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市場調査レポート
商品コード
1656034

バーチャルプロダクション市場規模、シェア、成長分析:提供別、タイプ別、エンドユーザー別、地域別 - 産業予測 2025~2032年

Virtual Production Market Size, Share, and Growth Analysis, By Offering (Hardware, Software), By Type (Pre-production, Production), By End User, By Region - Industry Forecast 2025-2032


出版日
発行
SkyQuest
ページ情報
英文 177 Pages
納期
3~5営業日
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規模、シェア、成長分析:提供別、タイプ別、エンドユーザー別、地域別 - 産業予測 2025~2032年
出版日: 2025年02月14日
発行: SkyQuest
ページ情報: 英文 177 Pages
納期: 3~5営業日
GIIご利用のメリット
  • 全表示
  • 概要
  • 目次
概要

バーチャルプロダクション市場規模は、2023年に33億6,000万米ドルと評価され、2024年の38億6,000万米ドルから2032年には117億3,000万米ドルに成長し、予測期間(2025-2032年)のCAGRは14.9%で成長する見通しです。

世界のバーチャルプロダクション市場は、仮想現実(VR)や拡張現実(AR)などの最先端技術を通じて没入型体験を提供し、仮想と物理的な制作を融合させることで、エンターテインメントの展望を変革しています。この急成長する市場は、映画制作者やコンテンツ制作者のワークフローを最適化すると同時に、制作コストを削減し、クリエイティブな可能性を高めることを目的としています。魅力的なビジュアルエフェクトへの需要が成長を後押ししており、バーチャルプロダクションの技術は映画、テレビ、ゲームなどのストーリーテリングを強化します。初期設定コストやワークフローの統合が課題となっていますが、テクノロジーの進歩により、よりスムーズな移行が可能になっています。現在の動向としては、シミュレーションのためのAI駆動型ツールの台頭、バーチャルプロダクション専門スタジオの急増、コンテンツ制作の創造性と効率性を高めるリアルタイムコラボレーションプラットフォームなどが挙げられます。

目次

イントロダクション

  • 調査の目的
  • 調査範囲
  • 定義

調査手法

  • 情報調達
  • 二次と一次データの方法
  • 市場規模予測
  • 市場の前提条件と制限

エグゼクティブサマリー

  • 世界市場の見通し
  • 供給と需要の動向分析
  • セグメント別機会分析

市場力学と見通し

  • 市場概要
  • 市場規模
  • 市場力学
    • 促進要因と機会
    • 抑制要因と課題
  • ポーターの分析

主な市場の考察

  • 重要成功要因
  • 競合の程度
  • 主な投資機会
  • 市場エコシステム
  • 市場の魅力指数(2024年)
  • PESTEL分析
  • マクロ経済指標
  • バリューチェーン分析
  • 価格分析
  • 技術分析

バーチャルプロダクション市場規模:提供別& CAGR(2025-2032)

  • 市場概要
  • ハードウェア
  • ソフトウェア
  • サービス

バーチャルプロダクション市場規模:タイプ別& CAGR(2025-2032)

  • 市場概要
  • プリプロダクション
  • プロダクション
  • ポストプロダクション

バーチャルプロダクション市場規模:エンドユーザー別& CAGR(2025-2032)

  • 市場概要
  • フィルム
  • 連続テレビ番組
  • 商業広告
  • オンラインビデオ
  • その他
    • イベント
    • 劇場
    • 音楽コンサート

バーチャルプロダクション市場規模:地域別& CAGR(2025-2032)

  • 北米
    • 米国
    • カナダ
  • 欧州
    • ドイツ
    • スペイン
    • フランス
    • 英国
    • イタリア
    • その他欧州地域
  • アジア太平洋地域
    • 中国
    • インド
    • 日本
    • 韓国
    • その他アジア太平洋地域
  • ラテンアメリカ
    • ブラジル
    • その他ラテンアメリカ地域
  • 中東・アフリカ
    • GCC諸国
    • 南アフリカ
    • その他中東・アフリカ

競合情報

  • 上位5社の比較
  • 主要企業の市場ポジショニング(2024年)
  • 主な市場企業が採用した戦略
  • 最近の市場動向
  • 企業の市場シェア分析(2024年)
  • 主要企業の企業プロファイル
    • 企業の詳細
    • 製品ポートフォリオ分析
    • 企業のセグメント別シェア分析
    • 収益の前年比比較(2022-2024)

