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Animation, VFX & Game-Global Market Insights and Sales Trends 2024

Animation, VFX & Game-Global Market Insights and Sales Trends 2024

Publishing Date : Nov, 2023

License Type :
 

Report Code : 1815913

No of Pages : 102

Synopsis
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.
The global Animation, VFX & Game market size is expected to reach US$ 534430 million by 2029, growing at a CAGR of 3.1% from 2023 to 2029. The market is mainly driven by the significant applications of Animation, VFX & Game in various end use industries. The expanding demands from the Anime, Film and Video Game,, are propelling Animation, VFX & Game market. Animation & VFX, one of the segments analysed in this report, is projected to record % CAGR and reach US$ million by the end of the analysis period. Growth in the Game & VFX segment is estimated at % CAGR for the next seven-year period.
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.
Report Objectives
This report provides market insight on the different segments, by players, by Type, by Application. Market size and forecast (2018-2029) has been provided in the report. The primary objectives of this report are to provide 1) global market size and forecasts, growth rates, market dynamics, industry structure and developments, market situation, trends; 2) global market share and ranking by company; 3) comprehensive presentation of the global market for Animation, VFX & Game, with both quantitative and qualitative analysis through detailed segmentation; 4) detailed value chain analysis and review of growth factors essential for the existing market players and new entrants; 5) emerging opportunities in the market and the future impact of major drivers and restraints of the market.
Key Features of The Study:
This report provides in-depth analysis of the global Animation, VFX & Game market, and provides market size (US$ million) and CAGR for the forecast period (2023-2029), considering 2022 as the base year.
This report profiles key players in the global Animation, VFX & Game market based on the following parameters - company details (found date, headquarters, manufacturing bases), products portfolio, Animation, VFX & Game sales data, market share and ranking.
This report elucidates potential market opportunities across different segments and explains attractive investment proposition matrices for this market.
This report illustrates key insights about market drivers, restraints, opportunities, market trends, regional outlook.
Key companies of Animation, VFX & Game covered in this report include Tencent, Sony, Activision Blizzard, Microsoft, Nintendo, Netease, Walt Disney Animation Studios, NBCUniversal and Warner Bros, etc.
The global Animation, VFX & Game market report caters to various stakeholders in this industry including investors, suppliers, product players, distributors, new entrants, and financial analysts.
Market Segmentation
Company Profiles:
Tencent
Sony
Activision Blizzard
Microsoft
Nintendo
Netease
Walt Disney Animation Studios
NBCUniversal
Warner Bros
Framestore
TOEI ANIMATION
Global Animation, VFX & Game market, by region:
North America (U.S., Canada, Mexico)
Europe (Germany, France, UK, Italy, etc.)
Asia Pacific (China, Japan, South Korea, Southeast Asia, India, etc.)
South America (Brazil, etc.)
Middle East and Africa (Turkey, GCC Countries, Africa, etc.)
Global Animation, VFX & Game market, Segment by Type:
Animation & VFX
Game & VFX
Global Animation, VFX & Game market, by Application
Anime
Film
Video Game
Core Chapters
Chapter One: Introduces the report scope of the report, executive summary of global and regional market size and CAGR for the history and forecast period (2018-2023, 2024-2029). It offers a high-level view of the current state of the market and its likely evolution in the short to mid-term, and long term.
Chapter Two: Provides the analysis of various market segments by Type, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different market segments.
Chapter Three: Provides the analysis of various market segments by Application, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different downstream markets.
