Global Animation, VFX & Game Market 2024 by Company, Regions, Type and Application, Forecast to 2030

Global Animation, VFX & Game Market 2024 by Company, Regions, Type and Application, Forecast to 2030

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Published Date: 02 Jan 2024

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  • sp_icon1 sp_icon1_b Description
  • sp_icon2 sp_icon2_b Table of Contents
  • sp_icon3 sp_icon3_b Table of Figures
  • sp_icon4 sp_icon4_b Research Methodology
  • sp_icon1 sp_icon1_b Companies Mentioned
  • sp_icon1 sp_icon1_b Related Reports
  • sp_icon1 sp_icon1_b Product Tags
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Description

According to our (Global Info Research) latest study, the global Animation, VFX & Game market size was valued at USD 442960 million in 2023 and is forecast to a readjusted size of USD 543560 million by 2030 with a CAGR of 3.0% during review period.

Animation is the rapid display of static images in a way that creates the illusion of motion. Nowadays animation is used mostly in motion pictures and videos, plus some computer applications, such as moving icons, and in video games. Like photographic cinema, animated video usually incorporates sound for dialog, musical accompaniment, and other effects. But unlike photographic cinema, it can depict anything that the animation artist can imagine visually, and therefore it is especially useful for telling stories with fantasy elements that would be hard to stage in reality. Animation is also used to create special visual effects within movie productions that otherwise use traditional photographic methods.

China is the largest market with about 26% market share. United States is follower, accounting for about 22% market share.

The key players are Tencent, Sony, Activision Blizzard, Microsoft, Nintendo, Netease, Walt Disney Animation Studios, NBCUniversal, Warner Bros, Framestore, TOEI ANIMATION etc. Top 5 companies occupied about 13% market share.

The Global Info Research report includes an overview of the development of the Animation, VFX & Game industry chain, the market status of Anime (Animation & VFX, Game & VFX), Film (Animation & VFX, Game & VFX), and key enterprises in developed and developing market, and analysed the cutting-edge technology, patent, hot applications and market trends of Animation, VFX & Game.

Regionally, the report analyzes the Animation, VFX & Game markets in key regions. North America and Europe are experiencing steady growth, driven by government initiatives and increasing consumer awareness. Asia-Pacific, particularly China, leads the global Animation, VFX & Game market, with robust domestic demand, supportive policies, and a strong manufacturing base.

Key Features:
The report presents comprehensive understanding of the Animation, VFX & Game market. It provides a holistic view of the industry, as well as detailed insights into individual components and stakeholders. The report analysis market dynamics, trends, challenges, and opportunities within the Animation, VFX & Game industry.

The report involves analyzing the market at a macro level:
Market Sizing and Segmentation: Report collect data on the overall market size, including the revenue generated, and market share of different by Type (e.g., Animation & VFX, Game & VFX).

Industry Analysis: Report analyse the broader industry trends, such as government policies and regulations, technological advancements, consumer preferences, and market dynamics. This analysis helps in understanding the key drivers and challenges influencing the Animation, VFX & Game market.

Regional Analysis: The report involves examining the Animation, VFX & Game market at a regional or national level. Report analyses regional factors such as government incentives, infrastructure development, economic conditions, and consumer behaviour to identify variations and opportunities within different markets.

Market Projections: Report covers the gathered data and analysis to make future projections and forecasts for the Animation, VFX & Game market. This may include estimating market growth rates, predicting market demand, and identifying emerging trends.

The report also involves a more granular approach to Animation, VFX & Game:
Company Analysis: Report covers individual Animation, VFX & Game players, suppliers, and other relevant industry players. This analysis includes studying their financial performance, market positioning, product portfolios, partnerships, and strategies.

Consumer Analysis: Report covers data on consumer behaviour, preferences, and attitudes towards Animation, VFX & Game This may involve surveys, interviews, and analysis of consumer reviews and feedback from different by Application (Anime, Film).

Technology Analysis: Report covers specific technologies relevant to Animation, VFX & Game. It assesses the current state, advancements, and potential future developments in Animation, VFX & Game areas.

Competitive Landscape: By analyzing individual companies, suppliers, and consumers, the report present insights into the competitive landscape of the Animation, VFX & Game market. This analysis helps understand market share, competitive advantages, and potential areas for differentiation among industry players.

Market Validation: The report involves validating findings and projections through primary research, such as surveys, interviews, and focus groups.

Market Segmentation
Animation, VFX & Game market is split by Type and by Application. For the period 2019-2030, the growth among segments provides accurate calculations and forecasts for consumption value by Type, and by Application in terms of value.

Market segment by Type
Animation & VFX
Game & VFX

Market segment by Application
Anime
Film
Video Game

Market segment by players, this report covers
Tencent
Sony
Activision Blizzard
Microsoft
Nintendo
Netease
Walt Disney Animation Studios
NBCUniversal
Warner Bros
Framestore
TOEI ANIMATION

Market segment by regions, regional analysis covers
North America (United States, Canada, and Mexico)
Europe (Germany, France, UK, Russia, Italy, and Rest of Europe)
Asia-Pacific (China, Japan, South Korea, India, Southeast Asia, Australia and Rest of Asia-Pacific)
South America (Brazil, Argentina and Rest of South America)
Middle East & Africa (Turkey, Saudi Arabia, UAE, Rest of Middle East & Africa)

The content of the study subjects, includes a total of 13 chapters:
Chapter 1, to describe Animation, VFX & Game product scope, market overview, market estimation caveats and base year.
Chapter 2, to profile the top players of Animation, VFX & Game, with revenue, gross margin and global market share of Animation, VFX & Game from 2019 to 2024.
Chapter 3, the Animation, VFX & Game competitive situation, revenue and global market share of top players are analyzed emphatically by landscape contrast.
Chapter 4 and 5, to segment the market size by Type and application, with consumption value and growth rate by Type, application, from 2019 to 2030.
Chapter 6, 7, 8, 9, and 10, to break the market size data at the country level, with revenue and market share for key countries in the world, from 2019 to 2024.and Animation, VFX & Game market forecast, by regions, type and application, with consumption value, from 2025 to 2030.
Chapter 11, market dynamics, drivers, restraints, trends and Porters Five Forces analysis.
Chapter 12, the key raw materials and key suppliers, and industry chain of Animation, VFX & Game.
Chapter 13, to describe Animation, VFX & Game research findings and conclusion.
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Table of Contents

1 Market Overview
1.1 Product Overview and Scope of Animation, VFX & Game
1.2 Market Estimation Caveats and Base Year
1.3 Classification of Animation, VFX & Game by Type
1.3.1 Overview: Global Animation, VFX & Game Market Size by Type: 2019 Versus 2023 Versus 2030
1.3.2 Global Animation, VFX & Game Consumption Value Market Share by Type in 2023
1.3.3 Animation & VFX
1.3.4 Game & VFX
1.4 Global Animation, VFX & Game Market by Application
1.4.1 Overview: Global Animation, VFX & Game Market Size by Application: 2019 Versus 2023 Versus 2030
1.4.2 Anime
1.4.3 Film
1.4.4 Video Game
1.5 Global Animation, VFX & Game Market Size & Forecast
1.6 Global Animation, VFX & Game Market Size and Forecast by Region
1.6.1 Global Animation, VFX & Game Market Size by Region: 2019 VS 2023 VS 2030
1.6.2 Global Animation, VFX & Game Market Size by Region, (2019-2030)
1.6.3 North America Animation, VFX & Game Market Size and Prospect (2019-2030)
1.6.4 Europe Animation, VFX & Game Market Size and Prospect (2019-2030)
1.6.5 Asia-Pacific Animation, VFX & Game Market Size and Prospect (2019-2030)
1.6.6 South America Animation, VFX & Game Market Size and Prospect (2019-2030)
1.6.7 Middle East and Africa Animation, VFX & Game Market Size and Prospect (2019-2030)

