Animation and VFX

Global Animation and VFX Market to Reach US$350.6 Billion by 2030

The global market for Animation and VFX estimated at US$170.8 Billion in the year 2024, is expected to reach US$350.6 Billion by 2030, growing at a CAGR of 12.7% over the analysis period 2024-2030. Television & OTT Films Platform, one of the segments analyzed in the report, is expected to record a 13.8% CAGR and reach US$153.6 Billion by the end of the analysis period. Growth in the Advertisement Platform segment is estimated at 13.4% CAGR over the analysis period.

The U.S. Market is Estimated at US$46.5 Billion While China is Forecast to Grow at 17.2% CAGR

The Animation and VFX market in the U.S. is estimated at US$46.5 Billion in the year 2024. China, the world`s second largest economy, is forecast to reach a projected market size of US$74.5 Billion by the year 2030 trailing a CAGR of 17.2% over the analysis period 2024-2030. Among the other noteworthy geographic markets are Japan and Canada, each forecast to grow at a CAGR of 9.2% and 11.4% respectively over the analysis period. Within Europe, Germany is forecast to grow at approximately 10.1% CAGR.

Global Animation and VFX Market – Key Trends & Drivers Summarized

Why Are Animation and VFX Integral to Modern Content Creation and Storytelling?
Animation and visual effects (VFX) have become foundational tools in contemporary content development, enabling creators to deliver immersive, visually compelling narratives across film, television, gaming, advertising, and digital media. These technologies extend creative possibilities beyond physical limitations, allowing the visualization of abstract, fantastical, or complex scenes with photorealistic fidelity and emotional resonance. From blockbuster films and animated features to AR-enhanced ads and immersive web content, animation and VFX are redefining audience engagement through visual innovation.

The ability of animation and VFX to enhance storytelling while maintaining cost efficiency is driving widespread adoption. Studios can simulate environments, characters, and effects that would be prohibitively expensive—or physically impossible—to achieve through live-action alone. VFX techniques such as digital compositing, motion capture, CGI (computer-generated imagery), and procedural animation allow for seamless integration of virtual and real-world elements. This not only elevates production value but also reduces reliance on physical sets, stunts, and on-location shooting, creating greater flexibility in production planning.

The rise of on-demand content consumption via OTT platforms, mobile media, and streaming services is further accelerating the demand for high-quality, visually differentiated content. Animation and VFX are no longer limited to big-budget Hollywood productions; they are now embedded across short-form content, educational videos, branded marketing assets, and virtual influencers. As content ecosystems grow more diversified and globalized, the role of animation and VFX as core enablers of digital storytelling continues to expand across industries and platforms.

How Are Technological Innovations and Production Workflows Shaping Creative Output?
Technology is fundamentally transforming the animation and VFX pipeline, enabling faster rendering, real-time previews, and collaborative production models across geographically dispersed teams. The adoption of GPU-accelerated rendering engines, real-time ray tracing, and cloud-based virtual workstations has streamlined workflows, reduced production bottlenecks, and democratized access to high-end tools. Software platforms such as Unreal Engine, Unity, Autodesk Maya, Houdini, and Blender are now standard in hybrid production environments that integrate live-action with digital assets.

AI and machine learning are beginning to play transformative roles in automating repetitive tasks such as rotoscoping, facial animation, lip-syncing, and environment generation. These tools allow artists to shift focus from mechanical execution to creative decision-making, thereby enhancing both efficiency and quality. Real-time rendering and virtual production are further blurring the lines between post-production and live-action, allowing directors to make visual decisions during filming through digital sets and LED volume stages.

Pipeline interoperability and asset reusability have also emerged as strategic priorities. Studios are leveraging modular asset libraries, standardizing on open formats like USD (Universal Scene Description), and using cloud-based asset management systems to accelerate previsualization, iteration, and version control. These advances support simultaneous collaboration among animators, VFX artists, lighting specialists, and compositors—shortening development cycles and enabling agile responses to creative changes. As the demand for high-throughput content increases, streamlined, tech-driven pipelines are becoming essential to scalability and competitiveness.

Which Content Verticals and Regional Markets Are Driving Demand for Animation and VFX Services?
Film and television remain the largest end-use segments, with studios investing heavily in VFX to create cinematic universes, enhance period dramas, and bring supernatural narratives to life. Animation, both 2D and 3D, continues to be central to children’s content, feature films, and adult-themed animated series. Streaming platforms are increasingly commissioning animated originals and VFX-rich productions to differentiate their content libraries and meet rising demand for diverse, culturally resonant storytelling.

