
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.
Market Analysis and Insights: Global Animation, VFX and Games Market
The global Animation, VFX and Games market is projected to grow from US$ 445850 million in 2024 to US$ 535470 million by 2030, at a Compound Annual Growth Rate (CAGR) of 3.1% during the forecast period.
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 Covers:
This report presents an overview of global market for Animation, VFX and Games market size. Analyses of the global market trends, with historic market revenue data for 2019 - 2023, estimates for 2024, and projections of CAGR through 2030.
This report researches the key producers of Animation, VFX and Games, also provides the revenue of main regions and countries. Highlights of the upcoming market potential for Animation, VFX and Games, and key regions/countries of focus to forecast this market into various segments and sub-segments. Country specific data and market value analysis for the U.S., Canada, Mexico, Brazil, China, Japan, South Korea, Southeast Asia, India, Germany, the U.K., Italy, Middle East, Africa, and Other Countries.
This report focuses on the Animation, VFX and Games revenue, market share and industry ranking of main companies, data from 2019 to 2024. Identification of the major stakeholders in the global Animation, VFX and Games market, and analysis of their competitive landscape and market positioning based on recent developments and segmental revenues. This report will help stakeholders to understand the competitive landscape and gain more insights and position their businesses and market strategies in a better way.
This report analyzes the segments data by Type and by Application, revenue, and growth rate, from 2019 to 2030. Evaluation and forecast the market size for Animation, VFX and Games revenue, projected growth trends, production technology, application and end-user industry.
Market Segmentation
By Company
3ds Max
Motionbuilder
Blender
Clara.Io
Faceshift
Houdini Apprentice
Iclone
Ipi Soft
Makehuman
Maya
Mixamo
Poser
Terragen
Smartbody
Boats Animator
Dragonframe
Segment by Type
2D Animation
Computer-Generated Images (CGI)
Visual Effects (VFX)
Network Animation
Enterprise Service
Segment by Application
High Definition Television
Tablet
Smart Phone
Headgear
By Region
North America
United States
Canada
Europe
Germany
France
UK
Italy
Russia
Nordic Countries
Rest of Europe
China
Asia (excluding China)
Japan
South Korea
China Taiwan
Southeast Asia
India
Latin America, Middle East & Africa
Brazil
Mexico
Turkey
Israel
GCC Countries
Chapter Outline
Chapter 1: Introduces the report scope of the report, executive summary of different market segments (product type, application, etc), including the market size of each market segment, future development potential, and so on. It offers a high-level view of the current state of the market and its likely evolution in the short to mid-term, and long term.
Chapter 2: Revenue of Animation, VFX and Games in global and regional level. It provides a quantitative analysis of the market size and development potential of each region and its main countries and introduces the market development, future development prospects, market space, and capacity of each country in the world. This section also introduces the market dynamics, latest developments of the market, the driving factors and restrictive factors of the market, the challenges and risks faced by companies in the industry, and the analysis of relevant policies in the industry.
Chapter 3: Detailed analysis of Animation, VFX and Games companies’ competitive landscape, revenue, market share and industry ranking, latest development plan, merger, and acquisition information, etc.
Chapter 4: Provides the analysis of various market segments by Type, covering the revenue, and development potential of each market segment, to help readers find the blue ocean market in different market segments.
Chapter 5: Provides the analysis of various market segments by Application, covering the revenue, and development potential of each market segment, to help readers find the blue ocean market in different downstream markets.
Chapter 6: North America (US & Canada) by Type, by Application and by country, revenue for each segment.
Chapter 7: Europe by Type, by Application and by country, revenue for each segment.
Chapter 8: China by Type, and by Application, revenue for each segment.
Chapter 9: Asia (excluding China) by Type, by Application and by region, revenue for each segment.
Chapter 10: Middle East, Africa, and Latin America by Type, by Application and by country, revenue for each segment.
Chapter 11: Provides profiles of key companies, introducing the basic situation of the main companies in the market in detail, including product descriptions and specifications, Animation, VFX and Games revenue, gross margin, and recent development, etc.
Chapter 12: Analyst's Viewpoints/Conclusions
Please Note - This is an on demand report and will be delivered in 2 business days (48 hours) post payment.
