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Virtual Production Market Report Scope & Overview:

Virtual Production Market Size was valued at USD 2.98 billion in 2023 and is expected to reach USD 8.87 billion by 2031 and grow at a CAGR of 14.62 % over the forecast period 2024-2031.

Virtual production allows filmmakers to interactively visualize and explore digital scenes within the studio, such as realistic virtual characters, three-dimensional graphics, and a real-time virtual interactive background environment. Over the years, significant advancements in the field of virtual production have resulted in the introduction of solutions that allow filmmakers to transfer an actor's motion-captured movement to virtual characters, which are then previewed in real-time in conjunction with live-action footage and virtual set extension elements. Such solutions assist filmmakers in planning and communicating their creative ideas in novel and intuitive ways.

Virtual Production Market Revenue Analysis

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MARKET DYNAMICS:

KEY DRIVERS:

  • LED wall technology is becoming more widely used.

  • Visual effects are becoming increasingly popular in the film and television industries.

RESTRAINTS:

  • Initial capital expenditure is high.

  • scarcity of skilled professionals.

OPPORTUNITIES:

  • New virtual production studios are being established.

  • OTT platforms are becoming more popular.

CHALLENGES: 

  • LED screen problems encountered in virtual production.

IMPACT OF COVID-19: 

COVID-19 first appeared in Wuhan (China) in December 2019, and has since spread throughout the world. The media and entertainment industries have also suffered. As a result, the pandemic will act as a brake on the growth of various markets related to this industry in the coming months. On-site shooting and production is one of the most severely impacted critical areas. The industry is fighting back to recoup its losses and develop new business models. Companies are developing shows for streaming devices in order to monetize. With the increasing penetration of OTT devices, the crisis has accelerated the trend of media streaming. Since the outbreak of this pandemic, streaming companies have seen a significant increase in subscriptions and viewers. This has increased the demand for virtual productions significantly. The COVID-19 pandemic has had a positive impact on the overall growth of the virtual production market.

Based on type, the virtual production market is segmented into Production, Pre-production, and Post-production. In the virtual production market, the production phase is expected to grow at the fastest CAGR. The increased use of virtual production technology aids in project front-loading, early evaluation and editing, and a reduction in the need for guesswork while filming. It also contributes to a smoother phase and helps to limit post-production expenses. This is primarily due to an increase in the number of movies and television shows produced entirely through virtual production technology.

Based on offerings, the virtual production market is segmented into Hardware, Software, and Services. The software segment controlled the majority of the virtual production market. During the forecast period, it is expected to grow at the fastest CAGR. The segment's dominance can be attributed to the growing demand for VFX and computer-generated imagery (CGI) in films. Because of technological advancements, the combination of various other next-generation technologies such as Machine Learning, AI, augmented and virtual reality (AR VR), extended reality (XR), deep learning, and virtual production has boosted growth.

Based on end-user, the virtual production market is segmented into Movies, TV series, Online videos, Commercial ads, and Others. During the forecast period, the television series segment is expected to grow at the fastest CAGR. Some of the factors driving the fastest growth of the television series segment include the increasing dominance of OTT platforms and their ability to reach a large number of audiences.

KEY MARKET SEGMENTS:

BY TYPE

  • Production

  • Pre-production

  • Post-production

BY OFFERINGS

  • Hardware

  • Software

  • Services

BY END USER

Virtual Production Market Segment Analysis

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REGIONAL ANALYSIS:

North America dominated the market, accounting for more than 40% of the total share. This is due to the widespread use of virtual production in the region's major film studios. Furthermore, significant investments in R&D activities by regional companies to develop advanced virtual production software solutions support regional market growth. Furthermore, the increasing use of visual effects in commercial advertisements and sporting events is propelling the regional market.

Among all regions, the Asia Pacific market is expected to grow at the fastest CAGR during the forecast period. The film and television industries in China, South Korea, Japan, India, and the rest of Asia Pacific are thriving. The continued adoption of virtual production in these industries, as well as the growing number of virtual production studios, contribute significantly to the region's market growth.

