Global Animation, VFX & Game Supply, Demand and Key Producers, 2024-2030

Global Animation, VFX & Game Supply, Demand and Key Producers, 2024-2030

Page: 128

Published Date: 09 Feb 2024

Category: Service & Software

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  • sp_icon1 sp_icon1_b Description
  • sp_icon2 sp_icon2_b Table of Contents
  • sp_icon3 sp_icon3_b Table of Figures
  • sp_icon4 sp_icon4_b Research Methodology
  • sp_icon1 sp_icon1_b Companies Mentioned
  • sp_icon1 sp_icon1_b Related Reports
  • sp_icon1 sp_icon1_b Product Tags
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Description

The global Animation, VFX & Game market size is expected to reach $ 543560 million by 2030, rising at a market growth of 3.0% CAGR during the forecast period (2024-2030).

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.

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.

This report studies the global Animation, VFX & Game demand, key companies, and key regions.

This report is a detailed and comprehensive analysis of the world market for Animation, VFX & Game, and provides market size (US$ million) and Year-over-Year (YoY) growth, considering 2023 as the base year. This report explores demand trends and competition, as well as details the characteristics of Animation, VFX & Game that contribute to its increasing demand across many markets.

Highlights and key features of the study
Global Animation, VFX & Game total market, 2019-2030, (USD Million)
Global Animation, VFX & Game total market by region & country, CAGR, 2019-2030, (USD Million)
U.S. VS China: Animation, VFX & Game total market, key domestic companies and share, (USD Million)
Global Animation, VFX & Game revenue by player and market share 2019-2024, (USD Million)
Global Animation, VFX & Game total market by Type, CAGR, 2019-2030, (USD Million)
Global Animation, VFX & Game total market by Application, CAGR, 2019-2030, (USD Million).

This reports profiles major 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 and Warner Bros, etc.

This report also provides key insights about market drivers, restraints, opportunities, new product launches or approvals.

Stakeholders would have ease in decision-making through various strategy matrices used in analyzing the World Animation, VFX & Game market.

Detailed Segmentation:
Each section contains quantitative market data including market by value (US$ Millions), by player, by regions, by Type, and by Application. Data is given for the years 2019-2030 by year with 2023 as the base year, 2024 as the estimate year, and 2025-2030 as the forecast year.

Global Animation, VFX & Game Market, By Region:
United States
China
Europe
Japan
South Korea
ASEAN
India
Rest of World

Global Animation, VFX & Game Market, Segmentation by Type
Animation & VFX
Game & VFX

Global Animation, VFX & Game Market, Segmentation by Application
Anime
Film
Video Game

Companies Profiled:
Tencent
Sony
Activision Blizzard
Microsoft
Nintendo
Netease
Walt Disney Animation Studios
NBCUniversal
Warner Bros
Framestore
TOEI ANIMATION

Key Questions Answered
1. How big is the global Animation, VFX & Game market?
2. What is the demand of the global Animation, VFX & Game market?
3. What is the year over year growth of the global Animation, VFX & Game market?
4. What is the total value of the global Animation, VFX & Game market?
5. Who are the major players in the global Animation, VFX & Game market?
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Table of Contents

1 Supply Summary
1.1 Animation, VFX & Game Introduction
1.2 World Animation, VFX & Game Market Size & Forecast (2019 & 2023 & 2030)
1.3 World Animation, VFX & Game Total Market by Region (by Headquarter Location)
1.3.1 World Animation, VFX & Game Market Size by Region (2019-2030), (by Headquarter Location)
1.3.2 United States Animation, VFX & Game Market Size (2019-2030)
1.3.3 China Animation, VFX & Game Market Size (2019-2030)
1.3.4 Europe Animation, VFX & Game Market Size (2019-2030)
1.3.5 Japan Animation, VFX & Game Market Size (2019-2030)
1.3.6 South Korea Animation, VFX & Game Market Size (2019-2030)
1.3.7 ASEAN Animation, VFX & Game Market Size (2019-2030)
1.3.8 India Animation, VFX & Game Market Size (2019-2030)
1.4 Market Drivers, Restraints and Trends
1.4.1 Animation, VFX & Game Market Drivers
1.4.2 Factors Affecting Demand
1.4.3 Animation, VFX & Game Major Market Trends

2 Demand Summary
2.1 World Animation, VFX & Game Consumption Value (2019-2030)
2.2 World Animation, VFX & Game Consumption Value by Region
2.2.1 World Animation, VFX & Game Consumption Value by Region (2019-2024)
2.2.2 World Animation, VFX & Game Consumption Value Forecast by Region (2025-2030)
2.3 United States Animation, VFX & Game Consumption Value (2019-2030)
2.4 China Animation, VFX & Game Consumption Value (2019-2030)
2.5 Europe Animation, VFX & Game Consumption Value (2019-2030)
2.6 Japan Animation, VFX & Game Consumption Value (2019-2030)
2.7 South Korea Animation, VFX & Game Consumption Value (2019-2030)
2.8 ASEAN Animation, VFX & Game Consumption Value (2019-2030)
2.9 India Animation, VFX & Game Consumption Value (2019-2030)

3 World Animation, VFX & Game Companies Competitive Analysis
3.1 World Animation, VFX & Game Revenue by Player (2019-2024)
3.2 Industry Rank and Concentration Rate (CR)
3.2.1 Global Animation, VFX & Game Industry Rank of Major Players
3.2.2 Global Concentration Ratios (CR4) for Animation, VFX & Game in 2023
3.2.3 Global Concentration Ratios (CR8) for Animation, VFX & Game in 2023
3.3 Animation, VFX & Game Company Evaluation Quadrant
3.4 Animation, VFX & Game Market: Overall Company Footprint Analysis
3.4.1 Animation, VFX & Game Market: Region Footprint
3.4.2 Animation, VFX & Game Market: Company Product Type Footprint
3.4.3 Animation, VFX & Game Market: Company Product Application Footprint
3.5 Competitive Environment
3.5.1 Historical Structure of the Industry
3.5.2 Barriers of Market Entry
3.5.3 Factors of Competition
3.6 Mergers, Acquisitions Activity

4 United States VS China VS Rest of the World (by Headquarter Location)
4.1 United States VS China: Animation, VFX & Game Revenue Comparison (by Headquarter Location)
4.1.1 United States VS China: Animation, VFX & Game Market Size Comparison (2019 & 2023 & 2030) (by Headquarter Location)
4.1.2 United States VS China: Animation, VFX & Game Revenue Market Share Comparison (2019 & 2023 & 2030)
4.2 United States Based Companies VS China Based Companies: Animation, VFX & Game Consumption Value Comparison
4.2.1 United States VS China: Animation, VFX & Game Consumption Value Comparison (2019 & 2023 & 2030)
4.2.2 United States VS China: Animation, VFX & Game Consumption Value Market Share Comparison (2019 & 2023 & 2030)
4.3 United States Based Animation, VFX & Game Companies and Market Share, 2019-2024
4.3.1 United States Based Animation, VFX & Game Companies, Headquarters (States, Country)
4.3.2 United States Based Companies Animation, VFX & Game Revenue, (2019-2024)
4.4 China Based Companies Animation, VFX & Game Revenue and Market Share, 2019-2024
4.4.1 China Based Animation, VFX & Game Companies, Company Headquarters (Province, Country)
4.4.2 China Based Companies Animation, VFX & Game Revenue, (2019-2024)
4.5 Rest of World Based Animation, VFX & Game Companies and Market Share, 2019-2024
4.5.1 Rest of World Based Animation, VFX & Game Companies, Headquarters (States, Country)
4.5.2 Rest of World Based Companies Animation, VFX & Game Revenue, (2019-2024)

