封面
市场调查报告书
商品编码
1568077

世界动画和游戏市场

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个工作天内

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简介目录

2030年全球动漫游戏市场预计将达1,738亿美元

预计2023年全球动漫游戏市场规模为570亿美元,预计2030年将达到1738亿美元,2023-2030年分析期间复合年增长率为17.3%。电视应用是本报告分析的细分市场之一,预计复合年增长率为 19.0%,到分析期结束时将达到 910 亿美元。分析期间媒体应用产业的复合年增长率预计为 16.0%。

美国市场预计155亿美元,中国预计复合年增长率24.6%

2023年美国动漫和游戏市场预计将达到155亿美元。中国作为全球第二大经济体,预计2030年市场规模将达到447亿美元,2023-2030年分析期间复合年增长率为24.6%。其他值得注意的区域市场包括日本和加拿大,在分析期间预计复合年增长率分别为 12.9% 和 15.1%。在欧洲,德国的复合年增长率预计约为 13.9%。

全球动画和游戏市场 - 主要趋势和驱动因素总结

动漫游戏产业为何发展如此快速?

由于技术进步和消费者偏好的变化,动画和游戏产业正在迅速扩张。动画历来在电影和电视领域蓬勃发展,如今对于游戏、行销和线上内容创作至关重要。同时,在主机、个人电脑和行动装置等多种平台的推动下,游戏已成为全球现象。电玩游戏利用高度复杂的动画技术来提供身临其境的电影体验。它由 3D 渲染、动态捕捉和互动式故事讲述的进步推动,突破了创造力和娱乐的界限。这些产业现在不仅是娱乐的重要工具,也是教育、模拟和培训应用的重要工具,为其市场范围增添了新的维度。

科技如何塑造动画和游戏的未来?

技术创新正在彻底改变动画和游戏领域,使它们比以往任何时候都更加身临其境且易于理解。扩增实境(AR) 和虚拟实境 (VR) 的出现开启了新的可能性,尤其是在游戏领域,使用户能够参与高度互动的 3D 环境。此外,云端游戏已成为一种主要趋势,允许用户无需高端硬体即可玩串流游戏,从而实现游戏的民主化。在动画领域,人工智慧驱动的工具和程式动画正在简化工作流程,并允许以最少的人工干预快速创建复杂的动画。人工智慧在这两个产业的整合正在创造一个更真实和响应灵敏的环境,特别是在游戏中,机器学习正在增强角色行为和世界建构。即时渲染和射线追踪技术使游戏环境和动画内容看起来更加真实,改善观众和玩家的体验。

哪些消费趋势会影响动漫游戏市场?

消费者行为发生了巨大变化,推动了对高品质、点播娱乐和互动体验的需求。 Netflix 和 Disney+ 等串流平台扩大了动画内容的范围,提供与传统电影品质相当的剧集和电影。同时,游戏开发商正在拥抱新的经营模式,例如游戏内收费和免费增值模式。电子竞技将游戏和娱乐结合在一起,已发展成为一个价值数十亿美元的产业,吸引了世界各地数百万观众,并为竞技游戏内容创造了新的机会。行动游戏的兴起,尤其是在亚洲和拉丁美洲等地区,进一步扩大了游戏产业的范围,因为智慧型手机已成为许多用户的主要平台。同时,游戏内社交媒体整合、直播和用户生成内容的日益普及正在改变观众与这两个行业互动和做出贡献的方式。

推动动漫游戏市场成长的因素有哪些?

动漫和游戏市场的成长受到多种因素的推动。 5G网路的采用等技术进步使消费者更容易在行动装置上存取高品质的游戏和动画内容,从而刺激了行动游戏的快速扩张。 Google Stadia 和 Xbox Cloud Gaming 等云端游戏平台的兴起扩大了游戏受众,让玩家无需昂贵的硬体即可享受高端体验。 AI、AR和VR技术的融合也是一个主要驱动力,为这两个行业带来更身临其境和个人化的体验。消费者行为趋势,例如对互动、点播内容的需求不断增长,正在推动公司投资更复杂的动画和游戏体验。此外,电子竞技的扩张以及透过游戏内收费和广告增加的收益机会正在提供新的收益来源并进一步推动市场成长。最后,内容的全球化以及游戏和动画在新兴市场(尤其是亚洲)日益增长的影响力正在显着提高这两个行业的影响力和盈利。

受访企业范例(36家知名企业)

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

目录

第一章调查方法

第 2 章执行摘要

  • 市场概况
  • 主要企业
  • 市场趋势和驱动因素
  • 全球市场展望

第三章市场分析

  • 美国
  • 加拿大
  • 日本
  • 中国
  • 欧洲
  • 法国
  • 德国
  • 义大利
  • 英国
  • 西班牙
  • 俄罗斯
  • 其他欧洲国家
  • 亚太地区
  • 澳洲
  • 印度
  • 韩国
  • 其他亚太地区
  • 拉丁美洲
  • 阿根廷
  • 巴西
  • 墨西哥
  • 其他拉丁美洲
  • 中东
  • 伊朗
  • 以色列
  • 沙乌地阿拉伯
  • 阿拉伯聯合大公国
  • 其他中东地区
  • 非洲

第四章 比赛

简介目录
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