バーチャルプロダクション市場 – 2030年までの世界予測

Virtual Production Market - Global Forecast to 2030

バーチャルプロダクション市場 - ハードウェア、ソフトウェア、レンタルサービス、プリプロダクション、プロダクション、ポストプロダクション、映画、テレビシリーズ、コマーシャル広告、オンラインビデオ、イベント、劇場、音楽コンサート - 2030年までの世界予測
Virtual Production Market by Hardware, Software, Rental Services, Pre-production, Production, Post-production, Movies, Television Series, Commercial Advertisements, Online Videos, Events, Theatres, Music Concerts - Global Forecast to 2030

商品番号 : SMB-18422

出版社MarketsandMarkets
出版年月2025年9月
ページ数220
図表数284
価格タイプシングルユーザライセンス
価格USD 4,950
種別英文調査報告書

本レポートは、バーチャルプロダクション市場をセグメント化し、提供内容、タイプ、エンドユーザー、地域に基づいて市場規模を予測しています。また、市場の成長に影響を与える推進要因、制約要因、機会、課題についても包括的に分析しています。本レポートは、市場の定性的側面と定量的側面の両方を網羅しています。
本レポートは、バーチャルプロダクション市場全体および関連セグメントの概算収益数値を提供することで、市場リーダー企業および新規参入企業を支援します。また、ステークホルダーが競争環境を理解し、市場ポジションを強化し、効果的な市場開拓戦略を策定するための洞察を得るのに役立ちます。さらに、本レポートは、市場の動向、主要な推進要因、制約要因、機会、その他の関連要因、課題に関する情報も提供します。

世界のバーチャルプロダクション市場は、予測期間中に年平均成長率33.1%で成長し、2025年の21億米ドルから2030年には87億6,000万米ドルに達すると推定されています。

バーチャルプロダクション市場は、カメラ内視覚効果(ICVFX)をサポートし、現場での映画制作効率を向上させる大規模LEDボリュームの利用増加に牽引され、急速に成長しています。ストリーミングプラットフォームからの需要の高まり、ライブイベント、広告、ミュージックビデオでの活用拡大により、従来の映画やテレビの枠を超えて、その範囲が広がっています。さらに、AIを活用したリアルタイムレンダリングの進歩はクリエイティブワークフローに変化をもたらし、監督やプロデューサーは撮影中に柔軟性を高め、より迅速な意思決定を行うことができます。これらの要因が相まって、世界中でバーチャルプロダクションの導入が加速しています。同時に、企業のストーリーテリング、教育、バーチャルトレーニングなど、没入型で手頃な価格のコンテンツ制作がますます重要になっている新しい分野にも、大きなチャンスがあります。クラウドベースのワークフローの利用増加は、リモートコラボレーションにも役立ち、コストを削減し、世界中の才能ある人材へのアクセスを拡大する分散型制作モデルを可能にしています。

The global virtual production market is estimated to be valued at USD 8.76 billion by 2030, up from USD 2.10 billion in 2025, at a CAGR of 33.1% during the forecast period.

The virtual production market is growing rapidly, driven by the increasing use of large-scale LED volumes that support in-camera visual effects (ICVFX) and improve on-set filmmaking efficiency. The rising demand from streaming platforms, along with growing applications in live events, advertising, and music videos, is expanding its reach beyond traditional film and TV. Additionally, advances in AI-powered real-time rendering are changing creative workflows, providing directors and producers with more flexibility and quicker decision-making during shoots. These factors are collectively speeding up the adoption of virtual production worldwide. Simultaneously, there are strong opportunities in new areas like corporate storytelling, education, and virtual training, where immersive and affordable content creation is becoming more important. The increasing use of cloud-based workflows is also supporting remote collaboration, enabling decentralized production models that cut costs and widen access to talent worldwide.

バーチャルプロダクション市場 - 2030年までの世界予測 - chosareport.com
virtual-production-market

“The pre-production segment is expected to register the fastest growth in the type segment of the market during the forecast period.”

The pre-production segment is expected to grow the fastest in the virtual production market during the forecast period. This growth is driven by the increased use of advanced visualization and planning tools in content creation. Virtual production enables directors, producers, and creative teams to pre-visualize complex scenes accurately with real-time 3D engines, virtual cameras, and digital assets. This improves creative certainty, boosts collaboration among geographically dispersed teams, and shortens production cycles by addressing potential issues before filming starts. The demand for high-quality visual storytelling in films, episodic series, and commercials supports adoption, as stakeholders aim to lower costs while maintaining creative flexibility. Additionally, the growth of cloud-based pre-production workflows and AI tools for asset creation and scene planning makes these technologies more accessible for both large studios and smaller production companies. With streaming platforms demanding faster content turnaround and higher visual quality, the pre-production phase becomes a vital stage for applying virtual production technologies. These factors make the pre-production segment a high-growth opportunity, allowing studios to balance creativity, efficiency, and cost savings in an increasingly competitive media landscape environment.

“Television series is expected to account for the second largest segment of the end-user segment of the market during the forecast period.”

Television series are expected to make up the second-largest share of the virtual production market’s end-user segment during the forecast period. The rise of global streaming platforms has greatly increased demand for episodic content, prompting studios to speed up production timelines while maintaining cinematic quality. Virtual production technologies help television studios create immersive environments, dynamic sets, and real-time visual effects without the logistical and financial challenges of traditional location shoots. This is especially helpful for series with recurring settings or long story arcs, where LED volumes, pre-visualization, and virtual assets decrease the need for repeated location scouting and physical set building. Additionally, in the competitive streaming landscape—where platforms like Netflix, Disney+, and Amazon Prime vie for subscribers—increased investments are being made in visually rich series with high production value. Virtual production also offers creative flexibility, allowing directors to experiment and refine visual storytelling while reducing downtime between episodes. The ability to efficiently produce high-quality episodic content positions television series as a key driver for adoption. As streaming viewership continues to grow worldwide, television series are likely to remain a major and rapidly expanding use case for virtual production technologies.

バーチャルプロダクション市場 - 2030年までの世界予測 - 地域
virtual-production-market-region

“North America is expected to account for the largest market share in 2025.”

North America is projected to hold the largest share of the virtual production market in 2025, thanks to the region’s strong entertainment industry, advanced technological infrastructure, and concentration of top studios. Hollywood and major production centers in the US have been early users of virtual production, with high-profile projects like The Mandalorian and The Batman demonstrating the benefits of LED volumes, real-time rendering, and hybrid workflows. The region also benefits from the presence of leading technology companies, including Epic Games, NVIDIA, and Planar, which foster innovation in real-time engines, graphics processing, and display solutions. Additionally, heavy investment by streaming services and media conglomerates is increasing demand for high-quality, immersive content. Government incentives and tax credits in certain states further encourage adoption, allowing production companies to incorporate virtual production into regular workflows. Canada is also gaining importance, with Vancouver and Toronto acting as hubs for both film and TV content. The combination of established infrastructure, skilled workforce, and ongoing investment makes North America the leading region in the virtual production market, setting standards for other areas in adoption and growth innovation.

The break-up of the profile of primary participants in the virtual production market-

  • By Company Type: Tier 1 – 45%, Tier 2 – 35%, Tier 3 – 30%
  • By Designation Type: C Level – 32%, Director Level – 40%, Others – 28%
  • By Region Type: Europe – 15%, North America – 40%, Asia Pacific – 37%, Rest of the World – 8%

Note: Other designations include sales, marketing, and product managers.

The three tiers of the companies are based on their total revenues as of 2024: Tier 1: >USD 1 billion, Tier 2: USD 500 million-1 billion, and Tier 3: USD 500 million

The major players in the virtual production market with a significant global presence include Sony Group Corporation (Japan), NEP Group, Inc. (US), Nikon Corporation (Japan), Adobe (US), PRG (US), and others.

バーチャルプロダクション市場 - 2030年までの世界予測 - 対象となる企業
virtual-production-market-ecosystem

Research Coverage

The report segments the virtual production market and forecasts its size based on offering, type, end user, and region. It also provides a comprehensive review of drivers, restraints, opportunities, and challenges affecting market growth. The report covers both qualitative and quantitative aspects market.

