The Film and Episodic VFX Market to Create Over $5 Billion Opportunity Globally; Adoption of AR & VR Technology Booming in the Market-Arizton
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BROWSE IN-DEPTH TOC ON FILM & EPISODIC VFX MARKET
53 - Tables
68 - Charts
191 – Pages
The Work from Home (WFH) trend is another crucial factor that has made OTT platforms popular worldwide. These platforms are widely accepted and appreciated for their ease of usage and personalized approach. Affordability is also one of the key factors. Netflix and Amazon Prime Video were the only two main platforms, but in recent times, several other names have popped up, which Disney+, Hulu TV, and many more. Hence, filmmakers have many options to choose from to sell their content. When the demand for content is high, the delivery time is less, which generates a lot of pressure. Therefore, this leads to a surge in demand for VFX in films and episodic content, indicating a high demand in the market.
FILM AND EPISODIC VFX MARKET REPORT SCOPE
· Increasing Number of Internet Users and Smartphone Penetration
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With the integration of 5G, VFX film & episodic will continue to enhance, even when it is of the highest quality. As the quality of film & episodic content continues to increase, the future of VFX is on an interesting path. With 5G, new tools and techniques can be developed much better and faster in the media industry. However, the Millennial & gen Z population are highly aware of various new VFX films & series in various OTT platforms that are trending in the market. They offer the long-term potential for VFX vendors to expand their revenue. Hence, millennials and Gen Z are increasingly pushing the demand for VFX film & episodic content worldwide.
ADOPTION OF AR & VR TECHNOLOGY
In film & episodic VFX, AR enables users to experience the film & episodic audio and visual content in the real environment. It allows the creation of a film within the existing environment. The increasing tablet and mobile device penetration and the rising adoption of technologies in several industries lead the market growth. The AR and VR technology offers users an entertaining and immersive experience, which enables VFX companies to integrate these features into their platforms. Hence, continuous development and evolution are leading to the development of a better and more advanced version of film & episodic VFX. The accessibility of entertainment with the help of VFX is changing dramatically. AR and VR-based films & episodic are increasingly gaining popularity among viewers and are providing significant growth opportunities to the market for developers. AR-based films & episodic have already gained considerable momentum, but continuous innovation in the VR field is expected to provide new growth opportunities in the market.
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KEY VENDOR
MARKET SEGMENTATION
Technology
Usage
Geography
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TABLE OF CONTENT
1 RESEARCH METHODOLOGY
2 RESEARCH OBJECTIVES
3 RESEARCH PROCESS
4 SCOPE & COVERAGE
4.1 MARKET DEFINITION
4.1.1 INCLUSIONS
4.1.2 EXCLUSIONS
4.1.3 MARKET ESTIMATION CAVEATS
4.2 BASE YEAR
4.3 SCOPE OF THE STUDY
4.4 MARKET SEGMENTATION
4.4.1 MARKET SEGMENTATION BY USAGE
4.4.2 MARKET SEGMENTATION BY TECHNOLOGY
4.4.3 MARKET SEGMENTATION BY GEOGRAPHY
5 REPORT ASSUMPTIONS & CAVEATS
5.1 KEY CAVEATS
5.2 CURRENCY CONVERSION
5.3 MARKET DERIVATION
6 PREMIUM INSIGHTS
6.1 MARKET OVERVIEW
6.2 MARKET DYNAMICS: KEY TRENDS, DRIVERS, AND RESTRAINTS
6.2.1 MARKET TRENDS
6.2.2 MARKET ENABLERS
6.2.3 MARKET RESTRAINTS
6.3 SEGMENT ANALYSIS
6.4 GEOGRAPHICAL ANALYSIS
6.5 COMPETITIVE LANDSCAPE
7 MARKET AT A GLANCE
8 INTRODUCTION
8.1 OVERVIEW
8.2 EXPONENTIAL EVOLUTION OF VFX INDUSTRY
