Generative Artificial Intelligence in Animation

Generative Artificial Intelligence in Animation

Global Generative Artificial Intelligence in Animation Market to Reach US$15.9 Billion by 2030

The global market for Generative Artificial Intelligence in Animation estimated at US$2.1 Billion in the year 2024, is expected to reach US$15.9 Billion by 2030, growing at a CAGR of 39.8% over the analysis period 2024-2030. Transformers Model, one of the segments analyzed in the report, is expected to record a 39.7% CAGR and reach US$7.0 Billion by the end of the analysis period. Growth in the Generative Adversarial Networks (GANs) Model segment is estimated at 41.8% CAGR over the analysis period.

The U.S. Market is Estimated at US$557.7 Million While China is Forecast to Grow at 37.8% CAGR

The Generative Artificial Intelligence in Animation market in the U.S. is estimated at US$557.7 Million in the year 2024. China, the world`s second largest economy, is forecast to reach a projected market size of US$2.4 Billion by the year 2030 trailing a CAGR of 37.8% over the analysis period 2024-2030. Among the other noteworthy geographic markets are Japan and Canada, each forecast to grow at a CAGR of 36.3% and 34.6% respectively over the analysis period. Within Europe, Germany is forecast to grow at approximately 27.8% CAGR.

Global Generative Artificial Intelligence in Animation Market - Key Trends & Drivers Summarized

How Is Generative AI Transforming the Animation Industry?

Generative Artificial Intelligence (AI) is revolutionizing the animation industry by enabling creators to achieve unparalleled levels of creativity, efficiency, and precision. With the ability to generate lifelike characters, fluid motion sequences, and immersive backgrounds, generative AI tools have redefined the animation process. These technologies allow animators to automate repetitive tasks such as frame interpolation, texture generation, and character rigging, freeing up valuable time for creative storytelling. Generative AI models, powered by advanced neural networks, can learn from existing animation styles to create new, contextually relevant designs, offering limitless possibilities for originality. Studios are increasingly adopting AI-driven tools to streamline production pipelines, reduce costs, and meet tight deadlines without compromising on quality. Furthermore, generative AI is making animation more accessible to smaller studios and independent creators, enabling them to compete in an industry once dominated by major players. This democratization of technology has spurred a wave of innovation, with creators leveraging generative AI to produce everything from short films to blockbuster features, reshaping the landscape of the animation industry.

What Role Does Technology Play in Advancing AI-Driven Animation?

Technological advancements have been the cornerstone of generative AI`s impact on animation, providing the computational power and tools necessary to bring creative visions to life. The development of transformer-based architectures, generative adversarial networks (GANs), and diffusion models has enabled AI systems to generate highly detailed and realistic animations. High-performance GPUs and cloud computing platforms have further accelerated rendering processes, allowing studios to handle the vast computational demands of generative AI workflows. Additionally, AI-powered tools now integrate seamlessly with industry-standard software such as Autodesk Maya, Blender, and Unreal Engine, enhancing the workflow for animators and game developers. Motion capture technologies combined with generative AI are creating realistic character animations by mapping human movements in real-time, significantly reducing production timelines. Another breakthrough is the use of AI in creating hyper-realistic facial expressions and lip-syncing, bringing characters to life with unprecedented realism. These advancements are not only driving the adoption of generative AI in animation but are also expanding the boundaries of what is creatively possible, redefining the future of visual storytelling.

How Is Generative AI Reshaping Industry Practices and Consumer Experiences?

Generative AI is transforming industry practices in animation by enabling studios to scale production capabilities, create personalized content, and cater to evolving consumer preferences. For streaming platforms and content providers, AI-driven tools allow the creation of region-specific animations and culturally relevant storylines, enhancing viewer engagement and broadening market appeal. In the gaming industry, generative AI is being used to design procedurally generated worlds, dynamic characters, and adaptive gameplay mechanics, creating more immersive and interactive experiences for players. The advertising sector is leveraging generative AI to produce eye-catching animations tailored to specific demographics, optimizing marketing campaigns. Education and training are also benefiting from AI-generated animations, with interactive content making learning more engaging and effective. Consumers are increasingly seeking personalized experiences, and generative AI is fulfilling this demand by enabling creators to craft unique, audience-specific content. By reshaping how animation is produced and consumed, generative AI is driving a paradigm shift that aligns industry practices with modern technological and consumer trends.

