アニメーション、VFX、ゲーム市場の機会分析と業界予測 2024-2032年

Animation, VFX and Games Market : Global Opportunity Analysis and Industry Forecast, 2024-2032

アニメーション、VFX、ゲーム市場 : タイプ (アニメーション & VFX、ゲーム & VFX) 、用途 (アニメ、映画、ビデオゲーム) : 世界の機会分析と業界予測 2024-2032年
Animation, VFX and Games Market By Type (Animation & VFX, Game & VFX) , By Application (Anime, Film, Video Game) : Global Opportunity Analysis and Industry Forecast, 2024-2032

商品番号 : SMB-73629

出版社Allied Market Research
出版年月2024年9月
ページ数200
価格タイプシングルユーザライセンス
価格USD 4,335
種別英文調査報告書

Animation, VFX, and Games Market

The animation, VFX, and games market was valued at $259.3 billion in 2023 and is projected to reach $563.6 billion by 2032, growing at a CAGR of 8.8% from 2024 to 2032.

アニメーション、VFX、ゲーム市場は 2023 年に 2,593 億ドルと評価され、2032 年までに 5,636 億ドルに達すると予測されており、2024 年から 2032 年にかけて 8.8% の CAGR で成長します。

Animation, visual effects (VFX), and games are intertwined creative digital tools with interactive designs and appealing effects that are used to bring fictional aspects to life across several industries. Animation involves the creation of movable images by rapidly displaying a sequence of static frames. VFX involves the creation and addition of elements during the post-production process that are impractical to capture during live shooting. It is widely used in the films, television, and video games sector for the development of captivating environments. Further, games are digital entertainment escapades integrated with animation and VFX, along with several sound & gameplay mechanics. They are widely being adopted across different industries such as education, competition, entertainment, and therapeutics to enhance the engagement of users.

アニメーション、視覚効果 (VFX)、およびゲームは、インタラクティブなデザインと魅力的な効果を備えた創造的なデジタルツールであり、さまざまな業界で架空の側面に命を吹き込むために使用されます。アニメーションには、一連の静的フレームを迅速に表示することによって、動的な画像を作成することが含まれます。 VFX には、ポストプロダクションプロセスでの、ライブ撮影ではキャプチャできない要素の作成と追加が含まれます。映画、テレビ、ビデオゲームの分野で魅力的な環境を開発するために広く使用されています。さらに、ゲームは、アニメーションと VFX、およびいくつかのサウンドとゲームプレイの仕組みが統合されたデジタル エンターテイメントです。これらは、ユーザーのエンゲージメントを高めるために、教育、競技、エンターテイメント、治療などのさまざまな業界で広く採用されています

アニメーション、VFX、ゲーム市場の機会分析と業界予測 2024-2032年
Animation, VFX and Games Market

Increase in popularity of immersive technologies, including augmented reality and virtual reality, is a key driver of the animation, VFX, and games market. In addition, expansion of the e-sports and live-streaming platforms has propelled the market growth significantly. Furthermore, rise in demand for interactive entertainment and upsurge in investments in content production propel the development of the market. A notable trend acquiring traction in the market is the adoption of real-time rendering technology. This technology accelerates the creative process and boosts the efficacy of content creation by allowing quick visualization of modifications. This real-time enhancement of graphics is poised to elevate the specificity of output in the gaming and filming industry.

However, the production & implementation of high-quality VFX, animations, and gaming are capital-intensive processes that deter small-scale studios & independent content creators from utilizing the technologies. This deterrence hampers the widespread expansion of the market. Moreover, the extended production timelines and the rapidly changing trends present challenges for developers to cater to consumer expectations, restraining the market growth significantly. On the contrary, the synergy of ingenious technologies such as generative AI & procedural content generation (PCG) with animation, VFX, and games is assisting the filming & gaming industries in increasing their revenues. According to Forbes Magazine 2023, the video game industry alone surpassed the combined revenue of the movie and music industries in 2022 due to the capabilities of PCG. Therefore, the assimilation of animation, VFX, and games with innovative technologies is projected to present lucrative opportunities for the market in the future.

Segment Review

The animation, VFX, and games market is segmented into type, application, and region. On the basis of type, the market is bifurcated into animation & VFX and game & VFX. Depending on application, it is classified into anime, film, and video game. Region wise, it is analyzed across North America, Europe, Asia-Pacific, and LAMEA.

Key Findings

On the basis of type, the game & VFX segment held a high share of the market in 2023.

Depending on application, the anime segment dominated the market in 2023.

Region wise, North America was the highest revenue generator in 2023.

