
The global market for Animation, VFX & Game was valued at US$ 457390 million in the year 2024 and is projected to reach a revised size of US$ 564670 million by 2031, growing at a CAGR of 3.1% during the forecast 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 aims to provide a comprehensive presentation of the global market for Animation, VFX & Game, 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.
The Animation, VFX & Game market size, estimations, and forecasts are provided in terms of and revenue ($ millions), considering 2024 as the base year, with history and forecast data for the period from 2020 to 2031. This report segments the global Animation, VFX & Game market comprehensively. Regional market sizes, concerning products by Type, by Application, and by players, are also provided.
For a more in-depth understanding of the market, the report provides profiles of the competitive landscape, key competitors, and their respective market ranks. The report also discusses technological trends and new product developments.
The report will help the Animation, VFX & Game companies, new entrants, and industry chain related companies in this market with information on the revenues for the overall market and the sub-segments across the different segments, by company, by Type, by Application, and by regions.
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
United States
Canada
Asia-Pacific
China
Japan
South Korea
Southeast Asia
India
Australia
Rest of Asia
Europe
Germany
France
U.K.
Italy
Russia
Nordic Countries
Rest of Europe
Latin America
Mexico
Brazil
Rest of Latin America
Middle East & Africa
Turkey
Saudi Arabia
UAE
Rest of MEA
Chapter Outline
Chapter 1: Introduces the report scope of the report, executive summary of different market segments (by Type, by 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: Introduces executive summary of global market size, regional market size, 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 & Game company competitive landscape, revenue market share, latest development plan, merger, and acquisition information, etc.
Chapter 4: 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 5: 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 6, 7, 8, 9, 10: North America, Europe, Asia Pacific, Latin America, Middle East and Africa segment by country. 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.
Chapter 11: Provides profiles of key players, introducing the basic situation of the main companies in the market in detail, including product sales, revenue, price, gross margin, product introduction, recent development, etc.
Chapter 12: The main points and conclusions of the report.
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 & Game Market Size Growth Rate by Type: 2020 VS 2024 VS 2031
