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Global Animation, VFX & Game Market Size, Status and Forecast 2019-2025

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Table of Contents

    1 Report Overview

    • 1.1 Study Scope
    • 1.2 Key Market Segments
    • 1.3 Players Covered
    • 1.4 Market Analysis by Type
      • 1.4.1 Global Animation, VFX & Game Market Size Growth Rate by Type (2014-2025)
      • 1.4.2 Animation & VFX
      • 1.4.3 Game & VFX
    • 1.5 Market by Application
      • 1.5.1 Global Animation, VFX & Game Market Share by Application (2014-2025)
      • 1.5.2 Anime
      • 1.5.3 Film
      • 1.5.4 Video Game
    • 1.6 Study Objectives
    • 1.7 Years Considered

    2 Global Growth Trends

    • 2.1 Animation, VFX & Game Market Size
    • 2.2 Animation, VFX & Game Growth Trends by Regions
      • 2.2.1 Animation, VFX & Game Market Size by Regions (2014-2025)
      • 2.2.2 Animation, VFX & Game Market Share by Regions (2014-2019)
    • 2.3 Industry Trends
      • 2.3.1 Market Top Trends
      • 2.3.2 Market Drivers
      • 2.3.3 Market Opportunities

    3 Market Share by Key Players

    • 3.1 Animation, VFX & Game Market Size by Manufacturers
      • 3.1.1 Global Animation, VFX & Game Revenue by Manufacturers (2014-2019)
      • 3.1.2 Global Animation, VFX & Game Revenue Market Share by Manufacturers (2014-2019)
      • 3.1.3 Global Animation, VFX & Game Market Concentration Ratio (CR5 and HHI)
    • 3.2 Animation, VFX & Game Key Players Head office and Area Served
    • 3.3 Key Players Animation, VFX & Game Product/Solution/Service
    • 3.4 Date of Enter into Animation, VFX & Game Market
    • 3.5 Mergers & Acquisitions, Expansion Plans

    4 Breakdown Data by Type and Application

    • 4.1 Global Animation, VFX & Game Market Size by Type (2014-2019)
    • 4.2 Global Animation, VFX & Game Market Size by Application (2014-2019)

    5 United States

    • 5.1 United States Animation, VFX & Game Market Size (2014-2019)
    • 5.2 Animation, VFX & Game Key Players in United States
    • 5.3 United States Animation, VFX & Game Market Size by Type
    • 5.4 United States Animation, VFX & Game Market Size by Application

    6 Europe

    • 6.1 Europe Animation, VFX & Game Market Size (2014-2019)
    • 6.2 Animation, VFX & Game Key Players in Europe
    • 6.3 Europe Animation, VFX & Game Market Size by Type
    • 6.4 Europe Animation, VFX & Game Market Size by Application

    7 China

    • 7.1 China Animation, VFX & Game Market Size (2014-2019)
    • 7.2 Animation, VFX & Game Key Players in China
    • 7.3 China Animation, VFX & Game Market Size by Type
    • 7.4 China Animation, VFX & Game Market Size by Application

    8 Japan

    • 8.1 Japan Animation, VFX & Game Market Size (2014-2019)
    • 8.2 Animation, VFX & Game Key Players in Japan
    • 8.3 Japan Animation, VFX & Game Market Size by Type
    • 8.4 Japan Animation, VFX & Game Market Size by Application

    9 Southeast Asia

    • 9.1 Southeast Asia Animation, VFX & Game Market Size (2014-2019)
    • 9.2 Animation, VFX & Game Key Players in Southeast Asia
    • 9.3 Southeast Asia Animation, VFX & Game Market Size by Type
    • 9.4 Southeast Asia Animation, VFX & Game Market Size by Application

    10 India

    • 10.1 India Animation, VFX & Game Market Size (2014-2019)
    • 10.2 Animation, VFX & Game Key Players in India
    • 10.3 India Animation, VFX & Game Market Size by Type
    • 10.4 India Animation, VFX & Game Market Size by Application

    11 Central & South America

    • 11.1 Central & South America Animation, VFX & Game Market Size (2014-2019)
    • 11.2 Animation, VFX & Game Key Players in Central & South America
    • 11.3 Central & South America Animation, VFX & Game Market Size by Type
    • 11.4 Central & South America Animation, VFX & Game Market Size by Application