REGIONAL COVERAGE:

  • North America

    • USA

    • Canada

    • Mexico

  • Europe

    • Germany

    • UK

    • France

    • Italy

    • Spain

    • The Netherlands

    • Rest of Europe

  • Asia-Pacific

    • Japan

    • south Korea

    • China

    • India

    • Australia

    • Rest of Asia-Pacific

  • The Middle East & Africa

    • Israel

    • UAE

    • South Africa

    • Rest of Middle East & Africa

  • Latin America

    • Brazil

    • Argentina

    • Rest of Latin America

KEY PLAYERS:

The key players in the virtual production market are Adobe, Epic Games, HumanEyes Technologies, NVIDIA Corporation, Technicolor, Autodesk, HTC Corporation, Mo-Sys Engineering, Pixar, Vicon Motion Systems & Other Players.

Epic Games-Company Financial Analysis

Company Landscape Analysis

Virtual Production Market Report Scope:
Report Attributes Details
Market Size in 2023 US$ 2.98 Billion
Market Size by 2031 US$ 8.87 Billion
CAGR CAGR of 14.62 % From 2024 to 2031
Base Year 2022
Forecast Period 2024-2031
Historical Data 2020-2021
Report Scope & Coverage Market Size, Segments Analysis, Competitive  Landscape, Regional Analysis, DROC & SWOT Analysis, Forecast Outlook
Key Segments • By Type (Production, Pre-Production, Post-Production)
• By Offerings (Hardware, Software, Services)
• By End-User (Movies, TV Series, Online Videos, Commercial Ads, Others)
Regional Analysis/Coverage North America (USA, Canada, Mexico), Europe
(Germany, UK, France, Italy, Spain, Netherlands,
Rest of Europe), Asia-Pacific (Japan, South Korea,
China, India, Australia, Rest of Asia-Pacific), The
Middle East & Africa (Israel, UAE, South Africa,
Rest of Middle East & Africa), Latin America (Brazil, Argentina, Rest of Latin America)
Company Profiles Adobe, Epic Games, HumanEyes Technologies, NVIDIA Corporation, Technicolor, Autodesk, HTC Corporation, Mo-Sys Engineering, Pixar, and Vicon Motion Systems.
Key Drivers • LED wall technology is becoming more widely used.
• Visual effects are becoming increasingly popular in the film and television industries.
RESTRAINTS • Initial capital expenditure is high.
• scarcity of skilled professionals.

Frequently Asked Questions

The market value is expected to reach USD 8.87 billion by 2031.

The market has been segmented with respect to type, offering and end user.

North American region dominated the Virtual Production Market.

Yes, and they are Raw material vendors, Distributors/traders/wholesalers/suppliers, Regulatory authorities, including government agencies and NGO, Commercial research & development (R&D) institutions, Importers and exporters, Government organizations, research organizations, and consulting firms, Trade/Industrial associations, End-use industries.

Manufacturers, Consultants, Association, Research Institutes, private and university libraries, suppliers, and distributors of the product.

Table of Contents

1. Introduction

1.1 Market Definition

1.2 Scope

1.3 Research Assumptions

2. Research Methodology

3. Market Dynamics

3.1 Drivers

3.2 Restraints

3.3 Opportunities

3.4 Challenges

4. Impact Analysis

4.1 COVID-19 Impact Analysis

4.2 Impact of Ukraine- Russia War

4.3 Impact of Ongoing Recession

4.3.1 Introduction

4.3.2 Impact on major economies

4.3.2.1 US

4.3.2.2 Canada

4.3.2.3 Germany

4.3.2.4 France

4.3.2.5 United Kingdom

4.3.2.6 China

4.3.2.7 Japan

4.3.2.8 South Korea

4.3.2.9 Rest of the World

5. Value Chain Analysis

 

6. Porter’s 5 forces model

 

7.  PEST Analysis

  

