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Virtual Production Market Size, Market Share, Application Analysis, Regional Outlook, Growth Trends, Key Players, Competitive Strategies and Forecasts, 2023 to 2031

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    Report

  • 113 Pages
  • November 2023
  • Region: Global
  • Acute Market Reports
  • ID: 5908523
Virtual production has emerged as a transformative technology in the entertainment and film industry, enabling real-time integration of computer-generated imagery (CGI) and physical environments. This market has witnessed remarkable growth, driven by several key drivers. The virtual production market is expected to grow at a CAGR of 16.3% during the forecast period of 2023 to 2031, driven by the increasing demand for real-time content creation, advancements in hardware and software, and the pursuit of cost-efficient production methods. While content integration challenges remain a restraint, ongoing efforts in research and development are expected to address these issues. As the market continues to evolve, strategic partnerships, a focus on R&D, global expansion, diversification of offerings, and acquisitions will be pivotal in staying competitive. The forecasted shift toward hardware dominance and a surge in production-type virtual production further highlights the industry's potential. Overall, the virtual production market is on a trajectory of significant expansion, offering new opportunities for content creators, technology providers, and investors worldwide.

Rise in Demand for Real-time Content Creation

In recent years, there has been a surge in the demand for real-time content creation in the entertainment and gaming industries. Virtual production techniques allow filmmakers and content creators to visualize and manipulate digital assets in real-time. Evidence of this can be seen in the success of movies like The Mandalorian, which extensively used virtual production, reducing post-production time and costs. The ability to create content in real-time not only accelerates the production process but also enhances creativity by enabling immediate visualization of scenes and effects. This driver is expected to continue stimulating the adoption of virtual production technologies throughout the forecast period.

Advancements in Hardware and Software

Technological advancements in hardware components such as high-resolution LED walls, camera tracking systems, and virtual reality headsets have significantly improved the capabilities of virtual production setups. The Unreal Engine, for instance, has become a popular software choice for real-time rendering and visual effects. These advancements have made virtual production more accessible and cost-effective for content creators. The high-quality visuals and immersive experiences achieved with these technologies have attracted major studios and production houses. Consequently, the market for both hardware and software components is set to expand further.

Cost Efficiency and Time Savings

Virtual production reduces the need for extensive physical sets, location scouting, and post-production work. It allows filmmakers to visualize complex scenes and make real-time adjustments, thus saving both time and money. This can be seen in the increasing number of film and TV productions adopting virtual production techniques to streamline their workflows. As the entertainment industry seeks more cost-efficient ways to create high-quality content, virtual production has emerged as a game-changer. The ability to reduce expenses and production timelines while maintaining visual excellence makes it a compelling choice for content creators and studios alike.

Challenges in Content Integration

Despite its numerous advantages, virtual production faces challenges in seamlessly integrating real actors and physical environments with digital elements. Achieving a cohesive and realistic visual style can be demanding, as seen in certain films where the integration of CGI elements is not seamless. Content integration issues can lead to visual inconsistencies and disrupt the viewer's suspension of disbelief. Filmmakers and studios must invest in skilled professionals and technology solutions to overcome this restraint and ensure a smooth blend of virtual and physical elements.

Market by Component: Software Components Dominate the Market

In 2022, the virtual production market was predominantly led by software components, driven by the popularity of real-time rendering engines like Unreal Engine. However, during the forecast period from 2023 to 2031, the hardware segment is expected to exhibit both the highest revenue and the highest compound annual growth rate (CAGR). This shift is attributed to the increasing adoption of advanced hardware components, such as LED walls and camera tracking systems, to enhance the immersive virtual production experience.

Market by Type: Post-Production Segment Dominates the Market

In 2022, the post-production type segment accounted for the highest revenue within the virtual production market due to its role in enhancing visual effects and CGI integration. However, during the forecast period from 2023 to 2031, the production type segment is expected to demonstrate both the highest revenue and the highest CAGR. This shift is fueled by the demand for real-time content creation and the need for immediate visualization of scenes, driving the adoption of virtual production techniques during the production phase.

North America Remains the Global Leader

In 2022, North America held the highest revenue percentage in the virtual production market, driven by the presence of major film studios and production houses in Hollywood. However, Asia-Pacific is expected to exhibit the highest CAGR during the forecast period. This growth is attributed to the expanding entertainment industry in countries like India and China, coupled with increasing investments in virtual production technologies. The region is set to become a significant market for virtual production services and solutions.

