Animation, VFX & Game Comprehensive Study by Type (2D Animation, 3D Animation, Stop Motion, Motion Capture, CGI), Application (Anime, Film, Video, Games) Players and Region - Global Market Outlook to 2030

Animation, VFX & Game Market by XX Submarkets | Forecast Years 2024-2030  

  • Summary
  • Market Segments
  • Table of Content
  • List of Table & Figures
  • Players Profiled
About Animation, VFX & Game
The display of static images to create the illusion of motion is known as animation. Animation refers to the stimulation provided by a series of images. It is the process of designing, drawing, preparing layouts, and preparing sequences for use in gaming products. Visual effects (VFX) is a process that combines digital and traditional art to create something that is not a character or an object. It has the ability to produce both explosive and enthralling experiences. It is used to keep users engaged and involved in movies and video games. Because of the increased adoption of visual technology, there is a growing demand for animation, VFX, and games. Demand for visual technology services is expected to be driven by a preference for realistic images, films, and games. The consumer gaming experience has given rise to 3D gaming with the help of 3D animation technology, which is expected to increase service demand. This is expected to enable and generate profitable opportunities during the forecast period.

AttributesDetails
Study Period2018-2030
Base Year2023
UnitValue (USD Million)


The market has seen a massive investment in technology for better graphics and development which has driven the market growth. Massive investments and disruption of the digitization in the smartphone, PC, and console industries in the market have seen a majority growth in players. Government regulations and interference with mental health have been a challenge for log as well as the pandemic has affected the supply chain of consoles and other hardware. Whereas the big players have tried to develop by mergers and acquisitions and investments in developing better technology to keep up with the competition and hold a higher position in the market. Analyst at AMA Research estimates that United States Vendors will contribute the maximum growth to Global Animation, VFX & Game market throughout the forecasted period. Established and emerging Vendors should take a closer view at their existing organizations and reinvent traditional business and operating models to adapt to the future.

Walt Disney Animation Studios (United States), Microsoft (United States), Sony (Japan), Warner Bros. (United States), Tencent (China), Activision Blizzard (United States), Nintendo (Japan), Netease (China), NBCUniversal (United States), Framestore (United States) and TOEI ANIMATION (Japan) are some of the key players that are part of study coverage.

Segmentation Overview
AMA Research has segmented the market of Global Animation, VFX & Game market by Type (2D Animation, 3D Animation, Stop Motion, Motion Capture and CGI), Application (Anime, Film, Video and Games) and Region.



On the basis of geography, the market of Animation, VFX & Game 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).

Influencing Trend:
Increase in Popularity of High Integrated CGI and VFX Movies and Series.

Market Growth Drivers:
Increasing Adoption of Video Streaming Services Has Been Driving the Market Growth.

Challenges:
Not Many People with Knowledge or Skills.

Restraints:
High Initial Cost of Investments for Technological Requirement.

Opportunities:
Integration of Advance Graphic Technology and Disruption of Smartphone Industry Will be Generating Many Opportunities for Gaming and Movie Leading to a Need for Better Animation, VFX & Games.

Market Leaders and their expansionary development strategies
AT&T’s WarnerMedia unit and Discovery have completed their merger, the companies said in April 2022. In May last year, the companies set out to merge and become a standalone media business, with AT&T aiming to focus more on its wireless ambitions and Discovery looking to beef up its content library. Warner Bros Discovery’s portfolio includes Discovery Channel, Warner Bros. Entertainment, CNN, HBO, Cartoon Network; streaming services Discovery+ and HBO Max; and franchises like “Batman” and “Harry Potter”.
In April 2022 Indian Government Centre constituted an Animation, Visual Effects, Gaming and Comics (AVGC) Promotion Task Force to recommend ways to realize and build domestic capacity for serving the country’s domestic market and the global demand. The task force will be headed by the Information & Broadcasting Secretary
UK Screen Alliance continues to monitor the ongoing effectiveness and competitiveness of the UK tax reliefs applied to post and VFX, as other territories increase their own incentives. Productions can claim 25% tax relief on their UK spending via the FTR, HETR, ATR, or CTR incentives. However, the relief is capped once production has spent 80% of its budget in the UK. Any UK spending beyond 80% receives 0% relief. Often this impacts the VFX spending in the UK, a part of the production process which is easily transferred to another territory, where further tax incentives can be claimed.

