
Global Animation, VFX and Games Market Status and Outlook 2023-2028
The report classifies the business vertical into various segments based on components, voltage, end-user scope, and regional division. A thorough analysis of each segment with respect to their market share, growth rate, and revenue contribution forms a major part of the study.
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VFX or Visual Effects are a way of mixing real film shooting with false or animated images. For instance, a movie that shows the hero jumping off the ground and flying into the air, is created using VFX.
Our market research experts provide qualitative and quantitative analysis of the market based on involving economic and non-economic factors in the same report with market value (million USD) data for each segment and sub-segment. This way, clients can achieve all their goals while taking advantage of emerging opportunities. Technological advancements, new product launches, and market capital flows are compared across scenarios to demonstrate their impact over the forecast period.
Data collected includes market dynamics, technology outlook, application development, and pricing trends. All of this is fed into a research model, which then produces relevant data for market research. Global market trend analysis is given including historical data, estimates to 20233 and compound annual growth rate (CAGR) forecast to 2028.
Projected and forecast revenue values are in constant U.S. dollars, unadjusted for inflation.
2023 will be a tough year for much of the global economy, as the ongoing war in Ukraine continues to strain trade, especially in Europe, and the global economy remains reeling from the fallout from the COVID-19 pandemic.
But as China moves ever closer to fully reemerging from three years of government-imposed Covid isolation and reintegrating with the world, economic expectations are high.And with the global economy now facing significant challenges, including energy shortages, slowing growth and high inflation, China’s reopening could provide a much-needed and timely boost.
Studying and analyzing the impact of Coronavirus COVID-19 on the Animation, VFX and Games industry, the report provide in-depth analysis and professtional advices on how to face the post COIVD-19 period.
Market Segment by Product Type
2D Animation
Computer-Generated Images (CGI)
Visual Effects (VFX)
Network Animation
Enterprise Service
Market Segment by Product Application
High Definition Television
Tablet
Smart Phone
Headgear
Finally, the report provides detailed profile and data information analysis of leading company.
3ds Max
Ipi Soft
Clara.Io
Motionbuilder
Iclone
Blender
Maya
Houdini Apprentice
Faceshift
Makehuman
Boats Animator
Mixamo
Dragonframe
Smartbody
Poser
Terragen
Insights and Tools:
We follow a comprehensive process to estimate market size. Key industry dynamics, regulatory scenarios, and segmental dynamics are analyzed to understand their impact on demand over the forecast period. Macroeconomic indicators such as prices, income and demographic changes, demand changes, etc. are considered in estimating market size. We also provide an in-depth profile of the key players and discuss their market shares in the global market to derive the market value. In addition, we have an internal database that is regularly updated with key insights and press releases from key stakeholders in the relevant market.
The data is generally gathered in various arrangements such as charts, graphs, infographics, trends, documents and records from various manufacturers and retailers. Our analyst gather, collect, and interpret such data to form significant databases. Our team then works with large data volumes to analyze core developments, evaluate market estimations, and identify trends.
The market research includes historical and forecast data from like demand, application details, price trends, and company shares by geography, especially focuses on the key regions like United States, European Union, China, and other regions.
Research Objectives
1.To study and analyze the global Animation, VFX and Games consumption (value) by key regions/countries, product type and application, history data from 2018 to 2022, and forecast to 2028.
2.To understand the structure of Animation, VFX and Games market by identifying its various subsegments.
3.Focuses on the key global Animation, VFX and Games manufacturers, to define, describe and analyze the value, market share, market competition landscape, Porter's five forces analysis, SWOT analysis and development plans in next few years.
4.To analyze the Animation, VFX and Games with respect to individual growth trends, future prospects, and their contribution to the total market.
5.To share detailed information about the key factors influencing the growth of the market (growth potential, opportunities, drivers, industry-specific challenges and risks).
6.To project the consumption of Animation, VFX and Games submarkets, with respect to key regions (along with their respective key countries).
7.To analyze competitive developments such as expansions, agreements, new product launches, and acquisitions in the market.
8.To strategically profile the key players and comprehensively analyze their growth strategies.