Market Competition to Intensify during the Forecast Period

The virtual production market is witnessing intense competition, with several key players shaping the industry's landscape. The key players in the virtual production market include Epic Games, Inc., Unity Technologies, NVIDIA Corporation, Autodesk, Inc., Maxon Computer GmbH, Zero Density, Foundry, Mo-Sys Engineering, Disguise, Panasonic Corporation, 360Rize, Adobe, Arashi Vision Inc. (Insta 360), BORIS FX, INC, HTC Corporation (VivePort), HumanEyes Technologies, Panocam3d.com, Pixar (The Walt Disney Company), Side Effects Software Inc (SideFX),Technicolor, Vicon Motion Systems Ltd, and others. Leading companies in the virtual production market are actively engaging in strategic partnerships and collaborations to expand their capabilities and offerings. For instance, technology companies are partnering with film studios and production houses to jointly develop cutting-edge virtual production solutions. These partnerships aim to leverage the strengths of each entity, ultimately delivering more comprehensive and effective virtual production tools and services. In a rapidly evolving field like virtual production, continuous innovation is paramount. Key players are heavily investing in research and development to enhance their software and hardware solutions. They are developing new features, improving real-time rendering capabilities, and optimizing hardware components for seamless integration. Such efforts ensure that their products remain at the forefront of the market and meet the evolving needs of content creators.

Historical & Forecast Period

This study report represents analysis of each segment from 2021 to 2031 considering 2022 as the base year. Compounded Annual Growth Rate (CAGR) for each of the respective segments estimated for the forecast period of 2023 to 2031.

The current report comprises of quantitative market estimations for each micro market for every geographical region and qualitative market analysis such as micro and macro environment analysis, market trends, competitive intelligence, segment analysis, porters five force model, top winning strategies, top investment markets, emerging trends and technological analysis, case studies, strategic conclusions and recommendations and other key market insights.

Research Methodology

The complete research study was conducted in three phases, namely: secondary research, primary research, and expert panel review. key data point that enables the estimation ofVirtual Production market are as follows:
  • Research and development budgets of manufacturers and government spending
  • Revenues of key companies in the market segment
  • Number of end users and consumption volume, price and value
  • Geographical revenues generate by countries considered in the report
  • Micro and macro environment factors that are currently influencing the Virtual Production market and their expected impact during the forecast period
Market forecast was performed through proprietary software that analyzes various qualitative and quantitative factors. Growth rate and CAGR were estimated through intensive secondary and primary research. Data triangulation across various data points provides accuracy across various analyzed market segments in the report. Application of both top down and bottom-up approach for validation of market estimation assures logical, methodical and mathematical consistency of the quantitative data.

Market Segmentation

Component

  • Hardware
  • Software
  • Services

Type

  • Pre-production
  • Production
  • Post-production

End-User

  • Movies
  • TV Series
  • Commercial Ads
  • Online Videos
  • Others

Region Segment (2021 - 2031; US$ Million)

  • North America
    • U.S.
    • Canada
    • Rest of North America
  • UK and European Union
    • UK
    • Germany
    • Spain
    • Italy
    • France
    • Rest of Europe
  • Asia Pacific
    • China
    • Japan
    • India
    • Australia
    • South Korea
    • Rest of Asia Pacific
  • Latin America
    • Brazil
    • Mexico
    • Rest of Latin America
  • Middle East and Africa
    • GCC
    • Africa
    • Rest of Middle East and Africa

Key questions answered in this report

  • What are the key micro and macro environmental factors that are impacting the growth of Virtual Production market?
  • What are the key investment pockets with respect to product segments and geographies currently and during the forecast period?
  • Estimated forecast and market projections up to 2031.
  • Which segment accounts for the fastest CAGR during the forecast period?
  • Which market segment holds a larger market share and why?
  • Are low and middle-income economies investing in the Virtual Production market?
  • Which is the largest regional market for Virtual Production market?
  • What are the market trends and dynamics in emerging markets such as Asia Pacific, Latin America, and Middle East & Africa?
  • Which are the key trends driving Virtual Production market growth?
  • Who are the key competitors and what are their key strategies to enhance their market presence in the Virtual Production market worldwide?


