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Asia Pacific Virtual Production Market Size, Share & Trends Analysis Report By Component (Software, Hardware), By Type, By End User, By Country and Growth Forecast, 2024 - 2031

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    Report

  • 122 Pages
  • March 2025
  • Region: Asia Pacific
  • Marqual IT Solutions Pvt. Ltd (KBV Research)
  • ID: 6064914
The Asia Pacific Virtual Production Market is expected to witness market growth of 16.1% CAGR during the forecast period (2024-2031).

The China market dominated the Asia Pacific Virtual Production Market by country in 2023, and is expected to continue to be a dominant market till 2031; thereby, achieving a market value of $511.6 million by 2031. The Japan market is registering a CAGR of 15.5% during 2024-2031. Additionally, the India market is expected to showcase a CAGR of 16.9% during 2024-2031.



Technological advancements drive innovation in virtual production, enhancing realism and efficiency. Volumetric capture creates 3D holograms of actors and objects, allowing for realistic digital humans in films and games. AI-generated virtual actors and deepfake technology are being used for CGI-based performances. Haptic technology enhances motion capture suits, improving actor performance and realism in digital environments.

These advancements in the virtual production domain in the last few years have resulted in the advent of solutions that enable filmmakers to send the motion-captured movement of an artist to virtual characters, which are then screened in real-time, along with virtual set extension elements and live-action footage. With the help of such solutions, filmmakers can design and communicate their creative and innovative ideas in a new and unique manner.

The market is experiencing rapid expansion, driven by technological advancements, increased content consumption, and strategic investments in media and entertainment. India’s media and entertainment industry is on a trajectory to reach $100 billion by 2030, driven by digital transformation and an expanding audience base. The rapid growth of digital media - projected to rise by 30% to $6.9 billion in 2022 - reflects a shift towards on-demand and high-quality content consumption.China has positioned itself as a global leader in VR and immersive technologies, with over 10,000 VR-related firms operating in the country as of 2022. The Chinese government has actively promoted the adoption of VR in various sectors, including industry, culture, and education, reinforcing its commitment to technological advancements.Australia’s film and television industry has witnessed remarkable growth, with total revenue from film and video production reaching $4.57 billion in 2021-22, an increase of 98.7% from 2015-16. Therefore, India, China, and Australia are experiencing transformative changes in their media and entertainment industries, driven by digital expansion, immersive technologies, and increased content demand.

List of Key Companies Profiled

  • Adobe, Inc.
  • Autodesk, Inc.
  • HTC Corporation
  • NVIDIA Corporation
  • Epic Games, Inc.
  • 360Rize
  • Arashi Vision, Inc. (Insta360)
  • HumanEyes Technologies, Ltd. (Vuze Camera)
  • Mo-Sys Engineering, Ltd.
  • Boris FX, Inc.

Market Report Segmentation

By Component

  • Software
  • Hardware
  • Services

By Type

  • Post-production
  • Production
  • Pre-production

By End User

  • Movies
  • TV Series
  • Commercial Ads
  • Online Videos
  • Other End User

By Country

  • China
  • Japan
  • India
  • South Korea
  • Singapore
  • Malaysia
  • Rest of Asia Pacific

