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3D Motion Capture Demand to Remain Strong among Gaming and Film Production & Advertising Professionals
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The approximately US$ 200 million market for 3D motion capture technology is set to witness strong growth over the forthcoming years. Up from the revenues attained in 2018, the 3D motion capture market is likely to see more than 13% Y-o-Y growth in 2019. As depicted in a new study, over 40% of overall demand for 3D motion capture will be accounted by hardware, followed by software.
While increasing availability of low-cost 3D motion capture systems with limited free accessible software is likely to further push demand for 3D motion capture software in the market, the report also points to robust growth outlook for 3D motion capture technology services in forthcoming years. Driven by high-accuracy delivery, sales of optical 3D capture systems will remain dominant over non-optical 3D motion capture systems, according to the study.
Media & Entertainment Generates 1/5th of Total Demand
3D motion capture systems offer easier real-time implementation of the captured data for further creating and animating multiple models and characters. As a result, the application of 3D motion capture technology in the media and entertainment industry accounts for an approximate share of over 20% in the total revenues. The report opines that film production, advertising, and gaming are emerging as the most profitable applications of 3D motion capture, and hold a sizable share of almost 70% in the market value contribution of the media and entertainment industry.
Further, 3D motion capture technology also continues to find prominent application in the medical industry and biomedical research, particularly, in research in the fields of psychology, neurology, rehabilitation, and posture analysis. While adoption of 3D motion capture technology will also prevail at a high pace in the industrial and engineering design areas, the report suggests that adoption will be particularly high for military training applications.
Unlike other frame-by-frame animation methods, the 3D motion capture technology is associated with a thorough interpretation of the actor’s movements, at considerably reduced costs. The data volume generated by the 3D motion capture process is significantly large when compared to other animation technologies, which facilitates the generation of effective animations – especially for film producers and game developers for the procurement of the efficient 3D motion capture equipment.
However, 3D motion capture technology can only be used to record and animate motion that follows the laws of physics. Moreover, 3D motion capture systems require specific space dimensions, which vary as per the magnetic interference and the angle of the camera. For small-sized production companies, the heavy equipment costs, along with the added cost of professionals required for efficient operations, constitute a major challenge. According to analysis, this is a significant factor likely to restrict the growth of 3D motion capture market during the forecast period.
Media & Entertainment Industry’s Headway in Asian Economies to Favor Market
Advancements in the media and entertainment industry have revolutionized the adoption of 3D motion capture components in various developed as well as developing regions. To keep up with the growing demand for efficient animation equipment in the South Asia, East Asia, and MEA regions, several 3D motion capture platform providers have started investing heavily in these regions. Established as well as growing 3D motion capture platform providers are highly likely to remain focused on business expansion across untapped developing countries.
Moreover, 3D motion capture system vendors are offering 3D motion capture equipment that has the ability to track complete three-dimensional measurements via a single camera. Such 3D motion capture equipment offers extreme accuracy and is capable of detecting ankle, knee, and hip rotations in all three planes. These 3D motion capture systems are being used in kinesiology research and biomechanics to enhance performance in athletes, determine the source of balance issues in chemotherapy patients, and identify risks of injury in the workplace.
In line with the technological upgrades within the biomechanical research and medical industries in developing Asian markets, the South Asian and East Asian regions are creating new business models for 3D motion capture platform providers. Some of the key players in 3D motion capture market are also focusing on increasing their market shares through strategic partnerships and joint ventures with regional players. On the other side, some of the key companies are opting for strategic M&A for forming up the global market presence.
The report has profiled some of the prominent companies actively competing in the global 3D motion capture market landscape, including Rokoko, IKINEMA, Tracklab (Organic Motion), Noitom Ltd., OptiTrack (NaturalPoint, Inc.), Codamotion, Motion Analysis, Qualisys AB, PTI Phoenix Technologies Inc., Vicon Motion Systems Ltd, and Xsens.