2 Company Profiles
2.1 Tencent
2.1.1 Tencent Details
2.1.2 Tencent Major Business
2.1.3 Tencent Animation, VFX & Game Product and Solutions
2.1.4 Tencent Animation, VFX & Game Revenue, Gross Margin and Market Share (2019-2024)
2.1.5 Tencent Recent Developments and Future Plans
2.2 Sony
2.2.1 Sony Details
2.2.2 Sony Major Business
2.2.3 Sony Animation, VFX & Game Product and Solutions
2.2.4 Sony Animation, VFX & Game Revenue, Gross Margin and Market Share (2019-2024)
2.2.5 Sony Recent Developments and Future Plans
2.3 Activision Blizzard
2.3.1 Activision Blizzard Details
2.3.2 Activision Blizzard Major Business
2.3.3 Activision Blizzard Animation, VFX & Game Product and Solutions
2.3.4 Activision Blizzard Animation, VFX & Game Revenue, Gross Margin and Market Share (2019-2024)
2.3.5 Activision Blizzard Recent Developments and Future Plans
2.4 Microsoft
2.4.1 Microsoft Details
2.4.2 Microsoft Major Business
2.4.3 Microsoft Animation, VFX & Game Product and Solutions
2.4.4 Microsoft Animation, VFX & Game Revenue, Gross Margin and Market Share (2019-2024)
2.4.5 Microsoft Recent Developments and Future Plans
2.5 Nintendo
2.5.1 Nintendo Details
2.5.2 Nintendo Major Business
2.5.3 Nintendo Animation, VFX & Game Product and Solutions
2.5.4 Nintendo Animation, VFX & Game Revenue, Gross Margin and Market Share (2019-2024)
2.5.5 Nintendo Recent Developments and Future Plans
2.6 Netease
2.6.1 Netease Details
2.6.2 Netease Major Business
2.6.3 Netease Animation, VFX & Game Product and Solutions
2.6.4 Netease Animation, VFX & Game Revenue, Gross Margin and Market Share (2019-2024)
2.6.5 Netease Recent Developments and Future Plans
2.7 Walt Disney Animation Studios
2.7.1 Walt Disney Animation Studios Details
2.7.2 Walt Disney Animation Studios Major Business
2.7.3 Walt Disney Animation Studios Animation, VFX & Game Product and Solutions
2.7.4 Walt Disney Animation Studios Animation, VFX & Game Revenue, Gross Margin and Market Share (2019-2024)
2.7.5 Walt Disney Animation Studios Recent Developments and Future Plans
2.8 NBCUniversal
2.8.1 NBCUniversal Details
2.8.2 NBCUniversal Major Business
2.8.3 NBCUniversal Animation, VFX & Game Product and Solutions
2.8.4 NBCUniversal Animation, VFX & Game Revenue, Gross Margin and Market Share (2019-2024)
2.8.5 NBCUniversal Recent Developments and Future Plans
2.9 Warner Bros
2.9.1 Warner Bros Details
2.9.2 Warner Bros Major Business
2.9.3 Warner Bros Animation, VFX & Game Product and Solutions
2.9.4 Warner Bros Animation, VFX & Game Revenue, Gross Margin and Market Share (2019-2024)
2.9.5 Warner Bros Recent Developments and Future Plans
2.10 Framestore
2.10.1 Framestore Details
2.10.2 Framestore Major Business
2.10.3 Framestore Animation, VFX & Game Product and Solutions
2.10.4 Framestore Animation, VFX & Game Revenue, Gross Margin and Market Share (2019-2024)
2.10.5 Framestore Recent Developments and Future Plans
2.11 TOEI ANIMATION
2.11.1 TOEI ANIMATION Details
2.11.2 TOEI ANIMATION Major Business
2.11.3 TOEI ANIMATION Animation, VFX & Game Product and Solutions
2.11.4 TOEI ANIMATION Animation, VFX & Game Revenue, Gross Margin and Market Share (2019-2024)
2.11.5 TOEI ANIMATION Recent Developments and Future Plans

3 Market Competition, by Players
3.1 Global Animation, VFX & Game Revenue and Share by Players (2019-2024)
3.2 Market Share Analysis (2023)
3.2.1 Market Share of Animation, VFX & Game by Company Revenue
3.2.2 Top 3 Animation, VFX & Game Players Market Share in 2023
3.2.3 Top 6 Animation, VFX & Game Players Market Share in 2023
3.3 Animation, VFX & Game Market: Overall Company Footprint Analysis
3.3.1 Animation, VFX & Game Market: Region Footprint
3.3.2 Animation, VFX & Game Market: Company Product Type Footprint
3.3.3 Animation, VFX & Game Market: Company Product Application Footprint
3.4 New Market Entrants and Barriers to Market Entry
3.5 Mergers, Acquisition, Agreements, and Collaborations

4 Market Size Segment by Type
4.1 Global Animation, VFX & Game Consumption Value and Market Share by Type (2019-2024)
4.2 Global Animation, VFX & Game Market Forecast by Type (2025-2030)

5 Market Size Segment by Application
5.1 Global Animation, VFX & Game Consumption Value Market Share by Application (2019-2024)
5.2 Global Animation, VFX & Game Market Forecast by Application (2025-2030)

6 North America
6.1 North America Animation, VFX & Game Consumption Value by Type (2019-2030)
6.2 North America Animation, VFX & Game Consumption Value by Application (2019-2030)
6.3 North America Animation, VFX & Game Market Size by Country
6.3.1 North America Animation, VFX & Game Consumption Value by Country (2019-2030)
6.3.2 United States Animation, VFX & Game Market Size and Forecast (2019-2030)
6.3.3 Canada Animation, VFX & Game Market Size and Forecast (2019-2030)
6.3.4 Mexico Animation, VFX & Game Market Size and Forecast (2019-2030)

7 Europe
7.1 Europe Animation, VFX & Game Consumption Value by Type (2019-2030)
7.2 Europe Animation, VFX & Game Consumption Value by Application (2019-2030)
7.3 Europe Animation, VFX & Game Market Size by Country
7.3.1 Europe Animation, VFX & Game Consumption Value by Country (2019-2030)
7.3.2 Germany Animation, VFX & Game Market Size and Forecast (2019-2030)
7.3.3 France Animation, VFX & Game Market Size and Forecast (2019-2030)
7.3.4 United Kingdom Animation, VFX & Game Market Size and Forecast (2019-2030)
7.3.5 Russia Animation, VFX & Game Market Size and Forecast (2019-2030)
7.3.6 Italy Animation, VFX & Game Market Size and Forecast (2019-2030)

8 Asia-Pacific
8.1 Asia-Pacific Animation, VFX & Game Consumption Value by Type (2019-2030)
8.2 Asia-Pacific Animation, VFX & Game Consumption Value by Application (2019-2030)
8.3 Asia-Pacific Animation, VFX & Game Market Size by Region
8.3.1 Asia-Pacific Animation, VFX & Game Consumption Value by Region (2019-2030)
8.3.2 China Animation, VFX & Game Market Size and Forecast (2019-2030)
8.3.3 Japan Animation, VFX & Game Market Size and Forecast (2019-2030)
8.3.4 South Korea Animation, VFX & Game Market Size and Forecast (2019-2030)
8.3.5 India Animation, VFX & Game Market Size and Forecast (2019-2030)
8.3.6 Southeast Asia Animation, VFX & Game Market Size and Forecast (2019-2030)
8.3.7 Australia Animation, VFX & Game Market Size and Forecast (2019-2030)

9 South America
9.1 South America Animation, VFX & Game Consumption Value by Type (2019-2030)
9.2 South America Animation, VFX & Game Consumption Value by Application (2019-2030)
9.3 South America Animation, VFX & Game Market Size by Country
9.3.1 South America Animation, VFX & Game Consumption Value by Country (2019-2030)
9.3.2 Brazil Animation, VFX & Game Market Size and Forecast (2019-2030)
9.3.3 Argentina Animation, VFX & Game Market Size and Forecast (2019-2030)

10 Middle East & Africa
10.1 Middle East & Africa Animation, VFX & Game Consumption Value by Type (2019-2030)
10.2 Middle East & Africa Animation, VFX & Game Consumption Value by Application (2019-2030)
10.3 Middle East & Africa Animation, VFX & Game Market Size by Country
10.3.1 Middle East & Africa Animation, VFX & Game Consumption Value by Country (2019-2030)
10.3.2 Turkey Animation, VFX & Game Market Size and Forecast (2019-2030)
10.3.3 Saudi Arabia Animation, VFX & Game Market Size and Forecast (2019-2030)
10.3.4 UAE Animation, VFX & Game Market Size and Forecast (2019-2030)

11 Market Dynamics
11.1 Animation, VFX & Game Market Drivers
11.2 Animation, VFX & Game Market Restraints
11.3 Animation, VFX & Game Trends Analysis
11.4 Porters Five Forces Analysis
11.4.1 Threat of New Entrants
11.4.2 Bargaining Power of Suppliers
11.4.3 Bargaining Power of Buyers
11.4.4 Threat of Substitutes
11.4.5 Competitive Rivalry

12 Industry Chain Analysis
12.1 Animation, VFX & Game Industry Chain
12.2 Animation, VFX & Game Upstream Analysis
12.3 Animation, VFX & Game Midstream Analysis
12.4 Animation, VFX & Game Downstream Analysis

13 Research Findings and Conclusion

14 Appendix
14.1 Methodology
14.2 Research Process and Data Source
14.3 Disclaimer
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Table of Figures

