Global Virtual Production Market to reach USD 4.05 billion by 2027.Global Virtual Production Market is valued approximately at USD 1.45 Billion in 2020 and is anticipated to grow with a healthy growth rate of more than 15.8% over the forecast period 2021-2027. Virtual production is a method of combining computer graphics and live-action footage in real-time. It is utilized in filmmaking techniques, such as concept art, lensing, set dimensions, exact camera movements, and asset placement, to produce interactive content. Virtual production relies on virtual reality (VR), computer-generated imagery (CGI), augmented reality (AR), and game-engine technologies. Growing popularity of web series containing visual effects, rising investment by market players in form of merger, acquisitions and others and technological developments are driving the growth positively. For instance, in June 2020, Epic Games partnered with Eros, a Bollywood studio. Under the partnership, the companies bring the latter's Unreal Engine to film production in India which enabled the implementation of real-time rendering technology in movie sets and post-production, and assist them to deliver high-quality pre-visualization, virtual production, , and in-camera visual effects (VFX). Furthermore, adoption of virtual production in commercial ads is expected to fuel the demand in coming years. However, shortage of skilled professionals may hamper the growth during forecast period.
The regions considered for the analysis of the global Virtual Production Market are Asia Pacific, North America, Europe, Latin America, and Rest of the World. North America is dominating the world in terms of market share due to high application of virtual production in major film studios in the region. Whereas Asia Pacific is anticipated to exhibit the highest growth rate over the forecast period 2021-2027 due to growing implementing rates of virtual production technology in regions such as India, China, Australia and others.
Major market player included in this report are:
Adobe Inc.
Arashi Vision Inc. ( Insta 360)
Autodesk Inc.
Boris FX, Inc.
Epic Games, Inc.
HTC Corporation (VivePort)
HumanEyes Technologies
Mo-Sys Engineering Ltd.
Nvidia Corporation.
Vicon Motion Systems Ltd
The objective of the study is to define market sizes of different segments & countries in recent years and to forecast the values to the coming eight years. The report is designed to incorporate both qualitative and quantitative aspects of the industry within each of the regions and countries involved in the study. Furthermore, the report also caters the detailed information about the crucial aspects such as driving factors & challenges which will define the future growth of the market. Additionally, the report shall also incorporate available opportunities in micro markets for stakeholders to invest along with the detailed analysis of competitive landscape and product offerings of key players. The detailed segments and sub-segment of the market are explained below:
By Component:
Hardware
Software
Services
By Type:
Pre-production
Production
Post-production
By End-user:
Movies
TV Series
Commercial Ads
Online Videos
Others
By Region:
North America
U.S.
Canada
Europe
UK
Germany
France
Spain
Italy
ROE
Asia Pacific
China
India
Japan
Australia
South Korea
RoAPAC
Latin America
Brazil
Mexico
Rest of the World
Furthermore, years considered for the study are as follows:
Historical year - 2018, 2019
Base year - 2020
Forecast period - 2021 to 2027.
Target Audience of the Global Virtual Production Market in Market Study:
Key Consulting Companies & Advisors
Large, medium-sized, and small enterprises
Venture capitalists
Value-Added Resellers (VARs)
Third-party knowledge providers
Investment bankers
Investors