Virtual Production Market Report Share, Cost Forecast 2028

Virtual Production Market Forecast to 2028 - COVID-19 Impact and Global Analysis By Component (Solution and Services) and End User (Movies, TV Series, Commercial Ads, and Online Videos)

  • Report Code : TIPRE00019499
  • Category : Technology, Media and Telecommunications
  • Status : Published
  • No. of Pages : 140
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In terms of revenue, the global virtual production market was valued at US$ 1,463.46 million in 2020 and is projected to reach US$ 4,733.04 million by 2028; it is expected to grow at a CAGR of 15.9% during the forecast period from 2021 to 2028.

The virtual production market is broadly segmented into five major regions—North America, Europe, APAC, MEA, and SAM. The North America region dominated the virtual production market in 2020. The US film & entertainment industry includes TV subscriptions, movie theatres, films, and electronic home video production, as well as distribution & consumption. With rising penetration of digital contents, the scope of virtual production will also rise. Additionally, the region witnesses footprints of 360Rize; Insta 360; Boris FX, INC; and Epic Games, Inc.; among others, in its territory. APAC is anticipated to be the fastest growing region of virtual production market, owing to the factors such as growing urbanization and increasing internet penetration. Furthermore, increasing inclination toward OTT platforms among the individuals in the region is expected to drive the market in the region.

Impact of COVID-19 Pandemic on Virtual Production Market

COVID-19 outbreak first began in Wuhan (China) during December 2019, and since then, it has spread across the globe. The media & entertainment industry has also been impacted negatively. Hence, the pandemic would act as a restraining factor for the growth of various markets related to this industry in the coming months. One of the highly impacted critical areas is on-site shooting and production. The industry is fighting back to recover the loss and come up with new business models. To monetize, the companies are coming up with shows on streaming devices. The crisis has accelerated the trend of media streaming with the increasing penetration of OTT devices. The streaming companies are getting a significant number of subscriptions and viewers since the start of this pandemic. This has significantly created a demand for virtual productions. The COVID-19 pandemic has positively impacted the growth of the overall virtual production market

Lucrative Regional Virtual Production Market

Lucrative Regional Virtual Production Market
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Market Insights – Virtual Production Market

Enhanced Cost and Time Savings for Production Houses and Content Creators

The conventional media production is extremely linear, as the cinematographers and directors plan the scene, casts are filed on the set and editing & VFX development starts and finishes after filming is complete. Such one-way procession through preproduction, production, and postproduction can lead to negative outcome such as “fix-it-inpost” mentality, duplicative or destructive VFX labor, and expensive reshoots. The virtual production enables production houses to start VFX in preproduction which makes digital assets available for planning and shooting, allowing it to continuously refine the final output throughout the course of production. Virtual production is an evolution of conventional filmmaking playbook, allowing studios to pursue higher experimentation while controlling the cost and time of production.

Component Segment Insights

Based on component, the virtual production market is segmented into solution and services. The solution segment is expected to be the leading segment in the global virtual production market during the forecast period. The adoption of virtual production in myriad applications is increasing. To combine team members together and make the best out of a game engine, filmmaking, or TV series, the scope of virtual production is widening. Epic Games, Inc.; Technicolor; Perforce Software, Inc.; and Notch are some of the companies engaged in the business of providing virtual production software/solutions to manage all activities taking place during filmmaking, games, and movies.

Virtual Production Market, by End User (% share)

Virtual Production Market, by End User (% share)
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End User Segment Insights

Based on end user, the virtual production market is segmented into movies, TV series, commercial ads, and online videos. The movies segment is anticipated to be the leading segment in the global virtual production market during the forecast period. Film making is one of the biggest applications of virtual production. Companies such as Perforce and Epic Games provide virtual production for movies. Virtual production helps in creating films with extraordinary features and better VFX. For instance, Avatar and The Lion King are among the prominent films, which have used virtual production feature.

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Virtual Production Market: Strategic Insights

virtual-production-market
Market Size Value inUS$ 1,463.46 Million in 2020
Market Size Value byUS$ 4,733.04 Million by 2028
Growth rateCAGR of 15.9% from 2021-2028
Forecast Period2021-2028
Base Year2021
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The market players are focusing on new product innovations and developments by integrating advanced technologies and features in their products to compete with the competitors.

  • In 2020, AVATOUR employed virtual reality technology to transport users to a remote location in real time, providing a new and effective substitute for travel. The Insta360 builds the 360-degree cameras for AVATOUR.
  • In 2020, HumanEyes Technologies introduced New Cloud-Based Suite. HumanEyes Cloud-based Suite utilizes high-performance Edge computing resources to ease and streamline the Capture-Create-Share VR workflow.
  • In 2020, HTC Conducted First Virtual "VIVE Ecosystem Conference" (V²EC) fully in VR. It marked the first major physical industry event that has been completely replaced fully by an interactive VR digital twin.