Competition Analysis

The leading players operating in the global animation, VFX, and games market include 3ds Max, Motionbuilder, Blender, Clara.Io, Faceshift, Houdini Apprentice, Iclone, Makehuman, Maya, Mixamo, Poser, and Terragen. These major players have adopted various key development strategies such as business expansion, new product launches, and partnerships to strengthen their foothold in the competitive market.

Additional benefits you will get with this purchase are:

  • Quarterly Update and* (only available with a corporate license, on listed price)
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  • Free Upcoming Version on the Purchase of Five and Enterprise User License.
  • 16 analyst hours of support* (post-purchase, if you find additional data requirements upon review of the report, you may receive support amounting to 16 analyst hours to solve questions, and post-sale queries)
  • 15% Free Customization* (in case the scope or segment of the report does not match your requirements, 15% is equivalent to 3 working days of free work, applicable once)
  • Free data Pack on the Five and Enterprise User License. (Excel version of the report)
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  • 24-hour priority response*
  • Free Industry updates and white papers.

Possible Customization with this report (with additional cost and timeline, please talk to the sales executive to know more)

  • End user preferences and pain points
  • Industry life cycle assessment, by region
  • Product Benchmarking / Product specification and applications
  • Product Life Cycles
  • Scenario Analysis & Growth Trend Comparison
  • Technology Trend Analysis
  • Go To Market Strategy
  • Market share analysis of players by products/segments
  • New Product Development/ Product Matrix of Key Players
  • Pain Point Analysis
  • Regulatory Guidelines
  • Strategic Recommendations
  • Additional company profiles with specific to client’s interest
  • Additional country or region analysis- market size and forecast
  • Brands Share Analysis
  • Criss-cross segment analysis- market size and forecast
  • Expanded list for Company Profiles
  • Historic market data
  • List of customers/consumers/raw material suppliers- value chain analysis
  • Market share analysis of players at global/region/country level
  • SWOT Analysis

 Animation, VFX and Games Market Report Highlights

AspectsDetails
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Market Size By 2032

USD 563.6 Billion

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Growth Rate

CAGR of 8.8%

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Forecast period

2024 – 2032

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Report Pages

200

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By Type
  • Animation & VFX
  • Game & VFX
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By Application
  • Anime
  • Film
  • Video Game
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By Region
  • North America  (U.S., Canada)
  • Europe  (France, Germany, Italy, Spain, UK, Rest of Europe)
  • Asia-Pacific  (China, Japan, India, South Korea, Australia, Rest of Asia-Pacific)
  • LAMEA  (Latin America, Middle East, Africa)
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Key Market Players

Maya, Faceshift, Poser, Blender, Terragen, Makehuman, Clara.Io, Motionbuilder, Iclone, Houdini Apprentice, Mixamo, 3ds Max

Key Market Segments

By Type

  • Animation VFX
  • Game VFX

By Application

  • Anime
  • Film
  • Video Game

By Region

  • North America

○ U.S.

