Global Animation, VFX & Game Industry Research Report 2021 Segmented by Major Market Players, Types, Applications and Countries Forecast to 2027
Date: Apr-2021 | Id: MACRC-51704 | Geographical Scope: Global | Publisher: HNY Research
The global Animation, VFX & Game market is expected to reach US$ XX Million by 2027, with a CAGR of XX% from 2020 to 2027, based on HNY Research newly published report. The prime objective of this report is to provide the insights on the post COVID-19 impact which will help market players in this field evaluate their business approaches. Also, this report covers market segmentation by major market verdors, types, applications/end users and geography(North America, East Asia, Europe, South Asia, Southeast Asia, Middle East, Africa, Oceania, South America). By Market Verdors: Tencent NBCUniversal Microsoft Sony Walt Disney Animation Studios Activision Blizzard Framestore Netease Nintendo Warner Bros TOEI ANIMATION By Types: Animation & VFX Game & VFX By Applications: Anime Film Video Game Key Indicators Analysed Market Players & Competitor Analysis: The report covers the key players of the industry including Company Profile, Product Specifications, Production Capacity/Sales, Revenue, Price and Gross Margin 2016-2027 & Sales with a thorough analysis of the market’s competitive landscape and detailed information on vendors and comprehensive details of factors that will challenge the growth of major market vendors. Global and Regional Market Analysis: The report includes Global & Regional market status and outlook 2016-2027. Further the report provides break down details about each region & countries covered in the report. Identifying its sales, sales volume & revenue forecast. With detailed analysis by types and applications. Market Trends: Market key trends which include Increased Competition and Continuous Innovations. Opportunities and <b>Drivers:</b> Identifying the Growing Demands and New Technology Porters Five Force Analysis: The report provides with the state of competition in industry depending on five basic forces: threat of new entrants, bargaining power of suppliers, bargaining power of buyers, threat of substitute products or services, and existing industry rivalry. Key Reasons to Purchase To gain insightful analyses of the market and have comprehensive understanding of the global market and its commercial landscape. Assess the production processes, major issues, and solutions to mitigate the development risk. To understand the most affecting driving and restraining forces in the market and its impact in the global market. Learn about the market strategies that are being adopted by leading respective organizations. To understand the future outlook and prospects for the market. Besides the standard structure reports, we also provide custom research according to specific requirements.
1 Report Overview 1.1 Study Scope and Definition 1.2 Research Methodology 1.2.1 Methodology/Research Approach 1.2.2 Data Source 1.3 Key Market Segments 1.4 Players Covered: Ranking by Animation, VFX & Game Revenue 1.5 Market Analysis by Type 1.5.1 Global Animation, VFX & Game Market Size Growth Rate by Type: 2021 VS 2027 1.5.2 Animation & VFX 1.5.3 Game & VFX 1.6 Market by Application 1.6.1 Global Animation, VFX & Game Market Share by Application: 2022-2027 1.6.2 Anime 1.6.3 Film 1.6.4 Video Game 1.7 Coronavirus Disease 2019 (Covid-19) Impact Will Have a Severe Impact on Global Growth 1.7.1 Covid-19 Impact: Global GDP Growth, 2019, 2021 and 2022 Projections 1.7.2 Covid-19 Impact: Commodity