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Global Animation, VFX & Game Market 2025 by Company, Regions, Type and Application, Forecast to 2031

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1 Market Overview

  • 1.1 Product Overview and Scope
  • 1.2 Market Estimation Caveats and Base Year
  • 1.3 Classification of Animation, VFX & Game by Type
    • 1.3.1 Overview: Global Animation, VFX & Game Market Size by Type: 2020 Versus 2024 Versus 2031
    • 1.3.2 Global Animation, VFX & Game Consumption Value Market Share by Type in 2024
    • 1.3.3 Animation & VFX
    • 1.3.4 Game & VFX
  • 1.4 Global Animation, VFX & Game Market by Application
    • 1.4.1 Overview: Global Animation, VFX & Game Market Size by Application: 2020 Versus 2024 Versus 2031
    • 1.4.2 Anime
    • 1.4.3 Film
    • 1.4.4 Video Game
  • 1.5 Global Animation, VFX & Game Market Size & Forecast
  • 1.6 Global Animation, VFX & Game Market Size and Forecast by Region
    • 1.6.1 Global Animation, VFX & Game Market Size by Region: 2020 VS 2024 VS 2031
    • 1.6.2 Global Animation, VFX & Game Market Size by Region, (2020-2031)
    • 1.6.3 North America Animation, VFX & Game Market Size and Prospect (2020-2031)
    • 1.6.4 Europe Animation, VFX & Game Market Size and Prospect (2020-2031)
    • 1.6.5 Asia-Pacific Animation, VFX & Game Market Size and Prospect (2020-2031)
    • 1.6.6 South America Animation, VFX & Game Market Size and Prospect (2020-2031)
    • 1.6.7 Middle East & Africa Animation, VFX & Game Market Size and Prospect (2020-2031)

2 Company Profiles

  • 2.1 Tencent
    • 2.1.1 Tencent Details
    • 2.1.2 Tencent Major Business
    • 2.1.3 Tencent Animation, VFX & Game Product and Solutions
    • 2.1.4 Tencent Animation, VFX & Game Revenue, Gross Margin and Market Share (2020-2025)
    • 2.1.5 Tencent Recent Developments and Future Plans
  • 2.2 Sony
    • 2.2.1 Sony Details
    • 2.2.2 Sony Major Business
    • 2.2.3 Sony Animation, VFX & Game Product and Solutions
    • 2.2.4 Sony Animation, VFX & Game Revenue, Gross Margin and Market Share (2020-2025)
    • 2.2.5 Sony Recent Developments and Future Plans
  • 2.3 Activision Blizzard
    • 2.3.1 Activision Blizzard Details
    • 2.3.2 Activision Blizzard Major Business
    • 2.3.3 Activision Blizzard Animation, VFX & Game Product and Solutions
    • 2.3.4 Activision Blizzard Animation, VFX & Game Revenue, Gross Margin and Market Share (2020-2025)
    • 2.3.5 Activision Blizzard Recent Developments and Future Plans
  • 2.4 Microsoft
    • 2.4.1 Microsoft Details
    • 2.4.2 Microsoft Major Business
    • 2.4.3 Microsoft Animation, VFX & Game Product and Solutions
    • 2.4.4 Microsoft Animation, VFX & Game Revenue, Gross Margin and Market Share (2020-2025)
    • 2.4.5 Microsoft Recent Developments and Future Plans
  • 2.5 Nintendo
    • 2.5.1 Nintendo Details
    • 2.5.2 Nintendo Major Business
    • 2.5.3 Nintendo Animation, VFX & Game Product and Solutions
    • 2.5.4 Nintendo Animation, VFX & Game Revenue, Gross Margin and Market Share (2020-2025)
    • 2.5.5 Nintendo Recent Developments and Future Plans
  • 2.6 Netease
    • 2.6.1 Netease Details
    • 2.6.2 Netease Major Business
    • 2.6.3 Netease Animation, VFX & Game Product and Solutions
    • 2.6.4 Netease Animation, VFX & Game Revenue, Gross Margin and Market Share (2020-2025)
    • 2.6.5 Netease Recent Developments and Future Plans
  • 2.7 Walt Disney Animation Studios
    • 2.7.1 Walt Disney Animation Studios Details
    • 2.7.2 Walt Disney Animation Studios Major Business
    • 2.7.3 Walt Disney Animation Studios Animation, VFX & Game Product and Solutions
    • 2.7.4 Walt Disney Animation Studios Animation, VFX & Game Revenue, Gross Margin and Market Share (2020-2025)
    • 2.7.5 Walt Disney Animation Studios Recent Developments and Future Plans
  • 2.8 NBCUniversal
    • 2.8.1 NBCUniversal Details
    • 2.8.2 NBCUniversal Major Business
    • 2.8.3 NBCUniversal Animation, VFX & Game Product and Solutions
    • 2.8.4 NBCUniversal Animation, VFX & Game Revenue, Gross Margin and Market Share (2020-2025)
    • 2.8.5 NBCUniversal Recent Developments and Future Plans
  • 2.9 Warner Bros
    • 2.9.1 Warner Bros Details
    • 2.9.2 Warner Bros Major Business
    • 2.9.3 Warner Bros Animation, VFX & Game Product and Solutions
    • 2.9.4 Warner Bros Animation, VFX & Game Revenue, Gross Margin and Market Share (2020-2025)
    • 2.9.5 Warner Bros Recent Developments and Future Plans
  • 2.10 Framestore
    • 2.10.1 Framestore Details
    • 2.10.2 Framestore Major Business
    • 2.10.3 Framestore Animation, VFX & Game Product and Solutions
    • 2.10.4 Framestore Animation, VFX & Game Revenue, Gross Margin and Market Share (2020-2025)
    • 2.10.5 Framestore Recent Developments and Future Plans
  • 2.11 TOEI ANIMATION
    • 2.11.1 TOEI ANIMATION Details
    • 2.11.2 TOEI ANIMATION Major Business
    • 2.11.3 TOEI ANIMATION Animation, VFX & Game Product and Solutions
    • 2.11.4 TOEI ANIMATION Animation, VFX & Game Revenue, Gross Margin and Market Share (2020-2025)
    • 2.11.5 TOEI ANIMATION Recent Developments and Future Plans