Gaming is another major growth driver, where real-time animation, motion capture, and immersive VFX are critical to gameplay realism and narrative depth. AAA game development, mobile gaming, and e-sports broadcasting all rely on cinematic sequences and interactive storytelling powered by animation and VFX. Advertising, too, is rapidly adopting these technologies to deliver immersive brand experiences across digital, social, and augmented reality platforms—particularly as consumer attention spans shrink and visual differentiation becomes a key competitive advantage.

Regionally, North America and Western Europe remain dominant in terms of production scale, technological infrastructure, and studio presence. However, Asia-Pacific is the fastest-growing market, driven by thriving media ecosystems in India, South Korea, Japan, and China. Government incentives, a large creative talent pool, and lower production costs are attracting outsourcing and co-production deals. Meanwhile, Latin America and parts of the Middle East are emerging as niche markets with increasing demand for localized animated content and regionally flavored VFX-heavy productions.

How Are Remote Collaboration, Global Talent Access, and IP Strategies Influencing Market Evolution?
The post-pandemic normalization of remote workflows has reshaped how animation and VFX studios operate, opening up access to global talent and decentralizing production infrastructure. Cloud-based rendering, virtual desktops, and collaborative project management tools have enabled studios to scale production while maintaining business continuity across time zones. This flexibility supports cost-effective outsourcing, talent diversity, and rapid scalability—particularly important for projects requiring multilingual or cross-cultural creative input.

As international co-productions and service deals increase, studios are placing greater emphasis on IP (intellectual property) development and retention. Owning original animated content or signature VFX pipelines allows studios to maximize monetization through licensing, merchandising, and syndication. With streaming platforms actively acquiring and co-developing global IPs, independent and mid-sized studios are finding new paths to scale their visibility and revenue streams. Meanwhile, the rise of virtual characters and AI-generated avatars is opening new frontiers in IP monetization across social media, fashion, and metaverse platforms.

Compliance with international content standards, data security protocols, and labor regulations is also shaping vendor selection, particularly in global outsourcing arrangements. Studios must invest in secure data transfer systems, remote workflow auditability, and cross-border collaboration tools to meet the expectations of major content producers. As creative boundaries expand, the ability to execute globally while ensuring consistency, legal clarity, and operational agility is becoming a key differentiator in the competitive animation and VFX marketplace.

What Are the Factors Driving Growth in the Animation and VFX Market?
The animation and VFX market is growing steadily, fueled by the convergence of rising digital content consumption, expanding streaming investments, and the growing use of immersive storytelling tools across media formats. These technologies are no longer confined to entertainment but are now embedded across education, healthcare, corporate communication, and brand marketing. Key growth drivers include demand for high-quality visuals, the need for scalable content production, and the application of real-time rendering in emerging areas such as AR, VR, and virtual production.

Technology convergence and globalization are creating a dynamic landscape in which content creators seek speed, scalability, and quality from animation and VFX partners. Cloud infrastructure, AI-enabled automation, and cross-platform interoperability are accelerating development cycles and enabling smaller studios to compete at global standards. Simultaneously, the shift toward decentralized, IP-driven business models is enabling greater creative freedom, faster turnaround, and more personalized content at scale.

Looking forward, the market’s trajectory will depend on how well animation and VFX providers align with evolving audience preferences, platform requirements, and technology ecosystems. As storytelling becomes more interactive, immersive, and visually driven, could these creative technologies emerge as the central engine of the next digital content revolution?

SCOPE OF STUDY:

The report analyzes the Animation and VFX market in terms of units by the following Segments, and Geographic Regions/Countries:

Segments:
Animation Platform (Television & OTT Films, Advertisement, Gaming, Other Animation Platforms)

Geographic Regions/Countries:
World; United States; Canada; Japan; China; Europe (France; Germany; Italy; United Kingdom; Spain; Russia; and Rest of Europe); Asia-Pacific (Australia; India; South Korea; and Rest of Asia-Pacific); Latin America (Argentina; Brazil; Mexico; and Rest of Latin America); Middle East (Iran; Israel; Saudi Arabia; United Arab Emirates; and Rest of Middle East); and Africa.

