Global Animation, VFX and Game Market - Industry Analysis Size Share Growth Trends and Forecast 2022 - 2030

Global Animation, VFX and Game Market - Industry Analysis Size Share Growth Trends and Forecast 2022 - 2030

  • SKU :
    SAC2048401
  • Published Date :
    June 1, 2022
  • Number of Pages :
    300.0

Product Description

Animation is a dynamic medium in which images or objects are manipulated to appear as moving images. In traditional animation, images are drawn or painted by hand on transparent celluloid sheets to be photographed and exhibited on film.

Visual Effects (abbreviated VFX) is the process by which imagery is created or manipulated outside the context of a live action shot in film making. Visual effects involve in the integration of live-action footage (special effects) and generated imagery (digital effects) to create environments which look realistic, but would be dangerous, expensive, impractical, time consuming or impossible to capture on film. Visual effects using computer-generated imagery (CGI) have recently become accessible to the independent filmmaker with the introduction of affordable and easy-to-use animation and compositing software.
The Animation, VFX and Game market revenue was xx Million USD in 2018, grew to xx Million USD in 2021, and will reach xx Million USD in 2030, with a CAGR of xx during 2022-2030.

Considering the influence of COVID-19 on the global Animation, VFX and Game market, this report analyzed the impact from both global and regional perspectives. From production end to consumption end in regions such as North America, Europe, China, and Japan, the report put emphasis on analysis of market under COVID-19 and corresponding response policy in different regions.

This report also analyzes the strategies for different companies to deal with the impact of COVID-19 in detail to seek a path to recovery.

Under COVID-19 Outbreak, how the Animation, VFX and Game Industry will develop is also analyzed in detail in Chapter 1.8 of this report.

Major Players in Animation, VFX and Game market are:
Dragonframe
3ds Max
Iclone
Houdini Apprentice
Ipi Soft
Maya
Terragen
Mixamo
Poser
Faceshift
Motionbuilder
Smartbody
Makehuman
Blender
Boats Animator
Clara.Io

Most important types of Animation, VFX and Game products covered in this report are:
2D Animation
Computer-Generated Images (CGI)
Visual Effects (VFX)
Network Animation
Enterprise Service

Most widely used downstream fields of Animation, VFX and Game market covered in this report are:
Anime
Film
Video Game

Major Regions or countries covered in this report:
North America
Europe
China
Japan
Middle East and Africa
South America
India
South Korea
Southeast Asia
Others

In Chapter 3.4, the report provides analysis of the reasons behind price fluctuations.

In chapters 5, 6, and 7, the impact of COVID-19 on the different regions in both production and consumption end and SWOT analysis are pointed out.

In Chapters 8, the report presents company's recent development and strategies to deal with the impact of COVID-19.





Table of Content

Table of Content

1 Animation, VFX and Game Introduction and Market Overview
1.1 Objectives of the Study
1.2 Overview of Animation, VFX and Game
1.3 Animation, VFX and Game Market Scope and Market Size Estimation
1.3.1 Market Concentration Ratio and Market Maturity Analysis
1.3.2 Global Animation, VFX and Game Revenue and Growth Rate from 2018-2030
1.4 Market Segmentation
1.4.1 Types of Animation, VFX and Game
1.4.2 Applications of Animation, VFX and Game
1.4.3 Research Regions
1.5 Market Dynamics
1.5.1 Animation, VFX and Game Industry Trends
1.5.2 Animation, VFX and Game Drivers
1.5.3 Animation, VFX and Game Market Challenges
1.5.4 Animation, VFX and Game Market Restraints
1.6 Industry News and Policies by Regions
1.6.1 Industry News
1.6.2 Industry Policies
1.7 Mergers & Acquisitions, Expansion Plans
1.8 Animation, VFX and Game Industry Development Trends under COVID-19 Outbreak
1.8.1 Global COVID-19 Status Overview
1.8.2 Influence of COVID-19 Outbreak on Animation, VFX and Game Industry Development

2 Industry Chain Analysis
2.1 Upstream Raw Material Supply and Demand Analysis
2.1.1 Global Animation, VFX and Game Major Upstream Raw Material and Suppliers
2.1.2 Raw Material Source Analysis
2.2 Major Players of Animation, VFX and Game
2.2.1 Major Players Manufacturing Base of Animation, VFX and Game in 2020
2.2.2 Major Players Market Distribution in 2020
2.3 Animation, VFX and Game Manufacturing Cost Structure Analysis
2.3.1 Production Process Analysis
2.3.2 Manufacturing Cost Structure of Animation, VFX and Game
2.3.3 Labor Cost of Animation, VFX and Game
2.4 Market Channel Analysis of Animation, VFX and Game
2.5 Major Down Stream Customers by Application