List of Tables
Table 1. Global Animation, VFX & Game Consumption Value by Type, (USD Million), 2019 & 2023 & 2030
Table 2. Global Animation, VFX & Game Consumption Value by Application, (USD Million), 2019 & 2023 & 2030
Table 3. Global Animation, VFX & Game Consumption Value by Region (2019-2024) & (USD Million)
Table 4. Global Animation, VFX & Game Consumption Value by Region (2025-2030) & (USD Million)
Table 5. Tencent Company Information, Head Office, and Major Competitors
Table 6. Tencent Major Business
Table 7. Tencent Animation, VFX & Game Product and Solutions
Table 8. Tencent Animation, VFX & Game Revenue (USD Million), Gross Margin and Market Share (2019-2024)
Table 9. Tencent Recent Developments and Future Plans
Table 10. Sony Company Information, Head Office, and Major Competitors
Table 11. Sony Major Business
Table 12. Sony Animation, VFX & Game Product and Solutions
Table 13. Sony Animation, VFX & Game Revenue (USD Million), Gross Margin and Market Share (2019-2024)
Table 14. Sony Recent Developments and Future Plans
Table 15. Activision Blizzard Company Information, Head Office, and Major Competitors
Table 16. Activision Blizzard Major Business
Table 17. Activision Blizzard Animation, VFX & Game Product and Solutions
Table 18. Activision Blizzard Animation, VFX & Game Revenue (USD Million), Gross Margin and Market Share (2019-2024)
Table 19. Activision Blizzard Recent Developments and Future Plans
Table 20. Microsoft Company Information, Head Office, and Major Competitors
Table 21. Microsoft Major Business
Table 22. Microsoft Animation, VFX & Game Product and Solutions
Table 23. Microsoft Animation, VFX & Game Revenue (USD Million), Gross Margin and Market Share (2019-2024)
Table 24. Microsoft Recent Developments and Future Plans
Table 25. Nintendo Company Information, Head Office, and Major Competitors
Table 26. Nintendo Major Business
Table 27. Nintendo Animation, VFX & Game Product and Solutions
Table 28. Nintendo Animation, VFX & Game Revenue (USD Million), Gross Margin and Market Share (2019-2024)
Table 29. Nintendo Recent Developments and Future Plans
Table 30. Netease Company Information, Head Office, and Major Competitors
Table 31. Netease Major Business
Table 32. Netease Animation, VFX & Game Product and Solutions
Table 33. Netease Animation, VFX & Game Revenue (USD Million), Gross Margin and Market Share (2019-2024)
Table 34. Netease Recent Developments and Future Plans
Table 35. Walt Disney Animation Studios Company Information, Head Office, and Major Competitors
Table 36. Walt Disney Animation Studios Major Business
Table 37. Walt Disney Animation Studios Animation, VFX & Game Product and Solutions
Table 38. Walt Disney Animation Studios Animation, VFX & Game Revenue (USD Million), Gross Margin and Market Share (2019-2024)
Table 39. Walt Disney Animation Studios Recent Developments and Future Plans
Table 40. NBCUniversal Company Information, Head Office, and Major Competitors
Table 41. NBCUniversal Major Business
Table 42. NBCUniversal Animation, VFX & Game Product and Solutions
Table 43. NBCUniversal Animation, VFX & Game Revenue (USD Million), Gross Margin and Market Share (2019-2024)
Table 44. NBCUniversal Recent Developments and Future Plans
Table 45. Warner Bros Company Information, Head Office, and Major Competitors
Table 46. Warner Bros Major Business
Table 47. Warner Bros Animation, VFX & Game Product and Solutions
Table 48. Warner Bros Animation, VFX & Game Revenue (USD Million), Gross Margin and Market Share (2019-2024)
Table 49. Warner Bros Recent Developments and Future Plans
Table 50. Framestore Company Information, Head Office, and Major Competitors
Table 51. Framestore Major Business
Table 52. Framestore Animation, VFX & Game Product and Solutions
Table 53. Framestore Animation, VFX & Game Revenue (USD Million), Gross Margin and Market Share (2019-2024)
Table 54. Framestore Recent Developments and Future Plans
Table 55. TOEI ANIMATION Company Information, Head Office, and Major Competitors
Table 56. TOEI ANIMATION Major Business
Table 57. TOEI ANIMATION Animation, VFX & Game Product and Solutions
Table 58. TOEI ANIMATION Animation, VFX & Game Revenue (USD Million), Gross Margin and Market Share (2019-2024)
Table 59. TOEI ANIMATION Recent Developments and Future Plans
Table 60. Global Animation, VFX & Game Revenue (USD Million) by Players (2019-2024)
Table 61. Global Animation, VFX & Game Revenue Share by Players (2019-2024)
Table 62. Breakdown of Animation, VFX & Game by Company Type (Tier 1, Tier 2, and Tier 3)
Table 63. Market Position of Players in Animation, VFX & Game, (Tier 1, Tier 2, and Tier 3), Based on Revenue in 2023
Table 64. Head Office of Key Animation, VFX & Game Players
Table 65. Animation, VFX & Game Market: Company Product Type Footprint
Table 66. Animation, VFX & Game Market: Company Product Application Footprint
Table 67. Animation, VFX & Game New Market Entrants and Barriers to Market Entry
Table 68. Animation, VFX & Game Mergers, Acquisition, Agreements, and Collaborations
Table 69. Global Animation, VFX & Game Consumption Value (USD Million) by Type (2019-2024)
Table 70. Global Animation, VFX & Game Consumption Value Share by Type (2019-2024)
Table 71. Global Animation, VFX & Game Consumption Value Forecast by Type (2025-2030)
Table 72. Global Animation, VFX & Game Consumption Value by Application (2019-2024)
Table 73. Global Animation, VFX & Game Consumption Value Forecast by Application (2025-2030)
Table 74. North America Animation, VFX & Game Consumption Value by Type (2019-2024) & (USD Million)
Table 75. North America Animation, VFX & Game Consumption Value by Type (2025-2030) & (USD Million)
Table 76. North America Animation, VFX & Game Consumption Value by Application (2019-2024) & (USD Million)
Table 77. North America Animation, VFX & Game Consumption Value by Application (2025-2030) & (USD Million)
Table 78. North America Animation, VFX & Game Consumption Value by Country (2019-2024) & (USD Million)
Table 79. North America Animation, VFX & Game Consumption Value by Country (2025-2030) & (USD Million)
Table 80. Europe Animation, VFX & Game Consumption Value by Type (2019-2024) & (USD Million)
Table 81. Europe Animation, VFX & Game Consumption Value by Type (2025-2030) & (USD Million)
Table 82. Europe Animation, VFX & Game Consumption Value by Application (2019-2024) & (USD Million)
Table 83. Europe Animation, VFX & Game Consumption Value by Application (2025-2030) & (USD Million)
Table 84. Europe Animation, VFX & Game Consumption Value by Country (2019-2024) & (USD Million)
Table 85. Europe Animation, VFX & Game Consumption Value by Country (2025-2030) & (USD Million)
Table 86. Asia-Pacific Animation, VFX & Game Consumption Value by Type (2019-2024) & (USD Million)
Table 87. Asia-Pacific Animation, VFX & Game Consumption Value by Type (2025-2030) & (USD Million)
Table 88. Asia-Pacific Animation, VFX & Game Consumption Value by Application (2019-2024) & (USD Million)
Table 89. Asia-Pacific Animation, VFX & Game Consumption Value by Application (2025-2030) & (USD Million)
Table 90. Asia-Pacific Animation, VFX & Game Consumption Value by Region (2019-2024) & (USD Million)
Table 91. Asia-Pacific Animation, VFX & Game Consumption Value by Region (2025-2030) & (USD Million)
Table 92. South America Animation, VFX & Game Consumption Value by Type (2019-2024) & (USD Million)
Table 93. South America Animation, VFX & Game Consumption Value by Type (2025-2030) & (USD Million)
Table 94. South America Animation, VFX & Game Consumption Value by Application (2019-2024) & (USD Million)
Table 95. South America Animation, VFX & Game Consumption Value by Application (2025-2030) & (USD Million)
Table 96. South America Animation, VFX & Game Consumption Value by Country (2019-2024) & (USD Million)
Table 97. South America Animation, VFX & Game Consumption Value by Country (2025-2030) & (USD Million)
Table 98. Middle East & Africa Animation, VFX & Game Consumption Value by Type (2019-2024) & (USD Million)
Table 99. Middle East & Africa Animation, VFX & Game Consumption Value by Type (2025-2030) & (USD Million)
Table 100. Middle East & Africa Animation, VFX & Game Consumption Value by Application (2019-2024) & (USD Million)
Table 101. Middle East & Africa Animation, VFX & Game Consumption Value by Application (2025-2030) & (USD Million)
Table 102. Middle East & Africa Animation, VFX & Game Consumption Value by Country (2019-2024) & (USD Million)
Table 103. Middle East & Africa Animation, VFX & Game Consumption Value by Country (2025-2030) & (USD Million)
Table 104. Animation, VFX & Game Raw Material
Table 105. Key Suppliers of Animation, VFX & Game Raw Materials
List of Figures
Figure 1. Animation, VFX & Game Picture
Figure 2. Global Animation, VFX & Game Consumption Value by Type, (USD Million), 2019 & 2023 & 2030
Figure 3. Global Animation, VFX & Game Consumption Value Market Share by Type in 2023
Figure 4. Animation & VFX
Figure 5. Game & VFX
Figure 6. Global Animation, VFX & Game Consumption Value by Type, (USD Million), 2019 & 2023 & 2030
Figure 7. Animation, VFX & Game Consumption Value Market Share by Application in 2023
Figure 8. Anime Picture
Figure 9. Film Picture
Figure 10. Video Game Picture
Figure 11. Global Animation, VFX & Game Consumption Value, (USD Million): 2019 & 2023 & 2030
Figure 12. Global Animation, VFX & Game Consumption Value and Forecast (2019-2030) & (USD Million)
Figure 13. Global Market Animation, VFX & Game Consumption Value (USD Million) Comparison by Region (2019 & 2023 & 2030)
Figure 14. Global Animation, VFX & Game Consumption Value Market Share by Region (2019-2030)
Figure 15. Global Animation, VFX & Game Consumption Value Market Share by Region in 2023
Figure 16. North America Animation, VFX & Game Consumption Value (2019-2030) & (USD Million)
Figure 17. Europe Animation, VFX & Game Consumption Value (2019-2030) & (USD Million)
Figure 18. Asia-Pacific Animation, VFX & Game Consumption Value (2019-2030) & (USD Million)
Figure 19. South America Animation, VFX & Game Consumption Value (2019-2030) & (USD Million)
Figure 20. Middle East and Africa Animation, VFX & Game Consumption Value (2019-2030) & (USD Million)
Figure 21. Global Animation, VFX & Game Revenue Share by Players in 2023
Figure 22. Animation, VFX & Game Market Share by Company Type (Tier 1, Tier 2 and Tier 3) in 2023
Figure 23. Global Top 3 Players Animation, VFX & Game Market Share in 2023
Figure 24. Global Top 6 Players Animation, VFX & Game Market Share in 2023
Figure 25. Global Animation, VFX & Game Consumption Value Share by Type (2019-2024)
Figure 26. Global Animation, VFX & Game Market Share Forecast by Type (2025-2030)
Figure 27. Global Animation, VFX & Game Consumption Value Share by Application (2019-2024)
Figure 28. Global Animation, VFX & Game Market Share Forecast by Application (2025-2030)
Figure 29. North America Animation, VFX & Game Consumption Value Market Share by Type (2019-2030)
Figure 30. North America Animation, VFX & Game Consumption Value Market Share by Application (2019-2030)
Figure 31. North America Animation, VFX & Game Consumption Value Market Share by Country (2019-2030)
Figure 32. United States Animation, VFX & Game Consumption Value (2019-2030) & (USD Million)
Figure 33. Canada Animation, VFX & Game Consumption Value (2019-2030) & (USD Million)
Figure 34. Mexico Animation, VFX & Game Consumption Value (2019-2030) & (USD Million)
Figure 35. Europe Animation, VFX & Game Consumption Value Market Share by Type (2019-2030)
Figure 36. Europe Animation, VFX & Game Consumption Value Market Share by Application (2019-2030)
Figure 37. Europe Animation, VFX & Game Consumption Value Market Share by Country (2019-2030)
Figure 38. Germany Animation, VFX & Game Consumption Value (2019-2030) & (USD Million)
Figure 39. France Animation, VFX & Game Consumption Value (2019-2030) & (USD Million)
Figure 40. United Kingdom Animation, VFX & Game Consumption Value (2019-2030) & (USD Million)
Figure 41. Russia Animation, VFX & Game Consumption Value (2019-2030) & (USD Million)
Figure 42. Italy Animation, VFX & Game Consumption Value (2019-2030) & (USD Million)
Figure 43. Asia-Pacific Animation, VFX & Game Consumption Value Market Share by Type (2019-2030)
Figure 44. Asia-Pacific Animation, VFX & Game Consumption Value Market Share by Application (2019-2030)
Figure 45. Asia-Pacific Animation, VFX & Game Consumption Value Market Share by Region (2019-2030)
Figure 46. China Animation, VFX & Game Consumption Value (2019-2030) & (USD Million)
Figure 47. Japan Animation, VFX & Game Consumption Value (2019-2030) & (USD Million)
Figure 48. South Korea Animation, VFX & Game Consumption Value (2019-2030) & (USD Million)
Figure 49. India Animation, VFX & Game Consumption Value (2019-2030) & (USD Million)
Figure 50. Southeast Asia Animation, VFX & Game Consumption Value (2019-2030) & (USD Million)
Figure 51. Australia Animation, VFX & Game Consumption Value (2019-2030) & (USD Million)
Figure 52. South America Animation, VFX & Game Consumption Value Market Share by Type (2019-2030)
Figure 53. South America Animation, VFX & Game Consumption Value Market Share by Application (2019-2030)
Figure 54. South America Animation, VFX & Game Consumption Value Market Share by Country (2019-2030)
Figure 55. Brazil Animation, VFX & Game Consumption Value (2019-2030) & (USD Million)
Figure 56. Argentina Animation, VFX & Game Consumption Value (2019-2030) & (USD Million)
Figure 57. Middle East and Africa Animation, VFX & Game Consumption Value Market Share by Type (2019-2030)
Figure 58. Middle East and Africa Animation, VFX & Game Consumption Value Market Share by Application (2019-2030)
Figure 59. Middle East and Africa Animation, VFX & Game Consumption Value Market Share by Country (2019-2030)
Figure 60. Turkey Animation, VFX & Game Consumption Value (2019-2030) & (USD Million)
Figure 61. Saudi Arabia Animation, VFX & Game Consumption Value (2019-2030) & (USD Million)
Figure 62. UAE Animation, VFX & Game Consumption Value (2019-2030) & (USD Million)
Figure 63. Animation, VFX & Game Market Drivers
Figure 64. Animation, VFX & Game Market Restraints
Figure 65. Animation, VFX & Game Market Trends
Figure 66. Porters Five Forces Analysis
Figure 67. Manufacturing Cost Structure Analysis of Animation, VFX & Game in 2023
Figure 68. Manufacturing Process Analysis of Animation, VFX & Game
Figure 69. Animation, VFX & Game Industrial Chain
Figure 70. Methodology
Figure 71. Research Process and Data Source
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Research Methodology