    12 International Players Profiles

    • 12.1 Tencent
      • 12.1.1 Tencent Company Details
      • 12.1.2 Company Description and Business Overview
      • 12.1.3 Animation, VFX & Game Introduction
      • 12.1.4 Tencent Revenue in Animation, VFX & Game Business (2014-2019)
      • 12.1.5 Tencent Recent Development
    • 12.2 Sony
      • 12.2.1 Sony Company Details
      • 12.2.2 Company Description and Business Overview
      • 12.2.3 Animation, VFX & Game Introduction
      • 12.2.4 Sony Revenue in Animation, VFX & Game Business (2014-2019)
      • 12.2.5 Sony Recent Development
    • 12.3 Activision Blizzard
      • 12.3.1 Activision Blizzard Company Details
      • 12.3.2 Company Description and Business Overview
      • 12.3.3 Animation, VFX & Game Introduction
      • 12.3.4 Activision Blizzard Revenue in Animation, VFX & Game Business (2014-2019)
      • 12.3.5 Activision Blizzard Recent Development
    • 12.4 Microsoft
      • 12.4.1 Microsoft Company Details
      • 12.4.2 Company Description and Business Overview
      • 12.4.3 Animation, VFX & Game Introduction
      • 12.4.4 Microsoft Revenue in Animation, VFX & Game Business (2014-2019)
      • 12.4.5 Microsoft Recent Development
    • 12.5 Nintendo
      • 12.5.1 Nintendo Company Details
      • 12.5.2 Company Description and Business Overview
      • 12.5.3 Animation, VFX & Game Introduction
      • 12.5.4 Nintendo Revenue in Animation, VFX & Game Business (2014-2019)
      • 12.5.5 Nintendo Recent Development
    • 12.6 Netease
      • 12.6.1 Netease Company Details
      • 12.6.2 Company Description and Business Overview
      • 12.6.3 Animation, VFX & Game Introduction
      • 12.6.4 Netease Revenue in Animation, VFX & Game Business (2014-2019)
      • 12.6.5 Netease Recent Development
    • 12.7 Walt Disney Animation Studios
      • 12.7.1 Walt Disney Animation Studios Company Details
      • 12.7.2 Company Description and Business Overview
      • 12.7.3 Animation, VFX & Game Introduction
      • 12.7.4 Walt Disney Animation Studios Revenue in Animation, VFX & Game Business (2014-2019)
      • 12.7.5 Walt Disney Animation Studios Recent Development
    • 12.8 NBCUniversal
      • 12.8.1 NBCUniversal Company Details
      • 12.8.2 Company Description and Business Overview
      • 12.8.3 Animation, VFX & Game Introduction
      • 12.8.4 NBCUniversal Revenue in Animation, VFX & Game Business (2014-2019)
      • 12.8.5 NBCUniversal Recent Development
    • 12.9 Warner Bros
      • 12.9.1 Warner Bros Company Details
      • 12.9.2 Company Description and Business Overview
      • 12.9.3 Animation, VFX & Game Introduction
      • 12.9.4 Warner Bros Revenue in Animation, VFX & Game Business (2014-2019)
      • 12.9.5 Warner Bros Recent Development
    • 12.10 Framestore
      • 12.10.1 Framestore Company Details
      • 12.10.2 Company Description and Business Overview
      • 12.10.3 Animation, VFX & Game Introduction
      • 12.10.4 Framestore Revenue in Animation, VFX & Game Business (2014-2019)
      • 12.10.5 Framestore Recent Development
    • 12.11 TOEI ANIMATION

    13 Market Forecast 2019-2025

    • 13.1 Market Size Forecast by Regions
    • 13.2 United States
    • 13.3 Europe
    • 13.4 China
    • 13.5 Japan
    • 13.6 Southeast Asia
    • 13.7 India
    • 13.8 Central & South America
    • 13.9 Market Size Forecast by Product (2019-2025)
    • 13.10 Market Size Forecast by Application (2019-2025)

    14 Analyst's Viewpoints/Conclusions

      15 Appendix

      • 15.1 Research Methodology
        • 15.1.1 Methodology/Research Approach
          • 15.1.1.1 Research Programs/Design
          • 15.1.1.2 Market Size Estimation
          • 12.1.1.3 Market Breakdown and Data Triangulation
        • 15.1.2 Data Source
          • 15.1.2.1 Secondary Sources
          • 15.1.2.2 Primary Sources
      • 15.2 Disclaimer

      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.
      In 2018, the global Animation, VFX & Game market size was 376100 million US$ and it is expected to reach 478600 million US$ by the end of 2025, with a CAGR of 3.1% during 2019-2025.

      This report focuses on the global Animation, VFX & Game status, future forecast, growth opportunity, key market and key players. The study objectives are to present the Animation, VFX & Game development in United States, Europe and China.

      The key players covered in this study
      Tencent
      Sony
      Activision Blizzard
      Microsoft
      Nintendo
      Netease
      Walt Disney Animation Studios
      NBCUniversal
      Warner Bros
      Framestore
      TOEI ANIMATION

      Market segment by Type, the product can be split into
      Animation & VFX
      Game & VFX

      Market segment by Application, split into
      Anime
      Film
      Video Game

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

      The study objectives of this report are:
      To analyze global Animation, VFX & Game status, future forecast, growth opportunity, key market and key players.
      To present the Animation, VFX & Game development in United States, Europe and China.
      To strategically profile the key players and comprehensively analyze their development plan and strategies.
      To define, describe and forecast the market by product type, market and key regions.

      In this study, the years considered to estimate the market size of Animation, VFX & Game are as follows:
      History Year: 2014-2018
      Base Year: 2018
      Estimated Year: 2019
      Forecast Year 2019 to 2025
      For the data information by region, company, type and application, 2018 is considered as the base year. Whenever data information was unavailable for the base year, the prior year has been considered.

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