3 Market Competition, by Players

  • 3.1 Global Animation, VFX & Game Revenue and Share by Players (2020-2025)
  • 3.2 Market Share Analysis (2024)
    • 3.2.1 Market Share of Animation, VFX & Game by Company Revenue
    • 3.2.2 Top 3 Animation, VFX & Game Players Market Share in 2024
    • 3.2.3 Top 6 Animation, VFX & Game Players Market Share in 2024
  • 3.3 Animation, VFX & Game Market: Overall Company Footprint Analysis
    • 3.3.1 Animation, VFX & Game Market: Region Footprint
    • 3.3.2 Animation, VFX & Game Market: Company Product Type Footprint
    • 3.3.3 Animation, VFX & Game Market: Company Product Application Footprint
  • 3.4 New Market Entrants and Barriers to Market Entry
  • 3.5 Mergers, Acquisition, Agreements, and Collaborations

4 Market Size Segment by Type

  • 4.1 Global Animation, VFX & Game Consumption Value and Market Share by Type (2020-2025)
  • 4.2 Global Animation, VFX & Game Market Forecast by Type (2026-2031)

5 Market Size Segment by Application

  • 5.1 Global Animation, VFX & Game Consumption Value Market Share by Application (2020-2025)
  • 5.2 Global Animation, VFX & Game Market Forecast by Application (2026-2031)

6 North America

  • 6.1 North America Animation, VFX & Game Consumption Value by Type (2020-2031)
  • 6.2 North America Animation, VFX & Game Market Size by Application (2020-2031)
  • 6.3 North America Animation, VFX & Game Market Size by Country
    • 6.3.1 North America Animation, VFX & Game Consumption Value by Country (2020-2031)
    • 6.3.2 United States Animation, VFX & Game Market Size and Forecast (2020-2031)
    • 6.3.3 Canada Animation, VFX & Game Market Size and Forecast (2020-2031)
    • 6.3.4 Mexico Animation, VFX & Game Market Size and Forecast (2020-2031)

