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Report

Japan Visual Effects Market

Market Report I 2024-08-01 I 97 Pages I Data Bridge Market Research

Japan visual effects market is expected to reach USD 6.04 billion by 2031 from USD 2.78 billion in 2023, growing at a CAGR of 10.4% during the forecast period of 2024 to 2031.
Market Segmentation:
Japan Visual Effects Market, By Offering (Software and Services), Operating System (Windows, MAC OS, Linux, and Others), Deployment Mode (On-Premises and Cloud), Organization Size (Large Organization Size and Small & Medium Organization Size), Effects (Digital Compositing, Matte Painting, Prosthetics Makeup, Stop Motion Animation, and Bullet Time), Application (Movies, Television, Gaming, Advertising, and Others), Country (Japan) - Industry Trends and Forecast to 2031
Overview of Japan Visual Effects Market Dynamics:
Driver
- The increasing demand for visual effects in entertainment industry
Restraint
- High initial investment required for VFX technology
Opportunity
- The integration of VFX with Artificial Intelligence (AI) and Machine Learning (ML)
Market Players:
The key market players operating in the Japan visual effects market are listed below:
- Adobe
- PIXAR
- Framestore
- Industrial Light & magic
- Autodesk Inc.
- Blackmagic Design Pty. Ltd.
- Company 3


