Report Detail

Service & Software COVID-19 Impact on Global Animation, VFX and Games Market Size, Status and Forecast 2020-2026

  • RnM4064296
  • |
  • 16 June, 2020
  • |
  • Global
  • |
  • 130 Pages
  • |
  • QYResearch
  • |
  • Service & Software

This report focuses on the global Animation, VFX and Games status, future forecast, growth opportunity, key market and key players. The study objectives are to present the Animation, VFX and Games development in North America, Europe, China, Japan, Southeast Asia, India and Central & South America.

The key players covered in this study
3ds Max
Motionbuilder
Blender
Clara.Io
Faceshift
Houdini Apprentice
Iclone
Ipi Soft
Makehuman
Maya
Mixamo
Poser
Terragen
Smartbody
Boats Animator
Dragonframe

Market segment by Type, the product can be split into
2D Animation
Computer-Generated Images (CGI)
Visual Effects (VFX)
Network Animation
Enterprise Service
Market segment by Application, split into
High Definition Television
Tablet
Smart Phone
Headgear

Market segment by Regions/Countries, this report covers
North America
Europe
China
Japan
Southeast Asia
India
Central & South America

The study objectives of this report are:
To analyze global Animation, VFX and Games status, future forecast, growth opportunity, key market and key players.
To present the Animation, VFX and Games development in North America, Europe, China, Japan, Southeast Asia, India and Central & South America.
To strategically profile the key players and comprehensively analyze their development plan and strategies.
To define, describe and forecast the market by type, market and key regions.

In this study, the years considered to estimate the market size of Animation, VFX and Games are as follows:
History Year: 2015-2019
Base Year: 2019
Estimated Year: 2020
Forecast Year 2020 to 2026
For the data information by region, company, type and application, 2019 is considered as the base year. Whenever data information was unavailable for the base year, the prior year has been considered.


1 Report Overview

  • 1.1 Study Scope
  • 1.2 Key Market Segments
  • 1.3 Players Covered: Ranking by Animation, VFX and Games Revenue
  • 1.4 Market Analysis by Type
    • 1.4.1 Global Animation, VFX and Games Market Size Growth Rate by Type: 2020 VS 2026
    • 1.4.2 2D Animation
    • 1.4.3 Computer-Generated Images (CGI)
    • 1.4.4 Visual Effects (VFX)
    • 1.4.5 Network Animation
    • 1.4.6 Enterprise Service
  • 1.5 Market by Application
    • 1.5.1 Global Animation, VFX and Games Market Share by Application: 2020 VS 2026
    • 1.5.2 High Definition Television
    • 1.5.3 Tablet
    • 1.5.4 Smart Phone
    • 1.5.5 Headgear
  • 1.6 Coronavirus Disease 2019 (Covid-19): Animation, VFX and Games Industry Impact
    • 1.6.1 How the Covid-19 is Affecting the Animation, VFX and Games Industry
      • 1.6.1.1 Animation, VFX and Games Business Impact Assessment - Covid-19
      • 1.6.1.2 Supply Chain Challenges
      • 1.6.1.3 COVID-19’s Impact On Crude Oil and Refined Products
    • 1.6.2 Market Trends and Animation, VFX and Games Potential Opportunities in the COVID-19 Landscape
    • 1.6.3 Measures / Proposal against Covid-19
      • 1.6.3.1 Government Measures to Combat Covid-19 Impact
      • 1.6.3.2 Proposal for Animation, VFX and Games Players to Combat Covid-19 Impact
  • 1.7 Study Objectives
  • 1.8 Years Considered