What Are the Key Growth Drivers in the Generative AI in Animation Market?

The growth in the generative artificial intelligence in animation market is driven by several factors, including advancements in AI algorithms, expanding use cases across industries, and changing consumer demands. A critical driver is the increasing demand for high-quality, visually appealing content in a content-driven digital economy. Studios are turning to generative AI to meet tight production timelines and reduce costs without sacrificing quality, particularly as the demand for animated series, films, and games continues to grow. The integration of AI with real-time rendering engines, such as Unreal Engine 5, is enabling studios to produce high-fidelity animations in shorter timeframes, further accelerating adoption. The gaming industry’s push for procedurally generated content and dynamic storytelling is another significant driver, with generative AI providing the tools to create expansive game worlds and adaptive narratives. Additionally, the rise of the metaverse and virtual reality (VR) is fueling demand for generative AI in creating immersive virtual environments and animated avatars. Consumer behavior is also shifting, with audiences seeking personalized and interactive experiences, which generative AI can deliver at scale. These factors collectively highlight the transformative potential of generative AI in animation, positioning the market for exponential growth in the coming years.

SCOPE OF STUDY:

The report analyzes the Generative Artificial Intelligence in Animation market in terms of units by the following Segments, and Geographic Regions/Countries:

Segments:
AI Model (Transformers Model, Generative Adversarial Networks (GANs) Model, Variational Autoencoders (VAEs) Model, Other AI Models); End-Use (Televisions (Over-the-Top) End-Use, Advertising End-Use, Movie Production End-Use, Gaming End-Use, Other End-Uses)

Geographic Regions/Countries:
World; United States; Canada; Japan; China; Europe (France; Germany; Italy; United Kingdom; and Rest of Europe); Asia-Pacific; Rest of World.

Select Competitors (Total 22 Featured) -
  • Autodesk, Inc.
  • DreamWorks Animation
  • Google LLC
  • InVideo
  • Kartoon Studios, Inc.
  • NVIDIA Corporation
  • ServiceNow, Inc.
  • The Walt Disney Company


