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Virtual Production Market

Global Virtual Production Market Share, Trends, Forecast: By Component: Software, Hardware, Services; By Type: Pre-Production, Production, Post-Production; By End Use: Movies, TV Series/Web Series, Commercial Ads, Online Videos, E-Sports, Others; Regional Analysis; Market Dynamics: SWOT Analysis; Competitive Landscape; 2024-2032

Global Virtual Production Market Outlook

The global virtual production market size reached approximately USD 3.04 billion in 2023. The market is assessed to grow at a CAGR of 13.5% between 2024 and 2032 to attain a value of around USD 9.52 billion by 2032.

 

Key Trends in the Market

Virtual production refers to a filmmaking method that combines virtual and physical techniques for creating engaging content with enhanced efficiency and flexibility. It supports filmmakers in creating realistic effects, vast landscapes, and lifelike creatures. Virtual production eliminates costs associated with logistics, transportation, and location scouting and significantly reduces production time.

 

  • One of the crucial virtual production market trends is the growing popularity of VFX-heavy genres films such as adventure, fantasy, action, and sci-fi. Moreover, the surging integration of CGI with virtual production to support filmmakers in providing immediate control and feedback and optimising artistic vision is aiding the market growth.
  • The rising use of LED walls and in-camera VFX to create an interactive and tangible environment and eliminate the need for post-production composting and green spaces is supporting the market expansion. Moreover, there is a growing integration of ray tracing technology in virtual production to enable realistic reflections, lighting, and shadows and elevate virtual environments.
  • Advancements in artificial intelligence (AI) are likely to fuel the virtual production market growth in the forecast period. AI can be used to generate digital environments, analyse and track the movement of actors and objects on virtual sets, create realistic scenes, generate complex lighting and special effects, and develop 3D models of props and characters, among others.

 

Market Analysis

Based on component, the market is segmented into software, hardware, and services. On the basis of type, the virtual production market segmentation includes pre-production, production, and post-production.

 

By end use, the market is categorised into movies, TV series/ web series, commercial ads, online videos, and e-sports, among others. The major regional markets for virtual production include North America, Europe, the Asia Pacific, Latin America, and the Middle East and Africa.

 

The comprehensive EMR report provides an in-depth assessment of the market based on the Porter's five forces model along with giving a SWOT analysis. The report gives a detailed analysis of the following key players in the global virtual production market, covering their competitive landscape and latest developments like mergers, acquisitions, investments and expansion plans.

 

  • Adobe Inc.
  • NVIDIA Corporation
  • Sony Group Corporation
  • Autodesk Inc.
  • Technicolor S.A.
  • HTC Corporation
  • Vicon Motion Systems Limited
  • Side Effects Software Inc. (SideFX)
  • Epic Games, Inc. 
  • Mo-Sys Engineering Ltd. 
  • Weta FX Ltd.
  • Industrial Light & Magic (The Walt Disney Company)
  • Others

 

Market Share by End Use

As per the virtual production market analysis, there is an increasing usage of virtual production methods in movies and TV series/web series due to the rising demand for engaging and unique content. Benefits such as flexibility of locations and adjustments of lighting and colour grades in real-time make virtual production appealing for filmmakers.

 

In addition, virtual production methods are expected to be extensively utilised in commercial ads in the coming years to reduce their cost of production and lower the requirement for onsite locations. With the growing attempts to create innovative ads, the demand for virtual production solutions to provide real-time visualisation, manipulate external factors such as weather, and enhance the flexibility of the production process is likely to rise in the forecast period.

 

Market Share by Region

North America represents a considerable virtual production market share due to the growing applications of virtual production methods in television series, movies, and film series. The presence of key players in the region and increasing investments in R&D activities to develop innovative methods are also aiding the market growth.

 

Meanwhile, the Asia Pacific is anticipated to witness a healthy growth in the forecast period due to the robustly growing entertainment sector in the region. In addition, increasing investments in in-camera visual effects and the shift towards localised content are likely to further support the virtual production market demand in the coming years.

