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Animation and Gaming Market by Application and Geography - Forecast and Analysis 2022-2026

  • Published: Jun 2022
  • Pages: 129
  • SKU: IRTNTR73487
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The animation and gaming market share is expected to increase to USD 103.30 billion from 2021 to 2026, and the market's growth momentum will accelerate at a CAGR of 22.76%.

This animation and gaming market research report provides valuable insights on the post-COVID-19 impact on the market, which will help companies evaluate their business approaches. Furthermore, this report extensively covers animation and gaming market segmentations by application (TV, film, and others) and geography (North America, APAC, Europe, South America, and Middle East and Africa). The animation and gaming market report also offers information on several market vendors, including Technicolor SA, The Walt Disney Co., Framestore Ltd., Adobe Inc., Sony Group Corp., Activision Blizzard Inc., Microsoft Corp., Nintendo Co. Ltd., NetEase Inc., Warner Bros. Entertainment Inc., TOEI ANIMATION Co. Ltd., The Foundry Visionmongers Ltd., Corus Entertainment Inc., Epic Games Inc., Lost Marble LLC, Toonz Animation India Pvt. Ltd., Anibrain, Reliance Industries Ltd., and Autodesk Inc. among others.

What will the Animation and Gaming Market Size be During the Forecast Period?

Animation and Gaming Market Size

Download the Free Report Sample to Unlock the Animation and Gaming Market Size for the Forecast Period and Other Important Statistics

 

Animation and Gaming Market: Key Drivers, Trends, and Challenges

The increasing sophistication in animation and gaming is notably driving the animation and gaming market growth, although factors such as the shortage of skilled personnel may impede the market growth. Our research analysts have studied the historical data and deduced the key market drivers and the COVID-19 pandemic impact on the animation and gaming industry. The holistic analysis of the drivers will help in deducing end goals and refining marketing strategies to gain a competitive edge.

Key Animation and Gaming Market Driver

The increasing sophistication in animation and gaming is one of the factors driving the animation and gaming market growth. There is an increasing age group of 18-25 years consumers, watching video content or playing video games for a variety of reasons, such as entertainment, escape from a monotonous lifestyle, or to relieve stress, the levels of sophistication provided by video content creators in the market vary. In view of this, the global animation and gaming market has witnessed rapid innovations, such as 3D animations or 4K content, which are designed mostly for the adult consumer segment that is looking for a better experience in games and animated content. Such innovations may drive the animation and gaming market growth during the forecast period.

Key Animation and Gaming Market Trend

The rising number of pay-TV channels is one of the key animation and gaming market trends fueling market growth. Pay-TV offers subscription-based TV services and new platforms based on satellite and cable distribution technologies, coupled with wider options in content, thereby driving the animation and gaming market. Moreover, it provides a large number of choices to subscribers in selected channels. Furthermore, digitalization is expected to increase subscriptions to Pay-TV. This, in turn, is expected to fuel the growth of the global animation and gaming market during the forecast period.

Key Animation and Gaming Market Challenge

The shortage of skilled personnel is one of the key factors challenging the animation and gaming market growth. Currently, despite the increasing demand for video content and games, salaries remain low, and therefore, animation developers and content creators are opting for part-time jobs. The high attrition rate among skilled animation professionals may be due to several factors, such as inadequate training programs, the absence of job satisfaction, the lack of recognition, and the lack of awareness about the software. Moreover, the low compensation package paid to such professionals is another reason for the high attrition rate. Such factors are anticipated to challenge the animation and gaming market growth during the forecast period.

This animation and gaming market analysis report also provides detailed information on other upcoming trends and challenges that will have a far-reaching effect on the market growth. The actionable insights on the trends and challenges will help companies evaluate and develop growth strategies for 2022-2026.

Parent Market Analysis

Technavio categorizes the global animation and gaming market as a part of the global application software market. Our research report has extensively covered external factors influencing the parent market growth potential in the coming years, which will determine the levels of growth of the animation and gaming market during the forecast period.

Who are the Major Animation and Gaming Market Vendors?

The report analyzes the market's competitive landscape and offers information on several market vendors, including:

 

  • Technicolor SA
  • The Walt Disney Co.
  • Framestore Ltd.
  • Adobe Inc.
  • Sony Group Corp.
  • Activision Blizzard Inc.
  • Microsoft Corp.
  • Nintendo Co. Ltd.
  • NetEase Inc.
  • Warner Bros. Entertainment Inc.
  • TOEI ANIMATION Co. Ltd.
  • The Foundry Visionmongers Ltd.
  • Corus Entertainment Inc.
  • Epic Games Inc.
  • Lost Marble LLC
  • Toonz Animation India Pvt. Ltd.
  • Anibrain
  • Reliance Industries Ltd.
  • Autodesk Inc.

