½ÃÀ庸°í¼­
»óǰÄÚµå
1474942

¼¼°èÀÇ ¹öÃß¾ó ÇÁ·Î´ö¼Ç ½ÃÀå ±Ô¸ð, Á¡À¯À² ¹× µ¿Ç⠺м® º¸°í¼­ : ±¸¼º¿ä¼Òº°, Á¦Ç° À¯Çüº°, ÃÖÁ¾ ¿ëµµº°, Áö¿ªº°, ºÎ¹®º° ¿¹Ãø(2024-2030³â)

Virtual Production Market Size, Share & Trends Analysis Report By Component (Hardware, Software, Services), By Type, By End-user, By Region, And Segment Forecasts, 2024 - 2030

¹ßÇàÀÏ: | ¸®¼­Ä¡»ç: Grand View Research | ÆäÀÌÁö Á¤º¸: ¿µ¹® 100 Pages | ¹è¼Û¾È³» : 2-10ÀÏ (¿µ¾÷ÀÏ ±âÁØ)

    
    
    




¡Ø º» »óǰÀº ¿µ¹® ÀÚ·á·Î Çѱ۰ú ¿µ¹® ¸ñÂ÷¿¡ ºÒÀÏÄ¡ÇÏ´Â ³»¿ëÀÌ ÀÖÀ» °æ¿ì ¿µ¹®À» ¿ì¼±ÇÕ´Ï´Ù. Á¤È®ÇÑ °ËÅ並 À§ÇØ ¿µ¹® ¸ñÂ÷¸¦ Âü°íÇØÁֽñ⠹ٶø´Ï´Ù.

¹öÃß¾ó ÇÁ·Î´ö¼Ç ½ÃÀåÀÇ ¼ºÀå°ú µ¿Çâ :

Grand View Research, Inc.ÀÇ ÃֽŠº¸°í¼­¿¡ µû¸£¸é, ¼¼°è ¹öÃß¾ó ÇÁ·Î´ö¼Ç ½ÃÀå ±Ô¸ð´Â 2024-2030³â°£ CAGR 18.6%¸¦ ±â·ÏÇÏ¿© 2030³â¿¡´Â 67¾ï 9,000¸¸ ´Þ·¯¿¡ ´ÞÇÒ °ÍÀ¸·Î ¿¹»óµË´Ï´Ù.

¹Ìµð¾î ¹× ¿£ÅÍÅ×ÀÎ¸ÕÆ® »ê¾÷¿¡¼­ ¹öÃß¾ó ÇÁ·Î´ö¼ÇÀÇ ÀαⰡ ³ô¾ÆÁö¸é¼­ °íÈ­Áú ¿µ»ó°ú ½Ç½Ã°£ °¡»ó ȯ°æÀ» »ý¼ºÇÒ ¼ö ÀÖ´Â ´É·Â°ú ÇÔ²² ½ÃÀå ¼ºÀåÀ» °¡¼ÓÇÏ´Â Áß¿äÇÑ ¿äÀÎÀÌ µÇ°í ÀÖ½À´Ï´Ù.

ÀÌ ±â¼úÀ» ÅëÇØ ¿µÈ­ Á¦ÀÛÀÚ´Â ½Ç»ç ¿µ»ó¿¡ °¡»ó ¹è°æ ȯ°æÀ» ÅëÇÕÇÏ¿© ÃÔ¿µ ÇöÀåÀÇ Á¦ÀÛÆÀ°ú Á¦ÀÛÁø¿¡ ´ëÇÑ ¼ö¿ä¸¦ ÁÙÀÏ ¼ö ÀÖ½À´Ï´Ù. À̸¦ ÅëÇØ ¿µ»ó Á¦ÀÛ ºñ¿ëÀ» Å©°Ô Àý°¨ÇÒ ¼ö ÀÖ½À´Ï´Ù. ¿¹¸¦ µé¾î, 2020³â Äڷγª19 »çÅ ÀÌÈÄ ÇÒ¸®¿ìµå ¿µÈ­ Á¦ÀÛÀÚµéÀº ¼ö¹é ¸íÀÇ ÀοøÀ» ÃÔ¿µ ÇöÀå¿¡ ¸ðÀÌÁö ¾Ê°íµµ ÃÔ¿µÇÒ ¼ö Àִ ÷´Ü ¼Ö·ç¼ÇÀ» ã¾Ò½À´Ï´Ù. Ŭ¶ó¿ìµå ¹ö½ºÆÃ, ¹«´ë °ø¿¹ LED ¼³Ä¡, ¼Ö·Î ½Ã³×º¿À¸·Î ¾Ë·ÁÁø ¿ø°ÝÀ¸·Î ¹è¿ì¸¦ ÃÔ¿µÇÏ´Â ·Îº¿ Ä«¸Þ¶ó µîÀÇ ±â¼ú »ç¿ëÀº ¿µÈ­ Á¦ÀÛÀڵ鿡°Ô Å« µµ¿òÀÌ µÇ¾ú½À´Ï´Ù. ¹öÃß¾ó ÇÁ·Î´ö¼ÇÀÇ ±â¼úÀû ¹ßÀüÀº ¹æ¼Û»ç°¡ ¹æ¼Û½Ç¿¡¼­ ±â¼úÀÚÀÇ ¹°¸®Àû Á¸À縦 ÃÖ¼ÒÈ­Çϸ鼭 ¾÷¹« È¿À²¼ºÀ» Çâ»ó½ÃŰ´Â µ¥ µµ¿òÀÌ µÇ°í ÀÖ½À´Ï´Ù.