3 Global Animation, VFX and Game Market, by Type
3.1 Global Animation, VFX and Game Revenue and Market Share by Type (2018-2021)
3.2 Global Animation, VFX and Game Production and Market Share by Type (2018-2021)
3.3 Global Animation, VFX and Game Revenue and Growth Rate by Type (2018-2021)
3.3.1 Global Animation, VFX and Game Revenue and Growth Rate of 2D Animation
3.3.2 Global Animation, VFX and Game Revenue and Growth Rate of Computer-Generated Images (CGI)
3.3.3 Global Animation, VFX and Game Revenue and Growth Rate of Visual Effects (VFX)
3.3.4 Global Animation, VFX and Game Revenue and Growth Rate of Network Animation
3.3.5 Global Animation, VFX and Game Revenue and Growth Rate of Enterprise Service
3.4 Global Animation, VFX and Game Price Analysis by Type (2018-2021)
3.4.1 Explanation of Different Type Product Price Trends

4 Animation, VFX and Game Market, by Application
4.1 Downstream Market Overview
4.2 Global Animation, VFX and Game Consumption and Market Share by Application (2018-2021)
4.3 Global Animation, VFX and Game Consumption and Growth Rate by Application (2018-2021)
4.3.1 Global Animation, VFX and Game Consumption and Growth Rate of Anime (2018-2021)
4.3.2 Global Animation, VFX and Game Consumption and Growth Rate of Film (2018-2021)
4.3.3 Global Animation, VFX and Game Consumption and Growth Rate of Video Game (2018-2021)

5 Global Animation, VFX and Game Consumption, Revenue ($) by Region (2018-2021)
5.1 Global Animation, VFX and Game Revenue and Market Share by Region (2018-2021)
5.2 Global Animation, VFX and Game Consumption and Market Share by Region (2018-2021)
5.3 Global Animation, VFX and Game Consumption, Revenue, Price and Gross Margin (2018-2021)
5.4 North America Animation, VFX and Game Consumption, Revenue, Price and Gross Margin (2018-2021)
5.4.1 North America Animation, VFX and Game Market Under COVID-19
5.4.2 North America Animation, VFX and Game SWOT Analysis
5.5 Europe Animation, VFX and Game Consumption, Revenue, Price and Gross Margin (2018-2021)
5.5.1 Europe Animation, VFX and Game Market Under COVID-19
5.5.2 Europe Animation, VFX and Game SWOT Analysis
5.6 China Animation, VFX and Game Consumption, Revenue, Price and Gross Margin (2018-2021)
5.6.1 China Animation, VFX and Game Market Under COVID-19
5.6.2 China Animation, VFX and Game SWOT Analysis
5.7 Japan Animation, VFX and Game Consumption, Revenue, Price and Gross Margin (2018-2021)
5.7.1 Japan Animation, VFX and Game Market Under COVID-19
5.7.2 Japan Animation, VFX and Game SWOT Analysis
5.8 Middle East and Africa Animation, VFX and Game Consumption, Revenue, Price and Gross Margin (2018-2021)
5.8.1 Middle East and Africa Animation, VFX and Game Market Under COVID-19
5.8.2 Middle East and Africa Animation, VFX and Game SWOT Analysis
5.9 India Animation, VFX and Game Consumption, Revenue, Price and Gross Margin (2018-2021)
5.9.1 India Animation, VFX and Game Market Under COVID-19
5.9.2 India Animation, VFX and Game SWOT Analysis
5.10 South America Animation, VFX and Game Consumption, Revenue, Price and Gross Margin (2018-2021)
5.10.1 South America Animation, VFX and Game Market Under COVID-19
5.10.2 South America Animation, VFX and Game SWOT Analysis
5.11 South Korea Animation, VFX and Game Consumption, Revenue, Price and Gross Margin (2018-2021)
5.11.1 South Korea Animation, VFX and Game Market Under COVID-19
5.11.2 South Korea Animation, VFX and Game SWOT Analysis
5.12 Southeast Asia Animation, VFX and Game Consumption, Revenue, Price and Gross Margin (2018-2021)
5.12.1 Southeast Asia Animation, VFX and Game Market Under COVID-19
5.12.2 Southeast Asia Animation, VFX and Game SWOT Analysis