Select Competitors (Total 34 Featured) -
  • Animal Logic
  • Base FX
  • Blue Sky Studios
  • Blur Studio
  • BUF Compagnie
  • Cinesite
  • CoSA VFX
  • Crafty Apes
  • Digital Domain
  • Digital Idea
  • DNEG
  • Framestore
  • Image Engine
  • Industrial Light & Magic (ILM)
  • Jellyfish Pictures
  • Luma Pictures
  • Method Studios
  • Mikros Animation
  • Moving Picture Company (MPC)
  • Pixar Animation Studios

TARIFF IMPACT FACTOR

Our new release incorporates impact of tariffs on geographical markets as we predict a shift in competitiveness of companies based on HQ country, manufacturing base, exports and imports (finished goods and OEM). This intricate and multifaceted market reality will impact competitors by artificially increasing the COGS, reducing profitability, reconfiguring supply chains, amongst other micro and macro market dynamics.

We are diligently following expert opinions of leading Chief Economists (14,949), Think Tanks (62), Trade & Industry bodies (171) worldwide, as they assess impact and address new market realities for their ecosystems. Experts and economists from every major country are tracked for their opinions on tariffs and how they will impact their countries.

We expect this chaos to play out over the next 2-3 months and a new world order is established with more clarity. We are tracking these developments on a real time basis.

As we release this report, U.S. Trade Representatives are pushing their counterparts in 183 countries for an early closure to bilateral tariff negotiations. Most of the major trading partners also have initiated trade agreements with other key trading nations, outside of those in the works with the United States. We are tracking such secondary fallouts as supply chains shift.

To our valued clients, we say, we have your back. We will present a simplified market reassessment by incorporating these changes!

APRIL 2025: NEGOTIATION PHASE

Our April release addresses the impact of tariffs on the overall global market and presents market adjustments by geography. Our trajectories are based on historic data and evolving market impacting factors.

JULY 2025 FINAL TARIFF RESET

Complimentary Update: Our clients will also receive a complimentary update in July after a final reset is announced between nations. The final updated version incorporates clearly defined Tariff Impact Analyses.

Reciprocal and Bilateral Trade & Tariff Impact Analyses:

USA
CHINA
MEXICO
CANADA
EU
JAPAN
INDIA
176 OTHER COUNTRIES.

Leading Economists - Our knowledge base tracks 14,949 economists including a select group of most influential Chief Economists of nations, think tanks, trade and industry bodies, big enterprises, and domain experts who are sharing views on the fallout of this unprecedented paradigm shift in the global econometric landscape. Most of our 16,491+ reports have incorporated this two-stage release schedule based on milestones.