 

Competitive Landscape

Vicon Motion Systems Limited is a company that specialises in the development of accessible motion capture technology and was founded in 1984. It provides customised motion capture systems for diverse applications such as location-based virtual reality, life sciences, entertainment and media, and engineering. It has a wide footprint in more than 70 countries and develops precision tracking solutions.

 

Technicolor S.A. is a technology company that is headquartered in Paris, France. It is engaged in distributing and creating unique content for audiences across the globe. Through its innovative animation, VFX, and immersive interactive technology, the company is transforming the future of games, marketing and advertising campaigns, and films.

 

HTC Corporation, established in 1977, is a technology company that offers innovative solutions, products, and platforms for mobile technology. With its headquarters in Taoyuan, Taiwan, the company aims to designing superior mobile experiences as well as devices.

 

Other virtual production market players include Adobe Inc., NVIDIA Corporation, Sony Group Corporation, Autodesk Inc., Side Effects Software Inc. (SideFX), Epic Games, Inc., Mo-Sys Engineering Ltd., Weta FX Ltd., and Industrial Light & Magic (The Walt Disney Company), among others.

 

Key Highlights of the Report

REPORT FEATURES DETAILS
Base Year 2023
Historical Period 2018-2023
Forecast Period 2024-2032
Scope of the Report

Historical and Forecast Trends, Industry Drivers and Constraints, Historical and Forecast Market Analysis by Segment:

  • Component
  • Type
  • End Use
  • Region
Breakup by Component
  • Software
  • Hardware
  • Services
Breakup by Type
  • Pre-Production
  • Production
  • Post-Production
Breakup by End Use
  • Movies
  • TV Series/Web Series
  • Commercial Ads
  • Online Videos
  • E-Sports
  • Others
Breakup by Region
  • North America
    • United States of America 
    • Canada
  • Europe
    • United Kingdom
    • Germany
    • France
    • Italy
    • Others
  • Asia Pacific
    • China
    • Japan
    • India
    • ASEAN
    • Australia
    • Others
  • Latin America
    • Brazil
    • Argentina
    • Mexico
    • Others
  • Middle East and Africa
    • Saudi Arabia
    • United Arab Emirates
    • Nigeria
    • South Africa
    • Others
Market Dynamics
  • SWOT Analysis
  • Porter's Five Forces Analysis
  • Key Indicators for Demand
  • Key Indicators for Price
Competitive Landscape
  • Market Structure
  • Company Profiles
    • Company Overview
    • Product Portfolio
    • Demographic Reach and Achievements
    • Certifications
Companies Covered
  • Adobe Inc.
  • NVIDIA Corporation
  • Sony Group Corporation
  • Autodesk Inc.
  • Technicolor S.A.
  • HTC Corporation
  • Vicon Motion Systems Limited
  • Side Effects Software Inc. (SideFX)
  • Epic Games, Inc. 
  • Mo-Sys Engineering Ltd. 
  • Weta FX Ltd.
  • Industrial Light & Magic (The Walt Disney Company)
  • Others

 

*At Expert Market Research, we strive to always give you current and accurate information. The numbers depicted in the description are indicative and may differ from the actual numbers in the final EMR report.

1    Preface
2    Report Coverage – Key Segmentation and Scope
3    Report Description

    3.1    Market Definition and Outlook
    3.2    Properties and Applications
    3.3    Market Analysis
    3.4    Key Players
4    Key Assumptions
5    Executive Summary

    5.1    Overview
    5.2    Key Drivers    
    5.3    Key Developments
    5.4    Competitive Structure
    5.5    Key Industrial Trends
6    Market Snapshot
    6.1    Global
    6.2    Regional
7    Opportunities and Challenges in the Market
8    Global Virtual Production Market Analysis

