Animation and Gaming

Animation and Gaming


Global Animation and Gaming Market to Reach US$173.8 Billion by 2030

The global market for Animation and Gaming estimated at US$57.0 Billion in the year 2023, is expected to reach US$173.8 Billion by 2030, growing at a CAGR of 17.3% over the analysis period 2023-2030. TV Application, one of the segments analyzed in the report, is expected to record a 19.0% CAGR and reach US$91.0 Billion by the end of the analysis period. Growth in the Media Application segment is estimated at 16.0% CAGR over the analysis period.

The U.S. Market is Estimated at US$15.5 Billion While China is Forecast to Grow at 24.6% CAGR

The Animation and Gaming market in the U.S. is estimated at US$15.5 Billion in the year 2023. China, the world`s second largest economy, is forecast to reach a projected market size of US$44.7 Billion by the year 2030 trailing a CAGR of 24.6% over the analysis period 2023-2030. Among the other noteworthy geographic markets are Japan and Canada, each forecast to grow at a CAGR of 12.9% and 15.1% respectively over the analysis period. Within Europe, Germany is forecast to grow at approximately 13.9% CAGR.

Global Animation and Gaming Market – Key Trends & Drivers Summarized

Why Is Animation and Gaming a Fast-Growing Industry?

The animation and gaming industry is experiencing rapid expansion due to a combination of technological advancements and shifting consumer preferences. Animation, which historically thrived in film and television, has now become integral to gaming, marketing, and online content creation. Gaming, meanwhile, has transformed into a global phenomenon, fueled by a diverse range of platforms including consoles, PCs, and mobile devices. The animation and gaming industries are increasingly converging, with video games leveraging highly sophisticated animation technologies to deliver immersive, cinematic experiences. This has been propelled by advances in 3D rendering, motion capture, and interactive storytelling, which are pushing the boundaries of creativity and entertainment. These industries are no longer just for entertainment, but also important tools in education, simulation, and training applications, adding new dimensions to their market reach.

How Is Technology Shaping the Future of Animation and Gaming?

Technological innovations are revolutionizing the animation and gaming sectors, making them more immersive and accessible than ever. The advent of augmented reality (AR) and virtual reality (VR) has opened up new possibilities, particularly in gaming, where users can now engage in highly interactive, 3D environments. Additionally, cloud gaming has emerged as a major trend, enabling users to stream games without the need for high-end hardware, which has democratized gaming access. In animation, the use of AI-powered tools and procedural animation is streamlining workflows, allowing for faster production of complex animations with minimal human intervention. The integration of AI in both industries is enabling more realistic and responsive environments, particularly in gaming, where machine learning enhances character behavior and world-building. Real-time rendering and ray tracing technologies are making game environments and animated content appear more lifelike, enhancing the viewer and player experience.

What Consumer Trends Are Impacting the Animation and Gaming Market?

Consumer behavior has evolved significantly, with increasing demand for high-quality, on-demand entertainment and interactive experiences. Streaming platforms like Netflix and Disney+ have broadened their animated content, offering series and films that rival the quality of traditional cinema, while game developers have embraced new business models such as in-game purchases and freemium models. Esports, which combines both gaming and entertainment, has grown into a multi-billion-dollar industry, attracting millions of viewers worldwide and creating new opportunities for competitive gaming content. The rise of mobile gaming, particularly in regions like Asia and Latin America, is further expanding the reach of the gaming industry, as smartphones have become the primary platform for many users. Meanwhile, social media integration within games, live streaming, and the growing popularity of user-generated content have transformed how audiences interact with and contribute to both industries.

What Factors Are Driving Growth in the Animation and Gaming Market?

The growth in the animation and gaming market is driven by several factors. Technological advancements, such as the adoption of 5G networks, have made it easier for consumers to access high-quality gaming and animation content on mobile devices, fueling rapid expansion in mobile gaming. The rise of cloud gaming platforms like Google Stadia and Xbox Cloud Gaming has enabled gamers to enjoy high-end experiences without expensive hardware, expanding the gaming audience. The integration of AI, AR, and VR technologies is also a significant growth driver, allowing for more immersive and personalized experiences across both industries. Consumer behavior trends, including the growing demand for interactive and on-demand content, are pushing companies to invest in more sophisticated animation and gaming experiences. Furthermore, the expansion of esports and the increased monetization opportunities through in-game purchases and advertising are providing new revenue streams, further driving market growth. Lastly, the globalization of content and the increasing influence of gaming and animation in emerging markets, particularly in Asia, are significantly boosting both industries` reach and profitability.