5 Market Analysis by Type
5.1 World Animation, VFX & Game Market Size Overview by Type: 2019 VS 2023 VS 2030
5.2 Segment Introduction by Type
5.2.1 Animation & VFX
5.2.2 Game & VFX
5.3 Market Segment by Type
5.3.1 World Animation, VFX & Game Market Size by Type (2019-2024)
5.3.2 World Animation, VFX & Game Market Size by Type (2025-2030)
5.3.3 World Animation, VFX & Game Market Size Market Share by Type (2019-2030)

6 Market Analysis by Application
6.1 World Animation, VFX & Game Market Size Overview by Application: 2019 VS 2023 VS 2030
6.2 Segment Introduction by Application
6.2.1 Anime
6.2.2 Film
6.2.3 Video Game
6.3 Market Segment by Application
6.3.1 World Animation, VFX & Game Market Size by Application (2019-2024)
6.3.2 World Animation, VFX & Game Market Size by Application (2025-2030)
6.3.3 World Animation, VFX & Game Market Size by Application (2019-2030)

7 Company Profiles
7.1 Tencent
7.1.1 Tencent Details
7.1.2 Tencent Major Business
7.1.3 Tencent Animation, VFX & Game Product and Services
7.1.4 Tencent Animation, VFX & Game Revenue, Gross Margin and Market Share (2019-2024)
7.1.5 Tencent Recent Developments/Updates
7.1.6 Tencent Competitive Strengths & Weaknesses
7.2 Sony
7.2.1 Sony Details
7.2.2 Sony Major Business
7.2.3 Sony Animation, VFX & Game Product and Services
7.2.4 Sony Animation, VFX & Game Revenue, Gross Margin and Market Share (2019-2024)
7.2.5 Sony Recent Developments/Updates
7.2.6 Sony Competitive Strengths & Weaknesses
7.3 Activision Blizzard
7.3.1 Activision Blizzard Details
7.3.2 Activision Blizzard Major Business
7.3.3 Activision Blizzard Animation, VFX & Game Product and Services
7.3.4 Activision Blizzard Animation, VFX & Game Revenue, Gross Margin and Market Share (2019-2024)
7.3.5 Activision Blizzard Recent Developments/Updates
7.3.6 Activision Blizzard Competitive Strengths & Weaknesses
7.4 Microsoft
7.4.1 Microsoft Details
7.4.2 Microsoft Major Business
7.4.3 Microsoft Animation, VFX & Game Product and Services
7.4.4 Microsoft Animation, VFX & Game Revenue, Gross Margin and Market Share (2019-2024)
7.4.5 Microsoft Recent Developments/Updates
7.4.6 Microsoft Competitive Strengths & Weaknesses
7.5 Nintendo
7.5.1 Nintendo Details
7.5.2 Nintendo Major Business
7.5.3 Nintendo Animation, VFX & Game Product and Services
7.5.4 Nintendo Animation, VFX & Game Revenue, Gross Margin and Market Share (2019-2024)
7.5.5 Nintendo Recent Developments/Updates
7.5.6 Nintendo Competitive Strengths & Weaknesses
7.6 Netease
7.6.1 Netease Details
7.6.2 Netease Major Business
7.6.3 Netease Animation, VFX & Game Product and Services
7.6.4 Netease Animation, VFX & Game Revenue, Gross Margin and Market Share (2019-2024)
7.6.5 Netease Recent Developments/Updates
7.6.6 Netease Competitive Strengths & Weaknesses
7.7 Walt Disney Animation Studios
7.7.1 Walt Disney Animation Studios Details
7.7.2 Walt Disney Animation Studios Major Business
7.7.3 Walt Disney Animation Studios Animation, VFX & Game Product and Services
7.7.4 Walt Disney Animation Studios Animation, VFX & Game Revenue, Gross Margin and Market Share (2019-2024)
7.7.5 Walt Disney Animation Studios Recent Developments/Updates
7.7.6 Walt Disney Animation Studios Competitive Strengths & Weaknesses
7.8 NBCUniversal
7.8.1 NBCUniversal Details
7.8.2 NBCUniversal Major Business
7.8.3 NBCUniversal Animation, VFX & Game Product and Services
7.8.4 NBCUniversal Animation, VFX & Game Revenue, Gross Margin and Market Share (2019-2024)
7.8.5 NBCUniversal Recent Developments/Updates
7.8.6 NBCUniversal Competitive Strengths & Weaknesses
7.9 Warner Bros
7.9.1 Warner Bros Details
7.9.2 Warner Bros Major Business
7.9.3 Warner Bros Animation, VFX & Game Product and Services
7.9.4 Warner Bros Animation, VFX & Game Revenue, Gross Margin and Market Share (2019-2024)
7.9.5 Warner Bros Recent Developments/Updates
7.9.6 Warner Bros Competitive Strengths & Weaknesses
7.10 Framestore
7.10.1 Framestore Details
7.10.2 Framestore Major Business
7.10.3 Framestore Animation, VFX & Game Product and Services
7.10.4 Framestore Animation, VFX & Game Revenue, Gross Margin and Market Share (2019-2024)
7.10.5 Framestore Recent Developments/Updates
7.10.6 Framestore Competitive Strengths & Weaknesses
7.11 TOEI ANIMATION
7.11.1 TOEI ANIMATION Details
7.11.2 TOEI ANIMATION Major Business
7.11.3 TOEI ANIMATION Animation, VFX & Game Product and Services
7.11.4 TOEI ANIMATION Animation, VFX & Game Revenue, Gross Margin and Market Share (2019-2024)
7.11.5 TOEI ANIMATION Recent Developments/Updates
7.11.6 TOEI ANIMATION Competitive Strengths & Weaknesses

8 Industry Chain Analysis
8.1 Animation, VFX & Game Industry Chain
8.2 Animation, VFX & Game Upstream Analysis
8.3 Animation, VFX & Game Midstream Analysis
8.4 Animation, VFX & Game Downstream Analysis

9 Research Findings and Conclusion

10 Appendix
10.1 Methodology
10.2 Research Process and Data Source
10.3 Disclaimer
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Table of Figures