○ Canada

  • Europe

○ France

○ Germany

○ Italy

○ Spain

○ UK

○ Rest of Europe

  • Asia-Pacific

○ China

○ Japan

○ India

○ South Korea

○ Australia

○ Rest of Asia-Pacific

  • LAMEA

○ Latin America

○ Middle East

○ Africa

  • Key Market Players

○ 3ds Max

○ Motionbuilder

○ Blender

○ Clara.Io

○ Faceshift

○ Houdini Apprentice

○ Iclone

○ Makehuman

○ Maya

○ Mixamo

○ Poser

○ Terragen

Table of Content

CHAPTER 1: INTRODUCTION

1.1. Report Description

1.2. Key Market Segments

1.3. Key Benefits

1.4. Research Methodology

1.4.1. Primary Research

1.4.2. Secondary Research

1.4.3. Analyst Tools and Models

CHAPTER 2: EXECUTIVE SUMMARY

2.1. CXO Perspective

CHAPTER 3: MARKET LANDSCAPE

3.1. Market Definition and Scope

3.2. Key Findings

3.2.1. Top Investment Pockets

3.2.2. Top Winning Strategies

3.3. Porter’s Five Forces Analysis

3.3.1. Bargaining Power of Suppliers

3.3.2. Threat of New Entrants

3.3.3. Threat of Substitutes

3.3.4. Competitive Rivalry

3.3.5. Bargaining Power among Buyers

3.4. Market Dynamics

3.4.1. Drivers

3.4.2. Restraints

3.4.3. Opportunities

CHAPTER 4: ANIMATION, VFX AND GAMES MARKET, BY TYPE

4.1. Market Overview

4.1.1 Market Size and Forecast, By Type

4.2. Animation VFX

4.2.1. Key Market Trends, Growth Factors and Opportunities

4.2.2. Market Size and Forecast, By Region

4.2.3. Market Share Analysis, By Country

4.3. Game VFX

4.3.1. Key Market Trends, Growth Factors and Opportunities

4.3.2. Market Size and Forecast, By Region

4.3.3. Market Share Analysis, By Country

CHAPTER 5: ANIMATION, VFX AND GAMES MARKET, BY APPLICATION

5.1. Market Overview

5.1.1 Market Size and Forecast, By Application

5.2. Anime

5.2.1. Key Market Trends, Growth Factors and Opportunities

5.2.2. Market Size and Forecast, By Region

5.2.3. Market Share Analysis, By Country

5.3. Film

5.3.1. Key Market Trends, Growth Factors and Opportunities

5.3.2. Market Size and Forecast, By Region

5.3.3. Market Share Analysis, By Country

5.4. Video Game

5.4.1. Key Market Trends, Growth Factors and Opportunities

5.4.2. Market Size and Forecast, By Region

5.4.3. Market Share Analysis, By Country

CHAPTER 6: ANIMATION, VFX AND GAMES MARKET, BY REGION

6.1. Market Overview

6.1.1 Market Size and Forecast, By Region

6.2. North America

6.2.1. Key Market Trends and Opportunities

6.2.2. Market Size and Forecast, By Type

6.2.3. Market Size and Forecast, By Application

6.2.4. Market Size and Forecast, By Country

6.2.5. U.S. Animation, VFX and Games Market

6.2.5.1. Market Size and Forecast, By Type

6.2.5.2. Market Size and Forecast, By Application

6.2.6. Canada Animation, VFX and Games Market

6.2.6.1. Market Size and Forecast, By Type

6.2.6.2. Market Size and Forecast, By Application

6.3. Europe

6.3.1. Key Market Trends and Opportunities

6.3.2. Market Size and Forecast, By Type

6.3.3. Market Size and Forecast, By Application

6.3.4. Market Size and Forecast, By Country

6.3.5. France Animation, VFX and Games Market

6.3.5.1. Market Size and Forecast, By Type

6.3.5.2. Market Size and Forecast, By Application

6.3.6. Germany Animation, VFX and Games Market

6.3.6.1. Market Size and Forecast, By Type

6.3.6.2. Market Size and Forecast, By Application

6.3.7. Italy Animation, VFX and Games Market

6.3.7.1. Market Size and Forecast, By Type

6.3.7.2. Market Size and Forecast, By Application

6.3.8. Spain Animation, VFX and Games Market

6.3.8.1. Market Size and Forecast, By Type

6.3.8.2. Market Size and Forecast, By Application

6.3.9. UK Animation, VFX and Games Market

6.3.9.1. Market Size and Forecast, By Type

6.3.9.2. Market Size and Forecast, By Application

6.3.10. Rest Of Europe Animation, VFX and Games Market

6.3.10.1. Market Size and Forecast, By Type

6.3.10.2. Market Size and Forecast, By Application

6.4. Asia-Pacific

6.4.1. Key Market Trends and Opportunities

6.4.2. Market Size and Forecast, By Type

6.4.3. Market Size and Forecast, By Application

6.4.4. Market Size and Forecast, By Country

6.4.5. China Animation, VFX and Games Market

6.4.5.1. Market Size and Forecast, By Type

6.4.5.2. Market Size and Forecast, By Application

6.4.6. Japan Animation, VFX and Games Market

6.4.6.1. Market Size and Forecast, By Type

6.4.6.2. Market Size and Forecast, By Application

6.4.7. India Animation, VFX and Games Market

6.4.7.1. Market Size and Forecast, By Type

6.4.7.2. Market Size and Forecast, By Application