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I. METHODOLOGY
II. EXECUTIVE SUMMARY
1. MARKET OVERVIEW
Influencer Market Insights
World Market Trajectories
Animation and VFX – Global Key Competitors Percentage Market Share in 2025 (E)
Competitive Market Presence - Strong/Active/Niche/Trivial for Players Worldwide in 2025 (E)
2. FOCUS ON SELECT PLAYERS
3. MARKET TRENDS & DRIVERS
Rising Demand for Digital Content Across Streaming Platforms Throws the Spotlight on Animation and VFX Production
Surge in Gaming, Film, and OTT Original Series Spurs Investment in High-Quality Visual Effects Pipelines
Increased Use of Virtual Production Techniques Strengthens the Business Case for Real-Time Animation Tools
Adoption of Cloud-Based Rendering Platforms Enhances Scalability and Collaboration for Remote Teams
Growth in Branded Content and Digital Advertising Fuels Demand for Short-Form Animated Media
Expansion of AR/VR Experiences Across Sectors Drives Advanced VFX Application in Immersive Media
Outsourcing to Specialized Animation Studios in Asia-Pacific Supports Cost-Effective Global Content Development
Increased Cross-Media IP Licensing Encourages Transmedia Storytelling Through Animation and VFX
Use of Digital Humans and Photorealistic Characters Sets the Stage for Hyperreal Content Creation
Growth in Indie and Creator-Led Content Production Democratizes Access to High-End Visual Tools
4. GLOBAL MARKET PERSPECTIVE
TABLE 1: World Animation and VFX Market Analysis of Annual Sales in US$ Million for Years 2015 through 2030
TABLE 2: World Recent Past, Current & Future Analysis for Animation and VFX by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
TABLE 3: World Historic Review for Animation and VFX by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
TABLE 4: World 15-Year Perspective for Animation and VFX by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets for Years 2015, 2025 & 2030
TABLE 5: World Recent Past, Current & Future Analysis for Television & OTT Films by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
TABLE 6: World Historic Review for Television & OTT Films by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
TABLE 7: World 15-Year Perspective for Television & OTT Films by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa for Years 2015, 2025 & 2030
TABLE 8: World Recent Past, Current & Future Analysis for Advertisement by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
TABLE 9: World Historic Review for Advertisement by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
TABLE 10: World 15-Year Perspective for Advertisement by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa for Years 2015, 2025 & 2030
TABLE 11: World Recent Past, Current & Future Analysis for Gaming by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
TABLE 12: World Historic Review for Gaming by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
TABLE 13: World 15-Year Perspective for Gaming by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa for Years 2015, 2025 & 2030
TABLE 14: World Recent Past, Current & Future Analysis for Other Animation Platforms by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
TABLE 15: World Historic Review for Other Animation Platforms by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
TABLE 16: World 15-Year Perspective for Other Animation Platforms by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa for Years 2015, 2025 & 2030
III. MARKET ANALYSIS
UNITED STATES
Animation and VFX Market Presence - Strong/Active/Niche/Trivial - Key Competitors in the United States for 2025 (E)
TABLE 17: USA Recent Past, Current & Future Analysis for Animation and VFX by Animation Platform - Television & OTT Films, Advertisement, Gaming and Other Animation Platforms - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 18: USA Historic Review for Animation and VFX by Animation Platform - Television & OTT Films, Advertisement, Gaming and Other Animation Platforms Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
TABLE 19: USA 15-Year Perspective for Animation and VFX by Animation Platform - Percentage Breakdown of Value Sales for Television & OTT Films, Advertisement, Gaming and Other Animation Platforms for the Years 2015, 2025 & 2030
CANADA
TABLE 20: Canada Recent Past, Current & Future Analysis for Animation and VFX by Animation Platform - Television & OTT Films, Advertisement, Gaming and Other Animation Platforms - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 21: Canada Historic Review for Animation and VFX by Animation Platform - Television & OTT Films, Advertisement, Gaming and Other Animation Platforms Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
TABLE 22: Canada 15-Year Perspective for Animation and VFX by Animation Platform - Percentage Breakdown of Value Sales for Television & OTT Films, Advertisement, Gaming and Other Animation Platforms for the Years 2015, 2025 & 2030
JAPAN
Animation and VFX Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Japan for 2025 (E)
TABLE 23: Japan Recent Past, Current & Future Analysis for Animation and VFX by Animation Platform - Television & OTT Films, Advertisement, Gaming and Other Animation Platforms - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 24: Japan Historic Review for Animation and VFX by Animation Platform - Television & OTT Films, Advertisement, Gaming and Other Animation Platforms Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
