Market Overview:
The global visual computing market is expected to grow from USD XX million in 2018 to USD XX million by 2030, at a CAGR of X%. The growth of the market can be attributed to the increasing demand for advanced visualization and simulation technologies across different industries. The on-premises segment is expected to hold the largest share of the global visual computing market during the forecast period. However, the cloud segment is projected to grow at a higher CAGR during the forecast period. The gaming application segment is expected to hold the largest share ofthe global visual computing market in 2018. This growth can be attributedto an increase in demand for high-quality graphics and immersive gaming experiences among gamers worldwide.
Product Definition:
Visual Computing is the use of computers to create, analyze, and interpret digital images. The field has exploded in recent years with the advent of powerful graphics processors and new software tools. Visual computing is used in a wide range of applications, including scientific research, medical diagnosis, design and manufacturing, education, advertising and entertainment.
On-premises:
On-premises software is installed and used directly by the end-users from the vendor's site. The advantage of this software is that it has full access to all systems and data, which can be convenient for large organizations with complicated IT environments. However, due to its high cost compared to cloud solutions, on-premises solutions are expected to witness slow growth over the forecast period.
Cloud:
Cloud is a collection of remote servers that are connected by a network and provides shared resources. It helps in storing large amounts of data remotely which can be accessed from any place or device. Cloud computing is the utilization of cloud for carrying out various computing tasks. The technology enables users to store information on digital storage media, thereby eliminating the need for users to manage physical devices or systems resulting in cost reduction and increased efficiency.
Application Insights:
The gaming segment dominated the global market in terms of revenue and is expected to continue its dominance over the forecast period. The growth can be attributed to increasing demand for advanced technology, such as virtual reality (VR), augmented reality (AR), and Mixed Reality (MR) that provide a realistic experience. Furthermore, rising adoption of these technologies by leading game developers to develop new games is also contributing toward segment growth. For instance, Electronic Arts Inc., one of the world's largest video game companies has developed several games using VR technology such as Battlefield 1 & 2, Need for Speed 2016 with MR support, FIFA 17 with AR support among others.
The media and entertainment segment accounted for more than 15% share in 2017 owing to growing usage across various industries including film production/distribution, advertising/marketing agencies etc.
Regional Analysis:
North America dominated the global market in 2017. The growth can be attributed to the presence of major players, such as NVIDIA Corporation; Microsoft Corporation; Dell EMC PowerEdge and Dell servers; Hewlett Packard Enterprise, Arista Networks, Inc.; Cisco Systems, Inc.; and Nutanix Technologies Pvt. Ltd., in this region. Moreover rising demand for high-performance computing platforms along with rapid technological advancements are expected to drive regional growth over the forecast period.
Asia Pacific is anticipated to witness significant growth over the next eight years owing to increasing investments by various governments in developing countries like China.
Growth Factors:
- Increasing demand for enhanced user experience and visualization across industries
- Proliferation of big data and the need for advanced analytics and data-driven decision making
- Growing demand for virtual reality (VR) and augmented reality (AR) applications in gaming, education, healthcare, retail, etc.
- Rapid expansion of the Internet of Things (IoT) market and the need for real-time data analysis and visualization
- Development of new technologies such as artificial intelligence (AI), machine learning, etc., that can help improve visual computing performance
Scope Of The Report
Report Attributes
Report Details
Report Title
Visual Computing Market Research Report
By Type
On-premises, Cloud
By Application
Gaming, Media and Entertainment, Healthcare, Automotive, Manufacturing, Defense and Intelligence, Others
By Companies
Nvidia, Intel, Advanced Micro Devices, ARM, Imagination Technologies, Matrox, Cubix, Softkinetic
Regions Covered
North America, Europe, APAC, Latin America, MEA
Base Year
2021
Historical Year
2019 to 2020 (Data from 2010 can be provided as per availability)
Forecast Year
2030
Number of Pages
120
Number of Tables & Figures
84
Customization Available
Yes, the report can be customized as per your need.
Global Visual Computing Market Report Segments:
The global Visual Computing market is segmented on the basis of:
Types
On-premises, Cloud
The product segment provides information about the market share of each product and the respective CAGR during the forecast period. It lays out information about the product pricing parameters, trends, and profits that provides in-depth insights of the market. Furthermore, it discusses latest product developments & innovation in the market.