6.4.8. South Korea Animation, VFX and Games Market

6.4.8.1. Market Size and Forecast, By Type

6.4.8.2. Market Size and Forecast, By Application

6.4.9. Australia Animation, VFX and Games Market

6.4.9.1. Market Size and Forecast, By Type

6.4.9.2. Market Size and Forecast, By Application

6.4.10. Rest of Asia-Pacific Animation, VFX and Games Market

6.4.10.1. Market Size and Forecast, By Type

6.4.10.2. Market Size and Forecast, By Application

6.5. LAMEA

6.5.1. Key Market Trends and Opportunities

6.5.2. Market Size and Forecast, By Type

6.5.3. Market Size and Forecast, By Application

6.5.4. Market Size and Forecast, By Country

6.5.5. Latin America Animation, VFX and Games Market

6.5.5.1. Market Size and Forecast, By Type

6.5.5.2. Market Size and Forecast, By Application

6.5.6. Middle East Animation, VFX and Games Market

6.5.6.1. Market Size and Forecast, By Type

6.5.6.2. Market Size and Forecast, By Application

6.5.7. Africa Animation, VFX and Games Market

6.5.7.1. Market Size and Forecast, By Type

6.5.7.2. Market Size and Forecast, By Application

CHAPTER 7: COMPETITIVE LANDSCAPE

7.1. Introduction

7.2. Top Winning Strategies

7.3. Product Mapping Of Top 10 Player

7.4. Competitive Dashboard

7.5. Competitive Heatmap

7.6. Top Player Positioning, 2023

CHAPTER 8: COMPANY PROFILES

8.1. 3ds Max

8.1.1. Company Overview

8.1.2. Key Executives

8.1.3. Company Snapshot

8.1.4. Operating Business Segments

8.1.5. Product Portfolio

8.1.6. Business Performance

8.1.7. Key Strategic Moves and Developments

8.2. Motionbuilder

8.2.1. Company Overview

8.2.2. Key Executives

8.2.3. Company Snapshot

8.2.4. Operating Business Segments

8.2.5. Product Portfolio

8.2.6. Business Performance

8.2.7. Key Strategic Moves and Developments

8.3. Blender

8.3.1. Company Overview

8.3.2. Key Executives

8.3.3. Company Snapshot

8.3.4. Operating Business Segments

8.3.5. Product Portfolio

8.3.6. Business Performance

8.3.7. Key Strategic Moves and Developments

8.4. Clara.Io

8.4.1. Company Overview

8.4.2. Key Executives

8.4.3. Company Snapshot

8.4.4. Operating Business Segments

8.4.5. Product Portfolio

8.4.6. Business Performance

8.4.7. Key Strategic Moves and Developments

8.5. Faceshift

8.5.1. Company Overview

8.5.2. Key Executives

8.5.3. Company Snapshot

8.5.4. Operating Business Segments

8.5.5. Product Portfolio

8.5.6. Business Performance

8.5.7. Key Strategic Moves and Developments

8.6. Houdini Apprentice

8.6.1. Company Overview

8.6.2. Key Executives

8.6.3. Company Snapshot

8.6.4. Operating Business Segments

8.6.5. Product Portfolio

8.6.6. Business Performance

8.6.7. Key Strategic Moves and Developments

8.7. Iclone

8.7.1. Company Overview

8.7.2. Key Executives

8.7.3. Company Snapshot

8.7.4. Operating Business Segments

8.7.5. Product Portfolio

8.7.6. Business Performance

8.7.7. Key Strategic Moves and Developments

8.8. Makehuman

8.8.1. Company Overview

8.8.2. Key Executives

8.8.3. Company Snapshot

8.8.4. Operating Business Segments

8.8.5. Product Portfolio

8.8.6. Business Performance

8.8.7. Key Strategic Moves and Developments

8.9. Maya

8.9.1. Company Overview

8.9.2. Key Executives

8.9.3. Company Snapshot

8.9.4. Operating Business Segments

8.9.5. Product Portfolio

8.9.6. Business Performance

8.9.7. Key Strategic Moves and Developments

8.10. Mixamo

8.10.1. Company Overview

8.10.2. Key Executives

8.10.3. Company Snapshot

8.10.4. Operating Business Segments

8.10.5. Product Portfolio

8.10.6. Business Performance

8.10.7. Key Strategic Moves and Developments

8.11. Poser

8.11.1. Company Overview

8.11.2. Key Executives

8.11.3. Company Snapshot

8.11.4. Operating Business Segments

8.11.5. Product Portfolio

8.11.6. Business Performance

8.11.7. Key Strategic Moves and Developments

8.12. Terragen

8.12.1. Company Overview

8.12.2. Key Executives

8.12.3. Company Snapshot

8.12.4. Operating Business Segments

8.12.5. Product Portfolio

8.12.6. Business Performance

8.12.7. Key Strategic Moves and Developments

LIST OF TABLES

TABLE 1. GLOBAL ANIMATION, VFX AND GAMES MARKET, BY TYPE, 2024 – 2032 ($BILLION)

TABLE 2. ANIMATION, VFX AND GAMES MARKET FOR ANIMATION VFX, BY REGION, 2024 – 2032 ($BILLION)

TABLE 3. ANIMATION, VFX AND GAMES MARKET FOR GAME VFX, BY REGION, 2024 – 2032 ($BILLION)

TABLE 4. GLOBAL ANIMATION, VFX AND GAMES MARKET, BY APPLICATION, 2024 – 2032 ($BILLION)