 

This statistical study of the animation and gaming market encompasses successful business strategies deployed by the key vendors. The animation and gaming market is fragmented and the vendors are deploying growth strategies such as quality, price, service, brand image, distribution, and marketing to compete in the market.

Product Insights and News

  • Activision Blizzard Inc. - The company offers Dreamworks animation 15 film collection including Shrek, Madagascar, and The Croods. 
  • Adobe Inc. - The company offers animated films such as Wish Dragon, Vivo, and SpiderMan: Across the Spider-Verse and gaming products such as PS4 Pro 1TB. 
  • Microsoft Corp. - The company offers BUTTERFLY: INCHWORM ANIMATION II which is a full-featured handheld animation studio designed exclusively for Nintendo 3DS. 

To make the most of the opportunities and recover from the post-COVID-19 impact, market vendors should focus more on the growth prospects in the fast-growing segments, while maintaining their positions in the slow-growing segments.

The animation and gaming market forecast report offers in-depth insights into key vendor profiles. The profiles include information on the production, sustainability, and prospects of the leading companies.

Animation and Gaming Market Value Chain Analysis

Our report provides extensive information on the value chain analysis for the animation and gaming market, which vendors can leverage to gain a competitive advantage during the forecast period. The end-to-end understanding of the value chain is essential in profit margin optimization and evaluation of business strategies. The data available in our value chain analysis segment can help vendors drive costs and enhance customer services during the forecast period.

Which are the Key Regions for the Animation and Gaming Market?

Animation and Gaming Market Market segmentation by region

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34% of the market's growth will originate from North America during the forecast period. The US is the key market for the animation and gaming market in North America. Market growth in this region will be slower than the growth of the market in South America and APAC.

The high use of software and services in the media and entertainment industry will facilitate the animation and gaming market growth in North America over the forecast period. This market research report entails detailed information on the competitive intelligence, marketing gaps, and regional opportunities in store for vendors, which will assist in creating efficient business plans.

COVID Impact and Recovery Analysis

In 2020, the outbreak of COVID-19 had a positive impact on the regional animation and gaming market. Gamers spent more time in the virtual world, looking for gaming partners, as they were confined to their homes for longer periods during the pandemic. Also, most consumers watched animated video content on TV or through smart devices, such as smart tablets and mobile phones, and thus, the revenue of vendors increased in 2020. Moreover, the adoption of business strategies by key players in the animation and gaming industry and the addition of new video content and games in their portfolios are expected to increase the demand in the regional market during the forecast period.

What are the Revenue-generating Application Segments in the Animation and Gaming Market?

Animation and Gaming Market Segmentation

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The animation and gaming market share growth in the TV segment will be significant during the forecast period. The growing popularity of smart televisions that support 4K content, along with the rising use of smartphones and tablets for watching videos, are increasing the demand for high-quality content from viewers. To capture the growing digital video content market, several digital video streaming service providers are spending heavily on the production of TV series and films. These factors are creating the demand for VFX in television video content, which will drive the growth of the market during the forecast period.

This report provides an accurate prediction of the contribution of all the segments to the growth of the animation and gaming market size and actionable market insights on the post-COVID-19 impact on each segment.

 

Animation and Gaming Market Scope

Report Coverage

Details

Page number

120

Base year

2021

Forecast period

2022-2026

Growth momentum & CAGR

Accelerate at a CAGR of 22.76%

Market growth 2022-2026

$ 103.30 billion

Market structure

Fragmented

YoY growth (%)

18.56

Regional analysis

North America, APAC, Europe, South America, and Middle East and Africa

Performing market contribution

North America at 34%

Key consumer countries

US, China, Japan, South Korea, and UK

Competitive landscape

Leading companies, Competitive strategies, Consumer engagement scope

Key companies profiled

Technicolor SA, The Walt Disney Co., Framestore Ltd., Adobe Inc., Sony Group Corp., Activision Blizzard Inc., Microsoft Corp., Nintendo Co. Ltd., NetEase Inc., Warner Bros. Entertainment Inc., TOEI ANIMATION Co. Ltd., The Foundry Visionmongers Ltd., Corus Entertainment Inc., Epic Games Inc., Lost Marble LLC, Toonz Animation India Pvt. Ltd., Anibrain, Reliance Industries Ltd., and Autodesk Inc.

