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Global Animation, VFX & Game Market Growth (Status and Outlook) 2019-2024

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Table of Contents

    2019-2024 Global Animation, VFX & Game Market Report (Status and Outlook)

      1 Scope of the Report

      • 1.1 Market Introduction
      • 1.2 Research Objectives
      • 1.3 Years Considered
      • 1.4 Market Research Methodology
      • 1.5 Economic Indicators
      • 1.6 Currency Considered

      2 Executive Summary

      • 2.1 World Market Overview
        • 2.1.1 Global Animation, VFX & Game Market Size 2014-2024
        • 2.1.2 Animation, VFX & Game Market Size CAGR by Region
      • 2.2 Animation, VFX & Game Segment by Type
        • 2.2.1 Animation & VFX
        • 2.2.2 Game & VFX
      • 2.3 Animation, VFX & Game Market Size by Type
        • 2.3.1 Global Animation, VFX & Game Market Size Market Share by Type (2014-2019)
        • 2.3.2 Global Animation, VFX & Game Market Size Growth Rate by Type (2014-2019)
      • 2.4 Animation, VFX & Game Segment by Application
        • 2.4.1 Anime
        • 2.4.2 Film
        • 2.4.3 Video Game
      • 2.5 Animation, VFX & Game Market Size by Application
        • 2.5.1 Global Animation, VFX & Game Market Size Market Share by Application (2014-2019)
        • 2.5.2 Global Animation, VFX & Game Market Size Growth Rate by Application (2014-2019)

      3 Global Animation, VFX & Game by Players

      • 3.1 Global Animation, VFX & Game Market Size Market Share by Players
        • 3.1.1 Global Animation, VFX & Game Market Size by Players (2017-2019)
        • 3.1.2 Global Animation, VFX & Game Market Size Market Share by Players (2017-2019)
      • 3.2 Global Animation, VFX & Game Key Players Head office and Products Offered
      • 3.3 Market Concentration Rate Analysis
        • 3.3.1 Competition Landscape Analysis
        • 3.3.2 Concentration Ratio (CR3, CR5 and CR10) (2017-2019)
      • 3.4 New Products and Potential Entrants
      • 3.5 Mergers & Acquisitions, Expansion

      4 Animation, VFX & Game by Regions

      • 4.1 Animation, VFX & Game Market Size by Regions
      • 4.2 Americas Animation, VFX & Game Market Size Growth
      • 4.3 APAC Animation, VFX & Game Market Size Growth
      • 4.4 Europe Animation, VFX & Game Market Size Growth
      • 4.5 Middle East & Africa Animation, VFX & Game Market Size Growth

      5 Americas

      • 5.1 Americas Animation, VFX & Game Market Size by Countries
      • 5.2 Americas Animation, VFX & Game Market Size by Type
      • 5.3 Americas Animation, VFX & Game Market Size by Application
      • 5.4 United States
      • 5.5 Canada
      • 5.6 Mexico
      • 5.7 Key Economic Indicators of Few Americas Countries

      6 APAC

      • 6.1 APAC Animation, VFX & Game Market Size by Countries
      • 6.2 APAC Animation, VFX & Game Market Size by Type
      • 6.3 APAC Animation, VFX & Game Market Size by Application
      • 6.4 China
      • 6.5 Japan
      • 6.6 Korea
      • 6.7 Southeast Asia
      • 6.8 India
      • 6.9 Australia
      • 6.10 Key Economic Indicators of Few APAC Countries

      7 Europe

      • 7.1 Europe Animation, VFX & Game by Countries
      • 7.2 Europe Animation, VFX & Game Market Size by Type
      • 7.3 Europe Animation, VFX & Game Market Size by Application
      • 7.4 Germany
      • 7.5 France
      • 7.6 UK
      • 7.7 Italy
      • 7.8 Russia
      • 7.9 Spain
      • 7.10 Key Economic Indicators of Few Europe Countries

      8 Middle East & Africa

      • 8.1 Middle East & Africa Animation, VFX & Game by Countries
      • 8.2 Middle East & Africa Animation, VFX & Game Market Size by Type
      • 8.3 Middle East & Africa Animation, VFX & Game Market Size by Application
      • 8.4 Egypt
      • 8.5 South Africa
      • 8.6 Israel
      • 8.7 Turkey
      • 8.8 GCC Countries