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I. METHODOLOGY
II. EXECUTIVE SUMMARY
1. MARKET OVERVIEW
Influencer Market Insights
World Market Trajectories
Economic Frontiers: Trends, Trials & Transformations
Generative Artificial Intelligence in Animation – 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
Rising Demand for Hyper-Realistic Visual Effects Drives Adoption of Generative AI in Animation
Advancements in AI-Driven Character Modeling Propel Innovation in Animation Workflows
Automation of Labor-Intensive Animation Processes Expands Market Adoption Opportunities
Growing Use of AI for Real-Time Rendering Strengthens Business Case for Generative AI Tools
Increased Focus on Personalized Content Creation Fuels Demand for AI in Animation
Integration of AI Animation Tools with Popular Creative Software Spurs Growth
Generative AI-Powered Storyboarding Expands Creative Possibilities for Animators
Demand for Cost-Effective Production Methods Sustains Growth in AI-Driven Animation Solutions
Regulatory Concerns Over AI-Generated Content Ethics Shape Market Dynamics
Enhanced Capabilities in AI Lip-Syncing and Voice Animation Drive New Opportunities
Generative AI`s Role in Creating Virtual Worlds Generates Demand Across Entertainment Sectors
Adoption by Independent Studios Expands Addressable Market for Generative AI Animation Tools
Advancements in AI Motion Capture Enhance Realism and Streamline Production Workflows
Emerging Demand for AI-Assisted 3D Animation Creates New Growth Avenues for Technology Providers
4. GLOBAL MARKET PERSPECTIVE
TABLE 1: World Generative Artificial Intelligence in Animation Market Analysis of Annual Sales in US$ Thousand for Years 2015 through 2030
TABLE 2: World Recent Past, Current & Future Analysis for Generative Artificial Intelligence in Animation by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2024 through 2030 and % CAGR
TABLE 3: World 6-Year Perspective for Generative Artificial Intelligence in Animation by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets for Years 2025 & 2030
TABLE 4: World Recent Past, Current & Future Analysis for Transformers Model by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2024 through 2030 and % CAGR
TABLE 5: World 6-Year Perspective for Transformers Model by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
TABLE 6: World Recent Past, Current & Future Analysis for Generative Adversarial Networks (GANs) Model by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2024 through 2030 and % CAGR
TABLE 7: World 6-Year Perspective for Generative Adversarial Networks (GANs) Model by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
TABLE 8: World Recent Past, Current & Future Analysis for Variational Autoencoders (VAEs) Model by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2024 through 2030 and % CAGR
TABLE 9: World 6-Year Perspective for Variational Autoencoders (VAEs) Model by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
TABLE 10: World Recent Past, Current & Future Analysis for Other AI Models by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2024 through 2030 and % CAGR
TABLE 11: World 6-Year Perspective for Other AI Models by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
TABLE 12: World Recent Past, Current & Future Analysis for Televisions (Over-the-Top) End-Use by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2024 through 2030 and % CAGR
TABLE 13: World 6-Year Perspective for Televisions (Over-the-Top) End-Use by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
TABLE 14: World Recent Past, Current & Future Analysis for Advertising End-Use by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2024 through 2030 and % CAGR
TABLE 15: World 6-Year Perspective for Advertising End-Use by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
TABLE 16: World Recent Past, Current & Future Analysis for Movie Production End-Use by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2024 through 2030 and % CAGR
TABLE 17: World 6-Year Perspective for Movie Production End-Use by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
TABLE 18: World Recent Past, Current & Future Analysis for Gaming End-Use by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2024 through 2030 and % CAGR
TABLE 19: World 6-Year Perspective for Gaming End-Use by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
TABLE 20: World Recent Past, Current & Future Analysis for Other End-Uses by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2024 through 2030 and % CAGR
TABLE 21: World 6-Year Perspective for Other End-Uses by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
III. MARKET ANALYSIS
UNITED STATES
Generative Artificial Intelligence in Animation Market Presence - Strong/Active/Niche/Trivial - Key Competitors in the United States for 2025 (E)
TABLE 22: USA Recent Past, Current & Future Analysis for Generative Artificial Intelligence in Animation by AI Model - Transformers Model, Generative Adversarial Networks (GANs) Model, Variational Autoencoders (VAEs) Model and Other AI Models - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