1 Report Overview
1.1 Study Scope
1.2 Market Analysis by Type
1.2.1 Global Animation, VFX and Games Market Size Growth Rate by Type, 2019 VS 2023 VS 2030
1.2.2 2D Animation
1.2.3 Computer-Generated Images (CGI)
1.2.4 Visual Effects (VFX)
1.2.5 Network Animation
1.2.6 Enterprise Service
1.3 Market by Application
1.3.1 Global Animation, VFX and Games Market Size Growth Rate by Application, 2019 VS 2023 VS 2030
1.3.2 High Definition Television
1.3.3 Tablet
1.3.4 Smart Phone
1.3.5 Headgear
1.4 Assumptions and Limitations
1.5 Study Objectives
1.6 Years Considered
2 Global Growth Trends
2.1 Global Animation, VFX and Games Market Perspective (2019-2030)
2.2 Global Animation, VFX and Games Growth Trends by Region
2.2.1 Animation, VFX and Games Market Size by Region: 2019 VS 2023 VS 2030
2.2.2 Animation, VFX and Games Historic Market Size by Region (2019-2024)
2.2.3 Animation, VFX and Games Forecasted Market Size by Region (2025-2030)
2.3 Animation, VFX and Games Market Dynamics
2.3.1 Animation, VFX and Games Industry Trends
2.3.2 Animation, VFX and Games Market Drivers
2.3.3 Animation, VFX and Games Market Challenges
2.3.4 Animation, VFX and Games Market Restraints
3 Competition Landscape by Key Players
3.1 Global Revenue Animation, VFX and Games by Players
3.1.1 Global Animation, VFX and Games Revenue by Players (2019-2024)
3.1.2 Global Animation, VFX and Games Revenue Market Share by Players (2019-2024)
3.2 Global Animation, VFX and Games Market Share by Company Type (Tier 1, Tier 2, and Tier 3)
3.3 Global Key Players of Animation, VFX and Games, Ranking by Revenue, 2022 VS 2023 VS 2024
3.4 Global Animation, VFX and Games Market Concentration Ratio
3.4.1 Global Animation, VFX and Games Market Concentration Ratio (CR5 and HHI)
3.4.2 Global Top 10 and Top 5 Companies by Animation, VFX and Games Revenue in 2023
3.5 Global Key Players of Animation, VFX and Games Head office and Area Served
3.6 Global Key Players of Animation, VFX and Games, Product and Application
3.7 Global Key Players of Animation, VFX and Games, Date of Enter into This Industry
3.8 Mergers & Acquisitions, Expansion Plans
4 Animation, VFX and Games Breakdown Data by Type
4.1 Global Animation, VFX and Games Historic Market Size by Type (2019-2024)
4.2 Global Animation, VFX and Games Forecasted Market Size by Type (2025-2030)
5 Animation, VFX and Games Breakdown Data by Application
5.1 Global Animation, VFX and Games Historic Market Size by Application (2019-2024)
5.2 Global Animation, VFX and Games Forecasted Market Size by Application (2025-2030)
6 North America
6.1 North America Animation, VFX and Games Market Size (2019-2030)
6.2 North America Animation, VFX and Games Market Size by Type
6.2.1 North America Animation, VFX and Games Market Size by Type (2019-2024)
6.2.2 North America Animation, VFX and Games Market Size by Type (2025-2030)
6.2.3 North America Animation, VFX and Games Market Share by Type (2019-2030)
6.3 North America Animation, VFX and Games Market Size by Application
6.3.1 North America Animation, VFX and Games Market Size by Application (2019-2024)
6.3.2 North America Animation, VFX and Games Market Size by Application (2025-2030)
6.3.3 North America Animation, VFX and Games Market Share by Application (2019-2030)
6.4 North America Animation, VFX and Games Market Size by Country
6.4.1 North America Animation, VFX and Games Market Size by Country: 2019 VS 2023 VS 2030
6.4.2 North America Animation, VFX and Games Market Size by Country (2019-2024)
6.4.3 North America Animation, VFX and Games Market Size by Country (2025-2030)
6.4.4 U.S.
6.4.5 Canada
7 Europe
7.1 Europe Animation, VFX and Games Market Size (2019-2030)
7.2 Europe Animation, VFX and Games Market Size by Type
7.2.1 Europe Animation, VFX and Games Market Size by Type (2019-2024)
7.2.2 Europe Animation, VFX and Games Market Size by Type (2025-2030)
7.2.3 Europe Animation, VFX and Games Market Share by Type (2019-2030)
7.3 Europe Animation, VFX and Games Market Size by Application