The global virtual production market has been segmented as follows:


Virtual Production Market – by Component

  • Solution
  • Services

Virtual Production Market – by End User

  • Movies
  • Commercial Ads
  • Online Videos
  • TV Series

Virtual Production Market – by Region

  • North America

    • US
    • Canada
    • Mexico
  • Europe

    • France
    • Germany
    • Italy
    • UK
    • Russia
    • Rest of Europe
  • Asia Pacific (APAC)

    • China
    • India
    • South Korea
    • Japan
    • Australia
    • Rest of APAC
  • Middle East & Africa (MEA)

    • South Africa
    • Saudi Arabia
    • UAE
    • Rest of MEA
  • South America (SAM)

    • Brazil
    • Argentina
    • Rest of SAM

Virtual Production Market – Company Profiles

  • 360Rize
  • INSTA 360
  • Boris FX
  • Epic Games, Inc
  • Humaneyes Technologies
  • Adobe Inc.
  • Autodesk, Inc.
  • NVIDIA Corporation
  • HTC Corporation (VIVE)
  • MO-SYS ENGINEERING LTD
  • Brompton Technology Ltd
  • ROE Visual
Report Coverage
Report Coverage

Revenue forecast, Company Analysis, Industry landscape, Growth factors, and Trends

Segment Covered
Segment Covered

Component and End User

Regional Scope
Regional Scope

North America, Europe, Asia Pacific, Middle East & Africa, South & Central America

Country Scope
Country Scope

Argentina, Australia, Brazil, Canada, China, France, Germany, India, Italy, Japan, Mexico, Russian Federation, Saudi Arabia, South Africa, South Korea, United Arab Emirates, United Kingdom, United States

Frequently Asked Questions


Which region led the virtual production market in 2020?

Presently, North America held the largest revenue share of global virtual production market. North America held the largest revenue share of global virtual production market. The US film & entertainment industry includes TV subscriptions, movie theatres, films, and electronic home video production, as well as distribution & consumption. With rising penetration of digital contents, the scope of virtual production will also rise. Additionally, the region witnesses imprints of 360Rize, Insta 360, Boris FX, INC, and Epic Games, Inc among others in its territory.

Which factor is driving growth of the virtual production market?

The initial years of 21st century bolster the knowledge exchange across the globe as the adoption of internet was gaining traction at individual and residential level, however, the knowledge transfer was majorly through static medium (text). Moreover, with the incremental advancement in internet/telecom infrastructure (introduction of 3G and 4G) coupled with affordable prices of media devices such smartphone, tablets, laptops, computer, TVs and other, the knowledge was majorly transferred through dynamic medium (Video and moving graphics). Content creators across the globe are utilizing various editing and graphic tools to enhance the quality of video content to attract more viewers. Thus, with the increasing number of content creators coupled with the growing adoption of advanced editing tools, the virtual production market is anticipated to witness significant growth during the forecast period.

Which end user led the virtual production market?

The movies is leading the global virtual production market. Film making is one of the biggest applications of virtual production. Companies such as Perforce and Epic Games provide virtual production for movies. Virtual production helps in creating films with extraordinary features and more VFX. For instance, Avatar and The Lion King are among the prominent films, which have used virtual production feature. Virtual production is an emerging technique, which uses array of software tools to unite computer graphics and live action footage in real-time.