¿¹¸¦ µé¾î, 2020³â 3¿ù Sky Sports´Â ¹öÃß¾ó ÇÁ·Î´ö¼Ç ½ºÀ§Æ®(Virtual Production Suite)¸¦ µµÀÔÇß½À´Ï´Ù. ÀÌ ½ºÀ§Æ®´Â 48´ëÀÇ °¡»ó ¿öÅ©½ºÅ×À̼ǰú µ¿ÀÏÇÑ ¼öÀÇ Á÷Á¢ ¿öÅ©½ºÅ×ÀÌ¼Ç ¿¬°áÀÌ ¿¬°áµÇ¾î ¿ø°Ý ÆíÁý, µ¿½Ã ¶óÀ̺ê ÇÁ·Î±×·¥ Á¦ÀÛ, ¼Ò¼È ¹Ìµð¾î Ç÷§Æû¿¡¼­ ¶óÀ̺ê Ŭ¸³À» Á÷Á¢ ¹èÆ÷ÇÒ ¼ö ÀÖµµ·Ï Çß½À´Ï´Ù. ¹öÃß¾ó ÇÁ·Î´ö¼ÇÀº ´õ ³ªÀº ºñÁÖ¾ó°ú ³·Àº Á¦ÀÛ ºñ¿ëÀ¸·Î ¿µÈ­¸¦ Á¦ÀÛÇÒ ¼ö ÀÖÁö¸¸, ¸î °¡Áö ¹®Á¦µµ ÀÖ½À´Ï´Ù.

¿¹¸¦ µé¾î, 2022³â 5¿ù ¿µ±¹ÀÇ ¹öÃß¾ó ÇÁ·Î´ö¼Ç ¼Ö·ç¼Ç ¾÷üÀÎ ¸ð½Ã½º ¾ÆÄ«µ¥¹Ì(Mo-Sys Academy)´Â »õ·Î¿î ¹öÃß¾ó ÇÁ·Î´ö¼Ç °úÁ¤À» °³¼³ÇÑ´Ù°í ¹ßÇ¥Çß½À´Ï´Ù. ÀÌ °úÁ¤Àº ÈÆ·ÃµÈ ±â¼úÀÚ¿¡ ´ëÇÑ ¼ö¿ä°¡ ±ÞÁõÇϰí ÀÖ´Â ¹öÃß¾ó ÇÁ·Î´ö¼Ç ºÎ¹®ÀÇ ±â¼ú °ÝÂ÷¸¦ ÇØ¼ÒÇϱâ À§ÇÑ °ÍÀÔ´Ï´Ù.

ÀΰøÁö´ÉÀÇ µîÀåÀ¸·Î ¹öÃß¾ó ÇÁ·Î´ö¼Ç ±â¼úÀº ÄÄÇ»ÅÍ¿¡¼­ »ý¼ºµÇ´Â ±×·¡ÇÈÀÇ Ç°ÁúÀ» Å©°Ô Çâ»ó½ÃÄ×½À´Ï´Ù. 3Â÷¿ø ¸ðµ¨¿¡¼­ º¹ÀâÇÑ Àå¸éÀÇ µðÀÚÀΰú ½Ã°¢È­°¡ Æí¸®ÇØÁ³°í, ½Ç½Ã°£ ȯ°æ¿¡¼­ ÆíÁý°ú °ËÅä°¡ °¡´ÉÇØÁ³½À´Ï´Ù. ÀÌ ±â¼úÀº Á¦ÀÛÁø°ú ÀåºñÀÇ ¿î¼Û ¹× ¹°·ù ºñ¿ëÀ» Àý°¨ÇÔÀ¸·Î½á ½ÃÀå¿¡ ±àÁ¤ÀûÀÎ ¿µÇâÀ» ¹ÌĨ´Ï´Ù. ÀÌ ±â¼úÀ» ÅëÇØ ¿µÈ­ Á¦ÀÛÀÚ´Â ÃÔ¿µ ÇöÀåÀÇ ½Ç»ç Àå¸éÀ» ½Ã¹Ä·¹ÀÌ¼Ç Ä«¸Þ¶ó³ª °¡»ó Ä«¸Þ¶ó·Î ÃÔ¿µÇϰí, ÄÄÇ»ÅÍ¿¡¼­ »ý¼ºµÈ 3D ±×·¡ÇÈ ¿ä¼Ò¸¦ ¿µÈ­ÀÇ ½Ç»ç ¿µ»ó°ú ¸Å²ô·´°Ô °áÇÕÇÏ¿© ÃÖÁ¾ ½Ã°¢ È¿°ú·Î ¸¶¹«¸®ÇÒ ¼ö ÀÖ½À´Ï´Ù.

