
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 global market for Animation, VFX & Game was estimated to be worth US$ 430500 million in 2023 and is forecast to a readjusted size of US$ 534430 million by 2030 with a CAGR of 3.1% 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.
Report Scope
This report aims to provide a comprehensive presentation of the global market for Animation, VFX & Game, focusing on the total sales revenue, key companies market share and ranking, together with an analysis of Animation, VFX & Game by region & country, by Type, and by Application.
The Animation, VFX & Game market size, estimations, and forecasts are provided in terms of sales revenue ($ millions), considering 2023 as the base year, with history and forecast data for the period from 2019 to 2030. With both quantitative and qualitative analysis, to help readers develop business/growth strategies, assess the market competitive situation, analyze their position in the current marketplace, and make informed business decisions regarding Animation, VFX & Game.
Market Segmentation
By Company
Tencent
Sony
Activision Blizzard
Microsoft
Nintendo
Netease
Walt Disney Animation Studios
NBCUniversal
Warner Bros
Framestore
TOEI ANIMATION
Segment by Type:
Animation & VFX
Game & VFX
Segment by Application
Anime
Film
Video Game
By Region
North America
U.S.
Canada
Europe
Germany
France
U.K.
Italy
Russia
Asia-Pacific
China
Japan
South Korea
China Taiwan
Southeast Asia
India
Latin America
Mexico
Brazil
Argentina
Middle East & Africa
Turkey
Saudi Arabia
U.A.E
Chapter Outline
Chapter 1: Introduces the report scope of the report, global total market size. This chapter also provides the market dynamics, latest developments of the market, the driving factors and restrictive factors of the market, the challenges and risks faced by manufacturers in the industry, and the analysis of relevant policies in the industry.
Chapter 2: Detailed analysis of Animation, VFX & Game manufacturers competitive landscape, revenue market share, latest development plan, merger, and acquisition information, etc.
Chapter 3: Provides the analysis of various market segments by Type, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different market segments.
Chapter 4: Provides the analysis of various market segments by Application, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different downstream markets.
Chapter 5: Revenue of Animation, VFX & Game in regional level. It provides a quantitative analysis of the market size and development potential of each region and introduces the market development, future development prospects, market space, and market size of each country in the world.
Chapter 6: Revenue of Animation, VFX & Game in country level. It provides sigmate data by Type, and by Application for each country/region.
Chapter 7: Provides profiles of key players, introducing the basic situation of the main companies in the market in detail, including product revenue, gross margin, product introduction, recent development, etc.
Chapter 8: Analysis of industrial chain, including the upstream and downstream of the industry.
Chapter 9: Conclusion.
Please Note - This is an on demand report and will be delivered in 2 business days (48 hours) post payment.
1 Market Overview
1.1 Animation, VFX & Game Product Introduction
1.2 Global Animation, VFX & Game Market Size Forecast
1.3 Animation, VFX & Game Market Trends & Drivers
1.3.1 Animation, VFX & Game Industry Trends
1.3.2 Animation, VFX & Game Market Drivers & Opportunity
1.3.3 Animation, VFX & Game Market Challenges
1.3.4 Animation, VFX & Game Market Restraints
1.4 Assumptions and Limitations
1.5 Study Objectives
1.6 Years Considered
2 Competitive Analysis by Company
2.1 Global Animation, VFX & Game Players Revenue Ranking (2023)
2.2 Global Animation, VFX & Game Revenue by Company (2019-2024)
2.3 Key Companies Animation, VFX & Game Manufacturing Base Distribution and Headquarters