Client Requirements

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Review and analyze client requirements

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Discussion of all the project requirements and queries

Flexibility Check

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Project Feasibility Analysis

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Finalizing tentative research programme

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Structuring project proposal with scope, timeline, and costs

Analyzing Market Dynamics

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Determination of key drivers, restraints, challenge, and opportunity

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Identifies market needs and trends

Market Size Estimation & Forecast

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Estimation of historical data based on secondary and primary data

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Anticipating market recast by assigning weightage to market forces (drivers, restraints, opportunities)

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Freezing historical and forecast market size estimations based on evolution, trends, outlook, and strategies

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Consideration of geography, region-specific product/service demand for region segments

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Consideration of product utilization rates, product demand outlook for segments by application or end-user.

tuBiao1

Data Source

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Secondary Source
Data collections from annual reports, presentations,associations, journals, analyst reports, paid database, press releases, blogs, newsletters,and GIR repositories.

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Primary Source
Research discussion with manufacturers, distributors, suppliers, end user, industry experts to verify insights.

Validation and
triangulation of
secondary and primary source.

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Collection of data

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Cumulating and collating the essential qualitative and quantitative data

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Generation of report in client requested format by research analysts

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Reviews by expert analysts

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Final quality check

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Clarifying queries

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Receiving feedback

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Ensuring satisfaction

  • yuan01
    liuCheng01

    01 Identification of data

    This step involves identification of several primary and secondary data research sources, including Global Info Research's internal data sources. The primary sources consist of in-depth discussions and interviews with policy makers, industry experts, and data evaluators, whereas secondary sources include a thorough study of market journals, press releases, annual reports, and government and non-government agencies websites.

  • yuan01
    liuCheng01

    02 Evaluation of Market Dynamic

    This phase includes a detailed evaluation of several factors that are likely to affect the market dynamics. It involves a comprehensive assessment of major market pain points, drivers, and trends. It also comprises a detailed study of research plans and methodology.

  • yuan01
    liuCheng01

    03 Collection of Data

    This process consists of gathering data, accessing proprietary databases, and reaching out to key industry participants that operate in the market across the value chain. It also involves studying several patterns in the historical data and comparing it with the current scenario.

  • yuan01
    liuCheng01

    04 Collaboration of Data

    This stage involves the validation of data and arrival at actual statistics, and evolution of the market over the years. It entails the study and analyzes various segments and verticals of the market. An impact analysis is also performed to observe which factors will affect the market in the next few years.

  • yuan01
    liuCheng01

    05 Verification and Analysis

    This is the final stage, which involves both quantity and quality checks. Although the process of data verification is an integral part of the research process, all data points and statistics and figures are re-checked to uphold their authenticity and validity.

