Global Animation, VFX and Games Market Insight 2020, Forecast to 2030

  • The Animation, VFX and Games market was valued at US$ xx in 2019, prior to COVID-19. Whereas post-COVID-19 scenario, the market for Animation, VFX and Games is projected to grow from US$ xx million in 2020, and is projected to reach xx by 2025, at a CAGR of xx% during the forecast period. Projected and forecast revenue values are in constant U.S. dollars, unadjusted for inflation. Product values are estimated based on manufacturers' revenue.


    The report offers detailed coverage of Animation, VFX and Games industry and main market trends. The market research includes historical and forecast market data, demand, application details, price trends, and company shares of the leading Animation, VFX and Games by geography. The report splits the market size, by volume and value, on the basis of application type and geography.


    In addition to this data, the report provides insight into drivers of market demand and strategies of suppliers. Key players are profiled, and their market shares in the global Animation, VFX and Games market are discussed.


    The market is segmented by types:

    2D Animation

    Computer-Generated Images (CGI)

    Visual Effects (VFX)

    Network Animation

    Enterprise Service


    It can be also divided by applications:

    High Definition Television

    Tablet

    Smart Phone

    Headgear


    And this report covers the historical situation, present status and the future prospects of the global Animation, VFX and Games market for 2015-2025. In this report, we analyze global market from 5 geographies: Asia-Pacific, Europe, North America, Middle East & Africa, South America.


    Finally, the report provides detailed profile and data information analysis of leading company.

    3ds Max

    Motionbuilder

    Blender

    Clara.Io

    Faceshift

    Houdini Apprentice

    Iclone

    Ipi Soft

    Makehuman

    Maya

    Mixamo

    Poser

    Terragen

    Smartbody

    Boats Animator

    Dragonframe


    Report Includes:

    - xx data tables and xx additional tables

    - An overview of global Animation, VFX and Games market

    - An detailed key players analysis across regions

    - Analyses of global market trends, with historical data, estimates for 2020 and projections of compound annual growth rates (CAGRs) through 2025

    - Insights into regulatory and environmental developments

    - Information on the supply and demand scenario and evaluation of technological and investment opportunities in the Animation, VFX and Games market

    - Profiles of major players in the industry, including 3ds Max, Motionbuilder, Blender, Clara.Io, Faceshift..


    Research objectives

    To study and analyze the global Animation, VFX and Games consumption (value & volume) by key regions/countries, product type and application, history data from 2015 to 2019, and forecast to 2025.

    To understand the structure of Animation, VFX and Games market by identifying its various subsegments.

    Focuses on the key global Animation, VFX and Games manufacturers, to define, describe and analyze the sales volume, value, market share, market competition landscape, Porter's five forces analysis, SWOT analysis and development plans in next few years.

    To analyze the Animation, VFX and Games with respect to individual growth trends, future prospects, and their contribution to the total market.

    To share detailed information about the key factors influencing the growth of the market (growth potential, opportunities, drivers, industry-specific challenges and risks).

    To project the consumption of Animation, VFX and Games submarkets, with respect to key regions (along with their respective key countries).

    To analyze competitive developments such as expansions, agreements, new product launches, and acquisitions in the market.

    To strategically profile the key players and comprehensively analyze their growth strategies.

     

  • With tables and figures helping analyze worldwide Global Animation VFX and Games market, this research provides key statistics on the state of the industry and is a valuable source of guidance and direction for companies and individuals interested in the market.

    Global Animation, VFX and Games Market Report 2020, Forecast to 2025

    1 Scope of the Study

    1.1 Animation, VFX and Games Introduction

    1.2 Research Programs

    1.3 Analysis of Macroeconomic Indicators

    1.4 Years Considered

    1.5 Methodology

    1.6 Data Source

    1.7 Research Objectives

    2 Animation, VFX and Games Industry Overview

    2.1 Global Animation, VFX and Games Market Size (Million USD) Comparison by Regions (2020-2025)

    2.1.1 Animation, VFX and Games Global Main Region Market Analysis

    2.2 Market Analysis by Type

    2.2.1 2D Animation
    2.2.2 Computer-Generated Images (CGI)
    2.2.3 Visual Effects (VFX)
    2.2.4 Network Animation
    2.2.5 Enterprise Service

    2.3 Market Analysis by Application

    2.3.1 High Definition Television
    2.3.2 Tablet
    2.3.3 Smart Phone
    2.3.4 Headgear

    2.4 Global Animation, VFX and Games Revenue, Sales and Market Share by Manufacturer

    2.4.1 Global Animation, VFX and Games Sales and Market Share by Manufacturer (2018-2020)
    2.4.2 Global Animation, VFX and Games Revenue and Market Share by Manufacturer (2018-2020)
    2.4.3 Global Animation, VFX and Games Industry Concentration Ratio (CR5 and HHI)
    2.4.4 Top 5 Animation, VFX and Games Manufacturer Market Share
    2.4.5 Top 10 Animation, VFX and Games Manufacturer Market Share
    2.4.6 Date of Key Manufacturers Enter into Animation, VFX and Games Market
    2.4.7 Key Manufacturers Animation, VFX and Games Product Offered
    2.4.8 Mergers & Acquisitions Planning