Reasons to buy the report:

The report will assist market leaders and new entrants by providing approximate revenue figures for the overall virtual production market and its related segments. It will help stakeholders understand the competitive landscape and gain insights to strengthen their market position and develop effective go-to-market strategies. Additionally, the report offers stakeholders a pulse on the market and information on key drivers, restraints, opportunities, and other relevant factors challenges.

The report provides insights into the following pointers:

  • Analysis of key drivers (expanding use of large-scale LED volumes for in-camera VFX, growing demand from streaming platforms, live events, and advertising beyond traditional film and television, rising adoption of AI-driven real-time rendering.), restraints (high upfront investment costs, and shortage of skilled professionals), opportunities (expansion into corporate storytelling, education, and virtual training, rising adoption of cloud-based virtual production workflows enabling remote collaboration), and challenges (LED wall limitations in color accuracy and brightness, particularly for outdoor scene simulation, continue to impact production quality, interoperability issues between hardware, software, and rendering engines)
  • Product Development/Innovation: Detailed insights on upcoming technologies, research & development activities, and new product launches in the virtual production market.
  • Market Development: Comprehensive information about lucrative markets – the report analyses the virtual production market across varied regions.
  • Market Diversification: Exhaustive information about new products, untapped geographies, recent developments, and investments in the virtual production market.
  • Competitive Assessment: In-depth assessment of market shares, growth strategies, and product and service offerings of leading players, including Sony Group Corporation (Japan), NEP Group, Inc. (US), Nikon Corporation (Japan), Adobe (US), and PRG (US).

Table of Contents

1               INTRODUCTION              23

1.1           STUDY OBJECTIVES       23

1.2           MARKET DEFINITION   23

1.3           STUDY SCOPE   24

1.3.1        MARKET SEGMENTATION & REGIONAL SCOPE 24

1.3.2        INCLUSIONS & EXCLUSIONS       24

1.3.3        YEARS CONSIDERED      25

1.3.4        CURRENCY CONSIDERED            25

1.3.5        UNIT CONSIDERED        25

1.4           STAKEHOLDERS               25

1.5           SUMMARY OF CHANGES               26

2               RESEARCH METHODOLOGY       27

2.1           RESEARCH DATA              27

2.1.1        SECONDARY AND PRIMARY RESEARCH 29

2.1.2        SECONDARY DATA          29

2.1.2.1    List of key secondary sources              30

2.1.2.2    Key data from secondary sources       30

2.1.3        PRIMARY DATA 30

2.1.3.1    Breakdown of primaries      31

2.1.3.2    List of key primary interview participants        31

2.1.3.3    Key data from primary sources           32

2.1.3.4    Key industry insights           32

2.2           FACTOR ANALYSIS          33

2.2.1        SUPPLY-SIDE ANALYSIS                 33

2.2.2        DEMAND-SIDE ANALYSIS             33

2.3           MARKET SIZE ESTIMATION         34

2.3.1        BOTTOM-UP APPROACH              34

2.3.2        TOP-DOWN APPROACH                35

2.3.3        GROWTH PROJECTIONS AND FORECAST ASSUMPTIONS                 35

2.4           DATA TRIANGULATION                36

2.5           STUDY ASSUMPTIONS  37

2.6           RESEARCH LIMITATIONS             37

2.7           RISK ANALYSIS  37

3               EXECUTIVE SUMMARY  38

4               PREMIUM INSIGHTS       42

4.1           ATTRACTIVE GROWTH OPPORTUNITIES FOR MARKET PLAYERS              42

4.2           VIRTUAL PRODUCTION MARKET, BY OFFERING                 42

4.3           VIRTUAL PRODUCTION MARKET, BY TYPE         43

4.4           VIRTUAL PRODUCTION MARKET, BY COUNTRY                 43

4.5           VIRTUAL PRODUCTION MARKET, BY REGION   44

5               MARKET OVERVIEW       45

5.1           INTRODUCTION              45

5.2           MARKET DYNAMICS       45

5.2.1        DRIVERS               46

5.2.1.1    Expanding use of large-scale LED volumes for in-camera VFX                 46

5.2.1.2    Growing demand from streaming platforms, live events,

and advertising beyond traditional film/TV    46

5.2.1.3    Rising adoption of AI-driven real-time rendering           47

5.2.2        RESTRAINTS      48

5.2.2.1    High upfront investment costs and shifting talent gap  48

5.2.2.2    Limited pool of professionals skilled in advanced technologies                 48

5.2.3        OPPORTUNITIES              49

5.2.3.1    Expansion into corporate storytelling, education, and virtual training  49

5.2.3.2    Adoption of cloud-based virtual production workflows for

remote collaborations          49

5.2.4        CHALLENGES    50

5.2.4.1    Limitations in LED wall for outdoor scene simulation   50

5.2.4.2    Interoperability issues and lack of standardized protocols                 50

5.3           SUPPLY CHAIN ANALYSIS             51

5.4           ECOSYSTEM ANALYSIS  53

5.4.1        ROLE IN ECOSYSTEM     53

5.5           PRICING ANALYSIS          54

5.5.1        AVERAGE SELLING PRICE TREND OF HARDWARE, BY KEY PLAYER,

2021–2024              54

5.5.2        AVERAGE SELLING PRICE TREND OF HARDWARE, BY REGION, 2021–2024           55

5.6           TRENDS & DISRUPTIONS IMPACTING CUSTOMERS’ BUSINESSES       55

5.6.1        REVENUE SHIFT AND NEW REVENUE POCKETS FOR MARKET PLAYERS           55

5.7           TECHNOLOGY ANALYSIS             56

5.7.1        KEY TECHNOLOGIES     56

5.7.1.1    Real-time rendering             56

5.7.1.2    LED displays         56

5.7.2        COMPLEMENTARY TECHNOLOGIES       56

5.7.2.1    Camera tracking   56

5.7.2.2    Motion capture     57

5.7.3        ADJACENT TECHNOLOGIES       57

5.7.3.1    Cloud rendering & remote collaboration          57

5.7.3.2    Artificial intelligence & machine learning        57

5.8           PORTER’S FIVE FORCES ANALYSIS           57

5.8.1        THREAT OF NEW ENTRANTS      58

5.8.2        THREAT OF SUBSTITUTES          59

5.8.3        BARGAINING POWER OF SUPPLIERS       59

5.8.4        BARGAINING POWER OF BUYERS             59

5.8.5        INTENSITY OF COMPETITIVE RIVALRY 59

5.9           KEY STAKEHOLDERS & BUYING CRITERIA            60

5.9.1        KEY STAKEHOLDERS IN BUYING PROCESS           60

5.9.2        KEY BUYING CRITERIA  61

5.10         CASE STUDY ANALYSIS 61

5.10.1      SUCCESSFUL IMPLEMENTATION OF MASSIVE LED VIRTUAL PRODUCTION

BY ABSEN & VERSATILE 61

5.10.2      EFFECTIVE USE OF VIRTUAL PRODUCTION FOR STREAMING

BMW BERLIN MARATHON            62

5.10.3      TRANSFORMATION OF LOCATION-BASED SHOOT TO VIRTUAL

PRODUCTION STUDIO SHOOT 62

5.11         TRADE ANALYSIS             63

5.11.1      IMPORT DATA FOR HS CODE 900710, 2020–2024  63

5.11.2      EXPORT DATA FOR HS CODE 900710, 2020–2024  64

5.12         PATENT ANALYSIS          65

5.12.1      LIST OF MAJOR PATENTS             65

5.13         KEY CONFERENCES & EVENTS, 2025–2026              66

5.14         TARIFF & REGULATORY ANALYSIS           67

5.14.1      REGULATORY BODIES, GOVERNMENT AGENCIES,

AND OTHER ORGANIZATIONS  67

5.14.2      TARIFFS, REGULATIONS, AND STANDARDS        69

5.14.2.1  Tariffs    69

5.14.2.2  Regulations            69

5.14.2.3  Standards               69

5.15         IMPACT OF AI/GEN AI ON VIRTUAL PRODUCTION MARKET               70

5.16         IMPACT OF 2025 US TARIFF ON VIRTUAL PRODUCTION MARKET               71

5.16.1      INTRODUCTION              71

5.16.2      KEY TARIFF RATES          71

5.16.3      PRICE IMPACT ANALYSIS             72

5.16.4      IMPACT ON COUNTRY/REGION                73

5.16.4.1  North America      73

5.16.4.1.1                US           73

5.16.4.2  Europe   73

5.16.4.3  Asia Pacific            74

5.16.5      IMPACT ON END-USE INDUSTRIES          74

6               VIRTUAL PRODUCTION MARKET, BY OFFERING                 75

6.1           INTRODUCTION              76

6.2           HARDWARE        78

6.2.1        ACCELERATING CONTENT INNOVATION THROUGH ADVANCED

LED AND CAMERA ECOSYSTEMS TO AUGMENT MARKET GROWTH             78

6.3           SOFTWARE         82

6.3.1        POPULARITY OF SEAMLESS CGI INTEGRATION THROUGH INTELLIGENT SOFTWARE SOLUTIONS TO PROPEL MARKET GROWTH          82