1. Introduction

1.1 Study Scope

1.2 The Insight Partners Research Report Guidance

1.3 Market Segmentation

2. Key Takeaways

3. Research Methodology

3.1 Coverage

3.2 Secondary Research

3.3 Primary Research

4. Virtual Production Market Landscape

4.1 Market Overview

4.2 PEST Analysis

4.2.1 North America

4.2.2 Europe

4.2.3 Asia-Pacific

4.2.4 Middle East and Africa

4.2.5 South America

4.3 Ecosystem Analysis

4.4 Expert Opinions

4.5 Premium Insights

4.5.1 LED Display Market Size and Growth

4.5.2 LED Display Market Size- By Application

4.5.3 LED Display Market Size- By Geography

5. Virtual Production Market – Key Market Dynamics

5.1 Key Market Drivers

5.1.1 Rising Number of Production Houses Globally

5.1.2 Enhanced Cost and Time Savings for Production Houses and Content Creators

5.2 Key Market Restraints

5.2.1 Lack of Awareness in Developing Countries

5.3 Key Market Opportunities

5.3.1 Increasing in usage of virtual production solution

5.4 Future Trends

5.4.1 Rising Trends of OTT Platforms

5.5 Impact Analysis of Drivers and Restraints

6. Virtual Production Market – Global Analysis

6.1 Virtual Production Market Global Overview

6.2 Virtual Production Market – Global Revenue and Forecast to 2028 (US$ Million)

6.3 Market Positioning – Five Key Players

7. Virtual Production Market – By Component

7.1 Overview

7.2 Virtual Production Market, by Component (2020 and 2028)

7.3 Solution

7.3.1 Overview

7.3.2 Solution: Virtual Production Market – Revenue and Forecast to 2028 (US$ Million)

7.4 Services

7.4.1 Overview

7.4.2 Services: Virtual Production Market – Revenue and Forecast to 2028 (US$ Million)

8. Virtual Production Market – By End User

8.1 Overview

8.2 Virtual Production Market, by End User (2020 and 2028)

8.3 Movies

8.3.1 Overview

8.3.2 Movies: Virtual Production Market – Revenue and Forecast to 2028 (US$ Million)

8.4 Commercial Ads

8.4.1 Overview

8.4.2 Commercial Ads: Virtual Production Market – Revenue and Forecast to 2028 (US$ Million)

8.5 Online Videos

8.5.1 Overview

8.5.2 Online Videos: Virtual Production Market – Revenue and Forecast to 2028 (US$ Million)

8.6 TV Series

8.6.1 Overview

8.6.2 TV Series: Virtual Production Market – Revenue and Forecast to 2028 (US$ Million)

9. Virtual Production Market – Geographic Analysis

9.1 Overview

9.2 North America: Virtual Production Market

9.2.1 North America: Virtual Production Market – Revenue and Forecast to 2028 (US$ Million)

9.2.2 North America: Virtual Production Market- By Component

9.2.3 North America: Virtual Production Market - By End-User

9.2.4 North America: Virtual Production Market- by Key Country

9.2.4.1 US: Virtual Production Market – Revenue and Forecast to 2028 (US$ Million)

9.2.4.1.1 US: Virtual Production Market- By Component

9.2.4.1.2 US: Virtual Production Market- By End-user

9.2.4.2 Canada: Virtual Production Market – Revenue and Forecast to 2028 (US$ Million)

9.2.4.2.1 Canada: Virtual Production Market- By Component

9.2.4.2.2 Canada: Virtual Production Market- By End-user

9.2.4.3 Mexico: Virtual Production Market – Revenue and Forecast to 2028 (US$ Million)

9.2.4.3.1 Mexico: Virtual Production Market- By Component

9.2.4.3.2 Mexico: Virtual Production Market- By End-user

9.3 Europe: Virtual Production Market

9.3.1 Europe: Virtual Production Market – Revenue and Forecast to 2028 (US$ Million)

9.3.2 Europe: Virtual Production Market- By Component

9.3.3 Europe: Virtual Production Market- By End-user

9.3.4 Europe: Virtual Production Market- by Key Country

9.3.4.1 Germany: Virtual Production Market – Revenue and Forecast to 2028 (US$ Million)

9.3.4.1.1 Germany: Virtual Production Market- By Component

9.3.4.1.2 Germany: Virtual Production Market- By End-user

9.3.4.2 France: Virtual Production Market – Revenue and Forecast to 2028 (US$ Million)

9.3.4.2.1 France: Virtual Production Market- By Component

9.3.4.2.2 France: Virtual Production Market- By End-user

9.3.4.3 Italy: Virtual Production Market – Revenue and Forecast to 2028 (US$ Million)

9.3.4.3.1 Italy: Virtual Production Market- By Component

9.3.4.3.2 Italy: Virtual Production Market- By End-user

9.3.4.4 UK: Virtual Production Market – Revenue and Forecast to 2028 (US$ Million)

9.3.4.4.1 UK: Virtual Production Market- By Component

9.3.4.4.2 UK: Virtual Production Market- By End-user

9.3.4.5 Russia: Virtual Production Market – Revenue and Forecast to 2028 (US$ Million)

9.3.4.5.1 Russia: Virtual Production Market- By Component

9.3.4.5.2 Russia: Virtual Production Market- By End-user

9.3.4.6 Rest of Europe: Virtual Production Market – Revenue and Forecast to 2028 (US$ Million)

9.3.4.6.1 Rest of Europe: Virtual Production Market- By Component

9.3.4.6.2 Rest of Europe: Virtual Production Market- By End-user