TABLE 5. ANIMATION, VFX AND GAMES MARKET FOR ANIME, BY REGION, 2024 – 2032 ($BILLION)

TABLE 6. ANIMATION, VFX AND GAMES MARKET FOR FILM, BY REGION, 2024 – 2032 ($BILLION)

TABLE 7. ANIMATION, VFX AND GAMES MARKET FOR VIDEO GAME, BY REGION, 2024 – 2032 ($BILLION)

TABLE 8. ANIMATION, VFX AND GAMES MARKET, BY REGION, 2024 – 2032 ($BILLION)

TABLE 9. NORTH AMERICA ANIMATION, VFX AND GAMES MARKET, BY COUNTRY, 2024 – 2032 ($BILLION)

TABLE 10. NORTH AMERICA ANIMATION, VFX AND GAMES MARKET, BY TYPE, 2024 – 2032 ($BILLION)

TABLE 11. NORTH AMERICA ANIMATION, VFX AND GAMES MARKET, BY APPLICATION, 2024 – 2032 ($BILLION)

TABLE 12. U.S. ANIMATION, VFX AND GAMES MARKET, BY TYPE, 2024 – 2032 ($BILLION)

TABLE 13. U.S. ANIMATION, VFX AND GAMES MARKET, BY APPLICATION, 2024 – 2032 ($BILLION)

TABLE 14. CANADA ANIMATION, VFX AND GAMES MARKET, BY TYPE, 2024 – 2032 ($BILLION)

TABLE 15. CANADA ANIMATION, VFX AND GAMES MARKET, BY APPLICATION, 2024 – 2032 ($BILLION)

TABLE 16. EUROPE ANIMATION, VFX AND GAMES MARKET, BY COUNTRY, 2024 – 2032 ($BILLION)

TABLE 17. EUROPE ANIMATION, VFX AND GAMES MARKET, BY TYPE, 2024 – 2032 ($BILLION)

TABLE 18. EUROPE ANIMATION, VFX AND GAMES MARKET, BY APPLICATION, 2024 – 2032 ($BILLION)

TABLE 19. FRANCE ANIMATION, VFX AND GAMES MARKET, BY TYPE, 2024 – 2032 ($BILLION)

TABLE 20. FRANCE ANIMATION, VFX AND GAMES MARKET, BY APPLICATION, 2024 – 2032 ($BILLION)

TABLE 21. GERMANY ANIMATION, VFX AND GAMES MARKET, BY TYPE, 2024 – 2032 ($BILLION)

TABLE 22. GERMANY ANIMATION, VFX AND GAMES MARKET, BY APPLICATION, 2024 – 2032 ($BILLION)

TABLE 23. ITALY ANIMATION, VFX AND GAMES MARKET, BY TYPE, 2024 – 2032 ($BILLION)

TABLE 24. ITALY ANIMATION, VFX AND GAMES MARKET, BY APPLICATION, 2024 – 2032 ($BILLION)

TABLE 25. SPAIN ANIMATION, VFX AND GAMES MARKET, BY TYPE, 2024 – 2032 ($BILLION)

TABLE 26. SPAIN ANIMATION, VFX AND GAMES MARKET, BY APPLICATION, 2024 – 2032 ($BILLION)

TABLE 27. UK ANIMATION, VFX AND GAMES MARKET, BY TYPE, 2024 – 2032 ($BILLION)

TABLE 28. UK ANIMATION, VFX AND GAMES MARKET, BY APPLICATION, 2024 – 2032 ($BILLION)

TABLE 29. REST OF EUROPE ANIMATION, VFX AND GAMES MARKET, BY TYPE, 2024 – 2032 ($BILLION)

TABLE 30. REST OF EUROPE ANIMATION, VFX AND GAMES MARKET, BY APPLICATION, 2024 – 2032 ($BILLION)

TABLE 31. ASIA-PACIFIC ANIMATION, VFX AND GAMES MARKET, BY COUNTRY, 2024 – 2032 ($BILLION)

TABLE 32. ASIA-PACIFIC ANIMATION, VFX AND GAMES MARKET, BY TYPE, 2024 – 2032 ($BILLION)

TABLE 33. ASIA-PACIFIC ANIMATION, VFX AND GAMES MARKET, BY APPLICATION, 2024 – 2032 ($BILLION)

TABLE 34. CHINA ANIMATION, VFX AND GAMES MARKET, BY TYPE, 2024 – 2032 ($BILLION)

TABLE 35. CHINA ANIMATION, VFX AND GAMES MARKET, BY APPLICATION, 2024 – 2032 ($BILLION)

