank in terms of market share and competitive positioning?

5. What revenue sources and strategic opportunities drive vendors' market entry or exit strategies?

Table of Contents

1. Preface

  • 1.1. Objectives of the Study
  • 1.2. Market Segmentation & Coverage
  • 1.3. Years Considered for the Study
  • 1.4. Currency & Pricing
  • 1.5. Language
  • 1.6. Stakeholders

2. Research Methodology

  • 2.1. Define: Research Objective
  • 2.2. Determine: Research Design
  • 2.3. Prepare: Research Instrument
  • 2.4. Collect: Data Source
  • 2.5. Analyze: Data Interpretation
  • 2.6. Formulate: Data Verification
  • 2.7. Publish: Research Report
  • 2.8. Repeat: Report Update

3. Executive Summary

4. Market Overview

5. Market Insights

  • 5.1. Market Dynamics
    • 5.1.1. Drivers
      • 5.1.1.1. Rising popularity of movies with extensive graphics among consumers
      • 5.1.1.2. Proliferating demand for visual effects in gaming industry
      • 5.1.1.3. Increasing adoption of virtual production for the creation of commercial ads
    • 5.1.2. Restraints
      • 5.1.2.1. High cost associated with virtual production
    • 5.1.3. Opportunities
      • 5.1.3.1. Advancements in virtual production technologies and systems
      • 5.1.3.2. Adoption of camera robotics for the production of movies
    • 5.1.4. Challenges
      • 5.1.4.1. Technical complexities of virtual production method
  • 5.2. Market Segmentation Analysis
    • 5.2.1. Component: Rising emphasis on using software for transforming creative inputs into visually attractive outputs
    • 5.2.2. Production Stage: Proliferating usage of virtual production in the pre-production stage for better visualization of the final product up front
    • 5.2.3. End-User: Evolving adoption of virtual production technologies in the film & television industry
  • 5.3. Porter's Five Forces Analysis
    • 5.3.1. Threat of New Entrants
    • 5.3.2. Threat of Substitutes
    • 5.3.3. Bargaining Power of Customers
    • 5.3.4. Bargaining Power of Suppliers
    • 5.3.5. Industry Rivalry
  • 5.4. PESTLE Analysis
    • 5.4.1. Political
    • 5.4.2. Economic
    • 5.4.3. Social
    • 5.4.4. Technological
    • 5.4.5. Legal
    • 5.4.6. Environmental

6. Virtual Production Market, by Component

  • 6.1. Introduction
  • 6.2. Hardware
    • 6.2.1. Cameras
      • 6.2.1.1. 360 Cameras
      • 6.2.1.2. Action Cameras
      • 6.2.1.3. Compact Cameras
      • 6.2.1.4. DSLR Cameras
      • 6.2.1.5. Medium Format Cameras
      • 6.2.1.6. Traditional Film Cameras
    • 6.2.2. GPUs & Video Cards
    • 6.2.3. LED Display Wall
    • 6.2.4. Memory & Storage
    • 6.2.5. Workstations
  • 6.3. Services
  • 6.4. Software

7. Virtual Production Market, by Production Stage

  • 7.1. Introduction
  • 7.2. Post-Production
  • 7.3. Pre-Production
  • 7.4. Production

8. Virtual Production Market, by End-User

  • 8.1. Introduction
  • 8.2. Film & Television
  • 8.3. Gaming
  • 8.4. Marketing & Advertisements
  • 8.5. Social Media Content

9. Americas Virtual Production Market

  • 9.1. Introduction
  • 9.2. Argentina
  • 9.3. Brazil
  • 9.4. Canada
  • 9.5. Mexico
  • 9.6. United States

10. Asia-Pacific Virtual Production Market

  • 10.1. Introduction
  • 10.2. Australia
  • 10.3. China
  • 10.4. India
  • 10.5. Indonesia
  • 10.6. Japan
  • 10.7. Malaysia
  • 10.8. Philippines
  • 10.9. Singapore
  • 10.10. South Korea
  • 10.11. Taiwan
  • 10.12. Thailand
  • 10.13. Vietnam

11. Europe, Middle East & Africa Virtual Production Market

  • 11.1. Introduction
  • 11.2. Denmark
  • 11.3. Egypt
  • 11.4. Finland
  • 11.5. France
  • 11.6. Germany
  • 11.7. Israel
  • 11.8. Italy
  • 11.9. Netherlands
  • 11.10. Norway
  • 11.11. Poland
  • 11.12. Qatar
  • 11.13. Russia
  • 11.14. Saudi Arabia
  • 11.15. South Africa
  • 11.16. Spain
  • 11.17. Sweden
  • 11.18. Switzerland
  • 11.19. Turkey
  • 11.20. United Arab Emirates
  • 11.21. United Kingdom

