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Virtual Production Market Size - By Component (Hardware, Software, Services), By End-Use (Movies, TV Series, Commercial Ads, Online Videos), By Type & Forecast, 2024 - 2032

  • Report ID: GMI5660
  • Published Date: Jul 2024
  • Report Format: PDF

Report Content

Chapter 1   Methodology & Scope

1.1    Market scope & definition

1.2    Base estimates & calculations

1.3    Forecast calculation

1.4    Data sources

1.4.1    Primary

1.4.2    Secondary

1.4.2.1    Paid sources

1.4.2.2    Public sources

Chapter 2   Executive Summary

2.1    Industry 3600 synopsis, 2021 - 2032

Chapter 3   Industry Insights

3.1    Industry ecosystem analysis

3.2    Vendor matrix

3.3    Profit margin analysis

3.4    Technology & innovation landscape

3.5    Patent analysis

3.6    Key news and initiatives

3.7    Regulatory landscape

3.8    Impact forces

3.8.1    Growth drivers

3.8.1.1    Increasing demand for visual effects (VFX) in movie production studios

3.8.1.2    Rising applications of virtual production in commercial ads

3.8.1.3    Growing Implementation of LED wall technology

3.8.1.4    Growing implementation of AI in virtual production

3.8.1.5    Growing demand for virtual production in gaming

3.8.2    Industry pitfalls & challenges

3.8.2.1    Lack of skilled professionals

3.8.2.2    High capital expenditure in initial setup

3.9    Growth potential analysis

3.10    Porter’s analysis

3.10.1    Supplier power

3.10.2    Buyer power

3.10.3    Threat of new entrants

3.10.4    Threat of substitutes

3.10.5    Industry rivalry

3.11    PESTEL analysis

Chapter 4   Competitive Landscape, 2023

4.1    Introduction

4.2    Company market share analysis

4.3    Competitive positioning matrix

4.4    Strategic outlook matrix

Chapter 5   Market Estimates & Forecast, By Component, 2021 - 2032 (USD Million)

5.1    Key trends

5.2    Hardware

5.3    Software

5.4    Services

Chapter 6   Market Estimates & Forecast, By Type, 2021 - 2032 (USD Million)

6.1    Key trends

6.2    Visualization

6.2.1    Pitchvis

6.2.2    Previs

6.2.3    Virtual scouting

6.2.4    Techvis

6.2.5    Stuntvis

6.2.6    Postvis

6.3    Performance capture

6.4    Hybrid green screen live

6.5    Full live LED wall

Chapter 7   Market Estimates & Forecast, By End-Use, 2021 - 2032 (USD Million)

7.1    Key trends

7.2    Movies

7.3    TV series

7.4    Commercial ads

7.5    Online videos

7.6    Others

Chapter 8   Market Estimates & Forecast, By Region, 2021 - 2032 (USD Million)

8.1    Key trends

8.2    North America

8.2.1    U.S.

8.2.2    Canada

8.3    Europe

8.3.1    UK

8.3.2    Germany

8.3.3    France

8.3.4    Italy

8.3.5    Spain

8.3.6    Rest of Europe

8.4    Asia Pacific

8.4.1    China

8.4.2    India

8.4.3    Japan

8.4.4    South Korea

8.4.5    ANZ

8.4.6    Rest of Asia Pacific

8.5    Latin America

8.5.1    Brazil

8.5.2    Mexico

8.5.3    Rest of Latin America

8.6    MEA

8.6.1    UAE

8.6.2    South Africa

8.6.3    Saudi Arabia

8.6.4    Rest of ME

Chapter 9   Company Profiles

9.1    AdobeInc

9.2    Sony Corporation

9.3    NVIDIA Corporation.

9.4    Autodesk Inc.

9.5    ARRI AG

9.6    Epic Games Inc.

9.7    FuseFX

9.8    HTC Corporation

9.9    Insta360

9.10    Pixotope

9.11    BORIS FX, INC

9.12    Mo-Sys Engineering Ltd.

9.13    Epic Games, Inc.

9.14    HumanEyes Technologies

9.15    Panocam3d.com

9.16    Side Effects Software Inc (SideFX)

9.17    Sony Group

9.18    Technicolor Creative Studios

9.19    Tiltlabs

9.20    Vicon Motion Systems Ltd
 

Authors: Suraj Gujar, Deeksha Vishwakarma

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Premium Report Details

  • Base Year: 2023
  • Companies covered: 20
  • Tables & Figures: 305
  • Countries covered: 21
  • Pages: 210
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