Animation, VFX & Game Industry Research Report 2024

Animation, VFX & Game Industry Research Report 2024


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.

Highlights

The global Animation, VFX & Game market is projected to reach US$ million by 2030 from an estimated US$ million in 2024, at a CAGR of % during 2025 and 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, 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 2023 as the base year, with history and forecast data for the period from 2019 to 2030. This report segments the global Animation, VFX & Game market comprehensively. Regional market sizes, concerning products by types, by application, and by players, are also provided. The influence of COVID-19 and the Russia-Ukraine War were considered while estimating market sizes.
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, product type, application, and regions.

Key Companies & Market Share Insights

In this section, the readers will gain an understanding of the key players competing. This report has studied the key growth strategies, such as innovative trends and developments, intensification of product portfolio, mergers and acquisitions, collaborations, new product innovation, and geographical expansion, undertaken by these participants to maintain their presence. Apart from business strategies, the study includes current developments and key financials. The readers will also get access to the data related to global revenue by companies for the period 2019-2024. This all-inclusive report will certainly serve the clients to stay updated and make effective decisions in their businesses. Some of the prominent players reviewed in the research report include:

Tencent
Sony
Activision Blizzard
Microsoft
Nintendo
Netease
Walt Disney Animation Studios
NBCUniversal
Warner Bros
Framestore
TOEI ANIMATION

Product Type Insights

Global markets are presented by Animation, VFX & Game type, along with growth forecasts through 2030. Estimates on revenue are based on the price in the supply chain at which the Animation, VFX & Game are procured by the companies.
This report has studied every segment and provided the market size using historical data. They have also talked about the growth opportunities that the segment may pose in the future. This study bestows revenue data by type, and during the historical period (2019-2024) and forecast period (2025-2030).
Animation, VFX & Game segment by Type

Animation & VFX
Game & VFX

Application Insights

This report has provided the market size (revenue data) by application, during the historical period (2019-2024) and forecast period (2025-2030).
This report also outlines the market trends of each segment and consumer behaviors impacting the Animation, VFX & Game market and what implications these may have on the industry's future. This report can help to understand the relevant market and consumer trends that are driving the Animation, VFX & Game market.
Animation, VFX & Game Segment by Application

Anime
Film
Video Game

Regional Outlook

This section of the report provides key insights regarding various regions and the key players operating in each region. Economic, social, environmental, technological, and political factors have been taken into consideration while assessing the growth of the particular region/country. The readers will also get their hands on the revenue data of each region and country for the period 2019-2030.
The market has been segmented into various major geographies, including North America, Europe, Asia-Pacific, South America, Middle East & Africa. Detailed analysis of major countries such as the USA, Germany, the U.K., Italy, France, China, Japan, South Korea, Southeast Asia, and India will be covered within the regional segment. For market estimates, data are going to be provided for 2023 because of the base year, with estimates for 2024 and forecast revenue for 2030.

North America
United States
Canada
Europe
Germany
France
UK
Italy
Russia
Nordic Countries
Rest of Europe
Asia-Pacific
China
Japan
South Korea
Southeast Asia
India
Australia
Rest of Asia
Latin America
Mexico
Brazil
Rest of Latin America
Middle East & Africa
Turkey
Saudi Arabia
UAE
Rest of MEA

Key Drivers & Barriers

High-impact rendering factors and drivers have been studied in this report to aid the readers to understand the general development. Moreover, the report includes restraints and challenges that may act as stumbling blocks on the way of the players. This will assist the users to be attentive and make informed decisions related to business. Specialists have also laid their focus on the upcoming business prospects.

COVID-19 and Russia-Ukraine War Influence Analysis

The readers in the section will understand how the Animation, VFX & Game market scenario changed across the globe during the pandemic, post-pandemic and Russia-Ukraine War. The study is done keeping in view the changes in aspects such as demand, consumption, transportation, consumer behavior, supply chain management. The industry experts have also highlighted the key factors that will help create opportunities for players and stabilize the overall industry in the years to come.

