Global Animation, VFX & Game Industry Growth and Trends Forecast to 2031

Summary

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.

According to APO Research, The global Animation, VFX & Game market was estimated at US$ million in 2025 and is projected to reach a revised size of US$ million by 2031, witnessing a CAGR of xx% during the forecast period 2026-2031.

North American market for Animation, VFX & Game is estimated to increase from $ million in 2025 to reach $ million by 2031, at a CAGR of % during the forecast period of 2026 through 2031.

Asia-Pacific market for Animation, VFX & Game is estimated to increase from $ million in 2025 to reach $ million by 2031, at a CAGR of % during the forecast period of 2026 through 2031.

Europe market for Animation, VFX & Game is estimated to increase from $ million in 2025 to reach $ million by 2031, at a CAGR of % during the forecast period of 2026 through 2031.

The major global companies of Animation, VFX & Game include Tencent, Sony, Activision Blizzard, Microsoft, Nintendo, Netease, Walt Disney Animation Studios, NBCUniversal and Warner Bros, etc. In 2024, the world's top three vendors accounted for approximately % of the revenue.

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 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.

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, gross margin by manufacturers for the period 2020-2025. This all-inclusive report will certainly serve the clients to stay updated and make effective decisions in their businesses.

Animation, VFX & Game Segment by Company

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

Animation, VFX & Game Segment by Type

Animation & VFX
Game & VFX

Animation, VFX & Game Segment by Application

Anime
Film
Video Game

Animation, VFX & Game Segment by Region

North America
United States
Canada
Mexico
Europe
Germany
France
U.K.
Italy
Russia
Spain
Netherlands
Switzerland
Sweden
Poland
Asia-Pacific
China
Japan
South Korea
India
Australia
Taiwan
Southeast Asia
South America
Brazil
Argentina
Chile
Colombia
Middle East & Africa
Egypt
South Africa
Israel
Türkiye
GCC Countries

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.

Reasons to Buy This Report

1. 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.
2. 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.
3. 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 value), competitor ecosystem, new product development, expansion, and acquisition.
4. This report stays updated with novel technology integration, features, and the latest developments in the market
5. This report helps stakeholders to gain insights into which regions to target globally
6. This report helps stakeholders to gain insights into the end-user perception concerning the adoption of Animation, VFX & Game.
7. This report helps stakeholders to identify some of the key players in the market and understand their valuable contribution.

Chapter Outline

Chapter 1: Introduces the report scope of the report, executive summary of global and regional market size and CAGR for the history and forecast period (2020-2025, 2026-2031). 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: 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 3: 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 4: Introduces the market dynamics, latest developments of the market, the driving factors and restrictive factors of the market, the challenges and risks faced by manufacturers in the industry, and the analysis of relevant policies in the industry.
Chapter 5: Detailed analysis of Animation, VFX & Game companies' competitive landscape, revenue, market share and ranking, latest development plan, merger, and acquisition information, etc.
Chapter 6: Provides profiles of key players, introducing the basic situation of the main companies in the market in detail, including product introduction, revenue, recent development, etc.
Chapter 7, 8, 9, 10 and 11: North America, Europe, Asia Pacific, South America, Middle East & Africa, revenue by country.
Chapter 12: Concluding Insights of the report

Please Note: Single-User license will be delivered via PDF from the publisher without the rights to print or to edit.


