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市場調査レポート
商品コード
1678614

バーチャルプロダクションの世界市場レポート 2025年

Virtual Production Global Market Report 2025


出版日
ページ情報
英文 175 Pages
納期
2~10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の世界市場レポート 2025年
出版日: 2025年03月03日
発行: The Business Research Company
ページ情報: 英文 175 Pages
納期: 2~10営業日
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  • 全表示
  • 概要
  • 目次
概要

バーチャルプロダクションの市場規模は今後数年で急成長が見込まれます。2029年には67億7,000万米ドルに成長し、CAGRは19.7%となります。予測期間の成長は、視覚効果やCGの増加、ライブイベントやコンサートでのバーチャルプロダクション使用の増加、自動車産業や航空宇宙産業でのバーチャルプロダクション採用、コンテンツ制作の拡大、ストリーミングプラットフォームの増加などに起因しています。予測期間における主な動向としては、技術の進歩、新しいバーチャルプロダクション技術やソリューションの開発、人工知能(AI)や機械学習(ML)の統合、コンテンツ制作におけるブロックチェーンなどが挙げられます。

世界の映画制作における視覚効果の需要の高まりが、今後のバーチャルプロダクション市場の成長を牽引すると予想されます。視覚効果(VFX)とは、実写撮影では発生しない、映画やその他の動画メディアのビジュアルを作成、変更、強化するために使用される画像の修正を指します。VFXは、クリエイターがバーチャルプロダクションを通じてコンテンツの構想を練ることを可能にし、より早い段階でのアイデア開発を可能にします。例えば、2024年6月、英国の業界団体であるUK Screen Allianceが発表したレポートによると、英国の4つの映画・テレビ税制優遇措置を通じて割り当てられた42億GBP(約45億3,000万円)のうち、8.5%にあたる3億6,350万GBP(約3億9,239万円)が視覚効果(VFX)に充てられていることが明らかになりました。その他の特典として、3億4,650万英ポンド(3億7,404万米ドル)が、広告など税制優遇措置の恩恵を受けないジャンルのVFXに費やされています。これらを合わせると、VFXは年間16億ポンド(17億2,000万米ドル)の付加価値(GVA)を英国経済に貢献しています。そのため、映画製作における視覚効果への需要の高まりが、バーチャルプロダクション市場の成長を促進することになります。

バーチャルプロダクション市場の成長は、拡大するゲーム産業によって促進されると予想されます。ゲーム産業には、ビデオゲームの制作、開発、マーケティング、流通、収益化に関わるさまざまな企業、組織、個人が含まれます。バーチャルプロダクションは、リアルタイムレンダリング、モーションキャプチャ、没入型技術を活用することで、ゲームにおける視覚的リアリズムとインタラクティブ性を高め、ゲームデザインとプレイヤー体験を変革します。例えば、米国のギャンブル業界団体であるAmerican Gaming Association(米国ゲーミング協会)のレポートによると、ゲーム・エンターテイメントに対する消費者の需要は、2022年の商業ゲーム売上高が600億米ドル(前年比14%増)と記録的な伸びを示しました。その結果、拡大するゲーム産業がバーチャルプロダクション市場の成長を牽引しています。

目次

第1章 エグゼクティブサマリー

第2章 市場の特徴

第3章 市場動向と戦略

第4章 市場- マクロ経済シナリオ金利、インフレ、地政学、コロナ禍、回復が市場に与える影響を含むマクロ経済シナリオ

第5章 世界の成長分析と戦略分析フレームワーク

  • 世界のバーチャルプロダクションPESTEL分析(政治、社会、技術、環境、法的要因、促進要因、抑制要因)
  • 最終用途産業の分析
  • 世界のバーチャルプロダクション市場:成長率分析
  • 世界のバーチャルプロダクション市場の実績:規模と成長, 2019-2024
  • 世界のバーチャルプロダクション市場の予測:規模と成長, 2024-2029, 2034F
  • 世界のバーチャルプロダクション総アドレス可能市場(TAM)