List of Tables
Table 1. World Animation, VFX & Game Revenue by Region (2019, 2023 and 2030) & (USD Million), (by Headquarter Location)
Table 2. World Animation, VFX & Game Revenue by Region (2019-2024) & (USD Million), (by Headquarter Location)
Table 3. World Animation, VFX & Game Revenue by Region (2025-2030) & (USD Million), (by Headquarter Location)
Table 4. World Animation, VFX & Game Revenue Market Share by Region (2019-2024), (by Headquarter Location)
Table 5. World Animation, VFX & Game Revenue Market Share by Region (2025-2030), (by Headquarter Location)
Table 6. Major Market Trends
Table 7. World Animation, VFX & Game Consumption Value Growth Rate Forecast by Region (2019 & 2023 & 2030) & (USD Million)
Table 8. World Animation, VFX & Game Consumption Value by Region (2019-2024) & (USD Million)
Table 9. World Animation, VFX & Game Consumption Value Forecast by Region (2025-2030) & (USD Million)
Table 10. World Animation, VFX & Game Revenue by Player (2019-2024) & (USD Million)
Table 11. Revenue Market Share of Key Animation, VFX & Game Players in 2023
Table 12. World Animation, VFX & Game Industry Rank of Major Player, Based on Revenue in 2023
Table 13. Global Animation, VFX & Game Company Evaluation Quadrant
Table 14. Head Office of Key Animation, VFX & Game Player
Table 15. Animation, VFX & Game Market: Company Product Type Footprint
Table 16. Animation, VFX & Game Market: Company Product Application Footprint
Table 17. Animation, VFX & Game Mergers & Acquisitions Activity
Table 18. United States VS China Animation, VFX & Game Market Size Comparison, (2019 & 2023 & 2030) & (USD Million)
Table 19. United States VS China Animation, VFX & Game Consumption Value Comparison, (2019 & 2023 & 2030) & (USD Million)
Table 20. United States Based Animation, VFX & Game Companies, Headquarters (States, Country)
Table 21. United States Based Companies Animation, VFX & Game Revenue, (2019-2024) & (USD Million)
Table 22. United States Based Companies Animation, VFX & Game Revenue Market Share (2019-2024)
Table 23. China Based Animation, VFX & Game Companies, Headquarters (Province, Country)
Table 24. China Based Companies Animation, VFX & Game Revenue, (2019-2024) & (USD Million)
Table 25. China Based Companies Animation, VFX & Game Revenue Market Share (2019-2024)
Table 26. Rest of World Based Animation, VFX & Game Companies, Headquarters (States, Country)
Table 27. Rest of World Based Companies Animation, VFX & Game Revenue, (2019-2024) & (USD Million)
Table 28. Rest of World Based Companies Animation, VFX & Game Revenue Market Share (2019-2024)
Table 29. World Animation, VFX & Game Market Size by Type, (USD Million), 2019 & 2023 & 2030
Table 30. World Animation, VFX & Game Market Size by Type (2019-2024) & (USD Million)
Table 31. World Animation, VFX & Game Market Size by Type (2025-2030) & (USD Million)
Table 32. World Animation, VFX & Game Market Size by Application, (USD Million), 2019 & 2023 & 2030
Table 33. World Animation, VFX & Game Market Size by Application (2019-2024) & (USD Million)
Table 34. World Animation, VFX & Game Market Size by Application (2025-2030) & (USD Million)
Table 35. Tencent Basic Information, Area Served and Competitors
Table 36. Tencent Major Business
Table 37. Tencent Animation, VFX & Game Product and Services
Table 38. Tencent Animation, VFX & Game Revenue, Gross Margin and Market Share (2019-2024) & (USD Million)
Table 39. Tencent Recent Developments/Updates
Table 40. Tencent Competitive Strengths & Weaknesses
Table 41. Sony Basic Information, Area Served and Competitors
Table 42. Sony Major Business
Table 43. Sony Animation, VFX & Game Product and Services
Table 44. Sony Animation, VFX & Game Revenue, Gross Margin and Market Share (2019-2024) & (USD Million)
Table 45. Sony Recent Developments/Updates
Table 46. Sony Competitive Strengths & Weaknesses
Table 47. Activision Blizzard Basic Information, Area Served and Competitors
Table 48. Activision Blizzard Major Business
Table 49. Activision Blizzard Animation, VFX & Game Product and Services
Table 50. Activision Blizzard Animation, VFX & Game Revenue, Gross Margin and Market Share (2019-2024) & (USD Million)
Table 51. Activision Blizzard Recent Developments/Updates
Table 52. Activision Blizzard Competitive Strengths & Weaknesses
Table 53. Microsoft Basic Information, Area Served and Competitors
Table 54. Microsoft Major Business
Table 55. Microsoft Animation, VFX & Game Product and Services
Table 56. Microsoft Animation, VFX & Game Revenue, Gross Margin and Market Share (2019-2024) & (USD Million)
Table 57. Microsoft Recent Developments/Updates
Table 58. Microsoft Competitive Strengths & Weaknesses
Table 59. Nintendo Basic Information, Area Served and Competitors
Table 60. Nintendo Major Business
Table 61. Nintendo Animation, VFX & Game Product and Services
Table 62. Nintendo Animation, VFX & Game Revenue, Gross Margin and Market Share (2019-2024) & (USD Million)
Table 63. Nintendo Recent Developments/Updates
Table 64. Nintendo Competitive Strengths & Weaknesses
Table 65. Netease Basic Information, Area Served and Competitors
Table 66. Netease Major Business
Table 67. Netease Animation, VFX & Game Product and Services
Table 68. Netease Animation, VFX & Game Revenue, Gross Margin and Market Share (2019-2024) & (USD Million)
Table 69. Netease Recent Developments/Updates
Table 70. Netease Competitive Strengths & Weaknesses
Table 71. Walt Disney Animation Studios Basic Information, Area Served and Competitors
Table 72. Walt Disney Animation Studios Major Business
Table 73. Walt Disney Animation Studios Animation, VFX & Game Product and Services
Table 74. Walt Disney Animation Studios Animation, VFX & Game Revenue, Gross Margin and Market Share (2019-2024) & (USD Million)
Table 75. Walt Disney Animation Studios Recent Developments/Updates
Table 76. Walt Disney Animation Studios Competitive Strengths & Weaknesses
Table 77. NBCUniversal Basic Information, Area Served and Competitors
Table 78. NBCUniversal Major Business
Table 79. NBCUniversal Animation, VFX & Game Product and Services
Table 80. NBCUniversal Animation, VFX & Game Revenue, Gross Margin and Market Share (2019-2024) & (USD Million)
Table 81. NBCUniversal Recent Developments/Updates
Table 82. NBCUniversal Competitive Strengths & Weaknesses
Table 83. Warner Bros Basic Information, Area Served and Competitors
Table 84. Warner Bros Major Business
Table 85. Warner Bros Animation, VFX & Game Product and Services
Table 86. Warner Bros Animation, VFX & Game Revenue, Gross Margin and Market Share (2019-2024) & (USD Million)
Table 87. Warner Bros Recent Developments/Updates
Table 88. Warner Bros Competitive Strengths & Weaknesses
Table 89. Framestore Basic Information, Area Served and Competitors
Table 90. Framestore Major Business
Table 91. Framestore Animation, VFX & Game Product and Services
Table 92. Framestore Animation, VFX & Game Revenue, Gross Margin and Market Share (2019-2024) & (USD Million)
Table 93. Framestore Recent Developments/Updates
Table 94. TOEI ANIMATION Basic Information, Area Served and Competitors
Table 95. TOEI ANIMATION Major Business
Table 96. TOEI ANIMATION Animation, VFX & Game Product and Services
Table 97. TOEI ANIMATION Animation, VFX & Game Revenue, Gross Margin and Market Share (2019-2024) & (USD Million)
Table 98. Global Key Players of Animation, VFX & Game Upstream (Raw Materials)
Table 99. Animation, VFX & Game Typical Customers
List of Figure
Figure 1. Animation, VFX & Game Picture
Figure 2. World Animation, VFX & Game Total Market Size: 2019 & 2023 & 2030, (USD Million)
Figure 3. World Animation, VFX & Game Total Market Size (2019-2030) & (USD Million)
Figure 4. World Animation, VFX & Game Revenue Market Share by Region (2019, 2023 and 2030) & (USD Million) , (by Headquarter Location)
Figure 5. World Animation, VFX & Game Revenue Market Share by Region (2019-2030), (by Headquarter Location)
Figure 6. United States Based Company Animation, VFX & Game Revenue (2019-2030) & (USD Million)
Figure 7. China Based Company Animation, VFX & Game Revenue (2019-2030) & (USD Million)
Figure 8. Europe Based Company Animation, VFX & Game Revenue (2019-2030) & (USD Million)
Figure 9. Japan Based Company Animation, VFX & Game Revenue (2019-2030) & (USD Million)
Figure 10. South Korea Based Company Animation, VFX & Game Revenue (2019-2030) & (USD Million)
Figure 11. ASEAN Based Company Animation, VFX & Game Revenue (2019-2030) & (USD Million)
Figure 12. India Based Company Animation, VFX & Game Revenue (2019-2030) & (USD Million)
Figure 13. Animation, VFX & Game Market Drivers
Figure 14. Factors Affecting Demand
Figure 15. World Animation, VFX & Game Consumption Value (2019-2030) & (USD Million)
Figure 16. World Animation, VFX & Game Consumption Value Market Share by Region (2019-2030)
Figure 17. United States Animation, VFX & Game Consumption Value (2019-2030) & (USD Million)
Figure 18. China Animation, VFX & Game Consumption Value (2019-2030) & (USD Million)
Figure 19. Europe Animation, VFX & Game Consumption Value (2019-2030) & (USD Million)
Figure 20. Japan Animation, VFX & Game Consumption Value (2019-2030) & (USD Million)
Figure 21. South Korea Animation, VFX & Game Consumption Value (2019-2030) & (USD Million)
Figure 22. ASEAN Animation, VFX & Game Consumption Value (2019-2030) & (USD Million)
Figure 23. India Animation, VFX & Game Consumption Value (2019-2030) & (USD Million)
Figure 24. Producer Shipments of Animation, VFX & Game by Player Revenue ($MM) and Market Share (%): 2023
Figure 25. Global Four-firm Concentration Ratios (CR4) for Animation, VFX & Game Markets in 2023
Figure 26. Global Four-firm Concentration Ratios (CR8) for Animation, VFX & Game Markets in 2023
Figure 27. United States VS China: Animation, VFX & Game Revenue Market Share Comparison (2019 & 2023 & 2030)
Figure 28. United States VS China: Animation, VFX & Game Consumption Value Market Share Comparison (2019 & 2023 & 2030)
Figure 29. World Animation, VFX & Game Market Size by Type, (USD Million), 2019 & 2023 & 2030
Figure 30. World Animation, VFX & Game Market Size Market Share by Type in 2023
Figure 31. Animation & VFX
Figure 32. Game & VFX
Figure 33. World Animation, VFX & Game Market Size Market Share by Type (2019-2030)
Figure 34. World Animation, VFX & Game Market Size by Application, (USD Million), 2019 & 2023 & 2030
Figure 35. World Animation, VFX & Game Market Size Market Share by Application in 2023
Figure 36. Anime
Figure 37. Film
Figure 38. Video Game
Figure 39. Animation, VFX & Game Industrial Chain
Figure 40. Methodology
Figure 41. Research Process and Data Source
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Research Methodology

