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Animation, VFX & Game- Global Market Share and Ranking, Overall Sales and Demand Forecast 2025-2031
Published Date: September 2025
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Report Code: QYRE-Auto-30D8956
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Global Animation VFX Game Market Insights and Forecast to 2028
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Animation, VFX & Game- Global Market Share and Ranking, Overall Sales and Demand Forecast 2025-2031

Code: QYRE-Auto-30D8956
Report
September 2025
Pages:102
QYResearch
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DESCRIPTION
TABLE OF CONTENT
TABLES & FIGURES

Animation, VFX & Game- Market Size

The global market for Animation, VFX & Game was estimated to be worth US$ 457390 million in 2024 and is forecast to a readjusted size of US$ 564670 million by 2031 with a CAGR of 3.1% during the forecast period 2025-2031.

Animation, VFX & Game- Market

Animation, VFX & Game- Market

Animation is the rapid display of static images in a way that creates the illusion of motion. Nowadays animation is used mostly in motion pictures and videos, plus some computer applications, such as moving icons, and in video games. Like photographic cinema, animated video usually incorporates sound for dialog, musical accompaniment, and other effects. But unlike photographic cinema, it can depict anything that the animation artist can imagine visually, and therefore it is especially useful for telling stories with fantasy elements that would be hard to stage in reality. Animation is also used to create special visual effects within movie productions that otherwise use traditional photographic methods.
China is the largest market with about 26% market share. United States is follower, accounting for about 22% market share.
The key players are Tencent, Sony, Activision Blizzard, Microsoft, Nintendo, Netease, Walt Disney Animation Studios, NBCUniversal, Warner Bros, Framestore, TOEI ANIMATION etc. Top 5 companies occupied about 13% market share.
This report aims to provide a comprehensive presentation of the global market for Animation, VFX & Game, focusing on the total sales revenue, key companies market share and ranking, together with an analysis of Animation, VFX & Game by region & country, by Type, and by Application.
The Animation, VFX & Game market size, estimations, and forecasts are provided in terms of sales revenue ($ millions), considering 2024 as the base year, with history and forecast data for the period from 2020 to 2031. With both quantitative and qualitative analysis, to help readers develop business/growth strategies, assess the market competitive situation, analyze their position in the current marketplace, and make informed business decisions regarding Animation, VFX & Game.
Market Segmentation

Scope of Animation, VFX & Game- Market Report

Report Metric Details
Report Name Animation, VFX & Game- Market
Forecasted market size in 2031 US$ 564670 million
CAGR 3.1%
Forecasted years 2025 - 2031
Segment by Type
  • Animation & VFX
  • Game & VFX
Segment by Application
  • Anime
  • Film
  • Video Game
By Region
  • North America (United States, Canada)
  • Europe (Germany, France, UK, Italy, Russia) Rest of Europe
  • Nordic Countries
  • Asia-Pacific (China, Japan, South Korea)
  • Southeast Asia (India, Australia)
  • Rest of Asia
  • Latin America (Mexico, Brazil)
  • Rest of Latin America
  • Middle East & Africa (Turkey, Saudi Arabia, UAE, Rest of MEA)
By Company Tencent, Sony, Activision Blizzard, Microsoft, Nintendo, Netease, Walt Disney Animation Studios, NBCUniversal, Warner Bros, Framestore, TOEI ANIMATION
Forecast units USD million in value
Report coverage Revenue and volume forecast, company share, competitive landscape, growth factors and trends

Chapter Outline

  • Chapter 1: Introduces the report scope of the report, global total market size. This chapter also provides the market dynamics, latest developments of the market, the driving factors and restrictive factors of the market, the challenges and risks faced by manufacturers in the industry, and the analysis of relevant policies in the industry.
  • Chapter 2: Detailed analysis of Animation, VFX & Game company competitive landscape, revenue market share, latest development plan, merger, and acquisition information, etc.
  • Chapter 3: Provides the analysis of various market segments by Type, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different market segments.
  • Chapter 4: Provides the analysis of various market segments by Application, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different downstream markets.
  • Chapter 5: Revenue of Animation, VFX & Game in regional level. It provides a quantitative analysis of the market size and development potential of each region and introduces the market development, future development prospects, market space, and market size of each country in the world.
  • Chapter 6: Revenue of Animation, VFX & Game in country level. It provides sigmate data by Type, and by Application for each country/region.
  • Chapter 7: Provides profiles of key players, introducing the basic situation of the main companies in the market in detail, including product revenue, gross margin, product introduction, recent development, etc.
  • Chapter 8: Analysis of industrial chain, including the upstream and downstream of the industry.
  • Chapter 9: Conclusion.

