Report Detail

Consumer Goods Global Animation, VFX and Games Market Analysis 2020 with Top Companies, Production, Consumption,Price and Growth Rate

  • RnM3950772
  • |
  • 17 April, 2020
  • |
  • Global
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  • 114 Pages
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  • XYZResearch
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  • Consumer Goods

XYZ-research offers a comprehensive analysis of key market trends in the global Animation, VFX and Games market. It also includes discussion on historical trends, current market status, competitive landscape, growth opportunities and challenges which are backed by factful feedbacks.

Global markets continue to sink as the coronavirus spreads, reaching over 200 countries in total by the end of March. Now the outbreak continued to grow, as the number of cases in USA, Italy, Spain, Germany, France all spiked, Europe and USA have now become the epicenter of the outbreak, Cases in China appear have steadied in April, but there’s growing concern about the overall impact to the global market.

In China market, which experienced a difficult 2019 due to slowing domestic consumption and the impact of the Sino-US trade war, is once again facing more disruption and uncertainty at the hands of the coronavirus pandemic. Sales and consumption all fell in the first quarter of 2020, compared with the same period in 2019. The sales revenue of the major players will likely continue slowing in the 2nd quarter but in the second half of the year the fiscal and monetary policy would likely cause a strong rebound

In order to stop the spread of the COVID-19 outbreak, countries and world capital have been put under strict lockdown, bringing a total halt to major industrial production chains. It has caused supply chain disruptions for nearly three-quarters of U.S. companies, and in the second quarter, domestically consumption is likely to be hit even harder. The same situation also appeared in Europe, as the epidemic has required large-scale restrictions on the movement of people, investment, consumption and exports will all be strongly impacted by the epidemic, domestic production and consumption will plummet in the first half of 2020. We expected a U-shaped recovery in the second half of the year in USA and Europe market.

Brazil is already the hardest hit country in South America, many of these nations are still in the early stages of the virus’s proliferation. Infection levels have not yet peaked in April. South America 's market were on shaky ground even before the devastating impacts of the coronavirus, following a synchronized economic slowdown last year. China’s market downturn is impacting its trading partners in this region.

China, Japan, South Korea, India, and other Asia countries took the lead in introducing unprecedented measures to contain the virus, the market confidence in Asia-Pacific region is returning, EU and USA have relaxed its fiscal rules with maximum flexibility, this will stimulate the market demand in the second half of 2020.

Due to delays in the transport of components and raw materials, along with quarantine restrictions, the transportation of raw materials is affected, this will cause tight supply, and then the price of raw materials to rise. Meanwhile, as end-user demand weakens, many players are also facing the risk of higher inventory backlog, which may lead to passive production reduction, some traditional retailers began to develop the online business.
This report extensively provides a quantitative analysis of the industry from 2014-2026 based on the current international situation, by Region, Type, Application. Consumption assessment by application, production by type in different regions. Furthermore, the report quantifies the market share held by the major players of the industry and provides an in-depth view of the competitive landscape. The market size in terms of revenue (USD) and production is calculated for the study period along with the details of the factors affecting the market growth (drivers and restraints). The worldwide market for Animation, VFX and Gamesmarket will reach xxx Million USD in 2020 and is expected to grow at a CAGR of xx% 2021-2026.

Geographically, global Animation, VFX and Games market competition by top manufacturers, with production, price, revenue (value) and market share for each manufacturer; the top players including
Tencent
Sony
Activision Blizzard
Microsoft
Nintendo
Netease
Walt Disney Animation Studios
NBCUniversal
Warner Bros
Framestore
TOEI ANIMATION

On the basis of product, we research the production, revenue, price, market share and growth rate, primarily split into
Animation and VFX
Game and VFX
For the end users/applications, this report focuses on the status and outlook for major applications/end users, consumption (sales), market share and growth rate of Animation, VFX and Games for each application, including
Anime
Film
Video Game
Production, consumption, revenue, market share and growth rate are the key targets for Animation, VFX and Games from 2014 to 2026 (forecast) in these regions
China
USA
Europe
Japan
Korea
India
Southeast Asia
South America