Key Target Audience
Game Developer, Animation Companies, VFX Companies, New Entrants and Investors, Legalized Cannabis Distributors and Suppliers, Venture Capitalists, Government Bodies, Corporate Entities, Government and Private Research Organizations and Others

About Approach
To evaluate and validate the market size various sources including primary and secondary analysis is utilized. AMA Research follows regulatory standards such as NAICS/SIC/ICB/TRCB, to have a better understanding of the market. The market study is conducted on basis of more than 200 companies dealing in the market regional as well as global areas with the purpose to understand the companies positioning regarding the market value, volume, and their market share for regional as well as global.

Further to bring relevance specific to any niche market we set and apply a number of criteria like Geographic Footprints, Regional Segments of Revenue, Operational Centres, etc. The next step is to finalize a team (In-House + Data Agencies) who then starts collecting C & D level executives and profiles, Industry experts, Opinion leaders, etc., and work towards appointment generation.

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, the analyst team keeps preparing a set of questionnaires, and after getting the appointee list; the target audience is then tapped and segregated with various mediums and channels that are feasible for making connections that including email communication, telephonic, skype, LinkedIn Group & InMail, Community Forums, Community Forums, open Survey, SurveyMonkey, etc.

Report Objectives / Segmentation Covered

By Type
  • 2D Animation
  • 3D Animation
  • Stop Motion
  • Motion Capture
  • CGI
By Application
  • Anime
  • Film
  • Video
  • Games
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. Increasing Adoption of Video Streaming Services Has Been Driving the Market Growth.
    • 3.3. Market Challenges
      • 3.3.1. Not Many People with Knowledge or Skills.
    • 3.4. Market Trends
      • 3.4.1. Increase in Popularity of High Integrated CGI and VFX Movies and Series.
  • 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, VFX & Game, by Type, Application and Region (value) (2018-2023)
    • 5.1. Introduction
    • 5.2. Global Animation, VFX & Game (Value)
      • 5.2.1. Global Animation, VFX & Game by: Type (Value)
        • 5.2.1.1. 2D Animation
        • 5.2.1.2. 3D Animation
        • 5.2.1.3. Stop Motion
        • 5.2.1.4. Motion Capture
        • 5.2.1.5. CGI
      • 5.2.2. Global Animation, VFX & Game by: Application (Value)
        • 5.2.2.1. Anime
        • 5.2.2.2. Film
        • 5.2.2.3. Video
        • 5.2.2.4. Games
      • 5.2.3. Global Animation, VFX & Game Region
        • 5.2.3.1. South America
          • 5.2.3.1.1. Brazil
          • 5.2.3.1.2. Argentina
          • 5.2.3.1.3. Rest of South America
        • 5.2.3.2. Asia Pacific
          • 5.2.3.2.1. China
          • 5.2.3.2.2. Japan
          • 5.2.3.2.3. India
          • 5.2.3.2.4. South Korea
          • 5.2.3.2.5. Taiwan
          • 5.2.3.2.6. Australia
          • 5.2.3.2.7. Rest of Asia-Pacific
        • 5.2.3.3. Europe
          • 5.2.3.3.1. Germany
          • 5.2.3.3.2. France
          • 5.2.3.3.3. Italy
          • 5.2.3.3.4. United Kingdom
          • 5.2.3.3.5. Netherlands
          • 5.2.3.3.6. Rest of Europe
        • 5.2.3.4. MEA
          • 5.2.3.4.1. Middle East
          • 5.2.3.4.2. Africa
        • 5.2.3.5. North America
          • 5.2.3.5.1. United States
          • 5.2.3.5.2. Canada
          • 5.2.3.5.3. Mexico
  • 6. Animation, VFX & Game: 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 (2023)
    • 6.3. BCG Matrix
    • 6.4. Company Profile
      • 6.4.1. Walt Disney Animation Studios (United States)
