封面
市場調查報告書
商品編碼
1568077

世界動畫和遊戲市場

Animation and Gaming

出版日期: | 出版商: Global Industry Analysts, Inc. | 英文 177 Pages | 商品交期: 最快1-2個工作天內

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簡介目錄

2030年全球動漫遊戲市場預計將達1,738億美元

預計2023年全球動漫遊戲市場規模為570億美元,預計2030年將達到1738億美元,2023-2030年分析期間複合年成長率為17.3%。電視應用是本報告分析的細分市場之一,預計複合年成長率為 19.0%,到分析期結束時將達到 910 億美元。分析期間媒體應用產業的複合年成長率預計為 16.0%。

美國市場預計155億美元,中國預計複合年成長率24.6%

2023年美國動漫和遊戲市場預計將達到155億美元。中國作為全球第二大經濟體,預計2030年市場規模將達到447億美元,2023-2030年分析期間複合年成長率為24.6%。其他值得注意的區域市場包括日本和加拿大,在分析期間預計複合年成長率分別為 12.9% 和 15.1%。在歐洲,德國的複合年成長率預計約為 13.9%。

全球動畫和遊戲市場 - 主要趨勢和促進因素總結

動漫遊戲產業為何發展如此快速?

由於技術進步和消費者偏好的變化,動畫和遊戲產業正在迅速擴張。動畫歷來在電影和電視領域蓬勃發展,如今對於遊戲、行銷和線上內容創作至關重要。同時,在主機、個人電腦和行動裝置等多種平台的推動下,遊戲已成為全球現象。電玩遊戲利用高度複雜的動畫技術來提供身臨其境的電影體驗。它由 3D 渲染、動態捕捉和互動式故事講述的進步推動,突破了創造力和娛樂的界限。這些產業現在不僅是娛樂的重要工具,也是教育、模擬和培訓應用的重要工具,為其市場範圍增添了新的維度。

科技如何塑造動畫和遊戲的未來?

技術創新正在徹底改變動畫和遊戲領域,使它們比以往任何時候都更加身臨其境且易於理解。擴增實境(AR) 和虛擬實境 (VR) 的出現開啟了新的可能性,尤其是在遊戲領域,使用戶能夠參與高度互動的 3D 環境。此外,雲端遊戲已成為一種主要趨勢,允許用戶無需高階硬體即可玩串流遊戲,從而實現遊戲的民主化。在動畫領域,人工智慧驅動的工具和程式動畫正在簡化工作流程,並允許以最少的人工干預快速創建複雜的動畫。人工智慧在這兩個產業的整合正在創造一個更真實和響應靈敏的環境,特別是在遊戲中,機器學習正在增強角色行為和世界建構。即時渲染和射線追蹤技術使遊戲環境和動畫內容看起來更加真實,改善觀眾和玩家的體驗。

哪些消費趨勢會影響動漫遊戲市場?

消費者行為發生了巨大變化,推動了對高品質、點播娛樂和互動體驗的需求。 Netflix 和 Disney+ 等串流平台擴大了動畫內容的範圍,提供與傳統電影品質相當的劇集和電影。同時,遊戲開發商正在擁抱新的經營模式,例如遊戲內收費和免費增值模式。電子競技將遊戲和娛樂結合在一起,已發展成為一個價值數十億美元的產業,吸引了世界各地數百萬觀眾,並為競技遊戲內容創造了新的機會。行動遊戲的興起,尤其是在亞洲和拉丁美洲等地區,進一步擴大了遊戲產業的範圍,因為智慧型手機已成為許多用戶的主要平台。同時,遊戲內社交媒體整合、直播和用戶生成內容的日益普及正在改變觀眾與這兩個行業互動和做出貢獻的方式。

推動動漫遊戲市場成長的因素有哪些?

