Latest Update: Impact of current COVID-19 situation has been considered in this report while making the analysis.
Global Animation, VFX & Game Market by Type (Animation & VFX, Game & VFX, Animation, VFX & Gam), By Application (Anime, Film, Video Game) And By Region (North America, Latin America, Europe, Asia Pacific and Middle East & Africa), Forecast From 2022 To 2030-report

Global Animation, VFX & Game Market by Type (Animation & VFX, Game & VFX, Animation, VFX & Gam), By Application (Anime, Film, Video Game) And By Region (North America, Latin America, Europe, Asia Pacific and Middle East & Africa), Forecast From 2022 To 2030

Report ID: 172288 3300 IT & Telecom 377 249 Pages 5 (49)
                                          

Market Overview:


The global animation, VFX and game market is expected to grow at a CAGR of 7.5% during the forecast period from 2018 to 2030. The market growth can be attributed to the increasing demand for animated content across different platforms such as television, cinema, and video games. In addition, the growing adoption of virtual reality (VR) and augmented reality (AR) technology is also contributing to the growth of this market. The global animation & VFX market was valued at US$ 36.06 Bn in 2017 and is projected to reach US$ 71.14 Bn by 2030, at a CAGR of 7.8% from 2018 to 2030 . The global game & VFX market was valued at US$ 9.02 Bn in 2017 and is projected reach US$ 25 Bn by 2030 ,at a CAGR of 10% from 2018-2030 . Animation segment accounted for majority share in terms of revenue in 2017 followed by game & VFX segment globally .


Global Animation, VFX & Game Industry Outlook


Product Definition:


Animation is the process of making a two or three-dimensional object or character appear to move on its own. VFX is the process of adding visual effects to a movie, TV show, video game, or other piece of media. These effects can include things like realistic weather simulations, digital makeup and set extensions, and realistic explosions. Game is an electronic game that involves interaction with a user interface to generate visual feedback on a video device such as a TV screen or computer monitor.


Animation & VFX:


Animation & VFX, it's usage and growth factor in the animation, visual effects & gaming market? Animation is a technique that involves the manipulation of images or objects to bring about a change in appearance. Visual effects are images created with the use of computer graphics which can be used as an enhancement to enhance reality but cannot replace reality. The difference between them is that animation requires multiple frames while visual effects require one frame at a time to create an image.


Game & VFX:


Game & VFX and its usage in the animation, visual effects and game market are growing rapidly. The global video games industry was valued at USD 135 billion in 2016. It is expected to grow with a CAGR of XX% from 2017 to 2021.


Application Insights:


The film industry is one of the largest consumers of animation and VFX. The use of computer graphics for films dates back to the early 1980s, when imagery was created using 3D animations on Apple IIe and Macintosh computers. Over time, technology has evolved; nowadays, filmmakers can create more realistic depictions with less effort by outsourcing work to specialized software platforms such as After Effects and Cinema 4D.


Animation studios are increasingly being utilized by major film producers as a tool for storytelling in films. Animation helps in conveying complex ideas through visual metaphors that appeal to children as well as adults. Moreover, it also allows audiences to connect with characters on an emotional level through relatable human emotions such as happiness, sadness or fear (Coyle & Greenbaum). Films such animators have been working hard over the years trying new techniques that push the envelope of traditional animation while still keeping it rooted in reality (Kelley).


Regional Analysis:


North America dominated the global market in terms of revenue share in 2017. The U.S.-based companies have been consistently delivering high-quality content and innovative techniques to attract new customers, which is expected to drive the regional demand over the forecast period.


The Asia Pacific region is projected to witness significant growth over the next eight years owing to increasing investments from foreign players as well as domestic animation studios and VFX houses looking for potential opportunities in this region coupled with growing consumer awareness regarding upcoming animated films and video games. Japan has traditionally been a hub for anime production, but recently other Asian countries such as China, India, South Korea, Singapore are also emerging as good alternatives for anime shooting locations due to availability of skilled workforce at affordable costs along with easy access to soundstages/studios etc., which further boosts investment options for VFX houses/entities looking outsource their rendering requirements.