TABLE 25: Japan 15-Year Perspective for Animation and VFX by Animation Platform - Percentage Breakdown of Value Sales for Television & OTT Films, Advertisement, Gaming and Other Animation Platforms for the Years 2015, 2025 & 2030
CHINA
Animation and VFX Market Presence - Strong/Active/Niche/Trivial - Key Competitors in China for 2025 (E)
TABLE 26: China Recent Past, Current & Future Analysis for Animation and VFX by Animation Platform - Television & OTT Films, Advertisement, Gaming and Other Animation Platforms - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 27: China Historic Review for Animation and VFX by Animation Platform - Television & OTT Films, Advertisement, Gaming and Other Animation Platforms Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
TABLE 28: China 15-Year Perspective for Animation and VFX by Animation Platform - Percentage Breakdown of Value Sales for Television & OTT Films, Advertisement, Gaming and Other Animation Platforms for the Years 2015, 2025 & 2030
EUROPE
Animation and VFX Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Europe for 2025 (E)
TABLE 29: Europe Recent Past, Current & Future Analysis for Animation and VFX by Geographic Region - France, Germany, Italy, UK, Spain, Russia and Rest of Europe Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
TABLE 30: Europe Historic Review for Animation and VFX by Geographic Region - France, Germany, Italy, UK, Spain, Russia and Rest of Europe Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
TABLE 31: Europe 15-Year Perspective for Animation and VFX by Geographic Region - Percentage Breakdown of Value Sales for France, Germany, Italy, UK, Spain, Russia and Rest of Europe Markets for Years 2015, 2025 & 2030
TABLE 32: Europe Recent Past, Current & Future Analysis for Animation and VFX by Animation Platform - Television & OTT Films, Advertisement, Gaming and Other Animation Platforms - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 33: Europe Historic Review for Animation and VFX by Animation Platform - Television & OTT Films, Advertisement, Gaming and Other Animation Platforms Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
TABLE 34: Europe 15-Year Perspective for Animation and VFX by Animation Platform - Percentage Breakdown of Value Sales for Television & OTT Films, Advertisement, Gaming and Other Animation Platforms for the Years 2015, 2025 & 2030
FRANCE
Animation and VFX Market Presence - Strong/Active/Niche/Trivial - Key Competitors in France for 2025 (E)
TABLE 35: France Recent Past, Current & Future Analysis for Animation and VFX by Animation Platform - Television & OTT Films, Advertisement, Gaming and Other Animation Platforms - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 36: France Historic Review for Animation and VFX by Animation Platform - Television & OTT Films, Advertisement, Gaming and Other Animation Platforms Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
TABLE 37: France 15-Year Perspective for Animation and VFX by Animation Platform - Percentage Breakdown of Value Sales for Television & OTT Films, Advertisement, Gaming and Other Animation Platforms for the Years 2015, 2025 & 2030
GERMANY
Animation and VFX Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Germany for 2025 (E)
TABLE 38: Germany Recent Past, Current & Future Analysis for Animation and VFX by Animation Platform - Television & OTT Films, Advertisement, Gaming and Other Animation Platforms - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 39: Germany Historic Review for Animation and VFX by Animation Platform - Television & OTT Films, Advertisement, Gaming and Other Animation Platforms Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
TABLE 40: Germany 15-Year Perspective for Animation and VFX by Animation Platform - Percentage Breakdown of Value Sales for Television & OTT Films, Advertisement, Gaming and Other Animation Platforms for the Years 2015, 2025 & 2030
ITALY
TABLE 41: Italy Recent Past, Current & Future Analysis for Animation and VFX by Animation Platform - Television & OTT Films, Advertisement, Gaming and Other Animation Platforms - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 42: Italy Historic Review for Animation and VFX by Animation Platform - Television & OTT Films, Advertisement, Gaming and Other Animation Platforms Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
TABLE 43: Italy 15-Year Perspective for Animation and VFX by Animation Platform - Percentage Breakdown of Value Sales for Television & OTT Films, Advertisement, Gaming and Other Animation Platforms for the Years 2015, 2025 & 2030
UNITED KINGDOM
Animation and VFX Market Presence - Strong/Active/Niche/Trivial - Key Competitors in the United Kingdom for 2025 (E)
TABLE 44: UK Recent Past, Current & Future Analysis for Animation and VFX by Animation Platform - Television & OTT Films, Advertisement, Gaming and Other Animation Platforms - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 45: UK Historic Review for Animation and VFX by Animation Platform - Television & OTT Films, Advertisement, Gaming and Other Animation Platforms Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
TABLE 46: UK 15-Year Perspective for Animation and VFX by Animation Platform - Percentage Breakdown of Value Sales for Television & OTT Films, Advertisement, Gaming and Other Animation Platforms for the Years 2015, 2025 & 2030
SPAIN
