Animation and Gaming Comprehensive Study by Application (Media & Entertainment, Online Education, Others), Deployment Mode (On-Demand, Cloud Based), Gaming Software (PC games, Mobile games, Console games, Online games), Dimension Animation (2D, 3D) Players and Region - Global Market Outlook to 2026

Animation and Gaming Market by XX Submarkets | Forecast Years 2022-2027  

  • Summary
  • Market Segments
  • Table of Content
  • List of Table & Figures
  • Players Profiled
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.

Report Objectives / Segmentation Covered

By Application
  • Media & Entertainment
  • Online Education
  • Others
By Deployment Mode
  • On-Demand
  • Cloud Based

By Gaming Software
  • PC games
  • Mobile games
  • Console games
  • Online games

By Dimension Animation
  • 2D
  • 3D

By Regions
  • 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
  • 1. Market Overview
    • 1.1. Introduction
    • 1.2. Scope/Objective of the Study
      • 1.2.1. Research Objective
  • 2. Executive Summary
    • 2.1. Introduction
  • 3. Market Dynamics
    • 3.1. Introduction
    • 3.2. Market Drivers
      • 3.2.1. Rising Number of TV Channels
      • 3.2.2. Online Gaming to Become a Medium for Marketing and Promotion of Films
      • 3.2.3. Growth in Mobile Subscriber Base
    • 3.3. Market Challenges
      • 3.3.1. Lack of Investment and Government Support
      • 3.3.2. Low Level of Proficiency
      • 3.3.3. Intense Competition Increasing Price Sensitivity
    • 3.4. Market Trends
      • 3.4.1. Growing Adoption of Visual Effects Technology in Movies
      • 3.4.2. Increasing Government Initiatives
  • 4. Market Factor Analysis
    • 4.1. Porters Five Forces
    • 4.2. Supply/Value Chain
    • 4.3. PESTEL analysis
    • 4.4. Market Entropy
    • 4.5. Patent/Trademark Analysis
  • 5. Global Animation and Gaming, by Application, Deployment Mode, Gaming Software, Dimension Animation and Region (value) (2015-2020)
    • 5.1. Introduction
    • 5.2. Global Animation and Gaming (Value)
      • 5.2.1. Global Animation and Gaming by: Application (Value)
        • 5.2.1.1. Media & Entertainment
        • 5.2.1.2. Online Education
        • 5.2.1.3. Others
      • 5.2.2. Global Animation and Gaming by: Deployment Mode (Value)
        • 5.2.2.1. On-Demand
        • 5.2.2.2. Cloud Based
      • 5.2.3. Global Animation and Gaming by: Gaming Software (Value)
        • 5.2.3.1. PC games
        • 5.2.3.2. Mobile games
        • 5.2.3.3. Console games
        • 5.2.3.4. Online games
      • 5.2.4. Global Animation and Gaming by: Dimension Animation (Value)
        • 5.2.4.1. 2D
        • 5.2.4.2. 3D
      • 5.2.5. Global Animation and Gaming Region
        • 5.2.5.1. South America
          • 5.2.5.1.1. Brazil
          • 5.2.5.1.2. Argentina
          • 5.2.5.1.3. Rest of South America
        • 5.2.5.2. Asia Pacific
          • 5.2.5.2.1. China
          • 5.2.5.2.2. Japan
          • 5.2.5.2.3. India
          • 5.2.5.2.4. South Korea
          • 5.2.5.2.5. Taiwan
          • 5.2.5.2.6. Australia
          • 5.2.5.2.7. Rest of Asia-Pacific
        • 5.2.5.3. Europe
          • 5.2.5.3.1. Germany
          • 5.2.5.3.2. France
          • 5.2.5.3.3. Italy
          • 5.2.5.3.4. United Kingdom
          • 5.2.5.3.5. Netherlands
          • 5.2.5.3.6. Rest of Europe
        • 5.2.5.4. MEA
          • 5.2.5.4.1. Middle East
          • 5.2.5.4.2. Africa
        • 5.2.5.5. North America
          • 5.2.5.5.1. United States
          • 5.2.5.5.2. Canada
          • 5.2.5.5.3. Mexico
  • 6. Animation and Gaming: Manufacturers/Players Analysis
    • 6.1. Competitive Landscape
      • 6.1.1. Market Share Analysis
        • 6.1.1.1. Top 3
        • 6.1.1.2. Top 5
    • 6.2. Peer Group Analysis (2020)
    • 6.3. BCG Matrix
    • 6.4. Company Profile
      • 6.4.1. Sony Interactive Entertainment (Japan)
        • 6.4.1.1. Business Overview
        • 6.4.1.2. Products/Services Offerings
        • 6.4.1.3. Financial Analysis
        • 6.4.1.4. SWOT Analysis
      • 6.4.2. Aardman Animations (United Kingdom)
        • 6.4.2.1. Business Overview
        • 6.4.2.2. Products/Services Offerings
        • 6.4.2.3. Financial Analysis
        • 6.4.2.4. SWOT Analysis
      • 6.4.3. Activision Blizzard (United States)
        • 6.4.3.1. Business Overview
