Europe Virtual Production Market Size

Europe Virtual Production Market By Component (Software, Hardware and Services), By Type (Post-production, Production and Pre-production), By End User (Movie, TV Series, Commercial Ads, Online Videos and Others), By Country, Industry Analysis and Forecast, 2020 - 2026

Europe Virtual Production Market By Component (Software, Hardware and Services), By Type (Post-production, Production and Pre-production), By End User (Movie, TV Series, Commercial Ads, Online Videos and Others), By Country, Industry Analysis and Forecast, 2020 - 2026

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Published Date : February-2021 | Number of Pages : 97 | Format : PDF

COVID-19

Get in-depth analysis of the COVID-19 impact on the Europe Virtual Production Market

The Europe Virtual Production Market would witness market growth of 14.1% CAGR during the forecast period (2020-2026). With the introduction of artificial intelligence, virtual production technology has registered considerable developments in the quality of its computer-generated graphics. Design and visualization of all intricate scenes in a 3D model have also become favourable, that has a scope of further editing and reviewing in a real-time environment. The technology certainly has a positive impact on the market as it reduces the burden of logistics and transportation expenses of crew members and equipment. It allows filmmakers to shoot on-set live-action scenes using simul-cams or virtual cameras and smoothly combine computer-generated 3D graphic elements with the live shooting footage of the film to wind up the final visual effects.

Moreover, artificial intelligence enables pre-production support and helps them to speed up video production work. In the last decade, pre-production works largely dependent on unstructured box office data and restricted demographic information regarding viewers, resulting in the production of less engaging video content. Though, the implementation of artificial intelligence makes it possible to generate insights from large data sets that were gathered from several platforms to comprehend the acceptance and interest of proposed content. For instance, Netflix makes video content on the basis of precise, customized recommendations, and observations of its users' behaviour, like interest, surfing history, and data action such as pausing or rewinding videos.

Based on Component, the market is segmented into Software, Hardware and Services. Based on Type, the market is segmented into Post-production, Production and Pre-production. Based on End User, the market is segmented into Movie, TV Series, Commercial Ads, Online Videos and Others. Based on countries, the market is segmented into Germany, UK, France, Russia, Spain, Italy, and Rest of Europe.

Free Valuable Insights: Virtual Production Market in Europe is expected to register a CAGR of 14.1% during the forecast period (2020-2026)

The market research report covers the analysis of key stake holders of the market. Key companies profiled in the report include Adobe, Inc., Autodesk, Inc., HTC Corporation, NVIDIA Corporation, 360Rize, Arashi Vision, Inc. (Insta360), Epic Games, Inc., HumanEyes Technologies, Ltd. (Vuze Camera), Mo-Sys Engineering, Ltd., and Boris FX, Inc.

Scope of the Study

Market Segments Covered in the Report:

By Component

  • Software
  • Hardware
  • Services

By Type

  • Post-production
  • Production
  • Pre-production

By End User

  • Movie
  • TV Series
  • Commercial Ads
  • Online Videos
  • Others

By Country

  • Germany
  • UK
  • France
  • Russia
  • Spain
  • Italy
  • Rest of Europe

Key Market Players

List of Companies Profiled in the Report:

  • Adobe, Inc.
  • Autodesk, Inc.
  • HTC Corporation
  • NVIDIA Corporation
  • 360Rize
  • Arashi Vision, Inc. (Insta360)
  • Epic Games, Inc.
  • HumanEyes Technologies, Ltd. (Vuze Camera)
  • Mo-Sys Engineering, Ltd.
  • Boris FX, Inc.

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