    8.1    Key Industry Highlights
    8.2    Global Virtual Production Historical Market (2018-2023) 
    8.3    Global Virtual Production Market Forecast (2024-2032)
    8.4    Global Virtual Production Market by Component
        8.4.1    Software
            8.4.1.1    Historical Trend (2018-2023)
            8.4.1.2     Forecast Trend (2024-2032)
        8.4.2    Hardware
            8.4.2.1    Historical Trend (2018-2023)
            8.4.2.2    Forecast Trend (2024-2032)
        8.4.3    Services
            8.4.3.1    Historical Trend (2018-2023)
            8.4.3.2    Forecast Trend (2024-2032)
    8.5    Global Virtual Production Market by Type
        8.5.1    Pre-Production
            8.5.1.1    Historical Trend (2018-2023)
            8.5.1.2     Forecast Trend (2024-2032)
        8.5.2    Production
            8.5.2.1    Historical Trend (2018-2023)
            8.5.2.2    Forecast Trend (2024-2032)
        8.5.3    Post-Production
            8.5.3.1    Historical Trend (2018-2023)
            8.5.3.2    Forecast Trend (2024-2032)
    8.6    Global Virtual Production Market by End Use
        8.6.1    Movies
            8.6.1.1    Historical Trend (2018-2023)
            8.6.1.2     Forecast Trend (2024-2032)
        8.6.2    TV Series/Web Series
            8.6.2.1    Historical Trend (2018-2023)
            8.6.2.2    Forecast Trend (2024-2032)
        8.6.3    Commercial Ads
            8.6.3.1    Historical Trend (2018-2023)
            8.6.3.2     Forecast Trend (2024-2032)
        8.6.4    Online Videos
            8.6.4.1    Historical Trend (2018-2023)
            8.6.4.2    Forecast Trend (2024-2032)
        8.6.5    E-Sports
            8.6.5.1    Historical Trend (2018-2023)
            8.6.5.2    Forecast Trend (2024-2032)
        8.6.6    Others
    8.7    Global Virtual Production Market by Region
        8.7.1    North America
            8.7.1.1    Historical Trend (2018-2023) 
            8.7.1.2    Forecast Trend (2024-2032)
        8.7.2    Europe
            8.7.2.1    Historical Trend (2018-2023) 
            8.7.2.2    Forecast Trend (2024-2032)
        8.7.3    Asia Pacific
            8.7.3.1    Historical Trend (2018-2023) 
            8.7.3.2    Forecast Trend (2024-2032)
        8.7.4    Latin America
            8.7.4.1    Historical Trend (2018-2023) 
            8.7.4.2    Forecast Trend (2024-2032)
        8.7.5    Middle East and Africa
            8.7.5.1    Historical Trend (2018-2023) 
            8.7.5.2    Forecast Trend (2024-2032)
9    North America Virtual Production Market Analysis
    9.1    United States of America 
        9.1.1    Historical Trend (2018-2023) 
        9.1.2    Forecast Trend (2024-2032)
    9.2    Canada
        9.2.1    Historical Trend (2018-2023) 
        9.2.2    Forecast Trend (2024-2032)
10    Europe Virtual Production Market Analysis
    10.1    United Kingdom
        10.1.1    Historical Trend (2018-2023) 
        10.1.2    Forecast Trend (2024-2032)
    10.2    Germany
        10.2.1    Historical Trend (2018-2023) 
        10.2.2    Forecast Trend (2024-2032)
    10.3    France
        10.3.1    Historical Trend (2018-2023) 
        10.3.2    Forecast Trend (2024-2032)
    10.4    Italy
        10.4.1    Historical Trend (2018-2023) 
        10.4.2    Forecast Trend (2024-2032)
    10.5    Others
11    Asia Pacific Virtual Production Market Analysis
    11.1    China
        11.1.1    Historical Trend (2018-2023) 
        11.1.2    Forecast Trend (2024-2032)
    11.2    Japan
        11.2.1    Historical Trend (2018-2023) 
        11.2.2    Forecast Trend (2024-2032)
    11.3    India
        11.3.1    Historical Trend (2018-2023) 
        11.3.2    Forecast Trend (2024-2032)
    11.4    ASEAN
        11.4.1    Historical Trend (2018-2023) 
        11.4.2    Forecast Trend (2024-2032)
    11.5    Australia
        11.5.1    Market Share
        11.5.2    Historical Trend (2018-2023) 
        11.5.3    Forecast Trend (2024-2032)
    11.6    Others
12    Latin America Virtual Production Market Analysis
    12.1    Brazil
        12.1.1    Historical Trend (2018-2023) 