1 INTRODUCTION 12
1.1 OBJECTIVES OF THE STUDY 12
1.2 MARKET DEFINITION 12
1.3 OVERVIEW OF INDIA & JAPAN VISUAL EFFECTS MARKET 12
1.4 CURRENCY AND PRICING 14
1.5 LIMITATIONS 14
1.6 MARKETS COVERED 14
2 MARKET SEGMENTATION 16
2.1 MARKETS COVERED 16
2.2 GEOGRAPHICAL SCOPE 17
2.3 YEARS CONSIDERED FOR THE STUDY 17
2.4 DBMR TRIPOD DATA VALIDATION MODEL 18
2.5 PRIMARY INTERVIEWS WITH KEY OPINION LEADERS 22
2.6 DBMR MARKET POSITION GRID 23
2.7 MARKET INDUSTRY APPLICATION COVERAGE GRID 25
2.8 MARKET INDUSTRY APPLICATION COVERAGE GRID 26
2.9 MULTIVARIATE MODELING 27
2.10 OFFERING TIMELINE CURVE 28
2.11 OFFERING TIMELINE CURVE 28
2.12 SECONDARY SOURCES 29
2.13 ASSUMPTIONS 29
3 EXECUTIVE SUMMARY 30
4 MARKET OVERVIEW 36
4.1 DRIVERS 38
4.1.1 THE INCREASING DEMAND FOR VISUAL EFFECTS IN ENTERTAINMENT INDUSTRY 38
4.1.2 THE RISE IN OTT PLATFORMS 39
4.1.3 THE GROWING DEMAND FOR VIRTUAL REALITY (VR) AND AUGMENTED REALITY (AR) 40
4.1.4 INCREASED USE OF VFX IN LIVE EVENTS, THEME PARKS, AND MARKETING 40
4.2 RESTRAINT 41
4.2.1 HIGH INITIAL INVESTMENT REQUIRED FOR VFX TECHNOLOGY 41
4.3 OPPORTUNITIES 42
4.3.1 THE INTEGRATION OF VFX WITH ARTIFICIAL INTELLIGENCE (AI) AND MACHINE LEARNING (ML) 42
4.3.2 ADOPTION OF VFX IN HEALTHCARE SECTOR 43
4.3.3 INCREASING OPPORTUNITIES IN THE GAMING INDUSTRY FOR 3D GAMING 44
4.4 CHALLENGES 44
4.4.1 CONSTANT NEED FOR INVESTMENT IN NEW SOFTWARE AND HARDWARE 44
4.4.2 REGULATORY REQUIREMENTS FOR VISUAL EFFECTS 45
5 JAPAN VISUAL EFFECTS MARKET, BY OFFERING 47
5.1 OVERVIEW 48
5.2 SOFTWARE 49
5.3 SERVICES 49
5.3.1 SERVICES, BY TYPE 49
5.3.1.1 PROFESSIONAL SERVICES 50
5.3.1.1.1 PROFESSIONAL SERVICES, BY TYPE 50
5.3.1.1.1.1 IMPLEMENTATION & INTEGRATION 50
5.3.1.1.1.2 SUPPORT & MAINTENANCE 50
5.3.1.1.1.3 CONSULTING 50
5.3.1.2 MANAGED SERVICES 50
6 JAPAN VISUAL EFFECTS MARKET, BY OPERATING SYSTEM 51
6.1 OVERVIEW 52
6.2 WINDOWS 53
6.3 MAC OS 53
6.4 LINUX 53
6.5 OTHERS 53
7 JAPAN VISUAL EFFECTS MARKET, BY DEPLOYMENT MODE 54
7.1 OVERVIEW 55
7.2 ON-PREMISES 56
7.3 CLOUD 56
8 JAPAN VISUAL EFFECTS MARKET, BY ORGANIZATION SIZE 57
8.1 OVERVIEW 58
8.2 LARGE ORGANIZATION SIZE 59
8.2.1 LARGE ORGANIZATION SIZE, BY TYPE 59
8.2.1.1 ON-PREMISES 59
8.2.1.2 CLOUD 59
8.3 SMALL & MEDIUM ORGANIZATION SIZE 60
8.3.1.1 SMALL & MEDIUM ORGANIZATION SIZE, BY TYPE 60
8.3.1.2 ON-PREMISES 60
8.3.1.3 CLOUD 60
9 JAPAN VISUAL EFFECTS MARKET, BY EFFECTS 61
9.1 OVERVIEW 62
9.2 DIGITAL COMPOSITING 63
9.3 MATTE PAINTING 63
9.4 PROSTHETICS MAKEUP 63
9.5 STOP MOTION ANIMATION 63
9.6 BULLET TIME 63
10 JAPAN VISUAL EFFECTS MARKET, BY APPLICATION 64
10.1 OVERVIEW 65
10.2 MOVIES 66
10.2.1 MOVIES, BY OFFERING 66
10.2.1.1 SOFTWARE 66
10.2.1.2 SERVICES 66
10.3 TELEVISION 67
10.3.1 TELEVISION, BY OFFERING 67
10.3.1.1 SOFTWARE 67
10.3.1.2 SERVICES 67
10.4 GAMING 67
10.4.1 GAMING, BY OFFERING 67
10.4.1.1 SOFTWARE 67
10.4.1.2 SERVICES 67
10.5 ADVERTISING 68
10.5.1 ADVERTISING, BY OFFERING 68
10.5.1.1 SOFTWARE 68
10.5.1.2 SERVICES 68
10.6 OTHERS 68
10.6.1.1 OTHERS, BY OFFERING 68
10.6.1.2 SOFTWARE 68
10.6.1.3 SERVICES 69
11 INDIA VISUAL EFFECTS MARKET, BY OFFERING 70
11.1 OVERVIEW 71
11.2 SOFTWARE 72
11.3 SERVICES 72
11.3.1 SERVICES, BY TYPE 72
11.3.1.1 PROFESSIONAL SERVICES 73
11.3.1.1.1 PROFESSIONAL SERVICES, BY TYPE 73
11.3.1.1.1.1 IMPLEMENTATION & INTEGRATION 73
11.3.1.1.1.2 SUPPORT & MAINTENANCE 73
11.3.1.1.1.3 CONSULTING 73
11.3.1.2 MANAGED SERVICES 73
12 INDIA VISUAL EFFECTS MARKET, BY OPERATING SYSTEM 74
12.1 OVERVIEW 75
12.2 WINDOWS 76
12.3 MAC OS 76
12.4 LINUX 76
12.5 OTHERS 76
13 INDIA VISUAL EFFECTS MARKET, BY DEPLOYMENT MODE 77
13.1 OVERVIEW 78
13.2 ON-PREMISES 79
13.3 CLOUD 79
14 INDIA VISUAL EFFECTS MARKET, BY ORGANIZATION SIZE 80
14.1 OVERVIEW 81
14.2 LARGE ORGANIZATION SIZE 82
14.2.1 LARGE ORGANIZATION SIZE, BY TYPE 82
14.2.1.1 ON-PREMISES 82
14.2.1.2 CLOUD 82
14.3 SMALL & MEDIUM ORGANIZATION SIZE 83
14.3.1 SMALL & MEDIUM ORGANIZATION SIZE, BY TYPE 83
14.3.1.1 ON-PREMISES 83
14.3.1.2 CLOUD 83
15 INDIA VISUAL EFFECTS MARKET, BY EFFECTS 84
15.1 OVERVIEW 85
15.2 DIGITAL COMPOSITING 86
15.3 MATTE PAINTING 86
15.4 PROSTHETICS MAKEUP 86
15.5 STOP MOTION ANIMATION 86
15.6 BULLET TIME 86
16 INDIA VISUAL EFFECTS MARKET, BY APPLICATION 87
16.1 OVERVIEW 88
16.2 MOVIES 89
16.2.1 MOVIES, BY OFFERING 89
16.2.1.1 SOFTWARE 89
16.2.1.2 SERVICES 89
16.3 TELEVISION 90
16.3.1 TELEVISION, BY OFFERING 90
16.3.1.1 SOFTWARE 90
16.3.1.2 SERVICES 90
16.4 GAMING 90
16.4.1 GAMING, BY OFFERING 90
16.4.1.1 SOFTWARE 90
16.4.1.2 SERVICES 90
16.5 ADVERTISING 91
16.5.1 ADVERTISING, BY OFFERING 91
16.5.1.1 SOFTWARE 91
16.5.1.2 SERVICES 91
16.6 OTHERS 91
16.6.1 OTHERS, BY OFFERING 91
16.6.1.1 SOFTWARE 91
16.6.1.2 SERVICES 91
17 INDIA & JAPAN VISUAL EFFECTS MARKET: COMPANY LANDSCAPE 92
17.1 COMPANY SHARE ANALYSIS: JAPAN 92
17.2 COMPANY SHARE ANALYSIS: INDIA 93
18 QUESTIONNAIRE 94
19 RELATED REPORTS 97

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