        • 6.4.3.2. Products/Services Offerings
        • 6.4.3.3. Financial Analysis
        • 6.4.3.4. SWOT Analysis
      • 6.4.4. Adobe (United States)
        • 6.4.4.1. Business Overview
        • 6.4.4.2. Products/Services Offerings
        • 6.4.4.3. Financial Analysis
        • 6.4.4.4. SWOT Analysis
      • 6.4.5. Autodesk (United States)
        • 6.4.5.1. Business Overview
        • 6.4.5.2. Products/Services Offerings
        • 6.4.5.3. Financial Analysis
        • 6.4.5.4. SWOT Analysis
      • 6.4.6. Capcom (Japan)
        • 6.4.6.1. Business Overview
        • 6.4.6.2. Products/Services Offerings
        • 6.4.6.3. Financial Analysis
        • 6.4.6.4. SWOT Analysis
      • 6.4.7. Crest Animation Studios (India)
        • 6.4.7.1. Business Overview
        • 6.4.7.2. Products/Services Offerings
        • 6.4.7.3. Financial Analysis
        • 6.4.7.4. SWOT Analysis
      • 6.4.8. DQ Entertainment (India)
        • 6.4.8.1. Business Overview
        • 6.4.8.2. Products/Services Offerings
        • 6.4.8.3. Financial Analysis
        • 6.4.8.4. SWOT Analysis
      • 6.4.9. DreamWorks Animation (United States)
        • 6.4.9.1. Business Overview
        • 6.4.9.2. Products/Services Offerings
        • 6.4.9.3. Financial Analysis
        • 6.4.9.4. SWOT Analysis
      • 6.4.10. Electronic Arts (United States)
        • 6.4.10.1. Business Overview
        • 6.4.10.2. Products/Services Offerings
        • 6.4.10.3. Financial Analysis
        • 6.4.10.4. SWOT Analysis
  • 7. Global Animation and Gaming Sale, by Application, Deployment Mode, Gaming Software, Dimension Animation and Region (value) (2021-2026)
    • 7.1. Introduction
    • 7.2. Global Animation and Gaming (Value)
      • 7.2.1. Global Animation and Gaming by: Application (Value)
        • 7.2.1.1. Media & Entertainment
        • 7.2.1.2. Online Education
        • 7.2.1.3. Others
      • 7.2.2. Global Animation and Gaming by: Deployment Mode (Value)
        • 7.2.2.1. On-Demand
        • 7.2.2.2. Cloud Based
      • 7.2.3. Global Animation and Gaming by: Gaming Software (Value)
        • 7.2.3.1. PC games
        • 7.2.3.2. Mobile games
        • 7.2.3.3. Console games
        • 7.2.3.4. Online games
      • 7.2.4. Global Animation and Gaming by: Dimension Animation (Value)
        • 7.2.4.1. 2D
        • 7.2.4.2. 3D
      • 7.2.5. Global Animation and Gaming Region
        • 7.2.5.1. South America
          • 7.2.5.1.1. Brazil
          • 7.2.5.1.2. Argentina
          • 7.2.5.1.3. Rest of South America
        • 7.2.5.2. Asia Pacific
          • 7.2.5.2.1. China
          • 7.2.5.2.2. Japan
          • 7.2.5.2.3. India
          • 7.2.5.2.4. South Korea
          • 7.2.5.2.5. Taiwan
          • 7.2.5.2.6. Australia
          • 7.2.5.2.7. Rest of Asia-Pacific
        • 7.2.5.3. Europe
          • 7.2.5.3.1. Germany
          • 7.2.5.3.2. France
          • 7.2.5.3.3. Italy
          • 7.2.5.3.4. United Kingdom
          • 7.2.5.3.5. Netherlands
          • 7.2.5.3.6. Rest of Europe
        • 7.2.5.4. MEA
          • 7.2.5.4.1. Middle East
          • 7.2.5.4.2. Africa
        • 7.2.5.5. North America
          • 7.2.5.5.1. United States
          • 7.2.5.5.2. Canada
          • 7.2.5.5.3. Mexico
  • 8. Appendix
    • 8.1. Acronyms
  • 9. Methodology and Data Source
    • 9.1. Methodology/Research Approach
      • 9.1.1. Research Programs/Design
      • 9.1.2. Market Size Estimation
      • 9.1.3. Market Breakdown and Data Triangulation
    • 9.2. Data Source
      • 9.2.1. Secondary Sources
      • 9.2.2. Primary Sources
    • 9.3. Disclaimer
List of Tables
  • Table 1. Animation and Gaming: by Application(USD Million)
  • Table 2. Animation and Gaming Media & Entertainment , by Region USD Million (2015-2020)
  • Table 3. Animation and Gaming Online Education , by Region USD Million (2015-2020)
  • Table 4. Animation and Gaming Others , by Region USD Million (2015-2020)
  • Table 5. Animation and Gaming: by Deployment Mode(USD Million)
  • Table 6. Animation and Gaming On-Demand , by Region USD Million (2015-2020)
  • Table 7. Animation and Gaming Cloud Based , by Region USD Million (2015-2020)
  • Table 8. Animation and Gaming: by Gaming Software(USD Million)
  • Table 9. Animation and Gaming PC games , by Region USD Million (2015-2020)