Client Requirements

yuan2

Review and analyze client requirements

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Discussion of all the project requirements and queries

Flexibility Check

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Project Feasibility Analysis

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Finalizing tentative research programme

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Structuring project proposal with scope, timeline, and costs

Analyzing Market Dynamics

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Determination of key drivers, restraints, challenge, and opportunity

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Identifies market needs and trends

Market Size Estimation & Forecast

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Estimation of historical data based on secondary and primary data

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Anticipating market recast by assigning weightage to market forces (drivers, restraints, opportunities)

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Freezing historical and forecast market size estimations based on evolution, trends, outlook, and strategies

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Consideration of geography, region-specific product/service demand for region segments

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Consideration of product utilization rates, product demand outlook for segments by application or end-user.

tuBiao1

Data Source

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Secondary Source
Data collections from annual reports, presentations,associations, journals, analyst reports, paid database, press releases, blogs, newsletters,and GIR repositories.

yuan2

Primary Source
Research discussion with manufacturers, distributors, suppliers, end user, industry experts to verify insights.

Validation and
triangulation of
secondary and primary source.

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Collection of data

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Cumulating and collating the essential qualitative and quantitative data

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Generation of report in client requested format by research analysts

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Reviews by expert analysts

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Final quality check

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Clarifying queries

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Receiving feedback

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Ensuring satisfaction

  • yuan01
    liuCheng01

    01 Identification of data

    This step involves identification of several primary and secondary data research sources, including Global Info Research's internal data sources. The primary sources consist of in-depth discussions and interviews with policy makers, industry experts, and data evaluators, whereas secondary sources include a thorough study of market journals, press releases, annual reports, and government and non-government agencies websites.

  • yuan01
    liuCheng01

    02 Evaluation of Market Dynamic

    This phase includes a detailed evaluation of several factors that are likely to affect the market dynamics. It involves a comprehensive assessment of major market pain points, drivers, and trends. It also comprises a detailed study of research plans and methodology.

  • yuan01
    liuCheng01

    03 Collection of Data

    This process consists of gathering data, accessing proprietary databases, and reaching out to key industry participants that operate in the market across the value chain. It also involves studying several patterns in the historical data and comparing it with the current scenario.

  • yuan01
    liuCheng01

    04 Collaboration of Data

    This stage involves the validation of data and arrival at actual statistics, and evolution of the market over the years. It entails the study and analyzes various segments and verticals of the market. An impact analysis is also performed to observe which factors will affect the market in the next few years.

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    liuCheng01

    05 Verification and Analysis

    This is the final stage, which involves both quantity and quality checks. Although the process of data verification is an integral part of the research process, all data points and statistics and figures are re-checked to uphold their authenticity and validity.