TABLE 47: Spain Recent Past, Current & Future Analysis for Animation and VFX by Animation Platform - Television & OTT Films, Advertisement, Gaming and Other Animation Platforms - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 48: Spain Historic Review for Animation and VFX by Animation Platform - Television & OTT Films, Advertisement, Gaming and Other Animation Platforms Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
TABLE 49: Spain 15-Year Perspective for Animation and VFX by Animation Platform - Percentage Breakdown of Value Sales for Television & OTT Films, Advertisement, Gaming and Other Animation Platforms for the Years 2015, 2025 & 2030
RUSSIA
TABLE 50: Russia Recent Past, Current & Future Analysis for Animation and VFX by Animation Platform - Television & OTT Films, Advertisement, Gaming and Other Animation Platforms - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 51: Russia Historic Review for Animation and VFX by Animation Platform - Television & OTT Films, Advertisement, Gaming and Other Animation Platforms Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
TABLE 52: Russia 15-Year Perspective for Animation and VFX by Animation Platform - Percentage Breakdown of Value Sales for Television & OTT Films, Advertisement, Gaming and Other Animation Platforms for the Years 2015, 2025 & 2030
REST OF EUROPE
TABLE 53: Rest of Europe Recent Past, Current & Future Analysis for Animation and VFX by Animation Platform - Television & OTT Films, Advertisement, Gaming and Other Animation Platforms - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 54: Rest of Europe Historic Review for Animation and VFX by Animation Platform - Television & OTT Films, Advertisement, Gaming and Other Animation Platforms Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
TABLE 55: Rest of Europe 15-Year Perspective for Animation and VFX by Animation Platform - Percentage Breakdown of Value Sales for Television & OTT Films, Advertisement, Gaming and Other Animation Platforms for the Years 2015, 2025 & 2030
ASIA-PACIFIC
Animation and VFX Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Asia-Pacific for 2025 (E)
TABLE 56: Asia-Pacific Recent Past, Current & Future Analysis for Animation and VFX by Geographic Region - Australia, India, South Korea and Rest of Asia-Pacific Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
TABLE 57: Asia-Pacific Historic Review for Animation and VFX by Geographic Region - Australia, India, South Korea and Rest of Asia-Pacific Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
TABLE 58: Asia-Pacific 15-Year Perspective for Animation and VFX by Geographic Region - Percentage Breakdown of Value Sales for Australia, India, South Korea and Rest of Asia-Pacific Markets for Years 2015, 2025 & 2030
TABLE 59: Asia-Pacific Recent Past, Current & Future Analysis for Animation and VFX by Animation Platform - Television & OTT Films, Advertisement, Gaming and Other Animation Platforms - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 60: Asia-Pacific Historic Review for Animation and VFX by Animation Platform - Television & OTT Films, Advertisement, Gaming and Other Animation Platforms Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
TABLE 61: Asia-Pacific 15-Year Perspective for Animation and VFX by Animation Platform - Percentage Breakdown of Value Sales for Television & OTT Films, Advertisement, Gaming and Other Animation Platforms for the Years 2015, 2025 & 2030
AUSTRALIA
Animation and VFX Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Australia for 2025 (E)
TABLE 62: Australia Recent Past, Current & Future Analysis for Animation and VFX by Animation Platform - Television & OTT Films, Advertisement, Gaming and Other Animation Platforms - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 63: Australia Historic Review for Animation and VFX by Animation Platform - Television & OTT Films, Advertisement, Gaming and Other Animation Platforms Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
TABLE 64: Australia 15-Year Perspective for Animation and VFX by Animation Platform - Percentage Breakdown of Value Sales for Television & OTT Films, Advertisement, Gaming and Other Animation Platforms for the Years 2015, 2025 & 2030
INDIA
Animation and VFX Market Presence - Strong/Active/Niche/Trivial - Key Competitors in India for 2025 (E)
TABLE 65: India Recent Past, Current & Future Analysis for Animation and VFX by Animation Platform - Television & OTT Films, Advertisement, Gaming and Other Animation Platforms - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 66: India Historic Review for Animation and VFX by Animation Platform - Television & OTT Films, Advertisement, Gaming and Other Animation Platforms Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
TABLE 67: India 15-Year Perspective for Animation and VFX by Animation Platform - Percentage Breakdown of Value Sales for Television & OTT Films, Advertisement, Gaming and Other Animation Platforms for the Years 2015, 2025 & 2030
SOUTH KOREA
TABLE 68: South Korea Recent Past, Current & Future Analysis for Animation and VFX by Animation Platform - Television & OTT Films, Advertisement, Gaming and Other Animation Platforms - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 69: South Korea Historic Review for Animation and VFX by Animation Platform - Television & OTT Films, Advertisement, Gaming and Other Animation Platforms Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