動漫和遊戲市場的成長受到多種因素的推動。 5G網路的採用等技術進步使消費者更容易在行動裝置上存取高品質的遊戲和動畫內容,從而刺激了行動遊戲的快速擴張。 Google Stadia 和 Xbox Cloud Gaming 等雲端遊戲平台的興起擴大了遊戲受眾,讓玩家無需昂貴的硬體即可享受高階體驗。 AI、AR和VR技術的融合也是一個主要驅動力,為這兩個行業帶來更身臨其境和個人化的體驗。消費者行為趨勢,例如對互動、點播內容的需求不斷成長,正在推動公司投資更複雜的動畫和遊戲體驗。此外,電子競技的擴張以及透過遊戲內收費和廣告增加的收益機會正在提供新的收益來源並進一步推動市場成長。最後,內容的全球化以及遊戲和動畫在新興市場(尤其是亞洲)日益成長的影響力正在顯著提高這兩個行業的影響力和盈利。

受訪企業範例(36家知名企業)

  • Adobe, Inc.
  • Anibrain VFX
  • Autodesk, Inc.
  • Epic Games, Inc.
  • Framestore Ltd
  • Microsoft Corporation
  • NetEase
  • Nintendo Co., Ltd.
  • Reliance Entertainment
  • Reliance Industries Ltd.

目錄

第1章調查方法

第 2 章執行摘要

  • 市場概況
  • 主要企業
  • 市場趨勢和促進因素
  • 全球市場展望

第3章市場分析

  • 美國
  • 加拿大
  • 日本
  • 中國
  • 歐洲
  • 法國
  • 德國
  • 義大利
  • 英國
  • 西班牙
  • 俄羅斯
  • 其他歐洲國家
  • 亞太地區
  • 澳洲
  • 印度
  • 韓國
  • 其他亞太地區
  • 拉丁美洲
  • 阿根廷
  • 巴西
  • 墨西哥
  • 其他拉丁美洲
  • 中東
  • 伊朗
  • 以色列
  • 沙烏地阿拉伯
  • 阿拉伯聯合大公國
  • 其他中東地區
  • 非洲

第4章 比賽

簡介目錄
Product Code: MCP24406

Global Animation and Gaming Market to Reach US$173.8 Billion by 2030

The global market for Animation and Gaming estimated at US$57.0 Billion in the year 2023, is expected to reach US$173.8 Billion by 2030, growing at a CAGR of 17.3% over the analysis period 2023-2030. TV Application, one of the segments analyzed in the report, is expected to record a 19.0% CAGR and reach US$91.0 Billion by the end of the analysis period. Growth in the Media Application segment is estimated at 16.0% CAGR over the analysis period.

The U.S. Market is Estimated at US$15.5 Billion While China is Forecast to Grow at 24.6% CAGR

The Animation and Gaming market in the U.S. is estimated at US$15.5 Billion in the year 2023. China, the world's second largest economy, is forecast to reach a projected market size of US$44.7 Billion by the year 2030 trailing a CAGR of 24.6% over the analysis period 2023-2030. Among the other noteworthy geographic markets are Japan and Canada, each forecast to grow at a CAGR of 12.9% and 15.1% respectively over the analysis period. Within Europe, Germany is forecast to grow at approximately 13.9% CAGR.

Global Animation and Gaming Market – Key Trends & Drivers Summarized

Why Is Animation and Gaming a Fast-Growing Industry?

The animation and gaming industry is experiencing rapid expansion due to a combination of technological advancements and shifting consumer preferences. Animation, which historically thrived in film and television, has now become integral to gaming, marketing, and online content creation. Gaming, meanwhile, has transformed into a global phenomenon, fueled by a diverse range of platforms including consoles, PCs, and mobile devices. The animation and gaming industries are increasingly converging, with video games leveraging highly sophisticated animation technologies to deliver immersive, cinematic experiences. This has been propelled by advances in 3D rendering, motion capture, and interactive storytelling, which are pushing the boundaries of creativity and entertainment. These industries are no longer just for entertainment, but also important tools in education, simulation, and training applications, adding new dimensions to their market reach.