Market dynamics

Parent market analysis, Market growth inducers and obstacles, Fast-growing and slow-growing segment analysis, COVID-19 impact and recovery analysis and future consumer dynamics, and Market condition analysis for the forecast period.

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What are the Key Data Covered in this Animation and Gaming Market Report?

  • CAGR of the market during the forecast period 2022-2026
  • Detailed information on factors that will drive animation and gaming market growth during the next five years
  • Precise estimation of the animation and gaming market size and its contribution to the parent market
  • Accurate predictions on upcoming trends and changes in consumer behavior
  • The growth of the animation and gaming industry across North America, APAC, Europe, South America, and Middle East and Africa
  • A thorough analysis of the market's competitive landscape and detailed information on vendors
  • Comprehensive details of factors that will challenge the growth of animation and gaming market vendors

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1 Executive Summary

  • 1.1 Market overview
    • Exhibit 01: Executive Summary – Chart on Market Overview
    • Exhibit 02: Executive Summary – Data Table on Market Overview
    • Exhibit 03: Executive Summary – Chart on Global Market Characteristics
    • Exhibit 04: Executive Summary – Chart on Market by Geography
    • Exhibit 05: Executive Summary – Chart on Market Segmentation by Application
    • Exhibit 06: Executive Summary – Chart on Incremental Growth
    • Exhibit 07: Executive Summary – Data Table on Incremental Growth
    • Exhibit 08: Executive Summary – Chart on Vendor Market Positioning

2 Market Landscape

  • 2.1 Market ecosystem
    • Exhibit 09: Parent market
    • Exhibit 10: Market Characteristics

3 Market Sizing

  • 3.1 Market definition
    • Exhibit 11: Offerings of vendors included in the market definition
  • 3.2 Market segment analysis
    • Exhibit 12: Market segments
  • 3.3 Market size 2021
    • 3.4 Market outlook: Forecast for 2021-2026
      • Exhibit 13: Chart on Global - Market size and forecast 2021-2026 ($ million)
      • Exhibit 14: Data Table on Global - Market size and forecast 2021-2026 ($ million)
      • Exhibit 15: Chart on Global Market: Year-over-year growth 2021-2026 (%)
      • Exhibit 16: Data Table on Global Market: Year-over-year growth 2021-2026 (%)

    4 Five Forces Analysis

    • 4.1 Five forces summary
      • Exhibit 17: Five forces analysis - Comparison between 2021 and 2026
    • 4.2 Bargaining power of buyers
      • Exhibit 18: Chart on Bargaining power of buyers – Impact of key factors 2021 and 2026
    • 4.3 Bargaining power of suppliers
      • Exhibit 19: Bargaining power of suppliers – Impact of key factors in 2021 and 2026
    • 4.4 Threat of new entrants
      • Exhibit 20: Threat of new entrants – Impact of key factors in 2021 and 2026
    • 4.5 Threat of substitutes
      • Exhibit 21: Threat of substitutes – Impact of key factors in 2021 and 2026
    • 4.6 Threat of rivalry
      • Exhibit 22: Threat of rivalry – Impact of key factors in 2021 and 2026
    • 4.7 Market condition
      • Exhibit 23: Chart on Market condition - Five forces 2021 and 2026

    5 Market Segmentation by Application

    • 5.1 Market segments
      • Exhibit 24: Chart on Application - Market share 2021-2026 (%)
      • Exhibit 25: Data Table on Application - Market share 2021-2026 (%)
    • 5.2 Comparison by Application
      • Exhibit 26: Chart on Comparison by Application
      • Exhibit 27: Data Table on Comparison by Application
    • 5.3 TV - Market size and forecast 2021-2026
      • Exhibit 28: Chart on TV - Market size and forecast 2021-2026 ($ million)
      • Exhibit 29: Data Table on TV - Market size and forecast 2021-2026 ($ million)
      • Exhibit 30: Chart on TV - Year-over-year growth 2021-2026 (%)
      • Exhibit 31: Data Table on TV - Year-over-year growth 2021-2026 (%)
    • 5.4 Film - Market size and forecast 2021-2026
      • Exhibit 32: Chart on Film - Market size and forecast 2021-2026 ($ million)
      • Exhibit 33: Data Table on Film - Market size and forecast 2021-2026 ($ million)
      • Exhibit 34: Chart on Film - Year-over-year growth 2021-2026 (%)
      • Exhibit 35: Data Table on Film - Year-over-year growth 2021-2026 (%)
    • 5.5 Others - Market size and forecast 2021-2026
      • Exhibit 36: Chart on Others - Market size and forecast 2021-2026 ($ million)
      • Exhibit 37: Data Table on Others - Market size and forecast 2021-2026 ($ million)
      • Exhibit 38: Chart on Others - Year-over-year growth 2021-2026 (%)
      • Exhibit 39: Data Table on Others - Year-over-year growth 2021-2026 (%)
    • 5.6 Market opportunity by Application
      • Exhibit 40: Market opportunity by Application ($ million)