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Table of Contents

1. Preface
1.1. Report Description
1.1.1. Purpose of the Report
1.1.2. Target Audience
1.1.3. Key Offerings
1.2. Market Segmentation
1.3. Research Methodology
1.3.1. Phase I - Secondary Research
1.3.2. Phase II - Primary Research
1.3.3. Phase III - Expert Panel Review
1.3.4. Assumptions
1.3.5. Approach Adopted
2. Executive Summary
2.1. Market Snapshot: Global Virtual Production Market
2.2. Global Virtual Production Market, By Component, 2022 (US$ Million)
2.3. Global Virtual Production Market, By Type, 2022 (US$ Million)
2.4. Global Virtual Production Market, By End-User, 2022 (US$ Million)
2.5. Global Virtual Production Market, By Geography, 2022 (US$ Million)
2.6. Attractive Investment Proposition by Geography, 2022
3. Virtual Production Market: Competitive Analysis
3.1. Market Positioning of Key Virtual Production Market Vendors
3.2. Strategies Adopted by Virtual Production Market Vendors
3.3. Key Industry Strategies
3.4. Tier Analysis 2022 Versus 2031
4. Virtual Production Market: Macro Analysis & Market Dynamics
4.1. Introduction
4.2. Global Virtual Production Market Value, 2021 - 2031, (US$ Million)
4.3. Market Dynamics
4.3.1. Market Drivers
4.3.2. Market Restraints
4.3.3. Key Challenges
4.3.4. Key Opportunities
4.4. Impact Analysis of Drivers and Restraints
4.5. See-Saw Analysis
4.6. Porter’s Five Force Model
4.6.1. Supplier Power
4.6.2. Buyer Power
4.6.3. Threat Of Substitutes
4.6.4. Threat Of New Entrants
4.6.5. Competitive Rivalry
4.7. PESTEL Analysis
4.7.1. Political Landscape
4.7.2. Economic Landscape
4.7.3. Technology Landscape
4.7.4. Legal Landscape
4.7.5. Social Landscape
5. Virtual Production Market: By Component, 2021-2031, USD (Million)
5.1. Market Overview
5.2. Growth & Revenue Analysis: 2022 Versus 2031
5.3. Market Segmentation
5.3.1. Hardware
5.3.2. Software
5.3.3. Services
6. Virtual Production Market: By Type, 2021-2031, USD (Million)
6.1. Market Overview
6.2. Growth & Revenue Analysis: 2022 Versus 2031
6.3. Market Segmentation
6.3.1. Pre-production
6.3.2. Production
6.3.3. Post-production
7. Virtual Production Market: By End-User, 2021-2031, USD (Million)
7.1. Market Overview
7.2. Growth & Revenue Analysis: 2022 Versus 2031
7.3. Market Segmentation
7.3.1. Movies
7.3.2. TV Series
7.3.3. Commercial Ads
7.3.4. Online Videos
7.3.5. Others
8. North America Virtual Production Market, 2021-2031, USD (Million)
8.1. Market Overview
8.2. Virtual Production Market: By Component, 2021-2031, USD (Million)
8.3. Virtual Production Market: By Type, 2021-2031, USD (Million)
8.4. Virtual Production Market: By End-User, 2021-2031, USD (Million)
8.5. Virtual Production Market: By Region, 2021-2031, USD (Million)
8.5.1. North America
8.5.1.1. U.S.
8.5.1.1.1. Virtual Production Market: By Component, 2021-2031, USD (Million)
8.5.1.1.2. Virtual Production Market: By Type, 2021-2031, USD (Million)
8.5.1.1.3. Virtual Production Market: By End-User, 2021-2031, USD (Million)
8.5.1.2. Canada
8.5.1.2.1. Virtual Production Market: By Component, 2021-2031, USD (Million)
8.5.1.2.2. Virtual Production Market: By Type, 2021-2031, USD (Million)
8.5.1.2.3. Virtual Production Market: By End-User, 2021-2031, USD (Million)
8.5.1.3. Rest of North America
8.5.1.3.1. Virtual Production Market: By Component, 2021-2031, USD (Million)
8.5.1.3.2. Virtual Production Market: By Type, 2021-2031, USD (Million)
8.5.1.3.3. Virtual Production Market: By End-User, 2021-2031, USD (Million)
9. UK and European Union Virtual Production Market, 2021-2031, USD (Million)
9.1. Market Overview
9.2. Virtual Production Market: By Component, 2021-2031, USD (Million)