  • Table 10. Animation and Gaming Mobile games , by Region USD Million (2015-2020)
  • Table 11. Animation and Gaming Console games , by Region USD Million (2015-2020)
  • Table 12. Animation and Gaming Online games , by Region USD Million (2015-2020)
  • Table 13. Animation and Gaming: by Dimension Animation(USD Million)
  • Table 14. Animation and Gaming 2D , by Region USD Million (2015-2020)
  • Table 15. Animation and Gaming 3D , by Region USD Million (2015-2020)
  • Table 16. South America Animation and Gaming, by Country USD Million (2015-2020)
  • Table 17. South America Animation and Gaming, by Application USD Million (2015-2020)
  • Table 18. South America Animation and Gaming, by Deployment Mode USD Million (2015-2020)
  • Table 19. South America Animation and Gaming, by Gaming Software USD Million (2015-2020)
  • Table 20. South America Animation and Gaming, by Dimension Animation USD Million (2015-2020)
  • Table 21. Brazil Animation and Gaming, by Application USD Million (2015-2020)
  • Table 22. Brazil Animation and Gaming, by Deployment Mode USD Million (2015-2020)
  • Table 23. Brazil Animation and Gaming, by Gaming Software USD Million (2015-2020)
  • Table 24. Brazil Animation and Gaming, by Dimension Animation USD Million (2015-2020)
  • Table 25. Argentina Animation and Gaming, by Application USD Million (2015-2020)
  • Table 26. Argentina Animation and Gaming, by Deployment Mode USD Million (2015-2020)
  • Table 27. Argentina Animation and Gaming, by Gaming Software USD Million (2015-2020)
  • Table 28. Argentina Animation and Gaming, by Dimension Animation USD Million (2015-2020)
  • Table 29. Rest of South America Animation and Gaming, by Application USD Million (2015-2020)
  • Table 30. Rest of South America Animation and Gaming, by Deployment Mode USD Million (2015-2020)
  • Table 31. Rest of South America Animation and Gaming, by Gaming Software USD Million (2015-2020)
  • Table 32. Rest of South America Animation and Gaming, by Dimension Animation USD Million (2015-2020)
  • Table 33. Asia Pacific Animation and Gaming, by Country USD Million (2015-2020)
  • Table 34. Asia Pacific Animation and Gaming, by Application USD Million (2015-2020)
  • Table 35. Asia Pacific Animation and Gaming, by Deployment Mode USD Million (2015-2020)
  • Table 36. Asia Pacific Animation and Gaming, by Gaming Software USD Million (2015-2020)
  • Table 37. Asia Pacific Animation and Gaming, by Dimension Animation USD Million (2015-2020)
  • Table 38. China Animation and Gaming, by Application USD Million (2015-2020)
  • Table 39. China Animation and Gaming, by Deployment Mode USD Million (2015-2020)
  • Table 40. China Animation and Gaming, by Gaming Software USD Million (2015-2020)
  • Table 41. China Animation and Gaming, by Dimension Animation USD Million (2015-2020)
  • Table 42. Japan Animation and Gaming, by Application USD Million (2015-2020)
  • Table 43. Japan Animation and Gaming, by Deployment Mode USD Million (2015-2020)
  • Table 44. Japan Animation and Gaming, by Gaming Software USD Million (2015-2020)
  • Table 45. Japan Animation and Gaming, by Dimension Animation USD Million (2015-2020)
  • Table 46. India Animation and Gaming, by Application USD Million (2015-2020)
  • Table 47. India Animation and Gaming, by Deployment Mode USD Million (2015-2020)
  • Table 48. India Animation and Gaming, by Gaming Software USD Million (2015-2020)
  • Table 49. India Animation and Gaming, by Dimension Animation USD Million (2015-2020)
  • Table 50. South Korea Animation and Gaming, by Application USD Million (2015-2020)
  • Table 51. South Korea Animation and Gaming, by Deployment Mode USD Million (2015-2020)
  • Table 52. South Korea Animation and Gaming, by Gaming Software USD Million (2015-2020)
  • Table 53. South Korea Animation and Gaming, by Dimension Animation USD Million (2015-2020)
  • Table 54. Taiwan Animation and Gaming, by Application USD Million (2015-2020)
  • Table 55. Taiwan Animation and Gaming, by Deployment Mode USD Million (2015-2020)
  • Table 56. Taiwan Animation and Gaming, by Gaming Software USD Million (2015-2020)
  • Table 57. Taiwan Animation and Gaming, by Dimension Animation USD Million (2015-2020)
  • Table 58. Australia Animation and Gaming, by Application USD Million (2015-2020)
  • Table 59. Australia Animation and Gaming, by Deployment Mode USD Million (2015-2020)