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Companies Mentioned

Tencent
Sony
Activision Blizzard
Microsoft
Nintendo
Netease
Walt Disney Animation Studios
NBCUniversal
Warner Bros
Framestore
TOEI ANIMATION
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Global Animation, VFX & Game Supply, Demand and Key Producers, 2024-2030

Global Animation, VFX & Game Supply, Demand and Key Producers, 2024-2030

Page: 128

Published Date: 09 Feb 2024

Category: Service & Software

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Description

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Description

The global Animation, VFX & Game market size is expected to reach $ 543560 million by 2030, rising at a market growth of 3.0% CAGR during the forecast period (2024-2030).

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.

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.

This report studies the global Animation, VFX & Game demand, key companies, and key regions.

This report is a detailed and comprehensive analysis of the world market for Animation, VFX & Game, and provides market size (US$ million) and Year-over-Year (YoY) growth, considering 2023 as the base year. This report explores demand trends and competition, as well as details the characteristics of Animation, VFX & Game that contribute to its increasing demand across many markets.

Highlights and key features of the study
Global Animation, VFX & Game total market, 2019-2030, (USD Million)
Global Animation, VFX & Game total market by region & country, CAGR, 2019-2030, (USD Million)
U.S. VS China: Animation, VFX & Game total market, key domestic companies and share, (USD Million)
Global Animation, VFX & Game revenue by player and market share 2019-2024, (USD Million)
Global Animation, VFX & Game total market by Type, CAGR, 2019-2030, (USD Million)
Global Animation, VFX & Game total market by Application, CAGR, 2019-2030, (USD Million).

This reports profiles major 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 and Warner Bros, etc.

This report also provides key insights about market drivers, restraints, opportunities, new product launches or approvals.

Stakeholders would have ease in decision-making through various strategy matrices used in analyzing the World Animation, VFX & Game market.

Detailed Segmentation:
Each section contains quantitative market data including market by value (US$ Millions), by player, by regions, by Type, and by Application. Data is given for the years 2019-2030 by year with 2023 as the base year, 2024 as the estimate year, and 2025-2030 as the forecast year.

Global Animation, VFX & Game Market, By Region:
United States
China
Europe
Japan
South Korea
ASEAN
India
Rest of World

Global Animation, VFX & Game Market, Segmentation by Type
Animation & VFX
Game & VFX

Global Animation, VFX & Game Market, Segmentation by Application
Anime
Film
Video Game

Companies Profiled:
Tencent
Sony
Activision Blizzard
Microsoft
Nintendo
Netease
Walt Disney Animation Studios
NBCUniversal
Warner Bros
Framestore
TOEI ANIMATION

Key Questions Answered
1. How big is the global Animation, VFX & Game market?
2. What is the demand of the global Animation, VFX & Game market?
3. What is the year over year growth of the global Animation, VFX & Game market?
4. What is the total value of the global Animation, VFX & Game market?
5. Who are the major players in the global Animation, VFX & Game market?
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Table of Contents

1 Supply Summary
1.1 Animation, VFX & Game Introduction
1.2 World Animation, VFX & Game Market Size & Forecast (2019 & 2023 & 2030)
1.3 World Animation, VFX & Game Total Market by Region (by Headquarter Location)
1.3.1 World Animation, VFX & Game Market Size by Region (2019-2030), (by Headquarter Location)
1.3.2 United States Animation, VFX & Game Market Size (2019-2030)
1.3.3 China Animation, VFX & Game Market Size (2019-2030)
1.3.4 Europe Animation, VFX & Game Market Size (2019-2030)
1.3.5 Japan Animation, VFX & Game Market Size (2019-2030)
1.3.6 South Korea Animation, VFX & Game Market Size (2019-2030)
1.3.7 ASEAN Animation, VFX & Game Market Size (2019-2030)
1.3.8 India Animation, VFX & Game Market Size (2019-2030)
1.4 Market Drivers, Restraints and Trends
1.4.1 Animation, VFX & Game Market Drivers
1.4.2 Factors Affecting Demand
1.4.3 Animation, VFX & Game Major Market Trends

2 Demand Summary
2.1 World Animation, VFX & Game Consumption Value (2019-2030)
2.2 World Animation, VFX & Game Consumption Value by Region
2.2.1 World Animation, VFX & Game Consumption Value by Region (2019-2024)
2.2.2 World Animation, VFX & Game Consumption Value Forecast by Region (2025-2030)
2.3 United States Animation, VFX & Game Consumption Value (2019-2030)
2.4 China Animation, VFX & Game Consumption Value (2019-2030)
2.5 Europe Animation, VFX & Game Consumption Value (2019-2030)
2.6 Japan Animation, VFX & Game Consumption Value (2019-2030)
2.7 South Korea Animation, VFX & Game Consumption Value (2019-2030)
2.8 ASEAN Animation, VFX & Game Consumption Value (2019-2030)
2.9 India Animation, VFX & Game Consumption Value (2019-2030)

3 World Animation, VFX & Game Companies Competitive Analysis
3.1 World Animation, VFX & Game Revenue by Player (2019-2024)
3.2 Industry Rank and Concentration Rate (CR)
3.2.1 Global Animation, VFX & Game Industry Rank of Major Players
3.2.2 Global Concentration Ratios (CR4) for Animation, VFX & Game in 2023
3.2.3 Global Concentration Ratios (CR8) for Animation, VFX & Game in 2023
3.3 Animation, VFX & Game Company Evaluation Quadrant
3.4 Animation, VFX & Game Market: Overall Company Footprint Analysis
3.4.1 Animation, VFX & Game Market: Region Footprint
3.4.2 Animation, VFX & Game Market: Company Product Type Footprint
3.4.3 Animation, VFX & Game Market: Company Product Application Footprint
3.5 Competitive Environment
3.5.1 Historical Structure of the Industry
3.5.2 Barriers of Market Entry
3.5.3 Factors of Competition
3.6 Mergers, Acquisitions Activity

4 United States VS China VS Rest of the World (by Headquarter Location)
4.1 United States VS China: Animation, VFX & Game Revenue Comparison (by Headquarter Location)
4.1.1 United States VS China: Animation, VFX & Game Market Size Comparison (2019 & 2023 & 2030) (by Headquarter Location)
4.1.2 United States VS China: Animation, VFX & Game Revenue Market Share Comparison (2019 & 2023 & 2030)
4.2 United States Based Companies VS China Based Companies: Animation, VFX & Game Consumption Value Comparison
4.2.1 United States VS China: Animation, VFX & Game Consumption Value Comparison (2019 & 2023 & 2030)
4.2.2 United States VS China: Animation, VFX & Game Consumption Value Market Share Comparison (2019 & 2023 & 2030)
4.3 United States Based Animation, VFX & Game Companies and Market Share, 2019-2024
4.3.1 United States Based Animation, VFX & Game Companies, Headquarters (States, Country)
4.3.2 United States Based Companies Animation, VFX & Game Revenue, (2019-2024)
4.4 China Based Companies Animation, VFX & Game Revenue and Market Share, 2019-2024
4.4.1 China Based Animation, VFX & Game Companies, Company Headquarters (Province, Country)
4.4.2 China Based Companies Animation, VFX & Game Revenue, (2019-2024)
4.5 Rest of World Based Animation, VFX & Game Companies and Market Share, 2019-2024
4.5.1 Rest of World Based Animation, VFX & Game Companies, Headquarters (States, Country)
4.5.2 Rest of World Based Companies Animation, VFX & Game Revenue, (2019-2024)