Chapter Four: Detailed analysis of Animation, VFX & Game companies’ competitive landscape, revenue, market share and ranking, latest development plan, merger, and acquisition information, etc.
Chapter Five: Provides profiles of key players, introducing the basic situation of the main companies in the market in detail, including product introduction, revenue, recent development, etc.
Chapter Six, Seven, Eight, Nine and Ten: North America, Europe, Asia Pacific, Latin America, Middle East & Africa, revenue by country.
Chapter Eleven: this section also introduces the market dynamics, latest developments of the market, the driving factors and restrictive factors of the market, the challenges and risks faced by companies in the industry, and the analysis of relevant policies in the industry.
Chapter Twelve: Research Finding/Conclusion
Index
1 Market Overview of Animation, VFX & Game
1.1 Animation, VFX & Game Market Overview
1.1.1 Animation, VFX & Game Product Scope
1.1.2 Animation, VFX & Game Market Status and Outlook
1.2 Global Animation, VFX & Game Market Size Overview by Region 2018 VS 2022 VS 2029
1.3 Global Animation, VFX & Game Market Size by Region (2018-2029)
1.4 Global Animation, VFX & Game Historic Market Size by Region (2018-2023)
1.5 Global Animation, VFX & Game Market Size Forecast by Region (2024-2029)
1.6 Key Regions, Animation, VFX & Game Market Size (2018-2029)
1.6.1 North America Animation, VFX & Game Market Size (2018-2029)
1.6.2 Europe Animation, VFX & Game Market Size (2018-2029)
1.6.3 Asia-Pacific Animation, VFX & Game Market Size (2018-2029)
1.6.4 Latin America Animation, VFX & Game Market Size (2018-2029)
1.6.5 Middle East & Africa Animation, VFX & Game Market Size (2018-2029)
2 Animation, VFX & Game Market by Type
2.1 Introduction
2.1.1 Animation & VFX
2.1.2 Game & VFX
2.2 Global Animation, VFX & Game Market Size by Type: 2018 VS 2022 VS 2029
2.2.1 Global Animation, VFX & Game Historic Market Size by Type (2018-2023)
2.2.2 Global Animation, VFX & Game Forecasted Market Size by Type (2024-2029)
2.3 Key Regions Market Size by Type
2.3.1 North America Animation, VFX & Game Revenue Breakdown by Type (2018-2029)
2.3.2 Europe Animation, VFX & Game Revenue Breakdown by Type (2018-2029)
2.3.3 Asia-Pacific Animation, VFX & Game Revenue Breakdown by Type (2018-2029)
2.3.4 Latin America Animation, VFX & Game Revenue Breakdown by Type (2018-2029)
2.3.5 Middle East and Africa Animation, VFX & Game Revenue Breakdown by Type (2018-2029)
3 Animation, VFX & Game Market Overview by Application
3.1 Introduction
3.1.1 Anime
3.1.2 Film
3.1.3 Video Game
3.2 Global Animation, VFX & Game Market Size by Application: 2018 VS 2022 VS 2029
3.2.1 Global Animation, VFX & Game Historic Market Size by Application (2018-2023)
3.2.2 Global Animation, VFX & Game Forecasted Market Size by Application (2024-2029)
3.3 Key Regions Market Size by Application
3.3.1 North America Animation, VFX & Game Revenue Breakdown by Application (2018-2029)
3.3.2 Europe Animation, VFX & Game Revenue Breakdown by Application (2018-2029)
3.3.3 Asia-Pacific Animation, VFX & Game Revenue Breakdown by Application (2018-2029)
3.3.4 Latin America Animation, VFX & Game Revenue Breakdown by Application (2018-2029)
3.3.5 Middle East and Africa Animation, VFX & Game Revenue Breakdown by Application (2018-2029)
4 Animation, VFX & Game Competition Analysis by Players
4.1 Global Animation, VFX & Game Market Size by Players (2018-2023)
4.2 Global Top Players by Company Type (Tier 1, Tier 2 and Tier 3) & (based on the Revenue in Animation, VFX & Game as of 2022)
4.3 Date of Key Players Enter into Animation, VFX & Game Market
4.4 Global Top Players Animation, VFX & Game Headquarters and Area Served
4.5 Key Players Animation, VFX & Game Product Solution and Service
4.6 Competitive Status
4.6.1 Animation, VFX & Game Market Concentration Rate
4.6.2 Mergers & Acquisitions, Expansion Plans
5 Company (Top Players) Profiles
5.1 Tencent
5.1.1 Tencent Profile
5.1.2 Tencent Main Business
5.1.3 Tencent Animation, VFX & Game Products, Services and Solutions