Select Competitors (Total 36 Featured) -
  • Adobe, Inc.
  • Anibrain VFX
  • Autodesk, Inc.
  • Epic Games, Inc.
  • Framestore Ltd
  • Microsoft Corporation
  • NetEase
  • Nintendo Co., Ltd.
  • Reliance Entertainment
  • Reliance Industries Ltd.


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I. METHODOLOGY
II. EXECUTIVE SUMMARY
1. MARKET OVERVIEW
Influencer Market Insights
World Market Trajectories
Animation and Gaming – Global Key Competitors Percentage Market Share in 2024 (E)
Competitive Market Presence - Strong/Active/Niche/Trivial for Players Worldwide in 2024 (E)
2. FOCUS ON SELECT PLAYERS
3. MARKET TRENDS & DRIVERS
Advancements in Virtual Reality (VR) and Augmented Reality (AR) Technologies Propel Growth in the Animation and Gaming Market
Increasing Demand for High-Quality Content Spurs Investment in Advanced Animation Techniques
Rapid Growth of Mobile Gaming Expands Addressable Market Opportunity Globally
Cloud Gaming Platforms Strengthen Business Case for Subscription-Based Gaming Services
Integration of Artificial Intelligence (AI) in Game Development Drives Innovation and Enhances User Experience
Rising Popularity of Esports Accelerates Demand for Competitive Gaming Content
Adoption of 5G Networks Generates Opportunities for High-Speed, Low-Latency Gaming Experiences
Growing Consumer Preference for Immersive Entertainment Drives Adoption of 3D Animation and CGI Technologies
Expansion of Streaming Services Throws Spotlight on Animated Content for Diverse Audiences
Increasing Use of Animation in Advertising and Marketing Expands Market Applications
Emergence of Indie Game Developers Sustains Growth in Niche Gaming Segments
4. GLOBAL MARKET PERSPECTIVE
TABLE 1: World Animation and Gaming Market Analysis of Annual Sales in US$ Million for Years 2014 through 2030
TABLE 2: World Recent Past, Current & Future Analysis for Animation and Gaming by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2023 through 2030 and % CAGR
TABLE 3: World Historic Review for Animation and Gaming by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
TABLE 4: World 16-Year Perspective for Animation and Gaming by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets for Years 2014, 2024 & 2030
TABLE 5: World Recent Past, Current & Future Analysis for TV Application by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2023 through 2030 and % CAGR
TABLE 6: World Historic Review for TV Application by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
TABLE 7: World 16-Year Perspective for TV Application by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa for Years 2014, 2024 & 2030
TABLE 8: World Recent Past, Current & Future Analysis for Media Application by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2023 through 2030 and % CAGR
TABLE 9: World Historic Review for Media Application by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
TABLE 10: World 16-Year Perspective for Media Application by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa for Years 2014, 2024 & 2030
TABLE 11: World Recent Past, Current & Future Analysis for Other Applications by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2023 through 2030 and % CAGR
TABLE 12: World Historic Review for Other Applications by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
TABLE 13: World 16-Year Perspective for Other Applications by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa for Years 2014, 2024 & 2030
III. MARKET ANALYSIS
UNITED STATES
Animation and Gaming Market Presence - Strong/Active/Niche/Trivial - Key Competitors in the United States for 2024 (E)
TABLE 14: USA Recent Past, Current & Future Analysis for Animation and Gaming by Application - TV Application, Media Application and Other Applications - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
TABLE 15: USA Historic Review for Animation and Gaming by Application - TV Application, Media Application and Other Applications Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
TABLE 16: USA 16-Year Perspective for Animation and Gaming by Application - Percentage Breakdown of Value Sales for TV Application, Media Application and Other Applications for the Years 2014, 2024 & 2030
CANADA
TABLE 17: Canada Recent Past, Current & Future Analysis for Animation and Gaming by Application - TV Application, Media Application and Other Applications - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
TABLE 18: Canada Historic Review for Animation and Gaming by Application - TV Application, Media Application and Other Applications Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
TABLE 19: Canada 16-Year Perspective for Animation and Gaming by Application - Percentage Breakdown of Value Sales for TV Application, Media Application and Other Applications for the Years 2014, 2024 & 2030
JAPAN
Animation and Gaming Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Japan for 2024 (E)
TABLE 20: Japan Recent Past, Current & Future Analysis for Animation and Gaming by Application - TV Application, Media Application and Other Applications - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