Global Animation, VFX and Games Market Status and Outlook 2023-2028
Market Study Overview
1.1 Study Objectives
1.2 Animation, VFX and Games Introduce
1.3 Combined with the Analysis of Macroeconomic Indicators
1.4 Brief Description of Research methods
1.5 Market Breakdown and Data Triangulation
2 Global Trend Summary
2.1 Animation, VFX and Games Segment by Type
2.1.1 2D Animation
2.1.2 Computer-Generated Images (CGI)
2.1.3 Visual Effects (VFX)
2.1.4 Network Animation
2.1.5 Enterprise Service
2.2 Market Analysis by Application
2.2.1 High Definition Television
2.2.2 Tablet
2.2.3 Smart Phone
2.2.4 Headgear
2.3 Global Animation, VFX and Games Market Comparison by Regions (2018-2028)
2.3.1 Global Animation, VFX and Games Market Size (2018-2028)
2.3.2 North America Animation, VFX and Games Status and Prospect (2018-2028)
2.3.3 Europe Animation, VFX and Games Status and Prospect (2018-2028)
2.3.4 Asia-pacific Animation, VFX and Games Status and Prospect (2018-2028)
2.3.5 South America Animation, VFX and Games Status and Prospect (2018-2028)
2.3.6 Middle East & Africa Animation, VFX and Games Status and Prospect (2018-2028)
2.5 Coronavirus Disease 2020 (Covid-19): Animation, VFX and Games Industry Impact
2.5.1 Animation, VFX and Games Business Impact Assessment - Covid-19
2.5.2 Market Trends and Animation, VFX and Games Potential Opportunities in the COVID-19 Landscape
2.5.3 Measures / Proposal against Covid-19
3 Competition by Vendors
3.1 Global Animation, VFX and Games Revenue and Market Share by Vendors (2018-2023)
3.2 Global Animation, VFX and Games Industry Concentration Ratio (CR5 and HHI)
3.3 Top 5 Animation, VFX and Games Vendors Market Share
3.4 Top 10 Animation, VFX and Games Vendors Market Share
3.5 Date of Key Vendors Enter into Animation, VFX and Games Market
3.6 Key Vendors Animation, VFX and Games Product Offered
3.7 Mergers & Acquisitions Planning
4 Analysis of Animation, VFX and Games Industry Key Vendors
4.1 3ds Max
4.1.1 Company Details
4.1.2 Product Introduction, Application and Specification
4.1.3 3ds Max Animation, VFX and Games Gross Margin, and Revenue (2018-2023)
4.1.4 Main Business Overview
4.1.5 3ds Max News
4.2 Ipi Soft
4.2.1 Company Details
4.2.2 Product Introduction, Application and Specification
4.2.3 Ipi Soft Animation, VFX and Games Gross Margin, and Revenue (2018-2023)
4.2.4 Main Business Overview
4.2.5 Ipi Soft News
4.3 Clara.Io
4.3.1 Company Details
4.3.2 Product Introduction, Application and Specification
4.3.3 Clara.Io Animation, VFX and Games Gross Margin, and Revenue (2018-2023)
4.3.4 Main Business Overview
4.3.5 Clara.Io News
4.4 Motionbuilder
4.4.1 Company Details
4.4.2 Product Introduction, Application and Specification
4.4.3 Motionbuilder Animation, VFX and Games Gross Margin, and Revenue (2018-2023)
4.4.4 Main Business Overview
4.4.5 Motionbuilder News
4.5 Iclone
4.5.1 Company Details
4.5.2 Product Introduction, Application and Specification
4.5.3 Iclone Animation, VFX and Games Gross Margin, and Revenue (2018-2023)
4.5.4 Main Business Overview
4.5.5 Iclone News
4.6 Blender
4.6.1 Company Details
4.6.2 Product Introduction, Application and Specification
4.6.3 Blender Animation, VFX and Games Gross Margin, and Revenue (2018-2023)
4.6.4 Main Business Overview
4.6.5 Blender News
4.7 Maya
4.7.1 Company Details
4.7.2 Product Introduction, Application and Specification
4.7.3 Maya Animation, VFX and Games Gross Margin, and Revenue (2018-2023)
4.7.4 Main Business Overview
4.7.5 Maya News
4.8 Houdini Apprentice
4.8.1 Company Details
4.8.2 Product Introduction, Application and Specification
4.8.3 Houdini Apprentice Animation, VFX and Games Gross Margin, and Revenue (2018-2023)
4.8.4 Main Business Overview
4.8.5 Houdini Apprentice News
4.9 Faceshift
