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Global Animation, VFX and Games Market Research Report 2024

Global Animation, VFX and Games Market Research Report 2024

Publishing Date : Feb, 2024

License Type :
 

Report Code : 1711388

No of Pages : 91

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 and Games market was valued at US$ 430500 million in 2023 and is anticipated to reach US$ 535470 million by 2030, witnessing a CAGR of 3.1% during the forecast period 2024-2030.
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.
This report aims to provide a comprehensive presentation of the global market for Animation, VFX and Games, with both quantitative and qualitative analysis, to help readers develop business/growth strategies, assess the market competitive situation, analyze their position in the current marketplace, and make informed business decisions regarding Animation, VFX and Games.
Report Scope
The Animation, VFX and Games market size, estimations, and forecasts are provided in terms of revenue ($ millions), considering 2023 as the base year, with history and forecast data for the period from 2019 to 2030. This report segments the global Animation, VFX and Games market comprehensively. Regional market sizes, concerning products by Type, by Application, and by players, are also provided.
For a more in-depth understanding of the market, the report provides profiles of the competitive landscape, key competitors, and their respective market ranks. The report also discusses technological trends and new product developments.
The report will help the Animation, VFX and Games companies, new entrants, and industry chain related companies in this market with information on the revenues, sales volume, and average price for the overall market and the sub-segments across the different segments, by company, by Type, by Application, and by regions.
Market Segmentation
By Company
3ds Max
Motionbuilder
Blender
Clara.Io
Faceshift
Houdini Apprentice
Iclone
Ipi Soft
Makehuman
Maya
Mixamo
Poser
Terragen
Smartbody
Boats Animator
Dragonframe
Segment by Type
2D Animation
Computer-Generated Images (CGI)
Visual Effects (VFX)
Network Animation
Enterprise Service
Segment by Application
High Definition Television
Tablet
Smart Phone
Headgear
By Region
North America
United States
Canada
Europe
Germany
France
UK
Italy
Russia
Nordic Countries
Rest of Europe
Asia-Pacific
China
Japan
South Korea
Southeast Asia
India
Australia
Rest of Asia
Latin America
Mexico
Brazil
Rest of Latin America
Middle East & Africa
Turkey
Saudi Arabia
UAE
Rest of MEA
Chapter Outline
Chapter 1: Introduces the report scope of the report, executive summary of different market segments (by Type, by Application, etc), including the market size of each market segment, future development potential, and so on. 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 2: Introduces executive summary of global market size, regional market size, 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 3: Detailed analysis of Animation, VFX and Games companies’ competitive landscape, revenue market share, latest development plan, merger, and acquisition information, etc.
Chapter 4: 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 5: 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 6, 7, 8, 9, 10: North America, Europe, Asia Pacific, Latin America, Middle East and Africa segment by country. It provides a quantitative analysis of the market size and development potential of each region and its main countries and introduces the market development, future development prospects, market space, and capacity of each country in the world.
Chapter 11: Provides profiles of key players, introducing the basic situation of the main companies in the market in detail, including product sales, revenue, price, gross margin, product introduction, recent development, etc.
Chapter 12: The main points and conclusions of the report.
Index
1 Report Overview
1.1 Study Scope
1.2 Market Analysis by Type
1.2.1 Global Animation, VFX and Games Market Size Growth Rate by Type: 2019 VS 2023 VS 2030
1.2.2 2D Animation
1.2.3 Computer-Generated Images (CGI)
1.2.4 Visual Effects (VFX)