VFX ±â¼úÀÇ ¹ßÀü°ú ¾Ö´Ï¸ÞÀ̼ÇÀÇ ¼ºÀåÀº ¿£ÅÍÅ×ÀÎ¸ÕÆ® »ê¾÷¿¡ Ȱ·ÂÀ» ºÒ¾î³Ö°í ÀÖ½À´Ï´Ù. ¿¹¸¦ µé¾î, 2022³â 7¿ù ¹Ì±¹ÀÇ Á¤¾×Á¦ ½ºÆ®¸®¹Ö ¼­ºñ½º ¹× Á¦ÀÛ»ç ³ÝÇø¯½º´Â È£ÁÖÀÇ ¾Ö´Ï¸ÞÀÌ¼Ç ¹× ½Ã°¢È¿°ú µðÁöÅÐ ½ºÆ©µð¿ÀÀÎ ¾Ö´Ï¸Ö ·ÎÁ÷(Animal Logic)À» ÀμöÇÒ °èȹÀ» ¹ßÇ¥Çß½À´Ï´Ù. ÀÌ °èȹÀº ³ÝÇø¯½º°¡ ¿£µå Åõ ¿£µå ¾Ö´Ï¸ÞÀÌ¼Ç Á¦ÀÛ ´É·ÂÀ» °³¹ßÇÏ·Á´Â ³ë·ÂÀ» °¡¼ÓÈ­ÇÏ´Â µ¥ µµ¿òÀÌ µÉ °ÍÀ¸·Î º¸ÀÔ´Ï´Ù.

¶ÇÇÑ, ÀΰøÁö´ÉÀº ¿µ»ó Á¦ÀÛ ÀÛ¾÷À» °¡¼ÓÈ­ÇÏ´Â ÇÁ¸®ÇÁ·Î´ö¼Ç Áö¿øÀ» ¿ëÀÌÇÏ°Ô ÇÕ´Ï´Ù. Áö³­ 10³â°£ »çÀü Á¦ÀÛ ÀÛ¾÷Àº ±¸Á¶È­µÇÁö ¾ÊÀº ¹Ú½º¿ÀÇǽº µ¥ÀÌÅÍ¿Í ½ÃûÀÚ¿Í °ü·ÃµÈ Á¦ÇÑµÈ Àα¸Åë°èÇÐÀû Á¤º¸¿¡ Å©°Ô ÀÇÁ¸ÇØ ¿ÔÀ¸¸ç, ÀÌ´Â ¸Å·ÂÀûÀÎ ¿µ»ó ÄÁÅÙÃ÷ °³¹ßÀÇ °¨¼Ò·Î À̾îÁ® ¿Ô½À´Ï´Ù. ±×·¯³ª ÀÌÁ¦´Â ÀΰøÁö´ÉÀÌ ´Ù¾çÇÑ Ç÷§Æû¿¡¼­ ¼öÁýÇÑ ´ë±Ô¸ð µ¥ÀÌÅÍ ¼¼Æ®¿¡¼­ ÅëÂû·ÂÀ» »ý¼ºÇÏ¿© Á¦¾ÈµÈ ÄÁÅÙÃ÷ÀÇ ¼ö¿ë¼º°ú °ü½Éµµ¸¦ ÆÄ¾ÇÇÒ ¼ö ÀÖ°Ô µÇ¾ú½À´Ï´Ù.

¿¹¸¦ µé¾î, ³ÝÇø¯½º´Â Á¤È®ÇÏ°í °³ÀÎÈ­µÈ Ãßõ°ú ½Ãû ±â·Ï, Ŭ·¹ÀÓ, µ¿¿µ»ó ÀϽÃÁ¤Áö, µÇ°¨±â µî »ç¿ëÀÚ Çൿ °üÂûÀ» ±â¹ÝÀ¸·Î µ¿¿µ»ó ÄÁÅÙÃ÷¸¦ Á¦ÀÛÇϰí ÀÖ½À´Ï´Ù. ¶ÇÇÑ 2021³â 4¿ù¿¡´Â 170¾ï ´Þ·¯¸¦ ÅõÀÚÇØ Ç÷§Æû¿¡¼­ ¼öÁýÇÑ µ¥ÀÌÅ͸¦ ±â¹ÝÀ¸·Î ¿À¸®Áö³Î ÄÁÅÙÃ÷¸¦ °³¹ßÇϱâ À§ÇÑ Àü¿ë µ¥ÀÌÅͺ£À̽º¸¦ ±¸ÃàÇϱâ·Î °áÁ¤Çß½À´Ï´Ù. ÀΰøÁö´É ±â¼úÀº ´ëº»°ú ½Ã³ª¸®¿À¸¦ ÀÌÇØÇϰí, ¹¦»çµÈ Àå¼Ò¸¦ ÀνÄÇϰí, °¨µ¶ÀÌ »ó»óÇÑ ½ÇÁ¦ Àå¼Ò¸¦ Á¦¾ÈÇϰí, ½ÇÁ¦ CG À̹ÌÁöÀÇ Àå¼Ò¸¦ ¸¸µé ¼ö ÀÖµµ·Ï µµ¿ÍÁÝ´Ï´Ù.