Prices Indices 1.7.3 Covid-19 Impact: Global Major Government Policy 1.8 Study Objectives 1.9 Years Considered 2 Global Animation, VFX & Game Market Trends and Growth Strategy 2.1 Market Top Trends 2.2 Market Drivers 2.3 Market Challenges 2.4 Porter’s Five Forces Analysis 2.5 Market Growth Strategy 2.6 SWOT Analysis 3 Global Animation, VFX & Game Market Players Profiles 3.1 Tencent 3.1.1 Tencent Company Profile 3.1.2 Tencent Animation, VFX & Game Product Specification 3.1.3 Tencent Animation, VFX & Game Production Capacity, Revenue, Price and Gross Margin (2016-2021) 3.2 NBCUniversal 3.2.1 NBCUniversal Company Profile 3.2.2 NBCUniversal Animation, VFX & Game Product Specification 3.2.3 NBCUniversal Animation, VFX & Game Production Capacity, Revenue, Price and Gross Margin (2016-2021) 3.3 Microsoft 3.3.1 Microsoft Company Profile 3.3.2 Microsoft Animation, VFX & Game Product Specification 3.3.3 Microsoft Animation, VFX & Game Production Capacity, Revenue, Price and Gross Margin (2016-2021) 3.4 Sony 3.4.1 Sony Company Profile 3.4.2 Sony Animation, VFX & Game Product Specification 3.4.3 Sony Animation, VFX & Game Production Capacity, Revenue, Price and Gross Margin (2016-2021) 3.5 Walt Disney Animation Studios 3.5.1 Walt Disney Animation Studios Company Profile 3.5.2 Walt Disney Animation Studios Animation, VFX & Game Product Specification 3.5.3 Walt Disney Animation Studios Animation, VFX & Game Production Capacity, Revenue, Price and Gross Margin (2016-2021) 3.6 Activision Blizzard 3.6.1 Activision Blizzard Company Profile 3.6.2 Activision Blizzard Animation, VFX & Game Product Specification 3.6.3 Activision Blizzard Animation, VFX & Game Production Capacity, Revenue, Price and Gross Margin (2016-2021) 3.7 Framestore 3.7.1 Framestore Company Profile 3.7.2 Framestore Animation, VFX & Game Product Specification 3.7.3 Framestore Animation, VFX & Game Production Capacity, Revenue, Price and Gross Margin (2016-2021) 3.8 Netease 3.8.1 Netease Company Profile 3.8.2 Netease Animation, VFX & Game Product Specification 3.8.3 Netease Animation, VFX & Game Production Capacity, Revenue, Price and Gross Margin (2016-2021) 3.9 Nintendo 3.9.1 Nintendo Company Profile 3.9.2 Nintendo Animation, VFX & Game Product Specification 3.9.3 Nintendo Animation, VFX & Game Production Capacity, Revenue, Price and Gross Margin (2016-2021) 3.10 Warner Bros 3.10.1 Warner Bros Company Profile 3.10.2 Warner Bros Animation, VFX & Game Product Specification 3.10.3 Warner Bros Animation, VFX & Game Production Capacity, Revenue, Price and Gross Margin (2016-2021) 3.11 TOEI ANIMATION 3.11.1 TOEI ANIMATION Company Profile 3.11.2 TOEI ANIMATION Animation, VFX & Game Product Specification 3.11.3 TOEI ANIMATION Animation, VFX & Game Production Capacity, Revenue, Price and Gross Margin (2016-2021) 4 Global Animation, VFX & Game Market Competition by Market Players 4.1 Global Animation, VFX & Game Production Capacity Market Share by Market Players (2016-2021) 4.2 Global Animation, VFX & Game Revenue Market Share by Market Players (2016-2021) 4.3 Global Animation, VFX & Game Average Price by Market Players (2016-2021) 5 Global Animation, VFX & Game Production by Regions (2016-2021) 5.1 North America 5.1.1 North America Animation, VFX & Game Market Size (2016-2021) 5.1.2 Animation, VFX & Game Key Players in North America (2016-2021) 5.1.3 North America Animation, VFX & Game Market Size by Type (2016-2021) 5.1.4 North America Animation, VFX & Game Market Size by Application (2016-2021) 5.2 East Asia 5.2.1 East Asia Animation, VFX & Game Market Size (2016-2021) 5.2.2 Animation, VFX & Game Key Players in East Asia (2016-2021) 5.2.3 East Asia Animation, VFX & Game Market Size by Type (2016-2021) 5.2.4 East Asia Animation, VFX & Game Market Size by Application (2016-2021) 5.3 Europe 5.3.1 Europe Animation, VFX & Game Market Size (2016-2021) 5.3.2 Animation, VFX & Game Key Players in Europe (2016-2021) 5.3.3 Europe Animation, VFX & Game Market Size by Type (2016-2021) 5.3.4 Europe Animation, VFX & Game Market Size by Application (2016-2021) 5.4 South Asia 5.4.1 South Asia Animation, VFX & Game Market Size (2016-2021) 5.4.2 Animation, VFX & Game Key Players in South Asia (2016-2021) 5.4.3 South Asia Animation, VFX & Game Market Size by Type (2016-2021) 5.4.4 South Asia Animation, VFX & Game Market Size by Application (2016-2021) 5.5 Southeast Asia 5.5.1 Southeast Asia Animation, VFX & Game Market Size (2016-2021) 5.5.2 Animation, VFX & Game Key Players in Southeast Asia (2016-2021) 5.5.3 Southeast Asia Animation, VFX & Game Market Size by Type (2016-2021) 5.5.4 Southeast Asia Animation, VFX & Game Market Size by Application (2016-2021) 5.6 Middle East 5.6.1 Middle East Animation, VFX & Game Market Size (2016-2021) 5.6.2 Animation, VFX & Game Key Players in Middle East (2016-2021) 5.6.3 Middle East Animation, VFX & Game Market Size by Type (2016-2021) 5.6.4 Middle East Animation, VFX & Game Market Size by Application (2016-2021) 5.7 Africa 5.7.1 Africa Animation, VFX & Game Market Size (2016-2021) 5.7.2 Animation, VFX & Game Key Players in Africa (2016-2021) 5.7.3 Africa Animation, VFX & Game Market Size by Type (2016-2021) 5.7.4 Africa Animation, VFX & Game Market Size by Application (2016-2021) 5.8 Oceania 5.8.1 Oceania Animation, VFX & Game Market Size (2016-2021) 5.8.2 Animation, VFX & Game Key Players in Oceania (2016-2021) 5.8.3 Oceania Animation, VFX & Game Market Size by Type (2016-2021) 5.8.4 Oceania Animation, VFX & Game Market Size by Application (2016-2021) 5.9 South America 5.9.1 South America Animation, VFX & Game Market Size (2016-2021) 5.9.2 Animation, VFX & Game Key Players in South America (2016-2021) 5.9.3 South America Animation, VFX & Game Market Size by Type (2016-2021) 5.9.4 South America Animation, VFX & Game Market Size by Application (2016-2021) 5.10 Rest of the World 5.10.1 Rest of the World Animation, VFX & Game Market Size (2016-2021) 5.10.2 Animation, VFX & Game Key Players in Rest of the World (2016-2021) 5.10.3 Rest of the World Animation, VFX & Game Market Size by Type (2016-2021) 5.10.4 Rest of the World Animation, VFX & Game Market Size by Application (2016-2021) 6 Global Animation, VFX & Game Consumption by Region (2016-2021) 6.1 North America 6.1.1 North America Animation, VFX & Game Consumption by Countries 6.1.2 United States 6.1.3 Canada 6.1.4 Mexico 6.2 East Asia 6.2.1 East Asia Animation, VFX & Game Consumption by Countries 6.2.2 China 6.2.3 Japan 6.2.4 South Korea 6.3 Europe 6.3.1 Europe Animation, VFX & Game Consumption by Countries 6.3.2 Germany 6.3.3 United Kingdom 6.3.4 France 6.3.5 Italy 6.3.6 Russia 6.3.7 Spain 6.3.8 Netherlands 6.3.9 Switzerland 6.3.10 Poland 6.4 South Asia 6.4.1 South Asia Animation, VFX & Game Consumption by Countries 6.4.2 India 6.5 Southeast Asia 6.5.1 Southeast Asia Animation, VFX & Game Consumption by Countries 6.5.2 Indonesia 6.5.3 Thailand 6.5.4 Singapore 6.5.5 Malaysia 6.5.6 Philippines 6.6 Middle East 6.6.1 Middle East Animation, VFX & Game Consumption by Countries 6.6.2 Turkey 6.6.3 Saudi Arabia 6.6.4 Iran 6.6.5 United Arab Emirates 6.7 Africa 6.7.1 Africa Animation, VFX & Game