2 Global Growth Trends by Regions

  • 2.1 Animation, VFX and Games Market Perspective (2015-2026)
  • 2.2 Animation, VFX and Games Growth Trends by Regions
    • 2.2.1 Animation, VFX and Games Market Size by Regions: 2015 VS 2020 VS 2026
    • 2.2.2 Animation, VFX and Games Historic Market Share by Regions (2015-2020)
    • 2.2.3 Animation, VFX and Games Forecasted Market Size by Regions (2021-2026)
  • 2.3 Industry Trends and Growth Strategy
    • 2.3.1 Market Top Trends
    • 2.3.2 Market Drivers
    • 2.3.3 Market Challenges
    • 2.3.4 Porter’s Five Forces Analysis
    • 2.3.5 Animation, VFX and Games Market Growth Strategy
    • 2.3.6 Primary Interviews with Key Animation, VFX and Games Players (Opinion Leaders)

3 Competition Landscape by Key Players

  • 3.1 Global Top Animation, VFX and Games Players by Market Size
    • 3.1.1 Global Top Animation, VFX and Games Players by Revenue (2015-2020)
    • 3.1.2 Global Animation, VFX and Games Revenue Market Share by Players (2015-2020)
    • 3.1.3 Global Animation, VFX and Games Market Share by Company Type (Tier 1, Tier 2 and Tier 3)
  • 3.2 Global Animation, VFX and Games Market Concentration Ratio
    • 3.2.1 Global Animation, VFX and Games Market Concentration Ratio (CR5 and HHI)
    • 3.2.2 Global Top 10 and Top 5 Companies by Animation, VFX and Games Revenue in 2019
  • 3.3 Animation, VFX and Games Key Players Head office and Area Served
  • 3.4 Key Players Animation, VFX and Games Product Solution and Service
  • 3.5 Date of Enter into Animation, VFX and Games Market
  • 3.6 Mergers & Acquisitions, Expansion Plans

4 Breakdown Data by Type (2015-2026)

  • 4.1 Global Animation, VFX and Games Historic Market Size by Type (2015-2020)
  • 4.2 Global Animation, VFX and Games Forecasted Market Size by Type (2021-2026)

5 Animation, VFX and Games Breakdown Data by Application (2015-2026)

  • 5.1 Global Animation, VFX and Games Market Size by Application (2015-2020)
  • 5.2 Global Animation, VFX and Games Forecasted Market Size by Application (2021-2026)

6 North America

  • 6.1 North America Animation, VFX and Games Market Size (2015-2020)
  • 6.2 Animation, VFX and Games Key Players in North America (2019-2020)
  • 6.3 North America Animation, VFX and Games Market Size by Type (2015-2020)
  • 6.4 North America Animation, VFX and Games Market Size by Application (2015-2020)

7 Europe

  • 7.1 Europe Animation, VFX and Games Market Size (2015-2020)
  • 7.2 Animation, VFX and Games Key Players in Europe (2019-2020)
  • 7.3 Europe Animation, VFX and Games Market Size by Type (2015-2020)
  • 7.4 Europe Animation, VFX and Games Market Size by Application (2015-2020)

8 China

  • 8.1 China Animation, VFX and Games Market Size (2015-2020)
  • 8.2 Animation, VFX and Games Key Players in China (2019-2020)
  • 8.3 China Animation, VFX and Games Market Size by Type (2015-2020)
  • 8.4 China Animation, VFX and Games Market Size by Application (2015-2020)

9 Japan

  • 9.1 Japan Animation, VFX and Games Market Size (2015-2020)
  • 9.2 Animation, VFX and Games Key Players in Japan (2019-2020)
  • 9.3 Japan Animation, VFX and Games Market Size by Type (2015-2020)
  • 9.4 Japan Animation, VFX and Games Market Size by Application (2015-2020)

10 Southeast Asia

  • 10.1 Southeast Asia Animation, VFX and Games Market Size (2015-2020)
  • 10.2 Animation, VFX and Games Key Players in Southeast Asia (2019-2020)
  • 10.3 Southeast Asia Animation, VFX and Games Market Size by Type (2015-2020)
  • 10.4 Southeast Asia Animation, VFX and Games Market Size by Application (2015-2020)