1 Market Overview
1.1 Product Definition
1.2 Global Market Growth Prospects
1.3 Global Animation, VFX & Game Market Size Overview by Region 2020 VS 2024 VS 2031
1.4 Global Animation, VFX & Game Market Size by Region (2020-2031)
1.4.1 Global Animation, VFX & Game Market Size by Region (2020-2025)
1.4.2 Global Animation, VFX & Game Market Size by Region (2026-2031)
1.5 Key Regions Animation, VFX & Game Market Size (2020-2031)
1.5.1 North America Animation, VFX & Game Market Size Growth Rate (2020-2031)
1.5.2 Europe Animation, VFX & Game Market Size Growth Rate (2020-2031)
1.5.3 Asia-Pacific Animation, VFX & Game Market Size Growth Rate (2020-2031)
1.5.4 South America Animation, VFX & Game Market Size Growth Rate (2020-2031)
1.5.5 Middle East & Africa Animation, VFX & Game Market Size Growth Rate (2020-2031)
2 Animation, VFX & Game Market by Type
2.1 Type Introduction
2.1.1 Animation & VFX
2.1.2 Game & VFX
2.2 Global Animation, VFX & Game Market Size by Type
2.2.1 Global Animation, VFX & Game Market Size Overview by Type (2020-2031)
2.2.2 Global Animation, VFX & Game Historic Market Size Review by Type (2020-2025)
2.2.3 Global Animation, VFX & Game Market Size Forecasted by Type (2026-2031)
2.3 Global Animation, VFX & Game Market Size by Regions
2.3.1 North America Animation, VFX & Game Market Size Breakdown by Type (2020-2025)
2.3.2 Europe Animation, VFX & Game Market Size Breakdown by Type (2020-2025)
2.3.3 Asia-Pacific Animation, VFX & Game Market Size Breakdown by Type (2020-2025)
2.3.4 South America Animation, VFX & Game Market Size Breakdown by Type (2020-2025)
2.3.5 Middle East and Africa Animation, VFX & Game Market Size Breakdown by Type (2020-2025)
3 Animation, VFX & Game Market by Application
3.1 Type Introduction
3.1.1 Anime
3.1.2 Film
3.1.3 Video Game
3.2 Global Animation, VFX & Game Market Size by Application
3.2.1 Global Animation, VFX & Game Market Size Overview by Application (2020-2031)
3.2.2 Global Animation, VFX & Game Historic Market Size Review by Application (2020-2025)
3.2.3 Global Animation, VFX & Game Market Size Forecasted by Application (2026-2031)
3.3 Global Animation, VFX & Game Market Size by Regions
3.3.1 North America Animation, VFX & Game Market Size Breakdown by Application (2020-2025)
3.3.2 Europe Animation, VFX & Game Market Size Breakdown by Application (2020-2025)
3.3.3 Asia-Pacific Animation, VFX & Game Market Size Breakdown by Application (2020-2025)
3.3.4 South America Animation, VFX & Game Market Size Breakdown by Application (2020-2025)
3.3.5 Middle East and Africa Animation, VFX & Game Market Size Breakdown by Application (2020-2025)
4 Global Market Dynamics
4.1 Animation, VFX & Game Industry Trends
4.2 Animation, VFX & Game Industry Drivers
4.3 Animation, VFX & Game Industry Opportunities and Challenges
4.4 Animation, VFX & Game Industry Restraints
5 Competitive Insights by Company
5.1 Global Top Players by Animation, VFX & Game Revenue (2020-2025)
5.2 Global Animation, VFX & Game Industry Company Ranking, 2023 VS 2024 VS 2025
5.3 Global Animation, VFX & Game Key Company Headquarters & Area Served
5.4 Global Animation, VFX & Game Company, Product Type & Application
5.5 Global Animation, VFX & Game Company Commercialization Time
5.6 Market Competitive Analysis
5.6.1 Global Animation, VFX & Game Market CR5 and HHI
5.6.2 Global Top 5 and 10 Animation, VFX & Game Players Market Share by Revenue in 2024
5.6.3 2024 Animation, VFX & Game Tier 1, Tier 2, and Tier 3
6 Company Profiles
6.1 Tencent
6.1.1 Tencent Comapny Information
6.1.2 Tencent Business Overview
6.1.3 Tencent Animation, VFX & Game Revenue, Global Share and Gross Margin (2020-2025)
6.1.4 Tencent Animation, VFX & Game Product Portfolio
6.1.5 Tencent Recent Developments
6.2 Sony
6.2.1 Sony Comapny Information
6.2.2 Sony Business Overview
6.2.3 Sony Animation, VFX & Game Revenue, Global Share and Gross Margin (2020-2025)
6.2.4 Sony Animation, VFX & Game Product Portfolio
6.2.5 Sony Recent Developments
6.3 Activision Blizzard
6.3.1 Activision Blizzard Comapny Information
6.3.2 Activision Blizzard Business Overview