Growth Factors:


  • Increasing demand for animation in advertising and marketing
  • Proliferation of digital platforms and devices that support animation
  • Growing demand for video content, especially animated video content
  • Rising popularity of gaming among all age groups
  • Increased investment in R&D by animation, VFX, and game companies

Scope Of The Report

Report Attributes

Report Details

Report Title

Animation, VFX & Game Market Research Report

By Type

Animation & VFX, Game & VFX, Animation, VFX & Gam

By Application

Anime, Film, Video Game

By Companies

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

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

249

Number of Tables & Figures

175

Customization Available

Yes, the report can be customized as per your need.


Global Animation, VFX & Game Market Report Segments:

The global Animation, VFX & Game market is segmented on the basis of:

Types

Animation & VFX, Game & VFX, Animation, VFX & Gam

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

Anime, Film, Video Game

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:

  1. Tencent
  2. Sony
  3. Activision Blizzard
  4. Microsoft
  5. Nintendo
  6. Netease
  7. Walt Disney Animation Studios
  8. NBCUniversal
  9. Warner Bros
  10. Framestore
  11. TOEI ANIMATION
  12. Animation, VFX & Gam

Global Animation, VFX & Game Market Overview


Highlights of The Animation, VFX & Game Market Report:

  1. The market structure and projections for the coming years.
  2. Drivers, restraints, opportunities, and current trends of market.
  3. Historical data and forecast.
  4. Estimations for the forecast period 2030.
  5. Developments and trends in the market.
  6. By Type:

    1. Animation & VFX
    2. Game & VFX
    3. Animation, VFX & Gam
  1. By Application:

    1. Anime
    2. Film
    3. Video Game
  1. Market scenario by region, sub-region, and country.
  2. Market share of the market players, company profiles, product specifications, SWOT analysis, and competitive landscape.
  3. Analysis regarding upstream raw materials, downstream demand, and current market dynamics.
  4. Government Policies, Macro & Micro economic factors are also included in the report.

We have studied the Animation, VFX & Game 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

Global Animation, VFX & Game Market Statistics

8 Reasons to Buy This Report

  1. Includes a Chapter on the Impact of COVID-19 Pandemic On the Market
  2. Report Prepared After Conducting Interviews with Industry Experts & Top Designates of the Companies in the Market
  3. Implemented Robust Methodology to Prepare the Report
  4. Includes Graphs, Statistics, Flowcharts, and Infographics to Save Time
  5. Industry Growth Insights Provides 24/5 Assistance Regarding the Doubts in the Report
  6. Provides Information About the Top-winning Strategies Implemented by Industry Players.
  7. In-depth Insights On the Market Drivers, Restraints, Opportunities, and Threats
  8. Customization of the Report Available

Frequently Asked Questions?


Animation, VFX and Game are all types of multimedia production. Animation is the process of creating a series of images that tell a story or represent an idea. VFX (visual effects) is the use of computer graphics to create realistic images or scenes for films, video games, commercials and other media. Game design is the creation and development of video games.

Some of the major companies in the animation, vfx & game market are Tencent, Sony, Activision Blizzard, Microsoft, Nintendo, Netease, Walt Disney Animation Studios, NBCUniversal, Warner Bros, Framestore, TOEI ANIMATION, Animation, VFX & Gam.

The animation, vfx & game market is expected to grow at a compound annual growth rate of 7.5%.

                                            
1. Executive Summary

2. Assumptions and Acronyms Used

3. Research Methodology

4. Animation, VFX & Game Market Overview
   4.1. Introduction
      4.1.1. Market Taxonomy
      4.1.2. Market Definition
   4.2. Macro-Economic Factors
      4.2.1. Industry Outlook
   4.3. Animation, VFX & Game Market Dynamics
      4.3.1. Market Drivers
      4.3.2. Market Restraints
      4.3.3. Opportunity
      4.3.4. Market Trends
   4.4. Animation, VFX & Game Market - Supply Chain
   4.5. Global Animation, VFX & Game Market Forecast
      4.5.1. Animation, VFX & Game Market Size (US$ Mn) and Y-o-Y Growth
      4.5.2. Animation, VFX & Game Market Size (000’ Units) and Y-o-Y Growth
      4.5.3. Animation, VFX & Game Market Absolute $ Opportunity

5. Global Animation, VFX & Game Market Analysis and Forecast by Type
   5.1. Market Trends
   5.2. Introduction
      5.2.1. Basis Point Share (BPS) Analysis by Type
      5.2.2. Y-o-Y Growth Projections by Type
   5.3. Animation, VFX & Game Market Size and Volume Forecast by Type
      5.3.1. Animation & VFX
      5.3.2. Game & VFX
      5.3.3. Animation, VFX & Gam
   5.4. Absolute $ Opportunity Assessment by Type
   5.5. Market Attractiveness/Growth Potential Analysis by Type