FAQ for this report

What is the Animation, VFX & Game- Market size in 2031?

Ans: The Animation, VFX & Game- Market size in 2031 will be US$ 564670 million.

What is the Animation, VFX & Game- Market share by region?

Ans: China is the largest market with about 26% market share. United States is follower, accounting for about 22% market share.

What is the market share of major companies in Animation, VFX & Game- Market?

Ans: Top 5 companies occupied about 13% market share.

Who are the main players in the Animation, VFX & Game- Market report?

Ans: The main players in the Animation, VFX & Game- Market are Tencent, Sony, Activision Blizzard, Microsoft, Nintendo, Netease, Walt Disney Animation Studios, NBCUniversal, Warner Bros, Framestore, TOEI ANIMATION

What are the Application segmentation covered in the Animation, VFX & Game- Market report?

Ans: The Applications covered in the Animation, VFX & Game- Market report are Anime, Film, Video Game

What are the Type segmentation covered in the Animation, VFX & Game- Market report?

Ans: The Types covered in the Animation, VFX & Game- Market report are Animation & VFX, Game & VFX

1 Market Overview
1.1 Animation, VFX & Game Product Introduction
1.2 Global Animation, VFX & Game Market Size Forecast (2020-2031)
1.3 Animation, VFX & Game Market Trends & Drivers
1.3.1 Animation, VFX & Game Industry Trends
1.3.2 Animation, VFX & Game Market Drivers & Opportunity
1.3.3 Animation, VFX & Game Market Challenges
1.3.4 Animation, VFX & Game Market Restraints
1.4 Assumptions and Limitations
1.5 Study Objectives
1.6 Years Considered
2 Competitive Analysis by Company
2.1 Global Animation, VFX & Game Players Revenue Ranking (2024)
2.2 Global Animation, VFX & Game Revenue by Company (2020-2025)
2.3 Key Companies Animation, VFX & Game Manufacturing Base Distribution and Headquarters
2.4 Key Companies Animation, VFX & Game Product Offered
2.5 Key Companies Time to Begin Mass Production of Animation, VFX & Game
2.6 Animation, VFX & Game Market Competitive Analysis
2.6.1 Animation, VFX & Game Market Concentration Rate (2020-2025)
2.6.2 Global 5 and 10 Largest Companies by Animation, VFX & Game Revenue in 2024
2.6.3 Global Top Companies by Company Type (Tier 1, Tier 2, and Tier 3) & (based on the Revenue in Animation, VFX & Game as of 2024)
2.7 Mergers & Acquisitions, Expansion
3 Segmentation by Type
3.1 Introduction by Type
3.1.1 Animation & VFX
3.1.2 Game & VFX
3.2 Global Animation, VFX & Game Sales Value by Type
3.2.1 Global Animation, VFX & Game Sales Value by Type (2020 VS 2024 VS 2031)
3.2.2 Global Animation, VFX & Game Sales Value, by Type (2020-2031)
3.2.3 Global Animation, VFX & Game Sales Value, by Type (%) (2020-2031)
4 Segmentation by Application
4.1 Introduction by Application
4.1.1 Anime
4.1.2 Film
4.1.3 Video Game
4.2 Global Animation, VFX & Game Sales Value by Application
4.2.1 Global Animation, VFX & Game Sales Value by Application (2020 VS 2024 VS 2031)
4.2.2 Global Animation, VFX & Game Sales Value, by Application (2020-2031)
4.2.3 Global Animation, VFX & Game Sales Value, by Application (%) (2020-2031)
5 Segmentation by Region
5.1 Global Animation, VFX & Game Sales Value by Region
5.1.1 Global Animation, VFX & Game Sales Value by Region: 2020 VS 2024 VS 2031
