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Pulished Date April, 2021
ID: 10470
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Global Animation and VFX Market Segmentation by Type (2D, 3D, Motion Graphics, Stop Motion), end-user industry (Media & Entertainment, Gaming), Applications, Trends, Forecast to 2026.

Pulished: April, 2021
ID: 10470
Pages: 150

Global Animation and VFX Market Size & Growth Analysis (2020 – 2025)

The Global Animation and VFX Market is expected to rise at a CAGR of over 9% throughout the forecast period 2020 to 2025. The demand int his market augmented with the changes in the media sector and entertainment industry.

Animation is the technique of applying illusions on the painting/ sketches/ drawings of puppets or individual pictures in order that they'll move and act as we see within the cartoon series. It uses the present frame or footage and applies animated or imaginary using computer software to form it a real scene. It is often done by sketching by hand or through a computer or the mixture of sketching and computer-generated images. It takes longer to supply a picture, but the present cells or frames are often re-used during this technique to save lots of time. VFX is applied to real things, groups of people, and scenes/ frames/ footage. VFX is the combination of real things and computer graphics that are implemented to life to the important on the reel.

Recent Developments:

  • April 2020 - Autodesk introduced 3Ds Max 2021 version. The latest version from the corporate focuses on rendering and textures by leveraging the improvements in performance. The version also added support for python 3, scriptable baking, and more specialise in CAD-related workflows and interoperability with Autodesk’s CAD tools like AutoCAD and Revit.
  • December 2019 - Autodesk declared a release of Maya 2020. The remake is featured with original animation, rendering, effects, modeling and rigging advancements to empower artists throughout the assembly pipeline.
     

COVID-19 impact on The Global Animation and VFX Market

With the continued outbreak of coronavirus across the globe, companies within the industry are taking a toll on post-production activities because the pandemic has disrupted by halting the assembly stage. Companies like Base FX are searching for strategic partnerships for investments to survive within the turbulence. In January 2020, chief Chinese SunacCulture declared a strategic investment in Base FX by taking a majority stake. Base FX has mentioned that the assembly is down by over 70% against the previous year in China, and there'll be no films starting in China for a minimum of following six months.

Market growth and trends:

There are basically two trends driving the adoption of animation and VFX solutions. For the actual end-user industries, especially films, there's a general upward trend in production value or budgets. This is often primarily because of broader international distribution partially to digital theatres. Secondly, writers and directors are now more hospitable embracing scripts requiring VFX. Production companies hence increasingly pursuing more ambitious products which will only be fulfilled with the utilization of VFX and streamline platforms, have also broadened the genres of content being published.

The surge in 3D-UHD animated movies in theatres through the appliance of animation and VFX in TV, advertising and gaming alongside the expansion within the outsourcing of VFX process thanks to cost-effectiveness thereby that specialize in the kids-genre and therefore the growing popularity of streaming video are expected to fuel the market demand across the emerging economies.
 

The integration of latest OTT services across the prevailing subscription-based streaming devices among the emerging economies is predicted to drive the applications of the animation & VFX sector. The businesses are endlessly involved in announcing new services for animation and VFX dedicated to OTT contents. as an example, in May 2019, London-based DNEG has launched its new service offering called ReDefine. The service is aimed toward filling the gap between East and therefore the West for creative services for film and Over the top (OTT) content for streaming.
 

Nowadays, consumers are engaging in high-definition visual experiences. Movies fans are expecting high-quality productions with appealing visual effects and realistic animation and studios, which integrates more animation and VFX shots into films. Similarly, consumers are consuming more immersive content across channels like ultra-high-definition TVs, tablets, and smartphones to head-mounted devices. Animation, VFX, and games content is being used up not only on OTT streaming services like Netflix, Amazon Prime, and but also on YouTube, Twitter, and Facebook. With the growing internet penetration and access to multimedia devices, customers are spending longer streaming digital content, thanks to which streaming video has become the fastest-growing segment within the network for animation, thereby witnessing a high-growth and is predicted to continue.
 