1.2.5 Network Animation
1.2.6 Enterprise Service
1.3 Market by Application
1.3.1 Global Animation, VFX and Games Market Growth by Application: 2019 VS 2023 VS 2030
1.3.2 High Definition Television
1.3.3 Tablet
1.3.4 Smart Phone
1.3.5 Headgear
1.4 Study Objectives
1.5 Years Considered
1.6 Years Considered
2 Global Growth Trends
2.1 Global Animation, VFX and Games Market Perspective (2019-2030)
2.2 Animation, VFX and Games Growth Trends by Region
2.2.1 Global Animation, VFX and Games Market Size by Region: 2019 VS 2023 VS 2030
2.2.2 Animation, VFX and Games Historic Market Size by Region (2019-2024)
2.2.3 Animation, VFX and Games Forecasted Market Size by Region (2025-2030)
2.3 Animation, VFX and Games Market Dynamics
2.3.1 Animation, VFX and Games Industry Trends
2.3.2 Animation, VFX and Games Market Drivers
2.3.3 Animation, VFX and Games Market Challenges
2.3.4 Animation, VFX and Games Market Restraints
3 Competition Landscape by Key Players
3.1 Global Top Animation, VFX and Games Players by Revenue
3.1.1 Global Top Animation, VFX and Games Players by Revenue (2019-2024)
3.1.2 Global Animation, VFX and Games Revenue Market Share by Players (2019-2024)
3.2 Global Animation, VFX and Games Market Share by Company Type (Tier 1, Tier 2, and Tier 3)
3.3 Players Covered: Ranking by Animation, VFX and Games Revenue
3.4 Global Animation, VFX and Games Market Concentration Ratio
3.4.1 Global Animation, VFX and Games Market Concentration Ratio (CR5 and HHI)
3.4.2 Global Top 10 and Top 5 Companies by Animation, VFX and Games Revenue in 2023
3.5 Animation, VFX and Games Key Players Head office and Area Served
3.6 Key Players Animation, VFX and Games Product Solution and Service
3.7 Date of Enter into Animation, VFX and Games Market
3.8 Mergers & Acquisitions, Expansion Plans
4 Animation, VFX and Games Breakdown Data by Type
4.1 Global Animation, VFX and Games Historic Market Size by Type (2019-2024)
4.2 Global Animation, VFX and Games Forecasted Market Size by Type (2025-2030)
5 Animation, VFX and Games Breakdown Data by Application
5.1 Global Animation, VFX and Games Historic Market Size by Application (2019-2024)
5.2 Global Animation, VFX and Games Forecasted Market Size by Application (2025-2030)
6 North America
6.1 North America Animation, VFX and Games Market Size (2019-2030)
6.2 North America Animation, VFX and Games Market Growth Rate by Country: 2019 VS 2023 VS 2030
6.3 North America Animation, VFX and Games Market Size by Country (2019-2024)
6.4 North America Animation, VFX and Games Market Size by Country (2025-2030)
6.5 United States
6.6 Canada
7 Europe
7.1 Europe Animation, VFX and Games Market Size (2019-2030)
7.2 Europe Animation, VFX and Games Market Growth Rate by Country: 2019 VS 2023 VS 2030
7.3 Europe Animation, VFX and Games Market Size by Country (2019-2024)
7.4 Europe Animation, VFX and Games Market Size by Country (2025-2030)
7.5 Germany
7.6 France
7.7 U.K.
7.8 Italy
7.9 Russia
7.10 Nordic Countries
8 Asia-Pacific
8.1 Asia-Pacific Animation, VFX and Games Market Size (2019-2030)
8.2 Asia-Pacific Animation, VFX and Games Market Growth Rate by Region: 2019 VS 2023 VS 2030
8.3 Asia-Pacific Animation, VFX and Games Market Size by Region (2019-2024)
8.4 Asia-Pacific Animation, VFX and Games Market Size by Region (2025-2030)
8.5 China
8.6 Japan
8.7 South Korea
8.8 Southeast Asia
8.9 India
8.10 Australia
9 Latin America
9.1 Latin America Animation, VFX and Games Market Size (2019-2030)
9.2 Latin America Animation, VFX and Games Market Growth Rate by Country: 2019 VS 2023 VS 2030
9.3 Latin America Animation, VFX and Games Market Size by Country (2019-2024)
9.4 Latin America Animation, VFX and Games Market Size by Country (2025-2030)
9.5 Mexico
9.6 Brazil
10 Middle East & Africa
10.1 Middle East & Africa Animation, VFX and Games Market Size (2019-2030)
10.2 Middle East & Africa Animation, VFX and Games Market Growth Rate by Country: 2019 VS 2023 VS 2030
10.3 Middle East & Africa Animation, VFX and Games Market Size by Country (2019-2024)
10.4 Middle East & Africa Animation, VFX and Games Market Size by Country (2025-2030)
10.5 Turkey
10.6 Saudi Arabia
10.7 UAE
11 Key Players Profiles
11.1 3ds Max
11.1.1 3ds Max Company Detail