9.4 APAC: Virtual Production Market

9.4.1 APAC: Virtual Production Market – Revenue and Forecast to 2028 (US$ Million)

9.4.2 APAC: Virtual Production Market- By Component

9.4.3 APAC: Virtual Production Market- By End-user

9.4.4 APAC: Virtual Production Market- by Key Country

9.4.4.1 Australia: Virtual Production Market – Revenue and Forecast to 2028 (US$ Million)

9.4.4.1.1 Australia: Virtual Production Market- By Component

9.4.4.1.2 Australia: Virtual Production Market- By End-user

9.4.4.2 China: Virtual Production Market – Revenue and Forecast to 2028 (US$ Million)

9.4.4.2.1 China: Virtual Production Market- By Component

9.4.4.2.2 China: Virtual Production Market- By End-user

9.4.4.3 India: Virtual Production Market – Revenue and Forecast to 2028 (US$ Million)

9.4.4.3.1 India: Virtual Production Market- By Component

9.4.4.3.2 India: Virtual Production Market- By End-user

9.4.4.4 Japan: Virtual Production Market – Revenue and Forecast to 2028 (US$ Million)

9.4.4.4.1 Japan: Virtual Production Market- By Component

9.4.4.4.2 Japan: Virtual Production Market- By End-user

9.4.4.5 South Korea: Virtual Production Market – Revenue and Forecast to 2028 (US$ Million)

9.4.4.5.1 South Korea: Virtual Production Market- By Component

9.4.4.5.2 South Korea: Virtual Production Market- By End-user

9.4.4.6 Rest of APAC: Virtual Production Market – Revenue and Forecast to 2028 (US$ Million)

9.4.4.6.1 Rest of APAC: Virtual Production Market- By Component

9.4.4.6.2 Rest of APAC: Virtual Production Market- By End-user

9.5 MEA: Virtual Production Market

9.5.1 MEA: Virtual Production Market – Revenue and Forecast to 2028 (US$ Million)

9.5.2 MEA: Virtual Production Market- By Component

9.5.3 MEA: Virtual Production Market- By End-user

9.5.4 MEA: Virtual Production Market- by Key Country

9.5.4.1 South Africa: Virtual Production Market – Revenue and Forecast to 2028 (US$ Million)

9.5.4.1.1 South Africa: Virtual Production Market- By Component

9.5.4.1.2 South Africa: Virtual Production Market- By End-user

9.5.4.2 Saudi Arabia: Virtual Production Market – Revenue and Forecast to 2028 (US$ Million)

9.5.4.2.1 Saudi Arabia: Virtual Production Market- By Component

9.5.4.2.2 Saudi Arabia: Virtual Production Market- By End-user

9.5.4.3 UAE: Virtual Production Market – Revenue and Forecast to 2028 (US$ Million)

9.5.4.3.1 UAE: Virtual Production Market- By Component

9.5.4.3.2 UAE: Virtual Production Market- By End-user

9.5.4.4 Rest of MEA: Virtual Production Market – Revenue and Forecast to 2028 (US$ Million)

9.5.4.4.1 Rest of MEA: Virtual Production Market- By Component

9.5.4.4.2 Rest of MEA: Virtual Production Market- By End-user

9.6 SAM: Virtual Production Market

9.6.1 SAM: Virtual Production Market – Revenue and Forecast to 2028 (US$ Million)

9.6.2 SAM: Virtual Production Market- By Component

9.6.3 SAM: Virtual Production Market- By End-user

9.6.4 SAM: Virtual Production Market- by Key Country

9.6.4.1 Brazil: Virtual Production Market – Revenue and Forecast to 2028 (US$ Million)

9.6.4.1.1 Brazil: Virtual Production Market- By Component

9.6.4.1.2 Brazil: Virtual Production Market- By End-user

9.6.4.2 Argentina: Virtual Production Market – Revenue and Forecast to 2028 (US$ Million)

9.6.4.2.1 Argentina: Virtual Production Market- By Component

9.6.4.2.2 Argentina: Virtual Production Market- By End-user

9.6.4.3 Rest of SAM: Virtual Production Market – Revenue and Forecast to 2028 (US$ Million)

9.6.4.3.1 Rest of SAM: Virtual Production Market- By Component

9.6.4.3.2 Rest of SAM: Virtual Production Market- By End-user

10. Virtual Production Market - COVID-19 Impact Analysis

10.1 Overview

10.2 North America

10.3 Europe

10.4 Asia-Pacific

10.5 Middle East and Africa

10.6 South America

11. Global Virtual Production Market-Industry Landscape

11.1 Overview

11.2 Market Initiative

11.3 New Development

11.4 Merger and Acquisition

12. Company Profiles

12.1 360Rize

12.1.1 Key Facts

12.1.2 Business Description

12.1.3 Products and Services

12.1.4 Financial Overview

12.1.5 SWOT Analysis

12.1.6 Key Developments

12.2 INSTA 360

12.2.1 Key Facts

12.2.2 Business Description

12.2.3 Products and Services

12.2.4 Financial Overview

12.2.5 SWOT Analysis

12.2.6 Key Developments

12.3 BORIS FX, INC.

12.3.1 Key Facts

12.3.2 Business Description

12.3.3 Products and Services

12.3.4 Financial Overview

12.3.5 SWOT Analysis

12.3.6 Key Developments

12.4 Epic Games, Inc

12.4.1 Key Facts

12.4.2 Business Description

12.4.3 Products and Services

12.4.4 Financial Overview

12.4.5 SWOT Analysis

12.4.6 Key Developments

12.5 HUMANEYES TECHNOLOGIES

12.5.1 Key Facts

12.5.2 Business Description

12.5.3 Products and Services

12.5.4 Financial Overview

12.5.5 SWOT Analysis

12.5.6 Key Developments