9.3. Virtual Production Market: By Type, 2021-2031, USD (Million)
9.4. Virtual Production Market: By End-User, 2021-2031, USD (Million)
9.5. Virtual Production Market: By Region, 2021-2031, USD (Million)
9.5.1. UK and European Union
9.5.1.1. UK
9.5.1.1.1. Virtual Production Market: By Component, 2021-2031, USD (Million)
9.5.1.1.2. Virtual Production Market: By Type, 2021-2031, USD (Million)
9.5.1.1.3. Virtual Production Market: By End-User, 2021-2031, USD (Million)
9.5.1.2. Germany
9.5.1.2.1. Virtual Production Market: By Component, 2021-2031, USD (Million)
9.5.1.2.2. Virtual Production Market: By Type, 2021-2031, USD (Million)
9.5.1.2.3. Virtual Production Market: By End-User, 2021-2031, USD (Million)
9.5.1.3. Spain
9.5.1.3.1. Virtual Production Market: By Component, 2021-2031, USD (Million)
9.5.1.3.2. Virtual Production Market: By Type, 2021-2031, USD (Million)
9.5.1.3.3. Virtual Production Market: By End-User, 2021-2031, USD (Million)
9.5.1.4. Italy
9.5.1.4.1. Virtual Production Market: By Component, 2021-2031, USD (Million)
9.5.1.4.2. Virtual Production Market: By Type, 2021-2031, USD (Million)
9.5.1.4.3. Virtual Production Market: By End-User, 2021-2031, USD (Million)
9.5.1.5. France
9.5.1.5.1. Virtual Production Market: By Component, 2021-2031, USD (Million)
9.5.1.5.2. Virtual Production Market: By Type, 2021-2031, USD (Million)
9.5.1.5.3. Virtual Production Market: By End-User, 2021-2031, USD (Million)
9.5.1.6. Rest of Europe
9.5.1.6.1. Virtual Production Market: By Component, 2021-2031, USD (Million)
9.5.1.6.2. Virtual Production Market: By Type, 2021-2031, USD (Million)
9.5.1.6.3. Virtual Production Market: By End-User, 2021-2031, USD (Million)
10. Asia Pacific Virtual Production Market, 2021-2031, USD (Million)
10.1. Market Overview
10.2. Virtual Production Market: By Component, 2021-2031, USD (Million)
10.3. Virtual Production Market: By Type, 2021-2031, USD (Million)
10.4. Virtual Production Market: By End-User, 2021-2031, USD (Million)
10.5. Virtual Production Market: By Region, 2021-2031, USD (Million)
10.5.1. Asia Pacific
10.5.1.1. China
10.5.1.1.1. Virtual Production Market: By Component, 2021-2031, USD (Million)
10.5.1.1.2. Virtual Production Market: By Type, 2021-2031, USD (Million)
10.5.1.1.3. Virtual Production Market: By End-User, 2021-2031, USD (Million)
10.5.1.2. Japan
10.5.1.2.1. Virtual Production Market: By Component, 2021-2031, USD (Million)
10.5.1.2.2. Virtual Production Market: By Type, 2021-2031, USD (Million)
10.5.1.2.3. Virtual Production Market: By End-User, 2021-2031, USD (Million)
10.5.1.3. India
10.5.1.3.1. Virtual Production Market: By Component, 2021-2031, USD (Million)
10.5.1.3.2. Virtual Production Market: By Type, 2021-2031, USD (Million)
10.5.1.3.3. Virtual Production Market: By End-User, 2021-2031, USD (Million)
10.5.1.4. Australia
10.5.1.4.1. Virtual Production Market: By Component, 2021-2031, USD (Million)
10.5.1.4.2. Virtual Production Market: By Type, 2021-2031, USD (Million)
10.5.1.4.3. Virtual Production Market: By End-User, 2021-2031, USD (Million)
10.5.1.5. South Korea
10.5.1.5.1. Virtual Production Market: By Component, 2021-2031, USD (Million)
10.5.1.5.2. Virtual Production Market: By Type, 2021-2031, USD (Million)
10.5.1.5.3. Virtual Production Market: By End-User, 2021-2031, USD (Million)
10.5.1.6. Rest of Asia Pacific
10.5.1.6.1. Virtual Production Market: By Component, 2021-2031, USD (Million)
10.5.1.6.2. Virtual Production Market: By Type, 2021-2031, USD (Million)
10.5.1.6.3. Virtual Production Market: By End-User, 2021-2031, USD (Million)