TABLE 21: Japan Historic Review for Animation and Gaming by Application - TV Application, Media Application and Other Applications Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
TABLE 22: Japan 16-Year Perspective for Animation and Gaming by Application - Percentage Breakdown of Value Sales for TV Application, Media Application and Other Applications for the Years 2014, 2024 & 2030
CHINA
Animation and Gaming Market Presence - Strong/Active/Niche/Trivial - Key Competitors in China for 2024 (E)
TABLE 23: China Recent Past, Current & Future Analysis for Animation and Gaming by Application - TV Application, Media Application and Other Applications - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
TABLE 24: China Historic Review for Animation and Gaming by Application - TV Application, Media Application and Other Applications Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
TABLE 25: China 16-Year Perspective for Animation and Gaming by Application - Percentage Breakdown of Value Sales for TV Application, Media Application and Other Applications for the Years 2014, 2024 & 2030
EUROPE
Animation and Gaming Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Europe for 2024 (E)
TABLE 26: Europe Recent Past, Current & Future Analysis for Animation and Gaming by Geographic Region - France, Germany, Italy, UK, Spain, Russia and Rest of Europe Markets - Independent Analysis of Annual Sales in US$ Million for Years 2023 through 2030 and % CAGR
TABLE 27: Europe Historic Review for Animation and Gaming by Geographic Region - France, Germany, Italy, UK, Spain, Russia and Rest of Europe Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
TABLE 28: Europe 16-Year Perspective for Animation and Gaming by Geographic Region - Percentage Breakdown of Value Sales for France, Germany, Italy, UK, Spain, Russia and Rest of Europe Markets for Years 2014, 2024 & 2030
TABLE 29: Europe Recent Past, Current & Future Analysis for Animation and Gaming by Application - TV Application, Media Application and Other Applications - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
TABLE 30: Europe Historic Review for Animation and Gaming by Application - TV Application, Media Application and Other Applications Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
TABLE 31: Europe 16-Year Perspective for Animation and Gaming by Application - Percentage Breakdown of Value Sales for TV Application, Media Application and Other Applications for the Years 2014, 2024 & 2030
FRANCE
Animation and Gaming Market Presence - Strong/Active/Niche/Trivial - Key Competitors in France for 2024 (E)
TABLE 32: France Recent Past, Current & Future Analysis for Animation and Gaming by Application - TV Application, Media Application and Other Applications - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
TABLE 33: France Historic Review for Animation and Gaming by Application - TV Application, Media Application and Other Applications Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
TABLE 34: France 16-Year Perspective for Animation and Gaming by Application - Percentage Breakdown of Value Sales for TV Application, Media Application and Other Applications for the Years 2014, 2024 & 2030
GERMANY
Animation and Gaming Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Germany for 2024 (E)
TABLE 35: Germany Recent Past, Current & Future Analysis for Animation and Gaming by Application - TV Application, Media Application and Other Applications - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
TABLE 36: Germany Historic Review for Animation and Gaming by Application - TV Application, Media Application and Other Applications Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
TABLE 37: Germany 16-Year Perspective for Animation and Gaming by Application - Percentage Breakdown of Value Sales for TV Application, Media Application and Other Applications for the Years 2014, 2024 & 2030
ITALY
TABLE 38: Italy Recent Past, Current & Future Analysis for Animation and Gaming by Application - TV Application, Media Application and Other Applications - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
TABLE 39: Italy Historic Review for Animation and Gaming by Application - TV Application, Media Application and Other Applications Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
TABLE 40: Italy 16-Year Perspective for Animation and Gaming by Application - Percentage Breakdown of Value Sales for TV Application, Media Application and Other Applications for the Years 2014, 2024 & 2030
UNITED KINGDOM
Animation and Gaming Market Presence - Strong/Active/Niche/Trivial - Key Competitors in the United Kingdom for 2024 (E)
TABLE 41: UK Recent Past, Current & Future Analysis for Animation and Gaming by Application - TV Application, Media Application and Other Applications - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
TABLE 42: UK Historic Review for Animation and Gaming by Application - TV Application, Media Application and Other Applications Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