Market Drivers and Restraints:

The demand for VFX, Animation and video gaming is growing with the rise in targeted broadcasting hours by cable and satellite television, accessibility of low-priced internet access, penetration of mobile devices together with the rising popularity of streaming video. Additionally, the demand for Animation and VFX content to power immersive experiences like Augmented Reality and computer game is increasing exponentially.
 

The advances in technology has made animation, VFX & games have brought them close to common people, and it is among the fastest-growing segments in the  media and entertainment industry. Production work is becoming global with countries also as regions providing tax incentives, subsidies, support, regional low labor costs etc. and corporations are reducing costs by fixing facilities in such regions.

Market segmentation:

Global Animation and VFX Market - By Type:

  • 2D (Vector-Based)
  • 3D (CGI)
  • Motion Graphics (Typography)
  • Stop Motion (Photographing)
  • Other Types

Global Animation and VFX Market - By End User Industry:

  • Media & Entrainment
  • Gaming
  • Others

Regional Analysis:

The APAC region has highly emphasized on the formalization of professional services across the animation and VFX to support the ever-growing media and entertainment industry. Countries like New Zealand and Singapore have emerged as a hub for VFX artists, as these countries have an ecosystem for animation and VFX schools that provide advanced education in various streams.

The growth within the consumption of more immersive content across multiple channels like ultra-high-definition TVs, tablets, and smartphones to head-mounted devices is additionally propelling the demand of the animation and VFX market, particularly across the China region throughout the forecast period.
Though China dominates the gaming sector, Japan is the third-largest market consistent with game revenue and generates over USD 14 million a year. The gaming companies within the country are some of the many adopters of animation and VFX solutions at a worldwide level.

Key market players:

Some of the major players in the global Animation and VFX market include Adobe Inc., Autodesk Inc., iPi Soft LLC, Clara.io, Smith Micro Software Inc., 3D Imaging, Acume, among others.