6. Global Animation, VFX & Game Market Analysis and Forecast by Application
   6.1. Market Trends
   6.2. Introduction
      6.2.1. Basis Point Share (BPS) Analysis by Application
      6.2.2. Y-o-Y Growth Projections by Application
   6.3. Animation, VFX & Game Market Size and Volume Forecast by Application
      6.3.1. Anime
      6.3.2. Film
      6.3.3. Video Game
   6.4. Absolute $ Opportunity Assessment by Application
   6.5. Market Attractiveness/Growth Potential Analysis by Application

7. Global Animation, VFX & Game Market Analysis and Forecast by Sales Channel
   7.1. Market Trends
   7.2. Introduction
      7.2.1. Basis Point Share (BPS) Analysis by Sales Channel 
      7.2.2. Y-o-Y Growth Projections by Sales Channel
   7.3. Animation, VFX & Game Market Size and Volume Forecast by Sales Channel 
      7.3.1. Manufacturer/Distributor/Service Provider
      7.3.2. Aftermarket
   7.4. Absolute $ Opportunity Assessment by Sales Channel
   7.5. Market Attractiveness/Growth Potential Analysis by Sales Channel

8. Global Animation, VFX & Game Market Analysis and Forecast by Region
   8.1. Market Trends
   8.2. Introduction
      8.2.1. Basis Point Share (BPS) Analysis by Region
      8.2.2. Y-o-Y Growth Projections by Region
   8.3. Animation, VFX & Game Market Size and Volume Forecast by Region
      8.3.1. North America
      8.3.2. Latin America
      8.3.3. Europe
      8.3.4. Asia Pacific
      8.3.5. Middle East and Africa (MEA)
   8.4. Absolute $ Opportunity Assessment by Region
   8.5. Market Attractiveness/Growth Potential Analysis by Region
   8.6. Global Animation, VFX & Game Demand Share Forecast, 2019-2026

9. North America Animation, VFX & Game Market Analysis and Forecast
   9.1. Introduction
      9.1.1. Basis Point Share (BPS) Analysis by Country
      9.1.2. Y-o-Y Growth Projections by Country
   9.2. North America Animation, VFX & Game Market Size and Volume Forecast by Country
      9.2.1. U.S.
      9.2.2. Canada
   9.3. Absolute $ Opportunity Assessment by Country
   9.4. North America Animation, VFX & Game Market Size and Volume Forecast by Application
      9.4.1. Anime
      9.4.2. Film
      9.4.3. Video Game
   9.5. Basis Point Share (BPS) Analysis by Application
   9.6. Y-o-Y Growth Projections by Application
   9.7. North America Animation, VFX & Game Market Size and Volume Forecast by Type
      9.7.1. Animation & VFX
      9.7.2. Game & VFX
      9.7.3. Animation, VFX & Gam
   9.8. Basis Point Share (BPS) Analysis by Type
   9.9. Y-o-Y Growth Projections by Type
   9.10. Market Attractiveness/Growth Potential Analysis
      9.10.1. By Country
      9.10.2. By Product Type
      9.10.3. By Application
      9.10.4. By Sales Channel
   9.11. North America Animation, VFX & Game Demand Share Forecast, 2019-2026

10. Latin America Animation, VFX & Game Market Analysis and Forecast
   10.1. Introduction
      10.1.1. Basis Point Share (BPS) Analysis by Country
      10.1.2. Y-o-Y Growth Projections by Country
      10.1.3. Latin America Average Pricing Analysis
   10.2. Latin America Animation, VFX & Game Market Size and Volume Forecast by Country
      10.2.1. Brazil
      10.2.2. Mexico
      10.2.3. Rest of Latin America
   10.3. Absolute $ Opportunity Assessment by Country
   10.4. Latin America Animation, VFX & Game Market Size and Volume Forecast by Application
      10.4.1. Anime
      10.4.2. Film
      10.4.3. Video Game
   10.5. Basis Point Share (BPS) Analysis by Application
   10.6. Y-o-Y Growth Projections by Application
   10.7. Latin America Animation, VFX & Game Market Size and Volume Forecast by Type
      10.7.1. Animation & VFX
      10.7.2. Game & VFX
      10.7.3. Animation, VFX & Gam
   10.8. Basis Point Share (BPS) Analysis by Type
   10.9. Y-o-Y Growth Projections by Type
   10.10. Market Attractiveness/Growth Potential Analysis
      10.10.1. By Country
      10.10.2. By Product Type
      10.10.3. By Application
      10.10.4. By Sales Channel
   10.11. Latin America Animation, VFX & Game Demand Share Forecast, 2019-2026