TABLE 43: UK 16-Year Perspective for Animation and Gaming by Application - Percentage Breakdown of Value Sales for TV Application, Media Application and Other Applications for the Years 2014, 2024 & 2030
SPAIN
TABLE 44: Spain Recent Past, Current & Future Analysis for Animation and Gaming by Application - TV Application, Media Application and Other Applications - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
TABLE 45: Spain Historic Review for Animation and Gaming by Application - TV Application, Media Application and Other Applications Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
TABLE 46: Spain 16-Year Perspective for Animation and Gaming by Application - Percentage Breakdown of Value Sales for TV Application, Media Application and Other Applications for the Years 2014, 2024 & 2030
RUSSIA
TABLE 47: Russia Recent Past, Current & Future Analysis for Animation and Gaming by Application - TV Application, Media Application and Other Applications - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
TABLE 48: Russia Historic Review for Animation and Gaming by Application - TV Application, Media Application and Other Applications Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
TABLE 49: Russia 16-Year Perspective for Animation and Gaming by Application - Percentage Breakdown of Value Sales for TV Application, Media Application and Other Applications for the Years 2014, 2024 & 2030
REST OF EUROPE
TABLE 50: Rest of Europe Recent Past, Current & Future Analysis for Animation and Gaming by Application - TV Application, Media Application and Other Applications - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
TABLE 51: Rest of Europe Historic Review for Animation and Gaming by Application - TV Application, Media Application and Other Applications Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
TABLE 52: Rest of Europe 16-Year Perspective for Animation and Gaming by Application - Percentage Breakdown of Value Sales for TV Application, Media Application and Other Applications for the Years 2014, 2024 & 2030
ASIA-PACIFIC
Animation and Gaming Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Asia-Pacific for 2024 (E)
TABLE 53: Asia-Pacific Recent Past, Current & Future Analysis for Animation and Gaming by Geographic Region - Australia, India, South Korea and Rest of Asia-Pacific Markets - Independent Analysis of Annual Sales in US$ Million for Years 2023 through 2030 and % CAGR
TABLE 54: Asia-Pacific Historic Review for Animation and Gaming by Geographic Region - Australia, India, South Korea and Rest of Asia-Pacific Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
TABLE 55: Asia-Pacific 16-Year Perspective for Animation and Gaming by Geographic Region - Percentage Breakdown of Value Sales for Australia, India, South Korea and Rest of Asia-Pacific Markets for Years 2014, 2024 & 2030
TABLE 56: Asia-Pacific Recent Past, Current & Future Analysis for Animation and Gaming by Application - TV Application, Media Application and Other Applications - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
TABLE 57: Asia-Pacific Historic Review for Animation and Gaming by Application - TV Application, Media Application and Other Applications Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
TABLE 58: Asia-Pacific 16-Year Perspective for Animation and Gaming by Application - Percentage Breakdown of Value Sales for TV Application, Media Application and Other Applications for the Years 2014, 2024 & 2030
AUSTRALIA
Animation and Gaming Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Australia for 2024 (E)
TABLE 59: Australia Recent Past, Current & Future Analysis for Animation and Gaming by Application - TV Application, Media Application and Other Applications - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
TABLE 60: Australia Historic Review for Animation and Gaming by Application - TV Application, Media Application and Other Applications Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
TABLE 61: Australia 16-Year Perspective for Animation and Gaming by Application - Percentage Breakdown of Value Sales for TV Application, Media Application and Other Applications for the Years 2014, 2024 & 2030
INDIA
Animation and Gaming Market Presence - Strong/Active/Niche/Trivial - Key Competitors in India for 2024 (E)
TABLE 62: India Recent Past, Current & Future Analysis for Animation and Gaming by Application - TV Application, Media Application and Other Applications - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
TABLE 63: India Historic Review for Animation and Gaming by Application - TV Application, Media Application and Other Applications Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
TABLE 64: India 16-Year Perspective for Animation and Gaming by Application - Percentage Breakdown of Value Sales for TV Application, Media Application and Other Applications for the Years 2014, 2024 & 2030
SOUTH KOREA
TABLE 65: South Korea Recent Past, Current & Future Analysis for Animation and Gaming by Application - TV Application, Media Application and Other Applications - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
