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.
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
Chapter 2. Market at a Glance
Chapter 3. Market Overview
Chapter 4. Competition Analysis - Global
Chapter 5. Asia Pacific Virtual Production Market by Component
Chapter 6. Asia Pacific Virtual Production Market by Type
Chapter 7. Asia Pacific Virtual Production Market by End User
Chapter 8. Asia Pacific Virtual Production Market by Country
Chapter 9. Company Profiles
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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