11. Europe Animation, VFX & Game Market Analysis and Forecast
   11.1. Introduction
      11.1.1. Basis Point Share (BPS) Analysis by Country
      11.1.2. Y-o-Y Growth Projections by Country
      11.1.3. Europe Average Pricing Analysis
   11.2. Europe Animation, VFX & Game Market Size and Volume Forecast by Country
      11.2.1. Germany
      11.2.2. France
      11.2.3. Italy
      11.2.4. U.K.
      11.2.5. Spain
      11.2.6. Russia
      11.2.7. Rest of Europe
   11.3. Absolute $ Opportunity Assessment by Country
   11.4. Europe Animation, VFX & Game Market Size and Volume Forecast by Application
      11.4.1. Anime
      11.4.2. Film
      11.4.3. Video Game
   11.5. Basis Point Share (BPS) Analysis by Application
   11.6. Y-o-Y Growth Projections by Application
   11.7. Europe Animation, VFX & Game Market Size and Volume Forecast by Type
      11.7.1. Animation & VFX
      11.7.2. Game & VFX
      11.7.3. Animation, VFX & Gam
   11.8. Basis Point Share (BPS) Analysis by Type
   11.9. Y-o-Y Growth Projections by Type
   11.10. Market Attractiveness/Growth Potential Analysis
      11.10.1. By Country
      11.10.2. By Product Type
      11.10.3. By Application
      11.10.4. By Sales Channel
   11.11. Europe Animation, VFX & Game Demand Share, 2019-2026

12. Asia Pacific Animation, VFX & Game Market Analysis and Forecast
   12.1. Introduction
      12.1.1. Basis Point Share (BPS) Analysis by Country
      12.1.2. Y-o-Y Growth Projections by Country
      12.1.3. Asia Pacific Average Pricing Analysis
   12.2. Asia Pacific Animation, VFX & Game Market Size and Volume Forecast by Country
      12.2.1. China
      12.2.2. Japan
      12.2.3. South Korea
      12.2.4. India
      12.2.5. Australia
      12.2.6. Rest of Asia Pacific (APAC)
   12.3. Absolute $ Opportunity Assessment by Country
   12.4. Asia Pacific Animation, VFX & Game Market Size and Volume Forecast by Application
      12.4.1. Anime
      12.4.2. Film
      12.4.3. Video Game
   12.5. Basis Point Share (BPS) Analysis by Application
   12.6. Y-o-Y Growth Projections by Application
   12.7. Asia Pacific Animation, VFX & Game Market Size and Volume Forecast by Type
      12.7.1. Animation & VFX
      12.7.2. Game & VFX
      12.7.3. Animation, VFX & Gam
   12.8. Basis Point Share (BPS) Analysis by Type
   12.9. Y-o-Y Growth Projections by Type
   12.10. Market Attractiveness/Growth Potential Analysis
      12.10.1. By Country
      12.10.2. By Product Type
      12.10.3. By Application
      12.10.4. By Sales Channel
   12.11. Asia Pacific Animation, VFX & Game Demand Share, 2019-2026

13. Middle East & Africa Animation, VFX & Game Market Analysis and Forecast
   13.1. Introduction
      13.1.1. Basis Point Share (BPS) Analysis by Country
      13.1.2. Y-o-Y Growth Projections by Country
      13.1.3. Asia Pacific Average Pricing Analysis
   13.2. Middle East & Africa Animation, VFX & Game Market Size and Volume 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. Absolute $ Opportunity Assessment by Country
   13.4. Middle East & Africa Animation, VFX & Game Market Size and Volume Forecast by Application
      13.4.1. Anime
      13.4.2. Film
      13.4.3. Video Game
   13.5. Basis Point Share (BPS) Analysis by Application
   13.6. Y-o-Y Growth Projections by Application
   13.7. Middle East & Africa Animation, VFX & Game Market Size and Volume Forecast by Type
      13.7.1. Animation & VFX
      13.7.2. Game & VFX
      13.7.3. Animation, VFX & Gam
   13.8. Basis Point Share (BPS) Analysis by Type
   13.9. Y-o-Y Growth Projections by Type
   13.10. Market Attractiveness/Growth Potential Analysis
      13.10.1. By Country
      13.10.2. By Product Type
      13.10.3. By Application
      13.10.4. By Sales Channel
   13.11. Middle East & Africa Animation, VFX & Game Demand Share, 2019-2026