Applications
Gaming, Media and Entertainment, Healthcare, Automotive, Manufacturing, Defense and Intelligence, Others
The application segment fragments various applications of the product and provides information on the market share and growth rate of each application segment. It discusses the potential future applications of the products and driving and restraining factors of each application segment.
Some of the companies that are profiled in this report are:
- Nvidia
- Intel
- Advanced Micro Devices
- ARM
- Imagination Technologies
- Matrox
- Cubix
- Softkinetic
Highlights of The Visual Computing Market Report:
- The market structure and projections for the coming years.
- Drivers, restraints, opportunities, and current trends of market.
- Historical data and forecast.
- Estimations for the forecast period 2030.
- Developments and trends in the market.
- By Type:
- On-premises
- Cloud
- By Application:
- Gaming
- Media and Entertainment
- Healthcare
- Automotive
- Manufacturing
- Defense and Intelligence
- Others
- Market scenario by region, sub-region, and country.
- Market share of the market players, company profiles, product specifications, SWOT analysis, and competitive landscape.
- Analysis regarding upstream raw materials, downstream demand, and current market dynamics.
- Government Policies, Macro & Micro economic factors are also included in the report.
We have studied the Visual Computing Market in 360 degrees via. both primary & secondary research methodologies. This helped us in building an understanding of the current market dynamics, supply-demand gap, pricing trends, product preferences, consumer patterns & so on. The findings were further validated through primary research with industry experts & opinion leaders across countries. The data is further compiled & validated through various market estimation & data validation methodologies. Further, we also have our in-house data forecasting model to predict market growth up to 2030.
Regional Analysis
- North America
- Europe
- Asia Pacific
- Middle East & Africa
- Latin America
Note: A country of choice can be added in the report at no extra cost. If more than one country needs to be added, the research quote will vary accordingly.
The geographical analysis part of the report provides information about the product sales in terms of volume and revenue in regions. It lays out potential opportunities for the new entrants, emerging players, and major players in the region. The regional analysis is done after considering the socio-economic factors and government regulations of the countries in the regions.
How you may use our products:
- Correctly Positioning New Products
- Market Entry Strategies
- Business Expansion Strategies
- Consumer Insights
- Understanding Competition Scenario
- Product & Brand Management
- Channel & Customer Management
- Identifying Appropriate Advertising Appeals
8 Reasons to Buy This Report
- Includes a Chapter on the Impact of COVID-19 Pandemic On the Market
- Report Prepared After Conducting Interviews with Industry Experts & Top Designates of the Companies in the Market
- Implemented Robust Methodology to Prepare the Report
- Includes Graphs, Statistics, Flowcharts, and Infographics to Save Time
- Industry Growth Insights Provides 24/5 Assistance Regarding the Doubts in the Report
- Provides Information About the Top-winning Strategies Implemented by Industry Players.
- In-depth Insights On the Market Drivers, Restraints, Opportunities, and Threats
- Customization of the Report Available
Frequently Asked Questions?
Visual computing is a field of computer science that deals with the design, representation, manipulation and analysis of graphical information.
Some of the key players operating in the visual computing market are Nvidia, Intel, Advanced Micro Devices, ARM, Imagination Technologies, Matrox, Cubix, Softkinetic.