第6章 市場セグメンテーション

  • 世界のバーチャルプロダクション市場:タイプ別、実績と予測, 2019-2024, 2024-2029F, 2034F
  • 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
  • 世界のバーチャルプロダクション市場:提供別、実績と予測, 2019-2024, 2024-2029F, 2034F
  • ハードウェア
  • ソフトウェア
  • サービス
  • 世界のバーチャルプロダクション市場:エンドユーザー別、実績と予測, 2019-2024, 2024-2029F, 2034F
  • フィルム
  • 連続テレビ番組
  • 商業広告
  • オンラインビデオ
  • その他のエンドユーザー
  • 世界のバーチャルプロダクション市場、タイプ別サブセグメンテーション:プリプロダクション、実績と予測, 2019-2024, 2024-2029F, 2034F
  • バーチャルプリビジュアライゼーション
  • ストーリーボードと計画ツール
  • バーチャルセットデザイン
  • 世界のバーチャルプロダクション市場、タイプ別サブセグメンテーション:プロダクション、実績と予測, 2019-2024, 2024-2029F, 2034F
  • リアルタイムレンダリング
  • モーションキャプチャ技術
  • インタラクティブセット環境
  • 世界のバーチャルプロダクション市場、タイプ別サブセグメンテーション:ポストプロダクション、実績と予測, 2019-2024, 2024-2029F, 2034F
  • 視覚効果(VFX)
  • 編集ソフトウェア
  • カラーグレーディングと仕上げツール

第7章 地域別・国別分析

  • 世界のバーチャルプロダクション市場:地域別、実績と予測, 2019-2024, 2024-2029F, 2034F
  • 世界のバーチャルプロダクション市場:国別、実績と予測, 2019-2024, 2024-2029F, 2034F

第8章 アジア太平洋市場

第9章 中国市場

第10章 インド市場

第11章 日本市場

第12章 オーストラリア市場

第13章 インドネシア市場

第14章 韓国市場

第15章 西欧市場

第16章 英国市場

第17章 ドイツ市場

第18章 フランス市場

第19章 イタリア市場

第20章 スペイン市場

第21章 東欧市場

第22章 ロシア市場

第23章 北米市場

第24章 米国市場

第25章 カナダ市場

第26章 南米市場

第27章 ブラジル市場

第28章 中東市場

第29章 アフリカ市場

第30章 競合情勢と企業プロファイル

  • バーチャルプロダクション市場:競合情勢
  • バーチャルプロダクション市場:企業プロファイル
    • Sony Group Corporation Overview, Products and Services, Strategy and Financial Analysis
    • NVIDIA Corporation Overview, Products and Services, Strategy and Financial Analysis
    • Adobe Inc. Overview, Products and Services, Strategy and Financial Analysis
    • Epic Games Inc. Overview, Products and Services, Strategy and Financial Analysis
    • Autodesk Inc. Overview, Products and Services, Strategy and Financial Analysis

第31章 その他の大手企業と革新的企業

  • Technicolor SA
  • Arashi Vision Inc.
  • Unity Software Inc.
  • Pixar Animation Studios
  • ARRI Aktiengesellschaft
  • Double Negative Visual Effects
  • Perforce Software Inc.
  • HTC Corporation
  • Mo-Sys Engineering Ltd.
  • The Third Floor Inc.
  • FuseFX Inc.
  • Vicon Motion Systems Ltd.
  • SideFX
  • Pixotope Technologies AG
  • SolidAnim Ltd.

第32章 世界の市場競合ベンチマーキングとダッシュボード

第33章 主要な合併と買収

第34章 最近の市場動向

第35章 市場の潜在力が高い国、セグメント、戦略

  • バーチャルプロダクション市場2029:新たな機会を提供する国
  • バーチャルプロダクション市場2029:新たな機会を提供するセグメント
  • バーチャルプロダクション市場2029:成長戦略
    • 市場動向に基づく戦略
    • 競合の戦略

第36章 付録

目次
Product Code: r27162

Virtual production streamlines the convergence of physical and virtual elements in real-time through specialized software tools. It empowers filmmakers to interactively engage with digital scenarios within studio settings.

Virtual production encompasses three main phases: pre-production, production, and post-production. Production involves preparing content for public presentation. This domain offers hardware, software, and services utilized across various mediums such as movies, TV series, commercial advertisements, online videos, and other visual media.

The virtual production market research report is one of a series of new reports from The Business Research Company that provides virtual production market statistics, including virtual production industry global market size, regional shares, competitors with a virtual production market share, detailed virtual production market segments, market trends and opportunities, and any further data you may need to thrive in the virtual production industry. This virtual production market research report delivers a complete perspective of everything you need, with an in-depth analysis of the current and future scenarios of the industry.

The virtual production market size has grown rapidly in recent years. It will grow from $2.86 billion in 2024 to $3.3 billion in 2025 at a compound annual growth rate (CAGR) of 15.4%. The growth in the historic period can be attributed to increasing use of virtual production in the film industry, expansion of the gaming industry, integration of machine learning and deep learning into virtual production, demand for realism.