Reasons to Buy This Report

This report will help the readers to understand the competition within the industries and strategies for the competitive environment to enhance the potential profit. The report also focuses on the competitive landscape of the global Animation, VFX & Game market, and introduces in detail the market share, industry ranking, competitor ecosystem, market performance, new product development, operation situation, expansion, and acquisition. etc. of the main players, which helps the readers to identify the main competitors and deeply understand the competition pattern of the market.
This report will help stakeholders to understand the global industry status and trends of Animation, VFX & Game and provides them with information on key market drivers, restraints, challenges, and opportunities.
This report will help stakeholders to understand competitors better and gain more insights to strengthen their position in their businesses. The competitive landscape section includes the market share and rank (in volume and value), competitor ecosystem, new product development, expansion, and acquisition.
This report stays updated with novel technology integration, features, and the latest developments in the market
This report helps stakeholders to understand the COVID-19 and Russia-Ukraine War Influence on the Animation, VFX & Game industry.
This report helps stakeholders to gain insights into which regions to target globally
This report helps stakeholders to gain insights into the end-user perception concerning the adoption of Animation, VFX & Game.
This report helps stakeholders to identify some of the key players in the market and understand their valuable contribution.

Core Chapters

Chapter 1: Research objectives, research methods, data sources, data cross-validation;
Chapter 2: 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 3: Provides the analysis of various market segments product types, 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 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: 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 6: Detailed analysis of Animation, VFX & Game companies’ competitive landscape, revenue market share, latest development plan, merger, and acquisition information, etc.
Chapter 7, 8, 9, 10, 11: 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 12: 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 13: The main points and conclusions of the report.