  • Table 60. Australia Animation and Gaming, by Gaming Software USD Million (2015-2020)
  • Table 61. Australia Animation and Gaming, by Dimension Animation USD Million (2015-2020)
  • Table 62. Rest of Asia-Pacific Animation and Gaming, by Application USD Million (2015-2020)
  • Table 63. Rest of Asia-Pacific Animation and Gaming, by Deployment Mode USD Million (2015-2020)
  • Table 64. Rest of Asia-Pacific Animation and Gaming, by Gaming Software USD Million (2015-2020)
  • Table 65. Rest of Asia-Pacific Animation and Gaming, by Dimension Animation USD Million (2015-2020)
  • Table 66. Europe Animation and Gaming, by Country USD Million (2015-2020)
  • Table 67. Europe Animation and Gaming, by Application USD Million (2015-2020)
  • Table 68. Europe Animation and Gaming, by Deployment Mode USD Million (2015-2020)
  • Table 69. Europe Animation and Gaming, by Gaming Software USD Million (2015-2020)
  • Table 70. Europe Animation and Gaming, by Dimension Animation USD Million (2015-2020)
  • Table 71. Germany Animation and Gaming, by Application USD Million (2015-2020)
  • Table 72. Germany Animation and Gaming, by Deployment Mode USD Million (2015-2020)
  • Table 73. Germany Animation and Gaming, by Gaming Software USD Million (2015-2020)
  • Table 74. Germany Animation and Gaming, by Dimension Animation USD Million (2015-2020)
  • Table 75. France Animation and Gaming, by Application USD Million (2015-2020)
  • Table 76. France Animation and Gaming, by Deployment Mode USD Million (2015-2020)
  • Table 77. France Animation and Gaming, by Gaming Software USD Million (2015-2020)
  • Table 78. France Animation and Gaming, by Dimension Animation USD Million (2015-2020)
  • Table 79. Italy Animation and Gaming, by Application USD Million (2015-2020)
  • Table 80. Italy Animation and Gaming, by Deployment Mode USD Million (2015-2020)
  • Table 81. Italy Animation and Gaming, by Gaming Software USD Million (2015-2020)
  • Table 82. Italy Animation and Gaming, by Dimension Animation USD Million (2015-2020)
  • Table 83. United Kingdom Animation and Gaming, by Application USD Million (2015-2020)
  • Table 84. United Kingdom Animation and Gaming, by Deployment Mode USD Million (2015-2020)
  • Table 85. United Kingdom Animation and Gaming, by Gaming Software USD Million (2015-2020)
  • Table 86. United Kingdom Animation and Gaming, by Dimension Animation USD Million (2015-2020)
  • Table 87. Netherlands Animation and Gaming, by Application USD Million (2015-2020)
  • Table 88. Netherlands Animation and Gaming, by Deployment Mode USD Million (2015-2020)
  • Table 89. Netherlands Animation and Gaming, by Gaming Software USD Million (2015-2020)
  • Table 90. Netherlands Animation and Gaming, by Dimension Animation USD Million (2015-2020)
  • Table 91. Rest of Europe Animation and Gaming, by Application USD Million (2015-2020)
  • Table 92. Rest of Europe Animation and Gaming, by Deployment Mode USD Million (2015-2020)
  • Table 93. Rest of Europe Animation and Gaming, by Gaming Software USD Million (2015-2020)
  • Table 94. Rest of Europe Animation and Gaming, by Dimension Animation USD Million (2015-2020)
  • Table 95. MEA Animation and Gaming, by Country USD Million (2015-2020)
  • Table 96. MEA Animation and Gaming, by Application USD Million (2015-2020)
  • Table 97. MEA Animation and Gaming, by Deployment Mode USD Million (2015-2020)
  • Table 98. MEA Animation and Gaming, by Gaming Software USD Million (2015-2020)
  • Table 99. MEA Animation and Gaming, by Dimension Animation USD Million (2015-2020)
  • Table 100. Middle East Animation and Gaming, by Application USD Million (2015-2020)
  • Table 101. Middle East Animation and Gaming, by Deployment Mode USD Million (2015-2020)
  • Table 102. Middle East Animation and Gaming, by Gaming Software USD Million (2015-2020)
  • Table 103. Middle East Animation and Gaming, by Dimension Animation USD Million (2015-2020)
  • Table 104. Africa Animation and Gaming, by Application USD Million (2015-2020)
  • Table 105. Africa Animation and Gaming, by Deployment Mode USD Million (2015-2020)
  • Table 106. Africa Animation and Gaming, by Gaming Software USD Million (2015-2020)
  • Table 107. Africa Animation and Gaming, by Dimension Animation USD Million (2015-2020)