7.3.1 Europe Animation, VFX and Games Market Size by Application (2019-2024)
7.3.2 Europe Animation, VFX and Games Market Size by Application (2025-2030)
7.3.3 Europe Animation, VFX and Games Market Share by Application (2019-2030)
7.4 Europe Animation, VFX and Games Market Size by Country
7.4.1 Europe Animation, VFX and Games Market Size by Country: 2019 VS 2023 VS 2030
7.4.2 Europe Animation, VFX and Games Market Size by Country (2019-2024)
7.4.3 Europe Animation, VFX and Games Market Size by Country (2025-2030)
7.4.3 Germany
7.4.4 France
7.4.5 U.K.
7.4.6 Italy
7.4.7 Russia
7.4.8 Nordic Countries
8 China
8.1 China Animation, VFX and Games Market Size (2019-2030)
8.2 China Animation, VFX and Games Market Size by Type
8.2.1 China Animation, VFX and Games Market Size by Type (2019-2024)
8.2.2 China Animation, VFX and Games Market Size by Type (2025-2030)
8.2.3 China Animation, VFX and Games Market Share by Type (2019-2030)
8.3 China Animation, VFX and Games Market Size by Application
8.3.1 China Animation, VFX and Games Market Size by Application (2019-2024)
8.3.2 China Animation, VFX and Games Market Size by Application (2025-2030)
8.3.3 China Animation, VFX and Games Market Share by Application (2019-2030)
9 Asia (excluding China)
9.1 Asia Animation, VFX and Games Market Size (2019-2030)
9.2 Asia Animation, VFX and Games Market Size by Type
9.2.1 Asia Animation, VFX and Games Market Size by Type (2019-2024)
9.2.2 Asia Animation, VFX and Games Market Size by Type (2025-2030)
9.2.3 Asia Animation, VFX and Games Market Share by Type (2019-2030)
9.3 Asia Animation, VFX and Games Market Size by Application
9.3.1 Asia Animation, VFX and Games Market Size by Application (2019-2024)
9.3.2 Asia Animation, VFX and Games Market Size by Application (2025-2030)
9.3.3 Asia Animation, VFX and Games Market Share by Application (2019-2030)
9.4 Asia Animation, VFX and Games Market Size by Region
9.4.1 Asia Animation, VFX and Games Market Size by Region: 2019 VS 2023 VS 2030
9.4.2 Asia Animation, VFX and Games Market Size by Region (2019-2024)
9.4.3 Asia Animation, VFX and Games Market Size by Region (2025-2030)
9.4.4 Japan
9.4.5 South Korea
9.4.6 China Taiwan
9.4.7 Southeast Asia
9.4.8 India
9.4.9 Australia
10 Middle East, Africa, and Latin America
10.1 Middle East, Africa, and Latin America Animation, VFX and Games Market Size (2019-2030)
10.2 Middle East, Africa, and Latin America Animation, VFX and Games Market Size by Type
10.2.1 Middle East, Africa, and Latin America Animation, VFX and Games Market Size by Type (2019-2024)
10.2.2 Middle East, Africa, and Latin America Animation, VFX and Games Market Size by Type (2025-2030)
10.2.3 Middle East, Africa, and Latin America Animation, VFX and Games Market Share by Type (2019-2030)
10.3 Middle East, Africa, and Latin America Animation, VFX and Games Market Size by Application
10.3.1 Middle East, Africa, and Latin America Animation, VFX and Games Market Size by Application (2019-2024)
10.3.2 Middle East, Africa, and Latin America Animation, VFX and Games Market Size by Application (2025-2030)
10.3.3 Middle East, Africa, and Latin America Animation, VFX and Games Market Share by Application (2019-2030)
10.4 Middle East, Africa, and Latin America Animation, VFX and Games Market Size by Country
10.4.1 Middle East, Africa, and Latin America Animation, VFX and Games Market Size by Country: 2019 VS 2023 VS 2030
10.4.2 Middle East, Africa, and Latin America Animation, VFX and Games Market Size by Country (2019-2024)
10.4.3 Middle East, Africa, and Latin America Animation, VFX and Games Market Size by Country (2025-2030)
10.4.4 Brazil
10.4.5 Mexico
10.4.6 Turkey
10.4.7 Saudi Arabia
10.4.8 Israel
10.4.9 GCC Countries
11 Key Players Profiles
11.1 3ds Max
11.1.1 3ds Max Company Details
11.1.2 3ds Max Business Overview
11.1.3 3ds Max Animation, VFX and Games Introduction
11.1.4 3ds Max Revenue in Animation, VFX and Games Business (2019-2024)
11.1.5 3ds Max Recent Developments
11.2 Motionbuilder
11.2.1 Motionbuilder Company Details
11.2.2 Motionbuilder Business Overview