TABLE 36. JAPAN ANIMATION, VFX AND GAMES MARKET, BY TYPE, 2024 – 2032 ($BILLION)

TABLE 37. JAPAN ANIMATION, VFX AND GAMES MARKET, BY APPLICATION, 2024 – 2032 ($BILLION)

TABLE 38. INDIA ANIMATION, VFX AND GAMES MARKET, BY TYPE, 2024 – 2032 ($BILLION)

TABLE 39. INDIA ANIMATION, VFX AND GAMES MARKET, BY APPLICATION, 2024 – 2032 ($BILLION)

TABLE 40. SOUTH KOREA ANIMATION, VFX AND GAMES MARKET, BY TYPE, 2024 – 2032 ($BILLION)

TABLE 41. SOUTH KOREA ANIMATION, VFX AND GAMES MARKET, BY APPLICATION, 2024 – 2032 ($BILLION)

TABLE 42. AUSTRALIA ANIMATION, VFX AND GAMES MARKET, BY TYPE, 2024 – 2032 ($BILLION)

TABLE 43. AUSTRALIA ANIMATION, VFX AND GAMES MARKET, BY APPLICATION, 2024 – 2032 ($BILLION)

TABLE 44. REST OF ASIA-PACIFIC ANIMATION, VFX AND GAMES MARKET, BY TYPE, 2024 – 2032 ($BILLION)

TABLE 45. REST OF ASIA-PACIFIC ANIMATION, VFX AND GAMES MARKET, BY APPLICATION, 2024 – 2032 ($BILLION)

TABLE 46. LAMEA ANIMATION, VFX AND GAMES MARKET, BY COUNTRY, 2024 – 2032 ($BILLION)

TABLE 47. LAMEA ANIMATION, VFX AND GAMES MARKET, BY TYPE, 2024 – 2032 ($BILLION)

TABLE 48. LAMEA ANIMATION, VFX AND GAMES MARKET, BY APPLICATION, 2024 – 2032 ($BILLION)

TABLE 49. LATIN AMERICA ANIMATION, VFX AND GAMES MARKET, BY TYPE, 2024 – 2032 ($BILLION)

TABLE 50. LATIN AMERICA ANIMATION, VFX AND GAMES MARKET, BY APPLICATION, 2024 – 2032 ($BILLION)

TABLE 51. MIDDLE EAST ANIMATION, VFX AND GAMES MARKET, BY TYPE, 2024 – 2032 ($BILLION)

TABLE 52. MIDDLE EAST ANIMATION, VFX AND GAMES MARKET, BY APPLICATION, 2024 – 2032 ($BILLION)

TABLE 53. AFRICA ANIMATION, VFX AND GAMES MARKET, BY TYPE, 2024 – 2032 ($BILLION)

TABLE 54. AFRICA ANIMATION, VFX AND GAMES MARKET, BY APPLICATION, 2024 – 2032 ($BILLION)