5.1.2 Global Animation, VFX & Game Sales Value by Region (2020-2025)
5.1.3 Global Animation, VFX & Game Sales Value by Region (2026-2031)
5.1.4 Global Animation, VFX & Game Sales Value by Region (%), (2020-2031)
5.2 North America
5.2.1 North America Animation, VFX & Game Sales Value, 2020-2031
5.2.2 North America Animation, VFX & Game Sales Value by Country (%), 2024 VS 2031
5.3 Europe
5.3.1 Europe Animation, VFX & Game Sales Value, 2020-2031
5.3.2 Europe Animation, VFX & Game Sales Value by Country (%), 2024 VS 2031
5.4 Asia Pacific
5.4.1 Asia Pacific Animation, VFX & Game Sales Value, 2020-2031
5.4.2 Asia Pacific Animation, VFX & Game Sales Value by Region (%), 2024 VS 2031
5.5 South America
5.5.1 South America Animation, VFX & Game Sales Value, 2020-2031
5.5.2 South America Animation, VFX & Game Sales Value by Country (%), 2024 VS 2031
5.6 Middle East & Africa
5.6.1 Middle East & Africa Animation, VFX & Game Sales Value, 2020-2031
5.6.2 Middle East & Africa Animation, VFX & Game Sales Value by Country (%), 2024 VS 2031
6 Segmentation by Key Countries/Regions
6.1 Key Countries/Regions Animation, VFX & Game Sales Value Growth Trends, 2020 VS 2024 VS 2031
6.2 Key Countries/Regions Animation, VFX & Game Sales Value, 2020-2031
6.3 United States
6.3.1 United States Animation, VFX & Game Sales Value, 2020-2031
6.3.2 United States Animation, VFX & Game Sales Value by Type (%), 2024 VS 2031
6.3.3 United States Animation, VFX & Game Sales Value by Application, 2024 VS 2031
6.4 Europe
6.4.1 Europe Animation, VFX & Game Sales Value, 2020-2031
6.4.2 Europe Animation, VFX & Game Sales Value by Type (%), 2024 VS 2031
6.4.3 Europe Animation, VFX & Game Sales Value by Application, 2024 VS 2031
6.5 China
6.5.1 China Animation, VFX & Game Sales Value, 2020-2031
6.5.2 China Animation, VFX & Game Sales Value by Type (%), 2024 VS 2031
6.5.3 China Animation, VFX & Game Sales Value by Application, 2024 VS 2031
6.6 Japan
6.6.1 Japan Animation, VFX & Game Sales Value, 2020-2031
6.6.2 Japan Animation, VFX & Game Sales Value by Type (%), 2024 VS 2031
6.6.3 Japan Animation, VFX & Game Sales Value by Application, 2024 VS 2031
6.7 South Korea
6.7.1 South Korea Animation, VFX & Game Sales Value, 2020-2031
6.7.2 South Korea Animation, VFX & Game Sales Value by Type (%), 2024 VS 2031
6.7.3 South Korea Animation, VFX & Game Sales Value by Application, 2024 VS 2031
6.8 Southeast Asia
6.8.1 Southeast Asia Animation, VFX & Game Sales Value, 2020-2031
6.8.2 Southeast Asia Animation, VFX & Game Sales Value by Type (%), 2024 VS 2031
6.8.3 Southeast Asia Animation, VFX & Game Sales Value by Application, 2024 VS 2031
6.9 India
6.9.1 India Animation, VFX & Game Sales Value, 2020-2031
6.9.2 India Animation, VFX & Game Sales Value by Type (%), 2024 VS 2031
6.9.3 India Animation, VFX & Game Sales Value by Application, 2024 VS 2031
7 Company Profiles
7.1 Tencent
7.1.1 Tencent Profile
7.1.2 Tencent Main Business
7.1.3 Tencent Animation, VFX & Game Products, Services and Solutions
7.1.4 Tencent Animation, VFX & Game Revenue (US$ Million) & (2020-2025)
7.1.5 Tencent Recent Developments
7.2 Sony
7.2.1 Sony Profile
7.2.2 Sony Main Business
7.2.3 Sony Animation, VFX & Game Products, Services and Solutions
7.2.4 Sony Animation, VFX & Game Revenue (US$ Million) & (2020-2025)