4.9.1 Company Details
4.9.2 Product Introduction, Application and Specification
4.9.3 Faceshift Animation, VFX and Games Gross Margin, and Revenue (2018-2023)
4.9.4 Main Business Overview
4.9.5 Faceshift News
4.10 Makehuman
4.10.1 Company Details
4.10.2 Product Introduction, Application and Specification
4.10.3 Makehuman Animation, VFX and Games Gross Margin, and Revenue (2018-2023)
4.10.4 Main Business Overview
4.10.5 Makehuman News
4.11 Boats Animator
4.11.1 Company Details
4.11.2 Product Introduction, Application and Specification
4.11.3 Boats Animator Animation, VFX and Games Gross Margin, and Revenue (2018-2023)
4.11.4 Main Business Overview
4.11.5 Boats Animator News
4.12 Mixamo
4.12.1 Company Details
4.12.2 Product Introduction, Application and Specification
4.12.3 Mixamo Animation, VFX and Games Gross Margin, and Revenue (2018-2023)
4.12.4 Main Business Overview
4.12.5 Mixamo News
4.13 Dragonframe
4.13.1 Company Details
4.13.2 Product Introduction, Application and Specification
4.13.3 Dragonframe Animation, VFX and Games Gross Margin, and Revenue (2018-2023)
4.13.4 Main Business Overview
4.13.5 Dragonframe News
4.14 Smartbody
4.14.1 Company Details
4.14.2 Product Introduction, Application and Specification
4.14.3 Smartbody Animation, VFX and Games Gross Margin, and Revenue (2018-2023)
4.14.4 Main Business Overview
4.14.5 Smartbody News
4.15 Poser
4.15.1 Company Details
4.15.2 Product Introduction, Application and Specification
4.15.3 Poser Animation, VFX and Games Gross Margin, and Revenue (2018-2023)
4.15.4 Main Business Overview
4.15.5 Poser News
4.16 Terragen
4.16.1 Company Details
4.16.2 Product Introduction, Application and Specification
4.16.3 Terragen Animation, VFX and Games Gross Margin, and Revenue (2018-2023)
4.16.4 Main Business Overview
4.16.5 Terragen News
5 Global Animation, VFX and Games Market Size Categorized by Regions
5.1 Global Animation, VFX and Games Revenue and Market Share by Regions
5.2 North America Animation, VFX and Games Revenue and Growth Rate (2018-2023)
5.3 Europe Animation, VFX and Games Revenue and Growth Rate (2018-2023)
5.4 Asia-pacific Animation, VFX and Games Revenue and Growth Rate (2018-2023)
5.5 South America Animation, VFX and Games Revenue and Growth Rate (2018-2023)
5.6 Middle East & Africa Animation, VFX and Games Revenue and Growth Rate (2018-2023)
6 North America Animation, VFX and Games Market Size Categorized by Countries
6.1 North America Animation, VFX and Games Revenue and Market Share by Countries
6.1.1 North America Animation, VFX and Games Market Size by Countries (2018-2023)
6.1.2 United States Animation, VFX and Games Revenue and Growth Rate (2018-2023)
6.1.3 Canada Animation, VFX and Games Revenue and Growth Rate (2018-2023)
6.1.4 Mexico Animation, VFX and Games Revenue and Growth Rate (2018-2023)
6.2 North America Animation, VFX and Games Revenue (Value) by Vendors
6.3 North America Animation, VFX and Games Revenue and Market Share by Type (2018-2023)
6.4 North America Animation, VFX and Games Revenue and Market Share by Application (2018-2023)
7 Europe Animation, VFX and Games Market Size Categorized by Countries
7.1 Europe Animation, VFX and Games Revenue and Market Share by Countries
7.1.1 Europe Animation, VFX and Games Market Size by Countries (2018-2023)
7.1.2 Germany Animation, VFX and Games Revenue and Growth Rate (2018-2023)
7.1.3 UK Animation, VFX and Games Revenue and Growth Rate (2018-2023)
7.1.4 France Animation, VFX and Games Revenue and Growth Rate (2018-2023)
7.1.5 Russia Animation, VFX and Games Revenue and Growth Rate (2018-2023)
7.1.6 Italy Animation, VFX and Games Revenue and Growth Rate (2018-2023)
7.1.7 Spain Animation, VFX and Games Revenue and Growth Rate (2018-2023)