主要企業プロファイル

  • Adobe Inc.(United States)
  • Autodesk Inc.(United States)
  • NVIDIA Corporation(United States)
  • Sony Group Corporation(Japan)
  • HTC Corporation(Taiwan)
  • Technicolor Creative Studios SA(France)
  • Vicon Motion Systems Limited(United Kingdom)
  • Side Effects Software Inc.(SideFX)(Canada)
  • Unity Software Inc.(United States)
  • Epic Games Inc.(United States)
  • Mo-Sys Engineering Ltd.(United Kingdom)
  • Weta FX Ltd.(New Zealand)
  • Industrial Light & Magic(ILM)(United States)
  • Pixomondo(Germany)
  • Dassault Systemes SE(France)
  • BORIS FX Inc.(United States)
  • HumanEyes Technologies Ltd.(Israel)
  • 360Rize(United States)
  • Panocam3d.com(United States)
  • ZSpace Inc.(United States)

結論と提言

目次
Product Code: SQMIG50H2006

Virtual Production Market size was valued at USD 3.36 billion in 2023 and is poised to grow from USD 3.86 billion in 2024 to USD 11.73 billion by 2032, growing at a CAGR of 14.9% during the forecast period (2025-2032).

The Global Virtual Production Market is transforming the entertainment landscape by blending virtual and physical production, delivering immersive experiences through cutting-edge technologies such as virtual reality (VR) and augmented reality (AR). This burgeoning market aims to optimize workflows for filmmakers and content creators while curtailing production costs, allowing for increased creative potential. Demand for compelling visual effects is driving growth, with virtual production techniques enhancing storytelling across film, television, and gaming. While initial setup costs and the integration of workflows pose challenges, advancements in technology are facilitating smoother transitions. Current trends include the rise of AI-driven tools for simulations, the proliferation of specialized virtual production studios, and real-time collaborative platforms that enhance creativity and efficiency in content creation.

Top-down and bottom-up approaches were used to estimate and validate the size of the Virtual Production market and to estimate the size of various other dependent submarkets. The research methodology used to estimate the market size includes the following details: The key players in the market were identified through secondary research, and their market shares in the respective regions were determined through primary and secondary research. This entire procedure includes the study of the annual and financial reports of the top market players and extensive interviews for key insights from industry leaders such as CEOs, VPs, directors, and marketing executives. All percentage shares split, and breakdowns were determined using secondary sources and verified through Primary sources. All possible parameters that affect the markets covered in this research study have been accounted for, viewed in extensive detail, verified through primary research, and analyzed to get the final quantitative and qualitative data.

Virtual Production Market Segments Analysis

Global Virtual Production Market is segmented by Offering, Type, End User and region. Based on Offering, the market is segmented into Hardware, Software and Services. Based on Type, the market is segmented into Pre-production, Production and Post-production. Based on End User, the market is segmented into Movies, TV series, Commercial ads, Online videos and Others. Based on region, the market is segmented into North America, Europe, Asia Pacific, Latin America and Middle East & Africa.

Driver of the Virtual Production Market

The increasing demand for visually stunning and high-quality content across various sectors, including entertainment, gaming, advertising, and e-commerce, is significantly propelling the adoption of virtual production methods. This innovative approach allows filmmakers and content creators to produce realistic environments, characters, and visual effects, which greatly enhance the viewer's experience. Notable examples include blockbuster films such as "The Mandalorian" and "Avengers: Endgame," which employed virtual production techniques to craft breathtaking and immersive worlds, ultimately contributing to their phenomenal success. As the desire for captivating visual narratives continues to rise, virtual production is becoming an essential tool in content creation.

Restraints in the Virtual Production Market

The Virtual Production market faces significant constraints primarily due to the considerable initial costs associated with setting up such systems. This includes the purchase of specialized equipment, advanced computers, motion capture technology, and the creation of dedicated studio environments. These upfront expenses can be particularly burdensome for smaller production companies and independent filmmakers, potentially hindering their ability to utilize virtual production techniques. Furthermore, the need to develop and maintain the requisite infrastructure and technical know-how can be resource-intensive, which may deter broader acceptance and integration of virtual production practices within the industry.