    6 Customer Landscape

    • 6.1 Customer landscape overview
      • Exhibit 41: Analysis of price sensitivity, lifecycle, customer purchase basket, adoption rates, and purchase criteria

    7 Geographic Landscape

    • 7.1 Geographic segmentation
      • Exhibit 42: Chart on Market share by geography 2021-2026 (%)
      • Exhibit 43: Data Table on Market share by geography 2021-2026 (%)
    • 7.2 Geographic comparison
      • Exhibit 44: Chart on Geographic comparison
      • Exhibit 45: Data Table on Geographic comparison
    • 7.3 North America - Market size and forecast 2021-2026
      • Exhibit 46: Chart on North America - Market size and forecast 2021-2026 ($ million)
      • Exhibit 47: Data Table on North America - Market size and forecast 2021-2026 ($ million)
      • Exhibit 48: Chart on North America - Year-over-year growth 2021-2026 (%)
      • Exhibit 49: Data Table on North America - Year-over-year growth 2021-2026 (%)
    • 7.4 APAC - Market size and forecast 2021-2026
      • Exhibit 50: Chart on APAC - Market size and forecast 2021-2026 ($ million)
      • Exhibit 51: Data Table on APAC - Market size and forecast 2021-2026 ($ million)
      • Exhibit 52: Chart on APAC - Year-over-year growth 2021-2026 (%)
      • Exhibit 53: Data Table on APAC - Year-over-year growth 2021-2026 (%)
    • 7.5 Europe - Market size and forecast 2021-2026
      • Exhibit 54: Chart on Europe - Market size and forecast 2021-2026 ($ million)
      • Exhibit 55: Data Table on Europe - Market size and forecast 2021-2026 ($ million)
      • Exhibit 56: Chart on Europe - Year-over-year growth 2021-2026 (%)
      • Exhibit 57: Data Table on Europe - Year-over-year growth 2021-2026 (%)
    • 7.6 South America - Market size and forecast 2021-2026
      • Exhibit 58: Chart on South America - Market size and forecast 2021-2026 ($ million)
      • Exhibit 59: Data Table on South America - Market size and forecast 2021-2026 ($ million)
      • Exhibit 60: Chart on South America - Year-over-year growth 2021-2026 (%)
      • Exhibit 61: Data Table on South America - Year-over-year growth 2021-2026 (%)
    • 7.7 Middle East and Africa - Market size and forecast 2021-2026
      • Exhibit 62: Chart on Middle East and Africa - Market size and forecast 2021-2026 ($ million)
      • Exhibit 63: Data Table on Middle East and Africa - Market size and forecast 2021-2026 ($ million)
      • Exhibit 64: Chart on Middle East and Africa - Year-over-year growth 2021-2026 (%)
      • Exhibit 65: Data Table on Middle East and Africa - Year-over-year growth 2021-2026 (%)
    • 7.8 US - Market size and forecast 2021-2026
      • Exhibit 66: Chart on US - Market size and forecast 2021-2026 ($ million)
      • Exhibit 67: Data Table on US - Market size and forecast 2021-2026 ($ million)
      • Exhibit 68: Chart on US - Year-over-year growth 2021-2026 (%)
      • Exhibit 69: Data Table on US - Year-over-year growth 2021-2026 (%)
    • 7.9 China - Market size and forecast 2021-2026
      • Exhibit 70: Chart on China - Market size and forecast 2021-2026 ($ million)
      • Exhibit 71: Data Table on China - Market size and forecast 2021-2026 ($ million)
      • Exhibit 72: Chart on China - Year-over-year growth 2021-2026 (%)
      • Exhibit 73: Data Table on China - Year-over-year growth 2021-2026 (%)
    • 7.10 Japan - Market size and forecast 2021-2026
      • Exhibit 74: Chart on Japan - Market size and forecast 2021-2026 ($ million)
      • Exhibit 75: Data Table on Japan - Market size and forecast 2021-2026 ($ million)
      • Exhibit 76: Chart on Japan - Year-over-year growth 2021-2026 (%)
      • Exhibit 77: Data Table on Japan - Year-over-year growth 2021-2026 (%)
    • 7.11 South Korea - Market size and forecast 2021-2026
      • Exhibit 78: Chart on South Korea - Market size and forecast 2021-2026 ($ million)
      • Exhibit 79: Data Table on South Korea - Market size and forecast 2021-2026 ($ million)
      • Exhibit 80: Chart on South Korea - Year-over-year growth 2021-2026 (%)
      • Exhibit 81: Data Table on South Korea - Year-over-year growth 2021-2026 (%)
    • 7.12 UK - Market size and forecast 2021-2026
      • Exhibit 82: Chart on UK - Market size and forecast 2021-2026 ($ million)
      • Exhibit 83: Data Table on UK - Market size and forecast 2021-2026 ($ million)
      • Exhibit 84: Chart on UK - Year-over-year growth 2021-2026 (%)
      • Exhibit 85: Data Table on UK - Year-over-year growth 2021-2026 (%)
    • 7.13 Market opportunity by geography
      • Exhibit 86: Market opportunity by geography ($ million)