7.2 Europe Animation, VFX and Games Revenue (Value) by Vendors
7.3 Europe Animation, VFX and Games Revenue and Market Share by Type (2018-2023)
7.4 Europe Animation, VFX and Games Revenue and Market Share by Application (2018-2023)
8 Asia-pacific Animation, VFX and Games Market Size Categorized by Countries
8.1 Asia-pacific Animation, VFX and Games Revenue and Market Share by Countries
8.1.1 Asia-pacific Animation, VFX and Games Market Size by Countries (2018-2023)
8.1.2 China Animation, VFX and Games Revenue and Growth Rate (2018-2023)
8.1.3 South Korea Animation, VFX and Games Revenue and Growth Rate (2018-2023)
8.1.4 Japan Animation, VFX and Games Revenue and Growth Rate (2018-2023)
8.1.5 Australia Animation, VFX and Games Revenue and Growth Rate (2018-2023)
8.1.6 India Animation, VFX and Games Revenue and Growth Rate (2018-2023)
8.1.7 Southeast Asia Animation, VFX and Games Revenue and Growth Rate (2018-2023)
8.2 Asia-pacific Animation, VFX and Games Revenue (Value) by Vendors
8.3 Asia-pacific Animation, VFX and Games Revenue and Market Share by Type (2018-2023)
8.4 Asia-pacific Animation, VFX and Games Revenue and Market Share by Application (2018-2023)
9 South America Animation, VFX and Games Market Size Categorized by Countries
9.1 South America Animation, VFX and Games Revenue and Market Share by Countries
9.1.1 South America Animation, VFX and Games Market Size by Countries (2018-2023)
9.1.2 Brazil Animation, VFX and Games Revenue and Growth Rate (2018-2023)
9.1.3 Chile Animation, VFX and Games Revenue and Growth Rate (2018-2023)
9.2 South America Animation, VFX and Games Revenue and Market Share by Type (2018-2023)
9.3 South America Animation, VFX and Games Revenue and Market Share by Application (2018-2023)
10 Middle East and Africa Animation, VFX and Games Market Size Categorized by Countries
10.1 Middle East and Africa Animation, VFX and Games Revenue and Market Share by Countries
10.1.1 Middle East and Africa Animation, VFX and Games Market Size by Countries (2018-2023)
10.1.2 GCC Countries Animation, VFX and Games Revenue and Growth Rate (2018-2023)
10.1.3 Turkey Animation, VFX and Games Revenue and Growth Rate (2018-2023)
10.1.4 Egypt Animation, VFX and Games Revenue and Growth Rate (2018-2023)
10.1.5 South Africa Animation, VFX and Games Revenue and Growth Rate (2018-2023)
10.2 Middle East and Africa Animation, VFX and Games Revenue and Market Share by Type
10.3 Middle East and Africa Animation, VFX and Games Revenue Market Share by Application (2018-2023)
11 Global Animation, VFX and Games Market Segment by Type
11.1 Global Animation, VFX and Games Revenue and Market Share by Type (2018-2023)
11.2 2D Animation Revenue Growth Rate and Price
11.3 Computer-Generated Images (CGI) Revenue Growth Rate and Price
11.4 Visual Effects (VFX) Revenue Growth Rate and Price
11.5 Network Animation Revenue Growth Rate and Price
11.6 Enterprise Service Revenue Growth Rate and Price
12 Global Animation, VFX and Games Market Segment by Application
12.1 Global Animation, VFX and Games Revenue Market Share by Application (2018-2023)
12.2 High Definition Television Revenue Growth Rate (2018-2023)
12.3 Tablet Revenue Growth Rate (2018-2023)
12.4 Smart Phone Revenue Growth Rate (2018-2023)
12.5 Headgear Revenue Growth Rate (2018-2023)
13 Global Animation, VFX and Games Market Forecast
13.1 Global Animation, VFX and Games Revenue and Growth Rate (2023-2028)
13.2 Animation, VFX and Games Market Forecast by Regions (2023-2028)
13.2.1 North America Animation, VFX and Games Market Forecast (2023-2028)
13.2.2 Europe Animation, VFX and Games Market Forecast (2023-2028)
13.2.3 Asia-Pacific Animation, VFX and Games Market Forecast (2023-2028)
13.2.4 South America Animation, VFX and Games Market Forecast (2023-2028)