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Table of Contents

    1 Report Overview

    • 1.1 Definition
    • 1.2 Manufacturers and Regions Overview
      • 1.2.1 Manufacturers Overview
      • 1.2.2 Regions Overview
    • 1.3 Type Overview
    • 1.4 Application Overview
    • 1.5 Industrial Chain
      • 1.5.1 Animation, VFX and Games Overall Industrial Chain
      • 1.5.2 Upstream
      • 1.5.3 Downstream
      • 1.5.4 Economic/Political Environment

    2 Global Animation, VFX and Games Market Assesment by Types

    • 2.1 Overall Market Performance
      • 2.1.1 Product Type Market Performance (Volume)
      • 2.1.2 Product Type Market Performance (Value)
    • 2.2 China Animation, VFX and Games Market Performance
    • 2.3 USA Animation, VFX and Games Market Performance
    • 2.4 Europe Animation, VFX and Games Market Performance
    • 2.5 Japan Animation, VFX and Games Market Performance
    • 2.6 Korea Animation, VFX and Games Market Performance
    • 2.7 India Animation, VFX and Games Market Performance
    • 2.8 Southeast Asia Animation, VFX and Games Market Performance
    • 2.9 South America Animation, VFX and Games Market Performance

    3 Global Animation, VFX and Games Market Assesment by Application

    • 3.1 Overall Market Performance (Volume)
    • 3.2 China Animation, VFX and Games Market Performance (Volume)
    • 3.3 USA Animation, VFX and Games Market Performance (Volume)
    • 3.4 Europe Animation, VFX and Games Market Performance (Volume)
    • 3.5 Japan Animation, VFX and Games Market Performance (Volume)
    • 3.6 Korea Animation, VFX and Games Market Performance (Volume)
    • 3.7 India Animation, VFX and Games Market Performance (Volume)
    • 3.8 Southeast Asia Animation, VFX and Games Market Performance (Volume)
    • 3.9 South America Animation, VFX and Games Market Performance (Volume)

    4 Competitive Analysis

    • 4.1 Tencent
      • 4.1.1 Tencent Profiles
      • 4.1.2 Tencent Product Information
      • 4.1.3 Tencent Animation, VFX and Games Production, Revenue, Price and Gross Margin
      • 4.1.4 Tencent Animation, VFX and Games Business Performance
      • 4.1.5 SWOT Analysis
    • 4.2 Sony
      • 4.2.1 Sony Profiles
      • 4.2.2 Sony Product Information
      • 4.2.3 Sony Animation, VFX and Games Production, Revenue, Price and Gross Margin
      • 4.2.4 Sony Animation, VFX and Games Business Performance
      • 4.2.5 SWOT Analysis
    • 4.3 Activision Blizzard
      • 4.3.1 Activision Blizzard Profiles
      • 4.3.2 Activision Blizzard Product Information
      • 4.3.3 Activision Blizzard Animation, VFX and Games Production, Revenue, Price and Gross Margin
      • 4.3.4 Activision Blizzard Animation, VFX and Games Business Performance
      • 4.3.5 SWOT Analysis
    • 4.4 Microsoft
      • 4.4.1 Microsoft Profiles
      • 4.4.2 Microsoft Product Information
      • 4.4.3 Microsoft Animation, VFX and Games Production, Revenue, Price and Gross Margin
      • 4.4.4 Microsoft Animation, VFX and Games Business Performance
      • 4.4.5 SWOT Analysis
    • 4.5 Nintendo
      • 4.5.1 Nintendo Profiles
      • 4.5.2 Nintendo Product Information
      • 4.5.3 Nintendo Animation, VFX and Games Production, Revenue, Price and Gross Margin
      • 4.5.4 Nintendo Animation, VFX and Games Business Performance
      • 4.5.5 SWOT Analysis
    • 4.6 Netease
      • 4.6.1 Netease Profiles
      • 4.6.2 Netease Product Information
      • 4.6.3 Netease Animation, VFX and Games Production, Revenue, Price and Gross Margin
      • 4.6.4 Netease Animation, VFX and Games Business Performance
      • 4.6.5 SWOT Analysis
    • 4.7 Walt Disney Animation Studios
      • 4.7.1 Walt Disney Animation Studios Profiles
      • 4.7.2 Walt Disney Animation Studios Product Information
      • 4.7.3 Walt Disney Animation Studios Animation, VFX and Games Production, Revenue, Price and Gross Margin
      • 4.7.4 Walt Disney Animation Studios Animation, VFX and Games Business Performance
      • 4.7.5 SWOT Analysis
    • 4.8 NBCUniversal
      • 4.8.1 NBCUniversal Profiles
      • 4.8.2 NBCUniversal Product Information
      • 4.8.3 NBCUniversal Animation, VFX and Games Production, Revenue, Price and Gross Margin
      • 4.8.4 NBCUniversal Animation, VFX and Games Business Performance
      • 4.8.5 SWOT Analysis
    • 4.9 Warner Bros
      • 4.9.1 Warner Bros Profiles
      • 4.9.2 Warner Bros Product Information
      • 4.9.3 Warner Bros Animation, VFX and Games Production, Revenue, Price and Gross Margin
      • 4.9.4 Warner Bros Animation, VFX and Games Business Performance
      • 4.9.5 SWOT Analysis
    • 4.10 Framestore
      • 4.10.1 Framestore Profiles
      • 4.10.2 Framestore Product Information
      • 4.10.3 Framestore Animation, VFX and Games Production, Revenue, Price and Gross Margin
      • 4.10.4 Framestore Animation, VFX and Games Business Performance
      • 4.10.5 SWOT Analysis
    • 4.11 TOEI ANIMATION