        12.1.2    Forecast Trend (2024-2032)
    12.2    Argentina
        12.2.1    Historical Trend (2018-2023) 
        12.2.2    Forecast Trend (2024-2032)
    12.3    Mexico
        12.3.1    Historical Trend (2018-2023) 
        12.3.2    Forecast Trend (2024-2032)
    12.4    Others
13    Middle East and Africa Virtual Production Market Analysis
    13.1    Saudi Arabia
        13.1.1    Historical Trend (2018-2023) 
        13.1.2    Forecast Trend (2024-2032)
    13.2    United Arab Emirates
        13.2.1    Historical Trend (2018-2023) 
        13.2.2    Forecast Trend (2024-2032)
    13.3    Nigeria
        13.3.1    Historical Trend (2018-2023) 
        13.3.2    Forecast Trend (2024-2032)
    13.4    South Africa
        13.4.1    Historical Trend (2018-2023) 
        13.4.2    Forecast Trend (2024-2032)
    13.5    Others
14    Market Dynamics
    14.1    SWOT Analysis
        14.1.1    Strengths
        14.1.2    Weaknesses
        14.1.3    Opportunities
        14.1.4    Threats
    14.2    Porter’s Five Forces Analysis
        14.2.1    Supplier’s Power
        14.2.2    Buyer’s Power
        14.2.3    Threat of New Entrants
        14.2.4    Degree of Rivalry
        14.2.5    Threat of Substitutes
    14.3    Key Indicators for Demand
    14.4    Key Indicators for Price
15    Competitive Landscape
    15.1    Market Structure
    15.2    Company Profiles 
        15.2.1    Adobe Inc.
            15.2.1.1    Company Overview
            15.2.1.2    Product Portfolio
            15.2.1.3    Demographic Reach and Achievements
            15.2.1.4    Certifications
        15.2.2    NVIDIA Corporation
            15.2.2.1    Company Overview
            15.2.2.2    Product Portfolio
            15.2.2.3    Demographic Reach and Achievements
            15.2.2.4    Certifications
        15.2.3    Sony Group Corporation
            15.2.3.1    Company Overview
            15.2.3.2    Product Portfolio
            15.2.3.3    Demographic Reach and Achievements
            15.2.3.4    Certifications
        15.2.4    Autodesk Inc.
            15.2.4.1    Company Overview
            15.2.4.2    Product Portfolio
            15.2.4.3    Demographic Reach and Achievements
            15.2.4.4    Certifications
        15.2.5    Technicolor S.A.
            15.2.5.1    Company Overview
            15.2.5.2    Product Portfolio
            15.2.5.3    Demographic Reach and Achievements
            15.2.5.4    Certifications
        15.2.6    HTC Corporation
            15.2.6.1    Company Overview
            15.2.6.2    Product Portfolio
            15.2.6.3    Demographic Reach and Achievements
            15.2.6.4    Certifications
        15.2.7    Vicon Motion Systems Limited
            15.2.7.1    Company Overview
            15.2.7.2    Product Portfolio
            15.2.7.3    Demographic Reach and Achievements
            15.2.7.4    Certifications
        15.2.8    Side Effects Software Inc. (SideFX)
            15.2.8.1    Company Overview
            15.2.8.2    Product Portfolio
            15.2.8.3    Demographic Reach and Achievements
            15.2.8.4    Certifications
        15.2.9    Epic Games, Inc. 
            15.2.9.1    Company Overview
            15.2.9.2    Product Portfolio
            15.2.9.3    Demographic Reach and Achievements
            15.2.9.4    Certifications
        15.2.10    Mo-Sys Engineering Ltd. 
            15.2.10.1    Company Overview
            15.2.10.2    Product Portfolio
            15.2.10.3    Demographic Reach and Achievements
            15.2.10.4    Certifications
        15.2.11    Weta FX Ltd.
            15.2.11.1    Company Overview
            15.2.11.2    Product Portfolio
            15.2.11.3    Demographic Reach and Achievements
            15.2.11.4    Certifications
        15.2.12    Industrial Light & Magic (The Walt Disney Company)
            15.2.12.1    Company Overview
            15.2.12.2    Product Portfolio
            15.2.12.3    Demographic Reach and Achievements
            15.2.12.4    Certifications
        15.2.13    Others
16    Key Trends and Developments in the Market