11. Latin America Virtual Production Market, 2021-2031, USD (Million)
11.1. Market Overview
11.2. Virtual Production Market: By Component, 2021-2031, USD (Million)
11.3. Virtual Production Market: By Type, 2021-2031, USD (Million)
11.4. Virtual Production Market: By End-User, 2021-2031, USD (Million)
11.5. Virtual Production Market: By Region, 2021-2031, USD (Million)
11.5.1. Latin America
11.5.1.1. Brazil
11.5.1.1.1. Virtual Production Market: By Component, 2021-2031, USD (Million)
11.5.1.1.2. Virtual Production Market: By Type, 2021-2031, USD (Million)
11.5.1.1.3. Virtual Production Market: By End-User, 2021-2031, USD (Million)
11.5.1.2. Mexico
11.5.1.2.1. Virtual Production Market: By Component, 2021-2031, USD (Million)
11.5.1.2.2. Virtual Production Market: By Type, 2021-2031, USD (Million)
11.5.1.2.3. Virtual Production Market: By End-User, 2021-2031, USD (Million)
11.5.1.3. Rest of Latin America
11.5.1.3.1. Virtual Production Market: By Component, 2021-2031, USD (Million)
11.5.1.3.2. Virtual Production Market: By Type, 2021-2031, USD (Million)
11.5.1.3.3. Virtual Production Market: By End-User, 2021-2031, USD (Million)
12. Middle East and Africa Virtual Production Market, 2021-2031, USD (Million)
12.1. Market Overview
12.2. Virtual Production Market: By Component, 2021-2031, USD (Million)
12.3. Virtual Production Market: By Type, 2021-2031, USD (Million)
12.4. Virtual Production Market: By End-User, 2021-2031, USD (Million)
12.5. Virtual Production Market: By Region, 2021-2031, USD (Million)
12.5.1. Middle East and Africa
12.5.1.1. GCC
12.5.1.1.1. Virtual Production Market: By Component, 2021-2031, USD (Million)
12.5.1.1.2. Virtual Production Market: By Type, 2021-2031, USD (Million)
12.5.1.1.3. Virtual Production Market: By End-User, 2021-2031, USD (Million)
12.5.1.2. Africa
12.5.1.2.1. Virtual Production Market: By Component, 2021-2031, USD (Million)
12.5.1.2.2. Virtual Production Market: By Type, 2021-2031, USD (Million)
12.5.1.2.3. Virtual Production Market: By End-User, 2021-2031, USD (Million)
12.5.1.3. Rest of Middle East and Africa
12.5.1.3.1. Virtual Production Market: By Component, 2021-2031, USD (Million)
12.5.1.3.2. Virtual Production Market: By Type, 2021-2031, USD (Million)
12.5.1.3.3. Virtual Production Market: By End-User, 2021-2031, USD (Million)
13. Company Profile
13.1. Epic Games, Inc.
13.1.1. Company Overview
13.1.2. Financial Performance
13.1.3. Product Portfolio
13.1.4. Strategic Initiatives
13.2. Unity Technologies
13.2.1. Company Overview
13.2.2. Financial Performance
13.2.3. Product Portfolio
13.2.4. Strategic Initiatives
13.3. NVIDIA Corporation
13.3.1. Company Overview
13.3.2. Financial Performance
13.3.3. Product Portfolio
13.3.4. Strategic Initiatives
13.4. Autodesk, Inc.
13.4.1. Company Overview
13.4.2. Financial Performance
13.4.3. Product Portfolio
13.4.4. Strategic Initiatives
13.5. Maxon Computer GmbH
13.5.1. Company Overview
13.5.2. Financial Performance
13.5.3. Product Portfolio
13.5.4. Strategic Initiatives
13.6. Zero Density
13.6.1. Company Overview
13.6.2. Financial Performance
13.6.3. Product Portfolio
13.6.4. Strategic Initiatives
13.7. Foundry
13.7.1. Company Overview
13.7.2. Financial Performance
13.7.3. Product Portfolio
13.7.4. Strategic Initiatives
13.8. Mo-Sys Engineering
13.8.1. Company Overview
13.8.2. Financial Performance
13.8.3. Product Portfolio
13.8.4. Strategic Initiatives
13.9. Disguise
13.9.1. Company Overview
13.9.2. Financial Performance
13.9.3. Product Portfolio
13.9.4. Strategic Initiatives
13.10. Panasonic Corporation
13.10.1. Company Overview
13.10.2. Financial Performance
13.10.3. Product Portfolio
13.10.4. Strategic Initiatives