6.4           RENTAL SERVICES           87

6.4.1        RENTAL SERVICES TO MAXIMIZE CAPITAL EFFICIENCY WITH

ON-DEMAND VIRTUAL PRODUCTION ECOSYSTEMS      87

7               VIRTUAL PRODUCTION MARKET, BY TYPE         91

7.1           INTRODUCTION              92

7.2           PRE-PRODUCTION          94

7.2.1        BETTER TRANSFORMATION WITH PREDICTIVE VISUALIZATION TO

DRIVE MARKET 94

7.3           PRODUCTION   95

7.3.1        INCREASED ACCESSIBILITY DURING PRODUCTION TO

DRIVE WORKFLOW INTEGRATION AND CREATIVE PRECISION                 95

7.4           POST-PRODUCTION      95

7.4.1        ACCELERATING CONTENT THROUGH REAL-TIME VIRTUAL

POST-PRODUCTION WORKFLOWS TO AID GROWTH     95

8               VIRTUAL PRODUCTION MARKET, BY END USER                 97

8.1           INTRODUCTION              98

8.2           MOVIES                99

8.2.1        INCREASED ADOPTION OF REAL-TIME VFX INTEGRATION FOR

FILM PRODUCTION TO BOOST MARKET GROWTH          99

8.3           TELEVISION SERIES        100

8.3.1        TELEVISION SERIES TO ENABLE EFFICIENT AND HIGH-QUALITY

PRODUCTION THROUGH VIRTUAL SETS              100

8.4           COMMERCIAL ADVERTISEMENTS            101

8.4.1        COMMERCIAL ADVERTISEMENTS TO USE VIRTUAL PRODUCTION TECHNOLOGIES FOR CREATIVE RESULTS AT LOWER BUDGETS            101

8.5           ONLINE VIDEOS               102

8.5.1        POPULARITY OF ON-DEMAND AND VISUALLY APPEALING CONTENT

ACROSS OTT AND SOCIAL MEDIA PLATFORMS TO DRIVE MARKET               102

8.6           OTHER END USERS         103

9               VIRTUAL PRODUCTION MARKET, BY REGION   105

9.1           INTRODUCTION              106

9.2           NORTH AMERICA             107

9.2.1        MACROECONOMIC OUTLOOK FOR NORTH AMERICA                 110

9.2.2        US           110

9.2.2.1    US to dominate North American virtual production market during forecast period          110

9.2.3        CANADA               112

9.2.3.1    Consistent demand for larger virtual production studios to

spur market growth              112

9.2.4        MEXICO                114

9.2.4.1    Growing popularity of Mexican film and the television industry to boost market     114

9.3           EUROPE               115

9.3.1        MACROECONOMIC OUTLOOK FOR EUROPE      118

9.3.2        UK          119

9.3.2.1    Increased spending on film and high-end television production to propel market growth           119

9.3.3        GERMANY           120

9.3.3.1    Steady growth in German film industry with investments in advanced studio equipment to augment market growth 120

9.3.4        FRANCE                122

9.3.4.1    High investments in French cinema and increased film production to aid market growth        122

9.3.5        REST OF EUROPE             123

9.4           ASIA PACIFIC     125

9.4.1        MACROECONOMIC OUTLOOK FOR ASIA PACIFIC                 127

9.4.2        CHINA  128

9.4.2.1    Extensive investments in advanced studio infrastructure and immersive production workflows to drive market            128

9.4.3        JAPAN   129

9.4.3.1    Presence of several top-tier virtual production stages to

boost market growth             129

9.4.4        SOUTH KOREA  131

9.4.4.1    South Korea to accelerate focus on virtual production through advanced studios and strategic partnerships    131

9.4.5        INDIA    132

9.4.5.1    Increasing collaborations for new virtual production studios to

boost market growth             132

9.4.6        REST OF ASIA PACIFIC   134

9.5           REST OF THE WORLD    136

9.5.1        SOUTH AMERICA             138

9.5.1.1    Expanding film industry and increasing demand for smart stages to boost adoption of virtual production             138

9.5.2        MIDDLE EAST & AFRICA                139

9.5.2.1    Technological innovation, strategic investments, and high demand for immersive content to drive market               139