6.3.3 Activision Blizzard Animation, VFX & Game Revenue, Global Share and Gross Margin (2020-2025)
6.3.4 Activision Blizzard Animation, VFX & Game Product Portfolio
6.3.5 Activision Blizzard Recent Developments
6.4 Microsoft
6.4.1 Microsoft Comapny Information
6.4.2 Microsoft Business Overview
6.4.3 Microsoft Animation, VFX & Game Revenue, Global Share and Gross Margin (2020-2025)
6.4.4 Microsoft Animation, VFX & Game Product Portfolio
6.4.5 Microsoft Recent Developments
6.5 Nintendo
6.5.1 Nintendo Comapny Information
6.5.2 Nintendo Business Overview
6.5.3 Nintendo Animation, VFX & Game Revenue, Global Share and Gross Margin (2020-2025)
6.5.4 Nintendo Animation, VFX & Game Product Portfolio
6.5.5 Nintendo Recent Developments
6.6 Netease
6.6.1 Netease Comapny Information
6.6.2 Netease Business Overview
6.6.3 Netease Animation, VFX & Game Revenue, Global Share and Gross Margin (2020-2025)
6.6.4 Netease Animation, VFX & Game Product Portfolio
6.6.5 Netease Recent Developments
6.7 Walt Disney Animation Studios
6.7.1 Walt Disney Animation Studios Comapny Information
6.7.2 Walt Disney Animation Studios Business Overview
6.7.3 Walt Disney Animation Studios Animation, VFX & Game Revenue, Global Share and Gross Margin (2020-2025)
6.7.4 Walt Disney Animation Studios Animation, VFX & Game Product Portfolio
6.7.5 Walt Disney Animation Studios Recent Developments
6.8 NBCUniversal
6.8.1 NBCUniversal Comapny Information
6.8.2 NBCUniversal Business Overview
6.8.3 NBCUniversal Animation, VFX & Game Revenue, Global Share and Gross Margin (2020-2025)
6.8.4 NBCUniversal Animation, VFX & Game Product Portfolio
6.8.5 NBCUniversal Recent Developments
6.9 Warner Bros
6.9.1 Warner Bros Comapny Information
6.9.2 Warner Bros Business Overview
6.9.3 Warner Bros Animation, VFX & Game Revenue, Global Share and Gross Margin (2020-2025)
6.9.4 Warner Bros Animation, VFX & Game Product Portfolio
6.9.5 Warner Bros Recent Developments
6.10 Framestore
6.10.1 Framestore Comapny Information
6.10.2 Framestore Business Overview
6.10.3 Framestore Animation, VFX & Game Revenue, Global Share and Gross Margin (2020-2025)
6.10.4 Framestore Animation, VFX & Game Product Portfolio
6.10.5 Framestore Recent Developments
6.11 TOEI ANIMATION
6.11.1 TOEI ANIMATION Comapny Information
6.11.2 TOEI ANIMATION Business Overview
6.11.3 TOEI ANIMATION Animation, VFX & Game Revenue, Global Share and Gross Margin (2020-2025)
6.11.4 TOEI ANIMATION Animation, VFX & Game Product Portfolio
6.11.5 TOEI ANIMATION Recent Developments
7 North America
7.1 North America Animation, VFX & Game Market Size Growth Rate (CAGR) by Country: 2020 VS 2024 VS 2031
7.2 North America Animation, VFX & Game Market Size by Country (2020-2025)
7.3 North America Animation, VFX & Game Market Size Forecast by Country (2026-2031)
8 Europe
8.1 Europe Animation, VFX & Game Market Size Growth Rate (CAGR) by Country: 2020 VS 2024 VS 2031
8.2 Europe Animation, VFX & Game Market Size by Country (2020-2025)
8.3 Europe Animation, VFX & Game Market Size Forecast by Country (2026-2031)
9 Asia-Pacific
9.1 Asia-Pacific Animation, VFX & Game Market Size Growth Rate (CAGR) by Country: 2020 VS 2024 VS 2031
9.2 Asia-Pacific Animation, VFX & Game Market Size by Country (2020-2025)
9.3 Asia-Pacific Animation, VFX & Game Market Size Forecast by Country (2026-2031)
10 South America
10.1 South America Animation, VFX & Game Market Size Growth Rate (CAGR) by Country: 2020 VS 2024 VS 2031
10.2 South America Animation, VFX & Game Market Size by Country (2020-2025)
10.3 South America Animation, VFX & Game Market Size Forecast by Country (2026-2031)
11 Middle East & Africa
11.1 Middle East & Africa Animation, VFX & Game Market Size Growth Rate (CAGR) by Country: 2020 VS 2024 VS 2031
11.2 Middle East & Africa Animation, VFX & Game Market Size by Country (2020-2025)
11.3 Middle East & Africa Animation, VFX & Game Market Size Forecast by Country (2026-2031)
12 Concluding Insights
13 Appendix
13.1 Reasons for Doing This Study
13.2 Research Methodology
13.3 Research Process
13.4 Authors List of This Report
13.5 Data Source
13.5.1 Secondary Sources
13.5.2 Primary Sources

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