How Is Technology Shaping the Future of Animation and Gaming?

Technological innovations are revolutionizing the animation and gaming sectors, making them more immersive and accessible than ever. The advent of augmented reality (AR) and virtual reality (VR) has opened up new possibilities, particularly in gaming, where users can now engage in highly interactive, 3D environments. Additionally, cloud gaming has emerged as a major trend, enabling users to stream games without the need for high-end hardware, which has democratized gaming access. In animation, the use of AI-powered tools and procedural animation is streamlining workflows, allowing for faster production of complex animations with minimal human intervention. The integration of AI in both industries is enabling more realistic and responsive environments, particularly in gaming, where machine learning enhances character behavior and world-building. Real-time rendering and ray tracing technologies are making game environments and animated content appear more lifelike, enhancing the viewer and player experience.

What Consumer Trends Are Impacting the Animation and Gaming Market?

Consumer behavior has evolved significantly, with increasing demand for high-quality, on-demand entertainment and interactive experiences. Streaming platforms like Netflix and Disney+ have broadened their animated content, offering series and films that rival the quality of traditional cinema, while game developers have embraced new business models such as in-game purchases and freemium models. Esports, which combines both gaming and entertainment, has grown into a multi-billion-dollar industry, attracting millions of viewers worldwide and creating new opportunities for competitive gaming content. The rise of mobile gaming, particularly in regions like Asia and Latin America, is further expanding the reach of the gaming industry, as smartphones have become the primary platform for many users. Meanwhile, social media integration within games, live streaming, and the growing popularity of user-generated content have transformed how audiences interact with and contribute to both industries.

What Factors Are Driving Growth in the Animation and Gaming Market?

The growth in the animation and gaming market is driven by several factors. Technological advancements, such as the adoption of 5G networks, have made it easier for consumers to access high-quality gaming and animation content on mobile devices, fueling rapid expansion in mobile gaming. The rise of cloud gaming platforms like Google Stadia and Xbox Cloud Gaming has enabled gamers to enjoy high-end experiences without expensive hardware, expanding the gaming audience. The integration of AI, AR, and VR technologies is also a significant growth driver, allowing for more immersive and personalized experiences across both industries. Consumer behavior trends, including the growing demand for interactive and on-demand content, are pushing companies to invest in more sophisticated animation and gaming experiences. Furthermore, the expansion of esports and the increased monetization opportunities through in-game purchases and advertising are providing new revenue streams, further driving market growth. Lastly, the globalization of content and the increasing influence of gaming and animation in emerging markets, particularly in Asia, are significantly boosting both industries' reach and profitability.

Select Competitors (Total 36 Featured) -

  • Adobe, Inc.
  • Anibrain VFX
  • Autodesk, Inc.
  • Epic Games, Inc.
  • Framestore Ltd
  • Microsoft Corporation
  • NetEase
  • Nintendo Co., Ltd.
  • Reliance Entertainment
  • Reliance Industries Ltd.