        • 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. Microsoft (United States)
        • 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. Sony (Japan)
        • 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. Warner Bros. (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. Tencent (China)
        • 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. Activision Blizzard (United States)
        • 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. Nintendo (Japan)
        • 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. Netease (China)
        • 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. NBCUniversal (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. Framestore (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
      • 6.4.11. TOEI ANIMATION (Japan)
        • 6.4.11.1. Business Overview
        • 6.4.11.2. Products/Services Offerings
        • 6.4.11.3. Financial Analysis
        • 6.4.11.4. SWOT Analysis
  • 7. Global Animation, VFX & Game Sale, by Type, Application and Region (value) (2025-2030)
    • 7.1. Introduction
    • 7.2. Global Animation, VFX & Game (Value)
      • 7.2.1. Global Animation, VFX & Game by: Type (Value)
        • 7.2.1.1. 2D Animation
        • 7.2.1.2. 3D Animation
        • 7.2.1.3. Stop Motion
        • 7.2.1.4. Motion Capture
        • 7.2.1.5. CGI
      • 7.2.2. Global Animation, VFX & Game by: Application (Value)
        • 7.2.2.1. Anime
        • 7.2.2.2. Film
        • 7.2.2.3. Video
        • 7.2.2.4. Games
      • 7.2.3. Global Animation, VFX & Game Region
        • 7.2.3.1. South America
          • 7.2.3.1.1. Brazil
          • 7.2.3.1.2. Argentina
          • 7.2.3.1.3. Rest of South America
        • 7.2.3.2. Asia Pacific
          • 7.2.3.2.1. China
          • 7.2.3.2.2. Japan
          • 7.2.3.2.3. India
          • 7.2.3.2.4. South Korea
          • 7.2.3.2.5. Taiwan
          • 7.2.3.2.6. Australia
          • 7.2.3.2.7. Rest of Asia-Pacific
        • 7.2.3.3. Europe
          • 7.2.3.3.1. Germany
          • 7.2.3.3.2. France
          • 7.2.3.3.3. Italy
          • 7.2.3.3.4. United Kingdom
          • 7.2.3.3.5. Netherlands
          • 7.2.3.3.6. Rest of Europe
        • 7.2.3.4. MEA
          • 7.2.3.4.1. Middle East
          • 7.2.3.4.2. Africa
        • 7.2.3.5. North America
          • 7.2.3.5.1. United States
          • 7.2.3.5.2. Canada
          • 7.2.3.5.3. 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, VFX & Game: by Type(USD Million)
  • Table 2. Animation, VFX & Game 2D Animation , by Region USD Million (2018-2023)
  • Table 3. Animation, VFX & Game 3D Animation , by Region USD Million (2018-2023)
  • Table 4. Animation, VFX & Game Stop Motion , by Region USD Million (2018-2023)
  • Table 5. Animation, VFX & Game Motion Capture , by Region USD Million (2018-2023)
  • Table 6. Animation, VFX & Game CGI , by Region USD Million (2018-2023)
  • Table 7. Animation, VFX & Game: by Application(USD Million)
  • Table 8. Animation, VFX & Game Anime , by Region USD Million (2018-2023)
  • Table 9. Animation, VFX & Game Film , by Region USD Million (2018-2023)
  • Table 10. Animation, VFX & Game Video , by Region USD Million (2018-2023)
  • Table 11. Animation, VFX & Game Games , by Region USD Million (2018-2023)
  • Table 12. South America Animation, VFX & Game, by Country USD Million (2018-2023)
  • Table 13. South America Animation, VFX & Game, by Type USD Million (2018-2023)
  • Table 14. South America Animation, VFX & Game, by Application USD Million (2018-2023)
  • Table 15. Brazil Animation, VFX & Game, by Type USD Million (2018-2023)
  • Table 16. Brazil Animation, VFX & Game, by Application USD Million (2018-2023)
  • Table 17. Argentina Animation, VFX & Game, by Type USD Million (2018-2023)