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Companies Mentioned

Tencent
Sony
Activision Blizzard
Microsoft
Nintendo
Netease
Walt Disney Animation Studios
NBCUniversal
Warner Bros
Framestore
TOEI ANIMATION
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Global Animation, VFX & Game Market 2024 by Company, Regions, Type and Application, Forecast to 2030

Global Animation, VFX & Game Market 2024 by Company, Regions, Type and Application, Forecast to 2030

Page: 110

Published Date: 02 Jan 2024

Category: Service & Software

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Description

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Description

According to our (Global Info Research) latest study, the global Animation, VFX & Game market size was valued at USD 442960 million in 2023 and is forecast to a readjusted size of USD 543560 million by 2030 with a CAGR of 3.0% during review period.

Animation is the rapid display of static images in a way that creates the illusion of motion. Nowadays animation is used mostly in motion pictures and videos, plus some computer applications, such as moving icons, and in video games. Like photographic cinema, animated video usually incorporates sound for dialog, musical accompaniment, and other effects. But unlike photographic cinema, it can depict anything that the animation artist can imagine visually, and therefore it is especially useful for telling stories with fantasy elements that would be hard to stage in reality. Animation is also used to create special visual effects within movie productions that otherwise use traditional photographic methods.

China is the largest market with about 26% market share. United States is follower, accounting for about 22% market share.

The key players are Tencent, Sony, Activision Blizzard, Microsoft, Nintendo, Netease, Walt Disney Animation Studios, NBCUniversal, Warner Bros, Framestore, TOEI ANIMATION etc. Top 5 companies occupied about 13% market share.

The Global Info Research report includes an overview of the development of the Animation, VFX & Game industry chain, the market status of Anime (Animation & VFX, Game & VFX), Film (Animation & VFX, Game & VFX), and key enterprises in developed and developing market, and analysed the cutting-edge technology, patent, hot applications and market trends of Animation, VFX & Game.

Regionally, the report analyzes the Animation, VFX & Game markets in key regions. North America and Europe are experiencing steady growth, driven by government initiatives and increasing consumer awareness. Asia-Pacific, particularly China, leads the global Animation, VFX & Game market, with robust domestic demand, supportive policies, and a strong manufacturing base.

Key Features:
The report presents comprehensive understanding of the Animation, VFX & Game market. It provides a holistic view of the industry, as well as detailed insights into individual components and stakeholders. The report analysis market dynamics, trends, challenges, and opportunities within the Animation, VFX & Game industry.

The report involves analyzing the market at a macro level:
Market Sizing and Segmentation: Report collect data on the overall market size, including the revenue generated, and market share of different by Type (e.g., Animation & VFX, Game & VFX).

Industry Analysis: Report analyse the broader industry trends, such as government policies and regulations, technological advancements, consumer preferences, and market dynamics. This analysis helps in understanding the key drivers and challenges influencing the Animation, VFX & Game market.

Regional Analysis: The report involves examining the Animation, VFX & Game market at a regional or national level. Report analyses regional factors such as government incentives, infrastructure development, economic conditions, and consumer behaviour to identify variations and opportunities within different markets.

Market Projections: Report covers the gathered data and analysis to make future projections and forecasts for the Animation, VFX & Game market. This may include estimating market growth rates, predicting market demand, and identifying emerging trends.

The report also involves a more granular approach to Animation, VFX & Game:
Company Analysis: Report covers individual Animation, VFX & Game players, suppliers, and other relevant industry players. This analysis includes studying their financial performance, market positioning, product portfolios, partnerships, and strategies.

Consumer Analysis: Report covers data on consumer behaviour, preferences, and attitudes towards Animation, VFX & Game This may involve surveys, interviews, and analysis of consumer reviews and feedback from different by Application (Anime, Film).

Technology Analysis: Report covers specific technologies relevant to Animation, VFX & Game. It assesses the current state, advancements, and potential future developments in Animation, VFX & Game areas.

Competitive Landscape: By analyzing individual companies, suppliers, and consumers, the report present insights into the competitive landscape of the Animation, VFX & Game market. This analysis helps understand market share, competitive advantages, and potential areas for differentiation among industry players.

Market Validation: The report involves validating findings and projections through primary research, such as surveys, interviews, and focus groups.

Market Segmentation
Animation, VFX & Game market is split by Type and by Application. For the period 2019-2030, the growth among segments provides accurate calculations and forecasts for consumption value by Type, and by Application in terms of value.

Market segment by Type
Animation & VFX
Game & VFX

Market segment by Application
Anime
Film
Video Game

Market segment by players, this report covers
Tencent
Sony
Activision Blizzard
Microsoft
Nintendo
Netease
Walt Disney Animation Studios
NBCUniversal
Warner Bros
Framestore
TOEI ANIMATION

Market segment by regions, regional analysis covers
North America (United States, Canada, and Mexico)
Europe (Germany, France, UK, Russia, Italy, and Rest of Europe)
Asia-Pacific (China, Japan, South Korea, India, Southeast Asia, Australia and Rest of Asia-Pacific)
South America (Brazil, Argentina and Rest of South America)
Middle East & Africa (Turkey, Saudi Arabia, UAE, Rest of Middle East & Africa)

The content of the study subjects, includes a total of 13 chapters:
Chapter 1, to describe Animation, VFX & Game product scope, market overview, market estimation caveats and base year.
Chapter 2, to profile the top players of Animation, VFX & Game, with revenue, gross margin and global market share of Animation, VFX & Game from 2019 to 2024.
Chapter 3, the Animation, VFX & Game competitive situation, revenue and global market share of top players are analyzed emphatically by landscape contrast.
Chapter 4 and 5, to segment the market size by Type and application, with consumption value and growth rate by Type, application, from 2019 to 2030.
Chapter 6, 7, 8, 9, and 10, to break the market size data at the country level, with revenue and market share for key countries in the world, from 2019 to 2024.and Animation, VFX & Game market forecast, by regions, type and application, with consumption value, from 2025 to 2030.
Chapter 11, market dynamics, drivers, restraints, trends and Porters Five Forces analysis.
Chapter 12, the key raw materials and key suppliers, and industry chain of Animation, VFX & Game.
Chapter 13, to describe Animation, VFX & Game research findings and conclusion.
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Table of Contents

1 Market Overview
1.1 Product Overview and Scope of Animation, VFX & Game
1.2 Market Estimation Caveats and Base Year
1.3 Classification of Animation, VFX & Game by Type
1.3.1 Overview: Global Animation, VFX & Game Market Size by Type: 2019 Versus 2023 Versus 2030
1.3.2 Global Animation, VFX & Game Consumption Value Market Share by Type in 2023
1.3.3 Animation & VFX
1.3.4 Game & VFX
1.4 Global Animation, VFX & Game Market by Application
1.4.1 Overview: Global Animation, VFX & Game Market Size by Application: 2019 Versus 2023 Versus 2030
1.4.2 Anime
1.4.3 Film
1.4.4 Video Game
1.5 Global Animation, VFX & Game Market Size & Forecast
1.6 Global Animation, VFX & Game Market Size and Forecast by Region
1.6.1 Global Animation, VFX & Game Market Size by Region: 2019 VS 2023 VS 2030
1.6.2 Global Animation, VFX & Game Market Size by Region, (2019-2030)
1.6.3 North America Animation, VFX & Game Market Size and Prospect (2019-2030)
1.6.4 Europe Animation, VFX & Game Market Size and Prospect (2019-2030)
1.6.5 Asia-Pacific Animation, VFX & Game Market Size and Prospect (2019-2030)
1.6.6 South America Animation, VFX & Game Market Size and Prospect (2019-2030)
1.6.7 Middle East and Africa Animation, VFX & Game Market Size and Prospect (2019-2030)