10            COMPETITIVE LANDSCAPE         142

10.1         INTRODUCTION              142

10.2         MARKET EVALUATION FRAMEWORK     142

10.2.1      PRODUCT PORTFOLIO 143

10.2.2      REGIONAL FOCUS           143

10.2.3      MANUFACTURING FOOTPRINT                 143

10.2.4      ORGANIC/INORGANIC STRATEGIES       143

10.3         MARKET SHARE ANALYSIS, 2024                 143

10.4         REVENUE ANALYSIS, 2020–2024  145

10.5         COMPANY EVALUATION MATRIX: KEY PLAYERS, 2024                 146

10.5.1      STARS   146

10.5.2      EMERGING LEADERS     146

10.5.3      PERVASIVE PLAYERS      146

10.5.4      PARTICIPANTS 146

10.5.5      COMPANY FOOTPRINT: KEY PLAYERS, 2024         148

10.5.5.1  Company footprint               148

10.5.5.2  Region footprint   150

10.5.5.3  Offering footprint 151

10.5.5.4  End-user footprint                152

10.6         COMPETITIVE SCENARIO             153

10.6.1      PRODUCT LAUNCHES   153

10.6.2      DEALS  154

11            COMPANY PROFILES      155

11.1         KEY PLAYERS     155

11.1.1      SONY CORPORATION    155

11.1.1.1  Business overview 155

11.1.1.2  Products/Solutions/Services offered 157

11.1.1.3  Recent developments           158

11.1.1.3.1                Product launches  158

11.1.1.3.2                Deals      160

11.1.1.4  MnM view              160

11.1.1.4.1                Right to win           160

11.1.1.4.2                Strategic choices   160

11.1.1.4.3                Weaknesses & competitive threats     160

11.1.2      NEP GROUP, INC.             161

11.1.2.1  Business overview 161

11.1.2.2  Products/Solutions/Services offered 161

11.1.2.3  Recent developments           162

11.1.2.3.1                Product launches  162

11.1.2.3.2                Deals      163

11.1.2.4  MnM view              163

11.1.2.4.1                Right to win           163

11.1.2.4.2                Strategic choices   163

11.1.2.4.3                Weaknesses & competitive threats     164

11.1.3      NIKON CORPORATION 165

11.1.3.1  Business overview 165

11.1.3.2  Products/Solutions/Services offered 167

11.1.3.3  Recent developments           167

11.1.3.3.1                Product launches  167

11.1.3.3.2                Deals      168

11.1.3.4  MnM view              169

11.1.3.4.1                Right to win           169

11.1.3.4.2                Strategic choices   169

11.1.3.4.3                Weaknesses & competitive threats     169

11.1.4      ADOBE 170

11.1.4.1  Business overview 170

11.1.4.2  Products/Solutions/Services offered 172

11.1.4.3  Recent developments           173

11.1.4.3.1                Product launches  173

11.1.4.3.2                Deals      173

11.1.4.4  MnM view              174

11.1.4.4.1                Right to win           174

11.1.4.4.2                Strategic choices   174

11.1.4.4.3                Weaknesses & competitive threats     174

11.1.5      PRG        175

11.1.5.1  Business overview 175

11.1.5.2  Products/Solutions/Services offered 175

11.1.5.3  Recent developments           176

11.1.5.3.1                Product launches  176

11.1.5.3.2                Deals      177

11.1.5.4  MnM view              177

11.1.5.4.1                Right to win           177

11.1.5.4.2                Strategic choices   177

11.1.5.4.3                Weaknesses & competitive threats     177

11.1.6      ROE VISUAL       178

11.1.6.1  Business overview 178

11.1.6.2  Products/Solutions/Services offered 178

11.1.6.3  Recent developments           179

11.1.6.3.1                Product launches  179

11.1.6.3.2                Deals      181

11.1.7      AUTODESK INC.                182

11.1.7.1  Business overview 182

11.1.7.2  Products/Solutions/Services offered 183

11.1.7.3  Recent developments           185

11.1.7.3.1                Product launches  185

11.1.7.3.2                Deals      186

11.1.8      NVIDIA CORPORATION 187

11.1.8.1  Business overview 187

11.1.8.2  Products/Solutions/Services offered 188

11.1.8.3  Recent developments           189

11.1.8.3.1                Product launches and updates            189

11.1.8.3.2                Deals      190

11.1.9      AOTO ELECTRONICS CO., LTD. 191

11.1.9.1  Business overview 191

11.1.9.2  Products/Solutions/Services offered 192

11.1.9.3  Recent developments           193

11.1.9.3.1                Product launches  193

11.1.9.3.2                Deals      194

11.1.10   EPIC GAMES       195

11.1.10.1                 Business overview 195

11.1.10.2                 Products/Solutions/Services offered 195

11.1.10.3                 Recent developments           196

11.1.10.3.1             Product launches and updates            196

11.1.10.3.2             Deals      197

11.2         OTHER PLAYERS              198

11.2.1      ARRI GMBH        198

11.2.2      TECHNIOLOR GROUP   199

11.2.3      HTC CORPORATION       200

11.2.4      VICON MOTION SYSTEMS LTD. 201

11.2.5      SIDEFX 201

11.2.6      MO-SYS ENGINEERING LTD.       202

11.2.7      PERFORCE          203

11.2.8      DNEG    204

11.2.9      TILTLABS            205

11.2.10   PLANAR SYSTEMS, INC. 206

11.2.11   VIRSABI                207

11.2.12   DIMENSIONS     207

11.2.13   FUSE      208

11.2.14   RECODE XR STUDIO       208

11.2.15   VŪ TECHNOLOGIES       209

11.2.16   80SIX GROUP LTD.           210

11.2.17   BORIS FX              211

11.2.18   INSTA360              211

11.2.19   360RIZE 212

11.2.20   WĒTĀ FX              212

12            APPENDIX           213

12.1         DISCUSSION GUIDE        213

12.2         KNOWLEDGESTORE: MARKETSANDMARKETS’ SUBSCRIPTION PORTAL                216

12.3         CUSTOMIZATION OPTIONS        218

12.4         RELATED REPORTS         218

12.5         AUTHOR DETAILS           219

LIST OF TABLES

TABLE 1                VIRTUAL PRODUCTION MARKET: INCLUSIONS & EXCLUSIONS 24

TABLE 2                VIRTUAL PRODUCTION MARKET: LIST OF KEY SECONDARY SOURCES  30

TABLE 3                VIRTUAL PRODUCTION MARKET: BREAKDOWN OF PRIMARIES   31

TABLE 4                VIRTUAL PRODUCTION MARKET: LIST OF KEY PRIMARY INTERVIEW PARTICIPANTS     31

TABLE 5                VIRTUAL PRODUCTION MARKET GROWTH ASSUMPTIONS  35

TABLE 6                VIRTUAL PRODUCTION MARKET: STUDY ASSUMPTIONS  37

TABLE 7                VIRTUAL PRODUCTION MARKET: RISK ANALYSIS            37

TABLE 8                VIRTUAL PRODUCTION MARKET: ROLE IN ECOSYSTEM       53

TABLE 9                AVERAGE SELLING PRICE TREND OF HARDWARE, BY KEY PLAYER,

2021–2024 (USD)                55

TABLE 10              VIRTUAL PRODUCTION MARKET: PORTER’S FIVE FORCES      57

TABLE 11              INFLUENCE OF KEY STAKEHOLDERS ON BUYING PROCESS FOR

TOP THREE END USERS (%)        60

TABLE 12              KEY BUYING CRITERIA FOR TOP THREE END USERS   61

TABLE 13              IMPORT DATA FOR HS CODE 900710, BY COUNTRY, 2020–2024 (USD MILLION)     63

TABLE 14              EXPORT DATA FOR HS CODE 900490, BY COUNTRY, 2020–2024 (USD MILLION)     64

TABLE 15              LIST OF MAJOR PATENTS PERTAINING TO VIRTUAL PRODUCTION, 2023–2025           65

TABLE 16              LIST OF KEY CONFERENCES & EVENTS IN VIRTUAL PRODUCTION MARKET, JANUARY 2025–DECEMBER 2026        66

TABLE 17              NORTH AMERICA: REGULATORY BODIES, GOVERNMENT AGENCIES,

AND OTHER ORGANIZATIONS  67

TABLE 18              EUROPE: REGULATORY BODIES, GOVERNMENT AGENCIES,

AND OTHER ORGANIZATIONS  68

TABLE 19              ASIA PACIFIC: REGULATORY BODIES, GOVERNMENT AGENCIES,

AND OTHER ORGANIZATIONS  68

TABLE 20              REST OF THE WORLD: REGULATORY BODIES, GOVERNMENT AGENCIES,

AND OTHER ORGANIZATIONS  69

TABLE 21              US ADJUSTED RECIPROCAL TARIFF RATES, 2024                 71

TABLE 22             VIRTUAL PRODUCTION MARKET, BY OFFERING, 2021–2024 (USD MILLION)            77

TABLE 23             VIRTUAL PRODUCTION MARKET, BY OFFERING, 2025–2030 (USD MILLION)            77

TABLE 24              HARDWARE: VIRTUAL PRODUCTION MARKET, BY OFFERING,

2021–2024 (THOUSAND UNITS)  77

TABLE 25              HARDWARE: VIRTUAL PRODUCTION MARKET, BY OFFERING,

2025–2030 (THOUSAND UNITS)  77

TABLE 26              VIRTUAL PRODUCTION HARDWARE OFFERINGS, BY COMPANY           78

TABLE 27              HARDWARE: VIRTUAL PRODUCTION MARKET, BY REGION,

2021–2024 (USD MILLION)            79

TABLE 28              HARDWARE: VIRTUAL PRODUCTION MARKET, BY REGION,

2025–2030 (USD MILLION)            79

TABLE 29              HARDWARE: VIRTUAL PRODUCTION MARKET IN NORTH AMERICA, BY COUNTRY, 2021–2024 (USD MILLION)                 80

TABLE 30              HARDWARE: VIRTUAL PRODUCTION MARKET IN NORTH AMERICA, BY COUNTRY, 2025–2030 (USD MILLION)                 80

TABLE 31              HARDWARE: VIRTUAL PRODUCTION MARKET IN EUROPE, BY COUNTRY,

2021–2024 (USD MILLION)            80

TABLE 32              HARDWARE: VIRTUAL PRODUCTION MARKET IN EUROPE, BY COUNTRY,

2025–2030 (USD MILLION)            81

TABLE 33              HARDWARE: VIRTUAL PRODUCTION MARKET IN ASIA PACIFIC, BY COUNTRY,

2021–2024 (USD MILLION)            81

TABLE 34              HARDWARE: VIRTUAL PRODUCTION MARKET IN ASIA PACIFIC, BY COUNTRY,

2025–2030 (USD MILLION)            81

TABLE 35              HARDWARE: VIRTUAL PRODUCTION MARKET IN REST OF THE WORLD, BY REGION, 2021–2024 (USD MILLION)                 82