  • Table 18. Argentina Animation, VFX & Game, by Application USD Million (2018-2023)
  • Table 19. Rest of South America Animation, VFX & Game, by Type USD Million (2018-2023)
  • Table 20. Rest of South America Animation, VFX & Game, by Application USD Million (2018-2023)
  • Table 21. Asia Pacific Animation, VFX & Game, by Country USD Million (2018-2023)
  • Table 22. Asia Pacific Animation, VFX & Game, by Type USD Million (2018-2023)
  • Table 23. Asia Pacific Animation, VFX & Game, by Application USD Million (2018-2023)
  • Table 24. China Animation, VFX & Game, by Type USD Million (2018-2023)
  • Table 25. China Animation, VFX & Game, by Application USD Million (2018-2023)
  • Table 26. Japan Animation, VFX & Game, by Type USD Million (2018-2023)
  • Table 27. Japan Animation, VFX & Game, by Application USD Million (2018-2023)
  • Table 28. India Animation, VFX & Game, by Type USD Million (2018-2023)
  • Table 29. India Animation, VFX & Game, by Application USD Million (2018-2023)
  • Table 30. South Korea Animation, VFX & Game, by Type USD Million (2018-2023)
  • Table 31. South Korea Animation, VFX & Game, by Application USD Million (2018-2023)
  • Table 32. Taiwan Animation, VFX & Game, by Type USD Million (2018-2023)
  • Table 33. Taiwan Animation, VFX & Game, by Application USD Million (2018-2023)
  • Table 34. Australia Animation, VFX & Game, by Type USD Million (2018-2023)
  • Table 35. Australia Animation, VFX & Game, by Application USD Million (2018-2023)
  • Table 36. Rest of Asia-Pacific Animation, VFX & Game, by Type USD Million (2018-2023)
  • Table 37. Rest of Asia-Pacific Animation, VFX & Game, by Application USD Million (2018-2023)
  • Table 38. Europe Animation, VFX & Game, by Country USD Million (2018-2023)
  • Table 39. Europe Animation, VFX & Game, by Type USD Million (2018-2023)
  • Table 40. Europe Animation, VFX & Game, by Application USD Million (2018-2023)
  • Table 41. Germany Animation, VFX & Game, by Type USD Million (2018-2023)
  • Table 42. Germany Animation, VFX & Game, by Application USD Million (2018-2023)
  • Table 43. France Animation, VFX & Game, by Type USD Million (2018-2023)
  • Table 44. France Animation, VFX & Game, by Application USD Million (2018-2023)
  • Table 45. Italy Animation, VFX & Game, by Type USD Million (2018-2023)
  • Table 46. Italy Animation, VFX & Game, by Application USD Million (2018-2023)
  • Table 47. United Kingdom Animation, VFX & Game, by Type USD Million (2018-2023)
  • Table 48. United Kingdom Animation, VFX & Game, by Application USD Million (2018-2023)
  • Table 49. Netherlands Animation, VFX & Game, by Type USD Million (2018-2023)
  • Table 50. Netherlands Animation, VFX & Game, by Application USD Million (2018-2023)
  • Table 51. Rest of Europe Animation, VFX & Game, by Type USD Million (2018-2023)
  • Table 52. Rest of Europe Animation, VFX & Game, by Application USD Million (2018-2023)
  • Table 53. MEA Animation, VFX & Game, by Country USD Million (2018-2023)
  • Table 54. MEA Animation, VFX & Game, by Type USD Million (2018-2023)
  • Table 55. MEA Animation, VFX & Game, by Application USD Million (2018-2023)
  • Table 56. Middle East Animation, VFX & Game, by Type USD Million (2018-2023)
  • Table 57. Middle East Animation, VFX & Game, by Application USD Million (2018-2023)
  • Table 58. Africa Animation, VFX & Game, by Type USD Million (2018-2023)
  • Table 59. Africa Animation, VFX & Game, by Application USD Million (2018-2023)
  • Table 60. North America Animation, VFX & Game, by Country USD Million (2018-2023)
  • Table 61. North America Animation, VFX & Game, by Type USD Million (2018-2023)
  • Table 62. North America Animation, VFX & Game, by Application USD Million (2018-2023)
  • Table 63. United States Animation, VFX & Game, by Type USD Million (2018-2023)