1. Introduction                                 

                1.1 Market Definition                    

                1.2 Scope of the report                

                1.3 Study Assumptions                 

                1.4 Base Currency, Base Year and Forecast Periods                          

2. Research Methodology                                           

                2.1 Analysis Design                         

                2.2 Research Phases                      

                                2.2.1 Secondary Research           

                                2.2.2 Primary Research 

                                2.2.3 Data Modelling      

                                2.2.4 Expert Validation  

                2.3 Study Timeline                          

3. Report Overview                                        

                3.1 Executive Summary                

                3.2 Key Inferencees                       

4. Market Dynamics                                       

                4.1 Impact Analysis                         

                                4.1.1 Drivers      

                                4.1.2 Restaints  

                                4.1.3 Opportunities        

                4.2 Regulatory Environment                       

                4.3 Technology Timeline & Recent Trends                            

5. Competitor Benchmarking Analysis                                    

                5.1 Key Player Benchmarking                     

                                5.1.1 Market share analysis        

                                5.1.2 Products/Service  

                                5.1.3 Regional Presence               

                5.2 Mergers & Acquistion Landscape                      

                5.3 Joint Ventures & Collaborations                        

6. Market Segmentation                                              

                6.1 Animation and VFX Market, By Type                               

                                6.1.1 2D               

                                6.1.2 3D               

                                6.1.3 Motion Graphics   

                                6.1.4 Stop Motion           

                                6.1.5 Market Size Estimations & Forecasts (2019-2024)   

                                6.1.6 Y-o-Y Growth Rate Analysis             

                                6.1.7 Market Attractiveness Index          

                6.2 Animation and VFX Market, By End-user Industry                     

                                6.2.1 Media & Entertainment    

                                6.2.2 Gaming     

                                6.2.3 Market Size Estimations & Forecasts (2019-2024)   

                                6.2.4 Y-o-Y Growth Rate Analysis             

                                6.2.5 Market Attractiveness Index          

7. Geographical Landscape                                         

                7.1 Global Identity Governance and Administration Market, by Region                  

                7.2 North America - Market Analysis (2018 - 2024)                            

                                7.2.1 By Country              

                                                7.2.1.1 USA

                                                7.2.1.2 Canada

                                7.2.2 By Type    

                                7.2.3 By End-user Industry          

                7.3 Europe                         

                                7.3.1 By Country              

                                                7.3.1.1 UK

                                                7.3.1.2 France

                                                7.3.1.3 Germany

                                                7.3.1.4 Spain

                                                7.3.1.5 Italy

                                                7.3.1.6 Rest of Europe

                                7.3.2 By Type    

                                7.3.3 By End-user Industry          

                7.4 Asia Pacific                  

                                7.4.1 By Country              

                                                7.4.1.1 China

                                                7.4.1.2 India

                                                7.4.1.3 Japan

                                                7.4.1.4 South Korea

                                                7.4.1.5 South East Asia

                                                7.4.1.6 Australia & NZ

                                                7.4.1.7 Rest of Asia-Pacific

                                7.4.2 By Type    

                                7.4.3 By End-user Industry          

                7.5 Latin America                             

                                7.5.1 By Country              

                                                7.5.1.1 Brazil

                                                7.5.1.2 Argentina

                                                7.5.1.3 Mexico

                                                7.5.1.4 Rest of Latin America

                                7.5.2 By Type    

                                7.5.3 By End-user Industry          

                7.6 Middle East and Africa                           

                                7.6.1 By Country              

                                                7.6.1.1 Middle East

                                                7.6.1.2 Africa

                                7.6.2 By Type    

                                7.6.3 By End-user Industry          

8. Key Player Analysis                                    

                8.1 Adobe Inc                   

                                8.1.1 Business Description           

                                8.1.2 Products/Service  

                                8.1.3 Financials 

                                8.1.4 SWOT Analysis       

                                8.1.5 Recent Developments       

                                8.1.6 Analyst Overview 

                8.2 Autodesk Inc                             

                8.3 iPi Soft LLC                  

                8.4 Clara.io                         

                8.5 Smith Micro Software Inc                     

                8.6 3D Imaging                  

                8.7 Acume                          

9. Market Outlook & Investment Opportunities                                

Appendix                                           

                List of Tables                     

                List of Figures                   

  • Global, regional and country-level analysis and forecasts of the study market; providing Insights on the major countries/regions in which this industry is blooming and to also identify the regions that are still untapped
  • Segment-level analysis in terms of Type, End-User along with market size forecasts and estimations to detect key areas of industry growth in detail
  • Identification of key drivers, restraints, opportunities, and challenges (DROC) in the market and their impact on shifting market dynamics
  • Study of the effect of exogenous and endogenous factors that affect the global market; which includes broadly demographic, economics, and political, among other macro-environmental factors presented in an extensive PESTLE Analysis
  • Study the microenvironment factors that determine the overall profitability of an Industry, using Porter’s five forces analysis for analysing the level of competition and business strategy development
  • A comprehensive list of key market players along with their product portfolio, current strategic interests, key financial information, legal issues, SWOT analysis and analyst overview to study and sustain the market environment
  • Competitive landscape analysis listing out the mergers, acquisitions, collaborations in the field along with new product launches, comparative financial studies and recent developments in the market by the major companies
  • An executive summary, abridging the entire report in such a way that decision-making personnel can rapidly become acquainted with background information, concise analysis and main conclusions
  • Expertly devised analyst overview along with Investment opportunities to provide both individuals and organizations a strong financial foothold in the market.
  1. Global Animation and VFX Market By Region, From 2020-2025 ( USD Billion )
  2. Global Animation and VFX Market By Type, From 2020-2025 ( USD Billion )
  3. Global 2D Market By Region, From 2020-2025 ( USD Billion )
  4. Global 3D Market By Region, From 2020-2025 ( USD Billion )
  5. Global Motion Graphics Market By Region, From 2020-2025 ( USD Billion )
  6. Global Stop Motion Market By Region, From 2020-2025 ( USD Billion )
  7. Global Animation and VFX Market By End-user Industry, From 2020-2025 ( USD Billion )
  8. Global Media & Entertainment Market By Region, From 2020-2025 ( USD Billion )
  9. Global Gaming Market By Region, From 2020-2025 ( USD Billion )

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