TABLE OF CONTENTS

I. METHODOLOGY

II. EXECUTIVE SUMMARY

  • 1. MARKET OVERVIEW
    • Influencer Market Insights
    • World Market Trajectories
    • Animation and Gaming - Global Key Competitors Percentage Market Share in 2024 (E)
    • Competitive Market Presence - Strong/Active/Niche/Trivial for Players Worldwide in 2024 (E)
  • 2. FOCUS ON SELECT PLAYERS
  • 3. MARKET TRENDS & DRIVERS
    • Advancements in Virtual Reality (VR) and Augmented Reality (AR) Technologies Propel Growth in the Animation and Gaming Market
    • Increasing Demand for High-Quality Content Spurs Investment in Advanced Animation Techniques
    • Rapid Growth of Mobile Gaming Expands Addressable Market Opportunity Globally
    • Cloud Gaming Platforms Strengthen Business Case for Subscription-Based Gaming Services
    • Integration of Artificial Intelligence (AI) in Game Development Drives Innovation and Enhances User Experience
    • Rising Popularity of Esports Accelerates Demand for Competitive Gaming Content
    • Adoption of 5G Networks Generates Opportunities for High-Speed, Low-Latency Gaming Experiences
    • Growing Consumer Preference for Immersive Entertainment Drives Adoption of 3D Animation and CGI Technologies
    • Expansion of Streaming Services Throws Spotlight on Animated Content for Diverse Audiences
    • Increasing Use of Animation in Advertising and Marketing Expands Market Applications
    • Emergence of Indie Game Developers Sustains Growth in Niche Gaming Segments
  • 4. GLOBAL MARKET PERSPECTIVE
    • TABLE 1: World Animation and Gaming Market Analysis of Annual Sales in US$ Million for Years 2014 through 2030
    • TABLE 2: World Recent Past, Current & Future Analysis for Animation and Gaming by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2023 through 2030 and % CAGR
    • TABLE 3: World Historic Review for Animation and Gaming by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 4: World 16-Year Perspective for Animation and Gaming by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets for Years 2014, 2024 & 2030
    • TABLE 5: World Recent Past, Current & Future Analysis for TV Application by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2023 through 2030 and % CAGR
    • TABLE 6: World Historic Review for TV Application by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 7: World 16-Year Perspective for TV Application by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa for Years 2014, 2024 & 2030
    • TABLE 8: World Recent Past, Current & Future Analysis for Media Application by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2023 through 2030 and % CAGR
    • TABLE 9: World Historic Review for Media Application by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 10: World 16-Year Perspective for Media Application by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa for Years 2014, 2024 & 2030
    • TABLE 11: World Recent Past, Current & Future Analysis for Other Applications by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2023 through 2030 and % CAGR
    • TABLE 12: World Historic Review for Other Applications by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 13: World 16-Year Perspective for Other Applications by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa for Years 2014, 2024 & 2030