TABLE 23: USA 6-Year Perspective for Generative Artificial Intelligence in Animation by AI Model - Percentage Breakdown of Value Sales for Transformers Model, Generative Adversarial Networks (GANs) Model, Variational Autoencoders (VAEs) Model and Other AI Models for the Years 2025 & 2030
TABLE 24: USA Recent Past, Current & Future Analysis for Generative Artificial Intelligence in Animation by End-Use - Televisions (Over-the-Top) End-Use, Advertising End-Use, Movie Production End-Use, Gaming End-Use and Other End-Uses - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
TABLE 25: USA 6-Year Perspective for Generative Artificial Intelligence in Animation by End-Use - Percentage Breakdown of Value Sales for Televisions (Over-the-Top) End-Use, Advertising End-Use, Movie Production End-Use, Gaming End-Use and Other End-Uses for the Years 2025 & 2030
CANADA
TABLE 26: Canada Recent Past, Current & Future Analysis for Generative Artificial Intelligence in Animation by AI Model - Transformers Model, Generative Adversarial Networks (GANs) Model, Variational Autoencoders (VAEs) Model and Other AI Models - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
TABLE 27: Canada 6-Year Perspective for Generative Artificial Intelligence in Animation by AI Model - Percentage Breakdown of Value Sales for Transformers Model, Generative Adversarial Networks (GANs) Model, Variational Autoencoders (VAEs) Model and Other AI Models for the Years 2025 & 2030
TABLE 28: Canada Recent Past, Current & Future Analysis for Generative Artificial Intelligence in Animation by End-Use - Televisions (Over-the-Top) End-Use, Advertising End-Use, Movie Production End-Use, Gaming End-Use and Other End-Uses - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
TABLE 29: Canada 6-Year Perspective for Generative Artificial Intelligence in Animation by End-Use - Percentage Breakdown of Value Sales for Televisions (Over-the-Top) End-Use, Advertising End-Use, Movie Production End-Use, Gaming End-Use and Other End-Uses for the Years 2025 & 2030
JAPAN
Generative Artificial Intelligence in Animation Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Japan for 2025 (E)
TABLE 30: Japan Recent Past, Current & Future Analysis for Generative Artificial Intelligence in Animation by AI Model - Transformers Model, Generative Adversarial Networks (GANs) Model, Variational Autoencoders (VAEs) Model and Other AI Models - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
TABLE 31: Japan 6-Year Perspective for Generative Artificial Intelligence in Animation by AI Model - Percentage Breakdown of Value Sales for Transformers Model, Generative Adversarial Networks (GANs) Model, Variational Autoencoders (VAEs) Model and Other AI Models for the Years 2025 & 2030
TABLE 32: Japan Recent Past, Current & Future Analysis for Generative Artificial Intelligence in Animation by End-Use - Televisions (Over-the-Top) End-Use, Advertising End-Use, Movie Production End-Use, Gaming End-Use and Other End-Uses - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
TABLE 33: Japan 6-Year Perspective for Generative Artificial Intelligence in Animation by End-Use - Percentage Breakdown of Value Sales for Televisions (Over-the-Top) End-Use, Advertising End-Use, Movie Production End-Use, Gaming End-Use and Other End-Uses for the Years 2025 & 2030
CHINA
Generative Artificial Intelligence in Animation Market Presence - Strong/Active/Niche/Trivial - Key Competitors in China for 2025 (E)
TABLE 34: China Recent Past, Current & Future Analysis for Generative Artificial Intelligence in Animation by AI Model - Transformers Model, Generative Adversarial Networks (GANs) Model, Variational Autoencoders (VAEs) Model and Other AI Models - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
TABLE 35: China 6-Year Perspective for Generative Artificial Intelligence in Animation by AI Model - Percentage Breakdown of Value Sales for Transformers Model, Generative Adversarial Networks (GANs) Model, Variational Autoencoders (VAEs) Model and Other AI Models for the Years 2025 & 2030
TABLE 36: China Recent Past, Current & Future Analysis for Generative Artificial Intelligence in Animation by End-Use - Televisions (Over-the-Top) End-Use, Advertising End-Use, Movie Production End-Use, Gaming End-Use and Other End-Uses - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
TABLE 37: China 6-Year Perspective for Generative Artificial Intelligence in Animation by End-Use - Percentage Breakdown of Value Sales for Televisions (Over-the-Top) End-Use, Advertising End-Use, Movie Production End-Use, Gaming End-Use and Other End-Uses for the Years 2025 & 2030
EUROPE
Generative Artificial Intelligence in Animation Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Europe for 2025 (E)
TABLE 38: Europe Recent Past, Current & Future Analysis for Generative Artificial Intelligence in Animation by Geographic Region - France, Germany, Italy, UK and Rest of Europe Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2024 through 2030 and % CAGR