2 Company Profiles
2.1 Tencent
2.1.1 Tencent Details
2.1.2 Tencent Major Business
2.1.3 Tencent Animation, VFX & Game Product and Solutions
2.1.4 Tencent Animation, VFX & Game Revenue, Gross Margin and Market Share (2019-2024)
2.1.5 Tencent Recent Developments and Future Plans
2.2 Sony
2.2.1 Sony Details
2.2.2 Sony Major Business
2.2.3 Sony Animation, VFX & Game Product and Solutions
2.2.4 Sony Animation, VFX & Game Revenue, Gross Margin and Market Share (2019-2024)
2.2.5 Sony Recent Developments and Future Plans
2.3 Activision Blizzard
2.3.1 Activision Blizzard Details
2.3.2 Activision Blizzard Major Business
2.3.3 Activision Blizzard Animation, VFX & Game Product and Solutions
2.3.4 Activision Blizzard Animation, VFX & Game Revenue, Gross Margin and Market Share (2019-2024)
2.3.5 Activision Blizzard Recent Developments and Future Plans
2.4 Microsoft
2.4.1 Microsoft Details
2.4.2 Microsoft Major Business
2.4.3 Microsoft Animation, VFX & Game Product and Solutions
2.4.4 Microsoft Animation, VFX & Game Revenue, Gross Margin and Market Share (2019-2024)
2.4.5 Microsoft Recent Developments and Future Plans
2.5 Nintendo
2.5.1 Nintendo Details
2.5.2 Nintendo Major Business
2.5.3 Nintendo Animation, VFX & Game Product and Solutions
2.5.4 Nintendo Animation, VFX & Game Revenue, Gross Margin and Market Share (2019-2024)
2.5.5 Nintendo Recent Developments and Future Plans
2.6 Netease
2.6.1 Netease Details
2.6.2 Netease Major Business
2.6.3 Netease Animation, VFX & Game Product and Solutions
2.6.4 Netease Animation, VFX & Game Revenue, Gross Margin and Market Share (2019-2024)
2.6.5 Netease Recent Developments and Future Plans
2.7 Walt Disney Animation Studios
2.7.1 Walt Disney Animation Studios Details
2.7.2 Walt Disney Animation Studios Major Business
2.7.3 Walt Disney Animation Studios Animation, VFX & Game Product and Solutions
2.7.4 Walt Disney Animation Studios Animation, VFX & Game Revenue, Gross Margin and Market Share (2019-2024)
2.7.5 Walt Disney Animation Studios Recent Developments and Future Plans
2.8 NBCUniversal
2.8.1 NBCUniversal Details
2.8.2 NBCUniversal Major Business
2.8.3 NBCUniversal Animation, VFX & Game Product and Solutions
2.8.4 NBCUniversal Animation, VFX & Game Revenue, Gross Margin and Market Share (2019-2024)
2.8.5 NBCUniversal Recent Developments and Future Plans
2.9 Warner Bros
2.9.1 Warner Bros Details
2.9.2 Warner Bros Major Business
2.9.3 Warner Bros Animation, VFX & Game Product and Solutions
2.9.4 Warner Bros Animation, VFX & Game Revenue, Gross Margin and Market Share (2019-2024)
2.9.5 Warner Bros Recent Developments and Future Plans
2.10 Framestore
2.10.1 Framestore Details
2.10.2 Framestore Major Business
2.10.3 Framestore Animation, VFX & Game Product and Solutions
2.10.4 Framestore Animation, VFX & Game Revenue, Gross Margin and Market Share (2019-2024)
2.10.5 Framestore Recent Developments and Future Plans
2.11 TOEI ANIMATION
2.11.1 TOEI ANIMATION Details
2.11.2 TOEI ANIMATION Major Business
2.11.3 TOEI ANIMATION Animation, VFX & Game Product and Solutions
2.11.4 TOEI ANIMATION Animation, VFX & Game Revenue, Gross Margin and Market Share (2019-2024)
2.11.5 TOEI ANIMATION Recent Developments and Future Plans

3 Market Competition, by Players
3.1 Global Animation, VFX & Game Revenue and Share by Players (2019-2024)
3.2 Market Share Analysis (2023)
3.2.1 Market Share of Animation, VFX & Game by Company Revenue
3.2.2 Top 3 Animation, VFX & Game Players Market Share in 2023
3.2.3 Top 6 Animation, VFX & Game Players Market Share in 2023
3.3 Animation, VFX & Game Market: Overall Company Footprint Analysis
3.3.1 Animation, VFX & Game Market: Region Footprint
3.3.2 Animation, VFX & Game Market: Company Product Type Footprint
3.3.3 Animation, VFX & Game Market: Company Product Application Footprint
3.4 New Market Entrants and Barriers to Market Entry
3.5 Mergers, Acquisition, Agreements, and Collaborations

4 Market Size Segment by Type
4.1 Global Animation, VFX & Game Consumption Value and Market Share by Type (2019-2024)
4.2 Global Animation, VFX & Game Market Forecast by Type (2025-2030)

5 Market Size Segment by Application
5.1 Global Animation, VFX & Game Consumption Value Market Share by Application (2019-2024)
5.2 Global Animation, VFX & Game Market Forecast by Application (2025-2030)

6 North America
6.1 North America Animation, VFX & Game Consumption Value by Type (2019-2030)
6.2 North America Animation, VFX & Game Consumption Value by Application (2019-2030)
6.3 North America Animation, VFX & Game Market Size by Country
6.3.1 North America Animation, VFX & Game Consumption Value by Country (2019-2030)
6.3.2 United States Animation, VFX & Game Market Size and Forecast (2019-2030)
6.3.3 Canada Animation, VFX & Game Market Size and Forecast (2019-2030)
6.3.4 Mexico Animation, VFX & Game Market Size and Forecast (2019-2030)

7 Europe
7.1 Europe Animation, VFX & Game Consumption Value by Type (2019-2030)
7.2 Europe Animation, VFX & Game Consumption Value by Application (2019-2030)
7.3 Europe Animation, VFX & Game Market Size by Country
7.3.1 Europe Animation, VFX & Game Consumption Value by Country (2019-2030)
7.3.2 Germany Animation, VFX & Game Market Size and Forecast (2019-2030)
7.3.3 France Animation, VFX & Game Market Size and Forecast (2019-2030)
7.3.4 United Kingdom Animation, VFX & Game Market Size and Forecast (2019-2030)
7.3.5 Russia Animation, VFX & Game Market Size and Forecast (2019-2030)
7.3.6 Italy Animation, VFX & Game Market Size and Forecast (2019-2030)

8 Asia-Pacific
8.1 Asia-Pacific Animation, VFX & Game Consumption Value by Type (2019-2030)
8.2 Asia-Pacific Animation, VFX & Game Consumption Value by Application (2019-2030)
8.3 Asia-Pacific Animation, VFX & Game Market Size by Region
8.3.1 Asia-Pacific Animation, VFX & Game Consumption Value by Region (2019-2030)
8.3.2 China Animation, VFX & Game Market Size and Forecast (2019-2030)
8.3.3 Japan Animation, VFX & Game Market Size and Forecast (2019-2030)
8.3.4 South Korea Animation, VFX & Game Market Size and Forecast (2019-2030)
8.3.5 India Animation, VFX & Game Market Size and Forecast (2019-2030)
8.3.6 Southeast Asia Animation, VFX & Game Market Size and Forecast (2019-2030)
8.3.7 Australia Animation, VFX & Game Market Size and Forecast (2019-2030)

9 South America
9.1 South America Animation, VFX & Game Consumption Value by Type (2019-2030)
9.2 South America Animation, VFX & Game Consumption Value by Application (2019-2030)
9.3 South America Animation, VFX & Game Market Size by Country
9.3.1 South America Animation, VFX & Game Consumption Value by Country (2019-2030)
9.3.2 Brazil Animation, VFX & Game Market Size and Forecast (2019-2030)
9.3.3 Argentina Animation, VFX & Game Market Size and Forecast (2019-2030)

10 Middle East & Africa
10.1 Middle East & Africa Animation, VFX & Game Consumption Value by Type (2019-2030)
10.2 Middle East & Africa Animation, VFX & Game Consumption Value by Application (2019-2030)
10.3 Middle East & Africa Animation, VFX & Game Market Size by Country
10.3.1 Middle East & Africa Animation, VFX & Game Consumption Value by Country (2019-2030)
10.3.2 Turkey Animation, VFX & Game Market Size and Forecast (2019-2030)
10.3.3 Saudi Arabia Animation, VFX & Game Market Size and Forecast (2019-2030)
10.3.4 UAE Animation, VFX & Game Market Size and Forecast (2019-2030)

11 Market Dynamics
11.1 Animation, VFX & Game Market Drivers
11.2 Animation, VFX & Game Market Restraints
11.3 Animation, VFX & Game Trends Analysis
11.4 Porters Five Forces Analysis
11.4.1 Threat of New Entrants
11.4.2 Bargaining Power of Suppliers
11.4.3 Bargaining Power of Buyers
11.4.4 Threat of Substitutes
11.4.5 Competitive Rivalry

12 Industry Chain Analysis
12.1 Animation, VFX & Game Industry Chain
12.2 Animation, VFX & Game Upstream Analysis
12.3 Animation, VFX & Game Midstream Analysis
12.4 Animation, VFX & Game Downstream Analysis

13 Research Findings and Conclusion

14 Appendix
14.1 Methodology
14.2 Research Process and Data Source
14.3 Disclaimer
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Table of Figures