3Â÷¿ø ȯ°æÀÇ È°¿ë, ÄÄÆÑÆ®ÇÏ°í Æí¾ÈÇÑ °¡»ó °ÔÀÓ µð¹ÙÀ̽º °³¹ß, 3D ¿Àµð¿À, ¾ÈƼÅ×·¯ °¡»óÇö½Ç Çìµå¼Â µî ¹öÃß¾ó ÇÁ·Î´ö¼Ç¿¡ ´ëÇÑ °ÔÀÓ ¾÷°èÀÇ µµÀÔÀÌ È°¹ßÈ÷ ÁøÇàµÇ°í ÀÖ´Â °Íµµ ÀÌ ½ÃÀåÀÇ ¼ºÀå¿¡ µµ¿òÀÌ µÉ °ÍÀ¸·Î º¸ÀδÙ, Ŭ¶ó¿ìµå È®À强 µî ¹öÃß¾ó ÇÁ·Î´ö¼Ç Ç÷§Æû¿¡ ´ëÇÑ ²÷ÀÓ¾ø´Â ±â¼ú Çõ½ÅÀÌ °ÔÀÓ ¿ëµµ Àü¹Ý¿¡ °ÉÃÄ ½ÃÀå ¼ºÀåÀ» °¡¼ÓÇÒ °ÍÀ¸·Î ¿¹»óµË´Ï´Ù.

¶ÇÇÑ, ¸ôÀÔÇü °æÇèÀ» µµÀÔÇÔÀ¸·Î½á ±×·¡ÇÈ ÄÁÅÙÃ÷¸¦ 360¡Æ·Î º¼ ¼ö ÀÖ¾î »õ·Î¿î Â÷¿øÀÇ °ÔÀÓ »óÈ£ ÀÛ¿ëÀ» ½ÇÇöÇϰí, Âü°¡ÀÚµéÀº °¨°¢À» ÅëÇØ °ÔÀÓ È¯°æÀ» Á¦¾îÇÏ°í º¯°æÇÒ ¼ö ÀÖ°Ô µË´Ï´Ù. À̸¦ ÅëÇØ °ÔÀÓ Âü¿©ÀÚµéÀº ºñµð¿À °ÔÀÓ°úÀÇ »óÈ£ÀÛ¿ëÀ» ´õ¿í ¿øÈ°ÇÏ°Ô ÇÒ ¼ö ÀÖ°Ô µÇ¾ú½À´Ï´Ù. µû¶ó¼­ °ÔÀÓ ³» ¹öÃß¾ó ÇÁ·Î´ö¼Ç ±â¼úÀÇ Àû¿ëÀÌ Áõ°¡ÇÔ¿¡ µû¶ó ½ÃÀå ¼ºÀåÀ» °¡¼ÓÇÒ °ÍÀ¸·Î ¿¹»óµË´Ï´Ù.

¹öÃß¾ó ÇÁ·Î´ö¼Ç ½ÃÀå º¸°í¼­ ÇÏÀ̶óÀÌÆ®

  • ÃÖÁ¾ ¿ëµµº°·Î´Â ¿µÈ­ ºÎ¹®ÀÌ 2023³â 28.5%·Î µÎ ¹øÂ°·Î Å« ¸ÅÃâ Á¡À¯À²À» Â÷ÁöÇß½À´Ï´Ù. ÀÌ·¯ÇÑ ¼ºÀåÀº ¿µÈ­¿¡¼­ ½Ã°¢ È¿°ú¿Í 3Â÷¿ø ¸ðµ¨¿¡ ´ëÇÑ ¼ö¿ä Áõ°¡¿¡ ±âÀÎÇÕ´Ï´Ù.
  • ÄÄÆ÷³ÍÆ®º°·Î´Â ¼ÒÇÁÆ®¿þ¾î ºÎ¹®ÀÌ 2023³â 41.8%·Î °¡Àå Å« ¸ÅÃâ Á¡À¯À²À» Â÷ÁöÇßÀ¸¸ç, ÀΰøÁö´É žÀç·Î ÀÎÇØ 2024-2030³â±îÁö ¿ìÀ§¸¦ À¯ÁöÇÒ °ÍÀ¸·Î Àü¸ÁµË´Ï´Ù. ÀΰøÁö´É žÀç·Î ÀÎÇØ ¾Ö´Ï¸ÞÀ̼ǰú ±×·¡ÇÈÀÇ Ç°ÁúÀÌ Çâ»óµÉ °ÍÀ¸·Î ¿¹»óµË´Ï´Ù.
  • ºÏ¹Ì´Â 2023³â 36.5%ÀÇ °¡Àå Å« ¸ÅÃâ Á¡À¯À²À» Â÷ÁöÇß½À´Ï´Ù. ÀÌ·¯ÇÑ ¼ºÀåÀº Viacom CBS, Walt Disney Studios, NBC Universal, Warner Media¿Í °°Àº ÁÖ¿ä Áö¿ª ¿µÈ­ ½ºÆ©µð¿ÀÀÇ ³ôÀº ¹öÃß¾ó ÇÁ·Î´ö¼Ç ±¸Çö°ú ÇÔ²² °í±Þ VFX ¹× ¹öÃß¾ó ÇÁ·Î´ö¼Ç ±â¼úÀÇ Ã¤ÅÃÀÌ Áõ°¡Çϰí Àֱ⠶§¹®ÀÔ´Ï´Ù.