    5 Competitive Landscape

    • 5.1 Global Animation, VFX and Games Production (K Units) and Market Share by Manufacturers (2014-2020)
    • 5.2 Global Animation, VFX and Games Revenue (M USD) and Market Share by Manufacturers (2014-2020)
    • 5.3 Global Animation, VFX and Games Price (USD/Unit) of Manufacturers (2014-2020)
    • 5.4 Global Animation, VFX and Games Gross Margin of Manufacturers (2014-2020)
    • 5.5 Market Concentration

    6 Global Animation, VFX and Games Market Assessment by Regions

    • 6.1 Global Animation, VFX and Games Production (K Units) and Market Share by Regions (2014-2020)
    • 6.2 Global Animation, VFX and Games Revenue (M USD) and Market Share by Regions (2014-2020)
    • 6.3 Global Animation, VFX and Games Price (USD/Unit) by Regions (2014-2020)
    • 6.4 Global Animation, VFX and Games Gross Margin by Regions (2014-2020)

    7 Animation, VFX and Games Regional Analysis

    • 7.1 China Animation, VFX and Games Production, Revenue and Growth Rate (2014-2020)
    • 7.2 USA Animation, VFX and Games Production, Revenue and Growth Rate (2014-2020)
    • 7.3 Europe Animation, VFX and Games Production, Revenue and Growth Rate (2014-2020)
    • 7.4 Japan Animation, VFX and Games Production, Revenue and Growth Rate (2014-2020)
    • 7.5 Korea Animation, VFX and Games Production, Revenue and Growth Rate (2014-2020)
    • 7.6 India Animation, VFX and Games Production, Revenue and Growth Rate (2014-2020)
    • 7.7 Southeast Asia Animation, VFX and Games Production, Revenue and Growth Rate (2014-2020)
    • 7.8 South America Animation, VFX and Games Production, Revenue and Growth Rate (2014-2020)

    8 Global Animation, VFX and Games Consumption Assessment

    • 8.1 Global Animation, VFX and Games Consumption and Market Share by Regions (2014-2020)
    • 8.2 Global Animation, VFX and Games Consumption Value and Market Share by Regions (2014-2020)
    • 8.3 Global Animation, VFX and Games Average Price (USD/Unit) by Regions (2014-2020)