Market Trends of the Virtual Production Market

The virtual production market is witnessing a significant trend with the integration of Extended Reality (XR), encompassing Augmented Reality (AR), Virtual Reality (VR), and Mixed Reality (MR). This convergence enables content creators to forge innovative storytelling avenues by blending real-world elements with virtual environments. By harnessing XR technologies, producers are enhancing live events and broadcast productions with real-time overlays of virtual graphics, enriching the audience's experience and engagement. As this trend evolves, it is expected to drive demand for advanced XR solutions, ultimately reshaping the landscape of content creation and production across industries, from film to gaming and beyond.

Table of Contents

Introduction

  • Objectives of the Study
  • Scope of the Report
  • Definitions

Research Methodology

  • Information Procurement
  • Secondary & Primary Data Methods
  • Market Size Estimation
  • Market Assumptions & Limitations

Executive Summary

  • Global Market Outlook
  • Supply & Demand Trend Analysis
  • Segmental Opportunity Analysis

Market Dynamics & Outlook

  • Market Overview
  • Market Size
  • Market Dynamics
    • Drivers & Opportunities
    • Restraints & Challenges
  • Porters Analysis
    • Competitive rivalry
    • Threat of substitute
    • Bargaining power of buyers
    • Threat of new entrants
    • Bargaining power of suppliers

Key Market Insights

  • Key Success Factors
  • Degree of Competition
  • Top Investment Pockets
  • Market Ecosystem
  • Market Attractiveness Index, 2024
  • PESTEL Analysis
  • Macro-Economic Indicators
  • Value Chain Analysis
  • Pricing Analysis
  • Technology Analysis

Global Virtual Production Market Size by Offering & CAGR (2025-2032)

  • Market Overview
  • Hardware
  • Software
  • Services

Global Virtual Production Market Size by Type & CAGR (2025-2032)

  • Market Overview
  • Pre-production
  • Production
  • Post-production

Global Virtual Production Market Size by End User & CAGR (2025-2032)

  • Market Overview
  • Movies
  • TV series
  • Commercial ads
  • Online videos
  • Others
    • Events
    • Theatre
    • Music Concerts

Global Virtual Production Market Size & CAGR (2025-2032)

  • North America (Offering, Type, End User)
    • US
    • Canada
  • Europe (Offering, Type, End User)
    • Germany
    • Spain
    • France
    • UK
    • Italy
    • Rest of Europe
  • Asia Pacific (Offering, Type, End User)
    • China
    • India
    • Japan
    • South Korea
    • Rest of Asia-Pacific
  • Latin America (Offering, Type, End User)
    • Brazil
    • Rest of Latin America
  • Middle East & Africa (Offering, Type, End User)
    • GCC Countries
    • South Africa
    • Rest of Middle East & Africa

Competitive Intelligence

  • Top 5 Player Comparison
  • Market Positioning of Key Players, 2024
  • Strategies Adopted by Key Market Players
  • Recent Developments in the Market
  • Company Market Share Analysis, 2024
  • Company Profiles of All Key Players
    • Company Details
    • Product Portfolio Analysis
    • Company's Segmental Share Analysis
    • Revenue Y-O-Y Comparison (2022-2024)

Key Company Profiles

  • Adobe Inc. (United States)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Autodesk Inc. (United States)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • NVIDIA Corporation (United States)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Sony Group Corporation (Japan)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • HTC Corporation (Taiwan)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Technicolor Creative Studios SA (France)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Vicon Motion Systems Limited (United Kingdom)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Side Effects Software Inc. (SideFX) (Canada)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Unity Software Inc. (United States)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Epic Games Inc. (United States)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Mo-Sys Engineering Ltd. (United Kingdom)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Weta FX Ltd. (New Zealand)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Industrial Light & Magic (ILM) (United States)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Pixomondo (Germany)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Dassault Systemes SE (France)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • BORIS FX Inc. (United States)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • HumanEyes Technologies Ltd. (Israel)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • 360Rize (United States)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Panocam3d.com (United States)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • ZSpace Inc. (United States)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments

Conclusion & Recommendations