    2.5 Animation, VFX and Games Historical Development Overview

    2.6 Market Dynamics

    2.6.1 Market Opportunities
    2.6.2 Market Risk
    2.6.3 Market Driving Force
    2.6.4 Porter's Five Forces Analysis
    2.7 Coronavirus Disease 2019 (Covid-19): Animation, VFX and Games Industry Impact
    2.7.1 How the Covid-19 is Affecting the Animation, VFX and Games Industry
    2.7.2 Animation, VFX and Games Business Impact Assessment - Covid-19
    2.7.3 Market Trends and Animation, VFX and Games Potential Opportunities in the COVID-19 Landscape
    2.7.4 Measures / Proposal against Covid-19

    3 Related Market Analysis

    3.1 Related Market Overview

    3.2 Macro Analysis of Upstream Markets

    3.3 Key Players in Related Markets

    3.4 Related Markets Trend Analysis


    4 Global Animation, VFX and Games Market Size Categorized by Regions

    4.1 Global Animation, VFX and Games Revenue and Market Share by Regions

    4.1.1 Global Animation, VFX and Games Sales and Market Share by Regions (2015-2020)
    4.1.2 Global Animation, VFX and Games Revenue and Market Share by Regions (2015-2020)

    4.2 Europe Animation, VFX and Games Revenue and Growth Rate (2015-2020)

    4.3 APAC Animation, VFX and Games Revenue and Growth Rate (2015-2020)

    4.4 North America Animation, VFX and Games Revenue and Growth Rate (2015-2020)

    4.5 South America Animation, VFX and Games Revenue and Growth Rate (2015-2020)

    4.6 Middle East & Africa Animation, VFX and Games Revenue and Growth Rate (2015-2020)


    5 Europe Animation, VFX and Games Market Size Categorized by Countries

    5.1 Europe Animation, VFX and Games Revenue and Market Share by Countries

    5.1.1 Europe Animation, VFX and Games Revenue by Countries (2015-2020)
    5.1.2 Germany Animation, VFX and Games Revenue and Growth Rate (2015-2020)
    5.1.3 UK Animation, VFX and Games Revenue and Growth Rate (2015-2020)
    5.1.4 France Animation, VFX and Games Revenue and Growth Rate (2015-2020)
    5.1.5 Russia Animation, VFX and Games Revenue and Growth Rate (2015-2020)
    5.1.6 Italy Animation, VFX and Games Revenue and Growth Rate (2015-2020)
    5.1.7 Spain Animation, VFX and Games Revenue and Growth Rate (2015-2020)

    5.2 Europe Animation, VFX and Games Revenue (Value) by Manufacturers (2018-2020)

    5.3 Europe Animation, VFX and Games Revenue and Market Share by Type (2015-2020)

    5.4 Europe Animation, VFX and Games Revenue and Market Share by Application (2015-2020)


    6 Asia-Pacific Animation, VFX and Games Market Size Categorized by Countries

    6.1 Asia-Pacific Animation, VFX and Games Revenue and Market Share by Countries

    6.1.1 Asia-Pacific Animation, VFX and Games Revenue by Countries (2015-2020)
    6.1.2 China Animation, VFX and Games Revenue and Growth Rate (2015-2020)
    6.1.3 Japan Animation, VFX and Games Revenue and Growth Rate (2015-2020)
    6.1.4 Korea Animation, VFX and Games Revenue and Growth Rate (2015-2020)
    6.1.5 India Animation, VFX and Games Revenue and Growth Rate (2015-2020)
    6.1.6 Southeast Asia Animation, VFX and Games Revenue and Growth Rate (2015-2020)
    6.1.7 Australia Animation, VFX and Games Revenue and Growth Rate (2015-2020)

    6.2 Asia-Pacific Animation, VFX and Games Revenue (Value) by Players (2018-2020)

    6.3 Asia-Pacific Animation, VFX and Games Revenue and Market Share by Type (2015-2020)

    6.4 Asia-Pacific Animation, VFX and Games Revenue and Market Share by Application (2015-2020)


    7 North America Animation, VFX and Games Market Size Categorized by Countries

    7.1 North America Animation, VFX and Games Revenue and Market Share by Countries

    7.1.1 North America Animation, VFX and Games Revenue by Countries (2015-2020)
    7.1.2 United States Animation, VFX and Games Revenue and Growth Rate (2015-2020)
    7.1.3 Canada Animation, VFX and Games Revenue and Growth Rate (2015-2020)
    7.1.4 Mexico Animation, VFX and Games Revenue and Growth Rate (2015-2020)