12.6 Adobe Inc.

12.6.1 Key Facts

12.6.2 Business Description

12.6.3 Products and Services

12.6.4 Financial Overview

12.6.5 SWOT Analysis

12.6.6 Key Developments

12.7 Autodesk, Inc.

12.7.1 Key Facts

12.7.2 Business Description

12.7.3 Products and Services

12.7.4 Financial Overview

12.7.5 SWOT Analysis

12.7.6 Key Developments

12.8 NVIDIA CORPORATION

12.8.1 Key Facts

12.8.2 Business Description

12.8.3 Products and Services

12.8.4 Financial Overview

12.8.5 SWOT Analysis

12.8.6 Key Developments

12.9 HTC CORPORATION (VIVE)

12.9.1 Key Facts

12.9.2 Business Description

12.9.3 Products and Services

12.9.4 Financial Overview

12.9.5 SWOT Analysis

12.9.6 Key Developments

12.10 MO-SYS ENGINEERING LTD.

12.10.1 Key Facts

12.10.2 Business Description

12.10.3 Products and Services

12.10.4 Financial Overview

12.10.5 SWOT Analysis

12.10.6 Key Developments

12.11 Brompton Technology Ltd

12.11.1 Key Facts

12.11.2 Business Description

12.11.3 Products and Services

12.11.4 Financial Overview

12.11.5 SWOT Analysis

12.11.6 Key Developments

12.12 ROE Visual

12.12.1 Key Facts

12.12.2 Business Description

12.12.3 Products and Services

12.12.4 Financial Overview

12.12.5 SWOT Analysis

12.12.6 Key Developments

13. Appendix

13.1 About The Insight Partners

13.2 Word Index

LIST OF TABLES

Table 1. Global LED Display Market- By Application –Revenue and Forecast to 2028 (US$ Million)

Table 2. Global LED Display Market- By Geography–Revenue and Forecast to 2028 (US$ Million)

Table 3. Virtual Production Market – Revenue, and Forecast to 2028 (US$ Million)

Table 1. North America: Virtual Production Market- By Component – Revenue and Forecast to 2028 (US$ Million)

Table 2. North America: Virtual Production Market- By End-User – Revenue and Forecast to 2028 (US$ Million)

Table 3. US: Virtual Production Market- By Component –Revenue and Forecast to 2028 (US$ Million)

Table 4. US: Virtual Production Market- By End-user –Revenue and Forecast to 2028 (US$ Million)

Table 5. Canada: Virtual Production Market- By Component –Revenue and Forecast to 2028 (US$ Million)

Table 6. Canada: Virtual Production Market- By End-user –Revenue and Forecast to 2028 (US$ Million)

Table 7. Mexico: Virtual Production Market- By Component –Revenue and Forecast to 2028 (US$ Million)

Table 8. Mexico: Virtual Production Market- By End-user –Revenue and Forecast to 2028 (US$ Million)

Table 9. Europe: Virtual Production Market- By Component – Revenue and Forecast to 2028 (US$ Million)

Table 10. Europe: Virtual Production Market- By End-user – Revenue and Forecast to 2028 (US$ Million)

Table 11. Germany: Virtual Production Market- By Component –Revenue and Forecast to 2028 (US$ Million)

Table 12. Germany: Virtual Production Market- By End-user –Revenue and Forecast to 2028 (US$ Million)

Table 13. France: Virtual Production Market- By Component –Revenue and Forecast to 2028 (US$ Million)

Table 14. France: Virtual Production Market- By End-user –Revenue and Forecast to 2028 (US$ Million)

Table 15. Italy: Virtual Production Market- By Component –Revenue and Forecast to 2028 (US$ Million)

Table 16. Italy: Virtual Production Market- By End-user –Revenue and Forecast to 2028 (US$ Million)

Table 17. UK: Virtual Production Market- By Component –Revenue and Forecast to 2028 (US$ Million)

Table 18. UK: Virtual Production Market- By End-user –Revenue and Forecast to 2028 (US$ Million)

Table 19. Russia: Virtual Production Market- By Component –Revenue and Forecast to 2028 (US$ Million)

Table 20. Russia: Virtual Production Market- By End-user –Revenue and Forecast to 2028 (US$ Million)

Table 21. Rest of Europe: Virtual Production Market- By Component –Revenue and Forecast to 2028 (US$ Million)

Table 22. Rest of Europe: Virtual Production Market- By End-user –Revenue and Forecast to 2028 (US$ Million)

Table 23. APAC: Virtual Production Market- By Component – Revenue and Forecast to 2028 (US$ Million)

Table 24. APAC: Virtual Production Market- By End-user – Revenue and Forecast to 2028 (US$ Million)

Table 25. Australia: Virtual Production Market- By Component –Revenue and Forecast to 2028 (US$ Million)

Table 26. Australia: Virtual Production Market- By End-user –Revenue and Forecast to 2028 (US$ Million)

Table 27. China: Virtual Production Market- By Component –Revenue and Forecast to 2028 (US$ Million)

Table 28. China: Virtual Production Market- By End-user –Revenue and Forecast to 2028 (US$ Million)

Table 29. India: Virtual Production Market- By Component –Revenue and Forecast to 2028 (US$ Million)

Table 30. India: Virtual Production Market- By End-user –Revenue and Forecast to 2028 (US$ Million)

Table 31. Japan: Virtual Production Market- By Component –Revenue and Forecast to 2028 (US$ Million)