5 Market Analysis by Type
5.1 World Animation, VFX & Game Market Size Overview by Type: 2019 VS 2023 VS 2030
5.2 Segment Introduction by Type
5.2.1 Animation & VFX
5.2.2 Game & VFX
5.3 Market Segment by Type
5.3.1 World Animation, VFX & Game Market Size by Type (2019-2024)
5.3.2 World Animation, VFX & Game Market Size by Type (2025-2030)
5.3.3 World Animation, VFX & Game Market Size Market Share by Type (2019-2030)

6 Market Analysis by Application
6.1 World Animation, VFX & Game Market Size Overview by Application: 2019 VS 2023 VS 2030
6.2 Segment Introduction by Application
6.2.1 Anime
6.2.2 Film
6.2.3 Video Game
6.3 Market Segment by Application
6.3.1 World Animation, VFX & Game Market Size by Application (2019-2024)
6.3.2 World Animation, VFX & Game Market Size by Application (2025-2030)
6.3.3 World Animation, VFX & Game Market Size by Application (2019-2030)

7 Company Profiles
7.1 Tencent
7.1.1 Tencent Details
7.1.2 Tencent Major Business
7.1.3 Tencent Animation, VFX & Game Product and Services
7.1.4 Tencent Animation, VFX & Game Revenue, Gross Margin and Market Share (2019-2024)
7.1.5 Tencent Recent Developments/Updates
7.1.6 Tencent Competitive Strengths & Weaknesses
7.2 Sony
7.2.1 Sony Details
7.2.2 Sony Major Business
7.2.3 Sony Animation, VFX & Game Product and Services
7.2.4 Sony Animation, VFX & Game Revenue, Gross Margin and Market Share (2019-2024)
7.2.5 Sony Recent Developments/Updates
7.2.6 Sony Competitive Strengths & Weaknesses
7.3 Activision Blizzard
7.3.1 Activision Blizzard Details
7.3.2 Activision Blizzard Major Business
7.3.3 Activision Blizzard Animation, VFX & Game Product and Services
7.3.4 Activision Blizzard Animation, VFX & Game Revenue, Gross Margin and Market Share (2019-2024)
7.3.5 Activision Blizzard Recent Developments/Updates
7.3.6 Activision Blizzard Competitive Strengths & Weaknesses
7.4 Microsoft
7.4.1 Microsoft Details
7.4.2 Microsoft Major Business
7.4.3 Microsoft Animation, VFX & Game Product and Services
7.4.4 Microsoft Animation, VFX & Game Revenue, Gross Margin and Market Share (2019-2024)
7.4.5 Microsoft Recent Developments/Updates
7.4.6 Microsoft Competitive Strengths & Weaknesses
7.5 Nintendo
7.5.1 Nintendo Details
7.5.2 Nintendo Major Business
7.5.3 Nintendo Animation, VFX & Game Product and Services
7.5.4 Nintendo Animation, VFX & Game Revenue, Gross Margin and Market Share (2019-2024)
7.5.5 Nintendo Recent Developments/Updates
7.5.6 Nintendo Competitive Strengths & Weaknesses
7.6 Netease
7.6.1 Netease Details
7.6.2 Netease Major Business
7.6.3 Netease Animation, VFX & Game Product and Services
7.6.4 Netease Animation, VFX & Game Revenue, Gross Margin and Market Share (2019-2024)
7.6.5 Netease Recent Developments/Updates
7.6.6 Netease Competitive Strengths & Weaknesses
7.7 Walt Disney Animation Studios
7.7.1 Walt Disney Animation Studios Details
7.7.2 Walt Disney Animation Studios Major Business
7.7.3 Walt Disney Animation Studios Animation, VFX & Game Product and Services
7.7.4 Walt Disney Animation Studios Animation, VFX & Game Revenue, Gross Margin and Market Share (2019-2024)
7.7.5 Walt Disney Animation Studios Recent Developments/Updates
7.7.6 Walt Disney Animation Studios Competitive Strengths & Weaknesses
7.8 NBCUniversal
7.8.1 NBCUniversal Details
7.8.2 NBCUniversal Major Business
7.8.3 NBCUniversal Animation, VFX & Game Product and Services
7.8.4 NBCUniversal Animation, VFX & Game Revenue, Gross Margin and Market Share (2019-2024)
7.8.5 NBCUniversal Recent Developments/Updates
7.8.6 NBCUniversal Competitive Strengths & Weaknesses
7.9 Warner Bros
7.9.1 Warner Bros Details
7.9.2 Warner Bros Major Business
7.9.3 Warner Bros Animation, VFX & Game Product and Services
7.9.4 Warner Bros Animation, VFX & Game Revenue, Gross Margin and Market Share (2019-2024)
7.9.5 Warner Bros Recent Developments/Updates
7.9.6 Warner Bros Competitive Strengths & Weaknesses
7.10 Framestore
7.10.1 Framestore Details
7.10.2 Framestore Major Business
7.10.3 Framestore Animation, VFX & Game Product and Services
7.10.4 Framestore Animation, VFX & Game Revenue, Gross Margin and Market Share (2019-2024)
7.10.5 Framestore Recent Developments/Updates
7.10.6 Framestore Competitive Strengths & Weaknesses
7.11 TOEI ANIMATION
7.11.1 TOEI ANIMATION Details
7.11.2 TOEI ANIMATION Major Business
7.11.3 TOEI ANIMATION Animation, VFX & Game Product and Services
7.11.4 TOEI ANIMATION Animation, VFX & Game Revenue, Gross Margin and Market Share (2019-2024)
7.11.5 TOEI ANIMATION Recent Developments/Updates
7.11.6 TOEI ANIMATION Competitive Strengths & Weaknesses

8 Industry Chain Analysis
8.1 Animation, VFX & Game Industry Chain
8.2 Animation, VFX & Game Upstream Analysis
8.3 Animation, VFX & Game Midstream Analysis
8.4 Animation, VFX & Game Downstream Analysis

9 Research Findings and Conclusion

10 Appendix
10.1 Methodology
10.2 Research Process and Data Source
10.3 Disclaimer
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Table of Figures