7 Europe

  • 7.1 Europe Animation, VFX & Game Consumption Value by Type (2020-2031)
  • 7.2 Europe Animation, VFX & Game Consumption Value by Application (2020-2031)
  • 7.3 Europe Animation, VFX & Game Market Size by Country
    • 7.3.1 Europe Animation, VFX & Game Consumption Value by Country (2020-2031)
    • 7.3.2 Germany Animation, VFX & Game Market Size and Forecast (2020-2031)
    • 7.3.3 France Animation, VFX & Game Market Size and Forecast (2020-2031)
    • 7.3.4 United Kingdom Animation, VFX & Game Market Size and Forecast (2020-2031)
    • 7.3.5 Russia Animation, VFX & Game Market Size and Forecast (2020-2031)
    • 7.3.6 Italy Animation, VFX & Game Market Size and Forecast (2020-2031)

8 Asia-Pacific

  • 8.1 Asia-Pacific Animation, VFX & Game Consumption Value by Type (2020-2031)
  • 8.2 Asia-Pacific Animation, VFX & Game Consumption Value by Application (2020-2031)
  • 8.3 Asia-Pacific Animation, VFX & Game Market Size by Region
    • 8.3.1 Asia-Pacific Animation, VFX & Game Consumption Value by Region (2020-2031)
    • 8.3.2 China Animation, VFX & Game Market Size and Forecast (2020-2031)
    • 8.3.3 Japan Animation, VFX & Game Market Size and Forecast (2020-2031)
    • 8.3.4 South Korea Animation, VFX & Game Market Size and Forecast (2020-2031)
    • 8.3.5 India Animation, VFX & Game Market Size and Forecast (2020-2031)
    • 8.3.6 Southeast Asia Animation, VFX & Game Market Size and Forecast (2020-2031)
    • 8.3.7 Australia Animation, VFX & Game Market Size and Forecast (2020-2031)

9 South America

  • 9.1 South America Animation, VFX & Game Consumption Value by Type (2020-2031)
  • 9.2 South America Animation, VFX & Game Consumption Value by Application (2020-2031)
  • 9.3 South America Animation, VFX & Game Market Size by Country
    • 9.3.1 South America Animation, VFX & Game Consumption Value by Country (2020-2031)
    • 9.3.2 Brazil Animation, VFX & Game Market Size and Forecast (2020-2031)
    • 9.3.3 Argentina Animation, VFX & Game Market Size and Forecast (2020-2031)

10 Middle East & Africa

  • 10.1 Middle East & Africa Animation, VFX & Game Consumption Value by Type (2020-2031)
  • 10.2 Middle East & Africa Animation, VFX & Game Consumption Value by Application (2020-2031)
  • 10.3 Middle East & Africa Animation, VFX & Game Market Size by Country
    • 10.3.1 Middle East & Africa Animation, VFX & Game Consumption Value by Country (2020-2031)
    • 10.3.2 Turkey Animation, VFX & Game Market Size and Forecast (2020-2031)
    • 10.3.3 Saudi Arabia Animation, VFX & Game Market Size and Forecast (2020-2031)
    • 10.3.4 UAE Animation, VFX & Game Market Size and Forecast (2020-2031)

11 Market Dynamics

  • 11.1 Animation, VFX & Game Market Drivers
  • 11.2 Animation, VFX & Game Market Restraints
  • 11.3 Animation, VFX & Game Trends Analysis
  • 11.4 Porters Five Forces Analysis
    • 11.4.1 Threat of New Entrants
    • 11.4.2 Bargaining Power of Suppliers
    • 11.4.3 Bargaining Power of Buyers
    • 11.4.4 Threat of Substitutes
    • 11.4.5 Competitive Rivalry

12 Industry Chain Analysis

  • 12.1 Animation, VFX & Game Industry Chain
  • 12.2 Animation, VFX & Game Upstream Analysis
  • 12.3 Animation, VFX & Game Midstream Analysis
  • 12.4 Animation, VFX & Game Downstream Analysis