  • Table 108. North America Animation and Gaming, by Country USD Million (2015-2020)
  • Table 109. North America Animation and Gaming, by Application USD Million (2015-2020)
  • Table 110. North America Animation and Gaming, by Deployment Mode USD Million (2015-2020)
  • Table 111. North America Animation and Gaming, by Gaming Software USD Million (2015-2020)
  • Table 112. North America Animation and Gaming, by Dimension Animation USD Million (2015-2020)
  • Table 113. United States Animation and Gaming, by Application USD Million (2015-2020)
  • Table 114. United States Animation and Gaming, by Deployment Mode USD Million (2015-2020)
  • Table 115. United States Animation and Gaming, by Gaming Software USD Million (2015-2020)
  • Table 116. United States Animation and Gaming, by Dimension Animation USD Million (2015-2020)
  • Table 117. Canada Animation and Gaming, by Application USD Million (2015-2020)
  • Table 118. Canada Animation and Gaming, by Deployment Mode USD Million (2015-2020)
  • Table 119. Canada Animation and Gaming, by Gaming Software USD Million (2015-2020)
  • Table 120. Canada Animation and Gaming, by Dimension Animation USD Million (2015-2020)
  • Table 121. Mexico Animation and Gaming, by Application USD Million (2015-2020)
  • Table 122. Mexico Animation and Gaming, by Deployment Mode USD Million (2015-2020)
  • Table 123. Mexico Animation and Gaming, by Gaming Software USD Million (2015-2020)
  • Table 124. Mexico Animation and Gaming, by Dimension Animation USD Million (2015-2020)
  • Table 125. Company Basic Information, Sales Area and Its Competitors
  • Table 126. Company Basic Information, Sales Area and Its Competitors
  • Table 127. Company Basic Information, Sales Area and Its Competitors
  • Table 128. Company Basic Information, Sales Area and Its Competitors
  • Table 129. Company Basic Information, Sales Area and Its Competitors
  • Table 130. Company Basic Information, Sales Area and Its Competitors
  • Table 131. Company Basic Information, Sales Area and Its Competitors
  • Table 132. Company Basic Information, Sales Area and Its Competitors
  • Table 133. Company Basic Information, Sales Area and Its Competitors
  • Table 134. Company Basic Information, Sales Area and Its Competitors
  • Table 135. Animation and Gaming: by Application(USD Million)
  • Table 136. Animation and Gaming Media & Entertainment , by Region USD Million (2021-2026)
  • Table 137. Animation and Gaming Online Education , by Region USD Million (2021-2026)
  • Table 138. Animation and Gaming Others , by Region USD Million (2021-2026)
  • Table 139. Animation and Gaming: by Deployment Mode(USD Million)
  • Table 140. Animation and Gaming On-Demand , by Region USD Million (2021-2026)
  • Table 141. Animation and Gaming Cloud Based , by Region USD Million (2021-2026)
  • Table 142. Animation and Gaming: by Gaming Software(USD Million)
  • Table 143. Animation and Gaming PC games , by Region USD Million (2021-2026)
  • Table 144. Animation and Gaming Mobile games , by Region USD Million (2021-2026)
  • Table 145. Animation and Gaming Console games , by Region USD Million (2021-2026)
  • Table 146. Animation and Gaming Online games , by Region USD Million (2021-2026)
  • Table 147. Animation and Gaming: by Dimension Animation(USD Million)
  • Table 148. Animation and Gaming 2D , by Region USD Million (2021-2026)
  • Table 149. Animation and Gaming 3D , by Region USD Million (2021-2026)
  • Table 150. South America Animation and Gaming, by Country USD Million (2021-2026)
  • Table 151. South America Animation and Gaming, by Application USD Million (2021-2026)
  • Table 152. South America Animation and Gaming, by Deployment Mode USD Million (2021-2026)
  • Table 153. South America Animation and Gaming, by Gaming Software USD Million (2021-2026)
  • Table 154. South America Animation and Gaming, by Dimension Animation USD Million (2021-2026)
  • Table 155. Brazil Animation and Gaming, by Application USD Million (2021-2026)
  • Table 156. Brazil Animation and Gaming, by Deployment Mode USD Million (2021-2026)
  • Table 157. Brazil Animation and Gaming, by Gaming Software USD Million (2021-2026)
  • Table 158. Brazil Animation and Gaming, by Dimension Animation USD Million (2021-2026)
  • Table 159. Argentina Animation and Gaming, by Application USD Million (2021-2026)
