Animation & Gaming Market by Product (Animation, Gaming), Application (Education & Training, Entertainment, Esports) - Global Forecast 2024-2030
The Animation & Gaming Market size was estimated at USD 195.02 billion in 2023 and expected to reach USD 218.84 billion in 2024, at a CAGR 12.61% to reach USD 447.89 billion by 2030.
FPNV Positioning Matrix
The FPNV Positioning Matrix is pivotal in evaluating the Animation & Gaming Market. It offers a comprehensive assessment of vendors, examining key metrics related to Business Strategy and Product Satisfaction. This in-depth analysis empowers users to make well-informed decisions aligned with their requirements. Based on the evaluation, the vendors are then categorized into four distinct quadrants representing varying levels of success: Forefront (F), Pathfinder (P), Niche (N), or Vital (V).
Market Share Analysis
The Market Share Analysis is a comprehensive tool that provides an insightful and in-depth examination of the current state of vendors in the Animation & Gaming Market. By meticulously comparing and analyzing vendor contributions in terms of overall revenue, customer base, and other key metrics, we can offer companies a greater understanding of their performance and the challenges they face when competing for market share. Additionally, this analysis provides valuable insights into the competitive nature of the sector, including factors such as accumulation, fragmentation dominance, and amalgamation traits observed over the base year period studied. With this expanded level of detail, vendors can make more informed decisions and devise effective strategies to gain a competitive edge in the market.
Key Company Profiles
The report delves into recent significant developments in the Animation & Gaming Market, highlighting leading vendors and their innovative profiles. These include Aardman Animations Limited, Activision Blizzard Inc. by Microsoft Corp., Adobe Inc., Anibrain, Bandai Namco Entertainment Inc., Bonfire Studios, Inc., Electronic Arts Inc., Epic Games, Inc., Framestore Limited, Kevuru Games, NCSOFT Corporation, NetEase Inc., Nintendo Co. Ltd., Reliance Industries Ltd., Sony Group Corporation, Take-Two Interactive Software, Inc., Technicolor Creative Studios SA, Tencent Holdings Ltd., The Foundry Visionmongers Ltd., The Walt Disney Co., TOEI ANIMATION Co. Ltd., Toonz Animation India Pvt. Ltd., Unity Software Inc., Valve Corporation, and Warner Bros. Entertainment Inc..
Market Segmentation & Coverage
This research report categorizes the Animation & Gaming Market to forecast the revenues and analyze trends in each of the following sub-markets:
Product
Animation
2D Animation
3D Animation
Stop Motion
Gaming
Gaming Model
Free-to-Play
Pay-to-Play
Genre
Action
Adventure
Simulation
Sports
Strategy
Platform
Console Gaming
Mobile Gaming
PC Gaming
Application
Education & Training
Entertainment
Esports
Simulation & Visualization
Region
Americas
Argentina
Brazil
Canada
Mexico
United States
California
Florida
Illinois
New York
Ohio
Pennsylvania
Texas
Asia-Pacific
Australia
China
India
Indonesia
Japan
Malaysia
Philippines
Singapore
South Korea
Taiwan
Thailand
Vietnam
Europe, Middle East & Africa
Denmark
Egypt
Finland
France
Germany
Israel
Italy
Netherlands
Nigeria
Norway
Poland
Qatar
Russia
Saudi Arabia
South Africa
Spain
Sweden
Switzerland
Turkey
United Arab Emirates
United Kingdom The report offers valuable insights on the following aspects:
Market Penetration: It presents comprehensive information on the market provided by key players.
Market Development: It delves deep into lucrative emerging markets and analyzes the penetration across mature market segments.
Market Diversification: It provides detailed information on new product launches, untapped geographic regions, recent developments, and investments.
Competitive Assessment & Intelligence: It conducts an exhaustive assessment of market shares, strategies, products, certifications, regulatory approvals, patent landscape, and manufacturing capabilities of the leading players.
Product Development & Innovation: It offers intelligent insights on future technologies, R&D activities, and breakthrough product developments.
The report addresses key questions such as:
What is the market size and forecast of the Animation & Gaming Market?
Which products, segments, applications, and areas should one consider investing in over the forecast period in the Animation & Gaming Market?
What are the technology trends and regulatory frameworks in the Animation & Gaming Market?
What is the market share of the leading vendors in the Animation & Gaming Market?
Which modes and strategic moves are suitable for entering the Animation & Gaming Market?