Table of Contents

Chapter 1. Market Scope & Methodology
1.1 Market Definition
1.2 Objectives
1.3 Market Scope
1.4 Segmentation
1.4.1 Asia Pacific Virtual Production Market, by Component
1.4.2 Asia Pacific Virtual Production Market, by Type
1.4.3 Asia Pacific Virtual Production Market, by End User
1.4.4 Asia Pacific Virtual Production Market, by Country
1.5 Methodology for the Research
Chapter 2. Market at a Glance
2.1 Key Highlights
Chapter 3. Market Overview
3.1 Introduction
3.1.1 Overview
3.1.1.1 Market Composition and Scenario
3.2 Key Factors Impacting the Market
3.2.1 Market Drivers
3.2.2 Market Restraints
3.2.3 Market Opportunities
3.2.4 Market Challenges
Chapter 4. Competition Analysis - Global
4.1 Cardinal Matrix
4.2 Recent Industry Wide Strategic Developments
4.2.1 Partnerships, Collaborations and Agreements
4.2.2 Product Launches and Product Expansions
4.2.3 Acquisition and Mergers
4.3 Market Share Analysis, 2023
4.4 Top Winning Strategies
4.4.1 Key Leading Strategies: Percentage Distribution (2020-2024)
4.4.2 Key Strategic Move: (Product Launches and Product Expansions: 2020, Jun - 2024, Oct) Leading Players
4.5 Porter Five Forces Analysis
Chapter 5. Asia Pacific Virtual Production Market by Component
5.1 Asia Pacific Software Market by Country
5.2 Asia Pacific Hardware Market by Country
5.3 Asia Pacific Services Market by Country
Chapter 6. Asia Pacific Virtual Production Market by Type
6.1 Asia Pacific Post-production Market by Country
6.2 Asia Pacific Production Market by Country
6.3 Asia Pacific Pre-production Market by Country
Chapter 7. Asia Pacific Virtual Production Market by End User
7.1 Asia Pacific Movies Market by Country
7.2 Asia Pacific TV Series Market by Country
7.3 Asia Pacific Commercial Ads Market by Country
7.4 Asia Pacific Online Videos Market by Country
7.5 Asia Pacific Other End User Market by Country
Chapter 8. Asia Pacific Virtual Production Market by Country
8.1 China Virtual Production Market
8.1.1 China Virtual Production Market by Component
8.1.2 China Virtual Production Market by Type
8.1.3 China Virtual Production Market by End User
8.2 Japan Virtual Production Market
8.2.1 Japan Virtual Production Market by Component
8.2.2 Japan Virtual Production Market by Type
8.2.3 Japan Virtual Production Market by End User
8.3 India Virtual Production Market
8.3.1 India Virtual Production Market by Component
8.3.2 India Virtual Production Market by Type
8.3.3 India Virtual Production Market by End User
8.4 South Korea Virtual Production Market
8.4.1 South Korea Virtual Production Market by Component
8.4.2 South Korea Virtual Production Market by Type
8.4.3 South Korea Virtual Production Market by End User
8.5 Singapore Virtual Production Market
8.5.1 Singapore Virtual Production Market by Component
8.5.2 Singapore Virtual Production Market by Type
8.5.3 Singapore Virtual Production Market by End User
8.6 Malaysia Virtual Production Market
8.6.1 Malaysia Virtual Production Market by Component
8.6.2 Malaysia Virtual Production Market by Type
8.6.3 Malaysia Virtual Production Market by End User
8.7 Rest of Asia Pacific Virtual Production Market
8.7.1 Rest of Asia Pacific Virtual Production Market by Component
8.7.2 Rest of Asia Pacific Virtual Production Market by Type
8.7.3 Rest of Asia Pacific Virtual Production Market by End User
Chapter 9. Company Profiles
9.1 Adobe, Inc.
9.1.1 Company Overview
9.1.2 Financial Analysis
9.1.3 Segmental and Regional Analysis
9.1.4 Research & Development Expense
9.1.5 Recent Strategies and Developments
9.1.5.1 Partnerships, Collaborations, and Agreements
9.1.5.2 Product Launches and Product Expansions
9.1.6 SWOT Analysis
9.2 Autodesk, Inc.
9.2.1 Company Overview
9.2.2 Financial Analysis
9.2.3 Regional Analysis
9.2.4 Research & Development Expenses
9.2.5 Recent Strategies and Developments
9.2.5.1 Product Launches and Product Expansions
9.2.5.2 Acquisition and Mergers
9.2.6 SWOT Analysis
9.3 HTC Corporation
9.3.1 Company Overview
9.3.2 Financial Analysis
9.3.3 Research & Development Expenses
9.3.4 Recent Strategies and Developments
9.3.4.1 Partnerships, Collaborations, and Agreements
9.3.4.2 Product Launches and Product Expansions
9.3.5 SWOT Analysis
9.4 NVIDIA Corporation
9.4.1 Company Overview
9.4.2 Financial Analysis
9.4.3 Segmental and Regional Analysis
9.4.4 Research & Development Expenses
9.4.5 Recent Strategies and Developments
9.4.5.1 Product Launches and Product Expansions
9.4.6 SWOT Analysis
9.5 Epic Games, Inc.
9.5.1 Company Overview
9.5.2 Recent Strategies and Developments
9.5.2.1 Partnerships, Collaborations, and Agreements
9.5.2.2 Product Launches and Product Expansions
9.5.2.3 Acquisition and Mergers
9.5.3 SWOT Analysis
9.6 360Rize
9.6.1 Company Overview
9.7 Arashi Vision, Inc. (Insta360)
9.7.1 Company Overview
9.8 HumanEyes Technologies, Ltd. (Vuze Camera)
9.8.1 Company Overview
9.9 Mo-Sys Engineering, Ltd.
9.9.1 Company Overview
9.9.2 Recent Strategies and Developments
9.9.2.1 Partnerships, Collaborations, and Agreements
9.9.2.2 Product Launches and Product Expansions
9.10. Boris FX, Inc.
9.10.1 Company Overview
9.10.2 Recent Strategies and Developments
9.10.2.1 Acquisition and Mergers

Companies Mentioned

  • Adobe, Inc.
  • Autodesk, Inc.
  • HTC Corporation
  • NVIDIA Corporation
  • Epic Games, Inc.
  • 360Rize
  • Arashi Vision, Inc. (Insta360)
  • HumanEyes Technologies, Ltd. (Vuze Camera)
  • Mo-Sys Engineering, Ltd.
  • Boris FX, Inc.

Methodology

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