List of Tables
Table 1. World Animation, VFX & Game Revenue by Region (2019, 2023 and 2030) & (USD Million), (by Headquarter Location)
Table 2. World Animation, VFX & Game Revenue by Region (2019-2024) & (USD Million), (by Headquarter Location)
Table 3. World Animation, VFX & Game Revenue by Region (2025-2030) & (USD Million), (by Headquarter Location)
Table 4. World Animation, VFX & Game Revenue Market Share by Region (2019-2024), (by Headquarter Location)
Table 5. World Animation, VFX & Game Revenue Market Share by Region (2025-2030), (by Headquarter Location)
Table 6. Major Market Trends
Table 7. World Animation, VFX & Game Consumption Value Growth Rate Forecast by Region (2019 & 2023 & 2030) & (USD Million)
Table 8. World Animation, VFX & Game Consumption Value by Region (2019-2024) & (USD Million)
Table 9. World Animation, VFX & Game Consumption Value Forecast by Region (2025-2030) & (USD Million)
Table 10. World Animation, VFX & Game Revenue by Player (2019-2024) & (USD Million)
Table 11. Revenue Market Share of Key Animation, VFX & Game Players in 2023
Table 12. World Animation, VFX & Game Industry Rank of Major Player, Based on Revenue in 2023
Table 13. Global Animation, VFX & Game Company Evaluation Quadrant
Table 14. Head Office of Key Animation, VFX & Game Player
Table 15. Animation, VFX & Game Market: Company Product Type Footprint
Table 16. Animation, VFX & Game Market: Company Product Application Footprint
Table 17. Animation, VFX & Game Mergers & Acquisitions Activity
Table 18. United States VS China Animation, VFX & Game Market Size Comparison, (2019 & 2023 & 2030) & (USD Million)
Table 19. United States VS China Animation, VFX & Game Consumption Value Comparison, (2019 & 2023 & 2030) & (USD Million)
Table 20. United States Based Animation, VFX & Game Companies, Headquarters (States, Country)
Table 21. United States Based Companies Animation, VFX & Game Revenue, (2019-2024) & (USD Million)
Table 22. United States Based Companies Animation, VFX & Game Revenue Market Share (2019-2024)
Table 23. China Based Animation, VFX & Game Companies, Headquarters (Province, Country)
Table 24. China Based Companies Animation, VFX & Game Revenue, (2019-2024) & (USD Million)
Table 25. China Based Companies Animation, VFX & Game Revenue Market Share (2019-2024)
Table 26. Rest of World Based Animation, VFX & Game Companies, Headquarters (States, Country)
Table 27. Rest of World Based Companies Animation, VFX & Game Revenue, (2019-2024) & (USD Million)
Table 28. Rest of World Based Companies Animation, VFX & Game Revenue Market Share (2019-2024)
Table 29. World Animation, VFX & Game Market Size by Type, (USD Million), 2019 & 2023 & 2030
Table 30. World Animation, VFX & Game Market Size by Type (2019-2024) & (USD Million)
Table 31. World Animation, VFX & Game Market Size by Type (2025-2030) & (USD Million)
Table 32. World Animation, VFX & Game Market Size by Application, (USD Million), 2019 & 2023 & 2030
Table 33. World Animation, VFX & Game Market Size by Application (2019-2024) & (USD Million)
Table 34. World Animation, VFX & Game Market Size by Application (2025-2030) & (USD Million)
Table 35. Tencent Basic Information, Area Served and Competitors
Table 36. Tencent Major Business
Table 37. Tencent Animation, VFX & Game Product and Services
Table 38. Tencent Animation, VFX & Game Revenue, Gross Margin and Market Share (2019-2024) & (USD Million)
Table 39. Tencent Recent Developments/Updates
Table 40. Tencent Competitive Strengths & Weaknesses
Table 41. Sony Basic Information, Area Served and Competitors
Table 42. Sony Major Business
Table 43. Sony Animation, VFX & Game Product and Services
Table 44. Sony Animation, VFX & Game Revenue, Gross Margin and Market Share (2019-2024) & (USD Million)
Table 45. Sony Recent Developments/Updates
Table 46. Sony Competitive Strengths & Weaknesses
Table 47. Activision Blizzard Basic Information, Area Served and Competitors
Table 48. Activision Blizzard Major Business
Table 49. Activision Blizzard Animation, VFX & Game Product and Services
Table 50. Activision Blizzard Animation, VFX & Game Revenue, Gross Margin and Market Share (2019-2024) & (USD Million)
Table 51. Activision Blizzard Recent Developments/Updates
Table 52. Activision Blizzard Competitive Strengths & Weaknesses
Table 53. Microsoft Basic Information, Area Served and Competitors
Table 54. Microsoft Major Business
Table 55. Microsoft Animation, VFX & Game Product and Services
Table 56. Microsoft Animation, VFX & Game Revenue, Gross Margin and Market Share (2019-2024) & (USD Million)
Table 57. Microsoft Recent Developments/Updates
Table 58. Microsoft Competitive Strengths & Weaknesses
Table 59. Nintendo Basic Information, Area Served and Competitors
Table 60. Nintendo Major Business
Table 61. Nintendo Animation, VFX & Game Product and Services
Table 62. Nintendo Animation, VFX & Game Revenue, Gross Margin and Market Share (2019-2024) & (USD Million)
Table 63. Nintendo Recent Developments/Updates
Table 64. Nintendo Competitive Strengths & Weaknesses
Table 65. Netease Basic Information, Area Served and Competitors
Table 66. Netease Major Business
Table 67. Netease Animation, VFX & Game Product and Services
Table 68. Netease Animation, VFX & Game Revenue, Gross Margin and Market Share (2019-2024) & (USD Million)
Table 69. Netease Recent Developments/Updates
Table 70. Netease Competitive Strengths & Weaknesses
Table 71. Walt Disney Animation Studios Basic Information, Area Served and Competitors
Table 72. Walt Disney Animation Studios Major Business
Table 73. Walt Disney Animation Studios Animation, VFX & Game Product and Services
Table 74. Walt Disney Animation Studios Animation, VFX & Game Revenue, Gross Margin and Market Share (2019-2024) & (USD Million)
Table 75. Walt Disney Animation Studios Recent Developments/Updates
Table 76. Walt Disney Animation Studios Competitive Strengths & Weaknesses
Table 77. NBCUniversal Basic Information, Area Served and Competitors
Table 78. NBCUniversal Major Business
Table 79. NBCUniversal Animation, VFX & Game Product and Services
Table 80. NBCUniversal Animation, VFX & Game Revenue, Gross Margin and Market Share (2019-2024) & (USD Million)
Table 81. NBCUniversal Recent Developments/Updates
Table 82. NBCUniversal Competitive Strengths & Weaknesses
Table 83. Warner Bros Basic Information, Area Served and Competitors
Table 84. Warner Bros Major Business
Table 85. Warner Bros Animation, VFX & Game Product and Services
Table 86. Warner Bros Animation, VFX & Game Revenue, Gross Margin and Market Share (2019-2024) & (USD Million)
Table 87. Warner Bros Recent Developments/Updates
Table 88. Warner Bros Competitive Strengths & Weaknesses
Table 89. Framestore Basic Information, Area Served and Competitors
Table 90. Framestore Major Business
Table 91. Framestore Animation, VFX & Game Product and Services
Table 92. Framestore Animation, VFX & Game Revenue, Gross Margin and Market Share (2019-2024) & (USD Million)
Table 93. Framestore Recent Developments/Updates
Table 94. TOEI ANIMATION Basic Information, Area Served and Competitors
Table 95. TOEI ANIMATION Major Business
Table 96. TOEI ANIMATION Animation, VFX & Game Product and Services
Table 97. TOEI ANIMATION Animation, VFX & Game Revenue, Gross Margin and Market Share (2019-2024) & (USD Million)
Table 98. Global Key Players of Animation, VFX & Game Upstream (Raw Materials)
Table 99. Animation, VFX & Game Typical Customers
List of Figure
Figure 1. Animation, VFX & Game Picture
Figure 2. World Animation, VFX & Game Total Market Size: 2019 & 2023 & 2030, (USD Million)
Figure 3. World Animation, VFX & Game Total Market Size (2019-2030) & (USD Million)
Figure 4. World Animation, VFX & Game Revenue Market Share by Region (2019, 2023 and 2030) & (USD Million) , (by Headquarter Location)
Figure 5. World Animation, VFX & Game Revenue Market Share by Region (2019-2030), (by Headquarter Location)
Figure 6. United States Based Company Animation, VFX & Game Revenue (2019-2030) & (USD Million)
Figure 7. China Based Company Animation, VFX & Game Revenue (2019-2030) & (USD Million)
Figure 8. Europe Based Company Animation, VFX & Game Revenue (2019-2030) & (USD Million)
Figure 9. Japan Based Company Animation, VFX & Game Revenue (2019-2030) & (USD Million)
Figure 10. South Korea Based Company Animation, VFX & Game Revenue (2019-2030) & (USD Million)
Figure 11. ASEAN Based Company Animation, VFX & Game Revenue (2019-2030) & (USD Million)
Figure 12. India Based Company Animation, VFX & Game Revenue (2019-2030) & (USD Million)
Figure 13. Animation, VFX & Game Market Drivers
Figure 14. Factors Affecting Demand
Figure 15. World Animation, VFX & Game Consumption Value (2019-2030) & (USD Million)
Figure 16. World Animation, VFX & Game Consumption Value Market Share by Region (2019-2030)
Figure 17. United States Animation, VFX & Game Consumption Value (2019-2030) & (USD Million)
Figure 18. China Animation, VFX & Game Consumption Value (2019-2030) & (USD Million)
Figure 19. Europe Animation, VFX & Game Consumption Value (2019-2030) & (USD Million)
Figure 20. Japan Animation, VFX & Game Consumption Value (2019-2030) & (USD Million)
Figure 21. South Korea Animation, VFX & Game Consumption Value (2019-2030) & (USD Million)
Figure 22. ASEAN Animation, VFX & Game Consumption Value (2019-2030) & (USD Million)
Figure 23. India Animation, VFX & Game Consumption Value (2019-2030) & (USD Million)
Figure 24. Producer Shipments of Animation, VFX & Game by Player Revenue ($MM) and Market Share (%): 2023
Figure 25. Global Four-firm Concentration Ratios (CR4) for Animation, VFX & Game Markets in 2023
Figure 26. Global Four-firm Concentration Ratios (CR8) for Animation, VFX & Game Markets in 2023
Figure 27. United States VS China: Animation, VFX & Game Revenue Market Share Comparison (2019 & 2023 & 2030)
Figure 28. United States VS China: Animation, VFX & Game Consumption Value Market Share Comparison (2019 & 2023 & 2030)
Figure 29. World Animation, VFX & Game Market Size by Type, (USD Million), 2019 & 2023 & 2030
Figure 30. World Animation, VFX & Game Market Size Market Share by Type in 2023
Figure 31. Animation & VFX
Figure 32. Game & VFX
Figure 33. World Animation, VFX & Game Market Size Market Share by Type (2019-2030)
Figure 34. World Animation, VFX & Game Market Size by Application, (USD Million), 2019 & 2023 & 2030
Figure 35. World Animation, VFX & Game Market Size Market Share by Application in 2023
Figure 36. Anime
Figure 37. Film
Figure 38. Video Game
Figure 39. Animation, VFX & Game Industrial Chain
Figure 40. Methodology
Figure 41. Research Process and Data Source
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Research Methodology