¸ñÂ÷

Á¦1Àå ¹öÃß¾ó ÇÁ·Î´ö¼Ç ½ÃÀå : Á¶»ç ¹æ¹ý°ú ¹üÀ§

Á¦2Àå ¹öÃß¾ó ÇÁ·Î´ö¼Ç ½ÃÀå : ÁÖ¿ä ¿ä¾à

  • ½ÃÀå Àü¸Á
  • ºÎ¹® Àü¸Á
  • °æÀï ÀλçÀÌÆ®

Á¦3Àå ¹öÃß¾ó ÇÁ·Î´ö¼Ç ½ÃÀå : º¯¼ö, µ¿Çâ, ¹üÀ§

  • ½ÃÀå ¼­·Ð/°èÅë Àü¸Á
  • ½ÃÀå ±Ô¸ð¿Í ¼ºÀå Àü¸Á
  • ¾÷°è ¹ë·ùüÀÎ ºÐ¼®
  • ½ÃÀå ¿ªÇÐ
  • ¹öÃß¾ó ÇÁ·Î´ö¼Ç ½ÃÀå ºÐ¼® Åø

Á¦4Àå ¹öÃß¾ó ÇÁ·Î´ö¼Ç ½ÃÀå : ÄÄÆ÷³ÍÆ® ÃßÁ¤¡¤µ¿Ç⠺м®

  • ºÎ¹® ´ë½Ãº¸µå
  • ¹öÃß¾ó ÇÁ·Î´ö¼Ç ½ÃÀå : ÄÄÆ÷³ÍÆ® º¯µ¿ ºÐ¼®, 2023³â/2030³â
  • Çϵå¿þ¾î
  • ¼ÒÇÁÆ®¿þ¾î
  • ¼­ºñ½º

Á¦5Àå ¹öÃß¾ó ÇÁ·Î´ö¼Ç ½ÃÀå : À¯Çü, ÃßÁ¤¡¤µ¿Ç⠺м®

  • ºÎ¹® ´ë½Ãº¸µå
  • ¹öÃß¾ó ÇÁ·Î´ö¼Ç ½ÃÀå : À¯Çü º¯µ¿ ºÐ¼®, 2023³â/2030³â
  • ÇÁ¸®ÇÁ·Î´ö¼Ç
  • ÇÁ·Î´ö¼Ç
  • Æ÷½ºÆ®ÇÁ·Î´ö¼Ç

Á¦6Àå ¹öÃß¾ó ÇÁ·Î´ö¼Ç ½ÃÀå : ÃÖÁ¾»ç¿ëÀÚ, ÃßÁ¤¡¤µ¿Ç⠺м®

  • ºÎ¹® ´ë½Ãº¸µå
  • ¹öÃß¾ó ÇÁ·Î´ö¼Ç ½ÃÀå : ÃÖÁ¾»ç¿ëÀÚ º¯µ¿ ºÐ¼®, 2023³â/2030³â
  • Çʸ§
  • ¿¬¼Ó TV ÇÁ·Î±×·¥
  • »ó¾÷ ±¤°í
  • ¿Â¶óÀÎ ºñµð¿À
  • ±âŸ

Á¦7Àå ¹öÃß¾ó ÇÁ·Î´ö¼Ç ½ÃÀå : Áö¿ª ÃßÁ¤¡¤µ¿Ç⠺м®

  • ¹öÃß¾ó ÇÁ·Î´ö¼Ç ½ÃÀå Á¡À¯À², Áö¿ªº°, 2023³â/2030³â, 100¸¸ ´Þ·¯
  • ºÏ¹Ì
    • ºÏ¹Ì ¹öÃß¾ó ÇÁ·Î´ö¼Ç ½ÃÀå ÃßÁ¤¡¤¿¹Ãø, 2017-2030³â
    • ¹Ì±¹
    • ij³ª´Ù
  • À¯·´
    • À¯·´ ¹öÃß¾ó ÇÁ·Î´ö¼Ç ½ÃÀå ÃßÁ¤¡¤¿¹Ãø, 2017-2030³â
    • ¿µ±¹
    • µ¶ÀÏ
    • ÇÁ¶û½º
  • ¾Æ½Ã¾ÆÅÂÆò¾ç
    • ¾Æ½Ã¾ÆÅÂÆò¾ç ¹öÃß¾ó ÇÁ·Î´ö¼Ç ½ÃÀå ÃßÁ¤¡¤¿¹Ãø, 2017-2030³â
    • Áß±¹
    • ÀϺ»
    • Àεµ
  • ³²¹Ì
    • ³²¹Ì ¹öÃß¾ó ÇÁ·Î´ö¼Ç ½ÃÀå ÃßÁ¤¡¤¿¹Ãø, 2017-2030³â
    • ºê¶óÁú
  • Áßµ¿ ¹× ¾ÆÇÁ¸®Ä«
    • Áßµ¿ ¹× ¾ÆÇÁ¸®Ä« ¹öÃß¾ó ÇÁ·Î´ö¼Ç ½ÃÀå ÃßÁ¤¡¤¿¹Ãø, 2017-2030³â