  • Table 64. United States Animation, VFX & Game, by Application USD Million (2018-2023)
  • Table 65. Canada Animation, VFX & Game, by Type USD Million (2018-2023)
  • Table 66. Canada Animation, VFX & Game, by Application USD Million (2018-2023)
  • Table 67. Mexico Animation, VFX & Game, by Type USD Million (2018-2023)
  • Table 68. Mexico Animation, VFX & Game, by Application USD Million (2018-2023)
  • Table 69. Company Basic Information, Sales Area and Its Competitors
  • Table 70. Company Basic Information, Sales Area and Its Competitors
  • Table 71. Company Basic Information, Sales Area and Its Competitors
  • Table 72. Company Basic Information, Sales Area and Its Competitors
  • Table 73. Company Basic Information, Sales Area and Its Competitors
  • Table 74. Company Basic Information, Sales Area and Its Competitors
  • Table 75. Company Basic Information, Sales Area and Its Competitors
  • Table 76. Company Basic Information, Sales Area and Its Competitors
  • Table 77. Company Basic Information, Sales Area and Its Competitors
  • Table 78. Company Basic Information, Sales Area and Its Competitors
  • Table 79. Company Basic Information, Sales Area and Its Competitors
  • Table 80. Animation, VFX & Game: by Type(USD Million)
  • Table 81. Animation, VFX & Game 2D Animation , by Region USD Million (2025-2030)
  • Table 82. Animation, VFX & Game 3D Animation , by Region USD Million (2025-2030)
  • Table 83. Animation, VFX & Game Stop Motion , by Region USD Million (2025-2030)
  • Table 84. Animation, VFX & Game Motion Capture , by Region USD Million (2025-2030)
  • Table 85. Animation, VFX & Game CGI , by Region USD Million (2025-2030)
  • Table 86. Animation, VFX & Game: by Application(USD Million)
  • Table 87. Animation, VFX & Game Anime , by Region USD Million (2025-2030)
  • Table 88. Animation, VFX & Game Film , by Region USD Million (2025-2030)
  • Table 89. Animation, VFX & Game Video , by Region USD Million (2025-2030)
  • Table 90. Animation, VFX & Game Games , by Region USD Million (2025-2030)
  • Table 91. South America Animation, VFX & Game, by Country USD Million (2025-2030)
  • Table 92. South America Animation, VFX & Game, by Type USD Million (2025-2030)
  • Table 93. South America Animation, VFX & Game, by Application USD Million (2025-2030)
  • Table 94. Brazil Animation, VFX & Game, by Type USD Million (2025-2030)
  • Table 95. Brazil Animation, VFX & Game, by Application USD Million (2025-2030)
  • Table 96. Argentina Animation, VFX & Game, by Type USD Million (2025-2030)
  • Table 97. Argentina Animation, VFX & Game, by Application USD Million (2025-2030)
  • Table 98. Rest of South America Animation, VFX & Game, by Type USD Million (2025-2030)
  • Table 99. Rest of South America Animation, VFX & Game, by Application USD Million (2025-2030)
  • Table 100. Asia Pacific Animation, VFX & Game, by Country USD Million (2025-2030)
  • Table 101. Asia Pacific Animation, VFX & Game, by Type USD Million (2025-2030)
  • Table 102. Asia Pacific Animation, VFX & Game, by Application USD Million (2025-2030)
  • Table 103. China Animation, VFX & Game, by Type USD Million (2025-2030)
  • Table 104. China Animation, VFX & Game, by Application USD Million (2025-2030)
  • Table 105. Japan Animation, VFX & Game, by Type USD Million (2025-2030)
  • Table 106. Japan Animation, VFX & Game, by Application USD Million (2025-2030)
  • Table 107. India Animation, VFX & Game, by Type USD Million (2025-2030)
  • Table 108. India Animation, VFX & Game, by Application USD Million (2025-2030)
  • Table 109. South Korea Animation, VFX & Game, by Type USD Million (2025-2030)
  • Table 110. South Korea Animation, VFX & Game, by Application USD Million (2025-2030)
  • Table 111. Taiwan Animation, VFX & Game, by Type USD Million (2025-2030)