List of Tables
Table 1. Global Animation, VFX & Game Consumption Value by Type, (USD Million), 2019 & 2023 & 2030
Table 2. Global Animation, VFX & Game Consumption Value by Application, (USD Million), 2019 & 2023 & 2030
Table 3. Global Animation, VFX & Game Consumption Value by Region (2019-2024) & (USD Million)
Table 4. Global Animation, VFX & Game Consumption Value by Region (2025-2030) & (USD Million)
Table 5. Tencent Company Information, Head Office, and Major Competitors
Table 6. Tencent Major Business
Table 7. Tencent Animation, VFX & Game Product and Solutions
Table 8. Tencent Animation, VFX & Game Revenue (USD Million), Gross Margin and Market Share (2019-2024)
Table 9. Tencent Recent Developments and Future Plans
Table 10. Sony Company Information, Head Office, and Major Competitors
Table 11. Sony Major Business
Table 12. Sony Animation, VFX & Game Product and Solutions
Table 13. Sony Animation, VFX & Game Revenue (USD Million), Gross Margin and Market Share (2019-2024)
Table 14. Sony Recent Developments and Future Plans
Table 15. Activision Blizzard Company Information, Head Office, and Major Competitors
Table 16. Activision Blizzard Major Business
Table 17. Activision Blizzard Animation, VFX & Game Product and Solutions
Table 18. Activision Blizzard Animation, VFX & Game Revenue (USD Million), Gross Margin and Market Share (2019-2024)
Table 19. Activision Blizzard Recent Developments and Future Plans
Table 20. Microsoft Company Information, Head Office, and Major Competitors
Table 21. Microsoft Major Business
Table 22. Microsoft Animation, VFX & Game Product and Solutions
Table 23. Microsoft Animation, VFX & Game Revenue (USD Million), Gross Margin and Market Share (2019-2024)
Table 24. Microsoft Recent Developments and Future Plans
Table 25. Nintendo Company Information, Head Office, and Major Competitors
Table 26. Nintendo Major Business
Table 27. Nintendo Animation, VFX & Game Product and Solutions
Table 28. Nintendo Animation, VFX & Game Revenue (USD Million), Gross Margin and Market Share (2019-2024)
Table 29. Nintendo Recent Developments and Future Plans
Table 30. Netease Company Information, Head Office, and Major Competitors
Table 31. Netease Major Business
Table 32. Netease Animation, VFX & Game Product and Solutions
Table 33. Netease Animation, VFX & Game Revenue (USD Million), Gross Margin and Market Share (2019-2024)
Table 34. Netease Recent Developments and Future Plans
Table 35. Walt Disney Animation Studios Company Information, Head Office, and Major Competitors
Table 36. Walt Disney Animation Studios Major Business
Table 37. Walt Disney Animation Studios Animation, VFX & Game Product and Solutions
Table 38. Walt Disney Animation Studios Animation, VFX & Game Revenue (USD Million), Gross Margin and Market Share (2019-2024)
Table 39. Walt Disney Animation Studios Recent Developments and Future Plans
Table 40. NBCUniversal Company Information, Head Office, and Major Competitors
Table 41. NBCUniversal Major Business
Table 42. NBCUniversal Animation, VFX & Game Product and Solutions
Table 43. NBCUniversal Animation, VFX & Game Revenue (USD Million), Gross Margin and Market Share (2019-2024)
Table 44. NBCUniversal Recent Developments and Future Plans
Table 45. Warner Bros Company Information, Head Office, and Major Competitors
Table 46. Warner Bros Major Business
Table 47. Warner Bros Animation, VFX & Game Product and Solutions
Table 48. Warner Bros Animation, VFX & Game Revenue (USD Million), Gross Margin and Market Share (2019-2024)
Table 49. Warner Bros Recent Developments and Future Plans
Table 50. Framestore Company Information, Head Office, and Major Competitors
Table 51. Framestore Major Business
Table 52. Framestore Animation, VFX & Game Product and Solutions
Table 53. Framestore Animation, VFX & Game Revenue (USD Million), Gross Margin and Market Share (2019-2024)
Table 54. Framestore Recent Developments and Future Plans
Table 55. TOEI ANIMATION Company Information, Head Office, and Major Competitors
Table 56. TOEI ANIMATION Major Business
Table 57. TOEI ANIMATION Animation, VFX & Game Product and Solutions
Table 58. TOEI ANIMATION Animation, VFX & Game Revenue (USD Million), Gross Margin and Market Share (2019-2024)
Table 59. TOEI ANIMATION Recent Developments and Future Plans
Table 60. Global Animation, VFX & Game Revenue (USD Million) by Players (2019-2024)
Table 61. Global Animation, VFX & Game Revenue Share by Players (2019-2024)
Table 62. Breakdown of Animation, VFX & Game by Company Type (Tier 1, Tier 2, and Tier 3)
Table 63. Market Position of Players in Animation, VFX & Game, (Tier 1, Tier 2, and Tier 3), Based on Revenue in 2023
Table 64. Head Office of Key Animation, VFX & Game Players
Table 65. Animation, VFX & Game Market: Company Product Type Footprint
Table 66. Animation, VFX & Game Market: Company Product Application Footprint
Table 67. Animation, VFX & Game New Market Entrants and Barriers to Market Entry
Table 68. Animation, VFX & Game Mergers, Acquisition, Agreements, and Collaborations
Table 69. Global Animation, VFX & Game Consumption Value (USD Million) by Type (2019-2024)
Table 70. Global Animation, VFX & Game Consumption Value Share by Type (2019-2024)
Table 71. Global Animation, VFX & Game Consumption Value Forecast by Type (2025-2030)
Table 72. Global Animation, VFX & Game Consumption Value by Application (2019-2024)
Table 73. Global Animation, VFX & Game Consumption Value Forecast by Application (2025-2030)
Table 74. North America Animation, VFX & Game Consumption Value by Type (2019-2024) & (USD Million)
Table 75. North America Animation, VFX & Game Consumption Value by Type (2025-2030) & (USD Million)
Table 76. North America Animation, VFX & Game Consumption Value by Application (2019-2024) & (USD Million)
Table 77. North America Animation, VFX & Game Consumption Value by Application (2025-2030) & (USD Million)
Table 78. North America Animation, VFX & Game Consumption Value by Country (2019-2024) & (USD Million)
Table 79. North America Animation, VFX & Game Consumption Value by Country (2025-2030) & (USD Million)
Table 80. Europe Animation, VFX & Game Consumption Value by Type (2019-2024) & (USD Million)
Table 81. Europe Animation, VFX & Game Consumption Value by Type (2025-2030) & (USD Million)
Table 82. Europe Animation, VFX & Game Consumption Value by Application (2019-2024) & (USD Million)
Table 83. Europe Animation, VFX & Game Consumption Value by Application (2025-2030) & (USD Million)
Table 84. Europe Animation, VFX & Game Consumption Value by Country (2019-2024) & (USD Million)
Table 85. Europe Animation, VFX & Game Consumption Value by Country (2025-2030) & (USD Million)
Table 86. Asia-Pacific Animation, VFX & Game Consumption Value by Type (2019-2024) & (USD Million)
Table 87. Asia-Pacific Animation, VFX & Game Consumption Value by Type (2025-2030) & (USD Million)
Table 88. Asia-Pacific Animation, VFX & Game Consumption Value by Application (2019-2024) & (USD Million)
Table 89. Asia-Pacific Animation, VFX & Game Consumption Value by Application (2025-2030) & (USD Million)
Table 90. Asia-Pacific Animation, VFX & Game Consumption Value by Region (2019-2024) & (USD Million)
Table 91. Asia-Pacific Animation, VFX & Game Consumption Value by Region (2025-2030) & (USD Million)
Table 92. South America Animation, VFX & Game Consumption Value by Type (2019-2024) & (USD Million)
Table 93. South America Animation, VFX & Game Consumption Value by Type (2025-2030) & (USD Million)
Table 94. South America Animation, VFX & Game Consumption Value by Application (2019-2024) & (USD Million)
Table 95. South America Animation, VFX & Game Consumption Value by Application (2025-2030) & (USD Million)
Table 96. South America Animation, VFX & Game Consumption Value by Country (2019-2024) & (USD Million)
Table 97. South America Animation, VFX & Game Consumption Value by Country (2025-2030) & (USD Million)
Table 98. Middle East & Africa Animation, VFX & Game Consumption Value by Type (2019-2024) & (USD Million)
Table 99. Middle East & Africa Animation, VFX & Game Consumption Value by Type (2025-2030) & (USD Million)
Table 100. Middle East & Africa Animation, VFX & Game Consumption Value by Application (2019-2024) & (USD Million)
Table 101. Middle East & Africa Animation, VFX & Game Consumption Value by Application (2025-2030) & (USD Million)
Table 102. Middle East & Africa Animation, VFX & Game Consumption Value by Country (2019-2024) & (USD Million)
Table 103. Middle East & Africa Animation, VFX & Game Consumption Value by Country (2025-2030) & (USD Million)
Table 104. Animation, VFX & Game Raw Material
Table 105. Key Suppliers of Animation, VFX & Game Raw Materials
List of Figures
Figure 1. Animation, VFX & Game Picture
Figure 2. Global Animation, VFX & Game Consumption Value by Type, (USD Million), 2019 & 2023 & 2030
Figure 3. Global Animation, VFX & Game Consumption Value Market Share by Type in 2023
Figure 4. Animation & VFX
Figure 5. Game & VFX
Figure 6. Global Animation, VFX & Game Consumption Value by Type, (USD Million), 2019 & 2023 & 2030
Figure 7. Animation, VFX & Game Consumption Value Market Share by Application in 2023
Figure 8. Anime Picture
Figure 9. Film Picture
Figure 10. Video Game Picture
Figure 11. Global Animation, VFX & Game Consumption Value, (USD Million): 2019 & 2023 & 2030
Figure 12. Global Animation, VFX & Game Consumption Value and Forecast (2019-2030) & (USD Million)
Figure 13. Global Market Animation, VFX & Game Consumption Value (USD Million) Comparison by Region (2019 & 2023 & 2030)
Figure 14. Global Animation, VFX & Game Consumption Value Market Share by Region (2019-2030)
Figure 15. Global Animation, VFX & Game Consumption Value Market Share by Region in 2023
Figure 16. North America Animation, VFX & Game Consumption Value (2019-2030) & (USD Million)
Figure 17. Europe Animation, VFX & Game Consumption Value (2019-2030) & (USD Million)
Figure 18. Asia-Pacific Animation, VFX & Game Consumption Value (2019-2030) & (USD Million)
Figure 19. South America Animation, VFX & Game Consumption Value (2019-2030) & (USD Million)
Figure 20. Middle East and Africa Animation, VFX & Game Consumption Value (2019-2030) & (USD Million)
Figure 21. Global Animation, VFX & Game Revenue Share by Players in 2023
Figure 22. Animation, VFX & Game Market Share by Company Type (Tier 1, Tier 2 and Tier 3) in 2023
Figure 23. Global Top 3 Players Animation, VFX & Game Market Share in 2023
Figure 24. Global Top 6 Players Animation, VFX & Game Market Share in 2023
Figure 25. Global Animation, VFX & Game Consumption Value Share by Type (2019-2024)
Figure 26. Global Animation, VFX & Game Market Share Forecast by Type (2025-2030)
Figure 27. Global Animation, VFX & Game Consumption Value Share by Application (2019-2024)
Figure 28. Global Animation, VFX & Game Market Share Forecast by Application (2025-2030)
Figure 29. North America Animation, VFX & Game Consumption Value Market Share by Type (2019-2030)
Figure 30. North America Animation, VFX & Game Consumption Value Market Share by Application (2019-2030)
Figure 31. North America Animation, VFX & Game Consumption Value Market Share by Country (2019-2030)
Figure 32. United States Animation, VFX & Game Consumption Value (2019-2030) & (USD Million)
Figure 33. Canada Animation, VFX & Game Consumption Value (2019-2030) & (USD Million)
Figure 34. Mexico Animation, VFX & Game Consumption Value (2019-2030) & (USD Million)
Figure 35. Europe Animation, VFX & Game Consumption Value Market Share by Type (2019-2030)
Figure 36. Europe Animation, VFX & Game Consumption Value Market Share by Application (2019-2030)
Figure 37. Europe Animation, VFX & Game Consumption Value Market Share by Country (2019-2030)
Figure 38. Germany Animation, VFX & Game Consumption Value (2019-2030) & (USD Million)
Figure 39. France Animation, VFX & Game Consumption Value (2019-2030) & (USD Million)
Figure 40. United Kingdom Animation, VFX & Game Consumption Value (2019-2030) & (USD Million)
Figure 41. Russia Animation, VFX & Game Consumption Value (2019-2030) & (USD Million)
Figure 42. Italy Animation, VFX & Game Consumption Value (2019-2030) & (USD Million)
Figure 43. Asia-Pacific Animation, VFX & Game Consumption Value Market Share by Type (2019-2030)
Figure 44. Asia-Pacific Animation, VFX & Game Consumption Value Market Share by Application (2019-2030)
Figure 45. Asia-Pacific Animation, VFX & Game Consumption Value Market Share by Region (2019-2030)
Figure 46. China Animation, VFX & Game Consumption Value (2019-2030) & (USD Million)
Figure 47. Japan Animation, VFX & Game Consumption Value (2019-2030) & (USD Million)
Figure 48. South Korea Animation, VFX & Game Consumption Value (2019-2030) & (USD Million)
Figure 49. India Animation, VFX & Game Consumption Value (2019-2030) & (USD Million)
Figure 50. Southeast Asia Animation, VFX & Game Consumption Value (2019-2030) & (USD Million)
Figure 51. Australia Animation, VFX & Game Consumption Value (2019-2030) & (USD Million)
Figure 52. South America Animation, VFX & Game Consumption Value Market Share by Type (2019-2030)
Figure 53. South America Animation, VFX & Game Consumption Value Market Share by Application (2019-2030)
Figure 54. South America Animation, VFX & Game Consumption Value Market Share by Country (2019-2030)
Figure 55. Brazil Animation, VFX & Game Consumption Value (2019-2030) & (USD Million)
Figure 56. Argentina Animation, VFX & Game Consumption Value (2019-2030) & (USD Million)
Figure 57. Middle East and Africa Animation, VFX & Game Consumption Value Market Share by Type (2019-2030)
Figure 58. Middle East and Africa Animation, VFX & Game Consumption Value Market Share by Application (2019-2030)
Figure 59. Middle East and Africa Animation, VFX & Game Consumption Value Market Share by Country (2019-2030)
Figure 60. Turkey Animation, VFX & Game Consumption Value (2019-2030) & (USD Million)
Figure 61. Saudi Arabia Animation, VFX & Game Consumption Value (2019-2030) & (USD Million)
Figure 62. UAE Animation, VFX & Game Consumption Value (2019-2030) & (USD Million)
Figure 63. Animation, VFX & Game Market Drivers
Figure 64. Animation, VFX & Game Market Restraints
Figure 65. Animation, VFX & Game Market Trends
Figure 66. Porters Five Forces Analysis
Figure 67. Manufacturing Cost Structure Analysis of Animation, VFX & Game in 2023
Figure 68. Manufacturing Process Analysis of Animation, VFX & Game
Figure 69. Animation, VFX & Game Industrial Chain
Figure 70. Methodology
Figure 71. Research Process and Data Source
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Research Methodology