13.11. 360Rize
13.11.1. Company Overview
13.11.2. Financial Performance
13.11.3. Product Portfolio
13.11.4. Strategic Initiatives
13.12. Adobe
13.12.1. Company Overview
13.12.2. Financial Performance
13.12.3. Product Portfolio
13.12.4. Strategic Initiatives
13.13. rashi Vision Inc. (Insta 360)
13.13.1. Company Overview
13.13.2. Financial Performance
13.13.3. Product Portfolio
13.13.4. Strategic Initiatives
13.14. BORIS FX, INC
13.14.1. Company Overview
13.14.2. Financial Performance
13.14.3. Product Portfolio
13.14.4. Strategic Initiatives
13.15. HTC Corporation (VivePort)
13.15.1. Company Overview
13.15.2. Financial Performance
13.15.3. Product Portfolio
13.15.4. Strategic Initiatives
13.16. HumanEyes Technologies
13.16.1. Company Overview
13.16.2. Financial Performance
13.16.3. Product Portfolio
13.16.4. Strategic Initiatives
13.17. Panocam3d.com
13.17.1. Company Overview
13.17.2. Financial Performance
13.17.3. Product Portfolio
13.17.4. Strategic Initiatives
13.18. Pixar (The Walt Disney Company)
13.18.1. Company Overview
13.18.2. Financial Performance
13.18.3. Product Portfolio
13.18.4. Strategic Initiatives
13.19. Side Effects Software Inc (SideFX)
13.19.1. Company Overview
13.19.2. Financial Performance
13.19.3. Product Portfolio
13.19.4. Strategic Initiatives
13.20. Technicolor
13.20.1. Company Overview
13.20.2. Financial Performance
13.20.3. Product Portfolio
13.20.4. Strategic Initiatives
13.21. Vicon Motion Systems Ltd
13.21.1. Company Overview
13.21.2. Financial Performance
13.21.3. Product Portfolio
13.21.4. Strategic Initiatives
13.22. Other Notable Players
13.22.1. Company Overview
13.22.2. Financial Performance
13.22.3. Product Portfolio
13.22.4. Strategic Initiatives
List of Figures
Fig. 1 Global Virtual Production Market: Market Coverage
Fig. 2 Research Methodology and Data Sources
Fig. 3 Market Size Estimation-Top Down & Bottom-Up Approach
Fig. 4 Global Virtual Production Market: Quality Assurance
Fig. 5 Global Virtual Production Market, By Component, 2022
Fig. 6 Global Virtual Production Market, By Type, 2022
Fig. 7 Global Virtual Production Market, By End-User, 2022
Fig. 8 Global Virtual Production Market, By Geography, 2022
Fig. 9 Market Geographical Opportunity Matrix-Global Virtual Production Market, 2022
Fig. 10 Market Positioning of Key Virtual Production Market Players, 2022
Fig. 11 Global Virtual Production Market-Tier Analysis-Percentage of Revenues by Tier Level, 2022 Versus 2031
Fig. 12 Global Virtual Production Market, By Component, 2022 Vs 2031, %
Fig. 13 Global Virtual Production Market, By Type, 2022 Vs 2031, %
Fig. 14 Global Virtual Production Market, By End-User, 2022 Vs 2031, %
Fig. 15 U.S. Virtual Production Market (US$ Million), 2021-2031
Fig. 16 Canada Virtual Production Market (US$ Million), 2021-2031
Fig. 17 Rest of North America Virtual Production Market (US$ Million), 2021-2031
Fig. 18 UK Virtual Production Market (US$ Million), 2021-2031
Fig. 19 Germany Virtual Production Market (US$ Million), 2021-2031
Fig. 20 Spain Virtual Production Market (US$ Million), 2021-2031
Fig. 21 Italy Virtual Production Market (US$ Million), 2021-2031
Fig. 22 France Virtual Production Market (US$ Million), 2021-2031
Fig. 23 Rest of Europe Virtual Production Market (US$ Million), 2021-2031
Fig. 24 China Virtual Production Market (US$ Million), 2021-2031
Fig. 25 Japan Virtual Production Market (US$ Million), 2021-2031
Fig. 26 India Virtual Production Market (US$ Million), 2021-2031
Fig. 27 Australia Virtual Production Market (US$ Million), 2021-2031
Fig. 28 South Korea Virtual Production Market (US$ Million), 2021-2031
