Europe Virtual Production Market Size, Share & Trends Analysis Report By Component (Software, Hardware), By Type, By End User, By Country and Growth Forecast, 2024 - 2031

The Europe Virtual Production Market would witness market growth of 14.8% CAGR during the forecast period (2024-2031).

The Germany market dominated the Europe Virtual Production Market by Country in 2023, and would continue to be a dominant market till 2031; thereby, achieving a market value of $436.9 million by 2031. The UK market is exhibiting a CAGR of 14% during (2024 - 2031). Additionally, The France market would experience a CAGR of 15.7% during (2024 - 2031).

The adoption of virtual production has accelerated due to technological advancements, industry demand, and the shift toward digital content creation. The growing popularity of Netflix, Disney+, Amazon Prime, and Apple TV+ has increased the demand for high-quality content, driving studios to adopt this type of production for faster and more efficient content creation.

LED volumes, such as Industrial Light & Magic’s Stagecraft, have become a game-changer in this market. These massive LED walls display photorealistic backgrounds in real-time, replacing traditional green screens. Cloud computing has enabled remote collaboration in virtual production. Cloud-based workflows allow production teams to share assets, render scenes in real time, and work across different locations seamlessly.

The European creative and entertainment industry has expanded rapidly, with many enterprises contributing to the region’s cultural and digital economy. According to Eurostat, in 2021, approximately half a million active enterprises were involved in creative, arts, and entertainment activities across the European Union (EU). This growth highlights the increasing demand for innovative content creation and advanced production technologies, driving the adoption of this type of production. As digital transformation accelerates and immersive media experiences become more mainstream, Europe is poised to become a key player in the market. The presence of half a million active enterprises in Europe’s creative, arts, and entertainment sectors underscores the region’s vast content production capabilities. As competition intensifies and audiences demand high-quality, visually captivating content, European production houses turn to this technology to enhance efficiency and creativity. Thus, the increasing number of creative enterprises, the rise of digital content consumption, and strong government support are driving the growth of the market in Europe.

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 Movies, TV Series, Commercial Ads, Online Videos, and Other End User. Based on countries, the market is segmented into Germany, UK, France, Russia, Spain, Italy, and Rest of Europe.

List of Key Companies Profiled

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

By Component
  • Software
  • Hardware
  • Services
By Type
  • Post-production
  • Production
  • Pre-production
By End User
  • Movies
  • TV Series
  • Commercial Ads
  • Online Videos
  • Other End User
By Country
  • Germany
  • UK
  • France
  • Russia
  • Spain
  • Italy
  • Rest of Europe