  • Table 160. Argentina Animation and Gaming, by Deployment Mode USD Million (2021-2026)
  • Table 161. Argentina Animation and Gaming, by Gaming Software USD Million (2021-2026)
  • Table 162. Argentina Animation and Gaming, by Dimension Animation USD Million (2021-2026)
  • Table 163. Rest of South America Animation and Gaming, by Application USD Million (2021-2026)
  • Table 164. Rest of South America Animation and Gaming, by Deployment Mode USD Million (2021-2026)
  • Table 165. Rest of South America Animation and Gaming, by Gaming Software USD Million (2021-2026)
  • Table 166. Rest of South America Animation and Gaming, by Dimension Animation USD Million (2021-2026)
  • Table 167. Asia Pacific Animation and Gaming, by Country USD Million (2021-2026)
  • Table 168. Asia Pacific Animation and Gaming, by Application USD Million (2021-2026)
  • Table 169. Asia Pacific Animation and Gaming, by Deployment Mode USD Million (2021-2026)
  • Table 170. Asia Pacific Animation and Gaming, by Gaming Software USD Million (2021-2026)
  • Table 171. Asia Pacific Animation and Gaming, by Dimension Animation USD Million (2021-2026)
  • Table 172. China Animation and Gaming, by Application USD Million (2021-2026)
  • Table 173. China Animation and Gaming, by Deployment Mode USD Million (2021-2026)
  • Table 174. China Animation and Gaming, by Gaming Software USD Million (2021-2026)
  • Table 175. China Animation and Gaming, by Dimension Animation USD Million (2021-2026)
  • Table 176. Japan Animation and Gaming, by Application USD Million (2021-2026)
  • Table 177. Japan Animation and Gaming, by Deployment Mode USD Million (2021-2026)
  • Table 178. Japan Animation and Gaming, by Gaming Software USD Million (2021-2026)
  • Table 179. Japan Animation and Gaming, by Dimension Animation USD Million (2021-2026)
  • Table 180. India Animation and Gaming, by Application USD Million (2021-2026)
  • Table 181. India Animation and Gaming, by Deployment Mode USD Million (2021-2026)
  • Table 182. India Animation and Gaming, by Gaming Software USD Million (2021-2026)
  • Table 183. India Animation and Gaming, by Dimension Animation USD Million (2021-2026)
  • Table 184. South Korea Animation and Gaming, by Application USD Million (2021-2026)
  • Table 185. South Korea Animation and Gaming, by Deployment Mode USD Million (2021-2026)
  • Table 186. South Korea Animation and Gaming, by Gaming Software USD Million (2021-2026)
  • Table 187. South Korea Animation and Gaming, by Dimension Animation USD Million (2021-2026)
  • Table 188. Taiwan Animation and Gaming, by Application USD Million (2021-2026)
  • Table 189. Taiwan Animation and Gaming, by Deployment Mode USD Million (2021-2026)
  • Table 190. Taiwan Animation and Gaming, by Gaming Software USD Million (2021-2026)
  • Table 191. Taiwan Animation and Gaming, by Dimension Animation USD Million (2021-2026)
  • Table 192. Australia Animation and Gaming, by Application USD Million (2021-2026)
  • Table 193. Australia Animation and Gaming, by Deployment Mode USD Million (2021-2026)
  • Table 194. Australia Animation and Gaming, by Gaming Software USD Million (2021-2026)
  • Table 195. Australia Animation and Gaming, by Dimension Animation USD Million (2021-2026)
  • Table 196. Rest of Asia-Pacific Animation and Gaming, by Application USD Million (2021-2026)
  • Table 197. Rest of Asia-Pacific Animation and Gaming, by Deployment Mode USD Million (2021-2026)
  • Table 198. Rest of Asia-Pacific Animation and Gaming, by Gaming Software USD Million (2021-2026)
  • Table 199. Rest of Asia-Pacific Animation and Gaming, by Dimension Animation USD Million (2021-2026)
  • Table 200. Europe Animation and Gaming, by Country USD Million (2021-2026)
  • Table 201. Europe Animation and Gaming, by Application USD Million (2021-2026)
  • Table 202. Europe Animation and Gaming, by Deployment Mode USD Million (2021-2026)
  • Table 203. Europe Animation and Gaming, by Gaming Software USD Million (2021-2026)
  • Table 204. Europe Animation and Gaming, by Dimension Animation USD Million (2021-2026)
  • Table 205. Germany Animation and Gaming, by Application USD Million (2021-2026)
  • Table 206. Germany Animation and Gaming, by Deployment Mode USD Million (2021-2026)
  • Table 207. Germany Animation and Gaming, by Gaming Software USD Million (2021-2026)