11 India

  • 11.1 India Animation, VFX and Games Market Size (2015-2020)
  • 11.2 Animation, VFX and Games Key Players in India (2019-2020)
  • 11.3 India Animation, VFX and Games Market Size by Type (2015-2020)
  • 11.4 India Animation, VFX and Games Market Size by Application (2015-2020)

12 Central & South America

  • 12.1 Central & South America Animation, VFX and Games Market Size (2015-2020)
  • 12.2 Animation, VFX and Games Key Players in Central & South America (2019-2020)
  • 12.3 Central & South America Animation, VFX and Games Market Size by Type (2015-2020)
  • 12.4 Central & South America Animation, VFX and Games Market Size by Application (2015-2020)

13 Key Players Profiles

  • 13.1 3ds Max
    • 13.1.1 3ds Max Company Details
    • 13.1.2 3ds Max Business Overview and Its Total Revenue
    • 13.1.3 3ds Max Animation, VFX and Games Introduction
    • 13.1.4 3ds Max Revenue in Animation, VFX and Games Business (2015-2020))
    • 13.1.5 3ds Max Recent Development
  • 13.2 Motionbuilder
    • 13.2.1 Motionbuilder Company Details
    • 13.2.2 Motionbuilder Business Overview and Its Total Revenue
    • 13.2.3 Motionbuilder Animation, VFX and Games Introduction
    • 13.2.4 Motionbuilder Revenue in Animation, VFX and Games Business (2015-2020)
    • 13.2.5 Motionbuilder Recent Development
  • 13.3 Blender
    • 13.3.1 Blender Company Details
    • 13.3.2 Blender Business Overview and Its Total Revenue
    • 13.3.3 Blender Animation, VFX and Games Introduction
    • 13.3.4 Blender Revenue in Animation, VFX and Games Business (2015-2020)
    • 13.3.5 Blender Recent Development
  • 13.4 Clara.Io
    • 13.4.1 Clara.Io Company Details
    • 13.4.2 Clara.Io Business Overview and Its Total Revenue
    • 13.4.3 Clara.Io Animation, VFX and Games Introduction
    • 13.4.4 Clara.Io Revenue in Animation, VFX and Games Business (2015-2020)
    • 13.4.5 Clara.Io Recent Development
  • 13.5 Faceshift
    • 13.5.1 Faceshift Company Details
    • 13.5.2 Faceshift Business Overview and Its Total Revenue
    • 13.5.3 Faceshift Animation, VFX and Games Introduction
    • 13.5.4 Faceshift Revenue in Animation, VFX and Games Business (2015-2020)
    • 13.5.5 Faceshift Recent Development
  • 13.6 Houdini Apprentice
    • 13.6.1 Houdini Apprentice Company Details
    • 13.6.2 Houdini Apprentice Business Overview and Its Total Revenue
    • 13.6.3 Houdini Apprentice Animation, VFX and Games Introduction
    • 13.6.4 Houdini Apprentice Revenue in Animation, VFX and Games Business (2015-2020)
    • 13.6.5 Houdini Apprentice Recent Development
  • 13.7 Iclone
    • 13.7.1 Iclone Company Details
    • 13.7.2 Iclone Business Overview and Its Total Revenue
    • 13.7.3 Iclone Animation, VFX and Games Introduction
    • 13.7.4 Iclone Revenue in Animation, VFX and Games Business (2015-2020)
    • 13.7.5 Iclone Recent Development
  • 13.8 Ipi Soft
    • 13.8.1 Ipi Soft Company Details
    • 13.8.2 Ipi Soft Business Overview and Its Total Revenue
    • 13.8.3 Ipi Soft Animation, VFX and Games Introduction
    • 13.8.4 Ipi Soft Revenue in Animation, VFX and Games Business (2015-2020)
    • 13.8.5 Ipi Soft Recent Development
  • 13.9 Makehuman
    • 13.9.1 Makehuman Company Details
    • 13.9.2 Makehuman Business Overview and Its Total Revenue
    • 13.9.3 Makehuman Animation, VFX and Games Introduction