TABLE 66: South Korea Historic Review for Animation and Gaming by Application - TV Application, Media Application and Other Applications Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
TABLE 67: South Korea 16-Year Perspective for Animation and Gaming by Application - Percentage Breakdown of Value Sales for TV Application, Media Application and Other Applications for the Years 2014, 2024 & 2030
REST OF ASIA-PACIFIC
TABLE 68: Rest of Asia-Pacific Recent Past, Current & Future Analysis for Animation and Gaming by Application - TV Application, Media Application and Other Applications - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
TABLE 69: Rest of Asia-Pacific Historic Review for Animation and Gaming by Application - TV Application, Media Application and Other Applications Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
TABLE 70: Rest of Asia-Pacific 16-Year Perspective for Animation and Gaming by Application - Percentage Breakdown of Value Sales for TV Application, Media Application and Other Applications for the Years 2014, 2024 & 2030
LATIN AMERICA
Animation and Gaming Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Latin America for 2024 (E)
TABLE 71: Latin America Recent Past, Current & Future Analysis for Animation and Gaming by Geographic Region - Argentina, Brazil, Mexico and Rest of Latin America Markets - Independent Analysis of Annual Sales in US$ Million for Years 2023 through 2030 and % CAGR
TABLE 72: Latin America Historic Review for Animation and Gaming by Geographic Region - Argentina, Brazil, Mexico and Rest of Latin America Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
TABLE 73: Latin America 16-Year Perspective for Animation and Gaming by Geographic Region - Percentage Breakdown of Value Sales for Argentina, Brazil, Mexico and Rest of Latin America Markets for Years 2014, 2024 & 2030
TABLE 74: Latin America Recent Past, Current & Future Analysis for Animation and Gaming by Application - TV Application, Media Application and Other Applications - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
TABLE 75: Latin America Historic Review for Animation and Gaming by Application - TV Application, Media Application and Other Applications Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
TABLE 76: Latin America 16-Year Perspective for Animation and Gaming by Application - Percentage Breakdown of Value Sales for TV Application, Media Application and Other Applications for the Years 2014, 2024 & 2030
ARGENTINA
TABLE 77: Argentina Recent Past, Current & Future Analysis for Animation and Gaming by Application - TV Application, Media Application and Other Applications - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
TABLE 78: Argentina Historic Review for Animation and Gaming by Application - TV Application, Media Application and Other Applications Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
TABLE 79: Argentina 16-Year Perspective for Animation and Gaming by Application - Percentage Breakdown of Value Sales for TV Application, Media Application and Other Applications for the Years 2014, 2024 & 2030
BRAZIL
TABLE 80: Brazil Recent Past, Current & Future Analysis for Animation and Gaming by Application - TV Application, Media Application and Other Applications - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
TABLE 81: Brazil Historic Review for Animation and Gaming by Application - TV Application, Media Application and Other Applications Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
TABLE 82: Brazil 16-Year Perspective for Animation and Gaming by Application - Percentage Breakdown of Value Sales for TV Application, Media Application and Other Applications for the Years 2014, 2024 & 2030
MEXICO
TABLE 83: Mexico Recent Past, Current & Future Analysis for Animation and Gaming by Application - TV Application, Media Application and Other Applications - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
TABLE 84: Mexico Historic Review for Animation and Gaming by Application - TV Application, Media Application and Other Applications Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
TABLE 85: Mexico 16-Year Perspective for Animation and Gaming by Application - Percentage Breakdown of Value Sales for TV Application, Media Application and Other Applications for the Years 2014, 2024 & 2030
REST OF LATIN AMERICA
TABLE 86: Rest of Latin America Recent Past, Current & Future Analysis for Animation and Gaming by Application - TV Application, Media Application and Other Applications - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
TABLE 87: Rest of Latin America Historic Review for Animation and Gaming by Application - TV Application, Media Application and Other Applications Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
TABLE 88: Rest of Latin America 16-Year Perspective for Animation and Gaming by Application - Percentage Breakdown of Value Sales for TV Application, Media Application and Other Applications for the Years 2014, 2024 & 2030
MIDDLE EAST
Animation and Gaming Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Middle East for 2024 (E)