TABLE 70: South Korea 15-Year Perspective for Animation and VFX by Animation Platform - Percentage Breakdown of Value Sales for Television & OTT Films, Advertisement, Gaming and Other Animation Platforms for the Years 2015, 2025 & 2030
REST OF ASIA-PACIFIC
TABLE 71: Rest of Asia-Pacific Recent Past, Current & Future Analysis for Animation and VFX by Animation Platform - Television & OTT Films, Advertisement, Gaming and Other Animation Platforms - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 72: Rest of Asia-Pacific Historic Review for Animation and VFX by Animation Platform - Television & OTT Films, Advertisement, Gaming and Other Animation Platforms Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
TABLE 73: Rest of Asia-Pacific 15-Year Perspective for Animation and VFX by Animation Platform - Percentage Breakdown of Value Sales for Television & OTT Films, Advertisement, Gaming and Other Animation Platforms for the Years 2015, 2025 & 2030
LATIN AMERICA
Animation and VFX Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Latin America for 2025 (E)
TABLE 74: Latin America Recent Past, Current & Future Analysis for Animation and VFX by Geographic Region - Argentina, Brazil, Mexico and Rest of Latin America Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
TABLE 75: Latin America Historic Review for Animation and VFX by Geographic Region - Argentina, Brazil, Mexico and Rest of Latin America Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
TABLE 76: Latin America 15-Year Perspective for Animation and VFX by Geographic Region - Percentage Breakdown of Value Sales for Argentina, Brazil, Mexico and Rest of Latin America Markets for Years 2015, 2025 & 2030
TABLE 77: Latin America Recent Past, Current & Future Analysis for Animation and VFX by Animation Platform - Television & OTT Films, Advertisement, Gaming and Other Animation Platforms - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 78: Latin America Historic Review for Animation and VFX by Animation Platform - Television & OTT Films, Advertisement, Gaming and Other Animation Platforms Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
TABLE 79: Latin America 15-Year Perspective for Animation and VFX by Animation Platform - Percentage Breakdown of Value Sales for Television & OTT Films, Advertisement, Gaming and Other Animation Platforms for the Years 2015, 2025 & 2030
ARGENTINA
TABLE 80: Argentina Recent Past, Current & Future Analysis for Animation and VFX by Animation Platform - Television & OTT Films, Advertisement, Gaming and Other Animation Platforms - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 81: Argentina Historic Review for Animation and VFX by Animation Platform - Television & OTT Films, Advertisement, Gaming and Other Animation Platforms Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
TABLE 82: Argentina 15-Year Perspective for Animation and VFX by Animation Platform - Percentage Breakdown of Value Sales for Television & OTT Films, Advertisement, Gaming and Other Animation Platforms for the Years 2015, 2025 & 2030
BRAZIL
TABLE 83: Brazil Recent Past, Current & Future Analysis for Animation and VFX by Animation Platform - Television & OTT Films, Advertisement, Gaming and Other Animation Platforms - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 84: Brazil Historic Review for Animation and VFX by Animation Platform - Television & OTT Films, Advertisement, Gaming and Other Animation Platforms Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
TABLE 85: Brazil 15-Year Perspective for Animation and VFX by Animation Platform - Percentage Breakdown of Value Sales for Television & OTT Films, Advertisement, Gaming and Other Animation Platforms for the Years 2015, 2025 & 2030
MEXICO
TABLE 86: Mexico Recent Past, Current & Future Analysis for Animation and VFX by Animation Platform - Television & OTT Films, Advertisement, Gaming and Other Animation Platforms - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 87: Mexico Historic Review for Animation and VFX by Animation Platform - Television & OTT Films, Advertisement, Gaming and Other Animation Platforms Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
TABLE 88: Mexico 15-Year Perspective for Animation and VFX by Animation Platform - Percentage Breakdown of Value Sales for Television & OTT Films, Advertisement, Gaming and Other Animation Platforms for the Years 2015, 2025 & 2030
REST OF LATIN AMERICA
TABLE 89: Rest of Latin America Recent Past, Current & Future Analysis for Animation and VFX by Animation Platform - Television & OTT Films, Advertisement, Gaming and Other Animation Platforms - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 90: Rest of Latin America Historic Review for Animation and VFX by Animation Platform - Television & OTT Films, Advertisement, Gaming and Other Animation Platforms Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
TABLE 91: Rest of Latin America 15-Year Perspective for Animation and VFX by Animation Platform - Percentage Breakdown of Value Sales for Television & OTT Films, Advertisement, Gaming and Other Animation Platforms for the Years 2015, 2025 & 2030
MIDDLE EAST
Animation and VFX Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Middle East for 2025 (E)
TABLE 92: Middle East Recent Past, Current & Future Analysis for Animation and VFX by Geographic Region - Iran, Israel, Saudi Arabia, UAE and Rest of Middle East Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