III. MARKET ANALYSIS

  • UNITED STATES
    • Animation and Gaming Market Presence - Strong/Active/Niche/Trivial - Key Competitors in the United States for 2024 (E)
    • TABLE 14: USA Recent Past, Current & Future Analysis for Animation and Gaming by Application - TV Application, Media Application and Other Applications - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 15: USA Historic Review for Animation and Gaming by Application - TV Application, Media Application and Other Applications Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 16: USA 16-Year Perspective for Animation and Gaming by Application - Percentage Breakdown of Value Sales for TV Application, Media Application and Other Applications for the Years 2014, 2024 & 2030
  • CANADA
    • TABLE 17: Canada Recent Past, Current & Future Analysis for Animation and Gaming by Application - TV Application, Media Application and Other Applications - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 18: Canada Historic Review for Animation and Gaming by Application - TV Application, Media Application and Other Applications Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 19: Canada 16-Year Perspective for Animation and Gaming by Application - Percentage Breakdown of Value Sales for TV Application, Media Application and Other Applications for the Years 2014, 2024 & 2030
  • JAPAN
    • Animation and Gaming Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Japan for 2024 (E)
    • TABLE 20: Japan Recent Past, Current & Future Analysis for Animation and Gaming by Application - TV Application, Media Application and Other Applications - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 21: Japan Historic Review for Animation and Gaming by Application - TV Application, Media Application and Other Applications Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 22: Japan 16-Year Perspective for Animation and Gaming by Application - Percentage Breakdown of Value Sales for TV Application, Media Application and Other Applications for the Years 2014, 2024 & 2030
  • CHINA
    • Animation and Gaming Market Presence - Strong/Active/Niche/Trivial - Key Competitors in China for 2024 (E)
    • TABLE 23: China Recent Past, Current & Future Analysis for Animation and Gaming by Application - TV Application, Media Application and Other Applications - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 24: China Historic Review for Animation and Gaming by Application - TV Application, Media Application and Other Applications Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 25: China 16-Year Perspective for Animation and Gaming by Application - Percentage Breakdown of Value Sales for TV Application, Media Application and Other Applications for the Years 2014, 2024 & 2030
  • EUROPE
    • Animation and Gaming Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Europe for 2024 (E)
    • TABLE 26: Europe Recent Past, Current & Future Analysis for Animation and Gaming by Geographic Region - France, Germany, Italy, UK, Spain, Russia and Rest of Europe Markets - Independent Analysis of Annual Sales in US$ Million for Years 2023 through 2030 and % CAGR
    • TABLE 27: Europe Historic Review for Animation and Gaming by Geographic Region - France, Germany, Italy, UK, Spain, Russia and Rest of Europe Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 28: Europe 16-Year Perspective for Animation and Gaming by Geographic Region - Percentage Breakdown of Value Sales for France, Germany, Italy, UK, Spain, Russia and Rest of Europe Markets for Years 2014, 2024 & 2030
    • TABLE 29: Europe Recent Past, Current & Future Analysis for Animation and Gaming by Application - TV Application, Media Application and Other Applications - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 30: Europe Historic Review for Animation and Gaming by Application - TV Application, Media Application and Other Applications Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 31: Europe 16-Year Perspective for Animation and Gaming by Application - Percentage Breakdown of Value Sales for TV Application, Media Application and Other Applications for the Years 2014, 2024 & 2030
  • FRANCE
    • Animation and Gaming Market Presence - Strong/Active/Niche/Trivial - Key Competitors in France for 2024 (E)
    • TABLE 32: France Recent Past, Current & Future Analysis for Animation and Gaming by Application - TV Application, Media Application and Other Applications - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 33: France Historic Review for Animation and Gaming by Application - TV Application, Media Application and Other Applications Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 34: France 16-Year Perspective for Animation and Gaming by Application - Percentage Breakdown of Value Sales for TV Application, Media Application and Other Applications for the Years 2014, 2024 & 2030
  • GERMANY
    • Animation and Gaming Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Germany for 2024 (E)
    • TABLE 35: Germany Recent Past, Current & Future Analysis for Animation and Gaming by Application - TV Application, Media Application and Other Applications - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 36: Germany Historic Review for Animation and Gaming by Application - TV Application, Media Application and Other Applications Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 37: Germany 16-Year Perspective for Animation and Gaming by Application - Percentage Breakdown of Value Sales for TV Application, Media Application and Other Applications for the Years 2014, 2024 & 2030
