
Animation & Gaming Market by Product (Animation, Gaming), Application (Education & Training, Entertainment, Esports) - Global Forecast 2024-2030
Description
Animation & Gaming Market by Product (Animation, Gaming), Application (Education & Training, Entertainment, Esports) - Global Forecast 2024-2030
The Animation & Gaming Market size was estimated at USD 195.02 billion in 2023 and expected to reach USD 218.84 billion in 2024, at a CAGR 12.61% to reach USD 447.89 billion by 2030.
FPNV Positioning Matrix
The FPNV Positioning Matrix is pivotal in evaluating the Animation & Gaming Market. It offers a comprehensive assessment of vendors, examining key metrics related to Business Strategy and Product Satisfaction. This in-depth analysis empowers users to make well-informed decisions aligned with their requirements. Based on the evaluation, the vendors are then categorized into four distinct quadrants representing varying levels of success: Forefront (F), Pathfinder (P), Niche (N), or Vital (V).
Market Share Analysis
The Market Share Analysis is a comprehensive tool that provides an insightful and in-depth examination of the current state of vendors in the Animation & Gaming Market. By meticulously comparing and analyzing vendor contributions in terms of overall revenue, customer base, and other key metrics, we can offer companies a greater understanding of their performance and the challenges they face when competing for market share. Additionally, this analysis provides valuable insights into the competitive nature of the sector, including factors such as accumulation, fragmentation dominance, and amalgamation traits observed over the base year period studied. With this expanded level of detail, vendors can make more informed decisions and devise effective strategies to gain a competitive edge in the market.
Key Company Profiles
The report delves into recent significant developments in the Animation & Gaming Market, highlighting leading vendors and their innovative profiles. These include Aardman Animations Limited, Activision Blizzard Inc. by Microsoft Corp., Adobe Inc., Anibrain, Bandai Namco Entertainment Inc., Bonfire Studios, Inc., Electronic Arts Inc., Epic Games, Inc., Framestore Limited, Kevuru Games, NCSOFT Corporation, NetEase Inc., Nintendo Co. Ltd., Reliance Industries Ltd., Sony Group Corporation, Take-Two Interactive Software, Inc., Technicolor Creative Studios SA, Tencent Holdings Ltd., The Foundry Visionmongers Ltd., The Walt Disney Co., TOEI ANIMATION Co. Ltd., Toonz Animation India Pvt. Ltd., Unity Software Inc., Valve Corporation, and Warner Bros. Entertainment Inc..
Market Segmentation & Coverage
This research report categorizes the Animation & Gaming Market to forecast the revenues and analyze trends in each of the following sub-markets:
Product
Animation
2D Animation
Gaming Model
Free-to-Play
Action
Console Gaming
Education & Training
Americas
Argentina
California
Australia
Denmark
The report offers valuable insights on the following aspects:
- Market Penetration: It presents comprehensive information on the market provided by key players.
- Market Development: It delves deep into lucrative emerging markets and analyzes the penetration across mature market segments.
- Market Diversification: It provides detailed information on new product launches, untapped geographic regions, recent developments, and investments.
- Competitive Assessment & Intelligence: It conducts an exhaustive assessment of market shares, strategies, products, certifications, regulatory approvals, patent landscape, and manufacturing capabilities of the leading players.
- Product Development & Innovation: It offers intelligent insights on future technologies, R&D activities, and breakthrough product developments.
- What is the market size and forecast of the Animation & Gaming Market?
- Which products, segments, applications, and areas should one consider investing in over the forecast period in the Animation & Gaming Market?
- What are the technology trends and regulatory frameworks in the Animation & Gaming Market?
- What is the market share of the leading vendors in the Animation & Gaming Market?
- Which modes and strategic moves are suitable for entering the Animation & Gaming Market?