The virtual production market size is expected to see rapid growth in the next few years. It will grow to $6.77 billion in 2029 at a compound annual growth rate (CAGR) of 19.7%. The growth in the forecast period can be attributed to rising visual effects and computer-generated graphics, increased use of virtual production for live events and concerts, adoption of virtual production in the automotive and aerospace industries, expanded content creation, rise in streaming platforms. Major trends in the forecast period include technological advancements, development of new virtual production technologies and solutions, integration of artificial intelligence (AI) and machine learning (ML), blockchain in content creation.

The rising demand for visual effects in movie production worldwide is expected to drive the growth of the virtual production market in the future. Visual effects (VFX) refer to imagery modifications used to create, alter, or enhance visuals for films or other moving media that do not occur during live-action filming. VFX enables creators to conceptualize content through virtual production, allowing them to develop their ideas earlier in the process. For example, in June 2024, a report published by UK Screen Alliance, a UK-based trade body, revealed that out of the £4.2 billion ($4.53 billion) allocated through the UK's four film and TV tax incentives, £363.5 million ($392.39 million), or 8.5%, is dedicated to visual effects (VFX). Additionally, £346.5 million ($374.04 million) is spent on VFX in genres that do not benefit from tax relief, such as advertising. Altogether, VFX contributes £1.6 billion ($1.72 billion) to the UK economy in gross value added (GVA) annually. Therefore, the increasing demand for visual effects in movie production is set to propel the growth of the virtual production market.

The growth of the virtual production market is expected to be fueled by the expanding gaming industry. The gaming industry encompasses the various businesses, organizations, and individuals involved in the creation, development, marketing, distribution, and monetization of video games. Virtual production enhances visual realism and interactivity in gaming by utilizing real-time rendering, motion capture, and immersive technologies, thereby transforming game design and player experiences. For instance, a report from the American Gaming Association, a US-based gambling industry association, indicated that consumer demand for gaming entertainment resulted in record-breaking commercial gaming revenue of $60 billion in 2022, reflecting a 14 percent increase compared to the previous year. Consequently, the expanding gaming industry is driving the growth of the virtual production market.

Technological advancements drive growth in the virtual production market. For instance, in September 2023, Samsung Electronics launched 'Wall for Virtual Production.' This innovation offers creators an expansive and immersive workspace for collaboration within a virtual environment, amplifying the virtual production experience.

Major players in the virtual production sector are intensifying their focus on introducing groundbreaking products such as microLED displays to gain a competitive edge. LG Corporation, a South Korea-based consumer electronics company, introduced the LG Magnit in May 2023, a microLED display tailored for virtual production studios and extended-reality (XR) stages. This cutting-edge display technology delivers deep blacks and vibrant, natural colors, catering to immersive visual experiences. It seamlessly integrates with monitors, cameras, camera trackers, and production computers, facilitating the seamless blending of virtual and live-action elements. The LG Magnit offers versatility and customization options for large-screen configurations, solidifying its role in the market.

In October 2022, Sony Pictures Entertainment, a US-based entertainment company, acquired Pixomondo for an undisclosed amount. This acquisition is anticipated to bolster Sony's visual effects and virtual production capabilities, thereby enhancing its film and television projects. Pixomondo is a US-based company specializing in virtual production.

Major companies operating in the virtual production market include Sony Group Corporation, NVIDIA Corporation, Adobe Inc., Epic Games Inc., Autodesk Inc., Technicolor SA, Arashi Vision Inc., Unity Software Inc., Pixar Animation Studios, ARRI Aktiengesellschaft, Double Negative Visual Effects, Perforce Software Inc., HTC Corporation, Mo-Sys Engineering Ltd., The Third Floor Inc., FuseFX Inc., Vicon Motion Systems Ltd., SideFX, Pixotope Technologies AG, SolidAnim Ltd., TILTLABS Inc., Fabric Engine Inc., HumanEyes Technologies Ltd., Lightcraft Technology Ltd., 360Rize Inc., 80six Ltd., Zero Density Ltd., Boris FX Inc., TREE Digital Studio Inc., VIVE Mars CamTrack, Panocam3d.com, Wcta Fx Ltd., Golaem, MocapX Inc.

North America was the largest region in the virtual production market share in 2024. The regions covered in the virtual production market report are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East, Africa.

The countries covered in the virtual production market report are Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Russia, South Korea, UK, USA, Canada, Italy, Spain.