TABLE 36              HARDWARE: VIRTUAL PRODUCTION MARKET IN REST OF THE WORLD, BY REGION, 2025–2030 (USD MILLION)                 82

TABLE 37             VIRTUAL PRODUCTION SOFTWARE OFFERINGS, BY COMPANY    83

TABLE 38              SOFTWARE: VIRTUAL PRODUCTION MARKET, BY REGION,

2021–2024 (USD MILLION)            84

TABLE 39              SOFTWARE: VIRTUAL PRODUCTION MARKET, BY REGION,

2025–2030 (USD MILLION)            84

TABLE 40              SOFTWARE: VIRTUAL PRODUCTION MARKET IN NORTH AMERICA, BY COUNTRY, 2021–2024 (USD MILLION)                 84

TABLE 41              SOFTWARE: VIRTUAL PRODUCTION MARKET IN NORTH AMERICA, BY COUNTRY, 2025–2030 (USD MILLION)                 85

TABLE 42              SOFTWARE: VIRTUAL PRODUCTION MARKET IN EUROPE, BY COUNTRY,

2021–2024 (USD MILLION)            85

TABLE 43              SOFTWARE: VIRTUAL PRODUCTION MARKET IN EUROPE, BY COUNTRY,

2025–2030 (USD MILLION)            85

TABLE 44              SOFTWARE: VIRTUAL PRODUCTION MARKET IN ASIA PACIFIC, BY COUNTRY,

2021–2024 (USD MILLION)            86

TABLE 45              SOFTWARE: VIRTUAL PRODUCTION MARKET IN ASIA PACIFIC, BY COUNTRY,

2025–2030 (USD MILLION)            86

TABLE 46              SOFTWARE: VIRTUAL PRODUCTION MARKET IN REST OF THE WORLD, BY REGION, 2021–2024 (USD MILLION)                 86

TABLE 47              SOFTWARE: VIRTUAL PRODUCTION MARKET FOR REST OF THE WORLD,

BY REGION, 2025–2030 (USD MILLION)   86

TABLE 48              VIRTUAL PRODUCTION RENTAL SERVICE OFFERINGS, BY COMPANY           87

TABLE 49              RENTAL SERVICES: VIRTUAL PRODUCTION MARKET, BY REGION,

2021–2024 (USD MILLION)            87

TABLE 50              RENTAL SERVICES: VIRTUAL PRODUCTION MARKET, BY REGION,

2025–2030 (USD MILLION)            88

TABLE 51              RENTAL SERVICES: VIRTUAL PRODUCTION MARKET IN NORTH AMERICA,

BY COUNTRY, 2021–2024 (USD MILLION)               88

TABLE 52              RENTAL SERVICES: VIRTUAL PRODUCTION MARKET IN NORTH AMERICA,

BY COUNTRY, 2025–2030 (USD MILLION)               88

TABLE 53              RENTAL SERVICES: VIRTUAL PRODUCTION MARKET IN EUROPE, BY COUNTRY, 2021–2024 (USD MILLION)                 89

TABLE 54              RENTAL SERVICES: VIRTUAL PRODUCTION MARKET IN EUROPE, BY COUNTRY, 2025–2030 (USD MILLION)                 89

TABLE 55              RENTAL SERVICES: VIRTUAL PRODUCTION MARKET IN ASIA PACIFIC, BY COUNTRY, 2021–2024 (USD MILLION)            89

TABLE 56              RENTAL SERVICES: VIRTUAL PRODUCTION MARKET IN ASIA PACIFIC, BY COUNTRY, 2025–2030 (USD MILLION)            90

TABLE 57              RENTAL SERVICES: VIRTUAL PRODUCTION MARKET IN REST OF THE WORLD,

BY REGION, 2021–2024 (USD MILLION)   90

TABLE 58              RENTAL SERVICES: VIRTUAL PRODUCTION MARKET IN REST OF THE WORLD,

BY REGION, 2025–2030 (USD MILLION)   90

TABLE 59              VIRTUAL PRODUCTION MARKET, BY TYPE, 2021–2024 (USD MILLION)            93

TABLE 60              VIRTUAL PRODUCTION MARKET, BY TYPE, 2025–2030 (USD MILLION)            93

TABLE 61              VIRTUAL PRODUCTION MARKET, BY END USER, 2021–2024 (USD MILLION)            98

TABLE 62              VIRTUAL PRODUCTION MARKET, BY END USER, 2025–2030 (USD MILLION)            99

TABLE 63              MOVIES: VIRTUAL PRODUCTION MARKET, BY REGION, 2021–2024 (USD MILLION)          100

TABLE 64              MOVIES: VIRTUAL PRODUCTION MARKET, BY REGION, 2025–2030 (USD MILLION)          100

TABLE 65              TELEVISION SERIES: VIRTUAL PRODUCTION MARKET, BY REGION,

2021–2024 (USD MILLION)            101

TABLE 66              TELEVISION SERIES: VIRTUAL PRODUCTION MARKET, BY REGION,

2025–2030 (USD MILLION)            101

TABLE 67              COMMERCIAL ADVERTISEMENTS: VIRTUAL PRODUCTION MARKET, BY REGION, 2021–2024 (USD MILLION)                 102

TABLE 68              COMMERCIAL ADVERTISEMENTS: VIRTUAL PRODUCTION MARKET, BY REGION, 2025–2030 (USD MILLION)                 102