Fig. 29 Rest of Asia Virtual Production Market (US$ Million), 2021-2031
Fig. 30 Brazil Virtual Production Market (US$ Million), 2021-2031
Fig. 31 Mexico Virtual Production Market (US$ Million), 2021-2031
Fig. 32 Rest of Latin America Virtual Production Market (US$ Million), 2021-2031
Fig. 33 GCC Virtual Production Market (US$ Million), 2021-2031
Fig. 34 Africa Virtual Production Market (US$ Million), 2021-2031
Fig. 35 Rest of Middle East and Africa Virtual Production Market (US$ Million), 2021-2031
List of Tables
Table 1 Global Virtual Production Market By Component, 2021-2031, USD (Million)
Table 2 Global Virtual Production Market By Type, 2021-2031, USD (Million)
Table 3 Global Virtual Production Market By End-User, 2021-2031, USD (Million)
Table 4 North America Virtual Production Market By Component, 2021-2031, USD (Million)
Table 5 North America Virtual Production Market By Type, 2021-2031, USD (Million)
Table 6 North America Virtual Production Market By End-User, 2021-2031, USD (Million)
Table 7 U.S. Virtual Production Market By Component, 2021-2031, USD (Million)
Table 8 U.S. Virtual Production Market By Type, 2021-2031, USD (Million)
Table 9 U.S. Virtual Production Market By End-User, 2021-2031, USD (Million)
Table 10 Canada Virtual Production Market By Component, 2021-2031, USD (Million)
Table 11 Canada Virtual Production Market By Type, 2021-2031, USD (Million)
Table 12 Canada Virtual Production Market By End-User, 2021-2031, USD (Million)
Table 13 Rest of North America Virtual Production Market By Component, 2021-2031, USD (Million)
Table 14 Rest of North America Virtual Production Market By Type, 2021-2031, USD (Million)
Table 15 Rest of North America Virtual Production Market By End-User, 2021-2031, USD (Million)
Table 16 UK and European Union Virtual Production Market By Component, 2021-2031, USD (Million)
Table 17 UK and European Union Virtual Production Market By Type, 2021-2031, USD (Million)
Table 18 UK and European Union Virtual Production Market By End-User, 2021-2031, USD (Million)
Table 19 UK Virtual Production Market By Component, 2021-2031, USD (Million)
Table 20 UK Virtual Production Market By Type, 2021-2031, USD (Million)
Table 21 UK Virtual Production Market By End-User, 2021-2031, USD (Million)
Table 22 Germany Virtual Production Market By Component, 2021-2031, USD (Million)
Table 23 Germany Virtual Production Market By Type, 2021-2031, USD (Million)
Table 24 Germany Virtual Production Market By End-User, 2021-2031, USD (Million)
Table 25 Spain Virtual Production Market By Component, 2021-2031, USD (Million)
Table 26 Spain Virtual Production Market By Type, 2021-2031, USD (Million)
Table 27 Spain Virtual Production Market By End-User, 2021-2031, USD (Million)
Table 28 Italy Virtual Production Market By Component, 2021-2031, USD (Million)
Table 29 Italy Virtual Production Market By Type, 2021-2031, USD (Million)
Table 30 Italy Virtual Production Market By End-User, 2021-2031, USD (Million)
Table 31 France Virtual Production Market By Component, 2021-2031, USD (Million)
Table 32 France Virtual Production Market By Type, 2021-2031, USD (Million)
Table 33 France Virtual Production Market By End-User, 2021-2031, USD (Million)
Table 34 Rest of Europe Virtual Production Market By Component, 2021-2031, USD (Million)
Table 35 Rest of Europe Virtual Production Market By Type, 2021-2031, USD (Million)
Table 36 Rest of Europe Virtual Production Market By End-User, 2021-2031, USD (Million)
Table 37 Asia Virtual Production Market By Component, 2021-2031, USD (Million)
Table 38 Asia Virtual Production Market By Type, 2021-2031, USD (Million)