  • Table 112. Taiwan Animation, VFX & Game, by Application USD Million (2025-2030)
  • Table 113. Australia Animation, VFX & Game, by Type USD Million (2025-2030)
  • Table 114. Australia Animation, VFX & Game, by Application USD Million (2025-2030)
  • Table 115. Rest of Asia-Pacific Animation, VFX & Game, by Type USD Million (2025-2030)
  • Table 116. Rest of Asia-Pacific Animation, VFX & Game, by Application USD Million (2025-2030)
  • Table 117. Europe Animation, VFX & Game, by Country USD Million (2025-2030)
  • Table 118. Europe Animation, VFX & Game, by Type USD Million (2025-2030)
  • Table 119. Europe Animation, VFX & Game, by Application USD Million (2025-2030)
  • Table 120. Germany Animation, VFX & Game, by Type USD Million (2025-2030)
  • Table 121. Germany Animation, VFX & Game, by Application USD Million (2025-2030)
  • Table 122. France Animation, VFX & Game, by Type USD Million (2025-2030)
  • Table 123. France Animation, VFX & Game, by Application USD Million (2025-2030)
  • Table 124. Italy Animation, VFX & Game, by Type USD Million (2025-2030)
  • Table 125. Italy Animation, VFX & Game, by Application USD Million (2025-2030)
  • Table 126. United Kingdom Animation, VFX & Game, by Type USD Million (2025-2030)
  • Table 127. United Kingdom Animation, VFX & Game, by Application USD Million (2025-2030)
  • Table 128. Netherlands Animation, VFX & Game, by Type USD Million (2025-2030)
  • Table 129. Netherlands Animation, VFX & Game, by Application USD Million (2025-2030)
  • Table 130. Rest of Europe Animation, VFX & Game, by Type USD Million (2025-2030)
  • Table 131. Rest of Europe Animation, VFX & Game, by Application USD Million (2025-2030)
  • Table 132. MEA Animation, VFX & Game, by Country USD Million (2025-2030)
  • Table 133. MEA Animation, VFX & Game, by Type USD Million (2025-2030)
  • Table 134. MEA Animation, VFX & Game, by Application USD Million (2025-2030)
  • Table 135. Middle East Animation, VFX & Game, by Type USD Million (2025-2030)
  • Table 136. Middle East Animation, VFX & Game, by Application USD Million (2025-2030)
  • Table 137. Africa Animation, VFX & Game, by Type USD Million (2025-2030)
  • Table 138. Africa Animation, VFX & Game, by Application USD Million (2025-2030)
  • Table 139. North America Animation, VFX & Game, by Country USD Million (2025-2030)
  • Table 140. North America Animation, VFX & Game, by Type USD Million (2025-2030)
  • Table 141. North America Animation, VFX & Game, by Application USD Million (2025-2030)
  • Table 142. United States Animation, VFX & Game, by Type USD Million (2025-2030)
  • Table 143. United States Animation, VFX & Game, by Application USD Million (2025-2030)
  • Table 144. Canada Animation, VFX & Game, by Type USD Million (2025-2030)
  • Table 145. Canada Animation, VFX & Game, by Application USD Million (2025-2030)
  • Table 146. Mexico Animation, VFX & Game, by Type USD Million (2025-2030)
  • Table 147. Mexico Animation, VFX & Game, by Application USD Million (2025-2030)
  • Table 148. Research Programs/Design for This Report
  • Table 149. Key Data Information from Secondary Sources
  • Table 150. 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, VFX & Game: by Type USD Million (2018-2023)
  • Figure 5. Global Animation, VFX & Game: by Application USD Million (2018-2023)
  • Figure 6. South America Animation, VFX & Game Share (%), by Country
  • Figure 7. Asia Pacific Animation, VFX & Game Share (%), by Country
  • Figure 8. Europe Animation, VFX & Game Share (%), by Country
  • Figure 9. MEA Animation, VFX & Game Share (%), by Country
  • Figure 10. North America Animation, VFX & Game Share (%), by Country
  • Figure 11. Global Animation, VFX & Game share by Players 2023 (%)
  • Figure 12. Global Animation, VFX & Game share by Players (Top 3) 2023(%)