These insights are based on a report 3D Motion Capture Market by Future Market Insights
Source: Latest News on European Gaming Media Network
This is a Syndicated News piece. Photo credits or photo sources can be found on the source article: 3D Motion Capture Demand to Remain Strong among Gaming and Film Production & Advertising Professionals

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Shaden Dre Shabalala (Captain of the MSSA Protea Esports Team for MLBB) will lead his brave, and dedicated, team against Madagascar on 23 July 2025 at 19H00)
With the South African Protea Esports Team for the Mobile Legends Bang Bang title having laid waste to all its opponents in its group (Namibia and Congo), the Proteas now have to do battle against Madagascar.
Madagascar has also won all its matches in its group having beaten both Mauritius and Zimbabwe.
Thus to see which country earns its place to represent Southern Africa at the prestigious IESF World Esports Championships – WEC25 – the two titans will meet on the field of battle.
The winner of this clash on 23 July 2025 will see only one country emerge to represent Southern Africa at IESF’s WEC25.
Thus, there is much at stake, honour, prestige, and a nation’s pride!
The match is a thrilling best-of-five games in which, all MSSA is confident that the Proteas will emerge victorious!
As usual the dedicated team from Waylander Gaming will stream the match on https://youtube.com/@waylander_gaming at 19H00.
The battle hardened veteran team of Protea athletes for the Mobile Legends Bang Bang esports title are:
Name | Club | Nick | Province |
Shaden Dre Shabalala (Capt.) | King of the Hill | SUPER Shady | Gauteng |
Mogamat Junaid Ismail | King of the Hill | JụjuMC.♡ | Western Cape |
Slindokuhle Ndlovu | King of the Hill | lindo | Gauteng |
Umer Ali Khan | King of the Hill | VeloTzy. | Gauteng |
Schalk Rademeyer | Paradox | SUPER Light | Eastern Cape |
The post Shaden Dre Shabalala (Captain of the MSSA Protea Esports Team for MLBB) will lead his brave, and dedicated, team against Madagascar on 23 July 2025 at 19H00) appeared first on European Gaming Industry News.
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Comic Con India and IICT Sign MoU to Advance Talent Development in the AVGC-XR Sector
In a move that bridges academia and the creative industries, Comic Con India and the Indian Institute of Creative Technologies (IICT) have signed a Memorandum of Understanding (MoU) to collaborate on initiatives across animation, gaming, comics, and extended reality (AVGC-XR). The agreement was signed by Ashish Kulkarni, Board Member, IICT, and Shefali Johnson, CEO of Comic Con India, during the inauguration of the IICT-NFDC Campus and the release of the WAVES Outcome Report in Mumbai.
The event was attended by senior government leaders including Shri Devendra Fadnavis, Honourable Chief Minister of Maharashtra; Shri Ashwini Vaishnaw, Honourable Minister for Railways, Information & Broadcasting, and Electronics & Information Technology, Government of India; and Shri Sanjay Jaju, Secretary, Ministry of Information & Broadcasting, Government of India.
Comic Con India is the country’s premier pop culture celebration and the largest platform for fans and creators of comics, gaming, animation, cosplay, movies, and all things geek culture. Since its inception, it has become a cultural phenomenon, bringing together millions of fans through annual events across multiple cities.Now part of NODWIN Gaming’s growing portfolio of youth-focused IPs, Comic Con India continues to champion original content and homegrown talent, playing a pivotal role in shaping India’s pop culture landscape and providing young creators with a vibrant stage to showcase their work.
IICT, a National Centre of Excellence exclusively dedicated to the AVGC-XR sector, was announced in May 2025 by the Ministry of Information and Broadcasting in collaboration with industry bodies FICCI and CII.
Positioned to be a game-changer for India’s creative industries, IICT is envisioned to follow the successful model of India’s prestigious IITs and IIMs, offering world-class education, training, and industry exposure to aspiring students.
This strategic partnership brings together Comic Con India’s legacy of building fan-first platforms for creators with IICT’s national mandate to foster next-generation talent across creative disciplines. The collaboration aims to offer students immersive opportunities to showcase their work, engage with industry leaders, and participate in real-world creative environments.
