Virtual Production Market - 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.

“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.

“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.

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
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