Á¦8Àå °æÀï ±¸µµ

  • ÁÖ¿ä ½ÃÀå ÁøÃâ±â¾÷ÀÇ ÃÖ±Ù µ¿Çâ°ú ¿µÇ⠺м®
  • ±â¾÷ ºÐ·ù
  • ±â¾÷ÀÇ ½ÃÀå Æ÷Áö¼Å´×
  • ±â¾÷ÀÇ ½ÃÀå Á¡À¯À² ºÐ¼®
  • ±â¾÷ È÷Æ®¸Ê ºÐ¼®
  • Àü·« ¸ÅÇÎ
    • È®´ë
    • ÀμöÇÕº´(M&A)
    • ÆÄÆ®³Ê½Ê°ú Çù¾÷
    • ½ÅÁ¦Ç° ¹ß¸Å
    • ¿¬±¸°³¹ß
  • ±â¾÷ °³¿ä
    • 360Rize
    • Adobe
    • Autodesk Inc.
    • BORIS FX, INC
    • Epic Games, Inc.
    • HTC Corporation(VivePort)
    • HumanEyes Technologies
    • Mo-Sys Engineering Ltd.
    • NVIDIA Corporation.
    • Panocam3d.com
    • Pixar(The Walt Disney Company)
    • Side Effects Software Inc(SideFX)
    • Technicolor
    • Vicon Motion Systems Ltd
LSH 24.05.21

Virtual Production Market Growth & Trends:

The global virtual production market size is expected to reach USD 6.79 billion by 2030, registering a CAGR of 18.6% from 2024 to 2030, according to a new report by Grand View Research, Inc. 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 technology enables filmmakers to reduce the demand for on-set production teams and crew members by integrating virtual background environments into live-action footage. This allows for a significant reduction in video production costs. For instance, in 2020, after the covid-19 pandemic, filmmakers in the Hollywood industry found the hi-tech solution of shooting without gathering 100s of people on set. The use of techniques such as cloudbusting, stagecraft LED setup, and robotic camera to shoot actors remotely, known as the Solo Cinebot has helped the filmmaker a lot. Technological advancement in virtual production helps broadcasters improve their operational efficiency with the least physical presence of technicians in the broadcasting room.

For instance, in March 2020, Sky Sports implemented a virtual production suite, which has enabled its teams to create content and stream it remotely. The suite connected 48 virtual workstations and an equal number of direct-to-workstation connections for remote editing, simultaneous live programming, and the distribution of live clippings directly on social media platforms. Although virtual production can produce a film with better visuals and low production costs, it also poses some challenges, especially from the lack of training and experience among industry professionals.

For instance, in May 2022, Mo-Sys Academy, a manufacturer of virtual production solutions in the U.K. announced the launch of a new virtual production course. This course intends to close the skills gap in the virtual production sector, which is experiencing a surge in demand for trained technicians.

With the advent of artificial intelligence, virtual production technology has witnessed significant improvements in the quality of its computer-generated graphics. Design and visualization of all complex scenes in a three-dimensional model have become convenient, further editing and reviewing in a real-time environment. The technology positively impacts the market by reducing the transportation and logistics costs of crew members and equipment. It enables filmmakers to capture on-set live-action scenes through simul-cams or virtual cameras and seamlessly merge computer-generated 3D graphic elements with the film's live-shooting footage to conclude with the final visual effects.

The evolution of VFX technologies and the growth of animation are boosting the entertainment industry. For instance, in July 2022, Netflix, a subscription streaming service and production company in the U.S. announced a plan to acquire Animal Logic, an Australian animation, and visual effects digital studio. This initiative will help Netflix accelerate its efforts to develop end-to-end animation production capabilities.

Furthermore, artificial intelligence facilitates pre-production support that helps to accelerate video production work. In the previous decade, pre-production works heavily relied on unstructured box office data and limited demographic information related to viewers, leading to less engaging video content development. However, now artificial intelligence can generate insights from large data sets collected from various platforms to understand the proposed content's acceptance and interest.

For example, Netflix creates video content based on accurate, personalized recommendations and observations of its users' behavior, such as surfing history, claims, and data actions like pausing or rewinding videos. Also, in April 2021, the company decided to invest USD 17 billion to create a dedicated database to develop original content based on its platform's collected data. Artificial intelligence technology can also help understand scripts and screenplays to recognize the locations described and suggest real-world locations where directors can imagine and create realistic computer graphic imagery locations.

The growing implementation of virtual production in the gaming industry also works well for the market. Factors such as leveraging a three-dimensional environment, increased 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 applications.

Furthermore, introducing an 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. This made the interaction with the video games smoother for the player. Hence the increased application of virtual production technology in games is expected to propel the growth of the market.

Virtual Production Market Report Highlights:

  • In terms of end-user, the movies segment accounted for the second-largest revenue share of 28.5% in 2023. The growth can be attributed to the rising demand for visual effects and a three-dimensional model in movies
  • In terms of components, The software segment accounted for the largest revenue share of 41.8% in 2023 and is expected to retain its dominance from 2024 to 2030 owing to the inclusion of artificial intelligence. The inclusion is expected to improve the performance of animation and graphics quality
  • The North American region holds the maximum revenue share of 36.5% in 2023. The growth is attributable to the increasing adoption of advanced VFX and virtual production technologies coupled with the high implementation of virtual production by leading regional film studios, such as Viacom CBS, Walt Disney Studios, NBC Universal, and Warner Media.

