Latest report on Virtual Production Market size with growing CAGR of 17.1% by 2030


The global virtual production market size is expected to be worth around US$ 8.7 billion by 2030, according to a new report by Vision Research Reports.

The global virtual production market size was valued at US$ 2.40 billion in 2020 and is anticipated to grow at a CAGR of 17.1% during forecast period 2021 to 2030.

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Virtual Production Market (By Component: Hardware, Software, Services; By Type: Pre-production, Production, Post-production; By End-user: Movies, TV Series, Commercial Ads, Online Videos, Others) – Global Industry Analysis, Size, Share, Growth, Trends, Revenue, Regional Outlook 2021 – 2030

Report Coverage

Report Scope Details
Market Size USD 8.7 billion by 2030
Growth Rate CAGR of 17.1% From 2021 to 2030
Base Year 2021
Forecast Period 2021 to 2030
Segments Covered Component, Type, End-user
Regional Scope North America, Europe, Asia Pacific, Latin America, Middle East & Africa
Companies Mentioned 360Rize; Adobe; Arashi Vision Inc. (Insta 360); Autodesk Inc.; BORIS FX, INC; Epic Games, Inc.

HTC Corporation (VivePort); HumanEyes Technologies; Mo-Sys Engineering Ltd.; NVIDIA Corporation.;; Pixar (The Walt Disney Company); Side Effects Software Inc (SideFX); Technicolor; Vicon Motion Systems Ltd

Growth Factors

 The rising popularity of virtual production in the media and entertainment industry, combined with its capabilities to create high definition visuals and real-time virtual environments, is the key factor propelling the growth of the market.

The growing implementation of virtual production in the gaming industry is also working well for the market. Factors such as leveraging a three-dimensional environment increased the focus of companies on developing compact and comfortable virtual gaming devices, and constant technological innovation on virtual production platforms, such as 3D audio, untethered virtual reality headsets, and cloud scalability, are expected to drive market growth across gaming application. Furthermore, the introduction of immersive experience allows for 360° views of graphic content and a new level of gaming interaction, enabling players to control and modify the gaming environment through their senses. Hence the increased application of virtual production technology in games is expected to propel the growth of the market.

By Component Analysis

The software segment dominated for the largest market share of nearly 42% in 2020 and is expected to retain its dominance over the forecast period. The rising applications of visual effects and computer-generated graphics in movies and commercial advertisements are expected to positively influence the growth of the virtual production market.

The hardware segment is projected to expand at a significant pace and is expected to hold the second position in terms of market revenue over the forecast period. This can be attributed to the considerable rise in the number of LED video wall screens for real-time background visuals required for in-house shoots.

The service segment is projected to emerge as the fastest-growing segment over the forecast period. Owing to the lack of trained professionals in VFX and virtual production technology, moviemakers or film studios often hire professional agencies for their services to implement VFX in their video productions.

By End-user Analysis

The movies segment dominated for the largest market share of nearly 31.0% in 2020. A substantial increase in movies production budgets and the high usage of VFX in Hollywood and other regional movie studios are fueling the growth of the movies segment.

The television segment is expected to register the largest CAGR of 19.2% over the forecast period. This can be attributed to the increased penetration of television sets in developing regions. Moreover, the increased uptake of smart television sets with advanced technological features, such as integrated internet and interactive web, allows users to access the internet, view web pages, watch videos, and view photo slideshows on these devices.

By Type Analysis

The post-production segment led the market in 2020 and accounted for 53.4% of the global revenue. This can be attributed to its crucial role in editing and collaborating post-shoot videos with graphics and visual effects (VFX).

The production segment is anticipated to register a promising CAGR of 19.6% over the forecast years. The collaboration of high-quality visual graphics with a motion-captured imagery character in a three-dimensional environment has become highly popular in recent times.

By Regional Analysis

 North America led the market in 2020 and accounted for nearly 39.1% of the market. This can be attributed to the high application of virtual production in major film studios in the region, including NBC Universal, Viacom CBS, Warner Media, and Walt Disney Studios.

The Asia Pacific regional market is anticipated to gain significant traction in the global market and expand at a CAGR of 18.6% over the forecast year. The regional market is witnessing one of the highest implementing rates of virtual production technology in film studios; China, Australia, India, Japan, and South Korea are the key countries for driving the demand for virtual production solutions.

Key Players

  • 360Rize
  • Adobe
  • Arashi Vision Inc. (Insta 360)
  • Autodesk Inc.
  • Epic Games, Inc.
  • HTC Corporation (VivePort)
  • HumanEyes Technologies
  • Mo-Sys Engineering Ltd.
  • NVIDIA Corporation.
  • Pixar (The Walt Disney Company)
  • Side Effects Software Inc  (SideFX)
  • Technicolor
  • Vicon Motion Systems Ltd

Market Segmentation

  • By Component
    • Hardware
    • Software
    • Services
  • By Type
    • Pre-production
    • Production
    • Post-production
  • By End-user
    • Movies
    • TV Series
    • Commercial Ads
    • Online Videos
    • Others
  • Regional
    • North America
      • U.S.
      • Canada
      • Mexico
    • Europe
      • U.K.
      • Germany
      • France
    • Asia Pacific
      • China
      • Japan
      • India
    • South America
      • Brazil
    • Middle East and Africa (MEA)

The study objectives of this report are:

  • To analyze and study the global market capacity, production, value, consumption, status (2017-2020) and forecast (2021-2030);
  • Focuses on the key manufacturers, to study the capacity, production, value, market share and development plans in future.
  • Comprehensive company profiles covering the product offerings, key financial information, recent developments, SWOT analysis, and strategies employed by the major market players
  • To define, describe and forecast the market by type, application and region.
  • To analyze the global and key regions market potential and advantage, opportunity and challenge, restraints and risks.
  • To identify significant trends and factors driving or inhibiting the market growth.
  • To analyze the opportunities in the market for stakeholders by identifying the high growth segments.
  • To strategically analyze each submarket with respect to individual growth trend and their contribution to the market
  • To analyze competitive developments such as expansions, agreements, new product launches, and acquisitions in the market
  • To strategically profile the key players and comprehensively analyze their growth strategies.

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