5.1.4 Tencent Animation, VFX & Game Revenue (US$ Million) & (2018-2023)
5.1.5 Tencent Recent Developments
5.2 Sony
5.2.1 Sony Profile
5.2.2 Sony Main Business
5.2.3 Sony Animation, VFX & Game Products, Services and Solutions
5.2.4 Sony Animation, VFX & Game Revenue (US$ Million) & (2018-2023)
5.2.5 Sony Recent Developments
5.3 Activision Blizzard
5.3.1 Activision Blizzard Profile
5.3.2 Activision Blizzard Main Business
5.3.3 Activision Blizzard Animation, VFX & Game Products, Services and Solutions
5.3.4 Activision Blizzard Animation, VFX & Game Revenue (US$ Million) & (2018-2023)
5.3.5 Microsoft Recent Developments
5.4 Microsoft
5.4.1 Microsoft Profile
5.4.2 Microsoft Main Business
5.4.3 Microsoft Animation, VFX & Game Products, Services and Solutions
5.4.4 Microsoft Animation, VFX & Game Revenue (US$ Million) & (2018-2023)
5.4.5 Microsoft Recent Developments
5.5 Nintendo
5.5.1 Nintendo Profile
5.5.2 Nintendo Main Business
5.5.3 Nintendo Animation, VFX & Game Products, Services and Solutions
5.5.4 Nintendo Animation, VFX & Game Revenue (US$ Million) & (2018-2023)
5.5.5 Nintendo Recent Developments
5.6 Netease
5.6.1 Netease Profile
5.6.2 Netease Main Business
5.6.3 Netease Animation, VFX & Game Products, Services and Solutions
5.6.4 Netease Animation, VFX & Game Revenue (US$ Million) & (2018-2023)
5.6.5 Netease Recent Developments
5.7 Walt Disney Animation Studios
5.7.1 Walt Disney Animation Studios Profile
5.7.2 Walt Disney Animation Studios Main Business
5.7.3 Walt Disney Animation Studios Animation, VFX & Game Products, Services and Solutions
5.7.4 Walt Disney Animation Studios Animation, VFX & Game Revenue (US$ Million) & (2018-2023)
5.7.5 Walt Disney Animation Studios Recent Developments
5.8 NBCUniversal
5.8.1 NBCUniversal Profile
5.8.2 NBCUniversal Main Business
5.8.3 NBCUniversal Animation, VFX & Game Products, Services and Solutions
5.8.4 NBCUniversal Animation, VFX & Game Revenue (US$ Million) & (2018-2023)
5.8.5 NBCUniversal Recent Developments
5.9 Warner Bros
5.9.1 Warner Bros Profile
5.9.2 Warner Bros Main Business
5.9.3 Warner Bros Animation, VFX & Game Products, Services and Solutions
5.9.4 Warner Bros Animation, VFX & Game Revenue (US$ Million) & (2018-2023)
5.9.5 Warner Bros Recent Developments
5.10 Framestore
5.10.1 Framestore Profile
5.10.2 Framestore Main Business
5.10.3 Framestore Animation, VFX & Game Products, Services and Solutions
5.10.4 Framestore Animation, VFX & Game Revenue (US$ Million) & (2018-2023)
5.10.5 Framestore Recent Developments
5.11 TOEI ANIMATION
5.11.1 TOEI ANIMATION Profile
5.11.2 TOEI ANIMATION Main Business
5.11.3 TOEI ANIMATION Animation, VFX & Game Products, Services and Solutions
5.11.4 TOEI ANIMATION Animation, VFX & Game Revenue (US$ Million) & (2018-2023)
5.11.5 TOEI ANIMATION Recent Developments
6 North America
6.1 North America Animation, VFX & Game Market Size by Country (2018-2029)
6.2 U.S.
6.3 Canada
7 Europe
7.1 Europe Animation, VFX & Game Market Size by Country (2018-2029)
7.2 Germany
7.3 France
7.4 U.K.
7.5 Italy
7.6 Russia
7.7 Nordic Countries
7.8 Rest of Europe
8 Asia-Pacific
8.1 Asia-Pacific Animation, VFX & Game Market Size by Region (2018-2029)
8.2 China
8.3 Japan
8.4 South Korea
8.5 Southeast Asia
8.6 India
8.7 Australia
8.8 Rest of Asia-Pacific
9 Latin America
9.1 Latin America Animation, VFX & Game Market Size by Country (2018-2029)
9.2 Mexico
9.3 Brazil
9.4 Rest of Latin America
10 Middle East & Africa
10.1 Middle East & Africa Animation, VFX & Game Market Size by Country (2018-2029)
10.2 Turkey
10.3 Saudi Arabia
10.4 UAE
10.5 Rest of Middle East & Africa
11 Animation, VFX & Game Market Dynamics
11.1 Animation, VFX & Game Industry Trends
11.2 Animation, VFX & Game Market Drivers
11.3 Animation, VFX & Game Market Challenges
11.4 Animation, VFX & Game Market Restraints
12 Research Finding /Conclusion
13 Methodology and Data Source
13.1 Methodology/Research Approach
13.1.1 Research Programs/Design
13.1.2 Market Size Estimation
13.1.3 Market Breakdown and Data Triangulation
13.2 Data Source
13.2.1 Secondary Sources
13.2.2 Primary Sources
13.3 Disclaimer
13.4 Author List

Published By : QY Research

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