Table of Contents

Chapter 1. Virtual Production Market: Methodology and Scope

  • 1.1. Market Segmentation and Scope
  • 1.2. Market Definitions
  • 1.3. Research Methodology
    • 1.3.1. Information Procurement
    • 1.3.2. Information or Data Analysis
    • 1.3.3. Market Formulation & Data Visualization
    • 1.3.4. Data Validation & Publishing
  • 1.4. Research Scope and Assumptions
    • 1.4.1. List of Data Sources

Chapter 2. Virtual Production Market: Executive Summary

  • 2.1. Market Outlook
  • 2.2. Segment Outlook
  • 2.3. Competitive Insights

Chapter 3. Virtual Production Market: Variables, Trends, & Scope

  • 3.1. Market Introduction/Lineage Outlook
  • 3.2. Market Size and Growth Prospects (USD Million)
  • 3.3. Industry Value Chain Analysis
  • 3.4. Market Dynamics
    • 3.4.1. Market Drivers Analysis
      • 3.4.1.1. Growing Investments In Virtual Production Technology Development
      • 3.4.1.2. Growing Preference For Digital Learning
    • 3.4.2. Market Restraints Analysis
      • 3.4.2.1. Risks Associated With Cyber Security
    • 3.4.3. Industry Opportunities
    • 3.4.4. Industry Challenges
    • 3.4.5. Key Small-Sized Edtech Companies, By Region/Country
    • 3.4.6. Key Company Ranking Analysis, 2023
  • 3.5. Virtual Production Market Analysis Tools
    • 3.5.1. Porter's Analysis
      • 3.5.1.1. Bargaining power of the suppliers
      • 3.5.1.2. Bargaining power of the buyers
      • 3.5.1.3. Threats of substitution
      • 3.5.1.4. Threats from new entrants
      • 3.5.1.5. Competitive rivalry
    • 3.5.2. PESTEL Analysis
      • 3.5.2.1. Political landscape
      • 3.5.2.2. Economic and Social landscape
      • 3.5.2.3. Technological landscape
      • 3.5.2.4. Environmental landscape
      • 3.5.2.5. Legal landscape

Chapter 4. Virtual Production Market: Sector Estimates & Trend Analysis

  • 4.1. Segment Dashboard
  • 4.2. Virtual Production Market: Component Movement Analysis, 2023 & 2030 (USD Million)
  • 4.3. Hardware
    • 4.3.1. Hardware Market Revenue Estimates and Forecasts, 2017 - 2030 (USD Million)
  • 4.4. Software
    • 4.4.1. Software Market Revenue Estimates and Forecasts, 2017 - 2030 (USD Million)
  • 4.5. Services
    • 4.5.1. Services Market Revenue Estimates and Forecasts, 2017 - 2030 (USD Million)

Chapter 5. Virtual Production Market: Type Estimates & Trend Analysis

  • 5.1. Segment Dashboard
  • 5.2. Virtual Production Market: Type Movement Analysis, 2023 & 2030 (USD Million)
  • 5.3. Pre-production
    • 5.3.1. Pre-production Market Revenue Estimates and Forecasts, 2017 - 2030 (USD Million)
  • 5.4. Production
    • 5.4.1. Production Market Revenue Estimates and Forecasts, 2017 - 2030 (USD Million)
  • 5.5. Postproduction
    • 5.5.1. Postproduction Market Revenue Estimates and Forecasts, 2017 - 2030 (USD Million)

Chapter 6. Virtual Production Market: End-user Estimates & Trend Analysis

  • 6.1. Segment Dashboard
  • 6.2. Virtual Production Market: End-user Movement Analysis, 2023 & 2030 (USD Million)
  • 6.3. Movies
    • 6.3.1. Movies Market Revenue Estimates and Forecasts, 2017 - 2030 (USD Million)
  • 6.4. TV Series
    • 6.4.1. TV Series Market Revenue Estimates and Forecasts, 2017 - 2030 (USD Million)
  • 6.5. Commercial Ads
    • 6.5.1. Commercial Ads Market Revenue Estimates and Forecasts, 2017 - 2030 (USD Million)
  • 6.6. Online Videos
    • 6.6.1. Online Videos Market Revenue Estimates and Forecasts, 2017 - 2030 (USD Million)
  • 6.7. Others
    • 6.7.1. Others Market Revenue Estimates and Forecasts, 2017 - 2030 (USD Million)