    8 Drivers, Challenges, and Trends

    • 8.1 Market drivers
      • 8.2 Market challenges
        • 8.3 Impact of drivers and challenges
          • Exhibit 87: Impact of drivers and challenges in 2021 and 2026
        • 8.4 Market trends

          9 Vendor Landscape

          • 9.1 Overview
            • 9.2 Vendor landscape
              • Exhibit 88: Overview on Criticality of inputs and Factors of differentiation
            • 9.3 Landscape disruption
              • Exhibit 89: Overview on factors of disruption
            • 9.4 Industry risks
              • Exhibit 90: Impact of key risks on business

            10 Vendor Analysis

            • 10.1 Vendors covered
              • Exhibit 91: Vendors covered
            • 10.2 Market positioning of vendors
              • Exhibit 92: Matrix on vendor position and classification
            • 10.3 Activision Blizzard Inc.
              • Exhibit 93: Activision Blizzard Inc. - Overview
              • Exhibit 94: Activision Blizzard Inc. - Business segments
              • Exhibit 95: Activision Blizzard Inc. - Key offerings
              • Exhibit 96: Activision Blizzard Inc. - Segment focus
            • 10.4 Adobe Inc.
              • Exhibit 97: Adobe Inc. - Overview
              • Exhibit 98: Adobe Inc. - Business segments
              • Exhibit 99: Adobe Inc. - Key news
              • Exhibit 100: Adobe Inc. - Key offerings
              • Exhibit 101: Adobe Inc. - Segment focus
            • 10.5 Framestore Ltd.
              • Exhibit 102: Framestore Ltd. - Overview
              • Exhibit 103: Framestore Ltd. - Product / Service
              • Exhibit 104: Framestore Ltd. - Key offerings
            • 10.6 Microsoft Corp.
              • Exhibit 105: Microsoft Corp. - Overview
              • Exhibit 106: Microsoft Corp. - Business segments
              • Exhibit 107: Microsoft Corp. - Key news
              • Exhibit 108: Microsoft Corp. - Key offerings
              • Exhibit 109: Microsoft Corp. - Segment focus
            • 10.7 NetEase Inc.
              • Exhibit 110: NetEase Inc. - Overview
              • Exhibit 111: NetEase Inc. - Business segments
              • Exhibit 112: NetEase Inc. - Key offerings
              • Exhibit 113: NetEase Inc. - Segment focus
            • 10.8 Nintendo Co. Ltd.
              • Exhibit 114: Nintendo Co. Ltd. - Overview
              • Exhibit 115: Nintendo Co. Ltd. - Product / Service
              • Exhibit 116: Nintendo Co. Ltd. - Key offerings
            • 10.9 Sony Group Corp.
              • Exhibit 117: Sony Group Corp. - Overview
              • Exhibit 118: Sony Group Corp. - Business segments
              • Exhibit 119: Sony Group Corp. - Key news
              • Exhibit 120: Sony Group Corp. - Key offerings
              • Exhibit 121: Sony Group Corp. - Segment focus
            • 10.10 Technicolor SA
              • Exhibit 122: Technicolor SA - Overview
              • Exhibit 123: Technicolor SA - Business segments
              • Exhibit 124: Technicolor SA - Key offerings
              • Exhibit 125: Technicolor SA - Segment focus
            • 10.11 The Walt Disney Co.
              • Exhibit 126: The Walt Disney Co. - Overview
              • Exhibit 127: The Walt Disney Co. - Business segments
              • Exhibit 128: The Walt Disney Co. - Key offerings
              • Exhibit 129: The Walt Disney Co. - Segment focus
            • 10.12 Warner Bros. Entertainment Inc.
              • Exhibit 130: Warner Bros. Entertainment Inc. - Overview
              • Exhibit 131: Warner Bros. Entertainment Inc. - Product / Service
              • Exhibit 132: Warner Bros. Entertainment Inc. - Key offerings

