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Virtual Production Market Size, By Component (Hardware, Software, Services), By Type (Pre-production, Production, Post-production), By End-use (Movies, TV Series, Commercial Ads, Online Videos), Forecast 2023 - 2032

  • Report ID: GMI5660
  • Published Date: May 2023
  • Report Format: PDF

Report Content

Chapter 1   Methodology & Scope

1.1    Market definitions

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    Virtual production market 360º synopsis, 2018 - 2032

2.2    Regional trends

2.3    Component trends

2.4    Type trends

2.5    End-use trends

Chapter 3   Virtual Production Market Industry Insights

3.1    Impact on COVID-19

3.2    Russia- Ukraine war impact

3.3    Industry ecosystem analysis

3.4    Vendor matrix

3.5    Profit margin analysis

3.6    Technology & innovation landscape

3.7    Patent analysis

3.8    Key news and initiatives

3.9    Regulatory landscape

3.10    Impact forces

3.10.1    Growth drivers

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

3.10.1.2    Rising application of virtual production in commercial ads

3.10.1.3    Growing Implementation of LED wall technology

3.10.1.4    Growing implementation of AI in virtual production

3.10.1.5    Growing demand for virtual production in gaming sector

3.10.2    Industry pitfalls & challenges

3.10.2.1    Lack of skilled professionals

3.10.2.2    High capital expenditure for initial set-up

3.11    Profit margin analysis

3.12    Vendor matrix analysis

3.13    Growth potential analysis

3.14    Porter’s analysis

3.15    PESTEL analysis

Chapter 4   Competitive Landscape, 2022

4.1    Introduction

4.2    Company market share, 2022

4.3    Competitive analysis of major market players, 2022

4.3.1    Adobe Inc.

4.3.2    Sony Corporation

4.3.3    NVIDIA Corporation.

4.3.4    Autodesk Inc.

4.3.5    Epic Games Inc.

4.3.6    HTC Corporation

4.4    Competitive positioning matrix, 2022

4.5    Strategic outlook matrix, 2022

Chapter 5   Virtual Production Market Estimates & Forecast, By Component (USD Million)

5.1    Key trends, by component

5.2    Hardware

5.3    Software

5.4    Services

Chapter 6   Virtual Production Market Estimates & Forecast, By Type (USD Million)

6.1    Key trends, by type

6.2    Pre-production

6.3    Production

6.4    Post-production

Chapter 7   Virtual Production Market Estimates & Forecast, By End-use (USD Million)

7.1    Key trends, by end-use

7.2    Movies

7.3    TV series

7.4    Commercial Ads

7.5    Online Videos

7.6    Others

Chapter 8   Virtual Production Market Estimates & Forecast, By Region (USD Million)

8.1    Key trends, by region

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

8.4    Asia Pacific

8.4.1    China

8.4.2    Japan

8.4.3    India

8.4.4    South Korea

8.4.5    ANZ

8.5    Latin America

8.5.1    Brazil

8.5.2    Mexico

8.6    MEA

8.6.1    South Africa

8.6.2    Saudi Arabia

8.6.3    UAE

Chapter 9   Company Profiles

9.1    Adobe Inc.

9.2    Autodesk Inc.

9.3    BORIS FX, Inc.

9.4    Epic Games, Inc.

9.5    HTC Corporation

9.6    HumanEyes Technologies

9.7    Insta360

9.8    Mo-Sys Engineering Ltd.

9.9    NVIDIA Corporation.

9.10    Panocam3d.com

9.11    Side Effects Software Inc (SideFX)

9.12    Sony Group

9.13    Technicolor Creative Studios.

9.14    Tiltlabs

9.15    Vicon Motion Systems Ltd
 

Authors: Suraj Gujar

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Premium Report Details

  • Base Year: 2022
  • Companies covered: 15
  • Tables & Figures: 247
  • Countries covered: 17
  • Pages: 250
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