Chapter 7. Virtual Production Market: Regional Estimates & Trend Analysis

  • 7.1. Virtual Production Market Share, By Region, 2023 & 2030, USD Million
  • 7.2. North America
    • 7.2.1. North America Virtual Production Market Estimates and Forecasts, 2017 - 2030 (USD Million)
    • 7.2.2. U.S.
      • 7.2.2.1. U.S. Virtual Production Market Estimates and Forecasts, 2017 - 2030 (USD Million)
    • 7.2.3. Canada
      • 7.2.3.1. Canada Virtual Production Market Estimates and Forecasts, 2017 - 2030 (USD Million)
  • 7.3. Europe
    • 7.3.1. Europe Virtual Production Market Estimates and Forecasts, 2017 - 2030 (USD Million)
    • 7.3.2. UK
      • 7.3.2.1. UK Virtual Production Market Estimates and Forecasts, 2017 - 2030 (USD Million)
    • 7.3.3. Germany
      • 7.3.3.1. Germany Virtual Production Market Estimates and Forecasts, 2017 - 2030 (USD Million)
    • 7.3.4. France
      • 7.3.4.1. France Virtual Production Market Estimates and Forecasts, 2017 - 2030 (USD Million)
  • 7.4. Asia Pacific
    • 7.4.1. Asia Pacific Virtual Production Market Estimates and Forecasts, 2017 - 2030 (USD Million)
    • 7.4.2. China
      • 7.4.2.1. China Virtual Production Market Estimates and Forecasts, 2017 - 2030 (USD Million)
    • 7.4.3. Japan
      • 7.4.3.1. Japan Virtual Production Market Estimates and Forecasts, 2017 - 2030 (USD Million)
    • 7.4.4. India
      • 7.4.4.1. India Virtual Production Market Estimates and Forecasts, 2017 - 2030 (USD Million)
  • 7.5. South America
    • 7.5.1. South America Virtual Production Market Estimates and Forecasts, 2017 - 2030 (USD Million)
    • 7.5.2. Brazil
      • 7.5.2.1. Brazil Virtual Production Market Estimates and Forecasts, 2017 - 2030 (USD Million)
  • 7.6. Middle East & Africa
    • 7.6.1. Middle East and Africa Virtual Production Market Estimates and Forecasts, 2017 - 2030 (USD Million)

Chapter 8. Competitive Landscape

  • 8.1. Recent Developments & Impact Analysis by Key Market Participants
  • 8.2. Company Categorization
  • 8.3. Company Market Positioning
  • 8.4. Company Market Share Analysis
  • 8.5. Company Heat Map Analysis
  • 8.6. Strategy Mapping
    • 8.6.1. Expansion
    • 8.6.2. Mergers & Acquisition
    • 8.6.3. Partnerships & Collaborations
    • 8.6.4. New Product Launches
    • 8.6.5. Research And Development
  • 8.7. Company Profiles
    • 8.7.1. 360Rize
      • 8.7.1.1. Participant's Overview
      • 8.7.1.2. Financial Performance
      • 8.7.1.3. Product Benchmarking
      • 8.7.1.4. Recent Developments
    • 8.7.2. Adobe
      • 8.7.2.1. Participant's Overview
      • 8.7.2.2. Financial Performance
      • 8.7.2.3. Product Benchmarking
      • 8.7.2.4. Recent Developments
    • 8.7.3. Autodesk Inc.
      • 8.7.3.1. Participant's Overview
      • 8.7.3.2. Financial Performance
      • 8.7.3.3. Product Benchmarking
      • 8.7.3.4. Recent Developments
    • 8.7.4. BORIS FX, INC
      • 8.7.4.1. Participant's Overview
      • 8.7.4.2. Financial Performance
      • 8.7.4.3. Product Benchmarking
      • 8.7.4.4. Recent Developments
    • 8.7.5. Epic Games, Inc.
      • 8.7.5.1. Participant's Overview
      • 8.7.5.2. Financial Performance
      • 8.7.5.3. Product Benchmarking
      • 8.7.5.4. Recent Developments
    • 8.7.6. HTC Corporation (VivePort)
      • 8.7.6.1. Participant's Overview
      • 8.7.6.2. Financial Performance
      • 8.7.6.3. Product Benchmarking
      • 8.7.6.4. Recent Developments
    • 8.7.7. HumanEyes Technologies
      • 8.7.7.1. Participant's Overview
      • 8.7.7.2. Financial Performance
      • 8.7.7.3. Product Benchmarking
      • 8.7.7.4. Recent Developments
    • 8.7.8. Mo-Sys Engineering Ltd.
      • 8.7.8.1. Participant's Overview
      • 8.7.8.2. Financial Performance
      • 8.7.8.3. Product Benchmarking
      • 8.7.8.4. Recent Developments
    • 8.7.9. NVIDIA Corporation.
      • 8.7.9.1. Participant's Overview
      • 8.7.9.2. Financial Performance
      • 8.7.9.3. Product Benchmarking
      • 8.7.9.4. Recent Developments
    • 8.7.10. Panocam3d.com
      • 8.7.10.1. Participant's Overview
      • 8.7.10.2. Financial Performance
      • 8.7.10.3. Product Benchmarking
      • 8.7.10.4. Recent Developments
    • 8.7.11. Pixar (The Walt Disney Company)
      • 8.7.11.1. Participant's Overview
      • 8.7.11.2. Financial Performance
      • 8.7.11.3. Product Benchmarking
      • 8.7.11.4. Recent Developments
    • 8.7.12. Side Effects Software Inc (SideFX)
      • 8.7.12.1. Participant's Overview
      • 8.7.12.2. Financial Performance
      • 8.7.12.3. Product Benchmarking
      • 8.7.12.4. Recent Developments
    • 8.7.13. Technicolor
      • 8.7.13.1. Participant's Overview
      • 8.7.13.2. Financial Performance
      • 8.7.13.3. Product Benchmarking
      • 8.7.13.4. Recent Developments
    • 8.7.14. Vicon Motion Systems Ltd
      • 8.7.14.1. Participant's Overview
      • 8.7.14.2. Financial Performance
      • 8.7.14.3. Product Benchmarking
      • 8.7.14.4. Recent Developments
ºñ±³¸®½ºÆ®
0 °ÇÀÇ »óǰÀ» ¼±Åà Áß
»óǰ ºñ±³Çϱâ
Àüü»èÁ¦