TABLE 55. 3DS MAX: KEY EXECUTIVES

TABLE 56. 3DS MAX: COMPANY SNAPSHOT

TABLE 57. 3DS MAX: OPERATING SEGMENTS

TABLE 58. 3DS MAX: PRODUCT PORTFOLIO

TABLE 59. 3DS MAX: KEY STRATEGIC MOVES AND DEVELOPMENTS

TABLE 60. MOTIONBUILDER: KEY EXECUTIVES

TABLE 61. MOTIONBUILDER: COMPANY SNAPSHOT

TABLE 62. MOTIONBUILDER: OPERATING SEGMENTS

TABLE 63. MOTIONBUILDER: PRODUCT PORTFOLIO

TABLE 64. MOTIONBUILDER: KEY STRATEGIC MOVES AND DEVELOPMENTS

TABLE 65. BLENDER: KEY EXECUTIVES

TABLE 66. BLENDER: COMPANY SNAPSHOT

TABLE 67. BLENDER: OPERATING SEGMENTS

TABLE 68. BLENDER: PRODUCT PORTFOLIO

TABLE 69. BLENDER: KEY STRATEGIC MOVES AND DEVELOPMENTS

TABLE 70. CLARA.IO: KEY EXECUTIVES

TABLE 71. CLARA.IO: COMPANY SNAPSHOT

TABLE 72. CLARA.IO: OPERATING SEGMENTS

TABLE 73. CLARA.IO: PRODUCT PORTFOLIO

TABLE 74. CLARA.IO: KEY STRATEGIC MOVES AND DEVELOPMENTS

TABLE 75. FACESHIFT: KEY EXECUTIVES

TABLE 76. FACESHIFT: COMPANY SNAPSHOT

TABLE 77. FACESHIFT: OPERATING SEGMENTS

TABLE 78. FACESHIFT: PRODUCT PORTFOLIO

TABLE 79. FACESHIFT: KEY STRATEGIC MOVES AND DEVELOPMENTS

TABLE 80. HOUDINI APPRENTICE: KEY EXECUTIVES

TABLE 81. HOUDINI APPRENTICE: COMPANY SNAPSHOT

TABLE 82. HOUDINI APPRENTICE: OPERATING SEGMENTS

TABLE 83. HOUDINI APPRENTICE: PRODUCT PORTFOLIO

TABLE 84. HOUDINI APPRENTICE: KEY STRATEGIC MOVES AND DEVELOPMENTS

TABLE 85. ICLONE: KEY EXECUTIVES

TABLE 86. ICLONE: COMPANY SNAPSHOT

TABLE 87. ICLONE: OPERATING SEGMENTS

TABLE 88. ICLONE: PRODUCT PORTFOLIO

TABLE 89. ICLONE: KEY STRATEGIC MOVES AND DEVELOPMENTS

TABLE 90. MAKEHUMAN: KEY EXECUTIVES

TABLE 91. MAKEHUMAN: COMPANY SNAPSHOT

TABLE 92. MAKEHUMAN: OPERATING SEGMENTS

TABLE 93. MAKEHUMAN: PRODUCT PORTFOLIO

TABLE 94. MAKEHUMAN: KEY STRATEGIC MOVES AND DEVELOPMENTS

TABLE 95. MAYA: KEY EXECUTIVES

TABLE 96. MAYA: COMPANY SNAPSHOT

TABLE 97. MAYA: OPERATING SEGMENTS

TABLE 98. MAYA: PRODUCT PORTFOLIO

TABLE 99. MAYA: KEY STRATEGIC MOVES AND DEVELOPMENTS

TABLE 100. MIXAMO: KEY EXECUTIVES

TABLE 101. MIXAMO: COMPANY SNAPSHOT

TABLE 102. MIXAMO: OPERATING SEGMENTS

TABLE 103. MIXAMO: PRODUCT PORTFOLIO

TABLE 104. MIXAMO: KEY STRATEGIC MOVES AND DEVELOPMENTS

TABLE 105. POSER: KEY EXECUTIVES

TABLE 106. POSER: COMPANY SNAPSHOT

TABLE 107. POSER: OPERATING SEGMENTS

TABLE 108. POSER: PRODUCT PORTFOLIO

TABLE 109. POSER: KEY STRATEGIC MOVES AND DEVELOPMENTS

TABLE 110. TERRAGEN: KEY EXECUTIVES

TABLE 111. TERRAGEN: COMPANY SNAPSHOT

TABLE 112. TERRAGEN: OPERATING SEGMENTS

TABLE 113. TERRAGEN: PRODUCT PORTFOLIO

TABLE 114. TERRAGEN: KEY STRATEGIC MOVES AND DEVELOPMENTS

LIST OF FIGURES

FIGURE 1. GLOBAL ANIMATION, VFX AND GAMES MARKET, 2024 – 2032

FIGURE 2. SEGMENTATION OF ANIMATION, VFX AND GAMES MARKET, 2024 – 2032

FIGURE 3. TOP INVESTMENT POCKET IN ANIMATION, VFX AND GAMES MARKET

FIGURE 4. MODERATE BARGAINING POWER OF BUYERS

FIGURE 5. MODERATE BARGAINING POWER OF SUPPLIERS

FIGURE 6. MODERATE THREAT OF NEW ENTRANTS

FIGURE 7. LOW THREAT OF SUBSTITUTION

FIGURE 8. HIGH COMPETITIVE RIVALRY

FIGURE 9. OPPORTUNITIES, RESTRAINTS AND DRIVERS: GLOBALANIMATION, VFX AND GAMES MARKET

FIGURE 10. GLOBAL ANIMATION, VFX AND GAMES MARKET SEGMENTATION, BY TYPE

FIGURE 11. ANIMATION, VFX AND GAMES MARKET FOR ANIMATION VFX, BY COUNTRY, 2024 – 2032 ($BILLION)

FIGURE 12. ANIMATION, VFX AND GAMES MARKET FOR GAME VFX, BY COUNTRY, 2024 – 2032 ($BILLION)

FIGURE 13. GLOBAL ANIMATION, VFX AND GAMES MARKET SEGMENTATION, BY APPLICATION

FIGURE 14. ANIMATION, VFX AND GAMES MARKET FOR ANIME, BY COUNTRY, 2024 – 2032 ($BILLION)