    7.2 North America Animation, VFX and Games Revenue (Value) by Players (2018-2020)

    7.3 North America Animation, VFX and Games Revenue and Market Share by Type (2015-2020)

    7.4 North America Animation, VFX and Games Revenue and Market Share by Application (2015-2020)


    8 South America Animation, VFX and Games Market Size Categorized by Countries

    8.1 South America Animation, VFX and Games Revenue and Market Share by Countries

    8.1.1 South America Animation, VFX and Games Revenue by Countries (2015-2020)
    8.1.2 Brazil Animation, VFX and Games Revenue and Growth Rate (2015-2020)

    8.2 South America Animation, VFX and Games Revenue (Value) by Players (2018-2020)

    8.3 South America Animation, VFX and Games Revenue and Market Share by Type (2015-2020)

    8.4 South America Animation, VFX and Games Revenue and Market Share by Application (2015-2020)


    9 Middle East and Africa Animation, VFX and Games Market Size Categorized by Countries

    9.1 Middle East and Africa Animation, VFX and Games Revenue and Market Share by Countries

    9.1.1 Middle East and Africa Animation, VFX and Games Revenue by Countries (2015-2020)
    9.1.2 GCC Countries Animation, VFX and Games Revenue and Growth Rate (2015-2020)
    9.1.3 Turkey Animation, VFX and Games Revenue and Growth Rate (2015-2020)
    9.1.4 Egypt Animation, VFX and Games Revenue and Growth Rate (2015-2020)
    9.1.5 South Africa Animation, VFX and Games Revenue and Growth Rate (2015-2020)

    9.2 Middle East and Africa Animation, VFX and Games Revenue (Value) by Players (2018-2020)

    9.3 Middle East and Africa Animation, VFX and Games Revenue and Market Share by Type (2015-2020)

    9.4 Middle East and Africa Animation, VFX and Games Revenue and Market Share by Application (2015-2020)


    10 Global Animation, VFX and Games Market Segment by Type

    10.1 Global Animation, VFX and Games Revenue and Market Share by Type (2015-2020)

    10.2 Global Animation, VFX and Games Market Forecast by Type (2020-2025)

    10.3 2D Animation Revenue Growth Rate

    10.4 Computer-Generated Images (CGI) Revenue Growth Rate

    10.5 Visual Effects (VFX) Revenue Growth Rate

    10.6 Network Animation Revenue Growth Rate

    10.7 Enterprise Service Revenue Growth Rate

    11 Global Animation, VFX and Games Market Segment by Application

    11.1 Global Animation, VFX and Games Revenue Market Share by Application (2015-2020)

    11.2 Global Animation, VFX and Games Market Forecast by Application (2020-2025)

    11.3 High Definition Television Revenue Growth Rate (2015-2025)

    11.4 Tablet Revenue Growth Rate (2015-2025)

    11.5 Smart Phone Revenue Growth Rate (2015-2025)

    11.6 Headgear Revenue Growth Rate (2015-2025)


    12 Market Forecast for Animation, VFX and Games

    12.1 Global Animation, VFX and Games Market Size Forecast (2020-2025)

    12.2 Animation, VFX and Games Market Forecast by Regions (2020-2025)

    12.3 Europe Animation, VFX and Games Revenue Market Forecast (2020-2025)

    12.4 APAC Animation, VFX and Games Revenue Market Forecast (2020-2025)

    12.5 North America Animation, VFX and Games Revenue Market Forecast (2020-2025)

    12.6 South America Animation, VFX and Games Revenue Market Forecast (2020-2025)

    12.7 Middle East & Africa Animation, VFX and Games Revenue Market Forecast (2020-2025)

    13 Analysis of Animation, VFX and Games Industry Key Vendors
    13.1 3ds Max
    13.1.1 Company Details
    13.1.2 Product Information
    13.1.3 3ds Max Animation, VFX and Games Revenue and Gross Margin (2018-2020)
    13.1.4 Main Business Overview
    13.1.5 3ds Max News

    13.2 Motionbuilder

    13.2.1 Company Details
    13.2.2 Product Information
    13.2.3 Motionbuilder Animation, VFX and Games Revenue and Gross Margin (2018-2020)
    13.2.4 Main Business Overview
    13.2.5 Motionbuilder News

    13.3 Blender

    13.3.1 Company Details
    13.3.2 Product Information
    13.3.3 Blender Animation, VFX and Games Revenue and Gross Margin (2018-2020)
    13.3.4 Main Business Overview
    13.3.5 Blender News

    13.4 Clara.Io

    13.4.1 Company Details
    13.4.2 Product Information
    13.4.3 Clara.Io Animation, VFX and Games Revenue and Gross Margin (2018-2020)
    13.4.4 Main Business Overview
    13.4.5 Clara.Io News