  • ITALY
    • TABLE 38: Italy Recent Past, Current & Future Analysis for Animation and Gaming by Application - TV Application, Media Application and Other Applications - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 39: Italy Historic Review for Animation and Gaming by Application - TV Application, Media Application and Other Applications Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 40: Italy 16-Year Perspective for Animation and Gaming by Application - Percentage Breakdown of Value Sales for TV Application, Media Application and Other Applications for the Years 2014, 2024 & 2030
  • UNITED KINGDOM
    • Animation and Gaming Market Presence - Strong/Active/Niche/Trivial - Key Competitors in the United Kingdom for 2024 (E)
    • TABLE 41: UK Recent Past, Current & Future Analysis for Animation and Gaming by Application - TV Application, Media Application and Other Applications - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 42: UK Historic Review for Animation and Gaming by Application - TV Application, Media Application and Other Applications Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 43: UK 16-Year Perspective for Animation and Gaming by Application - Percentage Breakdown of Value Sales for TV Application, Media Application and Other Applications for the Years 2014, 2024 & 2030
  • SPAIN
    • TABLE 44: Spain Recent Past, Current & Future Analysis for Animation and Gaming by Application - TV Application, Media Application and Other Applications - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 45: Spain Historic Review for Animation and Gaming by Application - TV Application, Media Application and Other Applications Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 46: Spain 16-Year Perspective for Animation and Gaming by Application - Percentage Breakdown of Value Sales for TV Application, Media Application and Other Applications for the Years 2014, 2024 & 2030
  • RUSSIA
    • TABLE 47: Russia Recent Past, Current & Future Analysis for Animation and Gaming by Application - TV Application, Media Application and Other Applications - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 48: Russia Historic Review for Animation and Gaming by Application - TV Application, Media Application and Other Applications Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 49: Russia 16-Year Perspective for Animation and Gaming by Application - Percentage Breakdown of Value Sales for TV Application, Media Application and Other Applications for the Years 2014, 2024 & 2030
  • REST OF EUROPE
    • TABLE 50: Rest of Europe Recent Past, Current & Future Analysis for Animation and Gaming by Application - TV Application, Media Application and Other Applications - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 51: Rest of Europe Historic Review for Animation and Gaming by Application - TV Application, Media Application and Other Applications Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 52: Rest of Europe 16-Year Perspective for Animation and Gaming by Application - Percentage Breakdown of Value Sales for TV Application, Media Application and Other Applications for the Years 2014, 2024 & 2030
  • ASIA-PACIFIC
    • Animation and Gaming Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Asia-Pacific for 2024 (E)
    • TABLE 53: Asia-Pacific Recent Past, Current & Future Analysis for Animation and Gaming by Geographic Region - Australia, India, South Korea and Rest of Asia-Pacific Markets - Independent Analysis of Annual Sales in US$ Million for Years 2023 through 2030 and % CAGR
    • TABLE 54: Asia-Pacific Historic Review for Animation and Gaming by Geographic Region - Australia, India, South Korea and Rest of Asia-Pacific Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 55: Asia-Pacific 16-Year Perspective for Animation and Gaming by Geographic Region - Percentage Breakdown of Value Sales for Australia, India, South Korea and Rest of Asia-Pacific Markets for Years 2014, 2024 & 2030
    • TABLE 56: Asia-Pacific Recent Past, Current & Future Analysis for Animation and Gaming by Application - TV Application, Media Application and Other Applications - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 57: Asia-Pacific Historic Review for Animation and Gaming by Application - TV Application, Media Application and Other Applications Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 58: Asia-Pacific 16-Year Perspective for Animation and Gaming by Application - Percentage Breakdown of Value Sales for TV Application, Media Application and Other Applications for the Years 2014, 2024 & 2030
  • AUSTRALIA
    • Animation and Gaming Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Australia for 2024 (E)
    • TABLE 59: Australia Recent Past, Current & Future Analysis for Animation and Gaming by Application - TV Application, Media Application and Other Applications - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 60: Australia Historic Review for Animation and Gaming by Application - TV Application, Media Application and Other Applications Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 61: Australia 16-Year Perspective for Animation and Gaming by Application - Percentage Breakdown of Value Sales for TV Application, Media Application and Other Applications for the Years 2014, 2024 & 2030
  • INDIA
    • Animation and Gaming Market Presence - Strong/Active/Niche/Trivial - Key Competitors in India for 2024 (E)