7.2.5 Sony Recent Developments
7.3 Activision Blizzard
7.3.1 Activision Blizzard Profile
7.3.2 Activision Blizzard Main Business
7.3.3 Activision Blizzard Animation, VFX & Game Products, Services and Solutions
7.3.4 Activision Blizzard Animation, VFX & Game Revenue (US$ Million) & (2020-2025)
7.3.5 Activision Blizzard Recent Developments
7.4 Microsoft
7.4.1 Microsoft Profile
7.4.2 Microsoft Main Business
7.4.3 Microsoft Animation, VFX & Game Products, Services and Solutions
7.4.4 Microsoft Animation, VFX & Game Revenue (US$ Million) & (2020-2025)
7.4.5 Microsoft Recent Developments
7.5 Nintendo
7.5.1 Nintendo Profile
7.5.2 Nintendo Main Business
7.5.3 Nintendo Animation, VFX & Game Products, Services and Solutions
7.5.4 Nintendo Animation, VFX & Game Revenue (US$ Million) & (2020-2025)
7.5.5 Nintendo Recent Developments
7.6 Netease
7.6.1 Netease Profile
7.6.2 Netease Main Business
7.6.3 Netease Animation, VFX & Game Products, Services and Solutions
7.6.4 Netease Animation, VFX & Game Revenue (US$ Million) & (2020-2025)
7.6.5 Netease Recent Developments
7.7 Walt Disney Animation Studios
7.7.1 Walt Disney Animation Studios Profile
7.7.2 Walt Disney Animation Studios Main Business
7.7.3 Walt Disney Animation Studios Animation, VFX & Game Products, Services and Solutions
7.7.4 Walt Disney Animation Studios Animation, VFX & Game Revenue (US$ Million) & (2020-2025)
7.7.5 Walt Disney Animation Studios Recent Developments
7.8 NBCUniversal
7.8.1 NBCUniversal Profile
7.8.2 NBCUniversal Main Business
7.8.3 NBCUniversal Animation, VFX & Game Products, Services and Solutions
7.8.4 NBCUniversal Animation, VFX & Game Revenue (US$ Million) & (2020-2025)
7.8.5 NBCUniversal Recent Developments
7.9 Warner Bros
7.9.1 Warner Bros Profile
7.9.2 Warner Bros Main Business
7.9.3 Warner Bros Animation, VFX & Game Products, Services and Solutions
7.9.4 Warner Bros Animation, VFX & Game Revenue (US$ Million) & (2020-2025)
7.9.5 Warner Bros Recent Developments
7.10 Framestore
7.10.1 Framestore Profile
7.10.2 Framestore Main Business
7.10.3 Framestore Animation, VFX & Game Products, Services and Solutions
7.10.4 Framestore Animation, VFX & Game Revenue (US$ Million) & (2020-2025)
7.10.5 Framestore Recent Developments
7.11 TOEI ANIMATION
7.11.1 TOEI ANIMATION Profile
7.11.2 TOEI ANIMATION Main Business
7.11.3 TOEI ANIMATION Animation, VFX & Game Products, Services and Solutions
7.11.4 TOEI ANIMATION Animation, VFX & Game Revenue (US$ Million) & (2020-2025)
7.11.5 TOEI ANIMATION Recent Developments
8 Industry Chain Analysis
8.1 Animation, VFX & Game Industrial Chain
8.2 Animation, VFX & Game Upstream Analysis
8.2.1 Key Raw Materials
8.2.2 Raw Materials Key Suppliers
8.2.3 Manufacturing Cost Structure
8.3 Midstream Analysis
8.4 Downstream Analysis (Customers Analysis)
8.5 Sales Model and Sales Channels
8.5.1 Animation, VFX & Game Sales Model
8.5.2 Sales Channel
8.5.3 Animation, VFX & Game Distributors
9 Research Findings and Conclusion
10 Appendix
10.1 Research Methodology
10.1.1 Methodology/Research Approach
10.1.1.1 Research Programs/Design
10.1.1.2 Market Size Estimation
10.1.1.3 Market Breakdown and Data Triangulation
10.1.2 Data Source
10.1.2.1 Secondary Sources
10.1.2.2 Primary Sources
10.2 Author Details
10.3 Disclaimer