Client Requirements

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Review and analyze client requirements

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Discussion of all the project requirements and queries

Flexibility Check

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Project Feasibility Analysis

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Finalizing tentative research programme

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Structuring project proposal with scope, timeline, and costs

Analyzing Market Dynamics

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Determination of key drivers, restraints, challenge, and opportunity

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Identifies market needs and trends

Market Size Estimation & Forecast

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Estimation of historical data based on secondary and primary data

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Anticipating market recast by assigning weightage to market forces (drivers, restraints, opportunities)

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Freezing historical and forecast market size estimations based on evolution, trends, outlook, and strategies

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Consideration of geography, region-specific product/service demand for region segments

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Consideration of product utilization rates, product demand outlook for segments by application or end-user.

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Data Source

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Secondary Source
Data collections from annual reports, presentations,associations, journals, analyst reports, paid database, press releases, blogs, newsletters,and GIR repositories.

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Discussion of all the project requirements and queries

Validation and triangulation of secondary and primary source.

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Collection of data

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Cumulating and collating the essential qualitative and quantitative data

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Generation of report in client requested format by research analysts

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Reviews by expert analysts

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Final quality check

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Clarifying queries

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Receiving feedback

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Ensuring satisfaction

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    liuCheng01

    01 Identification of data

    This step involves identification of several primary and secondary data research sources, including Global Info Research's internal data sources. The primary sources consist of in-depth discussions and interviews with policy makers, industry experts, and data evaluators, whereas secondary sources include a thorough study of market journals, press releases, annual reports, and government and non-government agencies websites.

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    02 Evaluation of Market Dynamic

    This phase includes a detailed evaluation of several factors that are likely to affect the market dynamics. It involves a comprehensive assessment of major market pain points, drivers, and trends. It also comprises a detailed study of research plans and methodology.

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    03 Collection of Data

    This process consists of gathering data, accessing proprietary databases, and reaching out to key industry participants that operate in the market across the value chain. It also involves studying several patterns in the historical data and comparing it with the current scenario.

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    04 Collaboration of Data

    This stage involves the validation of data and arrival at actual statistics, and evolution of the market over the years. It entails the study and analyzes various segments and verticals of the market. An impact analysis is also performed to observe which factors will affect the market in the next few years.

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    05 Verification and Analysis

    This is the final stage, which involves both quantity and quality checks. Although the process of data verification is an integral part of the research process, all data points and statistics and figures are re-checked to uphold their authenticity and validity.

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Companies Mentioned

Tencent
Sony
Activision Blizzard
Microsoft
Nintendo
Netease
Walt Disney Animation Studios
NBCUniversal
Warner Bros
Framestore
TOEI ANIMATION
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