2020-2025 Global Animation, VFX and Game Market Report - Production and Consumption Professional Analysis (Impact of COVID-19)

SKU ID : Maia- 17039145

Publishing Date : 24-Dec-2020

No. of pages : 109

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  • Animation is a dynamic medium in which images or objects are manipulated to appear as moving images. In traditional animation, images are drawn or painted by hand on transparent celluloid sheets to be photographed and exhibited on film.

    Visual Effects (abbreviated VFX) is the process by which imagery is created or manipulated outside the context of a live action shot in film making. Visual effects involve in the integration of live-action footage (special effects) and generated imagery (digital effects) to create environments which look realistic, but would be dangerous, expensive, impractical, time consuming or impossible to capture on film. Visual effects using computer-generated imagery (CGI) have recently become accessible to the independent filmmaker with the introduction of affordable and easy-to-use animation and compositing software.
    This report elaborates the market size, market characteristics, and market growth of the Animation, VFX and Game industry, and breaks down according to the type, application, and consumption area of Animation, VFX and Game. The report also conducted a PESTEL analysis of the industry to study the main influencing factors and entry barriers of the industry.

    In Chapter 3.4 of the report, the impact of the COVID-19 outbreak on the industry was fully assessed. Fully risk assessment and industry recommendations were made for Animation, VFX and Game in a special period. This chapter also compares the markets of Pre COVID-19 and Post COVID-19.
    In addition, chapters 8-12 consider the impact of COVID-19 on the regional economy.

    Key players in the global Animation, VFX and Game market covered in Chapter 13:
    TOEI ANIMATION
    Framestore
    Netease
    Nintendo
    Walt Disney Animation Studios
    Warner Bros
    Microsoft
    Sony
    NBCUniversal
    Tencent
    Activision Blizzard

    In Chapter 6, on the basis of types, the Animation, VFX and Game market from 2015 to 2025 is primarily split into:
    Animation & VFX
    Game & VFX

    In Chapter 7, on the basis of applications, the Animation, VFX and Game market from 2015 to 2025 covers:
    Anime
    Film
    Video Game

    Geographically, the detailed analysis of production, trade of the following countries is covered in Chapter 4.2, 5:
    United States
    Europe
    China
    Japan
    India

    Geographically, the detailed analysis of consumption, revenue, market share and growth rate of the following regions are covered in Chapter 8, 9, 10, 11, 12:
    North America (Covered in Chapter 8)
    United States
    Canada
    Mexico
    Europe (Covered in Chapter 9)
    Germany
    UK
    France
    Italy
    Spain
    Others
    Asia-Pacific (Covered in Chapter 10)
    China
    Japan
    India
    South Korea
    Southeast Asia
    Others
    Middle East and Africa (Covered in Chapter 11)
    Saudi Arabia
    UAE
    South Africa
    Others
    South America (Covered in Chapter 12)
    Brazil
    Others

    Years considered for this report:


    Historical Years:

    2015-2019

    Base Year:

    2019

    Estimated Year:

    2020

    Forecast Period:

    2020-2025

    Frequently Asked Questions



    This market study covers the global and regional market with an in-depth analysis of the overall growth prospects in the market. Furthermore, it sheds light on the comprehensive competitive landscape of the global market. The report further offers a dashboard overview of leading companies encompassing their successful marketing strategies, market contribution, recent developments in both historic and present contexts.

    • By product type
    • By End User/Applications
    • By Technology
    • By Region

    The report provides a detailed evaluation of the market by highlighting information on different aspects which include drivers, restraints, opportunities, and threats. This information can help stakeholders to make appropriate decisions before investing.
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