11.2.3 Motionbuilder Animation, VFX and Games Introduction
11.2.4 Motionbuilder Revenue in Animation, VFX and Games Business (2019-2024)
11.2.5 Motionbuilder Recent Developments
11.3 Blender
11.3.1 Blender Company Details
11.3.2 Blender Business Overview
11.3.3 Blender Animation, VFX and Games Introduction
11.3.4 Blender Revenue in Animation, VFX and Games Business (2019-2024)
11.3.5 Blender Recent Developments
11.4 Clara.Io
11.4.1 Clara.Io Company Details
11.4.2 Clara.Io Business Overview
11.4.3 Clara.Io Animation, VFX and Games Introduction
11.4.4 Clara.Io Revenue in Animation, VFX and Games Business (2019-2024)
11.4.5 Clara.Io Recent Developments
11.5 Faceshift
11.5.1 Faceshift Company Details
11.5.2 Faceshift Business Overview
11.5.3 Faceshift Animation, VFX and Games Introduction
11.5.4 Faceshift Revenue in Animation, VFX and Games Business (2019-2024)
11.5.5 Faceshift Recent Developments
11.6 Houdini Apprentice
11.6.1 Houdini Apprentice Company Details
11.6.2 Houdini Apprentice Business Overview
11.6.3 Houdini Apprentice Animation, VFX and Games Introduction
11.6.4 Houdini Apprentice Revenue in Animation, VFX and Games Business (2019-2024)
11.6.5 Houdini Apprentice Recent Developments
11.7 Iclone
11.7.1 Iclone Company Details
11.7.2 Iclone Business Overview
11.7.3 Iclone Animation, VFX and Games Introduction
11.7.4 Iclone Revenue in Animation, VFX and Games Business (2019-2024)
11.7.5 Iclone Recent Developments
11.8 Ipi Soft
11.8.1 Ipi Soft Company Details
11.8.2 Ipi Soft Business Overview
11.8.3 Ipi Soft Animation, VFX and Games Introduction
11.8.4 Ipi Soft Revenue in Animation, VFX and Games Business (2019-2024)
11.8.5 Ipi Soft Recent Developments
11.9 Makehuman
11.9.1 Makehuman Company Details
11.9.2 Makehuman Business Overview
11.9.3 Makehuman Animation, VFX and Games Introduction
11.9.4 Makehuman Revenue in Animation, VFX and Games Business (2019-2024)
11.9.5 Makehuman Recent Developments
11.10 Maya
11.10.1 Maya Company Details
11.10.2 Maya Business Overview
11.10.3 Maya Animation, VFX and Games Introduction
11.10.4 Maya Revenue in Animation, VFX and Games Business (2019-2024)
11.10.5 Maya Recent Developments
11.11 Mixamo
11.11.1 Mixamo Company Details
11.11.2 Mixamo Business Overview
11.11.3 Mixamo Animation, VFX and Games Introduction
11.11.4 Mixamo Revenue in Animation, VFX and Games Business (2019-2024)
11.11.5 Mixamo Recent Developments
11.12 Poser
11.12.1 Poser Company Details
11.12.2 Poser Business Overview
11.12.3 Poser Animation, VFX and Games Introduction
11.12.4 Poser Revenue in Animation, VFX and Games Business (2019-2024)
11.12.5 Poser Recent Developments
11.13 Terragen
11.13.1 Terragen Company Details
11.13.2 Terragen Business Overview
11.13.3 Terragen Animation, VFX and Games Introduction
11.13.4 Terragen Revenue in Animation, VFX and Games Business (2019-2024)
11.13.5 Terragen Recent Developments
11.14 Smartbody
11.14.1 Smartbody Company Details
11.14.2 Smartbody Business Overview
11.14.3 Smartbody Animation, VFX and Games Introduction
11.14.4 Smartbody Revenue in Animation, VFX and Games Business (2019-2024)
11.14.5 Smartbody Recent Developments
11.15 Boats Animator
11.15.1 Boats Animator Company Details
11.15.2 Boats Animator Business Overview
11.15.3 Boats Animator Animation, VFX and Games Introduction
11.15.4 Boats Animator Revenue in Animation, VFX and Games Business (2019-2024)
11.15.5 Boats Animator Recent Developments
11.16 Dragonframe
11.16.1 Dragonframe Company Details
11.16.2 Dragonframe Business Overview
11.16.3 Dragonframe Animation, VFX and Games Introduction
11.16.4 Dragonframe Revenue in Animation, VFX and Games Business (2019-2024)
11.16.5 Dragonframe Recent Developments
12 Analyst's Viewpoints/Conclusions
13 Appendix
13.1 Research Methodology
13.1.1 Methodology/Research Approach
13.1.2 Data Source
13.2 Disclaimer
13.3 Author Details
3ds Max
Motionbuilder
Blender
Clara.Io
Faceshift
Houdini Apprentice
Iclone
Ipi Soft
Makehuman
Maya
Mixamo
Poser
Terragen
Smartbody
Boats Animator
Dragonframe
Ìý
Ìý
*If Applicable.
