The global virtual production industry should

Dublin, 17 Feb. 2022 (GLOBE NEWSWIRE) — The report “Global Virtual Manufacturing Market (2021-2026) by Component, Type, End User, Geography, Competitive Analysis and Covid-19 Impact with Ansoff Analysis” has been added to from offer.

The global virtual production market is estimated to be worth USD 2.4 billion in 2021 and is expected to reach USD 5.4 billion by 2026, growing at a CAGR of 17.6%.

Market dynamics

The key factors driving the market are the growing demand for visual effects in (VFX) to make it more accurate and exciting for the viewers. There is a surge in demand for virtual production in commercial advertisements which is likely to drive the market. Nowadays, due to situations like shutdowns, people are more attracted to web series that contain visual effects and three-dimensional graphical environments that encourage videographers to implement virtual production technology in their content.

The increased acceptance of LED video wall technology is increasing the execution of virtual production in the entertainment and media segment. The game is evolving day by day; game makers use virtual displays to make it accurate and efficient for gamers. The advancement of technology and its integration into virtual production is creating new opportunities for this market. However, some factors are hampering the growth of the market like lack of untrained professionals. The challenges in this market are the high cost of implementation, which requires money to use.

The global virtual production market is further segmented on the basis of component, type, end user, and geography.

Company Profiles

Some of the Companies covered in this report are 360Rize, INSTA 360, Boris FX, Epic Games, Inc, Humaneyes Technologies, Adobe Inc., Autodesk, Inc., NVIDIA Corporation, HTC Corporation (VIVE), MO-SYS ENGINEERING LTD, Brompton Technology Ltd, ROE Visual, etc.

Countries studied

  • America (Argentina, Brazil, Canada, Chile, Colombia, Mexico, Peru, United States, Rest of Americas)
  • Europe (Austria, Belgium, Denmark, Finland, France, Germany, Italy, Netherlands, Norway, Poland, Russia, Spain, Sweden, Switzerland, United Kingdom, Rest of Europe)
  • Middle East and Africa (Egypt, Israel, Qatar, Saudi Arabia, South Africa, United Arab Emirates, Rest of MEA)
  • Asia-Pacific (Australia, Bangladesh, China, India, Indonesia, Japan, Malaysia, Philippines, Singapore, South Korea, Sri Lanka, Thailand, Taiwan, Rest of Asia-Pacific)

Competitive Quadyou

The report includes a Competitive Quadrant, a proprietary tool to analyze and assess the position of companies based on their industry position score and market performance score. The tool uses various factors to classify players into four categories. Some of these factors considered for analysis are financial performance over the past 3 years, growth strategies, innovation score, new product launches, investments, market share growth, etc

Why buy this report?

  • The report offers a comprehensive assessment of the global virtual production market. The report includes in-depth qualitative analysis, verifiable data from authentic sources, and market size projections. Projections are calculated using proven research methodologies.
  • The report has been compiled through extensive primary and secondary research. The main research is done through interviews, surveys and observations of renowned personnel in the industry.
  • The report includes an in-depth analysis of the market using Porter’s 5 forces model and Ansoff’s matrix. The impact of Covid-19 on the market is also presented in the report.
  • The report also contains competitive analysis using a Competitive Quadrant, Infogence’s proprietary competitive positioning tool.

Main topics covered:

1 Description of the report

2 Research methodology

3 Executive Summary
3.1 Presentation
3.2 Market Size and Segmentation
3.3 Market Outlook

4 market influencers
4.1 Drivers
4.1.1 Increase in demand for visual effects
4.1.2 The growing popularity of web series
4.1.3 Increased Virtual Production Execution
4.2 Constraints
4.2.1 Lack of untrained professionals
4.3 Opportunities
4.3.1 Adoption of Virtual Exit in Game Design
4.3.2 Advancement of technology and integration into virtual production
4.4 Challenges
4.4.1 High implementation cost

5 Market Analysis
5.1 Porter’s Five Forces Analysis
5.2 Impact of COVID-19
5.3 Ansoff matrix analysis

6 Global Virtual Manufacturing Market, By Component Type
6.1 Presentation
6.2 Material
6.3 Software
6.4 Services

7 Global Virtual Production Market, by Type
7.1 Presentation
7.2 Pre-production
7.3 Manufacturing
7.4 Postproduction

8 Global Virtual Production Market, By End User Type
8.1 Presentation
8.2 Movies
8.3 Commercial advertisements
8.4 Online Videos
8.5 TV series

9 Global Virtual Production Market, By Geography
9.1 Presentation
9.2 America
9.2.1 Argentina
9.2.2 Brazil
9.2.3 Canada
9.2.4 Chile
9.2.5 Colombia
9.2.6 Mexico
9.2.7 Peru
9.2.8 United States
9.2.9 Rest of the Americas
9.3 Europe
9.3.1 Austria
9.3.2 Belgium
9.3.3 Denmark
9.3.4 Finland
9.3.5 France
9.3.6 Germany
9.3.7 Italy
9.3.8 Netherlands
9.3.9 Norway
9.3.10 Poland
9.3.11 Russia
9.3.12 Spain
9.3.13 Sweden
9.3.14 Switzerland
9.3.15 United Kingdom
9.3.16 Rest of Europe
9.4 Middle East and Africa
9.4.1 Egypt
9.4.2 Israel
9.4.3 Qatar
9.4.4 Saudi Arabia
9.4.5 South Africa
9.4.6 United Arab Emirates
9.4.7 Rest of MEA
9.5 Asia-Pacific
9.5.1 Australia
9.5.2 Bangladesh
9.5.3 China
9.5.4 India
9.5.5 Indonesia
9.5.6 Japan
9.5.7 Malaysia
9.5.8 Philippines
9.5.9 Singapore
9.5.10 South Korea
9.5.11 Sri Lanka
9.5.12 Thailand
9.5.13 Taiwan
9.5.14 Rest of Asia

10 Competitive Landscape
10.1 Competitive Quadrant
10.2 Market Share Analysis
10.3 Strategic Initiatives
10.3.1 Mergers and Acquisitions and Investments
10.3.2 Partnerships and collaborations
10.3.3 Product Developments and Improvements

11 company profiles
11.1 Size 360
11.2 INSTA 360
11.3 Boris FX
11.4 Epic Games, Inc.
11.5 Human eye technologies
11.6 Adobe Inc.
11.7 Autodesk, Inc.
11.8 NVIDIA Corporation
11.9 HTC Corporation (VIVE)
11.11 Brompton Technology Ltd
11.12 RE Visual
11.13 Arashi Vision, Inc.
11.14 Vicon Motion Systems Ltd
11.15 Side Effects Software Inc (SideFX)
11.17 Pixar (The Walt Disney Company)
11.18 Technicolor
11.19 Vicon Motion Ltd. System

12 Appendix

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