            11 Appendix

            • 11.1 Scope of the report
              • 11.2 Inclusions and exclusions checklist
                • Exhibit 133: Inclusions checklist
                • Exhibit 134: Exclusions checklist
              • 11.3 Currency conversion rates for US$
                • Exhibit 135: Currency conversion rates for US$
              • 11.4 Research methodology
                • Exhibit 136: Research methodology
                • Exhibit 137: Validation techniques employed for market sizing
                • Exhibit 138: Information sources
              • 11.5 List of abbreviations
                • Exhibit 139: List of abbreviations

              Research Framework

              Technavio presents a detailed picture of the market by way of study, synthesis, and summation of data from multiple sources. The analysts have presented the various facets of the market with a particular focus on identifying the key industry influencers. The data thus presented is comprehensive, reliable, and the result of extensive research, both primary and secondary.

              TechnavioINFORMATION SOURCES

              Primary sources

              • Manufacturers and suppliers
              • Channel partners
              • Industry experts
              • Strategic decision makers

              Secondary sources

              • Industry journals and periodicals
              • Government data
              • Financial reports of key industry players
              • Historical data
              • Press releases
              Technavio

              TechnavioDATA ANALYSIS

              Data Synthesis

              • Collation of data
              • Estimation of key figures
              • Analysis of derived insights

              Data Validation

              • Triangulation with data models
              • Reference against proprietary databases
              • Corroboration with industry experts
              Technavio

              TechnavioREPORT WRITING

              Qualitative

              • Market drivers
              • Market challenges
              • Market trends
              • Five forces analysis

              Quantitative

              • Market size and forecast
              • Market segmentation
              • Geographical insights
              • Competitive landscape
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              Animation and Gaming Market market growth will increase by $103.30 bn during 2022-2026.
              The animation and gaming market market is expected to grow at a CAGR of 22.76% during 2022-2026.
              Technavio has segmented the animation and gaming market market by application (TV, Film, and Others) and geography (North America, APAC, Europe, South America, and Middle East and Africa).
              Technicolor SA, The Walt Disney Co., Framestore Ltd., Adobe Inc., Sony Group Corp., Activision Blizzard Inc., Microsoft Corp., Nintendo Co. Ltd., NetEase Inc., Warner Bros. Entertainment Inc., TOEI ANIMATION Co. Ltd., The Foundry Visionmongers Ltd., Corus Entertainment Inc., Epic Games Inc., Lost Marble LLC, Toonz Animation India Pvt. Ltd., Anibrain, Reliance Industries Ltd., Autodesk Inc. are a few of the key vendors in the animation and gaming market market.
              North America will register the highest growth rate of 34% among the other regions. Therefore, the animation and gaming market market in North America is expected to garner significant business opportunities for the vendors during the forecast period.
              The key factors driving the animation and gaming market market growth are:
              • Increasing sophistication in animation and gaming
              • Rising number of pay TV channels
              The animation and gaming market market vendors should focus on grabbing business opportunities from the tv segment as it accounted for the largest market share in the base year.
              • What are the key global market and the regional market share?
              • What are the revenue-generating key market segments?
              • What are the key factors driving and challenging this market’s growth?
              • Who are the key market vendors and their growth strategies?
              • What are the latest trends influencing the growth of this market?
              • What are the variables influencing the market growth in the primary regions?
              • What are the factors influencing the growth of the parent market?
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