TABLE 39: Europe 6-Year Perspective for Generative Artificial Intelligence in Animation by Geographic Region - Percentage Breakdown of Value Sales for France, Germany, Italy, UK and Rest of Europe Markets for Years 2025 & 2030
TABLE 40: Europe Recent Past, Current & Future Analysis for Generative Artificial Intelligence in Animation by AI Model - Transformers Model, Generative Adversarial Networks (GANs) Model, Variational Autoencoders (VAEs) Model and Other AI Models - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
TABLE 41: Europe 6-Year Perspective for Generative Artificial Intelligence in Animation by AI Model - Percentage Breakdown of Value Sales for Transformers Model, Generative Adversarial Networks (GANs) Model, Variational Autoencoders (VAEs) Model and Other AI Models for the Years 2025 & 2030
TABLE 42: Europe Recent Past, Current & Future Analysis for Generative Artificial Intelligence in Animation by End-Use - Televisions (Over-the-Top) End-Use, Advertising End-Use, Movie Production End-Use, Gaming End-Use and Other End-Uses - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
TABLE 43: Europe 6-Year Perspective for Generative Artificial Intelligence in Animation by End-Use - Percentage Breakdown of Value Sales for Televisions (Over-the-Top) End-Use, Advertising End-Use, Movie Production End-Use, Gaming End-Use and Other End-Uses for the Years 2025 & 2030
FRANCE
Generative Artificial Intelligence in Animation Market Presence - Strong/Active/Niche/Trivial - Key Competitors in France for 2025 (E)
TABLE 44: France Recent Past, Current & Future Analysis for Generative Artificial Intelligence in Animation by AI Model - Transformers Model, Generative Adversarial Networks (GANs) Model, Variational Autoencoders (VAEs) Model and Other AI Models - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
TABLE 45: France 6-Year Perspective for Generative Artificial Intelligence in Animation by AI Model - Percentage Breakdown of Value Sales for Transformers Model, Generative Adversarial Networks (GANs) Model, Variational Autoencoders (VAEs) Model and Other AI Models for the Years 2025 & 2030
TABLE 46: France Recent Past, Current & Future Analysis for Generative Artificial Intelligence in Animation by End-Use - Televisions (Over-the-Top) End-Use, Advertising End-Use, Movie Production End-Use, Gaming End-Use and Other End-Uses - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
TABLE 47: France 6-Year Perspective for Generative Artificial Intelligence in Animation by End-Use - Percentage Breakdown of Value Sales for Televisions (Over-the-Top) End-Use, Advertising End-Use, Movie Production End-Use, Gaming End-Use and Other End-Uses for the Years 2025 & 2030
GERMANY
Generative Artificial Intelligence in Animation Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Germany for 2025 (E)
TABLE 48: Germany Recent Past, Current & Future Analysis for Generative Artificial Intelligence in Animation by AI Model - Transformers Model, Generative Adversarial Networks (GANs) Model, Variational Autoencoders (VAEs) Model and Other AI Models - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
TABLE 49: Germany 6-Year Perspective for Generative Artificial Intelligence in Animation by AI Model - Percentage Breakdown of Value Sales for Transformers Model, Generative Adversarial Networks (GANs) Model, Variational Autoencoders (VAEs) Model and Other AI Models for the Years 2025 & 2030
TABLE 50: Germany Recent Past, Current & Future Analysis for Generative Artificial Intelligence in Animation by End-Use - Televisions (Over-the-Top) End-Use, Advertising End-Use, Movie Production End-Use, Gaming End-Use and Other End-Uses - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
TABLE 51: Germany 6-Year Perspective for Generative Artificial Intelligence in Animation by End-Use - Percentage Breakdown of Value Sales for Televisions (Over-the-Top) End-Use, Advertising End-Use, Movie Production End-Use, Gaming End-Use and Other End-Uses for the Years 2025 & 2030
ITALY
TABLE 52: Italy Recent Past, Current & Future Analysis for Generative Artificial Intelligence in Animation by AI Model - Transformers Model, Generative Adversarial Networks (GANs) Model, Variational Autoencoders (VAEs) Model and Other AI Models - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
TABLE 53: Italy 6-Year Perspective for Generative Artificial Intelligence in Animation by AI Model - Percentage Breakdown of Value Sales for Transformers Model, Generative Adversarial Networks (GANs) Model, Variational Autoencoders (VAEs) Model and Other AI Models for the Years 2025 & 2030
TABLE 54: Italy Recent Past, Current & Future Analysis for Generative Artificial Intelligence in Animation by End-Use - Televisions (Over-the-Top) End-Use, Advertising End-Use, Movie Production End-Use, Gaming End-Use and Other End-Uses - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
TABLE 55: Italy 6-Year Perspective for Generative Artificial Intelligence in Animation by End-Use - Percentage Breakdown of Value Sales for Televisions (Over-the-Top) End-Use, Advertising End-Use, Movie Production End-Use, Gaming End-Use and Other End-Uses for the Years 2025 & 2030
UNITED KINGDOM