Note: PDF & Excel + Online Access - 1 Year
1. Preface
1.1. Objectives of the Study
1.2. Market Segmentation & Coverage
1.3. Years Considered for the Study
1.4. Currency & Pricing
1.5. Language
1.6. Limitations
1.7. Assumptions
1.8. Stakeholders
2. Research Methodology
2.1. Define: Research Objective
2.2. Determine: Research Design
2.3. Prepare: Research Instrument
2.4. Collect: Data Source
2.5. Analyze: Data Interpretation
2.6. Formulate: Data Verification
2.7. Publish: Research Report
2.8. Repeat: Report Update
3. Executive Summary
4. Market Overview
4.1. Introduction
4.2. Animation & Gaming Market, by Region
5. Market Insights
5.1. Market Dynamics
5.1.1. Drivers
5.1.1.1. Surging popularity of smart televisions that support 4K content
5.1.1.2. Greater penetration and accessibility to broadband Internet
5.1.1.3. Increasing spending heavily on the production of TV series and films
5.1.2. Restraints
5.1.2.1. Requirement of huge capital investment for novel technologies
5.1.3. Opportunities
5.1.3.1. Integration of advanced technologies in animation and gaming
5.1.3.2. Deployment of 3D animation in the healthcare industry
5.1.4. Challenges
5.1.4.1. Dearth of skilled and experienced subject experts
5.2. Market Segmentation Analysis
5.3. Market Trend Analysis
5.4. Cumulative Impact of High Inflation
5.5. Porter’s Five Forces Analysis
5.5.1. Threat of New Entrants
5.5.2. Threat of Substitutes
5.5.3. Bargaining Power of Customers
5.5.4. Bargaining Power of Suppliers
5.5.5. Industry Rivalry
5.6. Value Chain & Critical Path Analysis
5.7. Regulatory Framework
6. Animation & Gaming Market, by Product
6.1. Introduction
6.2. Animation
6.3.1. 2D Animation
6.3.2. 3D Animation
6.3.3. Stop Motion
6.3. Gaming
6.4.1. Gaming Model
6.4.2.1. Free-to-Play
6.4.2.2. Pay-to-Play
6.4.2. Genre
6.4.3.1. Action
6.4.3.2. Adventure
6.4.3.3. Simulation
6.4.3.4. Sports
6.4.3.5. Strategy
6.4.3. Platform
6.4.4.1. Console Gaming
6.4.4.2. Mobile Gaming
6.4.4.3. PC Gaming
7. Animation & Gaming Market, by Application
7.1. Introduction
7.2. Education & Training
7.3. Entertainment
7.4. Esports
7.5. Simulation & Visualization
8. Americas Animation & Gaming Market
8.1. Introduction
8.2. Argentina
8.3. Brazil
8.4. Canada
8.5. Mexico
8.6. United States
9. Asia-Pacific Animation & Gaming Market
9.1. Introduction
9.2. Australia
9.3. China
9.4. India
9.5. Indonesia
9.6. Japan
9.7. Malaysia
9.8. Philippines
9.9. Singapore
9.10. South Korea
9.11. Taiwan
9.12. Thailand
9.13. Vietnam
10. Europe, Middle East & Africa Animation & Gaming Market
10.1. Introduction
10.2. Denmark
10.3. Egypt
10.4. Finland
10.5. France
10.6. Germany
10.7. Israel
10.8. Italy
10.9. Netherlands
10.10. Nigeria
10.11. Norway
10.12. Poland
10.13. Qatar
10.14. Russia
10.15. Saudi Arabia
10.16. South Africa
10.17. Spain
10.18. Sweden
10.19. Switzerland
10.20. Turkey
10.21. United Arab Emirates
10.22. United Kingdom
11. Competitive Landscape
11.1. FPNV Positioning Matrix
11.2. Market Share Analysis, By Key Player
11.3. Competitive Scenario Analysis, By Key Player
12. Competitive Portfolio
12.1. Key Company Profiles
12.1.1. Aardman Animations Limited
12.1.2. Activision Blizzard Inc. by Microsoft Corp.
12.1.3. Adobe Inc.
12.1.4. Anibrain
12.1.5. Bandai Namco Entertainment Inc.
12.1.6. Bonfire Studios, Inc.
12.1.7. Electronic Arts Inc.
12.1.8. Epic Games, Inc.
12.1.9. Framestore Limited
12.1.10. Kevuru Games
12.1.11. NCSOFT Corporation
12.1.12. NetEase Inc.
12.1.13. Nintendo Co. Ltd.
12.1.14. Reliance Industries Ltd.
12.1.15. Sony Group Corporation
12.1.16. Take-Two Interactive Software, Inc.
12.1.17. Technicolor Creative Studios SA
12.1.18. Tencent Holdings Ltd.
12.1.19. The Foundry Visionmongers Ltd.
12.1.20. The Walt Disney Co.
12.1.21. TOEI ANIMATION Co. Ltd.
12.1.22. Toonz Animation India Pvt. Ltd.
12.1.23. Unity Software Inc.
12.1.24. Valve Corporation
12.1.25. Warner Bros. Entertainment Inc.
12.2. Key Product Portfolio
13. Appendix
13.1. Discussion Guide
13.2. License & Pricing
FIGURE 1. ANIMATION & GAMING MARKET RESEARCH PROCESS
FIGURE 2. ANIMATION & GAMING MARKET SIZE, 2023 VS 2030