13.2.5 Middle East & Africa Animation, VFX and Games Market Forecast (2023-2028)
13.3 Animation, VFX and Games Market Forecast by Type (2023-2028)
13.3.1 Global Animation, VFX and Games Revenue Forecast by Type (2023-2028)
13.3.2 Global Animation, VFX and Games Market Share Forecast by Type (2023-2028)
13.4 Animation, VFX and Games Market Forecast by Application (2023-2028)
13.4.1 Global Animation, VFX and Games Revenue Forecast by Application (2023-2028)
14 Market Analysis
14.1.1 Market overview
14.1.2 Market Opportunities
14.1.3 Market Risk
14.1.4 Market Driving Force
14.1.5 Porter's Five Forces Analysis
14.1.6 SWOT Analysis
15 Downstream Market Analysis
15.1 Macro Analysis of Down Markets
15.2 Key Players in Down Markets
16 Research Findings and Conclusion
Tables & Figures:
3ds Max
Ipi Soft
Clara.Io
Motionbuilder
Iclone
Blender
Maya
Houdini Apprentice
Faceshift
Makehuman
Boats Animator
Mixamo
Dragonframe
Smartbody
Poser
Terragen
Research Methodology:
Animation, VFX and Games Market Size Estimation
To estimate market size and trends, we use a combination of top-down and bottom-up methods. This allows us to evaluate the market from various perspectives—by company, region, product type, and end users.
Our estimates are based on actual sales data, excluding any discounts. Segment breakdowns and market shares are calculated using weighted averages based on usage rates and average prices. Regional insights are determined by how widely a product or service is adopted in each area.
Key companies are identified through secondary sources like industry reports and company filings. We then verify revenue estimates and other key data points through primary research, including interviews with industry experts, company executives, and decision-makers.
We take into account all relevant factors that could influence the market and validate our findings with real-world input. Our final insights combine both qualitative and quantitative data to provide a well-rounded view. Please note, these estimates do not account for unexpected changes such as inflation, economic downturns, or policy shifts.
Data Source
Secondary Sources
This study draws on a wide range of secondary sources, including press releases, annual reports, non-profit organizations, industry associations, government agencies, and customs data. We also referred to reputable databases and directories such as Bloomberg, Wind Info, Hoovers, Factiva, Trading Economics, Statista, and others. Additional references include investor presentations, company filings (e.g., SEC), economic data, and documents from regulatory and industry bodies.
These sources were used to gather technical and market-focused insights, identify key players, analyze market segmentation and classification, and track major trends and developments across industries.
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Primary Sources
As part of our primary research, we interviewed a variety of stakeholders from both the supply and demand sides to gather valuable qualitative and quantitative insights.
On the supply side, we spoke with product manufacturers, competitors, industry experts, research institutions, distributors, traders, and raw material suppliers. On the demand side, we engaged with business leaders, marketing and sales heads, technology and innovation directors, supply chain executives, and end users across key organizations.
These conversations helped us better understand market segmentation, pricing, applications, leading players, supply chains, demand trends, industry outlook, and key market dynamics—including risks, opportunities, barriers, and strategic developments.
Key Data Information from Primary Sources
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