Client Requirements

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Review and analyze client requirements

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Discussion of all the project requirements and queries

Flexibility Check

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Project Feasibility Analysis

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Finalizing tentative research programme

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Structuring project proposal with scope, timeline, and costs

Analyzing Market Dynamics

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Determination of key drivers, restraints, challenge, and opportunity

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Identifies market needs and trends

Market Size Estimation & Forecast

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Estimation of historical data based on secondary and primary data

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Anticipating market recast by assigning weightage to market forces (drivers, restraints, opportunities)

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Freezing historical and forecast market size estimations based on evolution, trends, outlook, and strategies

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Consideration of geography, region-specific product/service demand for region segments

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Consideration of product utilization rates, product demand outlook for segments by application or end-user.

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Data Source

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Secondary Source
Data collections from annual reports, presentations,associations, journals, analyst reports, paid database, press releases, blogs, newsletters,and GIR repositories.

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Discussion of all the project requirements and queries

Validation and triangulation of secondary and primary source.

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Collection of data

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Cumulating and collating the essential qualitative and quantitative data

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Generation of report in client requested format by research analysts

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Reviews by expert analysts

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Final quality check

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Clarifying queries

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Receiving feedback

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Ensuring satisfaction

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    01 Identification of data

    This step involves identification of several primary and secondary data research sources, including Global Info Research's internal data sources. The primary sources consist of in-depth discussions and interviews with policy makers, industry experts, and data evaluators, whereas secondary sources include a thorough study of market journals, press releases, annual reports, and government and non-government agencies websites.

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    02 Evaluation of Market Dynamic

    This phase includes a detailed evaluation of several factors that are likely to affect the market dynamics. It involves a comprehensive assessment of major market pain points, drivers, and trends. It also comprises a detailed study of research plans and methodology.

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    03 Collection of Data

    This process consists of gathering data, accessing proprietary databases, and reaching out to key industry participants that operate in the market across the value chain. It also involves studying several patterns in the historical data and comparing it with the current scenario.

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    liuCheng01

    04 Collaboration of Data

    This stage involves the validation of data and arrival at actual statistics, and evolution of the market over the years. It entails the study and analyzes various segments and verticals of the market. An impact analysis is also performed to observe which factors will affect the market in the next few years.

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    05 Verification and Analysis

    This is the final stage, which involves both quantity and quality checks. Although the process of data verification is an integral part of the research process, all data points and statistics and figures are re-checked to uphold their authenticity and validity.

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Companies Mentioned

Tencent
Sony
Activision Blizzard
Microsoft
Nintendo
Netease
Walt Disney Animation Studios
NBCUniversal
Warner Bros
Framestore
TOEI ANIMATION
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