Note: PDF & Excel + Online Access - 1 Year
Table of Contents
196 Pages
- 1. Preface
- 1.1. Objectives of the Study
- 1.2. Market Segmentation & Coverage
- 1.3. Years Considered for the Study
- 1.4. Currency & Pricing
- 1.5. Language
- 1.6. Limitations
- 1.7. Assumptions
- 1.8. Stakeholders
- 2. Research Methodology
- 2.1. Define: Research Objective
- 2.2. Determine: Research Design
- 2.3. Prepare: Research Instrument
- 2.4. Collect: Data Source
- 2.5. Analyze: Data Interpretation
- 2.6. Formulate: Data Verification
- 2.7. Publish: Research Report
- 2.8. Repeat: Report Update
- 3. Executive Summary
- 4. Market Overview
- 4.1. Introduction
- 4.2. Animation & Gaming Market, by Region
- 5. Market Insights
- 5.1. Market Dynamics
- 5.1.1. Drivers
- 5.1.1.1. Surging popularity of smart televisions that support 4K content
- 5.1.1.2. Greater penetration and accessibility to broadband Internet
- 5.1.1.3. Increasing spending heavily on the production of TV series and films
- 5.1.2. Restraints
- 5.1.2.1. Requirement of huge capital investment for novel technologies
- 5.1.3. Opportunities
- 5.1.3.1. Integration of advanced technologies in animation and gaming
- 5.1.3.2. Deployment of 3D animation in the healthcare industry
- 5.1.4. Challenges
- 5.1.4.1. Dearth of skilled and experienced subject experts
- 5.2. Market Segmentation Analysis
- 5.3. Market Trend Analysis
- 5.4. Cumulative Impact of High Inflation
- 5.5. Porter’s Five Forces Analysis
- 5.5.1. Threat of New Entrants
- 5.5.2. Threat of Substitutes
- 5.5.3. Bargaining Power of Customers
- 5.5.4. Bargaining Power of Suppliers
- 5.5.5. Industry Rivalry
- 5.6. Value Chain & Critical Path Analysis
- 5.7. Regulatory Framework
- 6. Animation & Gaming Market, by Product
- 6.1. Introduction
- 6.2. Animation
- 6.3.1. 2D Animation
- 6.3.2. 3D Animation
- 6.3.3. Stop Motion
- 6.3. Gaming
- 6.4.1. Gaming Model
- 6.4.2.1. Free-to-Play
- 6.4.2.2. Pay-to-Play
- 6.4.2. Genre
- 6.4.3.1. Action
- 6.4.3.2. Adventure
- 6.4.3.3. Simulation
- 6.4.3.4. Sports
- 6.4.3.5. Strategy
- 6.4.3. Platform
- 6.4.4.1. Console Gaming
- 6.4.4.2. Mobile Gaming
- 6.4.4.3. PC Gaming
- 7. Animation & Gaming Market, by Application
- 7.1. Introduction
- 7.2. Education & Training
- 7.3. Entertainment
- 7.4. Esports
- 7.5. Simulation & Visualization
- 8. Americas Animation & Gaming Market
- 8.1. Introduction
- 8.2. Argentina
- 8.3. Brazil
- 8.4. Canada
- 8.5. Mexico
- 8.6. United States
- 9. Asia-Pacific Animation & Gaming Market
- 9.1. Introduction
- 9.2. Australia
- 9.3. China
- 9.4. India
- 9.5. Indonesia
- 9.6. Japan
- 9.7. Malaysia
- 9.8. Philippines
- 9.9. Singapore
- 9.10. South Korea
- 9.11. Taiwan
- 9.12. Thailand
- 9.13. Vietnam
- 10. Europe, Middle East & Africa Animation & Gaming Market
- 10.1. Introduction
- 10.2. Denmark
- 10.3. Egypt
- 10.4. Finland
- 10.5. France
- 10.6. Germany
- 10.7. Israel
- 10.8. Italy
- 10.9. Netherlands
- 10.10. Nigeria
- 10.11. Norway
- 10.12. Poland
- 10.13. Qatar
- 10.14. Russia
- 10.15. Saudi Arabia
- 10.16. South Africa
- 10.17. Spain
- 10.18. Sweden
- 10.19. Switzerland
- 10.20. Turkey
- 10.21. United Arab Emirates
- 10.22. United Kingdom
- 11. Competitive Landscape
- 11.1. FPNV Positioning Matrix
- 11.2. Market Share Analysis, By Key Player
- 11.3. Competitive Scenario Analysis, By Key Player
- 12. Competitive Portfolio
- 12.1. Key Company Profiles
- 12.1.1. Aardman Animations Limited
- 12.1.2. Activision Blizzard Inc. by Microsoft Corp.