TABLE 69              ONLINE VIDEOS: VIRTUAL PRODUCTION MARKET, BY REGION,

2021–2024 (USD MILLION)            103

TABLE 70              ONLINE VIDEOS: VIRTUAL PRODUCTION MARKET, BY REGION,

2025–2030 (USD MILLION)            103

TABLE 71              OTHER END USERS: VIRTUAL PRODUCTION MARKET, BY REGION,

2021–2024 (USD MILLION)            104

TABLE 72              OTHER END USERS: VIRTUAL PRODUCTION MARKET, BY REGION,

2025–2030 (USD MILLION)            104

TABLE 73              VIRTUAL PRODUCTION MARKET, BY REGION, 2021–2024 (USD MILLION)            106

TABLE 74              VIRTUAL PRODUCTION MARKET, BY REGION, 2025–2030 (USD MILLION)            107

TABLE 75              NORTH AMERICA: VIRTUAL PRODUCTION MARKET, BY COUNTRY,

2021–2024 (USD MILLION)            108

TABLE 76              NORTH AMERICA: VIRTUAL PRODUCTION MARKET, BY COUNTRY,

2025–2030 (USD MILLION)            109

TABLE 77              NORTH AMERICA: VIRTUAL PRODUCTION MARKET, BY OFFERING,

2021–2024 (USD MILLION)            109

TABLE 78              NORTH AMERICA: VIRTUAL PRODUCTION MARKET, BY OFFERING,

2025–2030 (USD MILLION)            109

TABLE 79              NORTH AMERICA: VIRTUAL PRODUCTION MARKET, BY END USER,

2021–2024 (USD MILLION)            109

TABLE 80              NORTH AMERICA: VIRTUAL PRODUCTION MARKET, BY END USER,

2025–2030 (USD MILLION)            110

TABLE 81              US: VIRTUAL PRODUCTION MARKET, BY OFFERING, 2021–2024 (USD MILLION)     111

TABLE 82              US: VIRTUAL PRODUCTION MARKET, BY OFFERING, 2025–2030 (USD MILLION)     111

TABLE 83              US: VIRTUAL PRODUCTION MARKET, BY END USER, 2021–2024 (USD MILLION)                111

TABLE 84              US: VIRTUAL PRODUCTION MARKET, BY END USER, 2025–2030 (USD MILLION)                112

TABLE 85              CANADA: VIRTUAL PRODUCTION MARKET, BY OFFERING,

2021–2024 (USD MILLION)            113

TABLE 86              CANADA: VIRTUAL PRODUCTION MARKET, BY OFFERING,

2025–2030 (USD MILLION)            113

TABLE 87              CANADA: VIRTUAL PRODUCTION MARKET, BY END USER,

2021–2024 (USD MILLION)            113

TABLE 88              CANADA: VIRTUAL PRODUCTION MARKET, BY END USER,

2025–2030 (USD MILLION)            113

TABLE 89              MEXICO: VIRTUAL PRODUCTION MARKET, BY OFFERING,

2021–2024 (USD MILLION)            114

TABLE 90              MEXICO: VIRTUAL PRODUCTION MARKET, BY OFFERING,

2025–2030 (USD MILLION)            114

TABLE 91              MEXICO: VIRTUAL PRODUCTION MARKET, BY END USER,

2021–2024 (USD MILLION)            114

TABLE 92              MEXICO: VIRTUAL PRODUCTION MARKET, BY END USER,

2025–2030 (USD MILLION)            115

TABLE 93              EUROPE: VIRTUAL PRODUCTION MARKET, BY COUNTRY,

2021–2024 (USD MILLION)            116

TABLE 94              EUROPE: VIRTUAL PRODUCTION MARKET, BY COUNTRY,

2025–2030 (USD MILLION)            117

TABLE 95              EUROPE: VIRTUAL PRODUCTION MARKET, BY OFFERING,

2021–2024 (USD MILLION)            117

TABLE 96              EUROPE: VIRTUAL PRODUCTION MARKET, BY OFFERING,

2025–2030 (USD MILLION)            117

TABLE 97              EUROPE: VIRTUAL PRODUCTION MARKET, BY END USER,

2021–2024 (USD MILLION)            118

TABLE 98              EUROPE: VIRTUAL PRODUCTION MARKET, BY END USER,

2025–2030 (USD MILLION)            118

TABLE 99              UK: VIRTUAL PRODUCTION MARKET, BY OFFERING, 2021–2024 (USD MILLION)     119

TABLE 100            UK: VIRTUAL PRODUCTION MARKET, BY OFFERING, 2025–2030 (USD MILLION)     119

TABLE 101            UK: VIRTUAL PRODUCTION MARKET, BY END USER, 2021–2024 (USD MILLION)                120

TABLE 102            UK: VIRTUAL PRODUCTION MARKET, BY END USER, 2025–2030 (USD MILLION)                120

TABLE 103            GERMANY: VIRTUAL PRODUCTION MARKET, BY OFFERING,

2021–2024 (USD MILLION)            121

TABLE 104            GERMANY: VIRTUAL PRODUCTION MARKET, BY OFFERING,

2025–2030 (USD MILLION)            121

TABLE 105            GERMANY: VIRTUAL PRODUCTION MARKET, BY END USER,

2021–2024 (USD MILLION)            121

TABLE 106            GERMANY: VIRTUAL PRODUCTION MARKET, BY END USER,

2025–2030 (USD MILLION)            121

TABLE 107            FRANCE: VIRTUAL PRODUCTION MARKET, BY OFFERING,

2021–2024 (USD MILLION)            122

TABLE 108            FRANCE: VIRTUAL PRODUCTION MARKET, BY OFFERING,

2025–2030 (USD MILLION)            122

TABLE 109            FRANCE: VIRTUAL PRODUCTION MARKET, BY END USER,

2021–2024 (USD MILLION)            123

TABLE 110            FRANCE: VIRTUAL PRODUCTION MARKET, BY END USER,

2025–2030 (USD MILLION)            123

TABLE 111            REST OF EUROPE: VIRTUAL PRODUCTION MARKET, BY OFFERING,

2021–2024 (USD MILLION)            123

TABLE 112            REST OF EUROPE: VIRTUAL PRODUCTION MARKET, BY OFFERING,

2025–2030 (USD MILLION)            124

TABLE 113            REST OF EUROPE: VIRTUAL PRODUCTION MARKET, BY END USER,

2021–2024 (USD MILLION)            124

TABLE 114            REST OF EUROPE: VIRTUAL PRODUCTION MARKET, BY END USER,

2025–2030 (USD MILLION)            124

TABLE 115            ASIA PACIFIC: VIRTUAL PRODUCTION MARKET, BY COUNTRY,

2021–2024 (USD MILLION)            126

TABLE 116            ASIA PACIFIC: VIRTUAL PRODUCTION MARKET, BY COUNTRY,

2025–2030 (USD MILLION)            126

TABLE 117            ASIA PACIFIC: VIRTUAL PRODUCTION MARKET, BY OFFERING,

2021–2024 (USD MILLION)            126

TABLE 118            ASIA PACIFIC: VIRTUAL PRODUCTION MARKET, BY OFFERING,

2025–2030 (USD MILLION)            127

TABLE 119            ASIA PACIFIC: VIRTUAL PRODUCTION MARKET, BY END USER,

2021–2024 (USD MILLION)            127

TABLE 120            ASIA PACIFIC: VIRTUAL PRODUCTION MARKET, BY END USER,

2025–2030 (USD MILLION)            127

TABLE 121            CHINA: VIRTUAL PRODUCTION MARKET, BY OFFERING, 2021–2024 (USD MILLION)     128

TABLE 122            CHINA: VIRTUAL PRODUCTION MARKET, BY OFFERING, 2025–2030 (USD MILLION)     128

TABLE 123            CHINA: VIRTUAL PRODUCTION MARKET, BY END USER, 2021–2024 (USD MILLION)     129

TABLE 124            CHINA: VIRTUAL PRODUCTION MARKET, BY END USER, 2025–2030 (USD MILLION)     129

TABLE 125            JAPAN: VIRTUAL PRODUCTION MARKET, BY OFFERING, 2021–2024 (USD MILLION)     130

TABLE 126            JAPAN: VIRTUAL PRODUCTION MARKET, BY OFFERING, 2025–2030 (USD MILLION)     130

TABLE 127            JAPAN: VIRTUAL PRODUCTION MARKET, BY END USER, 2021–2024 (USD MILLION)     130

TABLE 128            JAPAN: VIRTUAL PRODUCTION MARKET, BY END USER, 2025–2030 (USD MILLION)     130

TABLE 129            SOUTH KOREA: VIRTUAL PRODUCTION MARKET, BY OFFERING,

2021–2024 (USD MILLION)            131

TABLE 130            SOUTH KOREA: VIRTUAL PRODUCTION MARKET, BY OFFERING,

2025–2030 (USD MILLION)            131

TABLE 131            SOUTH KOREA: VIRTUAL PRODUCTION MARKET, BY END USER,

2021–2024 (USD MILLION)            132

TABLE 132            SOUTH KOREA: VIRTUAL PRODUCTION MARKET, BY END USER,

2025–2030 (USD MILLION)            132

TABLE 133            INDIA: VIRTUAL PRODUCTION MARKET, BY OFFERING, 2021–2024 (USD MILLION)     133

TABLE 134            INDIA: VIRTUAL PRODUCTION MARKET, BY OFFERING, 2025–2030 (USD MILLION)     133

TABLE 135            INDIA: VIRTUAL PRODUCTION MARKET, BY END USER, 2021–2024 (USD MILLION)     134

TABLE 136            INDIA: VIRTUAL PRODUCTION MARKET, BY END USER, 2025–2030 (USD MILLION)     134

TABLE 137            REST OF ASIA PACIFIC: VIRTUAL PRODUCTION MARKET, BY OFFERING,

2021–2024 (USD MILLION)            135

TABLE 138            REST OF ASIA PACIFIC: VIRTUAL PRODUCTION MARKET, BY OFFERING,