6 Global Animation, VFX and Game Production by Top Regions (2018-2021)
6.1 Global Animation, VFX and Game Production by Top Regions (2018-2021)
6.2 North America Animation, VFX and Game Production and Growth Rate
6.3 Europe Animation, VFX and Game Production and Growth Rate
6.4 China Animation, VFX and Game Production and Growth Rate
6.5 Japan Animation, VFX and Game Production and Growth Rate
6.6 India Animation, VFX and Game Production and Growth Rate

7 Global Animation, VFX and Game Consumption by Regions (2018-2021)
7.1 Global Animation, VFX and Game Consumption by Regions (2018-2021)
7.2 North America Animation, VFX and Game Consumption and Growth Rate
7.3 Europe Animation, VFX and Game Consumption and Growth Rate
7.4 China Animation, VFX and Game Consumption and Growth Rate
7.5 Japan Animation, VFX and Game Consumption and Growth Rate
7.6 Middle East & Africa Animation, VFX and Game Consumption and Growth Rate
7.7 India Animation, VFX and Game Consumption and Growth Rate
7.8 South America Animation, VFX and Game Consumption and Growth Rate
7.9 South Korea Animation, VFX and Game Consumption and Growth Rate
7.10 Southeast Asia Animation, VFX and Game Consumption and Growth Rate

8 Competitive Landscape
8.1 Competitive Profile
8.2 Dragonframe Market Performance Analysis
8.2.1 Company Profiles
8.2.2 Animation, VFX and Game Product Profiles, Application and Specification
8.2.3 Dragonframe Sales, Revenue, Price, Gross Margin 2018-2021
8.2.4 Company Recent Development
8.2.5 Strategies for Company to Deal with the Impact of COVID-19
8.3 3ds Max Market Performance Analysis
8.3.1 Company Profiles
8.3.2 Animation, VFX and Game Product Profiles, Application and Specification
8.3.3 3ds Max Sales, Revenue, Price, Gross Margin 2018-2021
8.3.4 Company Recent Development
8.3.5 Strategies for Company to Deal with the Impact of COVID-19
8.4 Iclone Market Performance Analysis
8.4.1 Company Profiles
8.4.2 Animation, VFX and Game Product Profiles, Application and Specification
8.4.3 Iclone Sales, Revenue, Price, Gross Margin 2018-2021
8.4.4 Company Recent Development
8.4.5 Strategies for Company to Deal with the Impact of COVID-19
8.5 Houdini Apprentice Market Performance Analysis
8.5.1 Company Profiles
8.5.2 Animation, VFX and Game Product Profiles, Application and Specification
8.5.3 Houdini Apprentice Sales, Revenue, Price, Gross Margin 2018-2021
8.5.4 Company Recent Development
8.5.5 Strategies for Company to Deal with the Impact of COVID-19
8.6 Ipi Soft Market Performance Analysis
8.6.1 Company Profiles
8.6.2 Animation, VFX and Game Product Profiles, Application and Specification
8.6.3 Ipi Soft Sales, Revenue, Price, Gross Margin 2018-2021
8.6.4 Company Recent Development
8.6.5 Strategies for Company to Deal with the Impact of COVID-19
8.7 Maya Market Performance Analysis
8.7.1 Company Profiles
8.7.2 Animation, VFX and Game Product Profiles, Application and Specification
8.7.3 Maya Sales, Revenue, Price, Gross Margin 2018-2021
8.7.4 Company Recent Development
8.7.5 Strategies for Company to Deal with the Impact of COVID-19
8.8 Terragen Market Performance Analysis
8.8.1 Company Profiles
8.8.2 Animation, VFX and Game Product Profiles, Application and Specification
8.8.3 Terragen Sales, Revenue, Price, Gross Margin 2018-2021
8.8.4 Company Recent Development
8.8.5 Strategies for Company to Deal with the Impact of COVID-19
8.9 Mixamo Market Performance Analysis
8.9.1 Company Profiles
8.9.2 Animation, VFX and Game Product Profiles, Application and Specification
8.9.3 Mixamo Sales, Revenue, Price, Gross Margin 2018-2021
8.9.4 Company Recent Development
8.9.5 Strategies for Company to Deal with the Impact of COVID-19
8.10 Poser Market Performance Analysis
8.10.1 Company Profiles
8.10.2 Animation, VFX and Game Product Profiles, Application and Specification
8.10.3 Poser Sales, Revenue, Price, Gross Margin 2018-2021
8.10.4 Company Recent Development
8.10.5 Strategies for Company to Deal with the Impact of COVID-19
8.11 Faceshift Market Performance Analysis
8.11.1 Company Profiles
8.11.2 Animation, VFX and Game Product Profiles, Application and Specification
8.11.3 Faceshift Sales, Revenue, Price, Gross Margin 2018-2021
8.11.4 Company Recent Development
8.11.5 Strategies for Company to Deal with the Impact of COVID-19
8.12 Motionbuilder Market Performance Analysis
8.12.1 Company Profiles
8.12.2 Animation, VFX and Game Product Profiles, Application and Specification
8.12.3 Motionbuilder Sales, Revenue, Price, Gross Margin 2018-2021
8.12.4 Company Recent Development
8.12.5 Strategies for Company to Deal with the Impact of COVID-19
8.13 Smartbody Market Performance Analysis
8.13.1 Company Profiles
8.13.2 Animation, VFX and Game Product Profiles, Application and Specification
8.13.3 Smartbody Sales, Revenue, Price, Gross Margin 2018-2021
8.13.4 Company Recent Development
8.13.5 Strategies for Company to Deal with the Impact of COVID-19
8.14 Makehuman Market Performance Analysis
8.14.1 Company Profiles
8.14.2 Animation, VFX and Game Product Profiles, Application and Specification
8.14.3 Makehuman Sales, Revenue, Price, Gross Margin 2018-2021
8.14.4 Company Recent Development
8.14.5 Strategies for Company to Deal with the Impact of COVID-19
8.15 Blender Market Performance Analysis
8.15.1 Company Profiles
8.15.2 Animation, VFX and Game Product Profiles, Application and Specification
8.15.3 Blender Sales, Revenue, Price, Gross Margin 2018-2021
8.15.4 Company Recent Development
8.15.5 Strategies for Company to Deal with the Impact of COVID-19
8.16 Boats Animator Market Performance Analysis
8.16.1 Company Profiles
8.16.2 Animation, VFX and Game Product Profiles, Application and Specification
8.16.3 Boats Animator Sales, Revenue, Price, Gross Margin 2018-2021
8.16.4 Company Recent Development
8.16.5 Strategies for Company to Deal with the Impact of COVID-19
8.17 Clara.Io Market Performance Analysis
8.17.1 Company Profiles
8.17.2 Animation, VFX and Game Product Profiles, Application and Specification
8.17.3 Clara.Io Sales, Revenue, Price, Gross Margin 2018-2021
8.17.4 Company Recent Development
8.17.5 Strategies for Company to Deal with the Impact of COVID-19