- 12.1.3. Adobe Inc.
- 12.1.4. Anibrain
- 12.1.5. Bandai Namco Entertainment Inc.
- 12.1.6. Bonfire Studios, Inc.
- 12.1.7. Electronic Arts Inc.
- 12.1.8. Epic Games, Inc.
- 12.1.9. Framestore Limited
- 12.1.10. Kevuru Games
- 12.1.11. NCSOFT Corporation
- 12.1.12. NetEase Inc.
- 12.1.13. Nintendo Co. Ltd.
- 12.1.14. Reliance Industries Ltd.
- 12.1.15. Sony Group Corporation
- 12.1.16. Take-Two Interactive Software, Inc.
- 12.1.17. Technicolor Creative Studios SA
- 12.1.18. Tencent Holdings Ltd.
- 12.1.19. The Foundry Visionmongers Ltd.
- 12.1.20. The Walt Disney Co.
- 12.1.21. TOEI ANIMATION Co. Ltd.
- 12.1.22. Toonz Animation India Pvt. Ltd.
- 12.1.23. Unity Software Inc.
- 12.1.24. Valve Corporation
- 12.1.25. Warner Bros. Entertainment Inc.
- 12.2. Key Product Portfolio
- 13. Appendix
- 13.1. Discussion Guide
- 13.2. License & Pricing
- FIGURE 1. ANIMATION & GAMING MARKET RESEARCH PROCESS
- FIGURE 2. ANIMATION & GAMING MARKET SIZE, 2023 VS 2030
- FIGURE 3. ANIMATION & GAMING MARKET SIZE, 2018-2030 (USD MILLION)
- FIGURE 4. ANIMATION & GAMING MARKET SIZE, BY REGION, 2023 VS 2030 (%)
- FIGURE 5. ANIMATION & GAMING MARKET SIZE, BY REGION, 2023 VS 2024 VS 2030 (USD MILLION)
- FIGURE 6. ANIMATION & GAMING MARKET DYNAMICS
- FIGURE 7. ANIMATION & GAMING MARKET SIZE, BY PRODUCT, 2023 VS 2030 (%)
- FIGURE 8. ANIMATION & GAMING MARKET SIZE, BY PRODUCT, 2023 VS 2024 VS 2030 (USD MILLION)
- FIGURE 9. ANIMATION & GAMING MARKET SIZE, BY APPLICATION, 2023 VS 2030 (%)
- FIGURE 10. ANIMATION & GAMING MARKET SIZE, BY APPLICATION, 2023 VS 2024 VS 2030 (USD MILLION)
- FIGURE 11. AMERICAS ANIMATION & GAMING MARKET SIZE, BY COUNTRY, 2023 VS 2030 (%)
- FIGURE 12. AMERICAS ANIMATION & GAMING MARKET SIZE, BY COUNTRY, 2023 VS 2024 VS 2030 (USD MILLION)
- FIGURE 13. UNITED STATES ANIMATION & GAMING MARKET SIZE, BY STATE, 2023 VS 2030 (%)
- FIGURE 14. UNITED STATES ANIMATION & GAMING MARKET SIZE, BY STATE, 2023 VS 2024 VS 2030 (USD MILLION)
- FIGURE 15. ASIA-PACIFIC ANIMATION & GAMING MARKET SIZE, BY COUNTRY, 2023 VS 2030 (%)
- FIGURE 16. ASIA-PACIFIC ANIMATION & GAMING MARKET SIZE, BY COUNTRY, 2023 VS 2024 VS 2030 (USD MILLION)
- FIGURE 17. EUROPE, MIDDLE EAST & AFRICA ANIMATION & GAMING MARKET SIZE, BY COUNTRY, 2023 VS 2030 (%)
- FIGURE 18. EUROPE, MIDDLE EAST & AFRICA ANIMATION & GAMING MARKET SIZE, BY COUNTRY, 2023 VS 2024 VS 2030 (USD MILLION)
- FIGURE 19. ANIMATION & GAMING MARKET, FPNV POSITIONING MATRIX, 2023
- FIGURE 20. ANIMATION & GAMING MARKET SHARE, BY KEY PLAYER, 2023
Pricing
Currency Rates
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