Consumption by Countries 6.7.2 Nigeria 6.7.3 South Africa 6.8 Oceania 6.8.1 Oceania Animation, VFX & Game Consumption by Countries 6.8.2 Australia 6.9 South America 6.9.1 South America Animation, VFX & Game Consumption by Countries 6.9.2 Brazil 6.9.3 Argentina 6.10 Rest of the World 6.10.1 Rest of the World Animation, VFX & Game Consumption by Countries 7 Global Animation, VFX & Game Production Forecast by Regions (2022-2027) 7.1 Global Forecasted Production of Animation, VFX & Game (2022-2027) 7.2 Global Forecasted Revenue of Animation, VFX & Game (2022-2027) 7.3 Global Forecasted Price of Animation, VFX & Game (2022-2027) 7.4 Global Forecasted Production of Animation, VFX & Game by Region (2022-2027) 7.4.1 North America Animation, VFX & Game Production, Revenue Forecast (2022-2027) 7.4.2 East Asia Animation, VFX & Game Production, Revenue Forecast (2022-2027) 7.4.3 Europe Animation, VFX & Game Production, Revenue Forecast (2022-2027) 7.4.4 South Asia Animation, VFX & Game Production, Revenue Forecast (2022-2027) 7.4.5 Southeast Asia Animation, VFX & Game Production, Revenue Forecast (2022-2027) 7.4.6 Middle East Animation, VFX & Game Production, Revenue Forecast (2022-2027) 7.4.7 Africa Animation, VFX & Game Production, Revenue Forecast (2022-2027) 7.4.8 Oceania Animation, VFX & Game Production, Revenue Forecast (2022-2027) 7.4.9 South America Animation, VFX & Game Production, Revenue Forecast (2022-2027) 7.4.10 Rest of the World Animation, VFX & Game Production, Revenue Forecast (2022-2027) 7.5 Forecast by Type and by Application (2022-2027) 7.5.1 Global Sales Volume, Sales Revenue and Sales Price Forecast by Type (2022-2027) 7.5.2 Global Forecasted Consumption of Animation, VFX & Game by Application (2022-2027) 8 Global Animation, VFX & Game Consumption Forecast by Regions (2022-2027) 8.1 North America Forecasted Consumption of Animation, VFX & Game by Country 8.2 East Asia Market Forecasted Consumption of Animation, VFX & Game by Country 8.3 Europe Market Forecasted Consumption of Animation, VFX & Game by Countriy 8.4 South Asia Forecasted Consumption of Animation, VFX & Game by Country 8.5 Southeast Asia Forecasted Consumption of Animation, VFX & Game by Country 8.6 Middle East Forecasted Consumption of Animation, VFX & Game by Country 8.7 Africa Forecasted Consumption of Animation, VFX & Game by Country 8.8 Oceania Forecasted Consumption of Animation, VFX & Game by Country 8.9 South America Forecasted Consumption of Animation, VFX & Game by Country 8.10 Rest of the world Forecasted Consumption of Animation, VFX & Game by Country 9 Global Animation, VFX & Game Sales by Type (2016-2027) 9.1 Global Animation, VFX & Game Historic Market Size by Type (2016-2021) 9.2 Global Animation, VFX & Game Forecasted Market Size by Type (2022-2027) 10 Global Animation, VFX & Game Consumption by Application (2016-2027) 10.1 Global Animation, VFX & Game Historic Market Size by Application (2016-2021) 10.2 Global Animation, VFX & Game Forecasted Market Size by Application (2022-2027) 11 Global Animation, VFX & Game Manufacturing Cost Analysis 11.1 Animation, VFX & Game Key Raw Materials Analysis 11.1.1 Key Raw Materials 11.2 Proportion of Manufacturing Cost Structure 11.3 Manufacturing Process Analysis of Animation, VFX & Game 12 Global Animation, VFX & Game Marketing Channel, Distributors, Customers and Supply Chain 12.1 Marketing Channel 12.2 Animation, VFX & Game Distributors List 12.3 Animation, VFX & Game Customers 12.4 Animation, VFX & Game Supply Chain Analysis 13 Analyst's Viewpoints/Conclusions 14 Disclaimer