8. Virtual Production Market Segmentation, by Type

8.1Introduction

8.2 Production

8.3 Pre-production

8.4 post-production

9. Virtual Production Market Segmentation, by Offerings

9.1Introduction

9.2 Hardware

9.3 Software

9.4 Services

10. Virtual Production Market Segmentation, by End-user

10.1 Introduction

10.2 Movies

10.3 TV series

10.4 Online videos

10.5 Commercial ads

10.6 Others

11. Regional Analysis

11.1 Introduction

11.2 North America

11.2.1 USA

11.2.2 Canada

11.2.3 Mexico

11.3 Europe

11.3.1 Germany

11.3.2 UK

11.3.3 France

11.3.4 Italy

11.3.5 Spain

11.3.6 The Netherlands

11.3.7 Rest of Europe

11.4 Asia-Pacific

11.4.1 Japan

11.4.2 South Korea

11.4.3 China

11.4.4 India

11.4.5 Australia

11.4.6 Rest of Asia-Pacific

11.5 The Middle East & Africa

11.5.1 Israel

11.5.2 UAE

11.5.3 South Africa

11.5.4 Rest

11.6 Latin America

11.6.1 Brazil

11.6.2 Argentina

11.6.3 Rest of Latin America

12. Company Profiles

12.1 Epic Games

12.1.1 Financial

12.1.2 Products/ Services Offered

12.1.3 SWOT Analysis

12.1.4 The SNS view

12.2 Adobe

12.3 HumanEyes Technologies

12.4 NVIDIA Corporation

12.5 Technicolor

12.6 Autodesk

12.7 HTC Corporation

12.8 Mo-Sys Engineering

12.9 Pixar

12.10 Vicon Motion Systems

13. Competitive Landscape

13.1 Competitive Benchmark

13.2 Market Share Analysis

13.3 Recent Developments

14. Conclusion

An accurate research report requires proper strategizing as well as implementation. There are multiple factors involved in the completion of good and accurate research report and selecting the best methodology to compete the research is the toughest part. Since the research reports we provide play a crucial role in any company’s decision-making process, therefore we at SNS Insider always believe that we should choose the best method which gives us results closer to reality. This allows us to reach at a stage wherein we can provide our clients best and accurate investment to output ratio.

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The 5 steps process:

Step 1: Secondary Research:

Secondary Research or Desk Research is as the name suggests is a research process wherein, we collect data through the readily available information. In this process we use various paid and unpaid databases which our team has access to and gather data through the same. This includes examining of listed companies’ annual reports, Journals, SEC filling etc. Apart from this our team has access to various associations across the globe across different industries. Lastly, we have exchange relationships with various university as well as individual libraries.

Secondary Research

Step 2: Primary Research

When we talk about primary research, it is a type of study in which the researchers collect relevant data samples directly, rather than relying on previously collected data.  This type of research is focused on gaining content specific facts that can be sued to solve specific problems. Since the collected data is fresh and first hand therefore it makes the study more accurate and genuine.

We at SNS Insider have divided Primary Research into 2 parts.

Part 1 wherein we interview the KOLs of major players as well as the upcoming ones across various geographic regions. This allows us to have their view over the market scenario and acts as an important tool to come closer to the accurate market numbers. As many as 45 paid and unpaid primary interviews are taken from both the demand and supply side of the industry to make sure we land at an accurate judgement and analysis of the market.

This step involves the triangulation of data wherein our team analyses the interview transcripts, online survey responses and observation of on filed participants. The below mentioned chart should give a better understanding of the part 1 of the primary interview.

Primary Research

Part 2: In this part of primary research the data collected via secondary research and the part 1 of the primary research is validated with the interviews from individual consultants and subject matter experts.

Consultants are those set of people who have at least 12 years of experience and expertise within the industry whereas Subject Matter Experts are those with at least 15 years of experience behind their back within the same space. The data with the help of two main processes i.e., FGDs (Focused Group Discussions) and IDs (Individual Discussions). This gives us a 3rd party nonbiased primary view of the market scenario making it a more dependable one while collation of the data pointers.

Step 3: Data Bank Validation

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Data Bank Validation

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