  • Table 208. Germany Animation and Gaming, by Dimension Animation USD Million (2021-2026)
  • Table 209. France Animation and Gaming, by Application USD Million (2021-2026)
  • Table 210. France Animation and Gaming, by Deployment Mode USD Million (2021-2026)
  • Table 211. France Animation and Gaming, by Gaming Software USD Million (2021-2026)
  • Table 212. France Animation and Gaming, by Dimension Animation USD Million (2021-2026)
  • Table 213. Italy Animation and Gaming, by Application USD Million (2021-2026)
  • Table 214. Italy Animation and Gaming, by Deployment Mode USD Million (2021-2026)
  • Table 215. Italy Animation and Gaming, by Gaming Software USD Million (2021-2026)
  • Table 216. Italy Animation and Gaming, by Dimension Animation USD Million (2021-2026)
  • Table 217. United Kingdom Animation and Gaming, by Application USD Million (2021-2026)
  • Table 218. United Kingdom Animation and Gaming, by Deployment Mode USD Million (2021-2026)
  • Table 219. United Kingdom Animation and Gaming, by Gaming Software USD Million (2021-2026)
  • Table 220. United Kingdom Animation and Gaming, by Dimension Animation USD Million (2021-2026)
  • Table 221. Netherlands Animation and Gaming, by Application USD Million (2021-2026)
  • Table 222. Netherlands Animation and Gaming, by Deployment Mode USD Million (2021-2026)
  • Table 223. Netherlands Animation and Gaming, by Gaming Software USD Million (2021-2026)
  • Table 224. Netherlands Animation and Gaming, by Dimension Animation USD Million (2021-2026)
  • Table 225. Rest of Europe Animation and Gaming, by Application USD Million (2021-2026)
  • Table 226. Rest of Europe Animation and Gaming, by Deployment Mode USD Million (2021-2026)
  • Table 227. Rest of Europe Animation and Gaming, by Gaming Software USD Million (2021-2026)
  • Table 228. Rest of Europe Animation and Gaming, by Dimension Animation USD Million (2021-2026)
  • Table 229. MEA Animation and Gaming, by Country USD Million (2021-2026)
  • Table 230. MEA Animation and Gaming, by Application USD Million (2021-2026)
  • Table 231. MEA Animation and Gaming, by Deployment Mode USD Million (2021-2026)
  • Table 232. MEA Animation and Gaming, by Gaming Software USD Million (2021-2026)
  • Table 233. MEA Animation and Gaming, by Dimension Animation USD Million (2021-2026)
  • Table 234. Middle East Animation and Gaming, by Application USD Million (2021-2026)
  • Table 235. Middle East Animation and Gaming, by Deployment Mode USD Million (2021-2026)
  • Table 236. Middle East Animation and Gaming, by Gaming Software USD Million (2021-2026)
  • Table 237. Middle East Animation and Gaming, by Dimension Animation USD Million (2021-2026)
  • Table 238. Africa Animation and Gaming, by Application USD Million (2021-2026)
  • Table 239. Africa Animation and Gaming, by Deployment Mode USD Million (2021-2026)
  • Table 240. Africa Animation and Gaming, by Gaming Software USD Million (2021-2026)
  • Table 241. Africa Animation and Gaming, by Dimension Animation USD Million (2021-2026)
  • Table 242. North America Animation and Gaming, by Country USD Million (2021-2026)
  • Table 243. North America Animation and Gaming, by Application USD Million (2021-2026)
  • Table 244. North America Animation and Gaming, by Deployment Mode USD Million (2021-2026)
  • Table 245. North America Animation and Gaming, by Gaming Software USD Million (2021-2026)
  • Table 246. North America Animation and Gaming, by Dimension Animation USD Million (2021-2026)
  • Table 247. United States Animation and Gaming, by Application USD Million (2021-2026)
  • Table 248. United States Animation and Gaming, by Deployment Mode USD Million (2021-2026)
  • Table 249. United States Animation and Gaming, by Gaming Software USD Million (2021-2026)
  • Table 250. United States Animation and Gaming, by Dimension Animation USD Million (2021-2026)
  • Table 251. Canada Animation and Gaming, by Application USD Million (2021-2026)
  • Table 252. Canada Animation and Gaming, by Deployment Mode USD Million (2021-2026)
  • Table 253. Canada Animation and Gaming, by Gaming Software USD Million (2021-2026)
  • Table 254. Canada Animation and Gaming, by Dimension Animation USD Million (2021-2026)
  • Table 255. Mexico Animation and Gaming, by Application USD Million (2021-2026)