1.2.2 Animation & VFX
1.2.3 Game & VFX
1.3 Market by Application
1.3.1 Global Animation, VFX & Game Market Growth by Application: 2020 VS 2024 VS 2031
1.3.2 Anime
1.3.3 Film
1.3.4 Video Game
1.4 Assumptions and Limitations
1.5 Study Objectives
1.6 Years Considered
2 Global Growth Trends
2.1 Global Animation, VFX & Game Market Perspective (2020-2031)
2.2 Global Animation, VFX & Game Growth Trends by Region
2.2.1 Global Animation, VFX & Game Market Size by Region: 2020 VS 2024 VS 2031
2.2.2 Animation, VFX & Game Historic Market Size by Region (2020-2025)
2.2.3 Animation, VFX & Game Forecasted Market Size by Region (2026-2031)
2.3 Animation, VFX & Game Market Dynamics
2.3.1 Animation, VFX & Game Industry Trends
2.3.2 Animation, VFX & Game Market Drivers
2.3.3 Animation, VFX & Game Market Challenges
2.3.4 Animation, VFX & Game Market Restraints
3 Competition Landscape by Key Players
3.1 Global Top Animation, VFX & Game Players by Revenue
3.1.1 Global Top Animation, VFX & Game Players by Revenue (2020-2025)
3.1.2 Global Animation, VFX & Game Revenue Market Share by Players (2020-2025)
3.2 Global Animation, VFX & Game Market Share by Company Type (Tier 1, Tier 2, and Tier 3)
3.3 Global Key Players Ranking by Animation, VFX & Game Revenue
3.4 Global Animation, VFX & Game Market Concentration Ratio
3.4.1 Global Animation, VFX & Game Market Concentration Ratio (CR5 and HHI)
3.4.2 Global Top 10 and Top 5 Companies by Animation, VFX & Game Revenue in 2024
3.5 Global Key Players of Animation, VFX & Game Head office and Area Served
3.6 Global Key Players of Animation, VFX & Game, Product and Application
3.7 Global Key Players of Animation, VFX & Game, Date of Enter into This Industry
3.8 Mergers & Acquisitions, Expansion Plans
4 Animation, VFX & Game Breakdown Data by Type
4.1 Global Animation, VFX & Game Historic Market Size by Type (2020-2025)
4.2 Global Animation, VFX & Game Forecasted Market Size by Type (2026-2031)
5 Animation, VFX & Game Breakdown Data by Application
5.1 Global Animation, VFX & Game Historic Market Size by Application (2020-2025)
5.2 Global Animation, VFX & Game Forecasted Market Size by Application (2026-2031)
6 North America
6.1 North America Animation, VFX & Game Market Size (2020-2031)
6.2 North America Animation, VFX & Game Market Growth Rate by Country: 2020 VS 2024 VS 2031
6.3 North America Animation, VFX & Game Market Size by Country (2020-2025)
6.4 North America Animation, VFX & Game Market Size by Country (2026-2031)
6.5 United States
6.6 Canada
7 Europe
7.1 Europe Animation, VFX & Game Market Size (2020-2031)
7.2 Europe Animation, VFX & Game Market Growth Rate by Country: 2020 VS 2024 VS 2031
7.3 Europe Animation, VFX & Game Market Size by Country (2020-2025)
7.4 Europe Animation, VFX & Game Market Size by Country (2026-2031)
7.5 Germany
7.6 France
7.7 U.K.
7.8 Italy
7.9 Russia
7.10 Nordic Countries
8 Asia-Pacific
8.1 Asia-Pacific Animation, VFX & Game Market Size (2020-2031)
8.2 Asia-Pacific Animation, VFX & Game Market Growth Rate by Region: 2020 VS 2024 VS 2031
8.3 Asia-Pacific Animation, VFX & Game Market Size by Region (2020-2025)
8.4 Asia-Pacific Animation, VFX & Game Market Size by Region (2026-2031)
8.5 China
8.6 Japan
8.7 South Korea
8.8 Southeast Asia
8.9 India
8.10 Australia
9 Latin America
9.1 Latin America Animation, VFX & Game Market Size (2020-2031)
9.2 Latin America Animation, VFX & Game Market Growth Rate by Country: 2020 VS 2024 VS 2031
9.3 Latin America Animation, VFX & Game Market Size by Country (2020-2025)
9.4 Latin America Animation, VFX & Game Market Size by Country (2026-2031)
9.5 Mexico
9.6 Brazil
10 Middle East & Africa
10.1 Middle East & Africa Animation, VFX & Game Market Size (2020-2031)
10.2 Middle East & Africa Animation, VFX & Game Market Growth Rate by Country: 2020 VS 2024 VS 2031
10.3 Middle East & Africa Animation, VFX & Game Market Size by Country (2020-2025)
10.4 Middle East & Africa Animation, VFX & Game Market Size by Country (2026-2031)
10.5 Turkey
10.6 Saudi Arabia
10.7 UAE
11 Key Players Profiles
11.1 Tencent
11.1.1 Tencent Company Details
11.1.2 Tencent Business Overview
11.1.3 Tencent Animation, VFX & Game Introduction
11.1.4 Tencent Revenue in Animation, VFX & Game Business (2020-2025)
11.1.5 Tencent Recent Development
11.2 Sony
11.2.1 Sony Company Details
11.2.2 Sony Business Overview
11.2.3 Sony Animation, VFX & Game Introduction
11.2.4 Sony Revenue in Animation, VFX & Game Business (2020-2025)
11.2.5 Sony Recent Development
11.3 Activision Blizzard
11.3.1 Activision Blizzard Company Details
11.3.2 Activision Blizzard Business Overview
11.3.3 Activision Blizzard Animation, VFX & Game Introduction
11.3.4 Activision Blizzard Revenue in Animation, VFX & Game Business (2020-2025)
11.3.5 Activision Blizzard Recent Development
11.4 Microsoft
11.4.1 Microsoft Company Details
11.4.2 Microsoft Business Overview
11.4.3 Microsoft Animation, VFX & Game Introduction
11.4.4 Microsoft Revenue in Animation, VFX & Game Business (2020-2025)
11.4.5 Microsoft Recent Development
11.5 Nintendo
11.5.1 Nintendo Company Details
11.5.2 Nintendo Business Overview
11.5.3 Nintendo Animation, VFX & Game Introduction
11.5.4 Nintendo Revenue in Animation, VFX & Game Business (2020-2025)
11.5.5 Nintendo Recent Development
11.6 Netease
11.6.1 Netease Company Details
11.6.2 Netease Business Overview
11.6.3 Netease Animation, VFX & Game Introduction
11.6.4 Netease Revenue in Animation, VFX & Game Business (2020-2025)
11.6.5 Netease Recent Development
11.7 Walt Disney Animation Studios
11.7.1 Walt Disney Animation Studios Company Details
11.7.2 Walt Disney Animation Studios Business Overview
11.7.3 Walt Disney Animation Studios Animation, VFX & Game Introduction
11.7.4 Walt Disney Animation Studios Revenue in Animation, VFX & Game Business (2020-2025)
11.7.5 Walt Disney Animation Studios Recent Development
11.8 NBCUniversal
11.8.1 NBCUniversal Company Details
11.8.2 NBCUniversal Business Overview
11.8.3 NBCUniversal Animation, VFX & Game Introduction
11.8.4 NBCUniversal Revenue in Animation, VFX & Game Business (2020-2025)
11.8.5 NBCUniversal Recent Development
11.9 Warner Bros
11.9.1 Warner Bros Company Details
11.9.2 Warner Bros Business Overview
11.9.3 Warner Bros Animation, VFX & Game Introduction
11.9.4 Warner Bros Revenue in Animation, VFX & Game Business (2020-2025)
11.9.5 Warner Bros Recent Development
11.10 Framestore
11.10.1 Framestore Company Details
11.10.2 Framestore Business Overview
11.10.3 Framestore Animation, VFX & Game Introduction
11.10.4 Framestore Revenue in Animation, VFX & Game Business (2020-2025)
11.10.5 Framestore Recent Development
11.11 TOEI ANIMATION
11.11.1 TOEI ANIMATION Company Details
11.11.2 TOEI ANIMATION Business Overview
11.11.3 TOEI ANIMATION Animation, VFX & Game Introduction
11.11.4 TOEI ANIMATION Revenue in Animation, VFX & Game Business (2020-2025)
11.11.5 TOEI ANIMATION Recent Development
12 Analyst's Viewpoints/Conclusions
13 Appendix
13.1 Research Methodology
13.1.1 Methodology/Research Approach
13.1.1.1 Research Programs/Design
13.1.1.2 Market Size Estimation
13.1.1.3 Market Breakdown and Data Triangulation
13.1.2 Data Source
13.1.2.1 Secondary Sources
13.1.2.2 Primary Sources
13.2 Author Details
13.3 Disclaimer
Tencent
Sony
Activision Blizzard
Microsoft
Nintendo
Netease
Walt Disney Animation Studios
NBCUniversal
Warner Bros
Framestore
TOEI ANIMATION
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*If Applicable.
