Global Animation, VFX & Game Market by Size, by Type, by Application, by Region, History and Forecast 2020-2031

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 is projected to grow from US$ million in 2025 to US$ million by 2031, at a Compound Annual Growth Rate (CAGR) of % during the forecast period.

The US & Canada 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 2025 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 2025 through 2031.

The China 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 2025 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 2025 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 Includes

This report presents an overview of global market for Animation, VFX & Game, market size. Analyses of the global market trends, with historic market revenue data for 2020 - 2024, estimates for 2025, and projections of CAGR through 2031.

This report researches the key producers of Animation, VFX & Game, also provides the revenue of main regions and countries. Of the upcoming market potential for Animation, VFX & Game, and key regions or countries of focus to forecast this market into various segments and sub-segments. Country specific data and market value analysis for the U.S., Canada, Mexico, Brazil, China, Japan, South Korea, Southeast Asia, India, Germany, the U.K., Italy, Middle East, Africa, and Other Countries.

This report focuses on the Animation, VFX & Game revenue, market share and industry ranking of main manufacturers, data from 2020 to 2025. Identification of the major stakeholders in the global Animation, VFX & Game market, and analysis of their competitive landscape and market positioning based on recent developments and segmental revenues. This report will help stakeholders to understand the competitive landscape and gain more insights and position their businesses and market strategies in a better way.

This report analyzes the segments data by Type and by Application, revenue, and growth rate, from 2020 to 2031. Evaluation and forecast the market size for Animation, VFX & Game revenue, projected growth trends, production technology, application and end-user industry.

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

Study Objectives

1. To analyze and research the global status and future forecast, involving, production, value, consumption, growth rate (CAGR), market share, historical and forecast.
2. To present the key manufacturers, capacity, production, revenue, market share, and Recent Developments.
3. To split the breakdown data by regions, type, manufacturers, and Application.
4. To analyze the global and key regions market potential and advantage, opportunity and challenge, restraints, and risks.
5. To identify significant trends, drivers, influence factors in global and regions.
6. To analyze competitive developments such as expansions, agreements, new product launches, and acquisitions in the market.