    9 Global Animation, VFX and Games Sales Assessment by Regions

    • 9.1 Global Animation, VFX and Games Sales and Sales Value (2014-2020)
    • 9.2 China Animation, VFX and Games Sales and Sales Value (2014-2020)
    • 9.3 USA Animation, VFX and Games Sales and Sales Value (2014-2020)
    • 9.4 Europe Animation, VFX and Games Sales and Sales Value (2014-2020)
    • 9.5 Japan Animation, VFX and Games Sales and Sales Value (2014-2020)
    • 9.6 Korea Animation, VFX and Games Sales and Sales Value (2014-2020)
    • 9.7 India Animation, VFX and Games Sales and Sales Value (2014-2020)
    • 9.8 Southeast Asia Animation, VFX and Games Sales and Sales Value (2014-2020)
    • 9.9 South America Animation, VFX and Games Sales and Sales Value (2014-2020)

    10 Technology and Cost

    • 10.1 Technology
    • 10.2 Cost

    11 Channel Analysis

    • 11.1 Market Channel
    • 11.2 Distributors

    12 Market Forecast 2021-2026

    • 12.1 Production and Revenue Forecast 2021-2026
      • 12.1.1 Global Animation, VFX and Games Production and Revenue by Regions 2021-2026
      • 12.1.2 China Animation, VFX and Games Production, Revenue and Growth Rate 2021-2026
      • 12.1.3 USA Animation, VFX and Games Production, Revenue and Growth Rate 2021-2026
      • 12.1.4 Europe Animation, VFX and Games Production, Revenue and Growth Rate 2021-2026
      • 12.1.5 Japan Animation, VFX and Games Production, Revenue and Growth Rate 2021-2026
      • 12.1.6 Korea Animation, VFX and Games Production, Revenue and Growth Rate 2021-2026
      • 12.1.7 India Animation, VFX and Games Production, Revenue and Growth Rate 2021-2026
      • 12.1.8 Southeast Asia Animation, VFX and Games Production, Revenue and Growth Rate 2021-2026
      • 12.1.9 South America Animation, VFX and Games Production, Revenue and Growth Rate 2021-2026
    • 12.2 Sales and Sales Value Forecast 2021-2026
      • 12.2.1 Global Animation, VFX and Games Consumption and Consumption Calue by Regions 2021-2026
      • 12.2.2 Global Animation, VFX and Games Sales and Sales Value Forecast 2021-2026
      • 12.2.3 China Animation, VFX and Games Sales, Sales Value and Growth Rate 2021-2026
      • 12.2.4 USA Animation, VFX and Games Sales and Sales Value Forecast 2021-2026
      • 12.2.5 Europe Animation, VFX and Games Sales and Sales Value Forecast 2021-2026
      • 12.2.6 Japan Animation, VFX and Games Sales and Sales Value Forecast 2021-2026
      • 12.2.7 Korea Animation, VFX and Games Sales and Sales Value Forecast 2021-2026
      • 12.2.8 India Animation, VFX and Games Sales and Sales Value Forecast 2021-2026
      • 12.2.9 Southeast Asia Animation, VFX and Games Sales and Sales Value Forecast 2021-2026
      • 12.2.10 South America Animation, VFX and Games Sales and Sales Value Forecast 2021-2026
    • 12.3 Global Animation, VFX and Games Production and Revenue Forecast by Type 2021-2026
      • 12.3.1 Overall Market Performance
      • 12.3.2 Animation and VFX
      • 12.3.3 Game and VFX
    • 12.4 Global Animation, VFX and Games Sales Forecast by Application 2021-2026
      • 12.4.1 Overall Market Performance
      • 12.4.2 Anime
      • 12.4.3 Film
      • 12.4.4 Video Game
    • 12.5 Global Animation, VFX and Games Price and Gross Margin Forecast
      • 13.5.1 Global Animation, VFX and Games Averages Price Development Trend Forecast 2021-2026
      • 13.5.2 Global Animation, VFX and Games Gross Margin Development Trend Forecast 2021-2026

    13 Conclusion

    Summary:
    Get latest Market Research Reports on Animation, VFX and Games. Industry analysis & Market Report on Animation, VFX and Games is a syndicated market report, published as Global Animation, VFX and Games Market Analysis 2020 with Top Companies, Production, Consumption,Price and Growth Rate. It is complete Research Study and Industry Analysis of Animation, VFX and Games market, to understand, Market Demand, Growth, trends analysis and Factor Influencing market.

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