8.3 BUDDING TRENDS IN VFX INDUSTRY
8.4 SOFTWARE USED FOR VFX
8.5 IMPACT OF VFX ON ENTERTAINMENT INDUSTRY
8.6 VFX TECHNOLOGIES
8.7 VFX SERVICE PROVIDERS
9 MARKET OPPORTUNITIES & TRENDS
9.1 RISING PENETRATION OF OTT PLATFORMS
9.2 INCREASING PENETRATION OF 5G NETWORK
9.3 GROWING ADOPTION OF AR & VR TECHNOLOGY
10 MARKET GROWTH ENABLERS
10.1 RISING PENETRATION OF VFX & ANIMATION INDUSTRY
10.2 INCREASING POPULARITY AMONG MILLENNIAL & GEN Z POPULATIONS
10.3 INCREASING NUMBER OF INTERNET USERS AND SMARTPHONE PENETRATION
11 MARKET RESTRAINTS
11.1 SHORTAGE OF SKILLED VFX ARTISTS
11.2 HIGHLY COMPETITIVE MARKETPLACE
12 MARKET LANDSCAPE
12.1 MARKET SIZE & FORECAST
12.2 FIVE FORCES ANALYSIS
12.2.1 THREAT OF NEW ENTRANTS
12.2.2 BARGAINING POWER OF SUPPLIERS
12.2.3 BARGAINING POWER OF BUYERS
12.2.4 THREAT OF SUBSTITUTES
12.2.5 COMPETITIVE RIVALRY
13 TECHNOLOGY
13.1 MARKET OVERVIEW
13.2 CGI
13.2.1 MARKET OVERVIEW
13.3 COMPOSITING
13.3.1 MARKET OVERVIEW
13.4 MOTION CAPTURE
13.4.1 MARKET OVERVIEW
14 USAGE
14.1 MARKET SNAPSHOT & GROWTH ENGINE
14.2 MARKET OVERVIEW
14.3 FILM (THEATRICAL AND DIGITAL)
14.3.1 MARKET SIZE & FORECAST
14.3.2 MARKET BY GEOGRAPHY
14.4 DIGITAL EPISODIC
14.4.1 MARKET SIZE & FORECAST
14.4.2 MARKET BY GEOGRAPHY
14.5 TV EPISODIC AND FILM
14.5.1 MARKET SIZE & FORECAST
14.5.2 MARKET BY GEOGRAPHY
15 GEOGRAPHY
15.1 MARKET SNAPSHOT & GROWTH ENGINE
15.2 GEOGRAPHIC OVERVIEW
16 NORTH AMERICA
16.1 MARKET SIZE & FORECAST
16.2 USAGE
16.2.1 MARKET SIZE & FORECAST
16.3 KEY COUNTRIES
16.3.1 US: MARKET SIZE & FORECAST
16.3.2 CANADA: MARKET SIZE & FORECAST
17 EUROPE
17.1 MARKET SIZE & FORECAST
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17.2 USAGE
17.2.1 MARKET SIZE & FORECAST
17.3 KEY COUNTRIES
17.3.1 UK: MARKET SIZE & FORECAST
17.3.2 GERMANY: MARKET SIZE & FORECAST
17.3.3 FRANCE: MARKET SIZE & FORECAST
17.3.4 ITALY: MARKET SIZE & FORECAST
17.3.5 SPAIN: MARKET SIZE & FORECAST
18 APAC
18.1 MARKET SIZE & FORECAST
18.2 USAGE
18.2.1 MARKET SIZE & FORECAST
18.3 KEY COUNTRIES
18.3.1 CHINA: MARKET SIZE & FORECAST
18.3.2 JAPAN: MARKET SIZE & FORECAST
18.3.3 INDIA: MARKET SIZE & FORECAST
18.3.4 SOUTH KOREA: MARKET SIZE & FORECAST
18.3.5 AUSTRALIA: MARKET SIZE & FORECAST
19 LATIN AMERICA
19.1 MARKET SIZE & FORECAST
19.2 USAGE
19.2.1 MARKET SIZE & FORECAST
19.3 KEY COUNTRIES
19.3.1 BRAZIL: MARKET SIZE & FORECAST
19.3.2 MEXICO: MARKET SIZE & FORECAST
20 MIDDLE EAST & AFRICA
20.1 MARKET SIZE & FORECAST
20.2 USAGE
20.2.1 MARKET SIZE & FORECAST
20.3 KEY COUNTRIES
20.3.1 GCC: MARKET SIZE & FORECAST
20.3.2 SOUTH AFRICA: MARKET SIZE & FORECAST
21 COMPETITIVE LANDSCAPE
21.1 COMPETITION OVERVIEW
22 KEY COMPANY PROFILES
22.1 DNEG
22.1.1 BUSINESS OVERVIEW
22.1.2 WORK
22.1.3 KEY STRATEGIES
22.1.4 KEY STRENGTHS
22.1.5 KEY OPPORTUNITIES
22.2 WETA FX
22.3 FRAMESTORE
22.4 TECHNICOLOR CREATIVE STUDIOS
22.5 INDUSTRIAL LIGHT & MAGIC
23 OTHER PROMINENT VENDORS
23.1 RODEO FX
23.1.1 BUSINESS OVERVIEW
23.1.2 WORK
23.2 SCANLINE VFX
23.3 SONY PICTURES IMAGEWORKS
23.4 DIGITAL DOMAIN
23.5 CINESITE
23.6 ZOIC STUDIOS
23.7 ANIMAL LOGIC
23.8 FUSEFX
23.9 PIXOMONDO
23.10 OUTPOST
23.11 THE THIRD FLOOR
23.12 METHOD STUDIOS
23.13 REALTIME
23.14 VFX LEGION
23.15 MILK
23.16 COSA VFX
23.17 WHISKYTREE
23.18 WORLDWIDE FX
23.19 BLACKMAGICDESIGN
23.2 ABSOLUTE POST
23.21 LUMA PICTURES
23.22 LOLA VISUAL EFFECTS
23.23 FREEFOLK
23.24 GLASSWORKS
23.25 STREAMLAND MEDIA
24 REPORT SUMMARY
24.1 KEY TAKEAWAYS
24.2 STRATEGIC RECOMMENDATIONS
25 QUANTITATIVE SUMMARY
25.1 MARKET BY GEOGRAPHY
25.2 NORTH AMERICA
25.2.1 USAGE
25.3 EUROPE
25.3.1 USAGE
25.4 APAC
25.4.1 USAGE
25.5 LATIN AMERICA
25.5.1 USAGE
25.6 MIDDLE EAST & AFRICA
25.6.1 USAGE
25.7 USAGE
25.7.1 FILM (THEATRICAL AND DIGITAL)
25.7.2 DIGITAL EPISODIC
25.7.3 TV EPISODIC AND FILM
26 APPENDIX
26.1 ABBREVIATIONS
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