Date: Feb 2022
Date: Feb 2022
The Market Statsville Group (MSG) publishes the new report on the "Animation and VFX Market by Animation Platform Outlook (Television and OTT, Films, Advertisement, Gaming, and Other Animation Platforms), by Type (2D, 3D, Motion Graphics, and Others (Stop Motion Animation, Prosthetics, Matte Painting, Computer Generated Imagery (CGI), and Compositing and Green Screen VFX)), by End-Users (Media, BFSI, Entertainment, Gaming, Defense, and Other End-Users), by Region – Global Share and Forecast to 2030". The global animation and VFX market size is expected to grow from USD 167.9 billion in 2021 to USD 401.0 billion by 2030, at a CAGR of 11.5% during the forecast period. Digital technology is playing a crucial role in current digital media. The multimedia industry is being digitized across all platforms worldwide. Over the past couple of years, the digital media industry has experienced exponential growth, and studies predicted promising growth in the future. Technology development has increased the adoption of visual effects (VFX) implementation in both regional cinema and big-budget films. With video games, television, cinema, and marketing embracing VFX technology, the market is expected to be transformed to a whole new level. The increasing interest in VFX in the media and entertainment industry coupled with the usage of VFX strategies for cost-effectiveness by financial specialists are the major driving variables of the worldwide impacts of visual effects in the market.
The animation and VFX market is categorized based on animation, type, and end-users at the regional and global levels.
By Animation Platform Outlook (Sales, USD Billion, 2017-2030)
By Type Outlook (Sales, USD Billion, 2017-2030)
By End-Users Outlook (Sales, USD Billion, 2017-2030)
By Region Outlook (Sales, USD Billion, 2017-2030)
3D, by type, is estimated to hold the largest market share during the forecast period
Based on type, the market is segmented into 2D, 3D, motion graphics, and others (stop motion animation, prosthetics, matte painting, computer-generated imagery (CGI), and compositing and green screen VFX). The 3D segment generated the highest revenue in the global animation and VFX market in 2021. Animation finds applications across the entertainment, education, design, and gaming industries. It is categorized into 2D traditional animation, which involves manual processing, and 3D digital animation using various software applications. Visual effects include processes by which imagery can be created without actual shooting and enhance live footage to exhibit sequences that would be impossible or not feasible to shoot live.
The creativity levels possessed by modern-day artists require more advanced tools and software to produce awesome animated content mesmerizing the viewers. One such trend is Virtual Reality that been gaining popularity. More animation studies are bringing VR to 3D animation. It has moved 3D animation to the next level. 3D games are played now, and it has become possible to play 3D games in a virtual environment. All credits to virtual reality mixed with 3D animation.
North America accounts for the largest market share in animation and VFX market in 2021
Based on the regions, the market has been segmented across North America, Asia-Pacific, Europe, South America, and the Middle East & Africa. In 2021, North America accounted for the highest market share of 31.4% in the global animation and VFX market and was anticipated to maintain its dominance throughout the forecast period. The US hosts some of the most prominent animation and VFX industry stakeholders. One of the largest companies that make animated films is Disney. Disney acquired Pixar for USD 7.4 billion in 2006 and owns two of the three major players in the country’s animation production.
Moreover, Canada's animation and VFX enterprises, technologies, services, and expertise are witnessing an increasing demand. The expansion of the Canadian animation and VFX industry is driven by several key factors, such as technological innovations, consumer preferences for new products, shifts in public perception, and innovation. This has also translated into a keen interest from international companies that want to make a strong foothold in Canada.
This research report includes a study on the development and marketing strategies, along with a study on the product portfolios and winning strategies of the leading companies operating in the animation and VFX market. It also consists of leading companies such as Adobe Inc., Autodesk Inc., Lost Marble LLC, Dwango co. Ltd, Blender Foundation, Animaker Inc., iPi Soft LLC., Clara.io (Exocortex Technologies Inc.), Act-3D B.V., Epic Games Inc., The Foundry Vision Mongers Ltd, Toon Boom Animation Inc., Planetside Software LLC, and Bondware Inc.
Browse complete report: https://www.marketstatsville.com/animation-and-vfx-market
About Market Statsville Group
Market Statsville Group (MSG) is a business research and consulting platform of Statsville Consulting Private Limited, based in Oklahoma, USA. MSG is the leading market research and strategy builder with the depth and breadth of solutions that perfectly suit your every need. MSG provides solutions in a wide range of industry verticals in market sizing, analysis, and intelligent business insights. MSG has experienced research analysts who are proficient at digging deep and providing various customizable data that help you make decisions with clarity, confidence, and impact. Furthermore, Market Statsville Group already benefited more than 1,000 companies each year for their revenue planning. It helped them take their disruptions/innovations early to the market by providing them research ahead of the curve.
MSG has an entire repository of research reports on more than 1,000 niche industries, 3,000 high-growth potentials markets, 5,000 data sets, and more than 12,000 company profiles.
Contact Us:
Market Statsville Group
416, East Standsberry Street, Perkins, Oklahoma 74059, USA
USA: +1-580-205-2707 | +91 702 496 8807
Email: sales@marketstatsville.com
Want to Review Complete Market Research Report