The virtual production market includes revenues earned by entities by providing virtual production solutions such as set-scanning and digitalization, visualization, performance capture, on-set visualization, and in-camera visual effects (ICVFX). The market value includes the value of related goods sold by the service provider or included within the service offering. Only goods and services traded between entities or sold to end consumers are included.

The market value is defined as the revenues that enterprises gain from the sale of goods and/or services within the specified market and geography through sales, grants, or donations in terms of the currency (in USD, unless otherwise specified).

The revenues for a specified geography are consumption values that are revenues generated by organizations in the specified geography within the market, irrespective of where they are produced. It does not include revenues from resales along the supply chain, either further along the supply chain or as part of other products.

Virtual Production Global Market Report 2025 from The Business Research Company provides strategists, marketers and senior management with the critical information they need to assess the market.

This report focuses on virtual production market which is experiencing strong growth. The report gives a guide to the trends which will be shaping the market over the next ten years and beyond.

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Where is the largest and fastest growing market for virtual production ? How does the market relate to the overall economy, demography and other similar markets? What forces will shape the market going forward? The virtual production market global report from the Business Research Company answers all these questions and many more.

The report covers market characteristics, size and growth, segmentation, regional and country breakdowns, competitive landscape, market shares, trends and strategies for this market. It traces the market's historic and forecast market growth by geography.

  • The market characteristics section of the report defines and explains the market.
  • The market size section gives the market size ($b) covering both the historic growth of the market, and forecasting its development.
  • The forecasts are made after considering the major factors currently impacting the market. These include:

The forecasts are made after considering the major factors currently impacting the market. These include the Russia-Ukraine war, rising inflation, higher interest rates, and the legacy of the COVID-19 pandemic.

  • Market segmentations break down the market into sub markets.
  • The regional and country breakdowns section gives an analysis of the market in each geography and the size of the market by geography and compares their historic and forecast growth. It covers the growth trajectory of COVID-19 for all regions, key developed countries and major emerging markets.
  • The competitive landscape chapter gives a description of the competitive nature of the market, market shares, and a description of the leading companies. Key financial deals which have shaped the market in recent years are identified.
  • The trends and strategies section analyses the shape of the market as it emerges from the crisis and suggests how companies can grow as the market recovers.

Scope

  • Markets Covered:1) By Type: Pre-Production; Production; Post-Production
  • 2) By Offering: Hardware; Software; Services
  • 3) By End User: Movies; TV Series; Commercial Ads; Online Videos; Other End Users
  • Subsegments:
  • 1) By Pre-Production: Virtual Pre-Visualizations; Storyboarding And Planning Tools; Virtual Set Design
  • 2) By Production: Real-Time Rendering; Motion Capture Technology; Interactive Set Environments
  • 3) By Post-Production: Visual Effects (VFX); Editing Software; Color Grading And Finishing Tools
  • Companies Mentioned: Sony Group Corporation; NVIDIA Corporation; Adobe Inc.; Epic Games Inc.; Autodesk Inc.
  • Countries: Australia; Brazil; China; France; Germany; India; Indonesia; Japan; Russia; South Korea; UK; USA; Canada; Italy; Spain
  • Regions: Asia-Pacific; Western Europe; Eastern Europe; North America; South America; Middle East; Africa
  • Time series: Five years historic and ten years forecast.
  • Data: Ratios of market size and growth to related markets, GDP proportions, expenditure per capita,
  • Data segmentations: country and regional historic and forecast data, market share of competitors, market segments.
  • Sourcing and Referencing: Data and analysis throughout the report is sourced using end notes.
  • Delivery format: PDF, Word and Excel Data Dashboard.

Table of Contents

1. Executive Summary

2. Virtual Production Market Characteristics

3. Virtual Production Market Trends And Strategies

4. Virtual Production Market - Macro Economic Scenario Macro Economic Scenario Including The Impact Of Interest Rates, Inflation, Geopolitics And Covid And Recovery On The Market

5. Global Virtual Production Growth Analysis And Strategic Analysis Framework

  • 5.1. Global Virtual Production PESTEL Analysis (Political, Social, Technological, Environmental and Legal Factors, Drivers and Restraints)
  • 5.2. Analysis Of End Use Industries
  • 5.3. Global Virtual Production Market Growth Rate Analysis
  • 5.4. Global Virtual Production Historic Market Size and Growth, 2019 - 2024, Value ($ Billion)
  • 5.5. Global Virtual Production Forecast Market Size and Growth, 2024 - 2029, 2034F, Value ($ Billion)
  • 5.6. Global Virtual Production Total Addressable Market (TAM)