List of Key Figures and Tables

1.    Global Virtual Production Market: Key Industry Highlights, 2018 and 2032 
2.    Global Virtual Production Historical Market: Breakup by Component (USD Billion), 2018-2023 
3.    Global Virtual Production Market Forecast: Breakup by Component (USD Billion), 2024-2032 
4.    Global Virtual Production Historical Market: Breakup by Type (USD Billion), 2018-2023 
5.    Global Virtual Production Market Forecast: Breakup by Type (USD Billion), 2024-2032 
6.    Global Virtual Production Historical Market: Breakup by End Use (USD Billion), 2018-2023 
7.    Global Virtual Production Market Forecast: Breakup by End Use (USD Billion), 2024-2032 
8.    Global Virtual Production Historical Market: Breakup by Region (USD Billion), 2018-2023 
9.    Global Virtual Production Market Forecast: Breakup by Region (USD Billion), 2024-2032 
10.    North America Virtual Production Historical Market: Breakup by Country (USD Billion), 2018-2023 
11.    North America Virtual Production Market Forecast: Breakup by Country (USD Billion), 2024-2032 
12.    Europe Virtual Production Historical Market: Breakup by Country (USD Billion), 2018-2023 
13.    Europe Virtual Production Market Forecast: Breakup by Country (USD Billion), 2024-2032 
14.    Asia Pacific Virtual Production Historical Market: Breakup by Country (USD Billion), 2018-2023 
15.    Asia Pacific Virtual Production Market Forecast: Breakup by Country (USD Billion), 2024-2032 
16.    Latin America Virtual Production Historical Market: Breakup by Country (USD Billion), 2018-2023 
17.    Latin America Virtual Production Market Forecast: Breakup by Country (USD Billion), 2024-2032 
18.    Middle East and Africa Virtual Production Historical Market: Breakup by Country (USD Billion), 2018-2023 
19.    Middle East and Africa Virtual Production Market Forecast: Breakup by Country (USD Billion), 2024-2032 
20.    Global Virtual Production Market Structure

Key Questions Answered in the Report

In 2023, the market attained a value of nearly USD 3.04 billion.

The market is assessed to grow at a CAGR of 13.5% between 2024 and 2032.

The market is estimated to witness a healthy growth in the forecast period of 2023-2028 to reach about USD 9.52 billion by 2032.

The major market drivers are the growing popularity of VFX-heavy genres films and the rising use of LED walls during filmmaking.

The rising utilisation of virtual production methods in commercial ads and advancements in artificial intelligence are the key trends aiding the market growth.

The major regions in the market are North America, Latin America, the Middle East and Africa, Europe, and the Asia Pacific.

The major components of virtual production are software, hardware, and services.

The major players in the market are Adobe Inc., NVIDIA Corporation, Sony Group Corporation, Autodesk Inc., Technicolor S.A., HTC Corporation, Vicon Motion Systems Limited, Side Effects Software Inc. (SideFX), Epic Games, Inc., Mo-Sys Engineering Ltd., Weta FX Ltd., and Industrial Light & Magic (The Walt Disney Company), among others.

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