Generative Artificial Intelligence in Animation Market Presence - Strong/Active/Niche/Trivial - Key Competitors in the United Kingdom for 2025 (E)
TABLE 56: UK Recent Past, Current & Future Analysis for Generative Artificial Intelligence in Animation by AI Model - Transformers Model, Generative Adversarial Networks (GANs) Model, Variational Autoencoders (VAEs) Model and Other AI Models - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
TABLE 57: UK 6-Year Perspective for Generative Artificial Intelligence in Animation by AI Model - Percentage Breakdown of Value Sales for Transformers Model, Generative Adversarial Networks (GANs) Model, Variational Autoencoders (VAEs) Model and Other AI Models for the Years 2025 & 2030
TABLE 58: UK Recent Past, Current & Future Analysis for Generative Artificial Intelligence in Animation by End-Use - Televisions (Over-the-Top) End-Use, Advertising End-Use, Movie Production End-Use, Gaming End-Use and Other End-Uses - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
TABLE 59: UK 6-Year Perspective for Generative Artificial Intelligence in Animation by End-Use - Percentage Breakdown of Value Sales for Televisions (Over-the-Top) End-Use, Advertising End-Use, Movie Production End-Use, Gaming End-Use and Other End-Uses for the Years 2025 & 2030
REST OF EUROPE
TABLE 60: Rest of Europe Recent Past, Current & Future Analysis for Generative Artificial Intelligence in Animation by AI Model - Transformers Model, Generative Adversarial Networks (GANs) Model, Variational Autoencoders (VAEs) Model and Other AI Models - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
TABLE 61: Rest of Europe 6-Year Perspective for Generative Artificial Intelligence in Animation by AI Model - Percentage Breakdown of Value Sales for Transformers Model, Generative Adversarial Networks (GANs) Model, Variational Autoencoders (VAEs) Model and Other AI Models for the Years 2025 & 2030
TABLE 62: Rest of Europe Recent Past, Current & Future Analysis for Generative Artificial Intelligence in Animation by End-Use - Televisions (Over-the-Top) End-Use, Advertising End-Use, Movie Production End-Use, Gaming End-Use and Other End-Uses - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
TABLE 63: Rest of Europe 6-Year Perspective for Generative Artificial Intelligence in Animation by End-Use - Percentage Breakdown of Value Sales for Televisions (Over-the-Top) End-Use, Advertising End-Use, Movie Production End-Use, Gaming End-Use and Other End-Uses for the Years 2025 & 2030
ASIA-PACIFIC
Generative Artificial Intelligence in Animation Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Asia-Pacific for 2025 (E)
TABLE 64: Asia-Pacific Recent Past, Current & Future Analysis for Generative Artificial Intelligence in Animation by AI Model - Transformers Model, Generative Adversarial Networks (GANs) Model, Variational Autoencoders (VAEs) Model and Other AI Models - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
TABLE 65: Asia-Pacific 6-Year Perspective for Generative Artificial Intelligence in Animation by AI Model - Percentage Breakdown of Value Sales for Transformers Model, Generative Adversarial Networks (GANs) Model, Variational Autoencoders (VAEs) Model and Other AI Models for the Years 2025 & 2030
TABLE 66: Asia-Pacific Recent Past, Current & Future Analysis for Generative Artificial Intelligence in Animation by End-Use - Televisions (Over-the-Top) End-Use, Advertising End-Use, Movie Production End-Use, Gaming End-Use and Other End-Uses - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
TABLE 67: Asia-Pacific 6-Year Perspective for Generative Artificial Intelligence in Animation by End-Use - Percentage Breakdown of Value Sales for Televisions (Over-the-Top) End-Use, Advertising End-Use, Movie Production End-Use, Gaming End-Use and Other End-Uses for the Years 2025 & 2030
REST OF WORLD
TABLE 68: Rest of World Recent Past, Current & Future Analysis for Generative Artificial Intelligence in Animation by AI Model - Transformers Model, Generative Adversarial Networks (GANs) Model, Variational Autoencoders (VAEs) Model and Other AI Models - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
TABLE 69: Rest of World 6-Year Perspective for Generative Artificial Intelligence in Animation by AI Model - Percentage Breakdown of Value Sales for Transformers Model, Generative Adversarial Networks (GANs) Model, Variational Autoencoders (VAEs) Model and Other AI Models for the Years 2025 & 2030
TABLE 70: Rest of World Recent Past, Current & Future Analysis for Generative Artificial Intelligence in Animation by End-Use - Televisions (Over-the-Top) End-Use, Advertising End-Use, Movie Production End-Use, Gaming End-Use and Other End-Uses - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
TABLE 71: Rest of World 6-Year Perspective for Generative Artificial Intelligence in Animation by End-Use - Percentage Breakdown of Value Sales for Televisions (Over-the-Top) End-Use, Advertising End-Use, Movie Production End-Use, Gaming End-Use and Other End-Uses for the Years 2025 & 2030
IV. COMPETITION

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