11.1.2 3ds Max Business Overview
11.1.3 3ds Max Animation, VFX and Games Introduction
11.1.4 3ds Max Revenue in Animation, VFX and Games Business (2019-2024)
11.1.5 3ds Max Recent Development
11.2 Motionbuilder
11.2.1 Motionbuilder Company Detail
11.2.2 Motionbuilder Business Overview
11.2.3 Motionbuilder Animation, VFX and Games Introduction
11.2.4 Motionbuilder Revenue in Animation, VFX and Games Business (2019-2024)
11.2.5 Motionbuilder Recent Development
11.3 Blender
11.3.1 Blender Company Detail
11.3.2 Blender Business Overview
11.3.3 Blender Animation, VFX and Games Introduction
11.3.4 Blender Revenue in Animation, VFX and Games Business (2019-2024)
11.3.5 Blender Recent Development
11.4 Clara.Io
11.4.1 Clara.Io Company Detail
11.4.2 Clara.Io Business Overview
11.4.3 Clara.Io Animation, VFX and Games Introduction
11.4.4 Clara.Io Revenue in Animation, VFX and Games Business (2019-2024)
11.4.5 Clara.Io Recent Development
11.5 Faceshift
11.5.1 Faceshift Company Detail
11.5.2 Faceshift Business Overview
11.5.3 Faceshift Animation, VFX and Games Introduction
11.5.4 Faceshift Revenue in Animation, VFX and Games Business (2019-2024)
11.5.5 Faceshift Recent Development
11.6 Houdini Apprentice
11.6.1 Houdini Apprentice Company Detail
11.6.2 Houdini Apprentice Business Overview
11.6.3 Houdini Apprentice Animation, VFX and Games Introduction
11.6.4 Houdini Apprentice Revenue in Animation, VFX and Games Business (2019-2024)
11.6.5 Houdini Apprentice Recent Development
11.7 Iclone
11.7.1 Iclone Company Detail
11.7.2 Iclone Business Overview
11.7.3 Iclone Animation, VFX and Games Introduction
11.7.4 Iclone Revenue in Animation, VFX and Games Business (2019-2024)
11.7.5 Iclone Recent Development
11.8 Ipi Soft
11.8.1 Ipi Soft Company Detail
11.8.2 Ipi Soft Business Overview
11.8.3 Ipi Soft Animation, VFX and Games Introduction
11.8.4 Ipi Soft Revenue in Animation, VFX and Games Business (2019-2024)
11.8.5 Ipi Soft Recent Development
11.9 Makehuman
11.9.1 Makehuman Company Detail
11.9.2 Makehuman Business Overview
11.9.3 Makehuman Animation, VFX and Games Introduction
11.9.4 Makehuman Revenue in Animation, VFX and Games Business (2019-2024)
11.9.5 Makehuman Recent Development
11.10 Maya
11.10.1 Maya Company Detail
11.10.2 Maya Business Overview
11.10.3 Maya Animation, VFX and Games Introduction
11.10.4 Maya Revenue in Animation, VFX and Games Business (2019-2024)
11.10.5 Maya Recent Development
11.11 Mixamo
11.11.1 Mixamo Company Detail
11.11.2 Mixamo Business Overview
11.11.3 Mixamo Animation, VFX and Games Introduction
11.11.4 Mixamo Revenue in Animation, VFX and Games Business (2019-2024)
11.11.5 Mixamo Recent Development
11.12 Poser
11.12.1 Poser Company Detail
11.12.2 Poser Business Overview
11.12.3 Poser Animation, VFX and Games Introduction
11.12.4 Poser Revenue in Animation, VFX and Games Business (2019-2024)
11.12.5 Poser Recent Development
11.13 Terragen
11.13.1 Terragen Company Detail
11.13.2 Terragen Business Overview
11.13.3 Terragen Animation, VFX and Games Introduction
11.13.4 Terragen Revenue in Animation, VFX and Games Business (2019-2024)
11.13.5 Terragen Recent Development
11.14 Smartbody
11.14.1 Smartbody Company Detail
11.14.2 Smartbody Business Overview
11.14.3 Smartbody Animation, VFX and Games Introduction
11.14.4 Smartbody Revenue in Animation, VFX and Games Business (2019-2024)
11.14.5 Smartbody Recent Development
11.15 Boats Animator
11.15.1 Boats Animator Company Detail
11.15.2 Boats Animator Business Overview
11.15.3 Boats Animator Animation, VFX and Games Introduction
11.15.4 Boats Animator Revenue in Animation, VFX and Games Business (2019-2024)
11.15.5 Boats Animator Recent Development
11.16 Dragonframe
11.16.1 Dragonframe Company Detail
11.16.2 Dragonframe Business Overview
11.16.3 Dragonframe Animation, VFX and Games Introduction
11.16.4 Dragonframe Revenue in Animation, VFX and Games Business (2019-2024)
11.16.5 Dragonframe Recent Development
12 Analyst's Viewpoints/Conclusions
13 Appendix
13.1 Research Methodology
13.1.1 Methodology/Research Approach
13.1.2 Data Source
13.2 Disclaimer
13.3 Author Details

Published By : QY Research

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