9 Global Animation, VFX and Game Market Analysis and Forecast by Type and Application
9.1 Global Animation, VFX and Game Market Revenue & Volume Forecast, by Type (2021-2026)
9.1.1 2D Animation Market Revenue and Volume Forecast (2021-2026)
9.1.2 Computer-Generated Images (CGI) Market Revenue and Volume Forecast (2021-2026)
9.1.3 Visual Effects (VFX) Market Revenue and Volume Forecast (2021-2026)
9.1.4 Network Animation Market Revenue and Volume Forecast (2021-2026)
9.1.5 Enterprise Service Market Revenue and Volume Forecast (2021-2026)
9.2 Global Animation, VFX and Game Market Revenue & Volume Forecast, by Application (2021-2026)
9.2.1 Anime Market Revenue and Volume Forecast (2021-2026)
9.2.2 Film Market Revenue and Volume Forecast (2021-2026)
9.2.3 Video Game Market Revenue and Volume Forecast (2021-2026)

10 Animation, VFX and Game Market Supply and Demand Forecast by Region
10.1 North America Market Supply and Demand Forecast (2021-2026)
10.2 Europe Market Supply and Demand Forecast (2021-2026)
10.3 China Market Supply and Demand Forecast (2021-2026)
10.4 Japan Market Supply and Demand Forecast (2021-2026)
10.5 Middle East and Africa Market Supply and Demand Forecast (2021-2026)
10.6 India Market Supply and Demand Forecast (2021-2026)
10.7 South America Market Supply and Demand Forecast (2021-2026)
10.8 South Korea Market Supply and Demand Forecast (2021-2026)
10.9 Southeast Asia Market Supply and Demand Forecast (2021-2026)
10.10 Explanation of Market Size Trends by Region
10.11 Animation, VFX and Game Market Trends Analysis

11 New Project Feasibility Analysis
11.1 Industry Barriers and New Entrants SWOT Analysis
11.2 Analysis and Suggestions on New Project Investment

12 Expert Interview Record
13 Research Finding and Conclusion
14 Appendix
14.1 Methodology
14.2 Research Data Source
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