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 volume and 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 different market segments (product type, application, etc), including the market size of each market segment, future development potential, and so on. Revenue of Animation, VFX & Game in global and regional level. 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. 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: Analysis key trends, drivers, challenges, and opportunities within the global Animation, VFX & Game industry.
Chapter 3: Detailed analysis of Animation, VFX & Game companies' competitive landscape, revenue, market share and industry ranking, latest development plan, merger, and acquisition information, etc.
Chapter 4: Provides the analysis of various market segments by type, covering the revenue, 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 revenue, and development potential of each market segment, to help readers find the blue ocean market in different downstream markets.
Chapter 6: Provides profiles of key companies, introducing the basic situation of the main companies in the market in detail, including product descriptions and specifications, Animation, VFX & Gamerevenue, gross margin, and recent development, etc.
Chapter 7: North America (US & Canada) by type, by application and by country, revenue for each segment.
Chapter 8: Europe by type, by application and by country, revenue for each segment.
Chapter 9: China by type, and by application, revenue for each segment.
Chapter 10: Asia (excluding China) by type, by application and by region, revenue for each segment.
Chapter 11: South America, Middle East & Africa by type, by application and by country, revenue for each segment.
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 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 Analysis by Application
1.3.1 Global Animation, VFX & Game Market Size Growth Rate by Application: 2020 VS 2024 VS 2031
1.3.2 Anime
1.3.3 Film
1.3.4 Video Game
1.4 Global Market Growth Prospects
1.5 Global Animation, VFX & Game Growth Trends by Region
1.5.1 Global Animation, VFX & Game Market Size by Region: 2020 VS 2024 VS 2031
1.5.2 Animation, VFX & Game Market Size by Region (2020-2025)
1.5.3 Animation, VFX & Game Market Size by Region (2026-2031)
1.6 Assumptions and Limitations
1.7 Study Goals and Objectives
1.8 Years Considered
2 Global Animation, VFX & Game Market Dynamics
2.1 Animation, VFX & Game Industry Trends
2.2 Animation, VFX & Game Industry Drivers
2.3 Animation, VFX & Game Industry Opportunities and Challenges
2.4 Animation, VFX & Game Industry Restraints
3 Competitive Landscape by Company
3.1 Global Animation, VFX & Game Revenue by Company (2020-2025)
3.2 Global Animation, VFX & Game Players Revenue Ranking, 2023 VS 2024 VS 2025
3.3 Global Animation, VFX & Game Key Company Head office and Area Served
3.4 Global Animation, VFX & Game Company, Product Type & Application
3.5 Global Animation, VFX & Game Company Establishment Date
3.6 Market Competitive Analysis
3.6.1 Global Animation, VFX & Game Market CR5 and HHI
3.6.2 Global Top 5 and 10 Animation, VFX & Game Players Market Share by Revenue in 2024
3.6.3 2024 Animation, VFX & Game Tier 1, Tier 2, and Tier 3
4 Animation, VFX & Game Market by Type
4.1 Global Animation, VFX & Game Market Size by Type (2020 VS 2024 VS 2031)
4.2 Global Animation, VFX & Game Market Size by Type (2020-2031)
4.3 Global Animation, VFX & Game Market Size Share by Type (2020-2031)
5 Animation, VFX & Game Market by Application
5.1 Global Animation, VFX & Game Market Size by Application (2020 VS 2024 VS 2031)
5.2 Global Animation, VFX & Game Market Size by Application (2020-2031)
5.3 Global Animation, VFX & Game Market Size Share by Application (2020-2031)
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 and Gross Margin (US$ Million) & (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 and Gross Margin (US$ Million) & (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 and Gross Margin (US$ Million) & (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 and Gross Margin (US$ Million) & (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 and Gross Margin (US$ Million) & (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 and Gross Margin (US$ Million) & (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 and Gross Margin (US$ Million) & (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 and Gross Margin (US$ Million) & (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 and Gross Margin (US$ Million) & (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 and Gross Margin (US$ Million) & (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 and Gross Margin (US$ Million) & (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 (2020-2031)
7.2 North America Animation, VFX & Game Market Size by Type
7.2.1 North America Animation, VFX & Game Market Size by Type (2020-2025)
7.2.2 North America Animation, VFX & Game Market Size by Type (2026-2031)
7.2.3 North America Animation, VFX & Game Market Share by Type (2020-2031)