14. Competition Landscape
   14.1. Global Animation, VFX & Game Market: Market Share Analysis
   14.2. Animation, VFX & Game Distributors and Customers
   14.3. Animation, VFX & Game Market: Competitive Dashboard
   14.4. Company Profiles (Details – Overview, Financials, Developments, Strategy) 
      14.4.1. Tencent
         14.4.1.1. Overview
         14.4.1.2. Financials
         14.4.1.3. Developments
         14.4.1.4. Strategic Outlook
      14.4.2. Sony
         14.4.2.1. Overview
         14.4.2.2. Financials
         14.4.2.3. Developments
         14.4.2.4. Strategic Outlook
      14.4.3. Activision Blizzard
         14.4.3.1. Overview
         14.4.3.2. Financials
         14.4.3.3. Developments
         14.4.3.4. Strategic Outlook
      14.4.4. Microsoft
         14.4.4.1. Overview
         14.4.4.2. Financials
         14.4.4.3. Developments
         14.4.4.4. Strategic Outlook
      14.4.5. Nintendo
         14.4.5.1. Overview
         14.4.5.2. Financials
         14.4.5.3. Developments
         14.4.5.4. Strategic Outlook
      14.4.6. Netease
         14.4.6.1. Overview
         14.4.6.2. Financials
         14.4.6.3. Developments
         14.4.6.4. Strategic Outlook
      14.4.7. Walt Disney Animation Studios
         14.4.7.1. Overview
         14.4.7.2. Financials
         14.4.7.3. Developments
         14.4.7.4. Strategic Outlook
      14.4.8. NBCUniversal
         14.4.8.1. Overview
         14.4.8.2. Financials
         14.4.8.3. Developments
         14.4.8.4. Strategic Outlook
      14.4.9. Warner Bros
         14.4.9.1. Overview
         14.4.9.2. Financials
         14.4.9.3. Developments
         14.4.9.4. Strategic Outlook
      14.4.10. Framestore
         14.4.10.1. Overview
         14.4.10.2. Financials
         14.4.10.3. Developments
         14.4.10.4. Strategic Outlook
      14.4.11. TOEI ANIMATION
         14.4.11.1. Overview
         14.4.11.2. Financials
         14.4.11.3. Developments
         14.4.11.4. Strategic Outlook
      14.4.12. Animation, VFX & Gam
         14.4.12.1. Overview
         14.4.12.2. Financials
         14.4.12.3. Developments
         14.4.12.4. Strategic Outlook
      14.4.13. COMPANY 13
         14.4.13.1. Overview
         14.4.13.2. Financials
         14.4.13.3. Developments
         14.4.13.4. Strategic Outlook
      14.4.14. COMPANY 14
         14.4.14.1. Overview
         14.4.14.2. Financials
         14.4.14.3. Developments
         14.4.14.4. Strategic Outlook
      14.4.15. COMPANY 15
         14.4.15.1. Overview
         14.4.15.2. Financials
         14.4.15.3. Developments
         14.4.15.4. Strategic Outlook
      14.4.16. COMPANY 16
         14.4.16.1. Overview
         14.4.16.2. Financials
         14.4.16.3. Developments
         14.4.16.4. Strategic Outlook
      14.4.17. COMPANY 17
         14.4.17.1. Overview
         14.4.17.2. Financials
         14.4.17.3. Developments
         14.4.17.4. Strategic Outlook
      14.4.18. COMPANY 18
         14.4.18.1. Overview
         14.4.18.2. Financials
         14.4.18.3. Developments
         14.4.18.4. Strategic Outlook
      14.4.19. COMPANY 19
         14.4.19.1. Overview
         14.4.19.2. Financials
         14.4.19.3. Developments
         14.4.19.4. Strategic Outlook
      14.4.20. COMPANY 20
         14.4.20.1. Overview
         14.4.20.2. Financials
         14.4.20.3. Developments
         14.4.20.4. Strategic Outlook

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