Chapter 1. Market Scope & Methodology
1.1 Market Definition
1.2 Objectives
1.3 Market Scope
1.4 Segmentation
1.4.1 Europe Virtual Production Market, by Component
1.4.2 Europe Virtual Production Market, by Type
1.4.3 Europe Virtual Production Market, by End User
1.4.4 Europe Virtual Production Market, by Country
1.5 Methodology for the research
Chapter 2. Market at a Glance
2.1 Key Highlights
Chapter 3. Market Overview
3.1 Introduction
3.1.1 Overview
3.1.1.1 Market Composition and Scenario
3.2 Key Factors Impacting the Market
3.2.1 Market Drivers
3.2.2 Market Restraints
3.2.3 Market Opportunities
3.2.4 Market Challenges
Chapter 4. Competition Analysis - Global
4.1 KBV Cardinal Matrix
4.2 Recent Industry Wide Strategic Developments
4.2.1 Partnerships, Collaborations and Agreements
4.2.2 Product Launches and Product Expansions
4.2.3 Acquisition and Mergers
4.3 Market Share Analysis, 2023
4.4 Top Winning Strategies
4.4.1 Key Leading Strategies: Percentage Distribution (2020-2024)
4.4.2 Key Strategic Move: (Product Launches and Product Expansions: 2020, Jun – 2024, Oct) Leading Players
4.5 Porter Five Forces Analysis
Chapter 5. Europe Virtual Production Market by Component
5.1 Europe Software Market by Country
5.2 Europe Hardware Market by Country
5.3 Europe Services Market by Country
Chapter 6. Europe Virtual Production Market by Type
6.1 Europe Post-production Market by Country
6.2 Europe Production Market by Country
6.3 Europe Pre-production Market by Country
Chapter 7. Europe Virtual Production Market by End User
7.1 Europe Movies Market by Country
7.2 Europe TV Series Market by Country
7.3 Europe Commercial Ads Market by Country
7.4 Europe Online Videos Market by Country
7.5 Europe Other End User Market by Country
Chapter 8. Europe Virtual Production Market by Country
8.1 Germany Virtual Production Market
8.1.1 Germany Virtual Production Market by Component
8.1.2 Germany Virtual Production Market by Type
8.1.3 Germany Virtual Production Market by End User
8.2 UK Virtual Production Market
8.2.1 UK Virtual Production Market by Component
8.2.2 UK Virtual Production Market by Type
8.2.3 UK Virtual Production Market by End User
8.3 France Virtual Production Market
8.3.1 France Virtual Production Market by Component
8.3.2 France Virtual Production Market by Type
8.3.3 France Virtual Production Market by End User
8.4 Russia Virtual Production Market
8.4.1 Russia Virtual Production Market by Component
8.4.2 Russia Virtual Production Market by Type
8.4.3 Russia Virtual Production Market by End User
8.5 Spain Virtual Production Market
8.5.1 Spain Virtual Production Market by Component
8.5.2 Spain Virtual Production Market by Type
8.5.3 Spain Virtual Production Market by End User
8.6 Italy Virtual Production Market
8.6.1 Italy Virtual Production Market by Component
8.6.2 Italy Virtual Production Market by Type
8.6.3 Italy Virtual Production Market by End User
8.7 Rest of Europe Virtual Production Market
8.7.1 Rest of Europe Virtual Production Market by Component
8.7.2 Rest of Europe Virtual Production Market by Type
8.7.3 Rest of Europe Virtual Production Market by End User
Chapter 9. Company Profiles
9.1 Adobe, Inc.
9.1.1 Company Overview
9.1.2 Financial Analysis
9.1.3 Segmental and Regional Analysis
9.1.4 Research & Development Expense
9.1.5 Recent strategies and developments:
9.1.5.1 Partnerships, Collaborations, and Agreements:
9.1.5.2 Product Launches and Product Expansions:
9.1.6 SWOT Analysis
9.2 Autodesk, Inc.
9.2.1 Company Overview
9.2.2 Financial Analysis
9.2.3 Regional Analysis
9.2.4 Research & Development Expenses
9.2.5 Recent strategies and developments:
9.2.5.1 Product Launches and Product Expansions:
9.2.5.2 Acquisition and Mergers:
9.2.6 SWOT Analysis
9.3 HTC Corporation
9.3.1 Company Overview
9.3.2 Financial Analysis
9.3.3 Research & Development Expenses
9.3.4 Recent strategies and developments:
9.3.4.1 Partnerships, Collaborations, and Agreements:
9.3.4.2 Product Launches and Product Expansions:
9.3.5 SWOT Analysis
9.4 NVIDIA Corporation
9.4.1 Company Overview
9.4.2 Financial Analysis
9.4.3 Segmental and Regional Analysis
9.4.4 Research & Development Expenses
9.4.5 Recent strategies and developments:
9.4.5.1 Product Launches and Product Expansions:
9.4.6 SWOT Analysis
9.5 Epic Games, Inc.
9.5.1 Company Overview
9.5.2 Recent strategies and developments:
9.5.2.1 Partnerships, Collaborations, and Agreements:
9.5.2.2 Product Launches and Product Expansions:
9.5.2.3 Acquisition and Mergers:
9.5.3 SWOT Analysis
9.6 360Rize
9.6.1 Company Overview
9.7 Arashi Vision, Inc. (Insta360)
9.7.1 Company Overview
9.8 HumanEyes Technologies, Ltd. (Vuze Camera)
9.8.1 Company Overview
9.9 Mo-Sys Engineering, Ltd.
9.9.1 Company Overview
9.9.2 Recent strategies and developments:
9.9.2.1 Partnerships, Collaborations, and Agreements:
9.9.2.2 Product Launches and Product Expansions:
9.10. Boris FX, Inc.
9.10.1 Company Overview
9.10.2 Recent strategies and developments:
9.10.2.1 Acquisition and Mergers:

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