13 Research Findings and Conclusion

    14 Appendix

    • 14.1 Methodology
    • 14.2 Research Process and Data Source

    According to our (Global Info Research) latest study, the global Animation, VFX & Game market size was valued at US$ 470640 million in 2024 and is forecast to a readjusted size of USD 578560 million by 2031 with a CAGR of 3.0% during review period.
    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.
    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 is a detailed and comprehensive analysis for global Animation, VFX & Game market. Both quantitative and qualitative analyses are presented by company, by region & country, by Type and by Application. As the market is constantly changing, this report explores the competition, supply and demand trends, as well as key factors that contribute to its changing demands across many markets. Company profiles and product examples of selected competitors, along with market share estimates of some of the selected leaders for the year 2025, are provided.
    Key Features:
    Global Animation, VFX & Game market size and forecasts, in consumption value ($ Million), 2020-2031
    Global Animation, VFX & Game market size and forecasts by region and country, in consumption value ($ Million), 2020-2031
    Global Animation, VFX & Game market size and forecasts, by Type and by Application, in consumption value ($ Million), 2020-2031
    Global Animation, VFX & Game market shares of main players, in revenue ($ Million), 2020-2025
    The Primary Objectives in This Report Are:
    To determine the size of the total market opportunity of global and key countries
    To assess the growth potential for Animation, VFX & Game
    To forecast future growth in each product and end-use market
    To assess competitive factors affecting the marketplace
    This report profiles key players in the global Animation, VFX & Game market based on the following parameters - company overview, revenue, gross margin, product portfolio, geographical presence, and key developments. Key companies covered as a part of this study include Tencent, Sony, Activision Blizzard, Microsoft, Nintendo, Netease, Walt Disney Animation Studios, NBCUniversal, Warner Bros, Framestore, etc.
    This report also provides key insights about market drivers, restraints, opportunities, new product launches or approvals.
    Market segmentation
    Animation, VFX & Game market is split by Type and by Application. For the period 2020-2031, the growth among segments provides accurate calculations and forecasts for Consumption Value by Type and by Application. This analysis can help you expand your business by targeting qualified niche markets.
    Market segment by Type
    Animation & VFX
    Game & VFX
    Market segment by Application
    Anime
    Film
    Video Game
    Market segment by players, this report covers
    Tencent
    Sony
    Activision Blizzard
    Microsoft
    Nintendo
    Netease
    Walt Disney Animation Studios
    NBCUniversal
    Warner Bros
    Framestore
    TOEI ANIMATION
    Market segment by regions, regional analysis covers
    North America (United States, Canada and Mexico)
    Europe (Germany, France, UK, Russia, Italy and Rest of Europe)
    Asia-Pacific (China, Japan, South Korea, India, Southeast Asia and Rest of Asia-Pacific)
    South America (Brazil, Rest of South America)
    Middle East & Africa (Turkey, Saudi Arabia, UAE, Rest of Middle East & Africa)
    The content of the study subjects, includes a total of 13 chapters:
    Chapter 1, to describe Animation, VFX & Game product scope, market overview, market estimation caveats and base year.
    Chapter 2, to profile the top players of Animation, VFX & Game, with revenue, gross margin, and global market share of Animation, VFX & Game from 2020 to 2025.
    Chapter 3, the Animation, VFX & Game competitive situation, revenue, and global market share of top players are analyzed emphatically by landscape contrast.
    Chapter 4 and 5, to segment the market size by Type and by Application, with consumption value and growth rate by Type, by Application, from 2020 to 2031
    Chapter 6, 7, 8, 9, and 10, to break the market size data at the country level, with revenue and market share for key countries in the world, from 2020 to 2025.and Animation, VFX & Game market forecast, by regions, by Type and by Application, with consumption value, from 2026 to 2031.
    Chapter 11, market dynamics, drivers, restraints, trends, Porters Five Forces analysis.
    Chapter 12, the key raw materials and key suppliers, and industry chain of Animation, VFX & Game.
    Chapter 13, to describe Animation, VFX & Game research findings and conclusion.

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