Table 32. Japan: Virtual Production Market- By End-user –Revenue and Forecast to 2028 (US$ Million)

Table 33. South Korea: Virtual Production Market- By Component –Revenue and Forecast to 2028 (US$ Million)

Table 34. South Korea: Virtual Production Market- By End-user –Revenue and Forecast to 2028 (US$ Million)

Table 35. Rest of APAC: Virtual Production Market- By Component –Revenue and Forecast to 2028 (US$ Million)

Table 36. Rest of APAC: Virtual Production Market- By End-user –Revenue and Forecast to 2028 (US$ Million)

Table 37. MEA: Virtual Production Market- By Component – Revenue and Forecast to 2028 (US$ Million)

Table 38. MEA: Virtual Production Market- By End-user – Revenue and Forecast to 2028 (US$ Million)

Table 39. South Africa: Virtual Production Market- By Component –Revenue and Forecast to 2028 (US$ Million)

Table 40. South Africa: Virtual Production Market- By End-user –Revenue and Forecast to 2028 (US$ Million)

Table 41. Saudi Arabia: Virtual Production Market- By Component –Revenue and Forecast to 2028 (US$ Million)

Table 42. Saudi Arabia: Virtual Production Market- By End-user –Revenue and Forecast to 2028 (US$ Million)

Table 43. UAE: Virtual Production Market- By Component –Revenue and Forecast to 2028 (US$ Million)

Table 44. UAE: Virtual Production Market- By End-user –Revenue and Forecast to 2028 (US$ Million)

Table 45. Rest of MEA: Virtual Production Market- By Component –Revenue and Forecast to 2028 (US$ Million)

Table 46. Rest of MEA: Virtual Production Market- By End-user –Revenue and Forecast to 2028 (US$ Million)

Table 47. SAM: Virtual Production Market- By Component – Revenue and Forecast to 2028 (US$ Million)

Table 48. SAM: Virtual Production Market- By End-user – Revenue and Forecast to 2028 (US$ Million)

Table 49. Brazil: Virtual Production Market- By Component –Revenue and Forecast to 2028 (US$ Million)

Table 50. Brazil: Virtual Production Market- By End-user –Revenue and Forecast to 2028 (US$ Million)

Table 51. Argentina: Virtual Production Market- By Component –Revenue and Forecast to 2028 (US$ Million)

Table 52. Argentina: Virtual Production Market- By End-user –Revenue and Forecast to 2028 (US$ Million)

Table 53. Rest of SAM: Virtual Production Market- By Component –Revenue and Forecast to 2028 (US$ Million)

Table 54. Rest of SAM: Virtual Production Market- By End-user –Revenue and Forecast to 2028 (US$ Million)

Table 55. List of Abbreviation

LIST OF FIGURES

Figure 1. Virtual Production Market Segmentation

Figure 2. Virtual Production Market Segmentation – By Geography

Figure 3. Global Virtual Production Market Overview

Figure 4. Solution Segment Held the Largest Market Share in 2020

Figure 5. North America was the Largest Revenue Contributor in 2020

Figure 6. North America – PEST Analysis

Figure 7. Europe – PEST Analysis

Figure 8. Asia-Pacific – PEST Analysis

Figure 9. Middle East and Africa – PEST Analysis

Figure 10. South America – PEST Analysis

Figure 11. Virtual Production Market– Ecosystem Analysis

Figure 12. Expert Opinions

Figure 13. Global LED Display Market – Revenue and Forecast to 2028 (US$ Million)

Figure 1. Virtual Production Market: Impact Analysis of Drivers and Restraints

Figure 2. Geographic Overview of Virtual Production Market

Figure 3. Global Virtual Production Market – Revenue and Forecast to 2028 (US$ Million)

Figure 4. Virtual Production Market Revenue Share, by Component (2020 and 2028)

Figure 5. Solution: Virtual Production Market – Revenue and Forecast to 2028 (US$ Million)

Figure 6. Services: Virtual Production Market – Revenue and Forecast to 2028 (US$ Million)

Figure 7. Virtual Production Market Revenue Share, by End User (2020 and 2028)

Figure 8. Movies: Virtual Production Market – Revenue and Forecast to 2028 (US$ Million)

Figure 9. Commercial Ads: Virtual Production Market – Revenue and Forecast to 2028 (US$ Million)

Figure 10. Online Videos: Virtual Production Market – Revenue and Forecast to 2028 (US$ Million)

Figure 11. TV Series: Virtual Production Market – Revenue and Forecast to 2028 (US$ Million)

Figure 12. Virtual Production Market Revenue Share, By Region (2020 and 2028)

Figure 13. North America: Virtual Production Market – Revenue and Forecast to 2028 (US$ Million)

Figure 14. North America: Virtual Production Market Revenue Share, By Component (2020 and 2028)

Figure 15. North America: Virtual Production Market Revenue Share, By End-User (2020 and 2028)

Figure 16. North America: Virtual Production Market Revenue Share, by Key Country (2020 and 2028)