    • 13.9.4 Makehuman Revenue in Animation, VFX and Games Business (2015-2020)
    • 13.9.5 Makehuman Recent Development
  • 13.10 Maya
    • 13.10.1 Maya Company Details
    • 13.10.2 Maya Business Overview and Its Total Revenue
    • 13.10.3 Maya Animation, VFX and Games Introduction
    • 13.10.4 Maya Revenue in Animation, VFX and Games Business (2015-2020)
    • 13.10.5 Maya Recent Development
  • 13.11 Mixamo
    • 10.11.1 Mixamo Company Details
    • 10.11.2 Mixamo Business Overview and Its Total Revenue
    • 10.11.3 Mixamo Animation, VFX and Games Introduction
    • 10.11.4 Mixamo Revenue in Animation, VFX and Games Business (2015-2020)
    • 10.11.5 Mixamo Recent Development
  • 13.12 Poser
    • 10.12.1 Poser Company Details
    • 10.12.2 Poser Business Overview and Its Total Revenue
    • 10.12.3 Poser Animation, VFX and Games Introduction
    • 10.12.4 Poser Revenue in Animation, VFX and Games Business (2015-2020)
    • 10.12.5 Poser Recent Development
  • 13.13 Terragen
    • 10.13.1 Terragen Company Details
    • 10.13.2 Terragen Business Overview and Its Total Revenue
    • 10.13.3 Terragen Animation, VFX and Games Introduction
    • 10.13.4 Terragen Revenue in Animation, VFX and Games Business (2015-2020)
    • 10.13.5 Terragen Recent Development
  • 13.14 Smartbody
    • 10.14.1 Smartbody Company Details
    • 10.14.2 Smartbody Business Overview and Its Total Revenue
    • 10.14.3 Smartbody Animation, VFX and Games Introduction
    • 10.14.4 Smartbody Revenue in Animation, VFX and Games Business (2015-2020)
    • 10.14.5 Smartbody Recent Development
  • 13.15 Boats Animator
    • 10.15.1 Boats Animator Company Details
    • 10.15.2 Boats Animator Business Overview and Its Total Revenue
    • 10.15.3 Boats Animator Animation, VFX and Games Introduction
    • 10.15.4 Boats Animator Revenue in Animation, VFX and Games Business (2015-2020)
    • 10.15.5 Boats Animator Recent Development
  • 13.16 Dragonframe
    • 10.16.1 Dragonframe Company Details
    • 10.16.2 Dragonframe Business Overview and Its Total Revenue
    • 10.16.3 Dragonframe Animation, VFX and Games Introduction
    • 10.16.4 Dragonframe Revenue in Animation, VFX and Games Business (2015-2020)
    • 10.16.5 Dragonframe Recent Development

14 Analyst's Viewpoints/Conclusions

    15 Appendix

    • 15.1 Research Methodology
      • 15.1.1 Methodology/Research Approach
      • 15.1.2 Data Source
    • 15.2 Disclaimer

    Summary:
    Get latest Market Research Reports on COVID-19 Impact on Global Animation, VFX and Games. Industry analysis & Market Report on COVID-19 Impact on Global Animation, VFX and Games is a syndicated market report, published as COVID-19 Impact on Global Animation, VFX and Games Market Size, Status and Forecast 2020-2026. It is complete Research Study and Industry Analysis of COVID-19 Impact on Global Animation, VFX and Games market, to understand, Market Demand, Growth, trends analysis and Factor Influencing market.

    Last updated on

    REPORT YOU MIGHT BE INTERESTED

    Purchase this Report

    $3,900.00
    $5,850.00
    $7,800.00
    3,131.70
    4,697.55
    6,263.40
    3,662.10
    5,493.15
    7,324.20
    602,706.00
    904,059.00
    1,205,412.00
    325,962.00
    488,943.00
    651,924.00
    Credit card Logo

    Related Reports


    Reason to Buy

    Request for Sample of this report