2.4 Key Companies Animation, VFX & Game Product Offered
2.5 Key Companies Time to Begin Mass Production of Animation, VFX & Game
2.6 Animation, VFX & Game Market Competitive Analysis
2.6.1 Animation, VFX & Game Market Concentration Rate (2019-2024)
2.6.2 Global 5 and 10 Largest Companies by Animation, VFX & Game Revenue in 2023
2.6.3 Global Top Companies by Company Type (Tier 1, Tier 2, and Tier 3) & (based on the Revenue in Animation, VFX & Game as of 2023)
2.7 Mergers & Acquisitions, Expansion
3 Segmentation by Type
3.1 Introduction by Type
3.1.1 Animation & VFX
3.1.2 Game & VFX
3.2 Global Animation, VFX & Game Sales Value by Type
3.2.1 Global Animation, VFX & Game Sales Value by Type (2019 VS 2023 VS 2030)
3.2.2 Global Animation, VFX & Game Sales Value, by Type (2019-2030)
3.2.3 Global Animation, VFX & Game Sales Value, by Type (%) (2019-2030)
4 Segmentation by Application
4.1 Introduction by Application
4.1.1 Anime
4.1.2 Film
4.1.3 Video Game
4.2 Global Animation, VFX & Game Sales Value by Application
4.2.1 Global Animation, VFX & Game Sales Value by Application (2019 VS 2023 VS 2030)
4.2.2 Global Animation, VFX & Game Sales Value, by Application (2019-2030)
4.2.3 Global Animation, VFX & Game Sales Value, by Application (%) (2019-2030)
5 Segmentation by Region
5.1 Global Animation, VFX & Game Sales Value by Region
5.1.1 Global Animation, VFX & Game Sales Value by Region: 2019 VS 2023 VS 2030
5.1.2 Global Animation, VFX & Game Sales Value by Region (2019-2024)
5.1.3 Global Animation, VFX & Game Sales Value by Region (2025-2030)
5.1.4 Global Animation, VFX & Game Sales Value by Region (%), (2019-2030)
5.2 North America
5.2.1 North America Animation, VFX & Game Sales Value, 2019-2030
5.2.2 North America Animation, VFX & Game Sales Value by Country (%), 2023 VS 2030
5.3 Europe
5.3.1 Europe Animation, VFX & Game Sales Value, 2019-2030
5.3.2 Europe Animation, VFX & Game Sales Value by Country (%), 2023 VS 2030
5.4 Asia Pacific
5.4.1 Asia Pacific Animation, VFX & Game Sales Value, 2019-2030
5.4.2 Asia Pacific Animation, VFX & Game Sales Value by Country (%), 2023 VS 2030
5.5 South America
5.5.1 South America Animation, VFX & Game Sales Value, 2019-2030
5.5.2 South America Animation, VFX & Game Sales Value by Country (%), 2023 VS 2030
5.6 Middle East & Africa
5.6.1 Middle East & Africa Animation, VFX & Game Sales Value, 2019-2030
5.6.2 Middle East & Africa Animation, VFX & Game Sales Value by Country (%), 2023 VS 2030
6 Segmentation by Key Countries/Regions
6.1 Key Countries/Regions Animation, VFX & Game Sales Value Growth Trends, 2019 VS 2023 VS 2030
6.2 Key Countries/Regions Animation, VFX & Game Sales Value
6.3 United States
6.3.1 United States Animation, VFX & Game Sales Value, 2019-2030
6.3.2 United States Animation, VFX & Game Sales Value by Type (%), 2023 VS 2030
6.3.3 United States Animation, VFX & Game Sales Value by Application, 2023 VS 2030
6.4 Europe
6.4.1 Europe Animation, VFX & Game Sales Value, 2019-2030
6.4.2 Europe Animation, VFX & Game Sales Value by Type (%), 2023 VS 2030
6.4.3 Europe Animation, VFX & Game Sales Value by Application, 2023 VS 2030
6.5 China
6.5.1 China Animation, VFX & Game Sales Value, 2019-2030
6.5.2 China Animation, VFX & Game Sales Value by Type (%), 2023 VS 2030
6.5.3 China Animation, VFX & Game Sales Value by Application, 2023 VS 2030
6.6 Japan
6.6.1 Japan Animation, VFX & Game Sales Value, 2019-2030
6.6.2 Japan Animation, VFX & Game Sales Value by Type (%), 2023 VS 2030
6.6.3 Japan Animation, VFX & Game Sales Value by Application, 2023 VS 2030
6.7 South Korea
6.7.1 South Korea Animation, VFX & Game Sales Value, 2019-2030
6.7.2 South Korea Animation, VFX & Game Sales Value by Type (%), 2023 VS 2030
6.7.3 South Korea Animation, VFX & Game Sales Value by Application, 2023 VS 2030
6.8 Southeast Asia
6.8.1 Southeast Asia Animation, VFX & Game Sales Value, 2019-2030
6.8.2 Southeast Asia Animation, VFX & Game Sales Value by Type (%), 2023 VS 2030
6.8.3 Southeast Asia Animation, VFX & Game Sales Value by Application, 2023 VS 2030