  • Figure 13. Global Animation, VFX & Game share by Players (Top 5) 2023(%)
  • Figure 14. BCG Matrix for key Companies
  • Figure 15. Walt Disney Animation Studios (United States) Revenue, Net Income and Gross profit
  • Figure 16. Walt Disney Animation Studios (United States) Revenue: by Geography 2023
  • Figure 17. Microsoft (United States) Revenue, Net Income and Gross profit
  • Figure 18. Microsoft (United States) Revenue: by Geography 2023
  • Figure 19. Sony (Japan) Revenue, Net Income and Gross profit
  • Figure 20. Sony (Japan) Revenue: by Geography 2023
  • Figure 21. Warner Bros. (United States) Revenue, Net Income and Gross profit
  • Figure 22. Warner Bros. (United States) Revenue: by Geography 2023
  • Figure 23. Tencent (China) Revenue, Net Income and Gross profit
  • Figure 24. Tencent (China) Revenue: by Geography 2023
  • Figure 25. Activision Blizzard (United States) Revenue, Net Income and Gross profit
  • Figure 26. Activision Blizzard (United States) Revenue: by Geography 2023
  • Figure 27. Nintendo (Japan) Revenue, Net Income and Gross profit
  • Figure 28. Nintendo (Japan) Revenue: by Geography 2023
  • Figure 29. Netease (China) Revenue, Net Income and Gross profit
  • Figure 30. Netease (China) Revenue: by Geography 2023
  • Figure 31. NBCUniversal (United States) Revenue, Net Income and Gross profit
  • Figure 32. NBCUniversal (United States) Revenue: by Geography 2023
  • Figure 33. Framestore (United States) Revenue, Net Income and Gross profit
  • Figure 34. Framestore (United States) Revenue: by Geography 2023
  • Figure 35. TOEI ANIMATION (Japan) Revenue, Net Income and Gross profit
  • Figure 36. TOEI ANIMATION (Japan) Revenue: by Geography 2023
  • Figure 37. Global Animation, VFX & Game: by Type USD Million (2025-2030)
  • Figure 38. Global Animation, VFX & Game: by Application USD Million (2025-2030)
  • Figure 39. South America Animation, VFX & Game Share (%), by Country
  • Figure 40. Asia Pacific Animation, VFX & Game Share (%), by Country
  • Figure 41. Europe Animation, VFX & Game Share (%), by Country
  • Figure 42. MEA Animation, VFX & Game Share (%), by Country
  • Figure 43. North America Animation, VFX & Game Share (%), by Country
List of companies from research coverage that are profiled in the study
  • Walt Disney Animation Studios (United States)
  • Microsoft (United States)
  • Sony (Japan)
  • Warner Bros. (United States)
  • Tencent (China)
  • Activision Blizzard (United States)
  • Nintendo (Japan)
  • Netease (China)
  • NBCUniversal (United States)
  • Framestore (United States)
  • TOEI ANIMATION (Japan)
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Feb 2024 215 Pages 96 Tables Base Year: 2023 Coverage: 15+ Companies; 18 Countries

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The standard version of the report profiles players such as Walt Disney Animation Studios (United States), Microsoft (United States), Sony (Japan), Warner Bros. (United States), Tencent (China), Activision Blizzard (United States), Nintendo (Japan), Netease (China), NBCUniversal (United States), Framestore (United States) and TOEI ANIMATION (Japan) etc.
The Study can be customized subject to feasibility and data availability. Please connect with our sales representative for further information.
"Increase in Popularity of High Integrated CGI and VFX Movies and Series." is seen as one of major influencing trends for Animation, VFX & Game Market during projected period 2023-2030.
The Animation, VFX & Game market study includes a random mix of players, including both market leaders and some top growing emerging players. Connect with our sales executive to get a complete company list in our research coverage.

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