    • TABLE 62: India Recent Past, Current & Future Analysis for Animation and Gaming by Application - TV Application, Media Application and Other Applications - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 63: India Historic Review for Animation and Gaming by Application - TV Application, Media Application and Other Applications Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 64: India 16-Year Perspective for Animation and Gaming by Application - Percentage Breakdown of Value Sales for TV Application, Media Application and Other Applications for the Years 2014, 2024 & 2030
  • SOUTH KOREA
    • TABLE 65: South Korea Recent Past, Current & Future Analysis for Animation and Gaming by Application - TV Application, Media Application and Other Applications - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 66: South Korea Historic Review for Animation and Gaming by Application - TV Application, Media Application and Other Applications Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 67: South Korea 16-Year Perspective for Animation and Gaming by Application - Percentage Breakdown of Value Sales for TV Application, Media Application and Other Applications for the Years 2014, 2024 & 2030
  • REST OF ASIA-PACIFIC
    • TABLE 68: Rest of Asia-Pacific Recent Past, Current & Future Analysis for Animation and Gaming by Application - TV Application, Media Application and Other Applications - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 69: Rest of Asia-Pacific Historic Review for Animation and Gaming by Application - TV Application, Media Application and Other Applications Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 70: Rest of Asia-Pacific 16-Year Perspective for Animation and Gaming by Application - Percentage Breakdown of Value Sales for TV Application, Media Application and Other Applications for the Years 2014, 2024 & 2030
  • LATIN AMERICA
    • Animation and Gaming Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Latin America for 2024 (E)
    • TABLE 71: Latin America Recent Past, Current & Future Analysis for Animation and Gaming by Geographic Region - Argentina, Brazil, Mexico and Rest of Latin America Markets - Independent Analysis of Annual Sales in US$ Million for Years 2023 through 2030 and % CAGR
    • TABLE 72: Latin America Historic Review for Animation and Gaming by Geographic Region - Argentina, Brazil, Mexico and Rest of Latin America Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 73: Latin America 16-Year Perspective for Animation and Gaming by Geographic Region - Percentage Breakdown of Value Sales for Argentina, Brazil, Mexico and Rest of Latin America Markets for Years 2014, 2024 & 2030
    • TABLE 74: Latin America Recent Past, Current & Future Analysis for Animation and Gaming by Application - TV Application, Media Application and Other Applications - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 75: Latin America Historic Review for Animation and Gaming by Application - TV Application, Media Application and Other Applications Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 76: Latin America 16-Year Perspective for Animation and Gaming by Application - Percentage Breakdown of Value Sales for TV Application, Media Application and Other Applications for the Years 2014, 2024 & 2030
  • ARGENTINA
    • TABLE 77: Argentina Recent Past, Current & Future Analysis for Animation and Gaming by Application - TV Application, Media Application and Other Applications - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 78: Argentina Historic Review for Animation and Gaming by Application - TV Application, Media Application and Other Applications Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 79: Argentina 16-Year Perspective for Animation and Gaming by Application - Percentage Breakdown of Value Sales for TV Application, Media Application and Other Applications for the Years 2014, 2024 & 2030
  • BRAZIL
    • TABLE 80: Brazil Recent Past, Current & Future Analysis for Animation and Gaming by Application - TV Application, Media Application and Other Applications - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 81: Brazil Historic Review for Animation and Gaming by Application - TV Application, Media Application and Other Applications Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 82: Brazil 16-Year Perspective for Animation and Gaming by Application - Percentage Breakdown of Value Sales for TV Application, Media Application and Other Applications for the Years 2014, 2024 & 2030
  • MEXICO
    • TABLE 83: Mexico Recent Past, Current & Future Analysis for Animation and Gaming by Application - TV Application, Media Application and Other Applications - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 84: Mexico Historic Review for Animation and Gaming by Application - TV Application, Media Application and Other Applications Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 85: Mexico 16-Year Perspective for Animation and Gaming by Application - Percentage Breakdown of Value Sales for TV Application, Media Application and Other Applications for the Years 2014, 2024 & 2030
  • REST OF LATIN AMERICA
    • TABLE 86: Rest of Latin America Recent Past, Current & Future Analysis for Animation and Gaming by Application - TV Application, Media Application and Other Applications - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 87: Rest of Latin America Historic Review for Animation and Gaming by Application - TV Application, Media Application and Other Applications Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 88: Rest of Latin America 16-Year Perspective for Animation and Gaming by Application - Percentage Breakdown of Value Sales for TV Application, Media Application and Other Applications for the Years 2014, 2024 & 2030