1 Preface
1.1 Scope of Report
1.2 Reasons for Doing This Study
1.3 Research Methodology
1.4 Research Process
1.5 Data Source
1.5.1 Secondary Sources
1.5.2 Primary Sources
2 Market Overview
2.1 Product Definition
2.2 Animation, VFX & Game by Type
2.2.1 Market Value Comparison by Type (2019 VS 2023 VS 2030)
1.2.2 Animation & VFX
1.2.3 Game & VFX
2.3 Animation, VFX & Game by Application
2.3.1 Market Value Comparison by Application (2019 VS 2023 VS 2030)
2.3.2 Anime
2.3.3 Film
2.3.4 Video Game
2.4 Assumptions and Limitations
3 Animation, VFX & Game Breakdown Data by Type
3.1 Global Animation, VFX & Game Historic Market Size by Type (2019-2024)
3.2 Global Animation, VFX & Game Forecasted Market Size by Type (2025-2030)
4 Animation, VFX & Game Breakdown Data by Application
4.1 Global Animation, VFX & Game Historic Market Size by Application (2019-2024)
4.2 Global Animation, VFX & Game Forecasted Market Size by Application (2019-2024)
5 Global Growth Trends
5.1 Global Animation, VFX & Game Market Perspective (2019-2030)
5.2 Global Animation, VFX & Game Growth Trends by Region
5.2.1 Global Animation, VFX & Game Market Size by Region: 2019 VS 2023 VS 2030
5.2.2 Animation, VFX & Game Historic Market Size by Region (2019-2024)
5.2.3 Animation, VFX & Game Forecasted Market Size by Region (2025-2030)
5.3 Animation, VFX & Game Market Dynamics
5.3.1 Animation, VFX & Game Industry Trends
5.3.2 Animation, VFX & Game Market Drivers
5.3.3 Animation, VFX & Game Market Challenges
5.3.4 Animation, VFX & Game Market Restraints
6 Market Competitive Landscape by Players
6.1 Global Top Animation, VFX & Game Players by Revenue
6.1.1 Global Top Animation, VFX & Game Players by Revenue (2019-2024)
6.1.2 Global Animation, VFX & Game Revenue Market Share by Players (2019-2024)
6.2 Global Animation, VFX & Game Industry Players Ranking, 2022 VS 2023 VS 2024
6.3 Global Key Players of Animation, VFX & Game Head office and Area Served
6.4 Global Animation, VFX & Game Players, Product Type & Application
6.5 Global Animation, VFX & Game Players, Date of Enter into This Industry
6.6 Global Animation, VFX & Game Market CR5 and HHI
6.7 Global Players Mergers & Acquisition
7 North America
7.1 North America Animation, VFX & Game Market Size (2019-2030)
7.2 North America Animation, VFX & Game Market Growth Rate by Country: 2019 VS 2023 VS 2030
7.3 North America Animation, VFX & Game Market Size by Country (2019-2024)
7.4 North America Animation, VFX & Game Market Size by Country (2025-2030)
7.5 United States
7.6 Canada
8 Europe
8.1 Europe Animation, VFX & Game Market Size (2019-2030)
8.2 Europe Animation, VFX & Game Market Growth Rate by Country: 2019 VS 2023 VS 2030
8.3 Europe Animation, VFX & Game Market Size by Country (2019-2024)
8.4 Europe Animation, VFX & Game Market Size by Country (2025-2030)
7.4 Germany
7.5 France
7.6 U.K.
7.7 Italy
7.8 Russia
7.9 Nordic Countries
9 Asia-Pacific
9.1 Asia-Pacific Animation, VFX & Game Market Size (2019-2030)
9.2 Asia-Pacific Animation, VFX & Game Market Growth Rate by Country: 2019 VS 2023 VS 2030
9.3 Asia-Pacific Animation, VFX & Game Market Size by Country (2019-2024)
9.4 Asia-Pacific Animation, VFX & Game Market Size by Country (2025-2030)
8.4 China
8.5 Japan
8.6 South Korea
8.7 Southeast Asia
8.8 India
8.9 Australia
10 Latin America
10.1 Latin America Animation, VFX & Game Market Size (2019-2030)
10.2 Latin America Animation, VFX & Game Market Growth Rate by Country: 2019 VS 2023 VS 2030
10.3 Latin America Animation, VFX & Game Market Size by Country (2019-2024)
10.4 Latin America Animation, VFX & Game Market Size by Country (2025-2030)
9.4 Mexico
9.5 Brazil
11 Middle East & Africa
11.1 Middle East & Africa Animation, VFX & Game Market Size (2019-2030)
11.2 Middle East & Africa Animation, VFX & Game Market Growth Rate by Country: 2019 VS 2023 VS 2030
11.3 Middle East & Africa Animation, VFX & Game Market Size by Country (2019-2024)
11.4 Middle East & Africa Animation, VFX & Game Market Size by Country (2025-2030)
10.4 Turkey
10.5 Saudi Arabia
10.6 UAE
12 Players Profiled
11.1 Tencent
11.1.1 Tencent Company Detail
11.1.2 Tencent Business Overview
11.1.3 Tencent Animation, VFX & Game Introduction
11.1.4 Tencent Revenue in Animation, VFX & Game Business (2017-2022)
11.1.5 Tencent Recent Development
11.2 Sony
11.2.1 Sony Company Detail
11.2.2 Sony Business Overview
11.2.3 Sony Animation, VFX & Game Introduction
11.2.4 Sony Revenue in Animation, VFX & Game Business (2017-2022)
11.2.5 Sony Recent Development
11.3 Activision Blizzard
11.3.1 Activision Blizzard Company Detail
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 (2017-2022)
11.3.5 Activision Blizzard Recent Development
11.4 Microsoft
11.4.1 Microsoft Company Detail
11.4.2 Microsoft Business Overview
11.4.3 Microsoft Animation, VFX & Game Introduction
11.4.4 Microsoft Revenue in Animation, VFX & Game Business (2017-2022)
11.4.5 Microsoft Recent Development
11.5 Nintendo
11.5.1 Nintendo Company Detail
11.5.2 Nintendo Business Overview
11.5.3 Nintendo Animation, VFX & Game Introduction
11.5.4 Nintendo Revenue in Animation, VFX & Game Business (2017-2022)
11.5.5 Nintendo Recent Development
11.6 Netease
11.6.1 Netease Company Detail
11.6.2 Netease Business Overview
11.6.3 Netease Animation, VFX & Game Introduction
11.6.4 Netease Revenue in Animation, VFX & Game Business (2017-2022)
11.6.5 Netease Recent Development
11.7 Walt Disney Animation Studios
11.7.1 Walt Disney Animation Studios Company Detail
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 (2017-2022)
11.7.5 Walt Disney Animation Studios Recent Development
11.8 NBCUniversal
11.8.1 NBCUniversal Company Detail
11.8.2 NBCUniversal Business Overview
11.8.3 NBCUniversal Animation, VFX & Game Introduction
11.8.4 NBCUniversal Revenue in Animation, VFX & Game Business (2017-2022)
11.8.5 NBCUniversal Recent Development
11.9 Warner Bros
11.9.1 Warner Bros Company Detail
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 (2017-2022)
11.9.5 Warner Bros Recent Development
11.10 Framestore
11.10.1 Framestore Company Detail
11.10.2 Framestore Business Overview
11.10.3 Framestore Animation, VFX & Game Introduction
11.10.4 Framestore Revenue in Animation, VFX & Game Business (2017-2022)
11.10.5 Framestore Recent Development
11.11 TOEI ANIMATION
11.11.1 TOEI ANIMATION Company Detail
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 (2017-2022)
11.11.5 TOEI ANIMATION Recent Development
13 Report Conclusion
14 Disclaimer

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