Table 39 Asia Virtual Production Market By End-User, 2021-2031, USD (Million)
Table 40 China Virtual Production Market By Component, 2021-2031, USD (Million)
Table 41 China Virtual Production Market By Type, 2021-2031, USD (Million)
Table 42 China Virtual Production Market By End-User, 2021-2031, USD (Million)
Table 43 Japan Virtual Production Market By Component, 2021-2031, USD (Million)
Table 44 Japan Virtual Production Market By Type, 2021-2031, USD (Million)
Table 45 Japan Virtual Production Market By End-User, 2021-2031, USD (Million)
Table 46 India Virtual Production Market By Component, 2021-2031, USD (Million)
Table 47 India Virtual Production Market By Type, 2021-2031, USD (Million)
Table 48 India Virtual Production Market By End-User, 2021-2031, USD (Million)
Table 49 Australia Virtual Production Market By Component, 2021-2031, USD (Million)
Table 50 Australia Virtual Production Market By Type, 2021-2031, USD (Million)
Table 51 Australia Virtual Production Market By End-User, 2021-2031, USD (Million)
Table 52 South Korea Virtual Production Market By Component, 2021-2031, USD (Million)
Table 53 South Korea Virtual Production Market By Type, 2021-2031, USD (Million)
Table 54 South Korea Virtual Production Market By End-User, 2021-2031, USD (Million)
Table 55 Latin America Virtual Production Market By Component, 2021-2031, USD (Million)
Table 56 Latin America Virtual Production Market By Type, 2021-2031, USD (Million)
Table 57 Latin America Virtual Production Market By End-User, 2021-2031, USD (Million)
Table 58 Brazil Virtual Production Market By Component, 2021-2031, USD (Million)
Table 59 Brazil Virtual Production Market By Type, 2021-2031, USD (Million)
Table 60 Brazil Virtual Production Market By End-User, 2021-2031, USD (Million)
Table 61 Mexico Virtual Production Market By Component, 2021-2031, USD (Million)
Table 62 Mexico Virtual Production Market By Type, 2021-2031, USD (Million)
Table 63 Mexico Virtual Production Market By End-User, 2021-2031, USD (Million)
Table 64 Rest of Latin America Virtual Production Market By Component, 2021-2031, USD (Million)
Table 65 Rest of Latin America Virtual Production Market By Type, 2021-2031, USD (Million)
Table 66 Rest of Latin America Virtual Production Market By End-User, 2021-2031, USD (Million)
Table 67 Middle East and Africa Virtual Production Market By Component, 2021-2031, USD (Million)
Table 68 Middle East and Africa Virtual Production Market By Type, 2021-2031, USD (Million)
Table 69 Middle East and Africa Virtual Production Market By End-User, 2021-2031, USD (Million)
Table 70 GCC Virtual Production Market By Component, 2021-2031, USD (Million)
Table 71 GCC Virtual Production Market By Type, 2021-2031, USD (Million)
Table 72 GCC Virtual Production Market By End-User, 2021-2031, USD (Million)
Table 73 Africa Virtual Production Market By Component, 2021-2031, USD (Million)
Table 74 Africa Virtual Production Market By Type, 2021-2031, USD (Million)
Table 75 Africa Virtual Production Market By End-User, 2021-2031, USD (Million)
Table 76 Rest of Middle East and Africa Virtual Production Market By Component, 2021-2031, USD (Million)
Table 77 Rest of Middle East and Africa Virtual Production Market By Type, 2021-2031, USD (Million)
Table 78 Rest of Middle East and Africa Virtual Production Market By End-User, 2021-2031, USD (Million)

Companies Mentioned

  • Epic Games, Inc.
  • Unity Technologies
  • NVIDIA Corporation
  • Autodesk, Inc.
  • Maxon Computer GmbH
  • Zero Density
  • Foundry
  • Mo-Sys Engineering
  • Disguise
  • Panasonic Corporation
  • 360Rize
  • Adobe
  • rashi Vision Inc. (Insta 360)
  • BORIS FX,