Chapter 1 Executive Summary
Chapter 2 Assumptions and Acronyms Used
Chapter 3 Research Methodology
Chapter 4 Visual Computing Market Overview 4.1 Introduction 4.1.1 Market Taxonomy 4.1.2 Market Definition 4.1.3 Macro-Economic Factors Impacting the Market Growth 4.2 Visual Computing Market Dynamics 4.2.1 Market Drivers 4.2.2 Market Restraints 4.2.3 Market Opportunity 4.3 Visual Computing Market - Supply Chain Analysis 4.3.1 List of Key Suppliers 4.3.2 List of Key Distributors 4.3.3 List of Key Consumers 4.4 Key Forces Shaping the Visual Computing Market 4.4.1 Bargaining Power of Suppliers 4.4.2 Bargaining Power of Buyers 4.4.3 Threat of Substitution 4.4.4 Threat of New Entrants 4.4.5 Competitive Rivalry 4.5 Global Visual Computing Market Size & Forecast, 2018-2028 4.5.1 Visual Computing Market Size and Y-o-Y Growth 4.5.2 Visual Computing Market Absolute $ Opportunity
Chapter 5 Global Visual Computing Market Analysis and Forecast by Type
5.1 Introduction
5.1.1 Key Market Trends & Growth Opportunities by Type
5.1.2 Basis Point Share (BPS) Analysis by Type
5.1.3 Absolute $ Opportunity Assessment by Type
5.2 Visual Computing Market Size Forecast by Type
5.2.1 On-premises
5.2.2 Cloud
5.3 Market Attractiveness Analysis by Type
Chapter 6 Global Visual Computing Market Analysis and Forecast by Applications
6.1 Introduction
6.1.1 Key Market Trends & Growth Opportunities by Applications
6.1.2 Basis Point Share (BPS) Analysis by Applications
6.1.3 Absolute $ Opportunity Assessment by Applications
6.2 Visual Computing Market Size Forecast by Applications
6.2.1 Gaming
6.2.2 Media and Entertainment
6.2.3 Healthcare
6.2.4 Automotive
6.2.5 Manufacturing
6.2.6 Defense and Intelligence
6.2.7 Others
6.3 Market Attractiveness Analysis by Applications
Chapter 7 Global Visual Computing Market Analysis and Forecast by Region
7.1 Introduction
7.1.1 Key Market Trends & Growth Opportunities by Region
7.1.2 Basis Point Share (BPS) Analysis by Region
7.1.3 Absolute $ Opportunity Assessment by Region
7.2 Visual Computing Market Size Forecast by Region
7.2.1 North America
7.2.2 Europe
7.2.3 Asia Pacific
7.2.4 Latin America
7.2.5 Middle East & Africa (MEA)
7.3 Market Attractiveness Analysis by Region
Chapter 8 Coronavirus Disease (COVID-19) Impact
8.1 Introduction
8.2 Current & Future Impact Analysis
8.3 Economic Impact Analysis
8.4 Government Policies
8.5 Investment Scenario
Chapter 9 North America Visual Computing Analysis and Forecast
9.1 Introduction
9.2 North America Visual Computing Market Size Forecast by Country
9.2.1 U.S.
9.2.2 Canada
9.3 Basis Point Share (BPS) Analysis by Country
9.4 Absolute $ Opportunity Assessment by Country
9.5 Market Attractiveness Analysis by Country
9.6 North America Visual Computing Market Size Forecast by Type
9.6.1 On-premises
9.6.2 Cloud
9.7 Basis Point Share (BPS) Analysis by Type
9.8 Absolute $ Opportunity Assessment by Type
9.9 Market Attractiveness Analysis by Type
9.10 North America Visual Computing Market Size Forecast by Applications
9.10.1 Gaming
9.10.2 Media and Entertainment
9.10.3 Healthcare
9.10.4 Automotive
9.10.5 Manufacturing
9.10.6 Defense and Intelligence
9.10.7 Others
9.11 Basis Point Share (BPS) Analysis by Applications
9.12 Absolute $ Opportunity Assessment by Applications
9.13 Market Attractiveness Analysis by Applications
Chapter 10 Europe Visual Computing Analysis and Forecast
10.1 Introduction
10.2 Europe Visual Computing Market Size Forecast by Country
10.2.1 Germany
10.2.2 France
10.2.3 Italy
10.2.4 U.K.
10.2.5 Spain
10.2.6 Russia
10.2.7 Rest of Europe
10.3 Basis Point Share (BPS) Analysis by Country
10.4 Absolute $ Opportunity Assessment by Country
10.5 Market Attractiveness Analysis by Country
10.6 Europe Visual Computing Market Size Forecast by Type
10.6.1 On-premises
10.6.2 Cloud
10.7 Basis Point Share (BPS) Analysis by Type
10.8 Absolute $ Opportunity Assessment by Type