      9 Market Drivers, Challenges and Trends

      • 9.1 Market Drivers and Impact
        • 9.1.1 Growing Demand from Key Regions
        • 9.1.2 Growing Demand from Key Applications and Potential Industries
      • 9.2 Market Challenges and Impact
      • 9.3 Market Trends

      10 Global Animation, VFX & Game Market Forecast

      • 10.1 Global Animation, VFX & Game Market Size Forecast (2019-2024)
      • 10.2 Global Animation, VFX & Game Forecast by Regions
        • 10.2.1 Global Animation, VFX & Game Forecast by Regions (2019-2024)
        • 10.2.2 Americas Market Forecast
        • 10.2.3 APAC Market Forecast
        • 10.2.4 Europe Market Forecast
        • 10.2.5 Middle East & Africa Market Forecast
      • 10.3 Americas Forecast by Countries
        • 10.3.1 United States Market Forecast
        • 10.3.2 Canada Market Forecast
        • 10.3.3 Mexico Market Forecast
        • 10.3.4 Brazil Market Forecast
      • 10.4 APAC Forecast by Countries
        • 10.4.1 China Market Forecast
        • 10.4.2 Japan Market Forecast
        • 10.4.3 Korea Market Forecast
        • 10.4.4 Southeast Asia Market Forecast
        • 10.4.5 India Market Forecast
        • 10.4.6 Australia Market Forecast
      • 10.5 Europe Forecast by Countries
        • 10.5.1 Germany Market Forecast
        • 10.5.2 France Market Forecast
        • 10.5.3 UK Market Forecast
        • 10.5.4 Italy Market Forecast
        • 10.5.5 Russia Market Forecast
        • 10.5.6 Spain Market Forecast
      • 10.6 Middle East & Africa Forecast by Countries
        • 10.6.1 Egypt Market Forecast
        • 10.6.2 South Africa Market Forecast
        • 10.6.3 Israel Market Forecast
        • 10.6.4 Turkey Market Forecast
        • 10.6.5 GCC Countries Market Forecast
      • 10.7 Global Animation, VFX & Game Forecast by Type
      • 10.8 Global Animation, VFX & Game Forecast by Application

      11 Key Players Analysis

      • 11.1 Tencent
        • 11.1.1 Company Details
        • 11.1.2 Animation, VFX & Game Product Offered
        • 11.1.3 Tencent Animation, VFX & Game Revenue, Gross Margin and Market Share (2017-2019)
        • 11.1.4 Main Business Overview
        • 11.1.5 Tencent News
      • 11.2 Sony
        • 11.2.1 Company Details
        • 11.2.2 Animation, VFX & Game Product Offered
        • 11.2.3 Sony Animation, VFX & Game Revenue, Gross Margin and Market Share (2017-2019)
        • 11.2.4 Main Business Overview
        • 11.2.5 Sony News
      • 11.3 Activision Blizzard
        • 11.3.1 Company Details
        • 11.3.2 Animation, VFX & Game Product Offered
        • 11.3.3 Activision Blizzard Animation, VFX & Game Revenue, Gross Margin and Market Share (2017-2019)
        • 11.3.4 Main Business Overview
        • 11.3.5 Activision Blizzard News
      • 11.4 Microsoft
        • 11.4.1 Company Details
        • 11.4.2 Animation, VFX & Game Product Offered
        • 11.4.3 Microsoft Animation, VFX & Game Revenue, Gross Margin and Market Share (2017-2019)
        • 11.4.4 Main Business Overview
        • 11.4.5 Microsoft News
      • 11.5 Nintendo
        • 11.5.1 Company Details
        • 11.5.2 Animation, VFX & Game Product Offered
        • 11.5.3 Nintendo Animation, VFX & Game Revenue, Gross Margin and Market Share (2017-2019)
        • 11.5.4 Main Business Overview
        • 11.5.5 Nintendo News
      • 11.6 Netease
        • 11.6.1 Company Details
        • 11.6.2 Animation, VFX & Game Product Offered
        • 11.6.3 Netease Animation, VFX & Game Revenue, Gross Margin and Market Share (2017-2019)
        • 11.6.4 Main Business Overview
        • 11.6.5 Netease News
      • 11.7 Walt Disney Animation Studios
        • 11.7.1 Company Details
        • 11.7.2 Animation, VFX & Game Product Offered
        • 11.7.3 Walt Disney Animation Studios Animation, VFX & Game Revenue, Gross Margin and Market Share (2017-2019)
        • 11.7.4 Main Business Overview
        • 11.7.5 Walt Disney Animation Studios News
      • 11.8 NBCUniversal
        • 11.8.1 Company Details
        • 11.8.2 Animation, VFX & Game Product Offered
        • 11.8.3 NBCUniversal Animation, VFX & Game Revenue, Gross Margin and Market Share (2017-2019)
        • 11.8.4 Main Business Overview
        • 11.8.5 NBCUniversal News
      • 11.9 Warner Bros
        • 11.9.1 Company Details
        • 11.9.2 Animation, VFX & Game Product Offered
        • 11.9.3 Warner Bros Animation, VFX & Game Revenue, Gross Margin and Market Share (2017-2019)
        • 11.9.4 Main Business Overview
        • 11.9.5 Warner Bros News
      • 11.10 Framestore
        • 11.10.1 Company Details
        • 11.10.2 Animation, VFX & Game Product Offered
        • 11.10.3 Framestore Animation, VFX & Game Revenue, Gross Margin and Market Share (2017-2019)
        • 11.10.4 Main Business Overview
        • 11.10.5 Framestore News
      • 11.11 TOEI ANIMATION