List of Tables
 Table 1. Animation, VFX & Game Market Trends
 Table 2. Animation, VFX & Game Market Drivers & Opportunity
 Table 3. Animation, VFX & Game Market Challenges
 Table 4. Animation, VFX & Game Market Restraints
 Table 5. Global Animation, VFX & Game Revenue by Company (2020-2025) & (US$ Million)
 Table 6. Global Animation, VFX & Game Revenue Market Share by Company (2020-2025)
 Table 7. Key Companies Animation, VFX & Game Manufacturing Base Distribution and Headquarters
 Table 8. Key Companies Animation, VFX & Game Product Type
 Table 9. Key Companies Time to Begin Mass Production of Animation, VFX & Game
 Table 10. Global Animation, VFX & Game Companies Market Concentration Ratio (CR5 and HHI)
 Table 11. Global Top Companies Market Share by Company Type (Tier 1, Tier 2, and Tier 3) & (based on the Revenue in Animation, VFX & Game as of 2024)
 Table 12. Mergers & Acquisitions, Expansion Plans
 Table 13. Global Animation, VFX & Game Sales Value by Type: 2020 VS 2024 VS 2031 (US$ Million)
 Table 14. Global Animation, VFX & Game Sales Value by Type (2020-2025) & (US$ Million)
 Table 15. Global Animation, VFX & Game Sales Value by Type (2026-2031) & (US$ Million)
 Table 16. Global Animation, VFX & Game Sales Market Share in Value by Type (2020-2025)
 Table 17. Global Animation, VFX & Game Sales Market Share in Value by Type (2026-2031)
 Table 18. Global Animation, VFX & Game Sales Value by Application: 2020 VS 2024 VS 2031 (US$ Million)
 Table 19. Global Animation, VFX & Game Sales Value by Application (2020-2025) & (US$ Million)
 Table 20. Global Animation, VFX & Game Sales Value by Application (2026-2031) & (US$ Million)
 Table 21. Global Animation, VFX & Game Sales Market Share in Value by Application (2020-2025)
 Table 22. Global Animation, VFX & Game Sales Market Share in Value by Application (2026-2031)
 Table 23. Global Animation, VFX & Game Sales Value by Region, (2020 VS 2024 VS 2031) & (US$ Million)
 Table 24. Global Animation, VFX & Game Sales Value by Region (2020-2025) & (US$ Million)
 Table 25. Global Animation, VFX & Game Sales Value by Region (2026-2031) & (US$ Million)
 Table 26. Global Animation, VFX & Game Sales Value by Region (2020-2025) & (%)
 Table 27. Global Animation, VFX & Game Sales Value by Region (2026-2031) & (%)
 Table 28. Key Countries/Regions Animation, VFX & Game Sales Value Growth Trends, (US$ Million): 2020 VS 2024 VS 2031
 Table 29. Key Countries/Regions Animation, VFX & Game Sales Value, (2020-2025) & (US$ Million)
 Table 30. Key Countries/Regions Animation, VFX & Game Sales Value, (2026-2031) & (US$ Million)
 Table 31. Tencent Basic Information List
 Table 32. Tencent Description and Business Overview
 Table 33. Tencent Animation, VFX & Game Products, Services and Solutions
 Table 34. Revenue (US$ Million) in Animation, VFX & Game Business of Tencent (2020-2025)
 Table 35. Tencent Recent Developments
 Table 36. Sony Basic Information List
 Table 37. Sony Description and Business Overview
 Table 38. Sony Animation, VFX & Game Products, Services and Solutions
 Table 39. Revenue (US$ Million) in Animation, VFX & Game Business of Sony (2020-2025)
 Table 40. Sony Recent Developments
 Table 41. Activision Blizzard Basic Information List
 Table 42. Activision Blizzard Description and Business Overview