TABLE 93: Middle East Historic Review for Animation and VFX by Geographic Region - Iran, Israel, Saudi Arabia, UAE and Rest of Middle East Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
TABLE 94: Middle East 15-Year Perspective for Animation and VFX by Geographic Region - Percentage Breakdown of Value Sales for Iran, Israel, Saudi Arabia, UAE and Rest of Middle East Markets for Years 2015, 2025 & 2030
TABLE 95: Middle East Recent Past, Current & Future Analysis for Animation and VFX by Animation Platform - Television & OTT Films, Advertisement, Gaming and Other Animation Platforms - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 96: Middle East Historic Review for Animation and VFX by Animation Platform - Television & OTT Films, Advertisement, Gaming and Other Animation Platforms Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
TABLE 97: Middle East 15-Year Perspective for Animation and VFX by Animation Platform - Percentage Breakdown of Value Sales for Television & OTT Films, Advertisement, Gaming and Other Animation Platforms for the Years 2015, 2025 & 2030
IRAN
TABLE 98: Iran Recent Past, Current & Future Analysis for Animation and VFX by Animation Platform - Television & OTT Films, Advertisement, Gaming and Other Animation Platforms - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 99: Iran Historic Review for Animation and VFX by Animation Platform - Television & OTT Films, Advertisement, Gaming and Other Animation Platforms Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
TABLE 100: Iran 15-Year Perspective for Animation and VFX by Animation Platform - Percentage Breakdown of Value Sales for Television & OTT Films, Advertisement, Gaming and Other Animation Platforms for the Years 2015, 2025 & 2030
ISRAEL
TABLE 101: Israel Recent Past, Current & Future Analysis for Animation and VFX by Animation Platform - Television & OTT Films, Advertisement, Gaming and Other Animation Platforms - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 102: Israel Historic Review for Animation and VFX by Animation Platform - Television & OTT Films, Advertisement, Gaming and Other Animation Platforms Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
TABLE 103: Israel 15-Year Perspective for Animation and VFX by Animation Platform - Percentage Breakdown of Value Sales for Television & OTT Films, Advertisement, Gaming and Other Animation Platforms for the Years 2015, 2025 & 2030
SAUDI ARABIA
TABLE 104: Saudi Arabia Recent Past, Current & Future Analysis for Animation and VFX by Animation Platform - Television & OTT Films, Advertisement, Gaming and Other Animation Platforms - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 105: Saudi Arabia Historic Review for Animation and VFX by Animation Platform - Television & OTT Films, Advertisement, Gaming and Other Animation Platforms Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
TABLE 106: Saudi Arabia 15-Year Perspective for Animation and VFX by Animation Platform - Percentage Breakdown of Value Sales for Television & OTT Films, Advertisement, Gaming and Other Animation Platforms for the Years 2015, 2025 & 2030
UNITED ARAB EMIRATES
TABLE 107: UAE Recent Past, Current & Future Analysis for Animation and VFX by Animation Platform - Television & OTT Films, Advertisement, Gaming and Other Animation Platforms - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 108: UAE Historic Review for Animation and VFX by Animation Platform - Television & OTT Films, Advertisement, Gaming and Other Animation Platforms Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
TABLE 109: UAE 15-Year Perspective for Animation and VFX by Animation Platform - Percentage Breakdown of Value Sales for Television & OTT Films, Advertisement, Gaming and Other Animation Platforms for the Years 2015, 2025 & 2030
REST OF MIDDLE EAST
TABLE 110: Rest of Middle East Recent Past, Current & Future Analysis for Animation and VFX by Animation Platform - Television & OTT Films, Advertisement, Gaming and Other Animation Platforms - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 111: Rest of Middle East Historic Review for Animation and VFX by Animation Platform - Television & OTT Films, Advertisement, Gaming and Other Animation Platforms Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
TABLE 112: Rest of Middle East 15-Year Perspective for Animation and VFX by Animation Platform - Percentage Breakdown of Value Sales for Television & OTT Films, Advertisement, Gaming and Other Animation Platforms for the Years 2015, 2025 & 2030
AFRICA
Animation and VFX Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Africa for 2025 (E)
TABLE 113: Africa Recent Past, Current & Future Analysis for Animation and VFX by Animation Platform - Television & OTT Films, Advertisement, Gaming and Other Animation Platforms - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 114: Africa Historic Review for Animation and VFX by Animation Platform - Television & OTT Films, Advertisement, Gaming and Other Animation Platforms Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
TABLE 115: Africa 15-Year Perspective for Animation and VFX by Animation Platform - Percentage Breakdown of Value Sales for Television & OTT Films, Advertisement, Gaming and Other Animation Platforms for the Years 2015, 2025 & 2030
IV. COMPETITION

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