Key highlights of the MoU include:
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Student engagement at Comic Con India events, with a dedicated IICT Creative Showcase zone
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Masterclasses and guest lectures by industry professionals from the comics, gaming, animation, and XR fields
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Hackathons, design jams, and content showcases to promote original IP development
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Internships and behind-the-scenes learning opportunities for IICT students at Comic Con India
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Initiatives to grow India’s grassroots creator ecosystem, with a focus on youth, fan art, and indie content.
Shefali Johnson, CEO of Comic Con India, said, “We are proud to collaborate with IICT as part of the broader AVGC-XR vision for India, and we are excited about the positive impact this partnership will have in nurturing homegrown creative talent—especially in the field of comics. This collaboration is about creating meaningful pathways for IICT students to engage directly with the industry. Through Comic Con India, students will be able to gain valuable mentorship from leading creators and professionals, connect with the wider pop culture community, enhance their creative skills, and understand the commercial aspects of their craft. We also aim to contribute to building a curriculum that reflects the practical needs of the industry, ensuring students are fully prepared to step confidently into their professional careers.”
Ashish Kulkarni, Board Member, IICT, added, “Our goal is to make India a global hub for creative content creation & build the leadership through Indigenous Intellectual Property for AVGC-XR and Film making. I believe this partnership perfectly aligns with the government’s AVGC-XR vision of building a globally competitive talent pool, and it will pave the way for Indian creators to make their mark not just nationally but on the world stage. Together with Comic Con India, we look forward to building a vibrant pipeline of storytellers, innovators, creators, publishers, and cultural ambassadors from India, carving the pathways for Indigenous IPs using transmedia eco-system.”
According to the FX & Beyond: Shaping India’s AVGC Landscape report, India’s AVGC XR sector currently represents nearly 20% of the broader media and entertainment industry, with revenues expected to grow from around US $3.9 billion in 2023 to US $6.8 billion by 2026. The sector is projected to generate over 160,000 new jobs annually, building toward more than 2 million direct jobs by 2030.
The MoU reflects a shared commitment to nurturing talent, accelerating IP creation, and building a sustainable pipeline of skilled professionals in AVGC-XR fields. Specific programs and activations under the agreement will be announced in the coming months.
The post Comic Con India and IICT Sign MoU to Advance Talent Development in the AVGC-XR Sector appeared first on European Gaming Industry News.
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Midnite appoints Alex Henderson as VP of Compliance to drive commitment to ‘doing things right’
Fast-growing UK sportsbook and casino Midnite has further bolstered its team with the appointment of Alex Henderson as VP of Compliance.
Henderson joins Midnite with significant experience across compliance, regulatory affairs and operational risk within the gambling sector. He has worked with established operators, law enforcement agencies and advisory firms, bringing a balanced understanding of commercial and compliance challenges.
The addition of Henderson is the latest key addition for Midnite, after the appointment of Zach Amin as Vice-President of Sportsbook and Andrew Mook as Head of Brand Marketing – with both joining from Flutter.
Henderson’s role will involve overseeing regulatory compliance, enhancing internal processes, and supporting Midnite’s continued focus on safer gambling and operational integrity under its UK licence.
He said: “I’m genuinely excited to be joining Midnite at such an exciting time in our growth story. Everyone I’ve met so far has been welcoming and clearly driven by a real passion for what they’re building. There’s a strong sense of ambition matched by a real commitment to doing things right.”
Midnite’s sportsbook was launched in 2018 by Nick Wright and Daniel Qu, who previously created daily fantasy sports platform Dribble in partnership with Sky Bet. In April, Midnite announced an investment of about £7.7m to help fuel its growth ambitions. The company has subsequently secured high-profile sponsorship partnerships with the World Snooker Championship, Southampton Football Club and Sheffield United Football Club.
The brand is focused on disrupting the UK betting market, prioritising the player experience with a slick website and app and a brand platform designed to speak to a new generation of players.
Wright said: “We’re building Midnite to be the most exciting betting brand in the UK but also the most trusted and that means taking compliance seriously. Alex brings heavyweight experience and the mindset we value – sharp, pragmatic and unafraid to raise the bar. His appointment is in keeping the standards we expect and the culture we’re creating.”
The post Midnite appoints Alex Henderson as VP of Compliance to drive commitment to ‘doing things right’ appeared first on European Gaming Industry News.
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