  • Table 256. Mexico Animation and Gaming, by Deployment Mode USD Million (2021-2026)
  • Table 257. Mexico Animation and Gaming, by Gaming Software USD Million (2021-2026)
  • Table 258. Mexico Animation and Gaming, by Dimension Animation USD Million (2021-2026)
  • Table 259. Research Programs/Design for This Report
  • Table 260. Key Data Information from Secondary Sources
  • Table 261. Key Data Information from Primary Sources
List of Figures
  • Figure 1. Porters Five Forces
  • Figure 2. Supply/Value Chain
  • Figure 3. PESTEL analysis
  • Figure 4. Global Animation and Gaming: by Application USD Million (2015-2020)
  • Figure 5. Global Animation and Gaming: by Deployment Mode USD Million (2015-2020)
  • Figure 6. Global Animation and Gaming: by Gaming Software USD Million (2015-2020)
  • Figure 7. Global Animation and Gaming: by Dimension Animation USD Million (2015-2020)
  • Figure 8. South America Animation and Gaming Share (%), by Country
  • Figure 9. Asia Pacific Animation and Gaming Share (%), by Country
  • Figure 10. Europe Animation and Gaming Share (%), by Country
  • Figure 11. MEA Animation and Gaming Share (%), by Country
  • Figure 12. North America Animation and Gaming Share (%), by Country
  • Figure 13. Global Animation and Gaming share by Players 2020 (%)
  • Figure 14. Global Animation and Gaming share by Players (Top 3) 2020(%)
  • Figure 15. Global Animation and Gaming share by Players (Top 5) 2020(%)
  • Figure 16. BCG Matrix for key Companies
  • Figure 17. Sony Interactive Entertainment (Japan) Revenue, Net Income and Gross profit
  • Figure 18. Sony Interactive Entertainment (Japan) Revenue: by Geography 2020
  • Figure 19. Aardman Animations (United Kingdom) Revenue, Net Income and Gross profit
  • Figure 20. Aardman Animations (United Kingdom) Revenue: by Geography 2020
  • Figure 21. Activision Blizzard (United States) Revenue, Net Income and Gross profit
  • Figure 22. Activision Blizzard (United States) Revenue: by Geography 2020
  • Figure 23. Adobe (United States) Revenue, Net Income and Gross profit
  • Figure 24. Adobe (United States) Revenue: by Geography 2020
  • Figure 25. Autodesk (United States) Revenue, Net Income and Gross profit
  • Figure 26. Autodesk (United States) Revenue: by Geography 2020
  • Figure 27. Capcom (Japan) Revenue, Net Income and Gross profit
  • Figure 28. Capcom (Japan) Revenue: by Geography 2020
  • Figure 29. Crest Animation Studios (India) Revenue, Net Income and Gross profit
  • Figure 30. Crest Animation Studios (India) Revenue: by Geography 2020
  • Figure 31. DQ Entertainment (India) Revenue, Net Income and Gross profit
  • Figure 32. DQ Entertainment (India) Revenue: by Geography 2020
  • Figure 33. DreamWorks Animation (United States) Revenue, Net Income and Gross profit
  • Figure 34. DreamWorks Animation (United States) Revenue: by Geography 2020
  • Figure 35. Electronic Arts (United States) Revenue, Net Income and Gross profit
  • Figure 36. Electronic Arts (United States) Revenue: by Geography 2020
  • Figure 37. Global Animation and Gaming: by Application USD Million (2021-2026)
  • Figure 38. Global Animation and Gaming: by Deployment Mode USD Million (2021-2026)
  • Figure 39. Global Animation and Gaming: by Gaming Software USD Million (2021-2026)
  • Figure 40. Global Animation and Gaming: by Dimension Animation USD Million (2021-2026)
  • Figure 41. South America Animation and Gaming Share (%), by Country
  • Figure 42. Asia Pacific Animation and Gaming Share (%), by Country
  • Figure 43. Europe Animation and Gaming Share (%), by Country
  • Figure 44. MEA Animation and Gaming Share (%), by Country
  • Figure 45. North America Animation and Gaming Share (%), by Country
List of companies from research coverage that are profiled in the study
  • 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)
  • Electronic Arts (United States)
Additional players considered in the study are as follows:
Microsoft Corporation (United States) , Bandai Namco Holdings (Japan) , Nintendo of America Inc. (United States) , The Lego Group (Denmark)
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Key Highlights of Report


May 2021 233 Pages 78 Tables Base Year: 2021 Coverage: 15+ Companies; 18 Countries

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