2025–2030 (USD MILLION)            135

TABLE 139            REST OF ASIA PACIFIC: VIRTUAL PRODUCTION MARKET, BY END USER,

2021–2024 (USD MILLION)            135

TABLE 140            REST OF ASIA PACIFIC: VIRTUAL PRODUCTION MARKET, BY END USER,

2025–2030 (USD MILLION)            136

TABLE 141            REST OF THE WORLD: VIRTUAL PRODUCTION MARKET, BY REGION,

2021–2024 (USD MILLION)            136

TABLE 142            REST OF THE WORLD: VIRTUAL PRODUCTION MARKET, BY REGION,

2025–2030 (USD MILLION)            136

TABLE 143            REST OF THE WORLD: VIRTUAL PRODUCTION MARKET, BY OFFERING,

2021–2024 (USD MILLION)            137

TABLE 144            REST OF THE WORLD: VIRTUAL PRODUCTION MARKET, BY OFFERING,

2025–2030 (USD MILLION)            137

TABLE 145            REST OF THE WORLD: VIRTUAL PRODUCTION MARKET, BY END USER,

2021–2024 (USD MILLION)            137

TABLE 146            REST OF THE WORLD: VIRTUAL PRODUCTION MARKET, BY END USER,

2025–2030 (USD MILLION)            138

TABLE 147            SOUTH AMERICA: VIRTUAL PRODUCTION MARKET, BY OFFERING,

2021–2024 (USD MILLION)            138

TABLE 148            SOUTH AMERICA: VIRTUAL PRODUCTION MARKET, BY OFFERING,

2025–2030 (USD MILLION)            138

TABLE 149            SOUTH AMERICA: VIRTUAL PRODUCTION MARKET, BY END USER,

2021–2024 (USD MILLION)            139

TABLE 150            SOUTH AMERICA: VIRTUAL PRODUCTION MARKET, BY END USER,

2025–2030 (USD MILLION)            139

TABLE 151            MIDDLE EAST & AFRICA: VIRTUAL PRODUCTION MARKET, BY OFFERING,

2021–2024 (USD MILLION)            140

TABLE 152            MIDDLE EAST & AFRICA: VIRTUAL PRODUCTION MARKET, BY OFFERING,

2025–2030 (USD MILLION)            140

TABLE 153            MIDDLE EAST & AFRICA: VIRTUAL PRODUCTION MARKET, BY END USER,

2021–2024 (USD MILLION)            140

TABLE 154            MIDDLE EAST & AFRICA: VIRTUAL PRODUCTION MARKET, BY END USER,

2025–2030 (USD MILLION)            141

TABLE 155            OVERVIEW OF STRATEGIES DEPLOYED BY KEY VIRTUAL PRODUCTION COMPANIES     142

TABLE 156            VIRTUAL PRODUCTION MARKET SHARE ANALYSIS:

DEGREE OF COMPETITION, 2024               144

TABLE 157            VIRTUAL PRODUCTION MARKET: REGION FOOTPRINT       150

TABLE 158            VIRTUAL PRODUCTION MARKET: OFFERING FOOTPRINT       151

TABLE 159            VIRTUAL PRODUCTION MARKET: END-USER FOOTPRINT       152

TABLE 160            VIRTUAL PRODUCTION MARKET: PRODUCT LAUNCHES, JANUARY 2022–JULY 2025     153

TABLE 161            VIRTUAL PRODUCTION MARKET: DEALS, JANUARY 2022–JULY 2025               154

TABLE 162            SONY CORPORATION: COMPANY OVERVIEW                 155

TABLE 163            SONY CORPORATION: PRODUCTS/SOLUTIONS/SERVICES OFFERED    157

TABLE 164            SONY CORPORATION: PRODUCT LAUNCHES                 158

TABLE 165            SONY CORPORATION: DEALS    160

TABLE 166            NEP GROUP, INC.: COMPANY OVERVIEW                 161

TABLE 167            NEP GROUP, INC.: PRODUCTS/SOLUTIONS/SERVICES OFFERED    161

TABLE 168            NEP GROUP, INC.: PRODUCT LAUNCHES                 162

TABLE 169            NEP GOUP, INC.: DEALS                163

TABLE 170            NIKON CORPORATION: COMPANY OVERVIEW                 165

TABLE 171            NIKON CORPORATION: PRODUCTS/SOLUTIONS/SERVICES OFFERED    167

TABLE 172            NIKON CORPORATION: PRODUCT LAUNCHES                 167

TABLE 173            NIKON CORPORATION: DEALS 168

TABLE 174            ADOBE: COMPANY OVERVIEW  170

TABLE 175            ADOBE: PRODUCTS/SOLUTIONS/SERVICES OFFERED             172

TABLE 176            ADOBE: PRODUCT LAUNCHES  173

TABLE 177            ADOBE: DEALS 173

TABLE 178            PRG: COMPANY OVERVIEW        175

TABLE 179            PRG: PRODUCTS/SOLUTIONS/SERVICES OFFERED             175

TABLE 180            PRG: PRODUCT LAUNCHES         176

TABLE 181            PRG: DEALS        177

TABLE 182            ROE VISUAL: COMPANY OVERVIEW        178

TABLE 183            ROE VISUAL: PRODUCTS/SOLUTIONS/SERVICES OFFERED    178

TABLE 184            ROE VISUAL: PRODUCT LAUNCHES        179

TABLE 185            ROE VISUAL: DEALS        181

TABLE 186            AUTODESK INC.: COMPANY OVERVIEW                 182

TABLE 187            AUTODESK INC.: PRODUCTS/SOLUTIONS/SERVICES OFFERED    183

TABLE 188            AUTODESK INC.: PRODUCT LAUNCHES                 185

TABLE 189            AUTODESK INC.: DEALS                186

TABLE 190            NVIDIA CORPORATION: COMPANY OVERVIEW                 187

TABLE 191            NVIDIA CORPORATION: PRODUCTS/SOLUTIONS/SERVICES OFFERED    188

TABLE 192            NVIDIA CORPORATION: PRODUCT LAUNCHES AND UPDATES  189

TABLE 193            NVIDIA CORPORATION: DEALS 190

TABLE 194            AOTO ELECTRONICS CO., LTD.: COMPANY OVERVIEW          191

TABLE 195            AOTO ELECTRONICS CO., LTD.: PRODUCTS/SOLUTIONS/SERVICES OFFERED    192

TABLE 196            AOTO ELECTRONICS CO., LTD.: PRODUCT LAUNCHES          193

TABLE 197            AOTO ELECTRONICS CO., LTD.: DEALS 194

TABLE 198            EPIC GAMES: COMPANY OVERVIEW        195

TABLE 199            EPIC GAMES: PRODUCTS/SOLUTIONS/SERVICES OFFERED    195

TABLE 200            EPIC GAMES: PRODUCT LAUNCHES AND UPDATES             196

TABLE 201            EPIC GAMES: DEALS       197

TABLE 202            ARRI GMBH: COMPANY OVERVIEW         198

TABLE 203            TECHNICOLOR GROUP: COMPANY OVERVIEW                 199

TABLE 204            HTC CORPORATION: COMPANY OVERVIEW                 200

TABLE 205            VICON MOTION SYSTEMS LTD.: COMPANY OVERVIEW          201

TABLE 206            SIDEFX: COMPANY OVERVIEW  201

TABLE 207            MO-SYS ENGINEERING LTD.: COMPANY OVERVIEW          202

TABLE 208            PERFORCE: COMPANY OVERVIEW           203

TABLE 209            DNEG: COMPANY OVERVIEW    204

TABLE 210            TILTLABS: COMPANY OVERVIEW             205

TABLE 211            PLANAR SYSTEMS, INC.: COMPANY OVERVIEW                 206

TABLE 212            VIRSABI: COMPANY OVERVIEW 207

TABLE 213            DIMENSIONS: COMPANY OVERVIEW      207

TABLE 214            FUSE: COMPANY OVERVIEW       208

TABLE 215            RECODE XR STUDIO: COMPANY OVERVIEW                 208

TABLE 216            VŪ TECHNOLOGIES: COMPANY OVERVIEW                 209

TABLE 217            80SIX GROUP LTD.: COMPANY OVERVIEW                 210

TABLE 218            BORIS FX: COMPANY OVERVIEW               211

TABLE 219            INSTA360: COMPANY OVERVIEW              211

TABLE 220            360RIZE: COMPANY OVERVIEW 212

TABLE 221            WĒTĀ FX: COMPANY OVERVIEW               212

LIST OF FIGURES

FIGURE 1              VIRTUAL PRODUCTION MARKET SEGMENTATION & REGIONAL SCOPE    24

FIGURE 2              VIRTUAL PRODUCTION MARKET: YEARS CONSIDERED    25

FIGURE 3              VIRTUAL PRODUCTION MARKET: RESEARCH DESIGN                27

FIGURE 4              VIRTUAL PRODUCTION MARKET: PRIMARY AND SECONDARY

RESEARCH APPROACH  29

FIGURE 5              VIRTUAL PRODUCTION MARKET: KEY DATA FROM SECONDARY SOURCES    30

FIGURE 6              VIRTUAL PRODUCTION MARKET: BREAKDOWN OF PRIMARIES,

BY COMPANY TYPE, DESIGNATION, AND REGION            31

FIGURE 7              VIRTUAL PRODUCTION MARKET: KEY DATA FROM PRIMARY SOURCES            32

FIGURE 8              VIRTUAL PRODUCTION MARKET: KEY INSIGHTS FROM INDUSTRY EXPERTS     32

FIGURE 9              VIRTUAL PRODUCTION MARKET SIZE ESTIMATION: SUPPLY-SIDE ANALYSIS   33

FIGURE 10            VIRTUAL PRODUCTION MARKET SIZE ESTIMATION METHODOLOGY:

DEMAND-SIDE ANALYSIS             33

FIGURE 11            VIRTUAL PRODUCTION MARKET SIZE ESTIMATION METHODOLOGY:

BOTTOM-UP APPROACH              34

FIGURE 12            VIRTUAL PRODUCTION MARKET SIZE ESTIMATION METHODOLOGY:

TOP-DOWN APPROACH                35

FIGURE 13            VIRTUAL PRODUCTION MARKET: DATA TRIANGULATION             36

FIGURE 14            VIRTUAL PRODUCTION MARKET SIZE, 2021–2030 (USD MILLION)       38

FIGURE 15            HARDWARE TO ACCOUNT FOR LARGEST VIRTUAL PRODUCTION MARKET SHARE, BY OFFERING, IN 2025                 39

FIGURE 16            PRODUCTION TO ACCOUNT FOR LARGEST MARKET SHARE, BY TYPE, IN 2030             39

FIGURE 17            TELEVISION SERIES TO GROW AT HIGHEST CAGR IN VIRTUAL PRODUCTION

END USER MARKET FROM 2025 TO 2030 40

FIGURE 18            ASIA PACIFIC TO BE FASTEST-GROWING IN GLOBAL VIRTUAL PRODUCTION MARKET DURING FORECAST PERIOD                41

FIGURE 19            RISING DEMAND FOR VISUAL EFFECTS IN MOVIES TO FUEL MARKET GROWTH      42

FIGURE 20            RENTAL SERVICES TO GROW AT HIGHEST CAGR DURING FORECAST PERIOD       42

FIGURE 21            PRODUCTION TO ACCOUNT FOR LARGEST VIRTUAL PRODUCTION

MARKET SHARE, BY TYPE, IN 2025             43

FIGURE 22            CHINA TO REGISTER HIGHEST CAGR DURING STUDY PERIOD 43

FIGURE 23            NORTH AMERICA TO ACCOUNT FOR LARGEST SHARE OF

GLOBAL VIRTUAL PRODUCTION MARKET IN 2030           44

FIGURE 24            VIRTUAL PRODUCTION MARKET: DRIVERS, RESTRAINTS,

OPPORTUNITIES, AND CHALLENGES     45

FIGURE 25            DRIVERS AND THEIR IMPACTS ON VIRTUAL PRODUCTION MARKET 47

FIGURE 26            RESTRAINTS AND THEIR IMPACTS ON VIRTUAL PRODUCTION MARKET 49

FIGURE 27            OPPORTUNITIES AND THEIR IMPACTS ON VIRTUAL PRODUCTION MARKET             50

FIGURE 28            CHALLENGES AND THEIR IMPACTS ON VIRTUAL PRODUCTION MARKET             51

FIGURE 29            VIRTUAL PRODUCTION MARKET: SUPPLY CHAIN ANALYSIS              52

FIGURE 30            VIRTUAL PRODUCTION MARKET: ECOSYSTEM ANALYSIS            53

FIGURE 31            AVERAGE SELLING PRICE TREND OF HARDWARE, BY KEY PLAYER,

2021–2024 (USD)                54

FIGURE 32            AVERAGE SELLING PRICE TREND OF HARDWARE, BY REGION, 2021–2024 (USD)            55

FIGURE 33            VIRTUAL PRODUCTION MARKET: TRENDS & DISRUPTIONS IMPACTING CUSTOMERS’ BUSINESSES   56

FIGURE 34            VIRTUAL PRODUCTION MARKET: PORTER’S FIVE FORCES ANALYSIS 58

FIGURE 35            INFLUENCE OF KEY STAKEHOLDERS ON BUYING PROCESS FOR

TOP THREE END USERS                60

FIGURE 36            KEY BUYING CRITERIA FOR TOP THREE END USERS   61

FIGURE 37            IMPORT DATA FOR HS CODE 900710, BY COUNTRY, 2020–2024 (USD MILLION)     63

FIGURE 38            EXPORT DATA FOR HS CODE 900710, BY COUNTRY, 2020–2024 (USD MILLION)     64

FIGURE 39            NUMBER OF PATENTS APPLIED/GRANTED FOR VIRTUAL PRODUCTION PRODUCTS, 2015–2024  65

FIGURE 40            IMPACT OF AI/GEN AI ON VIRTUAL PRODUCTION MARKET ECOSYSTEM      70

FIGURE 41            VIRTUAL PRODUCTION MARKET, BY OFFERING                 76

FIGURE 42            HARDWARE TO COMMAND LARGEST VIRTUAL PRODUCTION MARKET SHARE,

BY OFFERING, IN 2025    76

FIGURE 43            VIRTUAL PRODUCTION MARKET, BY TYPE                 92

FIGURE 44            STEPS IN UTILIZATION OF VIRTUAL PRODUCTION, BY TYPE                92

FIGURE 45            PRODUCTION TO ACCOUNT FOR LARGEST VIRTUAL PRODUCTION

MARKET SHARE, BY TYPE, IN 2030             93

FIGURE 46            VIRTUAL PRODUCTION MARKET, BY END USER                 98

FIGURE 47            MOVIES TO LEAD VIRTUAL PRODUCTION MARKET IN 2030                98

FIGURE 48            VIRTUAL PRODUCTION MARKET, BY REGION                 106

FIGURE 49            NORTH AMERICA TO ACCOUNT FOR LARGEST SHARE OF GLOBAL

VIRTUAL PRODUCTION MARKET IN 2025              106

FIGURE 50            SNAPSHOT OF VIRTUAL PRODUCTION MARKET IN NORTH AMERICA    108

FIGURE 51            SNAPSHOT OF VIRTUAL PRODUCTION MARKET IN EUROPE      116

FIGURE 52            SNAPSHOT OF VIRTUAL PRODUCTION MARKET IN ASIA PACIFIC             125

FIGURE 53            MARKET SHARE ANALYSIS OF KEY PLAYERS IN VIRTUAL PRODUCTION

MARKET (2024) 144

FIGURE 54            REVENUE ANALYSIS OF KEY PLAYERS IN VIRTUAL PRODUCTION MARKET,

2020–2024 (USD BILLION)             145

FIGURE 55            VIRTUAL PRODUCTION MARKET: COMPANY EVALUATION MATRIX FOR

HARDWARE AND SOFTWARE PROVIDERS (KEY PLAYERS), 2024                 147

FIGURE 56            VIRTUAL PRODUCTION MARKET: COMPANY EVALUATION MATRIX FOR R

ENTAL SERVICE PROVIDERS (KEY PLAYERS), 2024             148

FIGURE 57            VIRTUAL PRODUCTION MARKET: COMPANY FOOTPRINT       149

FIGURE 58            SONY CORPORATION: COMPANY SNAPSHOT                 156

FIGURE 59            NIKON CORPORATION: COMPANY SNAPSHOT                 166

FIGURE 60            ADOBE: COMPANY SNAPSHOT  171

FIGURE 61            AUTODESK INC.: COMPANY SNAPSHOT                 183

FIGURE 62            NVIDIA CORPORATION: COMPANY SNAPSHOT                 188

FIGURE 63            AOTO ELECTRONICS CO., LTD.: COMPANY SNAPSHOT          192