  • MIDDLE EAST
    • Animation and Gaming Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Middle East for 2024 (E)
    • TABLE 89: Middle East Recent Past, Current & Future Analysis for Animation and Gaming by Geographic Region - Iran, Israel, Saudi Arabia, UAE and Rest of Middle East Markets - Independent Analysis of Annual Sales in US$ Million for Years 2023 through 2030 and % CAGR
    • TABLE 90: Middle East Historic Review for Animation and Gaming by Geographic Region - Iran, Israel, Saudi Arabia, UAE and Rest of Middle East Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 91: Middle East 16-Year Perspective for Animation and Gaming by Geographic Region - Percentage Breakdown of Value Sales for Iran, Israel, Saudi Arabia, UAE and Rest of Middle East Markets for Years 2014, 2024 & 2030
    • TABLE 92: Middle East Recent Past, Current & Future Analysis for Animation and Gaming by Application - TV Application, Media Application and Other Applications - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 93: Middle East Historic Review for Animation and Gaming by Application - TV Application, Media Application and Other Applications Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 94: Middle East 16-Year Perspective for Animation and Gaming by Application - Percentage Breakdown of Value Sales for TV Application, Media Application and Other Applications for the Years 2014, 2024 & 2030
  • IRAN
    • TABLE 95: Iran Recent Past, Current & Future Analysis for Animation and Gaming by Application - TV Application, Media Application and Other Applications - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 96: Iran Historic Review for Animation and Gaming by Application - TV Application, Media Application and Other Applications Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 97: Iran 16-Year Perspective for Animation and Gaming by Application - Percentage Breakdown of Value Sales for TV Application, Media Application and Other Applications for the Years 2014, 2024 & 2030
  • ISRAEL
    • TABLE 98: Israel Recent Past, Current & Future Analysis for Animation and Gaming by Application - TV Application, Media Application and Other Applications - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 99: Israel Historic Review for Animation and Gaming by Application - TV Application, Media Application and Other Applications Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 100: Israel 16-Year Perspective for Animation and Gaming by Application - Percentage Breakdown of Value Sales for TV Application, Media Application and Other Applications for the Years 2014, 2024 & 2030
  • SAUDI ARABIA
    • TABLE 101: Saudi Arabia Recent Past, Current & Future Analysis for Animation and Gaming by Application - TV Application, Media Application and Other Applications - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 102: Saudi Arabia Historic Review for Animation and Gaming by Application - TV Application, Media Application and Other Applications Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 103: Saudi Arabia 16-Year Perspective for Animation and Gaming by Application - Percentage Breakdown of Value Sales for TV Application, Media Application and Other Applications for the Years 2014, 2024 & 2030
  • UNITED ARAB EMIRATES
    • TABLE 104: UAE Recent Past, Current & Future Analysis for Animation and Gaming by Application - TV Application, Media Application and Other Applications - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 105: UAE Historic Review for Animation and Gaming by Application - TV Application, Media Application and Other Applications Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 106: UAE 16-Year Perspective for Animation and Gaming by Application - Percentage Breakdown of Value Sales for TV Application, Media Application and Other Applications for the Years 2014, 2024 & 2030
  • REST OF MIDDLE EAST
    • TABLE 107: Rest of Middle East Recent Past, Current & Future Analysis for Animation and Gaming by Application - TV Application, Media Application and Other Applications - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 108: Rest of Middle East Historic Review for Animation and Gaming by Application - TV Application, Media Application and Other Applications Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 109: Rest of Middle East 16-Year Perspective for Animation and Gaming by Application - Percentage Breakdown of Value Sales for TV Application, Media Application and Other Applications for the Years 2014, 2024 & 2030
  • AFRICA
    • Animation and Gaming Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Africa for 2024 (E)
    • TABLE 110: Africa Recent Past, Current & Future Analysis for Animation and Gaming by Application - TV Application, Media Application and Other Applications - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 111: Africa Historic Review for Animation and Gaming by Application - TV Application, Media Application and Other Applications Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 112: Africa 16-Year Perspective for Animation and Gaming by Application - Percentage Breakdown of Value Sales for TV Application, Media Application and Other Applications for the Years 2014, 2024 & 2030

IV. COMPETITION