12. Competitive Landscape

  • 12.1. Market Share Analysis, 2023
  • 12.2. FPNV Positioning Matrix, 2023
  • 12.3. Competitive Scenario Analysis
    • 12.3.1. Nottingham Trent University's Strategic Investment in Advanced Virtual Production Technology
    • 12.3.2. WWE Unveils State-of-the-Art 30,000 Sq.-Ft. Studio Featuring Advanced Virtual Production Technologies With the Deployment of Sony Verona LED Wall
    • 12.3.3. Megapixel's Strategic Acquisition of GhostFrame IP to Fortify Its Presence in Virtual Production Technologies
    • 12.3.4. LG Introduces Studio Series DVLED for Enhanced Virtual Production Capabilities
    • 12.3.5. Hong Kong Design Institute Launches Virtual Production Studio at Shaw Studios
    • 12.3.6. Dark Slope's Strategic Alliance with SideFX to Launch Advanced Smart Stage in Toronto
    • 12.3.7. Sony Pictures Enhances Visual Effects and Virtual Production with New Torchlight Visualization Facility
    • 12.3.8. Accenture's Strategic Investment in Vu Technologies to Enhance Immersive Experience Creation
    • 12.3.9. Unlocking the Future of Education with Pixotope Pocket: Simplifying Virtual Production for Academic Excellence
    • 12.3.10. LG's Groundbreaking Virtual Production Solutions Unveiled at NAB Show 2020, Pioneering 360-Degree Streaming and Cloud-Based Technology for the Future of Broadcasting
    • 12.3.11. Revolutionizing Virtual Production: Planar and OptiTrack Unveil Cutting-Edge Broadcast Technology Suite at NAB 2023
    • 12.3.12. Sony Pictures Imageworks Unveils Cutting-Edge Virtual Production Technology in Shanghai
    • 12.3.13. Sony Launches Comprehensive Virtual Production Tool Set
    • 12.3.14. Exploring Next-Gen Techniques and Implications for Future Content Creation
    • 12.3.15. Media.Monks and Epic Games Unleash Unreal Engine 5's Capabilities for Next-Gen Film and TV Realism
    • 12.3.16. Anna Valley and Garden Studios Forge Strategic Partnership to Elevate Large-Scale Productions with Advanced Technology and Design
    • 12.3.17. Arctic7 Expands Virtual Production Horizons with Strategic Acquisitions of Narwhal Studios and Star Fort Games
    • 12.3.18. Weber Shandwick Collective Acquires XR Firm to Revolutionize Virtual Production in Marketing
    • 12.3.19. Vu's Partnership with Cube Expands Studio Network and Breaks New Ground in Visual Effects Creation
    • 12.3.20. NantStudios Expands Global Reach with Cutting-Edge Virtual Production Stages in Melbourne
    • 12.3.21. Yorkshire's LBi and Mainstage Launch Cutting-Edge Virtual Production Venture
    • 12.3.22. LAMDA's Venture into Sustainable and Efficient Virtual Production Innovation
    • 12.3.23. HTC's Enhanced Vive XR Elite and Business Solutions Introduced
    • 12.3.24. Tag Americas Amplifies Virtual Marketing Horizon, Elevating Brand Engagement through Cutting-Edge Virtual Production Studio Expansion
    • 12.3.25. Revolutionizing Virtual Production with Seamless Integration and Unmatched Visual Fidelity
    • 12.3.26. Hungary Advances in Film Industry Leadership with Euro 11 Million Investment in Cutting-Edge Budapest Virtual Studio
    • 12.3.27. Singapore Pioneers Virtual Production Evolution, Unveiling a New Era with Media Development Authority's Innovation Fund
    • 12.3.28. The Dawn of AWS-Powered Virtual Production at Amazon Studios
    • 12.3.29. Exploring the Capabilities and Versatility of the Black Pearl BP2V2 LED Display System
  • 12.4. Strategy Analysis & Recommendation
    • 12.4.1. Sony Group Corporation
    • 12.4.2. Samsung Electronics Co., Ltd.
    • 12.4.3. LG Corporation
    • 12.4.4. NVIDIA Corporation
    • 12.4.5. DNEG PLC
    • 12.4.6. Adobe Inc.
    • 12.4.7. Epic Games, Inc.
    • 12.4.8. Planar Systems, Inc.
    • 12.4.9. Unity Technologies Inc.
    • 12.4.10. Avid Technology, Inc.

Companies Mentioned

  • 1. 360Rize
  • 2. 80six Ltd.
  • 3. Adobe Inc.
  • 4. Amazon.com, Inc.
  • 5. Autodesk, Inc.
  • 6. AV Stumpfl GmbH
  • 7. Avid Technology, Inc.
  • 8. Aximmetry Technologies Ltd.
  • 9. Barco NV
  • 10. Blackmagic Design Pty Ltd
  • 11. Boris FX, Inc.
  • 12. Brompton Technology Ltd.
  • 13. Dimension
  • 14. Disguise Technologies Limited
  • 15. DNEG PLC
  • 16. Epic Games, Inc.
  • 17. FuseFX
  • 18. Glassbox Technologies
  • 19. HTC Corporation
  • 20. HumanEyes Technologies Ltd.
  • 21. LG Corporation
  • 22. Mo-Sys Engineering Ltd.
  • 23. NEOM Company
  • 24. NVIDIA Corporation
  • 25. Panocam3d.com
  • 26. Perforce Software, Inc.
  • 27. Pixar Animation Studios by The Walt Disney Company
  • 28. Pixotope Technologies
  • 29. Planar Systems, Inc.
  • 30. Production Resource Group, L.L.C
  • 31. Samsung Electronics Co., Ltd.
  • 32. SHOWRUNNER
  • 33. Side Effects Software Inc.
  • 34. Sony Group Corporation
  • 35. Technicolor Creative Studios SA
  • 36. Unilumin Group Co., Ltd.
  • 37. Unity Technologies Inc.
  • 38. Ventuz Technology AG
  • 39. Vicon Motion Systems Ltd.
  • 40. Virsabi ApS
  • 41. Vu Technologies Corp by Diamond View Studios
  • 42. Weta FX Ltd.