      12 Research Findings and Conclusion

      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 entire Animation, VFX & Games market continues to grow in the foreseeable future, and with the increased consumer spending on entertainment products and the higher visual requirements for Animation & Game production, Animation, VFX & Games will gain growing industry influence.
      United States was the largest consumer market with a market share of 26.43% in 2013 and 22.77% in 2017 with a decrease of 3.66%, while China ranked the first markets with the market share of 26.90% in 2017, driven by market and national government policy.

      According to this study, over the next five years the Animation, VFX & Game market will register a 3.2% CAGR in terms of revenue, the global market size will reach US$ 453000 million by 2024, from US$ 376100 million in 2019. In particular, this report presents the global revenue market share of key companies in Animation, VFX & Game business, shared in Chapter 3.

      This report presents a comprehensive overview, market shares and growth opportunities of Animation, VFX & Game market by product type, application, key companies and key regions.

      This study considers the Animation, VFX & Game value generated from the sales of the following segments:

      Segmentation by product type: breakdown data from 2014 to 2019 in Section 2.3; and forecast to 2024 in section 10.7.
      Animation & VFX
      Game & VFX
      Segmentation by application: breakdown data from 2014 to 2019, in Section 2.4; and forecast to 2024 in section 10.8.
      Anime
      Film
      Video Game

      This report also splits the market by region: Breakdown data in Chapter 4, 5, 6, 7 and 8.
      Americas
      United States
      Canada
      Mexico
      Brazil
      APAC
      China
      Japan
      Korea
      Southeast Asia
      India
      Australia
      Europe
      Germany
      France
      UK
      Italy
      Russia
      Spain
      Middle East & Africa
      Egypt
      South Africa
      Israel
      Turkey
      GCC Countries

      The report also presents the market competition landscape and a corresponding detailed analysis of the major vendor/manufacturers in the market. The key manufacturers covered in this report: Breakdown data in in Chapter 3.
      Tencent
      Sony
      Activision Blizzard
      Microsoft
      Nintendo
      Netease
      Walt Disney Animation Studios
      NBCUniversal
      Warner Bros
      Framestore
      TOEI ANIMATION

      In addition, this report discusses the key drivers influencing market growth, opportunities, the challenges and the risks faced by key players and the market as a whole. It also analyzes key emerging trends and their impact on present and future development.

      Research objectives
      To study and analyze the global Animation, VFX & Game market size by key regions/countries, product type and application, history data from 2014 to 2018, and forecast to 2024.
      To understand the structure of Animation, VFX & Game market by identifying its various subsegments.
      Focuses on the key global Animation, VFX & Game players, to define, describe and analyze the value, market share, market competition landscape, SWOT analysis and development plans in next few years.
      To analyze the Animation, VFX & Game with respect to individual growth trends, future prospects, and their contribution to the total market.
      To share detailed information about the key factors influencing the growth of the market (growth potential, opportunities, drivers, industry-specific challenges and risks).
      To project the size of Animation, VFX & Game submarkets, with respect to key regions (along with their respective key countries).
      To analyze competitive developments such as expansions, agreements, new product launches and acquisitions in the market.
      To strategically profile the key players and comprehensively analyze their growth strategies.

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