 Table 43. Activision Blizzard Animation, VFX & Game Products, Services and Solutions
 Table 44. Revenue (US$ Million) in Animation, VFX & Game Business of Activision Blizzard (2020-2025)
 Table 45. Activision Blizzard Recent Developments
 Table 46. Microsoft Basic Information List
 Table 47. Microsoft Description and Business Overview
 Table 48. Microsoft Animation, VFX & Game Products, Services and Solutions
 Table 49. Revenue (US$ Million) in Animation, VFX & Game Business of Microsoft (2020-2025)
 Table 50. Microsoft Recent Developments
 Table 51. Nintendo Basic Information List
 Table 52. Nintendo Description and Business Overview
 Table 53. Nintendo Animation, VFX & Game Products, Services and Solutions
 Table 54. Revenue (US$ Million) in Animation, VFX & Game Business of Nintendo (2020-2025)
 Table 55. Nintendo Recent Developments
 Table 56. Netease Basic Information List
 Table 57. Netease Description and Business Overview
 Table 58. Netease Animation, VFX & Game Products, Services and Solutions
 Table 59. Revenue (US$ Million) in Animation, VFX & Game Business of Netease (2020-2025)
 Table 60. Netease Recent Developments
 Table 61. Walt Disney Animation Studios Basic Information List
 Table 62. Walt Disney Animation Studios Description and Business Overview
 Table 63. Walt Disney Animation Studios Animation, VFX & Game Products, Services and Solutions
 Table 64. Revenue (US$ Million) in Animation, VFX & Game Business of Walt Disney Animation Studios (2020-2025)
 Table 65. Walt Disney Animation Studios Recent Developments
 Table 66. NBCUniversal Basic Information List
 Table 67. NBCUniversal Description and Business Overview
 Table 68. NBCUniversal Animation, VFX & Game Products, Services and Solutions
 Table 69. Revenue (US$ Million) in Animation, VFX & Game Business of NBCUniversal (2020-2025)
 Table 70. NBCUniversal Recent Developments
 Table 71. Warner Bros Basic Information List
 Table 72. Warner Bros Description and Business Overview
 Table 73. Warner Bros Animation, VFX & Game Products, Services and Solutions
 Table 74. Revenue (US$ Million) in Animation, VFX & Game Business of Warner Bros (2020-2025)
 Table 75. Warner Bros Recent Developments
 Table 76. Framestore Basic Information List
 Table 77. Framestore Description and Business Overview
 Table 78. Framestore Animation, VFX & Game Products, Services and Solutions
 Table 79. Revenue (US$ Million) in Animation, VFX & Game Business of Framestore (2020-2025)
 Table 80. Framestore Recent Developments
 Table 81. TOEI ANIMATION Basic Information List
 Table 82. TOEI ANIMATION Description and Business Overview
 Table 83. TOEI ANIMATION Animation, VFX & Game Products, Services and Solutions
 Table 84. Revenue (US$ Million) in Animation, VFX & Game Business of TOEI ANIMATION (2020-2025)
 Table 85. TOEI ANIMATION Recent Developments
 Table 86. Key Raw Materials Lists
 Table 87. Raw Materials Key Suppliers Lists
 Table 88. Animation, VFX & Game Downstream Customers
 Table 89. Animation, VFX & Game Distributors List
 Table 90. Research Programs/Design for This Report
 Table 91. Key Data Information from Secondary Sources
 Table 92. Key Data Information from Primary Sources
 Table 93. Business Unit and Senior & Team Lead Analysts