TABLE 89: Middle East Recent Past, Current & Future Analysis for Animation and Gaming by Geographic Region - Iran, Israel, Saudi Arabia, UAE and Rest of Middle East Markets - Independent Analysis of Annual Sales in US$ Million for Years 2023 through 2030 and % CAGR
TABLE 90: Middle East Historic Review for Animation and Gaming by Geographic Region - Iran, Israel, Saudi Arabia, UAE and Rest of Middle East Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
TABLE 91: Middle East 16-Year Perspective for Animation and Gaming by Geographic Region - Percentage Breakdown of Value Sales for Iran, Israel, Saudi Arabia, UAE and Rest of Middle East Markets for Years 2014, 2024 & 2030
TABLE 92: Middle East Recent Past, Current & Future Analysis for Animation and Gaming by Application - TV Application, Media Application and Other Applications - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
TABLE 93: Middle East Historic Review for Animation and Gaming by Application - TV Application, Media Application and Other Applications Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
TABLE 94: Middle East 16-Year Perspective for Animation and Gaming by Application - Percentage Breakdown of Value Sales for TV Application, Media Application and Other Applications for the Years 2014, 2024 & 2030
IRAN
TABLE 95: Iran Recent Past, Current & Future Analysis for Animation and Gaming by Application - TV Application, Media Application and Other Applications - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
TABLE 96: Iran Historic Review for Animation and Gaming by Application - TV Application, Media Application and Other Applications Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
TABLE 97: Iran 16-Year Perspective for Animation and Gaming by Application - Percentage Breakdown of Value Sales for TV Application, Media Application and Other Applications for the Years 2014, 2024 & 2030
ISRAEL
TABLE 98: Israel Recent Past, Current & Future Analysis for Animation and Gaming by Application - TV Application, Media Application and Other Applications - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
TABLE 99: Israel Historic Review for Animation and Gaming by Application - TV Application, Media Application and Other Applications Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
TABLE 100: Israel 16-Year Perspective for Animation and Gaming by Application - Percentage Breakdown of Value Sales for TV Application, Media Application and Other Applications for the Years 2014, 2024 & 2030
SAUDI ARABIA
TABLE 101: Saudi Arabia Recent Past, Current & Future Analysis for Animation and Gaming by Application - TV Application, Media Application and Other Applications - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
TABLE 102: Saudi Arabia Historic Review for Animation and Gaming by Application - TV Application, Media Application and Other Applications Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
TABLE 103: Saudi Arabia 16-Year Perspective for Animation and Gaming by Application - Percentage Breakdown of Value Sales for TV Application, Media Application and Other Applications for the Years 2014, 2024 & 2030
UNITED ARAB EMIRATES
TABLE 104: UAE Recent Past, Current & Future Analysis for Animation and Gaming by Application - TV Application, Media Application and Other Applications - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
TABLE 105: UAE Historic Review for Animation and Gaming by Application - TV Application, Media Application and Other Applications Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
TABLE 106: UAE 16-Year Perspective for Animation and Gaming by Application - Percentage Breakdown of Value Sales for TV Application, Media Application and Other Applications for the Years 2014, 2024 & 2030
REST OF MIDDLE EAST
TABLE 107: Rest of Middle East Recent Past, Current & Future Analysis for Animation and Gaming by Application - TV Application, Media Application and Other Applications - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
TABLE 108: Rest of Middle East Historic Review for Animation and Gaming by Application - TV Application, Media Application and Other Applications Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
TABLE 109: Rest of Middle East 16-Year Perspective for Animation and Gaming by Application - Percentage Breakdown of Value Sales for TV Application, Media Application and Other Applications for the Years 2014, 2024 & 2030
AFRICA
Animation and Gaming Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Africa for 2024 (E)
TABLE 110: Africa Recent Past, Current & Future Analysis for Animation and Gaming by Application - TV Application, Media Application and Other Applications - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
TABLE 111: Africa Historic Review for Animation and Gaming by Application - TV Application, Media Application and Other Applications Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
TABLE 112: Africa 16-Year Perspective for Animation and Gaming by Application - Percentage Breakdown of Value Sales for TV Application, Media Application and Other Applications for the Years 2014, 2024 & 2030
IV. COMPETITION

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