6.9 India
6.9.1 India Animation, VFX & Game Sales Value, 2019-2030
6.9.2 India Animation, VFX & Game Sales Value by Type (%), 2023 VS 2030
6.9.3 India Animation, VFX & Game Sales Value by Application, 2023 VS 2030
7 Company Profiles
7.1 Tencent
7.1.1 Tencent Profile
7.1.2 Tencent Main Business
7.1.3 Tencent Animation, VFX & Game Products, Services and Solutions
7.1.4 Tencent Animation, VFX & Game Revenue (US$ Million) & (2019-2024)
7.1.5 Tencent Recent Developments
7.2 Sony
7.2.1 Sony Profile
7.2.2 Sony Main Business
7.2.3 Sony Animation, VFX & Game Products, Services and Solutions
7.2.4 Sony Animation, VFX & Game Revenue (US$ Million) & (2019-2024)
7.2.5 Sony Recent Developments
7.3 Activision Blizzard
7.3.1 Activision Blizzard Profile
7.3.2 Activision Blizzard Main Business
7.3.3 Activision Blizzard Animation, VFX & Game Products, Services and Solutions
7.3.4 Activision Blizzard Animation, VFX & Game Revenue (US$ Million) & (2019-2024)
7.3.5 Microsoft Recent Developments
7.4 Microsoft
7.4.1 Microsoft Profile
7.4.2 Microsoft Main Business
7.4.3 Microsoft Animation, VFX & Game Products, Services and Solutions
7.4.4 Microsoft Animation, VFX & Game Revenue (US$ Million) & (2019-2024)
7.4.5 Microsoft Recent Developments
7.5 Nintendo
7.5.1 Nintendo Profile
7.5.2 Nintendo Main Business
7.5.3 Nintendo Animation, VFX & Game Products, Services and Solutions
7.5.4 Nintendo Animation, VFX & Game Revenue (US$ Million) & (2019-2024)
7.5.5 Nintendo Recent Developments
7.6 Netease
7.6.1 Netease Profile
7.6.2 Netease Main Business
7.6.3 Netease Animation, VFX & Game Products, Services and Solutions
7.6.4 Netease Animation, VFX & Game Revenue (US$ Million) & (2019-2024)
7.6.5 Netease Recent Developments
7.7 Walt Disney Animation Studios
7.7.1 Walt Disney Animation Studios Profile
7.7.2 Walt Disney Animation Studios Main Business
7.7.3 Walt Disney Animation Studios Animation, VFX & Game Products, Services and Solutions
7.7.4 Walt Disney Animation Studios Animation, VFX & Game Revenue (US$ Million) & (2019-2024)
7.7.5 Walt Disney Animation Studios Recent Developments
7.8 NBCUniversal
7.8.1 NBCUniversal Profile
7.8.2 NBCUniversal Main Business
7.8.3 NBCUniversal Animation, VFX & Game Products, Services and Solutions
7.8.4 NBCUniversal Animation, VFX & Game Revenue (US$ Million) & (2019-2024)
7.8.5 NBCUniversal Recent Developments
7.9 Warner Bros
7.9.1 Warner Bros Profile
7.9.2 Warner Bros Main Business
7.9.3 Warner Bros Animation, VFX & Game Products, Services and Solutions
7.9.4 Warner Bros Animation, VFX & Game Revenue (US$ Million) & (2019-2024)
7.9.5 Warner Bros Recent Developments
7.10 Framestore
7.10.1 Framestore Profile
7.10.2 Framestore Main Business
7.10.3 Framestore Animation, VFX & Game Products, Services and Solutions
7.10.4 Framestore Animation, VFX & Game Revenue (US$ Million) & (2019-2024)
7.10.5 Framestore Recent Developments
7.11 TOEI ANIMATION
7.11.1 TOEI ANIMATION Profile
7.11.2 TOEI ANIMATION Main Business
7.11.3 TOEI ANIMATION Animation, VFX & Game Products, Services and Solutions
7.11.4 TOEI ANIMATION Animation, VFX & Game Revenue (US$ Million) & (2019-2024)
7.11.5 TOEI ANIMATION Recent Developments
8 Industry Chain Analysis
8.1 Animation, VFX & Game Industrial Chain
8.2 Animation, VFX & Game Upstream Analysis
8.2.1 Key Raw Materials
8.2.2 Raw Materials Key Suppliers
8.2.3 Manufacturing Cost Structure
8.3 Midstream Analysis
8.4 Downstream Analysis (Customers Analysis)
8.5 Sales Model and Sales Channels
8.5.1 Animation, VFX & Game Sales Model
8.5.2 Sales Channel
8.5.3 Animation, VFX & Game Distributors
9 Research Findings and Conclusion
10 Appendix
10.1 Research Methodology
10.1.1 Methodology/Research Approach
10.1.2 Data Source
10.2 Author Details
10.3 Disclaimer
Tencent
Sony
Activision Blizzard
Microsoft
Nintendo
Netease
Walt Disney Animation Studios
NBCUniversal
Warner Bros
Framestore
TOEI ANIMATION
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*If Applicable.