Figure 17. US: Virtual Production Market – Revenue and Forecast to 2028 (US$ Million)

Figure 18. Canada: Virtual Production Market – Revenue and Forecast to 2028 (US$ Million)

Figure 19. Mexico: Virtual Production Market – Revenue and Forecast to 2028 (US$ Million)

Figure 20. Europe: Virtual Production Market – Revenue and Forecast to 2028 (US$ Million)

Figure 21. Europe: Virtual Production Market Revenue Share, By Component (2020 and 2028)

Figure 22. Europe: Virtual Production Market Revenue Share, By End-user (2020 and 2028)

Figure 23. Europe: Virtual Production Market Revenue Share, By Key Country (2020 and 2028)

Figure 24. Germany: Virtual Production Market – Revenue and Forecast to 2028 (US$ Million)

Figure 25. France: Virtual Production Market – Revenue and Forecast to 2028 (US$ Million)

Figure 26. Italy: Virtual Production Market – Revenue and Forecast to 2028 (US$ Million)

Figure 27. UK: Virtual Production Market – Revenue and Forecast to 2028 (US$ Million)

Figure 28. Russia: Virtual Production Market – Revenue and Forecast to 2028 (US$ Million)

Figure 29. Rest of Europe: Virtual Production Market – Revenue and Forecast to 2028 (US$ Million)

Figure 30. APAC: Virtual Production Market – Revenue and Forecast to 2028 (US$ Million)

Figure 31. APAC: Virtual Production Market Revenue Share, By Component (2020 and 2028)

Figure 32. APAC: Virtual Production Market Revenue Share, By End-user (2020 and 2028)

Figure 33. APAC: Virtual Production Market Revenue Share, By Key Country (2020 and 2028)

Figure 34. Australia: Virtual Production Market – Revenue and Forecast to 2028 (US$ Million)

Figure 35. China: Virtual Production Market – Revenue and Forecast to 2028 (US$ Million)

Figure 36. India: Virtual Production Market – Revenue and Forecast to 2028 (US$ Million)

Figure 37. Japan: Virtual Production Market – Revenue and Forecast to 2028 (US$ Million)

Figure 38. South Korea: Virtual Production Market – Revenue and Forecast to 2028 (US$ Million)

Figure 39. Rest of APAC: Virtual Production Market – Revenue and Forecast to 2028 (US$ Million)

Figure 40. MEA: Virtual Production Market – Revenue and Forecast to 2028 (US$ Million)

Figure 41. MEA: Virtual Production Market Revenue Share, By Component (2020 and 2028)

Figure 42. MEA: Virtual Production Market Revenue Share, By End-user (2020 and 2028)

Figure 43. MEA: Virtual Production Market Revenue Share, By Key Country (2020 and 2028)

Figure 44. South Africa: Virtual Production Market – Revenue and Forecast to 2028 (US$ Million)

Figure 45. Saudi Arabia: Virtual Production Market – Revenue and Forecast to 2028 (US$ Million)

Figure 46. UAE: Virtual Production Market – Revenue and Forecast to 2028 (US$ Million)

Figure 47. Rest of MEA: Virtual Production Market – Revenue and Forecast to 2028 (US$ Million)

Figure 48. SAM: Virtual Production Market – Revenue and Forecast to 2028 (US$ Million)

Figure 49. SAM: Virtual Production Market Revenue Share, By Component (2020 and 2028)

Figure 50. SAM: Virtual Production Market Revenue Share, By End-user (2020 and 2028)

Figure 51. SAM: Virtual Production Market Revenue Share, By Key Country (2020 and 2028)

Figure 52. Brazil: Virtual Production Market – Revenue and Forecast to 2028 (US$ Million)

Figure 53. Argentina: Virtual Production Market – Revenue and Forecast to 2028 (US$ Million)

Figure 54. Rest of SAM: Virtual Production Market – Revenue and Forecast to 2028 (US$ Million)

Figure 55. Impact of COVID-19 Pandemic in North American Countries

Figure 56. Impact of COVID-19 Pandemic in Europe Countries

Figure 57. Impact of COVID-19 Pandemic in Asia Pacific Countries

Figure 58. Impact OF COVID-19 Pandemic in Middle East and Africa Countries

Figure 59. Impact of COVID-19 Pandemic in South America Countries

The List of Companies - Virtual Production Market

  1. 360Rize
  2. INSTA 360
  3. Boris FX
  4. Epic Games, Inc
  5. Humaneyes Technologies
  6. Adobe Inc.
  7. Autodesk, Inc.
  8. NVIDIA Corporation
  9. HTC Corporation (VIVE)
  10. MO-SYS ENGINEERING LTD
  11. Brompton Technology Ltd
  12. ROE Visual

The Insight Partners performs research in 4 major stages: Data Collection & Secondary Research, Primary Research, Data Analysis and Data Triangulation & Final Review.