    13.5 Faceshift

    13.5.1 Company Details
    13.5.2 Product Information
    13.5.3 Faceshift Animation, VFX and Games Revenue and Gross Margin (2018-2020)
    13.5.4 Main Business Overview
    13.5.5 Faceshift News

    13.6 Houdini Apprentice

    13.6.1 Company Details
    13.6.2 Product Information
    13.6.3 Houdini Apprentice Animation, VFX and Games Revenue and Gross Margin (2018-2020)
    13.6.4 Main Business Overview
    13.6.5 Houdini Apprentice News
    13.7 Iclone
    13.7.1 Company Details
    13.7.2 Product Information
    13.7.3 Iclone Animation, VFX and Games Revenue and Gross Margin (2018-2020)
    13.7.4 Main Business Overview
    13.7.5 Iclone News
    13.8 Ipi Soft
    13.8.1 Company Details
    13.8.2 Product Information
    13.8.3 Ipi Soft Animation, VFX and Games Revenue and Gross Margin (2018-2020)
    13.8.4 Main Business Overview
    13.8.5 Ipi Soft News
    13.9 Makehuman
    13.9.1 Company Details
    13.9.2 Product Information
    13.9.3 Makehuman Animation, VFX and Games Revenue and Gross Margin (2018-2020)
    13.9.4 Main Business Overview
    13.9.5 Makehuman News

    13.10 Maya

    13.10.1 Company Details
    13.10.2 Product Information
    13.10.3 Maya Animation, VFX and Games Revenue and Gross Margin (2018-2020)
    13.10.4 Main Business Overview
    13.10.5 Maya News
    13.11 Mixamo
    13.11.1 Company Details
    13.11.2 Product Information
    13.11.3 Mixamo Animation, VFX and Games Revenue and Gross Margin (2018-2020)
    13.11.4 Main Business Overview
    13.11.5 Mixamo News
    13.12 Poser
    13.12.1 Company Details
    13.12.2 Product Information
    13.12.3 Poser Animation, VFX and Games Revenue and Gross Margin (2018-2020)
    13.12.4 Main Business Overview
    13.12.5 Poser News
    13.13 Terragen
    13.13.1 Company Details
    13.13.2 Product Information
    13.13.3 Terragen Animation, VFX and Games Revenue and Gross Margin (2018-2020)
    13.13.4 Main Business Overview
    13.13.5 Terragen News
    13.14 Smartbody
    13.14.1 Company Details
    13.14.2 Product Information
    13.14.3 Smartbody Animation, VFX and Games Revenue and Gross Margin (2018-2020)
    13.14.4 Main Business Overview
    13.14.5 Smartbody News
    13.15 Boats Animator
    13.15.1 Company Details
    13.15.2 Product Information
    13.15.3 Boats Animator Animation, VFX and Games Revenue and Gross Margin (2018-2020)
    13.15.4 Main Business Overview
    13.15.5 Boats Animator News
    13.16 Dragonframe
    13.16.1 Company Details
    13.16.2 Product Information
    13.16.3 Dragonframe Animation, VFX and Games Revenue and Gross Margin (2018-2020)
    13.16.4 Main Business Overview
    13.16.5 Dragonframe News

    14 Research Findings and Conclusion

    15 Appendix

     

  • The Global Animation VFX and Games Market has been segregated into various crucial divisions including applications, types, and regions. Each market segment is intensively studied in the report contemplating its market acceptance, worthiness, demand, and growth prospects. The segmentation analysis will help the client to customize their marketing approach to have a better command of each segment and to identify the most prospective customer base.

    Report Objectives / Segmentation Covered :
    By Companies / players:
      By Regions:
        By Type:
          By Application:
          Frequently asked questions(FAQ's):
          How are the major players in the Global Animation VFX and Games Market planning to grow in the future?

          A large number of Global Global Animation VFX and Games players are focusing on individualized and innovative technologies that will provide the necessary impetus for profit and growth in the coming years.

          What are the major applications for Global Animation VFX and Games?

          Global Animation VFX and Games has a wide range of applications, including and others.

          What years are taken into account in the Global Animation VFX and Games Market study?

          The Global Animation VFX and Games Market study evaluates the year spans as follows: Historical year: 2018 to 2023; Base year: 2023; Forecast period**: 2024 to 2029 [** unless otherwise stated]

          What is really changing the Global Animation VFX and Games Market behavior?

          Consumer behavior changes will reshape the entire decision-making process and companies in the Global Animation VFX and Games Industry will need to adapt quickly.

          What is the estimated global market value of the Global Animation VFX and Games Market?

          The Global Animation VFX and Games Market is expected to reach a considerable market valuation.

          Our Clients