10.9 Market Attractiveness Analysis by Type
10.10 Europe Visual Computing Market Size Forecast by Applications
10.10.1 Gaming
10.10.2 Media and Entertainment
10.10.3 Healthcare
10.10.4 Automotive
10.10.5 Manufacturing
10.10.6 Defense and Intelligence
10.10.7 Others
10.11 Basis Point Share (BPS) Analysis by Applications
10.12 Absolute $ Opportunity Assessment by Applications
10.13 Market Attractiveness Analysis by Applications
Chapter 11 Asia Pacific Visual Computing Analysis and Forecast
11.1 Introduction
11.2 Asia Pacific Visual Computing Market Size Forecast by Country
11.2.1 China
11.2.2 Japan
11.2.3 South Korea
11.2.4 India
11.2.5 Australia
11.2.6 South East Asia (SEA)
11.2.7 Rest of Asia Pacific (APAC)
11.3 Basis Point Share (BPS) Analysis by Country
11.4 Absolute $ Opportunity Assessment by Country
11.5 Market Attractiveness Analysis by Country
11.6 Asia Pacific Visual Computing Market Size Forecast by Type
11.6.1 On-premises
11.6.2 Cloud
11.7 Basis Point Share (BPS) Analysis by Type
11.8 Absolute $ Opportunity Assessment by Type
11.9 Market Attractiveness Analysis by Type
11.10 Asia Pacific Visual Computing Market Size Forecast by Applications
11.10.1 Gaming
11.10.2 Media and Entertainment
11.10.3 Healthcare
11.10.4 Automotive
11.10.5 Manufacturing
11.10.6 Defense and Intelligence
11.10.7 Others
11.11 Basis Point Share (BPS) Analysis by Applications
11.12 Absolute $ Opportunity Assessment by Applications
11.13 Market Attractiveness Analysis by Applications
Chapter 12 Latin America Visual Computing Analysis and Forecast
12.1 Introduction
12.2 Latin America Visual Computing Market Size Forecast by Country
12.2.1 Brazil
12.2.2 Mexico
12.2.3 Rest of Latin America (LATAM)
12.3 Basis Point Share (BPS) Analysis by Country
12.4 Absolute $ Opportunity Assessment by Country
12.5 Market Attractiveness Analysis by Country
12.6 Latin America Visual Computing Market Size Forecast by Type
12.6.1 On-premises
12.6.2 Cloud
12.7 Basis Point Share (BPS) Analysis by Type
12.8 Absolute $ Opportunity Assessment by Type
12.9 Market Attractiveness Analysis by Type
12.10 Latin America Visual Computing Market Size Forecast by Applications
12.10.1 Gaming
12.10.2 Media and Entertainment
12.10.3 Healthcare
12.10.4 Automotive
12.10.5 Manufacturing
12.10.6 Defense and Intelligence
12.10.7 Others
12.11 Basis Point Share (BPS) Analysis by Applications
12.12 Absolute $ Opportunity Assessment by Applications
12.13 Market Attractiveness Analysis by Applications
Chapter 13 Middle East & Africa (MEA) Visual Computing Analysis and Forecast
13.1 Introduction
13.2 Middle East & Africa (MEA) Visual Computing Market Size Forecast by Country
13.2.1 Saudi Arabia
13.2.2 South Africa
13.2.3 UAE
13.2.4 Rest of Middle East & Africa (MEA)
13.3 Basis Point Share (BPS) Analysis by Country
13.4 Absolute $ Opportunity Assessment by Country
13.5 Market Attractiveness Analysis by Country
13.6 Middle East & Africa (MEA) Visual Computing Market Size Forecast by Type
13.6.1 On-premises
13.6.2 Cloud
13.7 Basis Point Share (BPS) Analysis by Type
13.8 Absolute $ Opportunity Assessment by Type
13.9 Market Attractiveness Analysis by Type
13.10 Middle East & Africa (MEA) Visual Computing Market Size Forecast by Applications
13.10.1 Gaming
13.10.2 Media and Entertainment
13.10.3 Healthcare
13.10.4 Automotive
13.10.5 Manufacturing
13.10.6 Defense and Intelligence
13.10.7 Others
13.11 Basis Point Share (BPS) Analysis by Applications
13.12 Absolute $ Opportunity Assessment by Applications
13.13 Market Attractiveness Analysis by Applications
Chapter 14 Competition Landscape
14.1 Visual Computing Market: Competitive Dashboard
14.2 Global Visual Computing Market: Market Share Analysis, 2019
14.3 Company Profiles (Details – Overview, Financials, Developments, Strategy)
14.3.1 Nvidia
14.3.2 Intel
14.3.3 Advanced Micro Devices
14.3.4 ARM
14.3.5 Imagination Technologies
14.3.6 Matrox
14.3.7 Cubix
14.3.8 Softkinetic