6. Virtual Production Market Segmentation

  • 6.1. Global Virtual Production Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Pre-Production
  • Production
  • Post-Production
  • 6.2. Global Virtual Production Market, Segmentation By Offering, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Hardware
  • Software
  • Services
  • 6.3. Global Virtual Production Market, Segmentation By End User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Movies
  • TV Series
  • Commercial Ads
  • Online Videos
  • Other End Users
  • 6.4. Global Virtual Production Market, Sub-Segmentation Of Pre-Production, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Virtual Pre-Visualizations
  • Storyboarding And Planning Tools
  • Virtual Set Design
  • 6.5. Global Virtual Production Market, Sub-Segmentation Of Production, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Real-Time Rendering
  • Motion Capture Technology
  • Interactive Set Environments
  • 6.6. Global Virtual Production Market, Sub-Segmentation Of Post-Production, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Visual Effects (VFX)
  • Editing Software
  • Color Grading And Finishing Tools

7. Virtual Production Market Regional And Country Analysis

  • 7.1. Global Virtual Production Market, Split By Region, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 7.2. Global Virtual Production Market, Split By Country, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

8. Asia-Pacific Virtual Production Market

  • 8.1. Asia-Pacific Virtual Production Market Overview
  • Region Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
  • 8.2. Asia-Pacific Virtual Production Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 8.3. Asia-Pacific Virtual Production Market, Segmentation By Offering, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 8.4. Asia-Pacific Virtual Production Market, Segmentation By End User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

9. China Virtual Production Market

  • 9.1. China Virtual Production Market Overview
  • 9.2. China Virtual Production Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F,$ Billion
  • 9.3. China Virtual Production Market, Segmentation By Offering, Historic and Forecast, 2019-2024, 2024-2029F, 2034F,$ Billion
  • 9.4. China Virtual Production Market, Segmentation By End User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F,$ Billion

10. India Virtual Production Market

  • 10.1. India Virtual Production Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 10.2. India Virtual Production Market, Segmentation By Offering, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 10.3. India Virtual Production Market, Segmentation By End User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

11. Japan Virtual Production Market

  • 11.1. Japan Virtual Production Market Overview
  • 11.2. Japan Virtual Production Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 11.3. Japan Virtual Production Market, Segmentation By Offering, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 11.4. Japan Virtual Production Market, Segmentation By End User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

12. Australia Virtual Production Market

  • 12.1. Australia Virtual Production Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 12.2. Australia Virtual Production Market, Segmentation By Offering, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 12.3. Australia Virtual Production Market, Segmentation By End User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

13. Indonesia Virtual Production Market

  • 13.1. Indonesia Virtual Production Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 13.2. Indonesia Virtual Production Market, Segmentation By Offering, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 13.3. Indonesia Virtual Production Market, Segmentation By End User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

14. South Korea Virtual Production Market

  • 14.1. South Korea Virtual Production Market Overview
  • 14.2. South Korea Virtual Production Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 14.3. South Korea Virtual Production Market, Segmentation By Offering, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 14.4. South Korea Virtual Production Market, Segmentation By End User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

15. Western Europe Virtual Production Market

  • 15.1. Western Europe Virtual Production Market Overview
  • 15.2. Western Europe Virtual Production Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 15.3. Western Europe Virtual Production Market, Segmentation By Offering, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 15.4. Western Europe Virtual Production Market, Segmentation By End User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

16. UK Virtual Production Market

  • 16.1. UK Virtual Production Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 16.2. UK Virtual Production Market, Segmentation By Offering, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 16.3. UK Virtual Production Market, Segmentation By End User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

17. Germany Virtual Production Market

  • 17.1. Germany Virtual Production Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 17.2. Germany Virtual Production Market, Segmentation By Offering, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 17.3. Germany Virtual Production Market, Segmentation By End User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

18. France Virtual Production Market

  • 18.1. France Virtual Production Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 18.2. France Virtual Production Market, Segmentation By Offering, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 18.3. France Virtual Production Market, Segmentation By End User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

19. Italy Virtual Production Market

  • 19.1. Italy Virtual Production Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 19.2. Italy Virtual Production Market, Segmentation By Offering, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 19.3. Italy Virtual Production Market, Segmentation By End User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

20. Spain Virtual Production Market

  • 20.1. Spain Virtual Production Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 20.2. Spain Virtual Production Market, Segmentation By Offering, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 20.3. Spain Virtual Production Market, Segmentation By End User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