7.3 North America Animation, VFX & Game Market Size by Application
7.3.1 North America Animation, VFX & Game Market Size by Application (2020-2025)
7.3.2 North America Animation, VFX & Game Market Size by Application (2026-2031)
7.3.3 North America Animation, VFX & Game Market Share by Application (2020-2031)
7.4 North America Animation, VFX & Game Market Size by Country
7.4.1 North America Animation, VFX & Game Market Size by Country (2020 VS 2024 VS 2031)
7.4.2 North America Animation, VFX & Game Market Size by Country (2020-2025)
7.4.3 North America Animation, VFX & Game Market Size by Country (2026-2031)
7.4.4 North America Animation, VFX & Game Market Share by Country (2020-2031)
7.4.5 United States
7.4.6 Canada
7.4.7 Mexico
8 Europe
8.1 Europe Animation, VFX & Game Market Size (2020-2031)
8.2 Europe Animation, VFX & Game Market Size by Type
8.2.1 Europe Animation, VFX & Game Market Size by Type (2020-2025)
8.2.2 Europe Animation, VFX & Game Market Size by Type (2026-2031)
8.2.3 Europe Animation, VFX & Game Market Share by Type (2020-2031)
8.3 Europe Animation, VFX & Game Market Size by Application
8.3.1 Europe Animation, VFX & Game Market Size by Application (2020-2025)
8.3.2 Europe Animation, VFX & Game Market Size by Application (2026-2031)
8.3.3 Europe Animation, VFX & Game Market Share by Application (2020-2031)
8.4 Europe Animation, VFX & Game Market Size by Country
8.4.1 Europe Animation, VFX & Game Market Size by Country (2020 VS 2024 VS 2031)
8.4.2 Europe Animation, VFX & Game Market Size by Country (2020-2025)
8.4.3 Europe Animation, VFX & Game Market Size by Country (2026-2031)
8.4.4 Europe Animation, VFX & Game Market Share by Country (2020-2031)
8.4.5 Germany
8.4.6 France
8.4.7 U.K.
8.4.8 Italy
8.4.9 Russia
8.4.10 Nordic Countries
9 China
9.1 China Animation, VFX & Game Market Size (2020-2031)
9.2 China Animation, VFX & Game Market Size by Type
9.2.1 China Animation, VFX & Game Market Size by Type (2020-2025)
9.2.2 China Animation, VFX & Game Market Size by Type (2026-2031)
9.2.3 China Animation, VFX & Game Market Share by Type (2020-2031)
9.3 China Animation, VFX & Game Market Size by Application
9.3.1 China Animation, VFX & Game Market Size by Application (2020-2025)
9.3.2 China Animation, VFX & Game Market Size by Application (2026-2031)
9.3.3 China Animation, VFX & Game Market Share by Application (2020-2031)
10 Asia (Excluding China)
10.1 Asia Animation, VFX & Game Market Size (2020-2031)
10.2 Asia Animation, VFX & Game Market Size by Type
10.2.1 Asia Animation, VFX & Game Market Size by Type (2020-2025)
10.2.2 Asia Animation, VFX & Game Market Size by Type (2026-2031)
10.2.3 Asia Animation, VFX & Game Market Share by Type (2020-2031)
10.3 Asia Animation, VFX & Game Market Size by Application
10.3.1 Asia Animation, VFX & Game Market Size by Application (2020-2025)
10.3.2 Asia Animation, VFX & Game Market Size by Application (2026-2031)
10.3.3 Asia Animation, VFX & Game Market Share by Application (2020-2031)
10.4 Asia Animation, VFX & Game Market Size by Country
10.4.1 Asia Animation, VFX & Game Market Size by Country (2020 VS 2024 VS 2031)
10.4.2 Asia Animation, VFX & Game Market Size by Country (2020-2025)
10.4.3 Asia Animation, VFX & Game Market Size by Country (2026-2031)
10.4.4 Asia Animation, VFX & Game Market Share by Country (2020-2031)
10.4.5 Japan
10.4.6 South Korea
10.4.7 Taiwan
10.4.8 Southeast Asia
10.4.9 India
10.4.10 Australia
11 South America, Middle East & Africa
11.1 South America, Middle East & Africa Animation, VFX & Game Market Size (2020-2031)
11.2 South America, Middle East & Africa Animation, VFX & Game Market Size by Type
11.2.1 South America, Middle East & Africa Animation, VFX & Game Market Size by Type (2020-2025)
11.2.2 South America, Middle East & Africa Animation, VFX & Game Market Size by Type (2026-2031)
11.2.3 South America, Middle East & Africa Animation, VFX & Game Market Share by Type (2020-2031)
11.3 South America, Middle East & Africa Animation, VFX & Game Market Size by Application
11.3.1 South America, Middle East & Africa Animation, VFX & Game Market Size by Application (2020-2025)
11.3.2 South America, Middle East & Africa Animation, VFX & Game Market Size by Application (2026-2031)
11.3.3 South America, Middle East & Africa Animation, VFX & Game Market Share by Application (2020-2031)
11.4 South America, Middle East & Africa Animation, VFX & Game Market Size by Country
11.4.1 South America, Middle East & Africa Animation, VFX & Game Market Size by Country (2020 VS 2024 VS 2031)
11.4.2 South America, Middle East & Africa Animation, VFX & Game Market Size by Country (2020-2025)
11.4.3 South America, Middle East & Africa Animation, VFX & Game Market Size by Country (2026-2031)
11.4.4 South America, Middle East & Africa Animation, VFX & Game Market Share by Country (2020-2031)
11.4.5 Brazil
11.4.6 South Africa
11.4.7 Saudi Arabia
11.4.8 Turkey
11.4.9 Argentina
11.4.9 UAE
11.4.9 Egypt
11.4.9 Chile
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
13.6 Disclaimer

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