FIGURE 15. ANIMATION, VFX AND GAMES MARKET FOR FILM, BY COUNTRY, 2024 – 2032 ($BILLION)

FIGURE 16. ANIMATION, VFX AND GAMES MARKET FOR VIDEO GAME, BY COUNTRY, 2024 – 2032 ($BILLION)

FIGURE 17. TOP WINNING STRATEGIES, BY YEAR, 2021-2023*

FIGURE 18. TOP WINNING STRATEGIES, BY DEVELOPMENT, 2021-2023*

FIGURE 19. TOP WINNING STRATEGIES, BY COMPANY, 2021-2023*

FIGURE 20. PRODUCT MAPPING OF TOP 10 PLAYERS

FIGURE 21. COMPETITIVE DASHBOARD

FIGURE 22. COMPETITIVE HEATMAP: ANIMATION, VFX AND GAMES MARKET

FIGURE 23. TOP PLAYER POSITIONING, 2023

FIGURE 24. 3DS MAX: NET SALES, 2021-2023 ($BILLION)

FIGURE 25. 3DS MAX: REVENUE SHARE, BY SEGMENT, 2023 (%)

FIGURE 26. 3DS MAX: REVENUE SHARE, BY REGION, 2023 (%)

FIGURE 27. MOTIONBUILDER: NET SALES, 2021-2023 ($BILLION)

FIGURE 28. MOTIONBUILDER: REVENUE SHARE, BY SEGMENT, 2023 (%)

FIGURE 29. MOTIONBUILDER: REVENUE SHARE, BY REGION, 2023 (%)

FIGURE 30. BLENDER: NET SALES, 2021-2023 ($BILLION)

FIGURE 31. BLENDER: REVENUE SHARE, BY SEGMENT, 2023 (%)

FIGURE 32. BLENDER: REVENUE SHARE, BY REGION, 2023 (%)

FIGURE 33. CLARA.IO: NET SALES, 2021-2023 ($BILLION)

FIGURE 34. CLARA.IO: REVENUE SHARE, BY SEGMENT, 2023 (%)

FIGURE 35. CLARA.IO: REVENUE SHARE, BY REGION, 2023 (%)

FIGURE 36. FACESHIFT: NET SALES, 2021-2023 ($BILLION)

FIGURE 37. FACESHIFT: REVENUE SHARE, BY SEGMENT, 2023 (%)

FIGURE 38. FACESHIFT: REVENUE SHARE, BY REGION, 2023 (%)

FIGURE 39. HOUDINI APPRENTICE: NET SALES, 2021-2023 ($BILLION)

FIGURE 40. HOUDINI APPRENTICE: REVENUE SHARE, BY SEGMENT, 2023 (%)

FIGURE 41. HOUDINI APPRENTICE: REVENUE SHARE, BY REGION, 2023 (%)

FIGURE 42. ICLONE: NET SALES, 2021-2023 ($BILLION)

FIGURE 43. ICLONE: REVENUE SHARE, BY SEGMENT, 2023 (%)

FIGURE 44. ICLONE: REVENUE SHARE, BY REGION, 2023 (%)

FIGURE 45. MAKEHUMAN: NET SALES, 2021-2023 ($BILLION)

FIGURE 46. MAKEHUMAN: REVENUE SHARE, BY SEGMENT, 2023 (%)

FIGURE 47. MAKEHUMAN: REVENUE SHARE, BY REGION, 2023 (%)

FIGURE 48. MAYA: NET SALES, 2021-2023 ($BILLION)

FIGURE 49. MAYA: REVENUE SHARE, BY SEGMENT, 2023 (%)

FIGURE 50. MAYA: REVENUE SHARE, BY REGION, 2023 (%)

FIGURE 51. MIXAMO: NET SALES, 2021-2023 ($BILLION)

FIGURE 52. MIXAMO: REVENUE SHARE, BY SEGMENT, 2023 (%)

FIGURE 53. MIXAMO: REVENUE SHARE, BY REGION, 2023 (%)

FIGURE 54. POSER: NET SALES, 2021-2023 ($BILLION)

FIGURE 55. POSER: REVENUE SHARE, BY SEGMENT, 2023 (%)

FIGURE 56. POSER: REVENUE SHARE, BY REGION, 2023 (%)

FIGURE 57. TERRAGEN: NET SALES, 2021-2023 ($BILLION)

FIGURE 58. TERRAGEN: REVENUE SHARE, BY SEGMENT, 2023 (%)

FIGURE 59. TERRAGEN: REVENUE SHARE, BY REGION, 2023 (%)