21. Eastern Europe Virtual Production Market

  • 21.1. Eastern Europe Virtual Production Market Overview
  • 21.2. Eastern Europe Virtual Production Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 21.3. Eastern Europe Virtual Production Market, Segmentation By Offering, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 21.4. Eastern Europe Virtual Production Market, Segmentation By End User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

22. Russia Virtual Production Market

  • 22.1. Russia Virtual Production Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 22.2. Russia Virtual Production Market, Segmentation By Offering, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 22.3. Russia Virtual Production Market, Segmentation By End User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

23. North America Virtual Production Market

  • 23.1. North America Virtual Production Market Overview
  • 23.2. North America Virtual Production Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 23.3. North America Virtual Production Market, Segmentation By Offering, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 23.4. North America Virtual Production Market, Segmentation By End User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

24. USA Virtual Production Market

  • 24.1. USA Virtual Production Market Overview
  • 24.2. USA Virtual Production Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 24.3. USA Virtual Production Market, Segmentation By Offering, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 24.4. USA Virtual Production Market, Segmentation By End User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

25. Canada Virtual Production Market

  • 25.1. Canada Virtual Production Market Overview
  • 25.2. Canada Virtual Production Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 25.3. Canada Virtual Production Market, Segmentation By Offering, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 25.4. Canada Virtual Production Market, Segmentation By End User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

26. South America Virtual Production Market

  • 26.1. South America Virtual Production Market Overview
  • 26.2. South America Virtual Production Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 26.3. South America Virtual Production Market, Segmentation By Offering, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 26.4. South America Virtual Production Market, Segmentation By End User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

27. Brazil Virtual Production Market

  • 27.1. Brazil Virtual Production Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 27.2. Brazil Virtual Production Market, Segmentation By Offering, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 27.3. Brazil Virtual Production Market, Segmentation By End User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

28. Middle East Virtual Production Market

  • 28.1. Middle East Virtual Production Market Overview
  • 28.2. Middle East Virtual Production Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 28.3. Middle East Virtual Production Market, Segmentation By Offering, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 28.4. Middle East Virtual Production Market, Segmentation By End User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

29. Africa Virtual Production Market

  • 29.1. Africa Virtual Production Market Overview
  • 29.2. Africa Virtual Production Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 29.3. Africa Virtual Production Market, Segmentation By Offering, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 29.4. Africa Virtual Production Market, Segmentation By End User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

30. Virtual Production Market Competitive Landscape And Company Profiles

  • 30.1. Virtual Production Market Competitive Landscape
  • 30.2. Virtual Production Market Company Profiles
    • 30.2.1. Sony Group Corporation Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.2. NVIDIA Corporation Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.3. Adobe Inc. Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.4. Epic Games Inc. Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.5. Autodesk Inc. Overview, Products and Services, Strategy and Financial Analysis

31. Virtual Production Market Other Major And Innovative Companies

  • 31.1. Technicolor SA
  • 31.2. Arashi Vision Inc.
  • 31.3. Unity Software Inc.
  • 31.4. Pixar Animation Studios
  • 31.5. ARRI Aktiengesellschaft
  • 31.6. Double Negative Visual Effects
  • 31.7. Perforce Software Inc.
  • 31.8. HTC Corporation
  • 31.9. Mo-Sys Engineering Ltd.
  • 31.10. The Third Floor Inc.
  • 31.11. FuseFX Inc.
  • 31.12. Vicon Motion Systems Ltd.
  • 31.13. SideFX
  • 31.14. Pixotope Technologies AG
  • 31.15. SolidAnim Ltd.

32. Global Virtual Production Market Competitive Benchmarking And Dashboard

33. Key Mergers And Acquisitions In The Virtual Production Market

34. Recent Developments In The Virtual Production Market

35. Virtual Production Market High Potential Countries, Segments and Strategies

  • 35.1 Virtual Production Market In 2029 - Countries Offering Most New Opportunities
  • 35.2 Virtual Production Market In 2029 - Segments Offering Most New Opportunities
  • 35.3 Virtual Production Market In 2029 - Growth Strategies
    • 35.3.1 Market Trend Based Strategies
    • 35.3.2 Competitor Strategies

36. Appendix

  • 36.1. Abbreviations
  • 36.2. Currencies
  • 36.3. Historic And Forecast Inflation Rates
  • 36.4. Research Inquiries
  • 36.5. The Business Research Company
  • 36.6. Copyright And Disclaimer