Global Animation and Gaming Market Overview:
Animation and gaming is a process of motion and shape change illusion as well as the art of applying design and aesthetics for animation and game development. Animation is mainly a method of pictorial presentation, has become the most prominent feature of technology-based learning environments. It refers to simulated motion pictures presenting movement of drawn objects. The demand for animation, gaming has expanded with the increase in targeted broadcasting hours by cable and satellite TV, availability of low cost internet access, penetration of mobile devices along with the growing popularity of streaming video. In addition, the demand for Animation content to power immersive experiences such as Augmented Reality and Virtual Reality is growing exponentially. The rapid advancement of technology has made animation and gaming available to the masses, and this industry has become one of the fastest growing segments in the global media and entertainment market Some of the players profiled in the study are Sony Interactive Entertainment (Japan), Aardman Animations (United Kingdom), Activision Blizzard (United States), Adobe (United States), Autodesk (United States), Capcom (Japan), Crest Animation Studios (India), DQ Entertainment (India), DreamWorks Animation (United States) and Electronic Arts (United States).
On the basis of geography, the market of Animation and Gaming has been segmented into South America (Brazil, Argentina, Rest of South America), Asia Pacific (China, Japan, India, South Korea, Taiwan, Australia, Rest of Asia-Pacific), Europe (Germany, France, Italy, United Kingdom, Netherlands, Rest of Europe), MEA (Middle East, Africa), North America (United States, Canada, Mexico). If we see Market by Deployment Mode, the sub-segment i.e. On-Demand will boost the Animation and Gaming market. Additionally, the rising demand from SMEs and various industry verticals gives enough cushion to market growth. If we see Market by Gaming Software, the sub-segment i.e. PC games will boost the Animation and Gaming market. Additionally, the rising demand from SMEs and various industry verticals gives enough cushion to market growth. If we see Market by Dimension Animation, the sub-segment i.e. 2D will boost the Animation and Gaming market. Additionally, the rising demand from SMEs and various industry verticals gives enough cushion to market growth.
Market Growth Drivers
- Rising Number of TV Channels
- Online Gaming to Become a Medium for Marketing and Promotion of Films
- Growth in Mobile Subscriber Base
Influencing Trend
- Growing Adoption of Visual Effects Technology in Movies
- Increasing Government Initiatives
Restraints
- Shortage of Skills
- Protection of Intellectual Property(IP)
- Threat From Piracy and Cultural barrier
Opportunities
- Animation Players to Tie Up with Internet Subscription Service Providers
- Changing Trend from Touch Interaction to No-Touch Interaction
- Establishment of a Media Brand for Games
- Growing Use of 3D Animation Technology in Medical Forensics
Challenges
- Lack of Investment and Government Support
- Low Level of Proficiency
- Intense Competition Increasing Price Sensitivity
Key Market Developments:
Aardman, the film studio of Wallace & Gromit fame, has announced a partnership with production company Independent Films, which will see the two offer advertisers and agencies films that combine animation with live action at a budget-beating cost.
Aardman company is pleased to announce that the Aardman Academy are currently designing two new model making courses to run in April and July 2020.
The global animation and gaming market players are focusing on strategic partnerships and joint ventures to improve their products and services. Players are also focusing on increasing their client base to strengthen market position and to enhance product & service offerings.
Target Audience:
Venture Capitalists and Private Equity Firms, New Entrants/Investors, Analysts and Strategic Business Planners, Software Developers, Government Regulatory and Research Organizations and End-Use Industries
Major Objectives Focused through this Study
To define, describe, and forecast the Global Animation and Gaming market on the basis of product [
] , application [Media & Entertainment, Online Education and Others], key regions and end user
To provide in-depth information regarding major influencing factors affecting the growth of the market (trends, drivers, restraints, opportunities, and industry-centric and regional challenges)
To strategically analyse the micro-markets and important business segments with respect to individual growth drivers , market trends and potential, and historical contributions to the total market
Identifying the opportunities in the market for key stakeholders and detailing the competitive landscape for market leaders
To provide market size for various segments of the Animation and Gaming market with respect to major geographies, namely, South America (Brazil, Argentina, Rest of South America), Asia Pacific (China, Japan, India, South Korea, Taiwan, Australia, Rest of Asia-Pacific), Europe (Germany, France, Italy, United Kingdom, Netherlands, Rest of Europe), MEA (Middle East, Africa), North America (United States, Canada, Mexico)
To strategically profile the key players and analyzing their market shares and core competencies in the Animation and Gaming industry
To track key developments such as product launches, expansions, agreements, partnerships, mergers & acquisitions, and R&D activities that are key factors in shaping the market
Available Customization:
Data related to EXIM [Export- Import], production & consumption by country or regional level break-up can be provided based on client request**. Additionally, the Vendors which are also part of the research are Microsoft Corporation (United States), Bandai Namco Holdings (Japan), Nintendo of America Inc. (United States) and The Lego Group (Denmark).
** Confirmation on availability of data would be informed prior purchase
While framing the research framework, major and emerging players operating in the Animation and Gaming market in various regions have been profiled, and their offerings, geographic footprints, and distribution/sales channels have been analysed through in-depth discussions. The primary research is performed by taking the interviews of executives of various companies dealing in the market as well as using the survey reports, research institute, and latest research reports. Meanwhile, analyst team keeps preparing set of questionnaires and after getting appointee list; the target audience are then tapped and segregated with various mediums and channels that are feasible for making connection that includes email communication, telephonic, skype, LinkedIn Group & InMail, Community Forums, Community Forums, open Survey, SurveyMonkey etc.