  1. Data Collection and Secondary Research:

As a market research and consulting firm operating from a decade, we have published many reports and advised several clients across the globe. First step for any study will start with an assessment of currently available data and insights from existing reports. Further, historical and current market information is collected from Investor Presentations, Annual Reports, SEC Filings, etc., and other information related to company’s performance and market positioning are gathered from Paid Databases (Factiva, Hoovers, and Reuters) and various other publications available in public domain.

Several associations trade associates, technical forums, institutes, societies and organizations are accessed to gain technical as well as market related insights through their publications such as research papers, blogs and press releases related to the studies are referred to get cues about the market. Further, white papers, journals, magazines, and other news articles published in the last 3 years are scrutinized and analyzed to understand the current market trends.

  1. Primary Research:

The primarily interview analysis comprise of data obtained from industry participants interview and answers to survey questions gathered by in-house primary team.

For primary research, interviews are conducted with industry experts/CEOs/Marketing Managers/Sales Managers/VPs/Subject Matter Experts from both demand and supply side to get a 360-degree view of the market. The primary team conducts several interviews based on the complexity of the markets to understand the various market trends and dynamics which makes research more credible and precise.

A typical research interview fulfils the following functions:

  • Provides first-hand information on the market size, market trends, growth trends, competitive landscape, and outlook
  • Validates and strengthens in-house secondary research findings
  • Develops the analysis team’s expertise and market understanding

Primary research involves email interactions and telephone interviews for each market, category, segment, and sub-segment across geographies. The participants who typically take part in such a process include, but are not limited to:

  • Industry participants: VPs, business development managers, market intelligence managers and national sales managers
  • Outside experts: Valuation experts, research analysts and key opinion leaders specializing in the electronics and semiconductor industry.

Below is the breakup of our primary respondents by company, designation, and region:

Research Methodology

Once we receive the confirmation from primary research sources or primary respondents, we finalize the base year market estimation and forecast the data as per the macroeconomic and microeconomic factors assessed during data collection.

  1. Data Analysis:

Once data is validated through both secondary as well as primary respondents, we finalize the market estimations by hypothesis formulation and factor analysis at regional and country level.

  • 3.1 Macro-Economic Factor Analysis:

We analyse macroeconomic indicators such the gross domestic product (GDP), increase in the demand for goods and services across industries, technological advancement, regional economic growth, governmental policies, the influence of COVID-19, PEST analysis, and other aspects. This analysis aids in setting benchmarks for various nations/regions and approximating market splits. Additionally, the general trend of the aforementioned components aid in determining the market's development possibilities.

  • 3.2 Country Level Data:

Various factors that are especially aligned to the country are taken into account to determine the market size for a certain area and country, including the presence of vendors, such as headquarters and offices, the country's GDP, demand patterns, and industry growth. To comprehend the market dynamics for the nation, a number of growth variables, inhibitors, application areas, and current market trends are researched. The aforementioned elements aid in determining the country's overall market's growth potential.

  • 3.3 Company Profile:

The “Table of Contents” is formulated by listing and analyzing more than 25 - 30 companies operating in the market ecosystem across geographies. However, we profile only 10 companies as a standard practice in our syndicate reports. These 10 companies comprise leading, emerging, and regional players. Nonetheless, our analysis is not restricted to the 10 listed companies, we also analyze other companies present in the market to develop a holistic view and understand the prevailing trends. The “Company Profiles” section in the report covers key facts, business description, products & services, financial information, SWOT analysis, and key developments. The financial information presented is extracted from the annual reports and official documents of the publicly listed companies. Upon collecting the information for the sections of respective companies, we verify them via various primary sources and then compile the data in respective company profiles. The company level information helps us in deriving the base number as well as in forecasting the market size.

  • 3.4 Developing Base Number:

Aggregation of sales statistics (2020-2022) and macro-economic factor, and other secondary and primary research insights are utilized to arrive at base number and related market shares for 2022. The data gaps are identified in this step and relevant market data is analyzed, collected from paid primary interviews or databases. On finalizing the base year market size, forecasts are developed on the basis of macro-economic, industry and market growth factors and company level analysis.

  1. Data Triangulation and Final Review:

The market findings and base year market size calculations are validated from supply as well as demand side. Demand side validations are based on macro-economic factor analysis and benchmarks for respective regions and countries. In case of supply side validations, revenues of major companies are estimated (in case not available) based on industry benchmark, approximate number of employees, product portfolio, and primary interviews revenues are gathered. Further revenue from target product/service segment is assessed to avoid overshooting of market statistics. In case of heavy deviations between supply and demand side values, all thes steps are repeated to achieve synchronization.

We follow an iterative model, wherein we share our research findings with Subject Matter Experts (SME’s) and Key Opinion Leaders (KOLs) until consensus view of the market is not formulated – this model negates any drastic deviation in the opinions of experts. Only validated and universally acceptable research findings are quoted in our reports.

We have important check points that we use to validate our research findings – which we call – data triangulation, where we validate the information, we generate from secondary sources with primary interviews and then we re-validate with our internal data bases and Subject matter experts. This comprehensive model enables us to deliver high quality, reliable data in shortest possible time.

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