List of Figures
 Figure 1. Animation, VFX & Game Product Picture
 Figure 2. Global Animation, VFX & Game Sales Value, 2020 VS 2024 VS 2031 (US$ Million)
 Figure 3. Global Animation, VFX & Game Sales Value (2020-2031) & (US$ Million)
 Figure 4. Animation, VFX & Game Report Years Considered
 Figure 5. Global Animation, VFX & Game Players Revenue Ranking (2024) & (US$ Million)
 Figure 6. The 5 and 10 Largest Companies in the World: Market Share by Animation, VFX & Game Revenue in 2024
 Figure 7. Animation, VFX & Game Market Share by Company Type (Tier 1, Tier 2, and Tier 3): 2020 VS 2024
 Figure 8. Animation & VFX Picture
 Figure 9. Game & VFX Picture
 Figure 10. Global Animation, VFX & Game Sales Value by Type (2020 VS 2024 VS 2031) & (US$ Million)
 Figure 11. Global Animation, VFX & Game Sales Value Market Share by Type, 2024 & 2031
 Figure 12. Product Picture of Anime
 Figure 13. Product Picture of Film
 Figure 14. Product Picture of Video Game
 Figure 15. Global Animation, VFX & Game Sales Value by Application (2020 VS 2024 VS 2031) & (US$ Million)
 Figure 16. Global Animation, VFX & Game Sales Value Market Share by Application, 2024 & 2031
 Figure 17. North America Animation, VFX & Game Sales Value (2020-2031) & (US$ Million)
 Figure 18. North America Animation, VFX & Game Sales Value by Country (%), 2024 VS 2031
 Figure 19. Europe Animation, VFX & Game Sales Value, (2020-2031) & (US$ Million)
 Figure 20. Europe Animation, VFX & Game Sales Value by Country (%), 2024 VS 2031
 Figure 21. Asia Pacific Animation, VFX & Game Sales Value, (2020-2031) & (US$ Million)
 Figure 22. Asia Pacific Animation, VFX & Game Sales Value by Region (%), 2024 VS 2031
 Figure 23. South America Animation, VFX & Game Sales Value, (2020-2031) & (US$ Million)
 Figure 24. South America Animation, VFX & Game Sales Value by Country (%), 2024 VS 2031
 Figure 25. Middle East & Africa Animation, VFX & Game Sales Value, (2020-2031) & (US$ Million)
 Figure 26. Middle East & Africa Animation, VFX & Game Sales Value by Country (%), 2024 VS 2031
 Figure 27. Key Countries/Regions Animation, VFX & Game Sales Value (%), (2020-2031)
 Figure 28. United States Animation, VFX & Game Sales Value, (2020-2031) & (US$ Million)
 Figure 29. United States Animation, VFX & Game Sales Value by Type (%), 2024 VS 2031
 Figure 30. United States Animation, VFX & Game Sales Value by Application (%), 2024 VS 2031
 Figure 31. Europe Animation, VFX & Game Sales Value, (2020-2031) & (US$ Million)
 Figure 32. Europe Animation, VFX & Game Sales Value by Type (%), 2024 VS 2031
 Figure 33. Europe Animation, VFX & Game Sales Value by Application (%), 2024 VS 2031
 Figure 34. China Animation, VFX & Game Sales Value, (2020-2031) & (US$ Million)
 Figure 35. China Animation, VFX & Game Sales Value by Type (%), 2024 VS 2031
 Figure 36. China Animation, VFX & Game Sales Value by Application (%), 2024 VS 2031
 Figure 37. Japan Animation, VFX & Game Sales Value, (2020-2031) & (US$ Million)
 Figure 38. Japan Animation, VFX & Game Sales Value by Type (%), 2024 VS 2031
 Figure 39. Japan Animation, VFX & Game Sales Value by Application (%), 2024 VS 2031
 Figure 40. South Korea Animation, VFX & Game Sales Value, (2020-2031) & (US$ Million)
 Figure 41. South Korea Animation, VFX & Game Sales Value by Type (%), 2024 VS 2031
 Figure 42. South Korea Animation, VFX & Game Sales Value by Application (%), 2024 VS 2031
 Figure 43. Southeast Asia Animation, VFX & Game Sales Value, (2020-2031) & (US$ Million)
 Figure 44. Southeast Asia Animation, VFX & Game Sales Value by Type (%), 2024 VS 2031
 Figure 45. Southeast Asia Animation, VFX & Game Sales Value by Application (%), 2024 VS 2031
 Figure 46. India Animation, VFX & Game Sales Value, (2020-2031) & (US$ Million)
 Figure 47. India Animation, VFX & Game Sales Value by Type (%), 2024 VS 2031
 Figure 48. India Animation, VFX & Game Sales Value by Application (%), 2024 VS 2031
 Figure 49. Animation, VFX & Game Industrial Chain
 Figure 50. Animation, VFX & Game Manufacturing Cost Structure
 Figure 51. Channels of Distribution (Direct Sales, and Distribution)
 Figure 52. Bottom-up and Top-down Approaches for This Report
 Figure 53. Data Triangulation
 Figure 54. Key Executives Interviewed
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